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..."
Is this a cave system, or open air with mounds? If open air Xaikon will definitely take to flight to give the party better view of what is on the other side of mounds.
Taking flight incurs a high chance of attracting large flying predators. Just saying.
You are near the entrance yes. If you have anything you want to do before starting down the path let me know. And assume all your gear was maintained and returned.
As they approached the beast's lair, Sylvia was careful to keep her eyes peeled. Unfortunately, her youth betrayed her a bit, as she kept stumbling upon loose rocks and dry twigs as they drew nearer. "Xaikon, can you fly up and look ahead?" she asked the strix woman. "I don't want to be caught unawares by the creature, but you make sure to keep out of sight as well."
She takes to the air, instead of flying high into the air she flies slowly just above the slope of debris. Close to the top, she hovers yet slowly rising so she can peer over the top of debris to see what lies beyond. She would indicate to the others with arm signals so not to make a noise.
Stealth:1d20 + 9 ⇒ (5) + 9 = 14+2 for dim light or darkness Perception:1d20 + 10 ⇒ (1) + 10 = 11+2 for dim light or darkness
As you move up you notice the Manticore has build a nest atop what looks like a metal bowl atop a pile of rubble. (it's a radio dish) The creature is there now you can see it's tail hanging out.
Female Sylph Fighter (Lore Warden) 4 | HP [18/33] | AC 19(21 vs non-magical ranged), T 15, FF 14 | Fort +6, Ref +6, Will +4 | Darkvision 60', Perception +12 | Init +5 | Melee +5, CMB +11, Ranged +9, CMD +20 |
Initiative:1d20 + 5 ⇒ (7) + 5 = 12 K.Arcana or Nature:1d20 + 10 ⇒ (10) + 10 = 20 Perception:1d20 + 12 ⇒ (1) + 12 = 13 To identify any obvious mutations on the manticore. Jayla, don't forget you can post your action as you beat the manticore's initiative.
Hmm as you observe the creature you notice when it exhales there is a green smoke. You deduce that not only would it's bit be poisoning it may also possess a breath weapon.
Female Sylph Fighter (Lore Warden) 4 | HP [18/33] | AC 19(21 vs non-magical ranged), T 15, FF 14 | Fort +6, Ref +6, Will +4 | Darkvision 60', Perception +12 | Init +5 | Melee +5, CMB +11, Ranged +9, CMD +20 |
Dodging around the launched spike, Sylvia called out, "Watch out for it's breath, it may be able to breath out poison!" With her warning given, Sylvia raised her sword and got into a defensive position. "Try to bring the beast down!"
Sorry I thought we were still waiting for someone. As a note your primary goal is not to kill the beast just get past it although killing it is one way and the one that earn the most glory.
Xaikon manages to hit the creature with her arrow.
Female Sylph Fighter (Lore Warden) 4 | HP [18/33] | AC 19(21 vs non-magical ranged), T 15, FF 14 | Fort +6, Ref +6, Will +4 | Darkvision 60', Perception +12 | Init +5 | Melee +5, CMB +11, Ranged +9, CMD +20 |
Almost seeming to dance around the projectile, Sylvia tried to look for a way to get the creature into sword range. "Archers, aim for the wings! Bring the beast down!" she cried out.
Maintaining Total Defense. AC is 23, 25 vs non-magical ranged attacks.
The arrow and the magical bolts strike the beast infuriating it It launches another volley of spikes before landing atop a nearby pile of scrap roaring defiantly.
Xaikon cringes as another spike hits her, decides to land on the scrap but in a steady location to have some scrap provide her some cover as she shoots through a small gap at the beast.
Giving a strangely savage grin at the grounded beast, Sylvia was quick to give chase. Drawing up to it, she slashed heavily with her short blade, hoping to get a good wound going on it.
The creatures attacks were harsh against the lithe woman, the claws tearing into her body with lethal intent. And though Sylvia was able to resist whatever toxin was in the claws, the creature radiated an aura of poisonous energy that worked to sap her strength. "Try to stay at a distance! This thing can poison you just by drawing close!" she warned her teammates with a grim look. "Alright, you bloody wanker, if that's the way you wanna toss, that's how we'll toss."
With fire in her eyes, she swung her sword in a graceful arch, trying to bring the altered manticore down.
Don't forget she is also sickened.
Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
Sylvia strikes the beast but just manages to nick it however Valeria manages a hard blow on it and another arrow finds it's mark.
The creature is slowing down bleeding heavily, it considers retreat but dares not turn it's back on Valeria. It takes a step back and breathes out a cone of poisonous gas.
Only Val and Sylvia are in the area of affect.
Fort save dc 19. Failing the save results in 1d6 point of Intelligence damage, 1d6 point of Wisdom damage, and the creature is confused as per the spell for 6 rounds. A successful save halves the ability damage and negates the confusion effect.
Val and Cynthia must make a save vs the aura of radiation.
Since Cynthia failed once already the dc this time is 21.
Female Sylph Fighter (Lore Warden) 4 | HP [18/33] | AC 19(21 vs non-magical ranged), T 15, FF 14 | Fort +6, Ref +6, Will +4 | Darkvision 60', Perception +12 | Init +5 | Melee +5, CMB +11, Ranged +9, CMD +20 |
Lot's o' dice:
Fort Save:1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10vs. Poison Fort Save:1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8vs. Radiation Int Damage:1d6 ⇒ 5 Wis Damage:1d6 ⇒ 1 Confusion:1d100 ⇒ 87Attack closest creature Str Damage:1d3 ⇒ 3 Attack:1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12 Damage:1d6 - 2 - 1 ⇒ (5) - 2 - 1 = 2 Le Sigh...So, what should my next character be?
Sylvia felt like she was holding her own against the beast. Right up until it released a massive breath attack. The insidious gas seemed to delve right into her body, and she could feel her mind become foggy. Unable to tell which creature near her was her target, and momentarily forgetting just why she was fighting, her sword lashed out.
Not sure what is closer to attack, so I'll leave that up to you. I doubt I hit anything anyway. Also, how long am I sickened for?
It moved back so you would swing at Val...6 rounds but it adds 2 rounds each time you fail against rad again. So including the round that passed, 7 more rounds. It's almost dead anyway Jayla and Xaikon will likely finish it off in the next round.
Another arrow finds it's mark.
Val moves up and swings at the best but just misses her mark. Sylvia comes up from behind ad swings at val nut misses her.