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..."
The slide end in a small circular room lit by a pair of brasiers. A set of large bronze double doors, each carved with images of tigers chasing other tigers in four adjacent circles. At the center of each circle of tigers, a snarling tiger head looks out.
Beyond the door is a large circular room with statues of men and women with animal heads around a large fire.Many different passage lead out of that room you don't see anyone or anything that moves.
The doors seem safe and you open them and nothing happens.
Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6
Donagar looks at the fire and statues why put this here it is just like having the garden....maybe they ran out of room in the garden above and had to expand to underground......
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Drakus looked a the many exits out of here.
"Great. How are we supposed to know which way out of here?" He said, disgusted.
He started prowling around the room, looking for structural clues.
Knowledge (dungeoneering):1d20 + 4 ⇒ (15) + 4 = 19 Knowledge (engineering):1d20 + 5 ⇒ (20) + 5 = 25
There is a lingering magic over the entire room. Abjuration and divination.
knowledge planes dc 24:
The statues are of rakshasa.
The rakshasa is an evil spirit that cloaks itself in the guise of a humanoid creature that it might walk unseen among its prey. They embody what is taboo among most societies, and in the shape of those it seeks to defile, a rakshasa gorges itself on these hideous acts. Were they human, these acts of cannibalism, blasphemy, and worse would mark them as criminals condemned to the cruelest of hells.
When not disguised as a humanoid, the otherwise humanoid rakshasa has the head of an animal. Often, they possess the heads of great cats (such as a tiger or panther) or a snake (like a cobra or viper), yet other heads are not unknown—apes, jackals, vultures, elephants, mantises, lizards, rhinos, boars, and more are possible. In most cases, the type of head a rakshasa possesses speaks in some way to its personality—a tiger-headed rakshasa is stealthy and ravenous, while a boar-headed one might be gluttonous and crude. These changes rarely impact the rakshasa's base statistics, although there are more powerful variants of the standard rakshasa that possess multiple heads, more potent spellcasting powers, and additional deadly and unusual special abilities.
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 was tired of waiting and talking about a decision. If Mai points out the sound of water, Crain steps through the doorway, intent on finding out what was going on in this place.
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Also tired of the indecision, Drakus followed Crain into the new passage.
Using his dagger, he puts a small scratch on the inside of the passage as well as the outside doorway. Up high where you can't see it (if you're normal sized), but you could feel it if you reached up and brushed your fingers over the area.
A ten-foot-wide, two-foot-tall well rises from the center of this circular room. Inky water fills the well nearly to its rim, obscuring its depths. A stone statue of a rearing snake rises from the center of the well. Along the length of the serpent’s body are carved dozens of arms crossed over the creature’s belly—each arm grips a long curved blade(scimitars). The statue’s serpentine head rises ten feet above the surface of the water, gazing down coolly to the south with amethyst eyes. (your coming in from the south)
dc 30 knowledge religion:
A DC 30 Knowledge (religion) check identifies the
many-armed serpent as a statue of the obscure Vudran
deity Diomazul, the Serpent of Eighty Blades, a god noted
particularly for its ruthless fury and cruelty in battle.
Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6
Knowledge religion 1d20 + 4 ⇒ (5) + 4 = 9
Donagar scratches his head....and then his beard
Picture a hairy version of the thinker
"Iffen tha first statue was any indication o wha tah expect this one is probably one in tha same as tha first one. Jus another Vudran god tha makes fer a fine tale over a pitcher o ale."
"Tha water looks like a stout an dark brew, though I am not wantin tah drink from it."
Donagar castsdetect magic on the strange fountain.....
Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6
Donagar goes along as well noticing the hallways and discussing armaments...When the passage is full of turns and narrow have ready melee, when it opens some should them ready ranged weapons...
Donagar readies his heavy steel shield and his battle axe. Usually he swings his dire flail with both hands...likely he believes it the better option for the current area...
Unfortunately as you go to move around the fountain you step on a pressure plate. The entire room is a trap. Steel bars drop down blocking the exits and the snake statue rises up out of the water revealing many more arms holding swords and it begins to spin faster and faster and it's arms begin to slowly extend to fill the room with spinning blades.
It will takes 2 rounds for the blades to fill the entire room so if you back away from the statue you have two rounds to act. If you move within 5 feet of the statue now you need to made a dc 15 reflex save or take 8d6 damage.
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Drakus stood ten feet away from the statue and used his bardiche's reach to attack the statue. Power attack.
bardiche power attack #1:1d20 + 13 - 3 ⇒ (7) + 13 - 3 = 17 for a possible 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18 slashing, silver and magic damage.
bardiche power attack #2:1d20 + 8 - 3 ⇒ (6) + 8 - 3 = 11 for a possible 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15 slashing, silver and magic damage.
Male Dwarf Cleric 8 AC 23; HP 71/71; (F+6, R+2, W+9) Init +0; channel 4/4 4d6
Donagar takes a different tact he bashes one of the bars trying to get beyond the reach of the trap...
assuming the bar did not detect as magic and no obvious liquids were on it.....
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Again, Drakus stood ten feet away from the statue and used his bardiche's reach to attack the statue. Power attack.
bardiche power attack #1:1d20 + 13 - 3 ⇒ (15) + 13 - 3 = 25 for a possible 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22 slashing, silver and magic damage.
bardiche power attack #2:1d20 + 8 - 3 ⇒ (11) + 8 - 3 = 16 for a possible 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22 slashing, silver and magic damage.
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 grabs the two gems set in the eyes of the statue, and thumbs his nose at it as he does so. "And this is for slicing me up," he growls as he grabs them.