Shadows of Numeria (Inactive)

Game Master DireMerc

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.

link to images

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..."


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HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Val will finish the poor sap
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9


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.

status:

Lots to keep track of.

CON 13/14 (drained 1)
HP max is 17 while drained, 20 when restored

HP 17/17
In effect: Barskin (+2 natural AC) and Bull's Strength (+4 Str)
Bestial form: darkvision, natural weapons

AC 16 (T 13, FF 15)
Longspear: +6, d8+4 (brace/reach)
Bite: +6, d6+4
2 Claws +6, d4+4

Remaining spells:
Level 0: Detect Magic, Light, Know Direction, Create Water, Mending
Level 1: Remove Sickness, Charm Person [Charm Animal spontaneous]

1/4 (?): change shape (to bestial form, std action) (free swift action to human form)
1/1: Born Free (reroll compulsion save)
1/1: Lycanthropic Bloodlust (temp HP)
4/5: Storm Burst hex
Healing hex (once per person)

Rakir growls like a bear, and runs to Valeria's side, stabbing at the guard with his longspear, which pierces his abdomen.

Longspear: 1d20 + 6 ⇒ (15) + 6 = 21
dmg: 1d8 + 4 ⇒ (6) + 4 = 10


Valeria took down the guard at U2


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.

Wasn't sure if she hit him the second time. In that case, can I charge the next guard? If not, I'll go 30' and storm hex the next guard.


Unable to charge there is stuff in the way. Storm hex it is.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla quickly moves to W3, to shoot at the next pirate, at Q3.

"One target neutralized, on to the next."
Shot: 1d20 + 8 ⇒ (16) + 8 = 24 Dmg: 1d6 ⇒ 1

Hmm...what a compliment to the slayer class... a 1.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise hurries to the next stack of crates. He presses his back against them and crouches down in case the guards on the ship have bows and target him. He listens for a guard to approach the small gap between the two stacks of crates and attack him if he comes within range of his deadly rapier.

Move action: move to T4.
Standard action: ready an attack if enemy (Q3) enters within range for a melee attack (T3)

(possible) rapier attack: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d6 + 2 ⇒ (3) + 2 = 5


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

To save on posts, I will await resolutions of others before selecting target.


Updated map with all actions applied


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Move to W6 taking aim at Q3.

Seeing the others moving she moves besides the crates just on the first wooden pier, ducking behind the crates for concealment from the ship. Taking aim at the first pirate on the stone dock area.

Longbow: 1d20 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9 +1 vs human, +1 tiger aspect

Arrow is released missing it's intended target.


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 follows up Xaikon's arrow by charging the guard, hoping to catch him while vulnerable.

charge spear: 1d20 + 4 ⇒ (7) + 4 = 11
dmg: 1d8 + 2 ⇒ (5) + 2 = 7


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Val will move to O-3 and ready an attack against a charge.


wait up a bit the pirates go after xaikon sorry for the delay

The closest pirates fall back to the nearest cover drawing their cutlass. The pirates on the docks and on the ship group up and draw and fire their shortbows at Alvoise and Xaikon.

attack Alvoise: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 4
attack Alvoise: 1d20 + 4 ⇒ (7) + 4 = 111d6 ⇒ 1

attack Xaikon: 1d20 + 4 ⇒ (7) + 4 = 111d6 ⇒ 5
attack Xaikon: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 5

But their shots are all far from their mark.

updated map after pirate movement

now you can all post again.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

In that case Val will move to Q-3, and ready an attack as one comes near.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise slips between two stacks of crates and hurries to another group. Coming to a rest, he squats slightly to hide from any projectiles. Holding his rapier at his side, he readies to attack an enemy that steps too close to him.

Move action: move to R1
Standard action: ready an attack if enemy enters within range for a melee attack (R2)

(possible) rapier attack: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d6 + 2 ⇒ (1) + 2 = 3


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 continued to press the attack, but tried to stay behind the crates and other obstacles to keep from being an easy target. He ran to the next crate and stabbed at the guard.

longspear: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 adding for Bull's Strength, previous attack number was wrong
damage: 1d8 + 4 ⇒ (8) + 4 = 12


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla moves to U5, she readies a shot for the 1st prate to come near her and Alvoise.

Shot, PBS: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 Dmg, PBS: 1d6 + 1 ⇒ (3) + 1 = 4


Val moves up staying in cover.

Alvoise moves up and prepares.

Raskir moves up to the other side if the pirates cover and takes a stab at him with his spear but the pirate avoids the blow.

Jayla moves and shoots but misses.

That leaves Xaikon then pirates.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Moves from W6 to W9

Focusing on the ones on the ship, she moves further onto the dock and positions herself before aiming at the front pirate on the ship. Taking aim at H12

Longbow attack: 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16 +1 vs human, +1 tiger aspect
Damage: 1d8 ⇒ 8


When you ready an attack make the roll ahead of time.

Xaikon fire but the pirate ducks behind the prow of the ship and the arrow just barely misses him.

So val gets and attack on a pirate as they move up and so does raskir cause of his reach. Jayla shoots but misses.

Pirates attack
cutlass attack on Val: 1d20 + 4 ⇒ (13) + 4 = 171d6 + 1 ⇒ (1) + 1 = 2

cutlass attack on raskir: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 1 ⇒ (5) + 1 = 6
cutlass attack on raskir: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 1 ⇒ (3) + 1 = 4

Boxes provide +2 ac because of cover against those on the boat
shotbow attack Xaikon (with cover): 1d20 + 4 ⇒ (13) + 4 = 171d6 ⇒ 2
shotbow attack Xaikon (with cover): 1d20 + 4 ⇒ (1) + 4 = 51d6 ⇒ 3

Those on the dock have a clear shot however.
shotbow attack Xaikon (no cover): 1d20 + 4 ⇒ (19) + 4 = 231d6 ⇒ 3
shotbow attack Xaikon )no cover): 1d20 + 4 ⇒ (13) + 4 = 171d6 ⇒ 5

Your you readied attack and attack of op, if it drops the pirate his attack is negated.

You can also all post your actions for the next round.

updated map


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla sees the pirates close in and decides the pirate at P5 is her next target.

Move action: study pirate as target.
She takes a shot.
Studied shot: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 Dmg, studied: 1d6 + 1 ⇒ (2) + 1 = 3


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

AoO: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15

And Val will attack him if alive

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Feeling 3 arrows strike her body she cringes at the pain, yet Xaikon quickly moves behind the boxes to gain improved cover from both groups of pirates.

Move from W9 to W11

Deciding that the pirate archers are a major threat to her, she chants to form misty vapours around her to help conceal her.

Obscuring mists. Completely forgot I had spells to use....


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise leaps onto the crates next to him. Maintaining his balance despite the uneven footing he thrusts his rapier towards the blackhand smuggler next to Valeria.

Move action: move to Q1
Standard action: melee attack (P2)

Rapier Attack: 1d20 + 8 ⇒ (18) + 8 = 26 Confirm crit: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 extra damage if confirmed: 1d6 + 4 ⇒ (4) + 4 = 8


Missing Raskir, will bot if not posted by tomorrow.


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.

AoO
longspear: 1d20 + 6 ⇒ (20) + 6 = 26
dmg: 1d8 + 4 ⇒ (1) + 4 = 5
confirm: 1d20 + 6 ⇒ (17) + 6 = 23
dmg: 1d8 + 4 ⇒ (1) + 4 = 5

Raskir ducks under the blow of one attacking cutlass and spears the other pirate right through the stomach before he can reach him.

He follows up by dropping the spear and attacking the remaining pirate with tooth and claw.

bite: 1d20 + 6 ⇒ (14) + 6 = 20
dmg: 1d6 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 1d4 + 4 ⇒ (1) + 4 = 5
claw: 1d20 + 6 ⇒ (4) + 6 = 10
dmg: 1d4 + 4 ⇒ (1) + 4 = 5

Tasting blood, Raskir feels a surge of vitality course through him.
temp hp: 1d6 ⇒ 6 lycanthropic bloodlust (trait) 1 minute


The pirate at p5 is wounded and taken down by Raskir in a vicious assault.

The pirates in meele attack Raskir and Valeria.
attack val: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 1 ⇒ (6) + 1 = 7
attack raskir: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 1 ⇒ (6) + 1 = 7

Missing their strikes they make a run for it. (provoking attacks)

The archer unable to see Xaikon because of the smoke target Raskir and Jayla.

attack Raskir: 1d20 + 0 ⇒ (11) + 0 = 111d6 ⇒ 3
attack raskir: 1d20 + 0 ⇒ (20) + 0 = 201d6 ⇒ 6

attack Jayla: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 2
attack Jayla: 1d20 + 4 ⇒ (8) + 4 = 121d6 ⇒ 6

confirm crit raskir: 1d20 + 4 ⇒ (1) + 4 = 51d6 ⇒ 5

Your go again.

updated map


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Val moves to L1


I assume you take a swing when he moves back and you take another swing when you get there assuming he is still up.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Yep


That was a cue for you to roll your attacks lol I don't mind doing it but most people seem to prefer doing it themselves.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

AoO: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12


ok you first attacks his and wounds him and then you catch up to him and finish him off. (pirate at k3 is down)


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla moves to behind the crates at P4 and shoots at the pirate at K4.

Shot: 1d20 + 8 ⇒ (6) + 8 = 14 Dmg: 1d6 ⇒ 1


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise drops to the ground and speeds across the dock area, hurdling barrels and jumping over crates. He comes to rest crouching behind three crates.

His speed is 40’. Double move to arrive in F3; I picture him moving from Q1 to G1 in a straight line and then to F3 at an angle.


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.

Sorry, trying to keep up. Provoked attack.

bite: 1d20 + 6 ⇒ (3) + 6 = 9
dmg: 1d6 + 4 ⇒ (5) + 4 = 9

Raskir snaps at the departing pirate guard, then gives chase, biting at him again.

bite: 1d20 + 6 ⇒ (20) + 6 = 26
dmg: 1d6 + 4 ⇒ (2) + 4 = 6
confirm crit: 1d20 + 6 ⇒ (8) + 6 = 14
dmg: 1d6 + 4 ⇒ (6) + 4 = 10


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Now shrouded in mist, she takes aim at a pirate on the boat.

Longbow attack: 1d20 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9 +1 vs human, +1 tiger aspect

The dice is torturing me lately with low d20 rolls....


Raskir manages a solid hit but not a crit.

Obscuring mist grants full cover to any creature that has more than 10 feet of smoke between them and is a 20 foot radius around the caster. Unless xaikon moves out of the smoke she cant shoot cause she cant see anyone.

The pirates pirate now caught drops his weapon and raise his hands in surrender.

"Another group of mercenaries from the town! We have to warn the captain get more guys out here!" You hear one from the ship shout.

The pirates at range fire once more. Targeting Raskir and Alvoise (you both get +2 ac from cover)

attack Raskir: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 111d6 ⇒ 2
attack Raskir: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 121d6 ⇒ 2

attack Alvoise: 1d20 + 4 ⇒ (20) + 4 = 241d6 ⇒ 5
attack Alvoise: 1d20 + 4 ⇒ (1) + 4 = 51d6 ⇒ 3

confirm crit: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 6

updated map

Your go again.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

Alvoise screams when the arrow hit him. In pain and confused, he embraces the anger stirring in his blood and lashes out with a fierce cry. He bolts from his place and whips his rapier in a frenzy as he attacks the enemy facing Raskir and Valeria.

Bloodrage 9/10 rounds. +6 hp −2 ac
AC 16 hp 30/41

Rapier Attack on K4: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Val swings at the pirate K-4
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15


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.

Is K4 the one that surrendered? You guys are ruthless ;).

The 6 damage removes the temporary 6 hp I had. Not sure if I have taken any damage before that.

Raskir moves towards the guards on the dock, pausing for cover and to storm hex the nearest archer. Sparks crackle around him.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Ruthless? Whatever makes you say that?
..protocol 66...search and destroy...


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla double moves to N4


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Xaikon softly speaks to herself as she steps out of the mist to take aim at the first archer on the boat.

Longbow attack: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18
Damage: 1d8 ⇒ 5


Focused on combat Alvoise and Valeria helps strike down the surrendering pirate before they realize what he was doing.

Raskir moves up casting his spells and xaikon shoots one of the archers on the boat. (double move they board the ship)

The two archers on the dock retreat running to the ship while the two on the boat shoot at xaikon.

attack: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 6
attack: 1d20 + 4 ⇒ (18) + 4 = 221d6 ⇒ 1

your go again.


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.

How hard is it to jump from the dock in the middle to the boat where the archers are? A 10' jump shouldn't be too hard but is the boat level with the dock or higher?


Will try to add this to the map but there are planks to board the ship along the 16 line. The boat is 5 feet higher than the dock


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla takes a doublemove to H3, moving in an arc to avoid an AoO.


Sorry for delay here is the map
updated map


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.

OK, sounds like a difficult jump then. I believe I should be 30' farther along, around F2/3.

Raskir storm hexes another archer and then moves down the dock toward the boarding ramp.

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