Escape from the Deadly Menagerie (Advanced Race Guide Playtest) (Inactive)

Game Master Jeff Lee

A game to playtest the new race rules using a variety of characters made with 10 to 30 point race builds.


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Male Human(ish) Level 7 RPG Monkey

You are a prisoner. Taken from your homeland and transported unknown distances, you have ended up in a strange place. Here you have been incarcerated. The place is full of animals, monsters, and strange beasts. There are also other intelligent beings, strange folk speaking stranger tongues, all torn from their homes and brought here.

The guards often take you from your cell, off to rooms where you are tested. You have been chased by beasts, shot at with weapons, and afflicted with magic. They have been testing you. Improper responses bring swift reprisals of pain and then a return to your cell. Still, a spark of hope remains, kept alight and carefully guarded until a time comes when you can seize a moment to try and reclaim your freedom.

Here we go. Go ahead and start by giving a physical description, perhaps an internal monologue or some background on your character. Once you've posted, I'll start you off in your cell with some background and a little something extra for your character.


Male Human Werebat Harbinger 1/Stalker 1

In one cell is what appears to be a Goblin, yet far more primal and animalistic. He even has a tail, that swishes in annoyance or excitement. His fur is dark, with an almost shifting quality. When he's in the corners of his cell, he's practically invisible.

At times, when he's feeling playful, or wants to aggravate his captors, he'll climb up the walls of his cell, and run around on them. It often gets him punished, but it always pisses off the guards.


Male Savage Elf Rogue 3(Knifemaster)

In another is a feral elf,that occasionally snarls and flashes a view of razor-sharp teeth.

He is very tall,a few inches over 6 feet,and hates being tortured.He often lashes out against his torturers,and he remains ready for any chance to escape.

Ridshasithek occasionally mutters to himself in broken Common.


Gurk waits in his cell.

He was forced to crouch in the cramped quarters, barely able to move. Growing weak.

He'd been always mightier than the other orcs, more ruthless and twice as massive. When the humans came he was the obvious target. Some of the other ran like cowards, betraying their heritage. He didn't remember how many of the humans he'd crushed before they had him wrapped in enough nets and chains to capture him, but he vowed to crush more of them. Humans were weak, and he would escape eventually.


Male Human(ish) Level 7 RPG Monkey

Vaki:
You have no idea how long it has been since you were abducted from your jungle homeland. A long voyage over water in a floating hut, and then over clear open land in a wheeled conveyance have brought you far from home.

It is the humans that put you through your tests, that feed you and guard your cell, but you do not fear them. It is the sense of the others, the nightmares of white-eyed terrors that keep you dreading your incarceration. In your dreams they take you, study you, and cut... They only appear in your dreams, but you can feel fresh scars under your fur that make the nightmares somehow more than just images in your mind.

Vaki has the following Trait: Test Subject: The derro have been conducting experiments on your character, but their drugs wipe all memory of the events. Still, they occasionally rise to the surface in dreams. Vaki receives a +2 trait bonus on saves vs. enchantment effects. However, the night terrors left from the buried memories will resurface if confronted by his tormentors. Vaki takes a -2 penalty on all saves vs. fear effects when derro are present.


Male Human(ish) Level 7 RPG Monkey

Ridshasithek:
Pulled from the great marshes of your homeland, you have been taken far from your home and imprisoned here, underground, by these arrogant humans. The tortures you have suffered have left their mark upon you, but have also lent you a certain strength of body and will.

Once free from your cell, you know the most direct route to the testing facility. You know that there are many sharp implements that you can use as weapons, as well as certain drugs and toxins that are kept hidden somewhere nearby.

Ridshasithek gains the following trait: Enduring Spirit: While your tormentors have left their scars upon your body, your will has resolved itself to endure whatever comes so that you may one day turn the tables on your attackers and win your freedom. Ridshasithek gains a +2 trait bonus vs. effects that use pain, or inflict the sickened, nauseated, or stunned status. However, the great rage he holds for his tormentors can affect his focus in combat; he receives a -1 penalty to attack rolls against non-human opponents when there are human targets present.


Male Human(ish) Level 7 RPG Monkey

Gurk:
Gurk has been a long time away from his mountain home, held here against his will by the puny humans. He wants to crush them, but is only able to crush the things they allow him to kill when they release him to fight. Occasionally he can crush and break things when he rebels, before being subdued and placed back in his cell. He's gotten pretty good at it. Gurk's only fear is the magic that his captors use to control him. He cannot smash that; often he cannot see the humans that use the magic against him. If he could, he'd smash them, but they are cowards and sneaks. Perhaps one day he will get the chance, but he fears their magic may defeat him before he has the opportunity to strike.

Gurk gains the following feat: Breaker: You have become adept at bursting the bonds that your captors use to hold you. Gurk gains a +2 trait bonus on his attempts to break or burst items, and a +1 on all damage done to objects. However, Gurk's inability to respond to his captor's use of magic against him have caused him to develop a complex. Gurk has a -2 penalty on any saving throws made against enchantment effects used against him.


Male Human(ish) Level 7 RPG Monkey

I'll see if we can't get at least one more person in here to round out the party before getting the ball rolling. If no one else jumps in in the next day or so, I'll start the prison break.


Pacing back and forth in his cage --the space between the bars of a real cell easily wide enough for him to slip through-- Ji'grik occasionally tries to bend the bars. He looks like an extremely small halfling with verdant green hair.

"Never shoulda left First World..." He utters under his breath as he sits down with his legs dangling through the bars. Bored, he says something in the language of magic and makes little balls of light dance around his cage in time with ghostly music.


Male Human(ish) Level 7 RPG Monkey

Je'grik:
Your time here has been miserable. You are locked in a cage hanging from a chain in the middle of your cell block. The cage is wrought of cold iron and has enchantments laid on it that keep your magical abilities from passing through the bars. When taken from your prison, you are fitted with a cold iron collar that suppresses your magic entirely; it's like having a part of your soul smothered.

The only upside to your small size is that you're easily overlooked. As a result, the guards of the place speak openly around you, often discussing things you have no business knowing. Je'grik gains the following trait: Eavesdropper: You've compiled a sketchy collection of knowledge concerning the Deadly Menagerie's layout and occupants. You gain a +2 trait bonus to Knowledge(local) checks concerning the place, and may make them untrained. Unfortunately, your extended exposure to cold iron has had a detrimental effect upon you mentally. Any time you fail a check by five or more, you remember incorrectly. However, your addled mind is certain that what you recall is correct.

Gurk:
In the previous post to you the word "feat" should have been "trait".

Dark Archive

Female Witch

In one cell, there is what appears to be a Half-Man/Half-Devil. He has a bluishblack skin with red hair and black horns.On his back are large leathery wings.His face is fair, almost femine.

In hushed tones, he prays to Zon_Kuthon to bring divine pain to his enemies to punish and purify them.


Male Human(ish) Level 7 RPG Monkey

Szinroc:
Your time here has been one of torment. Surely the dark lord seeks to test you, to purify your body and soul through the agonies that have been inflicted upon you while you have been imprisoned. Your cell is lined in silver, all surfaces polished to a mirror finish. Magical illumination keeps it bright and free of shadows at all times. Your wings are strapped down and when freed from your cell for your tests and trials, you are fitted with an iron mask that prevents both sight and speech.

Still, you bide your time. You allow the rage to build within you, waiting for the time when their guard is down and you can visit your suffering back upon them ten-fold. Szinroc gains the following trait: Righeous Wrath: Against enemy divine spellcasters, you gain +1 damage to physical attacks, and the DC of your spells and hexes increases by 1. However, you have difficulty focusing your rage. When you drop an enemy divine spellcaster, you must make a Will save (DC 15). A failure means you must continue attacking the downed target until it is dead, ignoring other opponents.

Ok, folks, Sundays are my regular game day, so I'll be starting this off on Monday. See you then.


Male Human(ish) Level 7 RPG Monkey

The lot of you sit in your cells--praying, brooding, grumbling, seething--when without warning a great tremor rocks the place. You are flung to the floor with the force of the shockwave. Bounced about like the contents of a wagon on a rut-filled road, you have no idea what is going on. Je'grik hears a cracking sound, peering up between the bars of his cage to see a great crack split through the ceiling. The fixture holding the chain on his cage falls loose, and his cage clatters to the floor, bouncing along as the tremor continues. The shaking seems to last forever. Then, as suddenly as it began, it is over.

Those of you in cells: Pulling yourselves upright, you find yourselves jarred but undamaged. Then you notice the doors. The doors to your cells all stand open, either burst from their frames or released by mechanisms triggered by the quake. Your first step to freedom is before you.

Je'grik: Your cage now sits on its side against the wall, near an open cell door. It's slightly battered from the fall, but still intact. Unfortunately the door has not been sprung.

For the moment, all is silent but for the occasional whines, moans, and grunts of other prisoners.


Gurk lumbers out of his cell, glad to be able to stand tall over the weak once again.

He lets out a deep, ominous laugh and claps his hands together.

Now the humans will pay.

The massive orc gazes around the room at the others, "I am the mighty Gurk, strongest of the orcs! Who are you, puny creatures?"

Dark Archive

Female Witch

Thank you Zon_Kuthon, I will not disappoint you for this oppertunity, I shall feed the shadow blood this night.


Male Human Werebat Harbinger 1/Stalker 1

When the first tremor hits, Vaki clings to corner of his cell, as if he were a spider. When the dust and trembling settles, the primal goblin jumps down easily landing on his feet.

Leaving his cell, he scampers over any fallen debris and makes his way to where the other prisoners are gathered. "I am Vaki, a primal goblin of the Blackwolf clan."


Male Savage Elf Rogue 3(Knifemaster)

Ridshasithek does not react to the tremors until the doors open.At this,he springs out,and notices a hulking orc standing in front of him.

"This puny creature feels no need to give you his name.Now,shall we discover a way out of here amid the oppurtunity no doubt created by this chaos,or stand here like a bunch of buffoons?"

At the word buffoons,he looks pointedly at the orc.No offense intended,just a bit of RP.

Dark Archive

Female Witch

If the rumble has jarred off my restraints and allowed me to take of my mask I will get out of the cell. If not I will wait for an opertunity to strike.


Male Human(ish) Level 7 RPG Monkey

The mask is only placed on you when you are being removed from your cell. However, the wing restraints are still in place, and are locked in place. A blade would allow you to cut the leather straps of the harness without having to open the locks.

As you stumble out of your mirrored cell, you catch sight of a familiar undulating movement on the ground, as you see your familiar hurrying to your side. It apparently was able to free itself from somewhere nearby.

Dark Archive

Female Witch

I will search for a blade then. Let us return the gracious hospitality we have recieved here brothers Szinroc will say to the others should he run into them.


"Hey! You guys! Got the key to this thing?!" Comes a tiny voice from the ground. Je'grik is gesturing wildly to get the attention of the big folk.


Male Savage Elf Rogue 3(Knifemaster)

"Perhaps if I could get some lockpicks,I would be able to assist you."


"If you could maybe just bend the bars a bit more I might be able to slip out." Je'grik replies. "If you can hurry though, I'd like that. I don't want to be in this cursed cage any longer than I have to."


Male Human(ish) Level 7 RPG Monkey

I don't usually use map software, but I'm learning to use Pymapper to try and come up with something useful for this game. In the meantime, I'll be using Google to give you a rough map for purposes of combat and navigation.

At this point, it is general chaos. Your cell block is about sixty feet square, with cells lining all four walls. A gate at the center of the north wall leads to a spiral stair that you all know takes you up to a main prison level. Unlike the cell doors, it has not been sprung, though it appears ill-fitted to its frame, damaged from the quake.

All of you are close enough to speak, and since no one has made hostile moves toward one another, feel free. There are other prisoners here at the moment, who haven't really begun to to much other than wander about or bicker with one another. As to weapons, the only things at hand for the moment are chunks of rubble fallen from the ceiling, which could be used as improvised bludgeoning or missile weapons. Gurk, however, eyes the fallen cage and its attached chain as a fairly suitable flail...a screaming one if the little man stays inside it.

Dark Archive

Female Witch

Usually a caged fey brings a joy to my eye, but since we have mutual enemies perhaps it would do well to free you. Will you help me escape and punish those who imprisioned us?


"If it gets me out of this cage, yes! I want to get back at them too! I can get us out of here too." Je'grik replies, now trying to bend the bent bars even further in an attempt to escape. "It's one of the perks of being so small."


Male Human Werebat Harbinger 1/Stalker 1

"Hang on, let me bring you up to our height" With that Vaki uses his tail to pick up the cage and transfers it to his hands.

Could I hold the cage with one hand and my tail and use my other hand to pry it open?


Male Human(ish) Level 7 RPG Monkey
Vaki wrote:


Could I hold the cage with one hand and my tail and use my other hand to pry it open?

That's doable. Give me a Strength check to see if you succeed.


Male Human Werebat Harbinger 1/Stalker 1

Gripping the cage with his tail and one hand, the simian uses his other hand to try and open the cage 1d20 + 1 ⇒ (16) + 1 = 17 Str check


Male Human(ish) Level 7 RPG Monkey

Vaki strains mightily on the bars of the cold iron cage, but they do not budge; the door remains shut.

Dark Archive

Female Witch

Szinroc will try to assist, using a piece of metal from the ground as leverage. 1d20 + 1 ⇒ (11) + 1 = 12 Strength check.


Male Human(ish) Level 7 RPG Monkey

Szinroc likewise strains, but the cage holds fast.

At this point, the other occupants of your cell block seem to be recovering from the initial shock and acting upon their new-found freedom.
2 lizardfolk, an ogre, and a hairy, wild-looking humanoid are headed for the stairs leading up and out. Meanwhile a bugbear, a boggard, and two gnolls begin engaging in a free-for-all brawl with one another.


Male Human Werebat Harbinger 1/Stalker 1

"Oh forget this!!, Big man! let the little guy out, the more we have to help us escape, the better." Vaki says to Gurk, passing him the cage with his tail.

Dark Archive

Female Witch

Szinroc turns to those fighting eachother IF I HAVE TO SIDE WITH A FEY SO BE IT,BUT I WILL NOT STAND FOR CHAOS, STOP THIS AND FOLLOW ME OR BE THE FIRST OF MY SACRIFICES Using Fearful gaze from the Advanced race playtest, DC 12.


Male Human(ish) Level 7 RPG Monkey

I'll bot Gurk for now, since he's been AWOL for a few days...

Gurk takes the cage from Vaki.

"Yes, I will free the little one. I claim the cage as reward for this."

Strength Check: 1d20 + 7 ⇒ (15) + 7 = 22

With a squeal of metal, Gurk tears the cage door from its hinges. Then he flips it over and gives it a shake, dumping Je'grik unceremoniously to the floor. He wraps the chain once around his hand for grip and gives the cage an experimental twirl.

"Yes, this will do. Now I can crush my puny human captors."

Szinroc's fearsome countenance stops the two gnolls in their tracks. Seizing the opportunity, the bugbear and the boggard cave their skulls in with chunks of stone. Then they turn on Szinroc, hefting their bloody rocks and preparing to advance on him.

Dark Archive

Female Witch

1d20 + 1 ⇒ (5) + 1 = 6 Initative Szinroc turn to the Bugbears Come to me if you dare Ready action, inflict light wounds if they come into melee range.


"Ow... I'm free! Yes!" Je'grik runs around happily for a moment before he turns to the bugbear and boggard.

"Stay back!" He yells, gesturing erratically. A small, sickly green blob flies through the air toward the boggard.

Acid Splash:1d20 + 10 ⇒ (15) + 10 = 25
Damage:1d3 ⇒ 3


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Hey there, everyone. I'm not sure what direction I am supposed to be entering from but here goes.

Suddenly a swift red blur strikes the boggard from behind.

Trip on the Boggard:1d20 + 8 ⇒ (6) + 8 = 14

Assuming that that is sucessful...
The boggard goes down, upended by the force of the strike. Over it stands a hulking red figure covered in scars and tattoos, glowering at both the Boggard and the Hobgoblin from beneath its spiny brow. Мы не боремся между собой, лишь против розовые he shouts in an unfamiliar tongue.


Initiative 1d20 ⇒ 9

On initiative 9...

Gurk roars and brings the improvised flail down on the bugbear.

Power attack 1d20 + 9 ⇒ (9) + 9 = 18

If AC 18 hits:

damage 2d6 + 10 ⇒ (2, 1) + 10 = 13

The cage sparks against the stone floor as Gurk follows through, dragging his mighty flail to strike the boggard as well.

Power attack(cleave) 1d20 + 9 ⇒ (9) + 9 = 18
Damage 2d6 + 10 ⇒ (2, 3) + 10 = 15

If I hit, my AC is 9 this round from cleave, if I miss, it's 11.


Male Human(ish) Level 7 RPG Monkey

Initiative Order:

Je'grik
Adas Urr
Vaki
Bugbear
Gurk
Boggard
Szinroc

Round 1:

Je'grik announces his warning, sending the acid glob hurtling toward the boggard. It strikes the bufanoid in the chest and his skin sizzles and smokes as it eats a messy hole in him.

A strange demonic figure moves up the stairs behind the two attackers, grabbing the bugbear by the ankle and toppling it to the ground, roaring in a strange tongue.

Vaki scrabbles up the wall like an insect, putting himself out of reach.

Vaki:
Your character sheet doesn't list your favored enemy choice. Might want to get that done before we get much further.

The bugbear snarls and attempts to get to his feet this round, prompting attacks by Gurk and Adas Urr. I'll use Gurk's rolls for his round (adding a -4 penalty to the rolls, as it is an improvised weapon). The cage hurtles down, striking the back of the bugbear's head with a loud crack, before ricocheting off the floor and catching the boggard in the midsection with a meaty thump, blasting the breath from thing. Adas Urr brings a fist down across the side of the bugbear's head and it falls back to the ground and ceases to struggle.

The boggard's neck region swells grotesquely, then deflates as a great rumbling croak blasts from its mouth, echoing mightily off the stone walls. I need Will saves from everyone at this point before we continue. In the future, if you'd like me to make necessary combat rolls for the sake of expediency I can do so, but I'd like that to have a unanimous consensus from the group. I'll list the rolls in the post (monster & NPC rolls will remain hidden).

Dark Archive

Female Witch

1d20 + 5 ⇒ (11) + 5 = 16 Will Save

Since the Boggard did not close the distance I will hex him with evil eye DC 16/17 if divine caster, giving him -2 to his AC.


Will Save:1d20 + 5 ⇒ (2) + 5 = 7
+2 vs Fear, +2 vs Enchantment(Charm)&Enchantment(Compulsion)


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Will Save:1d20 + 5 ⇒ (19) + 5 = 24


Male Human Werebat Harbinger 1/Stalker 1

1d20 + 4 ⇒ (12) + 4 = 16 Will


Will 1d20 ⇒ 3


Male Human(ish) Level 7 RPG Monkey

Szinroc, Adas Urr, and Vaki make their saves.
Gurk and Je'grik are shaken for 2 rounds.

Adas Urr:
You were captured when your small party of explorers, having come to this distant plane to study it, were set upon by soldiers. You have been kept in a cell block near here, in a runed cell that dampens your arcane abilities. When taken out for testing, you are fitted with a magical collar that inhibits your spellcasting. When the earth tremor freed you from your cell, you quickly made your way out and up the stairs leading from it, only to find a full-scale riot in effect on the floor above. You ducked down another stairway to find other creatures facing off against one another. Deciding to try and ally yourself with the stronger group, you aided them.

Adas Urr gains the following trait: Alchemically Fortified: During your time here, your captors have been subjecting you to regular treatments of alchemical infusions. This has been uncomfortable and often painful, but it seems to have garnered you some small advantage. Adas Urr gains a +2 alchemical bonus to Fortitude saves vs. poisons.

Unfortunately, your body has come to crave such infusions. In the presence of any alchemical or magical agents which can be drunk or injected, you must make a Will save (DC 15) to avoid partaking of them.

Nekogami Shinkuro:
Snatched up from the lush jungles of your homeland, you have been shipped far away to a strange land and imprisoned underground. Here you have been forced to fight and been subjected to painful testing at the whims of your captors. However, your chance for freedom has arrived as a great tremor has damaged the prison and freed you from your cell. Unfortunately, you are unarmed and without any gear. However, your time here has provided you with a slight advantage, as you have been forced to perform with many weapons that you are unfamiliar with. You have avoided contact with most of your fellow prisoners, however the guards are mobilizing and you know you'll be unable to resist them in numbers. You use the cover of the ongoing riot to sneak down a nearby stairway where you note the other players' characters in combat.

Nekogami Shinkuro gains the following trait: Weapon Adept: Your familiarity of weapons has broadened during captivity, giving you some slight familiarity in even the most bizarre or crude weaponry. Your penalty for using improvised weapons, or weapons with which you are unfamiliar, is reduced by one.

During your time here, your captors have terrorized you with dogs, to the point where you absolutely despise them above all other things. This causes you to take unreasonable risks to destroy them. In a combat where dogs are present, you must attack them in preference to other targets unless you succeed at a Will save (DC 15) in order to resist this compulsion.


Male Ulfen Tactician

will save

1d20 + 6 ⇒ (13) + 6 = 19


Male Ulfen Tactician

you see, heading towards the combat at massive speeds (base land speed of 50), a Trim yet Well toned Feral Man of 66 inches in height. he doesn't seem to be speaking, just smiling with a look of bloodlust. his long black hair hanging loosely behind his back, his main discerning facial feature is a set of feral golden eyes reminiscent of a tiger, he appears to be clad in a robelike garment made from the hides of various Apex Land predators, his skin had a fairly oriental yellow tint. his fingernails closely resembling crude claws.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Assuming that Je'grik does not kill the boggard somehow on his turn, here goes.

Seeing the short work that Gurk and his furiously swung cage have done to the bugbear, the red creature shoulder checks the unsuspecting boggard; sending it tumbling to the ground and clearly setting up another kill for Gurk. ...и останусь.

Trip:1d20 + 8 ⇒ (18) + 8 = 26


Male Human(ish) Level 7 RPG Monkey

Revised Initiative Order:

Nekogami Sinkuro
Je'grik
Adas Urr
Vaki
Gurk
Boggard
Szinroc

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