The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only a small group of heroes can hope to save the city from its own darkest tendencies.
Houserules:
Houserules:
Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.
Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.
if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.
Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.
Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...
Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?
Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).
Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Gregor is glad to see the fight ended so quickly, but they did not get what they came here for. They need more than the notes, they need the Doctor. "Pai, you and I will grab what notes we can. The three of you," he indicates the others, "Someone is going down in the lift, catch them before they get away. Pai and I can catch up with Donager and Sgt. Drakus easy enough." After he's said his piece, he turns to the room, scanning papers for both notes of value and any magic auras.
Detect Magic
Perception 1d20 + 12 ⇒ (17) + 12 = 29 (ideally for any significant documents)
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Gregor will grab the two vials, not yet trusting their contents, but they're worth having if he gets that time. He also grabs as much as he can of the notes or ledgers in a quick scoop and shuffle, before he turns to follow the others out.
Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)
Crain takes his magical weapon and tries to slice a most intimidating hole in the roof of the lift.
I don't know if you need an attack or a damage roll, or anything, DM, but I'll give you a damage roll. If you need anything else, please feel free to roll it.
Crain breaks a hole in the roof of the lift and climbs down and Donagar flies down to join him.
Drakus sets up his knotted rope (dc 5 to climb down. you can take 10)
Once you enter the lift you see a large empty room. The scuffed stone walls of this chamber have been plastered over and then decorated with lurid murals of skeletons cavorting among the dead of a Korvosa completely succumbed to blood veil. Simple wooden doors lead to the north and south each bearing a painting of a scythe-wielding skeleton. A sizable double door stands on the east wall, appearing in the mural as a massive set of double doors opening into the pyramid foundation of Castle Korvosa. Two more scythe-wielding skeletons decorate these large doors.
Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)
Crain jumps down through the hole he cut in the lift. "Now that's more like it! Now, Donager, you might have to teach me how to fly one day," he calls out, following the others down the hallway.
Donagar touches the door and sees beyond that in the next room Dr.Davaulaus is there talking to a pair of queen's physicians. The doctor quickly rushes towards the door to the east end of the room while the physicians go towards the west.
Before you have time to do anything else however the skeletons along the walls all start spewing forth poison gas from their mouths and the two skeletons on the door actually reach out and swing their scythes at Donogar!
Everyone in the room downstairs make a fort save dc 16 if you fail you take 1d4 ⇒ 2 wisdom damage and become confused for 1 round.
roll on this table to see what you do:
01–25 Act normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self
76–100 Attack nearest creature
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Fort save:1d20 + 9 ⇒ (6) + 9 = 15
Drakus' eyes watered, and he got a little dizzy as he advanced into the room.
Random percent:1d100 ⇒ 46 Only to Do nothing but babble incoherently.
You strike the skeletons and they fall apart whatever magic animated them seems it was only good for a single strike. The door is damaged as well but it rather sturdy. The gas continues to fill the room however.
You all need to make another save then you can act again if the gas doesn't stop you.
Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)
Aha, you missed, but I believe that means I have to attack you back per the Confusion spell since I missed my save, too? Correct? If so, I'll make the roll below. If not ignore it, please.
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Next round
Fort Save:1d20 + 9 ⇒ (16) + 9 = 25 Save!
Drakus coughed, clearing his lungs.
"What the hell?" He said as he realized his companions were fighting.
He lunged forward to interpose himself between Crain and Donagar.
"What the hell are you two idiots doing?" He yelled.
He whirled his bardiche around low.
And looking at my last post, my dice roll to attack was wrong. Here is the corrected roll. Attack 1d20 + 12 ⇒ (20) + 12 = 32 Jesus, I have possibly critted again. this is awful...I'm so sorry, Donager. Possible crit 1d20 + 12 ⇒ (6) + 12 = 18. Damage 1d10 + 6 ⇒ (8) + 6 = 14
Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking. So no Crain wouldn't take the attack of op but he would make his next attack againts Drakus
So this round (round 5) you have all made the save. Drakus tripped crain. Crain and donagar have posted no action. Crain needs to spend a move getting up if he want to get up but that leaves another move or standard.
What do crain and donagar do? Do you just wait for the poison smoke to clear?