Miniquest: PSI Membership [ECL3] "A Hound's Head" [Archive] - Wizards Community

Post/Author/DateTimePost
SauroGrenom

10-05-06, 08:44 PM
This is a MiniQuest for Jerrick_QueKiri and his character Val Hurley to gain admission into the great and powerfull PSI Consortium. If you are not Jerrick or Sauro, do not post here.

Goal Accomplished: Yeth Hound Slain

Items Used: None

PP Used: 7

Prebuffs remaining: None

Rewards: 675xp 675gp
SauroGrenom

10-05-06, 08:45 PM
http://ic1.deviantart.com/fs7/i/2005/202/9/e/Psion_Elan__by_Oruna.jpg
(Val Hurley)
Gender and Race: (Female) (Elan)
Size and Type: (Medium) (Aberration (Psionic))
Height and Weight: (5'1") (109 lbs)
Age: (28)
Alignment: (True Neutral)
ECL: (Egoist (Psion) 3)
Experience: (3200)/(6000)

Attributes
STR 9 (-1) [01 pts] [09 Base]
DEX 16 (+3) [10 pts] [16 Base]
CON 12 (+1) [04 pts] [12 Base]
INT 18 (+4) [16 pts] [18 Base]
WIS 13 (+1) [05 pts] [13 Base]
CHA 06 (-2) [00 pts] [08 Base, -2 Racial

Miscellaneous Statistics
Hit Points: 12
[3 HD] [4 (Psion) + (2.5 (Psion) x 2) + (3 HD x 1 Con)]
Armor Class (Normal): 17
[10 Base, 3 Dex, 4 Armor]
Armor Class (Touch): 13
[10 Base, 3 Dex]
Armor Class (Flat-Footed): 14
[10 Base, 4 Armor]
Initiative: +3
[3 Dex]
Base Attack Bonus: +1
[1 (Psion)]
Grapple: +1
[1 BAB]
Speed (Land): 30 ft
[30 Base]
Weight Carried: 22.5 lbs, light encumbrance
[0-33 (Light), 34-66 (Medium), 67-100 (Heavy)]

Saves
Fortitude: +2
[1 Con, 1 (Psion)]
Reflex: +4
[3 Dex, 1 (Psion)]
Will: +3
[2 (Psion)]

Melee Attacks
(Armor Spikes) +0, 1d6+1, (20/x2), (piercing)
[-1 Str, 1 BAB]

Ranged Attacks
(Light Crossbow) +5, 1d8, (19-20/x2), Range 80 ft, (piercing)
[3 Dex, 1 BAB, 1 Enhancement]

Powers Readied
Level 1 [DC 15] (Crystal Shard), (Energy Ray), (Force Screen), (Inertial Armor), (Mind Thrust)
Level 2 [DC 16] (Animal Affinity), (Energy Push)

Power Points Available Per Fight: 7
[21 Total Power Points / 3, rounded up]
Total Power Points: 21
[(11 (Psion)), (6 Int), (2 Racial), (2 feat)]
Manifester Level: 3

Feats
(Psionic Talent)Lvl 1 (+2 pp)
(Extend Power)Psion 1 (Increase pp cost to extend power duration)
(Overchannel)Lvl 3 (Take 1d8 damage to increase ML by 1)

Skills
Total Skill Points: 36
[36 (Psion)]
Languages: Common, Celestial, Draconic, Elven, Goblin
[1 Racial, 4 Int]
Armor Check Penalty: -1
[1 Armor]

Balance: +6
[3 Dex, 4 Ranks (4 (Psion)), -1 ACP]
Climb: -2
[-1 Str, -1 ACP]
Concentration: +7
[1 Con, 6 Ranks (6 (Psion))]
Craft (Armorsmithing): +12
[4 Int, 6 Ranks (6 (Psion)), 2 MW Artisna's Tools]
Hide: +2
[3 Dex, -1 ACP]
Jump: -2
[-1 Str, -1 ACP]
Listen: +4
[1 Wis, 3 Ranks (6 (Psion)cc)]
Move Silently: +2
[3 Dex, -1 ACP]
Psicraft: +6
[4 Int, 2 Ranks (2 (Psion))]
Ride: +6
[3 Dex, 3 Ranks (6 (Psion)cc)]
Spot: +4
[1 Wis, 3 Ranks (6 (Psion)cc)]

Conditional Modifiers
xxxxx

Prefight Actions
Gain psionic focus
Address powerstones

Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
(Spiked Mithril Chain Shirt)SC
[20 lbs][575 gp]
(Darkwood Light Shield)SC
[2.5 lbs][101.5 gp]
Hitomi, Light Warhorse
[0 lbs][150 gp]

Expendable Items
(6) Powerstone of (Vigor) [ML 1]
[0.0 lb each = 0 lbs][25 gp each = 150 gp]
(3) Powerstone of (Biofeedback) [ML 1]
[0.0 lb each = 0 lbs][50 gp each = 150 gp]
(3) Powerstone of (Swarm of Crystals) [ML 1]
[0.0 lb each = 0 lbs][50 gp each = 150 gp]
Max total (ECL2 x 50): 450 gp



Gender and Race: Female Horse
Size and Type: Large Animal

Attributes
STR 16 (+3) [16 Base]
DEX 13 (+1) [13 Base]
CON 17 (+3) [17 Base]
INT 02 (-4) [02 Base]
WIS 13 (+1) [13 Base]
CHA 06 (-2) [06 Base]

Miscellaneous Statistics
Hit Points: 22
[3 HD] [4 (Horse) + (4 (Horse) x 2) + (3 HD x 3 Con)]
Armor Class (Normal): 17
[10 Base, 1 Dex, 3 Armor, -1 Size, 4 Natural]
Armor Class (Touch): 10
[10 Base, 1 Dex, -1 Size]
Armor Class (Flat-Footed): 16
[10 Base, 3 Armor, -1 Size, 4 Natural]
Initiative: +1
[1 Dex]
Base Attack Bonus: +2
[2 (Horse)]
Grapple: +9
[2 BAB, 3 Str, 4 Horse]
Speed (Land): 60 ft
[60 Base]
Weight Carried: 103 lbs w/out Val, light encumbrance; 234 lbs with Val, medium encumbrance
[0-230 (Light), 231-460 (Medium), 461-690 (Heavy)]

Saves
Fortitude: +6
[3 Con, 3 (Horse)]
Reflex: +4
[1 Dex, 3 (Horse)]
Will: +2
[1 Wis, 1 (Horse)]

Melee Attacks
Hoof +4, 1d4+3, (20/x2), (bludgeoning)
[3 Str, 2 BAB, -1 Size]
Hoof/Hoof/Bite +4/+4/-1, 1d4+3/1d4+3/1d3+1, (20/x2), (bludgeoning/)
[3 Str, 2 BAB, -1 Size]

Special Attacks and Abilities
Low-light Vision
Scent
Tricks: attack, come, defend, down, guard, heel

Feats
EnduranceLvl 1
RunLvl 3

Skills
Listen: +4
[1 Wis, 3 Racial]
Spot: +4
[1 Wis, 3 Racial]

Equipment Worn and Carried
Masterwork Chain BardingSC
[50 lbs][500 gp]
Military Saddle
[30 lbs][20 gp]
Saddlebags
[8 lbs][4 gp]
(Masterwork Light Crossbow)
[4 lbs][167.5 gp]
(60) Bolts
[0.1 lb each = 6 lbs] [0.1 gp each = 6 gp]
(5) Alchemist's Fire
[1 lb each = 5 lbs] [20 gp each = 100 gp]

Equipment at Home
(Masterwork Artisan's Tools: Armorsmithing)
[5 lbs][55 gp]

Results
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (quest name) - [??? xp] [??? gp]
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (miniquest name) - [??? xp] [??? gp]
(result) vs (Character Name (Player Name)) - [??? xp] [??? gp]
(result) in (campaign name) - [??? xp] [??? gp]




(Aberration) (not subject to spells or effects that affect humanoids only, such as charm person or dominate person)
(Resistance) (can use psionic energy to increase resistance to various forms of attack; as an immediate action, can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of next action)
(Resilience) (can spend power points to reduce damage severity; as an immediate action, can reduce the damage about to be taken by 2 hit points for every 1 power point spent)
(Repletion) (can sustain body without need of food or water. by spending 1 power point, does not need to eat or drink for 24 hours)




(Proficiency) (proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear; not proficient with any type of armor or shield; armor does not, however, interfere with the manifestation of powers)
(Discipline: Psychometabolism)
(Feats) (Additional feat at 1st, 5th, 10th, 15 and 20th lvls)





xxxxx




xxxxx






Starting: 3200 XP
Earned: 0 XP
Spent: 0 XP
Remaining: 3200 XP




Starting: 3000 gp
Earned: 0 gp
Spent: 1979 gp
Remaining: 1021 gp






(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]




(Qty) Bolts
[0.1 gp each = ?? gp]
(Qty) Powerstone of (Name) [ML ?]
[?? gp each = ?? gp]





Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx
SauroGrenom

10-05-06, 08:55 PM
The pritty young Xeff is not particularly personable, but she is certianly in charge around here. Skilled and lyth, she commands respect of all the servants and members of the guild who occasionally pass through the Main Hall of the Lyceum. Guided here by a dirty blue Kobold, you are ammazed that a building which looks so small and unimportant from the outside is in fact a grand guild headquarter on the inside.

A villiage on the plains south of gladius lies on a critical trade route. They are harrased at night by an otherworldy hound that flies and has a fearsome howl. Travel to this villiage and gain their trust by slaying the hound and leaving its corpse with the villiage leaders.
Jerrick_QueKiri

10-06-06, 02:56 PM
"It will be done."

Val turned around and headed off to the village to fulfill her requirement.
SauroGrenom

10-06-06, 05:41 PM
You travel several days to the small villiage in the plains. Thin lines of smoke from a dozen chimnies rise above the plain as you approach at Dusk. The sun falls quickly as your horse takes you the last 5 miles, and you arrive with the sun gone, and everything illuminated by a low light. The Inn is a small place named "Brazen Barley" and the keeper rushes out as you approach.

Quick m'Lady. The horse must be inside before The Hound comes. The Hound terrifies animals, and your mount will certianly bolt away to its death.

The keeper hurries your mount into a stable and nearly shoves you inside the Inn and bolts the door behind.

Don't be thinking of sleep for another couple hours, the Hound will soon come, and after it's killed something, the night will be quiet again and we can rest.
Jerrick_QueKiri

10-07-06, 10:08 PM
"You misunderstand. I am here to slay the dog that troubles this village."
SauroGrenom

10-08-06, 10:21 AM
M' Lady if you can slay the beast, then the villiagerw will certianly be indebted to you. But it's fearsome, and yea'd best prepare yer self. Well be hearin the first howl in a few minutes.

We'll need to speed this up a bit. I'll give you 2 rounds of time to get ready after you hear the Hound's first howl. Then you go outside and the battle will begin. Give me some basic tactics, and I'll just run it.
Jerrick_QueKiri

10-08-06, 02:29 PM
Don't forget to change Val's sheet. She'll buff with inertial armor and force screen. Then, when the dog is within range, use energy push (electricity; DC 18, Ref half). Then, when the hound gets closer, use energy ray augmented by 1 pp (2d6+2 fire). Have Hitomi move around to keep Val out of range as much as possible. If/when Val runs out of pp, she'll begin using her crossbow. If her hp gets to half or below, use a stone of vigor.
SauroGrenom

10-08-06, 10:25 PM
Val Hurley quickly moves outside into the dimly lit city square and sits mounted on her horse. Suddenly a howl is heard piercing the darkness. You can instantly tell it comes from a spot in the darkness about 60' away some 30' high in the air.

rolls here (http://www.hwx.it/wizards.com/dice.php?sid=642)

The cry has some supernatural effect on you and your horse as fear claws at your heart. Your horse holds steadfast, but fear grips Val Hurley's heart and she is panicked (7rounds). She whirls the mount around and whips it into a furry as she runs streight out of town down the road toward gladius.

(For the sake of making this as painless as possible, your mount can run just as fast as the Yeth Hound can fly. Also the mount can run atleast 7 rounds, so the hound won't be able to close into melee. It will follow you, so we just continue the battle 7 rounds later at some point along the road back to gladius. BTW this was a near miss for you. If the mount failed the save instead, you would be screwed trying to sit on a panicked mount as theis hound came in for melee. )

After a minute of panicking and driving her horse, Val finally gets control of herself and calms down. She stops the horse on the road and peers into the night behind looking to the sky for any indication of the hound following. Over the snorts and breathing of her horse, she can hear the hound panting some way down the road behind. She readies herself with energy push as soon as the creature comes into view. She only waits a moment... Then a big black svelt hound bounds out of the darkness flying through the air 20' up. She manifests her readied power and a ray of electicity streaks forward and strikes the creature blasting it back 10' where it falls and lands prone.

Val again readies a power to strike the creature as soon as it stands. When the hound rises, she presses her attack and targets the creature with an energy ray. A thin stream of fire extends from her hand and strikes the creatures head. It snarles and whimpers before falling still in the road.

The hound is unconcious but not dead. The quest is finished and you win. I'll update the 1st post in the thread, so you can link the thread.
SauroGrenom

10-08-06, 10:30 PM
Feel free to RP here or in the guild thread to close out the plot as you like with your character. Technicially you need to bring the corpse back to the villiage to prove it's dead. The interesting thing to do is to bring the unconcious creature back to the villiage and then take the bound and gagged unconcious beast back to the guild hall for RP porposes. It could be for sale, or become a trophy in the trophy hall.
Jerrick_QueKiri

10-08-06, 11:39 PM
Val bound and gagged the beast and brought back to the village to show it was defeated. After the townsfolk had seen for themselves, Val departed for Gladius.

This will be continued in PSI. Thanks for running this.