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Jandar-Ki Naïlo wrote:
I was having problems with the link still; I assumed that everyone else might have the same problem so I went ahead and created a new MAP. I copied over the player avatars as tokens.
Thanks, Jandar. I'm not sure why the sharing was having so many problems via google docs.
Varisia James wrote:
The dog deftly leaps over your whip attack (CMD 21 vs trip. 4 feet helps with stability). Its companion moves forward 10 feet (large size, but normal 5 ft reach) and bites once at you. Roll for attack of opportunity, Varisia.
Da Bite of DOOM!: 1d20 + 4 ⇒ (15) + 4 = 19
The dog's snapping jaws barely miss you.
Derro Oracle of the Dark Tapestry Level 6
Equipment SAK (Standard Adventurer’s Kit) 30 gp
Background. Simply put, the Derro is known as Your Trainer Of Night In the Neverending Gaze of the Blind One. He is a madman who believes the ascension of the Mad God Azatoth and the Elder Gods is night, so he has set out to train all of the denizens of the Darklands that is time for them to put aside their differences and march on the surface world, where the sun will finally be thwarted in eternal night by the Mad One’s blessing. More to come…. Your Trainer has a fondness for bats, but has yet to acquire a riding one due to the misfortune of the duergar’s silly imprisonment.
The map is open.
From where you are at Fionnid, there is a 10 ft wall blocking your line of site. If you move southeast near the now open door and then go east another 10 with a double move of 50, you'll be able to see the two death dogs and Varisia staring them down with his steely eyed gaze and Harrison Ford stubble.
1d20 + 7 ⇒ (16) + 7 = 23
Two two-headed dogs sit in an array of broken furniture and the diseased drool of the ages. Each of them is the size of a tiger, and one's slavering two-headed gaze turns to Varisia and snarls, its jaws opening as it charges to the attack, followed by its companion...
Init Death Dog 1: 1d20 + 2 ⇒ (4) + 2 = 6
Varisia: 1d20 + 5 ⇒ (18) + 5 = 23
Varisia sees nothing but an empty courtyard. As Jandar-Kai moves back over, he sees what appears to be another courtyard that looks like this
A spacious yard fills the compound east of the house. To the
There are three ways you know to get rid of haunts.
1) Like a ghost, a haunt exists because of a specific event. If you find out how to appease the haunt, then it is permanently destroyed.
2.)Haunts can be disrupted when they first manifest by channeling positive energy (cure spells, etc), or by holy water, but it has to be done during that round of first manifestation. This will only disrupt the haunt until it manifests after a specific length of time. They can also be disrupted by haunt siphons, which act as a 3d6 positive energy attack when thrown at the haunt (400 gp, 1 use), and then act as 1d6 negative energy grenades after absorbing the haunt.
3) Don't come near one and it doesn't hurt you.
Zohreh's hand flashes through the mob, and she is chilled with the fear and recognition of death. If they are real, they're not on this plane of existence. Jandar see a mob of panicked Osiriani running out from the courtyard screaming about a plague, but they start to vanish once they leave the building grounds, they disappear with a scream and a sigh.
In Mekton Zeta Plus, there are 4 scales of combat. HP or life points, Kills, Corvette Kills, and Starship kills. Each one = 10 of the last. So a 4K cannon does 40 pts of damage to a person, who at the highest end has 10 Hp before things like body armor. Atlas's scale is a good start. I would need to see the system FFG is using to come up with a decent conversion. A high end mecha weapon would do 10K, not counting special abilities like armor-piercing, shock, yada, yada.
1 kill of damage in terms of only war is equal to 10 points of damage in the Mekton rules. Humans usually have 1 to 10 hp of damage in a mekton game they can survive, with things like power armor adding HP and then anti-personnel weapons doing damage in hits, then kills with heavier weapons. 1 kill weapons are things like light machine guns, or light laser weapons, or small rockets.
If you rolled your init above the effect in the surprise round, you did get an action. If you didn't, you were surprised.
Effects. Those who failed the save are frightened for 1d4 melee rounds. Those that made the save are shaken for 1 round.
Varisia frightened duration: 1d4 ⇒ 2
Varisia and Nenet, you begin to run away from the courtyard as fast as you can. The rest, other then Jandar-Ki are all shaken for 1 round.
Well based on the setup of 40K, Imperial Knights are the size of tanks, and not considered war machine scale or Titan scale. A standard battle cannon is a 120 mm smoothbore, which equals out based on the old Mekton Zeta rules around 4K of damage, with the properties Ammo dependent and Armor Piercing. So you're probably looking at weapon ranges in the Kill scale, along with the Warhound Titan probably having Corvette Scale (tens of kills) with units like the the Tyranid's Bio Titan and the Stormsword/Blade/Hammer/Super Heavy Tank with an awesome but cheesy name being on that same scale. Or, if you want to avoid that, make the Knights middle of the scale with 6 to 8 K weapons and armor, with the Titans having 10 to 12 K and the big ones corvette scale.
Zariya and Zohreh hear what sounds like the stomping and yelling of many people running towards you. Varisia hears nothing. As you turn to face the source of the yelling, you see a large group of people running in terror and screaming, "the heads of the plague are here, run, run!
Roll for init Zariya, and Zohreh for a surprise round. Varisia doesn't get a roll.
Event: 1d20 + 1 ⇒ (8) + 1 = 9
For Jandar and anyone else not entering:
The western side of the estate forms an L-shaped yard mostly
For those entering the small courtyard:
Dust and sand cover the ground of this small courtyard. To the
Those approaching the small courtyard need to make perception checks..
Angels. One of the great tragedies of celestials is that they hang out without being proactive, and a group of angels on a quest to advance themselves up the celestial ladder to fight evil across the planes would be an awesome story.
Maxing your stats is not necessary unless you are truly focusing on one special role (spell DCs, melee damage, etc). Otherwise, lesser stats will work fine via point buy, especially for a group of APs (Kingmaker and Rise of the Runelords being two of the exceptions). The key is that APs (and really almost all canned adventures) assume you will have equivalents of the four man band (arcane, divine, rogue, and martial), so when you get a group of hybrid characters running in a game with a variety of stats, things become harder.
Like many have stated before, it also depends on how your game generates stats, and how your GM views characters. I prefer to view PCs as the heroes, who are or will become top members of their professions. Hence, I use 4d6 rolls, take the best three, reroll 1s or 2s until you have none, so a 9 becomes the minimum stat that can be generated. This creates powerful characters via stats, but then my campaigns have a tendency to be more powerful due to that. Others modify stuff for point buy, and so on.