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Ysabots hex: 1d100 ⇒ 90 Will save:1d20 + 7 ⇒ (4) + 7 = 11 Hex lands!
Agrimar bleed: 3
Rezol's rising strike seems to catch the shadow demon off guard, and this time feels like he caught a living creature. The slash seemed to almost tear the vile monster in half as it was flung away from Zane; incredibly, it seemed to continue moving.
Appraising the gems, you find that there are 89 of them, they are ornamental gemstones of various kinds each worth about 1gp.
The gems are enchanted to provide Light, and are enhanced to +1; so they can be used as sling projectiles for 1d3+1+str damage. They are unstable however, and will evaporate in 1d24 ⇒ 7 hours.
Yes you can have an extra trait for a drawback.
20 point buy.
Hit point convention is to roll for hitpoints, but reroll if you get less than half+1.
1: We are out of the underground and safe at Defenders Heart at the moment after dropping off most of the NPC's across the remains of the city. The companions are about to be sent out to raid a suspected cult safe house.2: I'm cool with that.
For a moment Commander Irabeth just stood and looked at you. You can feel the commanding aura radiating off of her, very similar to that of Thetin. Their eyes meet and they nod slightly to each other.
As the guards concealed themselves again, one replied to Alesie.
Following her into the old inn, you come into a bustle of activity. Soldiers stride along everywhere, giving the inn a crowded marketplace atmosphere. Lights are everywhere inside, even though you saw no sign of habitation from the outside. Off in the common area, you got a glimpse of what had to be merchants, trading weapons, armor and equipment of all kinds. The smell of cooked food wafted from the kitchens, making you salivate at the thought of a hot meal.
Leading you into a back room parlor, you see the maps pinned to the wall and reports strewn across the table signifying this is a headquarters.
You can either tell her your tale in your own words, or feel free to summarize.
Well, I don't know how to answer you in this. I just took over the game and don't really know how the players fight. Plus, with all the recruits, the dynamic will change again.
From what I've seen of the characters, I THINK they're set for melee. Beyond that your guess is as good as mine. Why not submit something you would LIKE to play?
Dal Salpher wrote:
I presume you've maintained the link between the traits and their associated mythic paths?
Yes; though i'm not married to it. If there is a good reason to uncouple the mechanics with the Mythic background, I'm willing to listen.
Professional Calvinball wrote:
How many members are you looking for?
I am looking to select two more players.
(Oh thank god.)
Arthas: You are currently in the city of Kenabres, which has been overrun by the demon hordes of the Worldwound. The demon armies have moved on, leaving the city in a kind of mad max world. You are a fortunate survivor of the battle now holed up in an old stone inn (The Defenders Heart), now the headquarters of the resistance.
You are in a meeting. You are being detailed by your boss, Commander Irabeth to go with a small team (our heroes) to raid a suspected traitors safe house.
On a sideboard, you see a fancy darkwood case, now open, and an ordinary looking longsword with an odd gold colored blade. Something about it draws your eyes...
There is enough room in the cavern to surround Zane, the shadow creature is medium sized and takes up one square next to Zane. No map for now.
Players take their attacks in order of posting, the enemy will go last.
A couple of slots have opened up in this Wrath of the Righteous game; we're looking to recruit!
Our current team is made up of:
Jokum of the Breakbones
The characters are currently resting up in the old stone travelers inn, Defenders Heart, where the Kenabres resistance has its headquarters.
Build is the twenty point buy, two traits, one of them campaign.
I'm looking for a fast turnaround, so decision by Friday (hopefully).
Welcome back Ce-Eshna!
Radiance can shift it's substance to form itself into the Paladin's deity's favored weapon, if said paladin desires it. Sorry, paladin only. Anyone else handling it only has a +1 longsword (though pretty).
Also, Paladins are Lawful and Good. If you want to pursue the concept, the WarPriest is a decent substitute if you build it right.
Concentrating further, you sense a concentration of Evil, more than you have ever experienced before; magnitude 7!
And it's moving towards you!
Agrimar's sharp intake of breath is just enough to give you warning.
No surprise round sadly.
From the inky depths of the oublette, a semitransparent figure rises with an acrobatic leap and a blood-curdling shriek.
The soldiers look startled at the pure glow of Radiance and hesitate.
Anevia said "Silverstrong." And the soldiers put up their crossbows and started to crowd around. They looked as if they had seen a ghost.
Suddenly, there is a half orc lady there in full plate, cloak and officer's insignia.
Setting out through the postapocalyptic remains of Kenabres, you evade a couple of minor demons as they poke through the rubble for prey, squabbling over things you probably don't want to know.
But you eventually return to the welcoming pile of stone known as Defender's Heart.
Commander Irabeth is there to hear your report, the kitchen is open for those who require a meal, the merchants are open in the basement for trading, and your rooms are there for resting.
With assurances that Klarah and her family would be here when you return, you continue your journey through the post apocalyptic city, dimly lit by the blood red overcast and the occasional fire.
Along the way you encounter a cloud of demonic giant flies; you destroy them, but sustain 1d8 ⇒ 7 damage each in the fight.
Finally you come into view of Defender's Heart.
As you approach, a crossbow bolt is suddenly fired over your heads accompanied by the shouted order "HALT!"
Players take their attacks in order of posting, the enemy will go last.
Could everyone note any weapon special properties involving magic enhancement (the +), cold iron, or good when they use them? I look through your profiles, but I'm not sure I caught them. It could be important.
Knowledge:Planes or Religion DC17:
This creature is a Shadow Demon! The most important things to know at the moment are that it is incorporeal (so you need something magic to hit it), it has some kind of damage resistance (so you need cold iron or good weapons to bypass that, its immune to cold, poison and electricity, resistant to fire and acid, and moderately resistant to spells. They are VERY vulnerable to bright light effects of all kinds.
Claw attack 1 vs Rezol touch AC: 1d20 + 11 ⇒ (18) + 11 = 29 1d100 ⇒ 3 Miss.
Claw attack 2 vs Rezol touch AC: 1d20 + 11 ⇒ (16) + 11 = 27 1d100 ⇒ 12 Miss.
Bite attack vs Rezol touch AC: 1d20 + 11 ⇒ (6) + 11 = 17 1d100 ⇒ 69 Hit! for 1d8 ⇒ 3 piercing damage plus 1d6 ⇒ 5 cold damage.
Moving right along...
With your help, Klarah manages to scavenge enough dried meat, vegetables and clean water from a nearby shop to last her and her parents several weeks at least. Their hiding place in their basement is well hidden and defensible by one person.
Stepping forward, you see the portcullis leading into this room is raised.
In your light source, several iron doors line the walls of this large, empty room.
Where do you go? What do you investigate?
When you look through the door, you see that within stands a table surrounded by a few rickety chairs, along with a pair of moldy but serviceable cots. There are no other exits out of here.
There is a winch affixed to the north wall. It looks like it raises and lowers the portcullis that allows entrance into area north of the hallway. Now that you know it's there, you can see the teeth of the portcullis just barely protruding from the ceiling. It seems to be currently in the raised position.
The hallway extends north into the darkness.
This is actually a safe place to rest.
The fallen crusaders each have; a breastplate, a heavy wooden shield, a cold iron dagger, a longsword, a heavy crossbow with 10 bolts, a potion of cure light wounds, an alchemist's fire, two flasks of oil, a healer's kit (2 uses left), a bedroll, two tindertwigs, a whetstone, a wooden holy symbol and thirty silver pieces.
Under Thetin's grim pronouncement, the crusader pair can only grovel and say 'yes sir!'.
The girl is refreshed by the healing.
She is clearly about to run off. Do you prevent her? Go with her? Let her go and go on about your quest?
With a gasp, the librarians recognize Aravashnial. They rush to him crying 'Master!' and 'Riftwarden!'. The librarians cling to Kenabres’s last Riftwarden and beg him to stay with them to protect them. He nods and bows his head at the loss of so much, but he does so.
The girl, Fenna and the surviving librarians thank you all profusely for saving them.
Damaged wizard’s spellbook.:
The few legible remaining pages contain the following spells:
magic circle against chaos,
versatile weapon (APG).
The spellbook is worth 700 gp if sold.
In addition, a parchment scroll of dimensional lock is folded up and tucked into the book’s pages.
The dead tieflings each had a set of studded leather armor, a short sword, a light crossbow with 15 bolts, 20 gp, 30 sp, 15cp, and a haunch of dwarf.
The knight is a cavalier named Sir Chaleb Sazomal, a man of no particular fame.
The librarians also tell you that Blackwing was destroyed by a horrific abomination—a man made of worms who used magic and enslaved demons to smash the structure down.
They such see no reason to keep the secret that this location was a Riftwarden stronghold, since they know that all the Riftwardens who were stationed here are dead. They do know that the head librarian, a man named Quednys Orlun, was up near the Cathedral of Saint Clydwell at the time of the disaster. They haven’t heard from him since, but there’s a chance he may still be alive.
This is a safe place to rest.
Something black and terrifying unfolded from the wall of the cavern and pounce attacked Rezol! Only the shadowy teeth and claws of this bat winged shape have any sense of physicality to it, the rest is lost in the shadows.
There in an abundance of wildlife to play with, many kinds of little fish, catfish, gar, hermit crabs and crayfish in the water. Tall wading birds, egrets and flamingos; those birds who hover in the air looking down, then diving into the water to nab a fish whose name I cannot remember at the moment; even a crocodile or two, though those tend to just vibrate their throats menacingly before submerging and swimming off.
Spinnaker Jon reached the helm and started ringing the ships bell in alarm.
On the beach the bonfire kept the fog from encroaching, leaving the area clear for the shore party celebrants.
Lifting off the deck going up, you can see that the fog is some twenty feet high when you break out of the cloud, the masts of the ship sticking out like trees above a mountain lake. You can see No-eyes Bellamy in the crows nest swiveling about, trying to make sense of the noise.
The fog is definitely unnatural, sitting directly over the campsite something like a mile or so in diameter. It is perfectly clear above you, the strange stars sprinkling the sky. Some torch and lamplight can be seen dimly through the fog.
Now is the time for the initiative rolls!