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..."
Crain opens the door and finds a long hallway. Both walls of this twenty-foot-long, 5 foot wide corridor are decorated with row upon row of tiger heads. Each head appears to be that of an actual, once-living tiger. The heads are remarkably well preserved—their gaping mouths and glaring eyes even appear to be moist. At the end of the 20 foot long hallway is a wooden door.
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)
Perception 1d20 + 16 ⇒ (6) + 16 = 22.
Crain looked around, and decided there was no reason to wait, assuming he didn't see anything strange. He moved toward the door at the end of the hall.
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Jolted as he is batted around, Drakus howled in rage as he wound up and unleashed a power attack/great cleave against the many heads attacking him.
bardiche power attack:1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26 for a possible 1d10 + 6 + 6 ⇒ (5) + 6 + 6 = 17 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack:1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26 for a possible 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack:1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23 for a possible 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack:1d20 + 13 - 3 ⇒ (12) + 13 - 3 = 22 for a possible 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack:1d20 + 13 - 3 ⇒ (16) + 13 - 3 = 26 for a possible 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18 magic, silver and cutting damage.
IF hit;
bardiche power cleave attack:1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24 for a possible 1d10 + 6 + 6 ⇒ (5) + 6 + 6 = 17 magic, silver and cutting damage.
Will continue until all heads in reach are attacked. Not sure if this applies if the heads all connect to a single creature.
Assume you get some healing from donagar and move into the secret passage.
It leads into a circular room. Four alcoves in the walls of this room contain floating spheres of mist, each floating three feet off the ground. Each sphere is a foot in diameter—one is black, one white, one green, and one gold. Just north of the strange floating spheres, two levers protrude from opposite walls.
One lever is currently raised and looks like it can only go up or down.
and the other is in the center but looks like it can go up, down, left or right.
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)
"Clearly, a riddle. Mai, could you just tiptoe through everything and see what the levers do? I suspect me plodding over wouldn't be an overall positive."
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Stepping into the room, Drakus saw the spheres and stopped.
Puzzles; why did it have to be puzzles... He thought, his hand tightening on the haft of his bardiche.
He looked around, hoping to see something he could slash...
Perception:1d20 - 1 ⇒ (20) - 1 = 19
You are instantly transported to a small round chamber with a single exit the door is closed for the moment.
A six-inch-tall bronze dais on the floor in the middle of this otherwise empty room supports a polished column of black marble. The black stone seems to be vibrating softly, filling the air with a faint hum.
Crain feels a strange sense of peace. The magic of this stone makes it so he cannot summon any rage (cant barbarian rage). his wounds start to heal slowly as well (fast healing 2)