Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizards has risen to power in these hidden technological ruins.
Something stirs in the shadows of Numeria and unless someone figures it out the whole world could be in danger.
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..."
She glides down to the others below the ledge, speaking softly, "There is a tunnel that leads to another chamber. Though there 4 earthy constructed mounds near the edge of the ledge."
If you swim to the next area make another fort save.
A dark cavern opens up here, its twenty-foot-high ceiling thick
with stalactites. A rocky shore overlooks a placid pool and
stream, fed by a trickle of water leaking from a narrow fissure
to the north. A small garden of toadstools and dark mold grows
along the banks. There is a tunnel leading to another area here.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Change skinwalker abilities to darkvision and +2 saves
Raskir follows Jayla to the next cave entrance. He briefly examines the fungi for any threats or medicinal properties. "The shaman who trained me used to use mushrooms for healing, and sometimes to help see the spirit world."
Xaikon lets out a sigh at the thought of having to enter the water again. She will attempt to fly above the water as far as possible to minimize having to be in the water.
If entering water the Fort save applies Fortitude save:1d20 + 5 ⇒ (7) + 5 = 12
Once she enters the cave she looks about and tries to identify all that can be seen.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Fort save:1d20 + 5 ⇒ (12) + 5 = 17
Alvoise follows the others. He doesn’t examine the mushrooms and other fungi. His body shivers slightly as water drips from his clothes. Impressed by Xaikon’s stealth, he doesn’t explore the tunnel leading from the cave.
Examining the area Xaikon does notice a danger a young slime mold in the corner.
slime mold knowledge nature dc 16:
Slime molds are revolting oozes that wallow in rot and decay. A perfect example of symbiosis, each slime mold is covered in a thick garden of fungi, mildew, and toadstools, which helps it blend in with the surroundings. As ambush hunters, they can lie silently in wait for days at a time, surging into frenzied movement as soon as prey comes within reach. Most commonly encountered in deep forests, variations have adapted to life in caverns and sewers as well. They lack any ability to digest food, and rely entirely on their symbiotic fungal gardens to break down any organic matter they find into easily absorbed compost and decay. The molds and mushrooms that coat the ooze in turn receive ample food supplies, and over countless generations, many have developed into deadly variations of the forest or cave fungi from which they evolved. This fungal breakdown is in many ways akin to a disease—known as fungal rot, it can kill if allowed to progress for long. Those who succumb to fungal rot become tired and listless. Eventually, paralysis sets in and the victim's flesh begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb. In a somewhat nauseating turnabout, certain creatures find the unusual fungus that grows upon a slime mold to be quite tasty, and these creatures actively hunt slime molds to devour their gardens—although they take care to avoid actual contact with the mold itself unless they happen to be immune to disease.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Raskir confers quietly with the group. "I will try to sneak past while you ready your ranged weapons at it. If it does not react, then you can follow. If it does attack, I will hold it off with my longspear while you finish it off." He waits to see if anyone has a better plan.
Figure I will at least get an AoO with the longspear.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
I'll go ahead and start.
stealth:1d20 + 5 ⇒ (20) + 5 = 25
Raskir touched the wall of the cave, trying to sense the spirits of earth and darkness that dwelt inside. With his skinwalker's eyes attuned to the darkness, he kept a vigilant watch on the ooze, looking for signs of motion, as he slowly skirted along the wall. After he passed, he held his spear at the ready and motioned for the next person.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Alvoise chuckles under his breath as Xaikon describes the slime mold’s danger. Fungal rot? What a disease. He nods in agreement with Raskir. ”If the smugglers used this tunnel, wouldn’t they clean it to make it safer? Regardless, Raskir’s plan seems okay with me.”
Once past it she sees a cavern that goes deeper in the hills.
A collection of stalactites and stalagmites choke this lowceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needlelike teeth bearing down on one another. A dead half-orc sprawls on the ground near the cave’s entrance.
Any stealth check of above 15 automatically makes it past the slime mold. It has -5 on perception so can only get 15 on a natural 20.
Her body has been tripped of valuables leaving only her leather armor behind and she was slain by multiple stab wounds from a short-bladed weapon like a dagger.
Speaking softly, "I unable to see more than 10 feet with obstructions of the stalactites and stalagmites. Think we need to be cautious, may be abuse or traps."
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
”Do you think she was a member of the Bloodhands or the search parties? Probably the latter. Surely smugglers would bury one of their own. I wonder if she injured anyone in the fight,” Alvoise says as he stands over the corpse for a moment, looking at the wounds. He bends low and searches the cave’s floor and stalagmites for a blood trail leading away, deeper into the cave.
Seeing no immediate danger you press on and find a something strange just beyond the forest.
A collection of crates, boxes, rubble, and scavenged metal lies heaped in the northwest section of this damp cave. Several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and emaciated four-armed humanoids mark the walls.
Beyond the tunnel splits into two directions north-east and south-east (you came from the north-west)
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
"I don't think she was attacked by cave-teeth," Raskir says, getsturing to the stalagmites. He pauses and studies the cryptic drawings. "Could these be signs of the star voyagers?"
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
"This looks like the mechanical golem we fought. I don't know who made these figures, though." He waits to see if anyone has any thoughts before taking the lead going northeast.
As you move on to investigate the parts and boxes there is movement and someone runs past you. You didn't notice at first but someone was hiding there. You barely get a good look as she runs but she appears to be a naked hairless woman with color-changing skin that shifts and changes to match her environment. She was perfectly still against the wall and until she moved she was pretty much invisible. (Hiding at dc 32)
knowledge nature dc 16:
A female skulk. Skulks are a race of cowardly and lazy humanoids that live on the fringes of society, stealing what they need and doing what they must—even committing casual murder—to survive. Their unabashed cowardice is perhaps their most widely known trait, but skulks don't see themselves as particularly craven. Instead, they view their dishonorable behaviors as the most expedient method of survival.
The skulk manages to get away to fasts for Raskir to react and catch her however she runs down a straight tunnel and Xaikon would have time to take a shot before the tunnel turns. She clearly has no intention of stopping. Raskir chases and is about 20 feet behind her in the tunnel.
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
Called shot, pretty please, for awesomeness?
Jayla takes aim for the skulk's leg.
Called shot to leg(kneecap):1d20 + 8 ⇒ (19) + 8 = 27Dmg:1d6 ⇒ 2 10ft Movement reduction for:1d4 ⇒ 4 rounds, also -2 penalty to anything involving movement.
You shoot her in the back of the leg slowing her down and giving Raskir a chance to catch up to her. She screams for help. Moments later two male skulks wielding knives come running.
init:1d20 + 2 ⇒ (5) + 2 = 7
ok so there is a 10 foot wide tunnel going south the skulk and Raskir are about 40 feet down the tunnel and the two new skulks show up abut 20 feet from Raskir from around the corner. Roll init post actions and I will add a map when I have time.