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,

And me checking other building?


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.

After seeing that Henric seems OK, Raskir reflects, "Hmmm, they've been dead a while. Maybe the spirits have dispersed." He still gives the bodies a wide berth as he investigates the rest of the building.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

"They're too decayed to identify," Henric mutters, poking one of the corpses with his sword. "A shame, really. I would have liked to know the nature of the plague capable of causing such devastation."


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

Alvoise looks at the church’s interior, curious if it is dedicated to a specific deity. ”Henric, you seem like a man of learning. How long does flesh and muscle take to decay in open air? Should we bury the skeletons, do you think? Or burn the bones? Necromancers dream of places like this. I’d hate to have one find a trove of skeletons like this.”


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

Henric shrugs. "It depends on a variety of factors - weather conditions, for example; or an increase in insect activity. By my guess they've been here

weeks

since the

months

plague

daysweeksmonthsyearsdecadescenturies lookformarks wherearetheothers ohgodstheyjustkeepcoming

ten years ago," Henric finishes weakly, suddenly sagging again. He leans on his cane for support, knuckles white from the death-grip he keeps on the head. "I'm sure Pharasma would like to see them returned to the soil. Unfortunately, we have more pressing matters to concern ourselves with."


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

Xaikon remains in the doorway, keeping her eyes surveying the inside the church, while Krist sit on the roof top edge looking over the empty streets.


There is not much to say about the other buildings, they are houses, a blacksmith and an Inn that have been long abandoned and looted several times already.

Searching the library you do find a journal out back of a herbalist who was trying to cure the disease. The herbalist has no success but symptoms included, fever, muscle degeneration, lost of cognitive functions, nausea, lost of skin and finally death. Most were dead whiting 48 hours.

The herbalist suspected the sickness came from the water and had the well destroyed near the end.

In the back of the church you also find a gold chalice (100gp), two silver bells(25gp each), 50 gold and three potions of cure light wounds.


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 returns to the group after her checking of the buildings

"Looks like I got some information on the things that went on here, an apothecary's journal."


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

Alvoise turns his head to look out the church’s open door as Val enters. ”Well, maybe if we ask nicely the caravan workers will bury them. I’ll even pay them for their time,” he adds in a softer voice.

"Well done, Val. Looks like I was wrong about a book like that being here."

He heads out the door to look for Silas, and once he can speak to him says, ”We found a number of skeletons on pallets. Do you think burying them or burning them would be better? It’s the respectful thing to do, right? Plus, I am uneasy about leaving them alone. Though maybe I shouldn’t be. Any necromancer could have found them by now if he was looking for...resources in the past decade. Since they haven’t been disturbed, maybe they’re unlikely to be in the future.”


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 returns with his finds. "I would not loot an active place of worship, but these are doing no one any good. Perhaps we can find a good use for them."

Any clue what kind of church this is?

"That is a good find, Val. Alvoise, we can build a pyre, it is an honorable end. Perhaps it will give their spirits rest."


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

Xaikon speaks up at the ideas being proposed, "I would be cautious of making a burning pyre soon, for it would indicate there is activity in this abandoned settlement from a good distance away. Perhaps we lock up the church again, and when we prepare to leave make the fire pyre to burn the bones."


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

"She is very much correct with her reasoning. Unwanted attention can be disadvantageous."


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

”Let’s definitely hold off on the pyre for now. If we do find evidence that the mine is safe to open again, it’d be senseless to destroy a building that people will need to rebuild again.”


"Those bones were left undisturbed this long for a reason. If none of you show signs of sickness by tomorrow I'll have my men bury them, until then we will stay clear of the church." says Silas

The church is a temple of Sarenrae.


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

”Fair enough Silas,” Alvoise says. He looks at the others in the area. ”So should we get an hour or two exploration of the mine in today?”


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.

Yes, let's take a look."


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

"I think it's best to check the mine at dawn, when creatures of the night go to sleep"


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

"I agree with Valeria, mines are dark places, so would most likely be occupied by creatures of the dark and night. Going into mine during the day is best as we would only actively encounter creatures of the dark while come across creatures of night slumbering.".

She looks back into the settlement, "I say we rather look for a safe place to set up camp inside one of the other buildings, and secure the wagons and beasts."


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

"A structure like a city hall would likely do. Big and usually strong as well as spacious."


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

"And if we do show signs of sickness, I can concoct a cure," henric nods to Silas. "I've studied the effects of disease enough to kn ow how to stave it off... but this is beyond me. If your men were to bury the bodies, I'm sure we'd all sleep easier.

"As for the mine, I'd much prefer not to venture to its depths when the night is nearly upon us. Rest and perhaps a meal seem to be in order. Let's find a defensible building." With that, Henric walks from the church, turning his back on the years of death.


Ok so you rest for the night while the caravan guards keep watch.

You wake the next morning and prepare for you expedition.

Since none of you show signs of sickness Silas agrees to have the bones buried.


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

At sun rise Xaikon quickly makes her way to sit upon the roof top while waiting for the other awaken. Once they are up, she joins them for the morning meal, then checks over her gear preparing for the trip into the mines.


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

As Xaikon comes onto the roof, she sees Jayla sitting there.
"Good morning. Have you recuperated from the trek yesterday?"


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 gets up and does some morning exercises before breakfast


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

Xaikon smiles, "Yes, I did sleep well. Today is going to be interesting to see what is in the mine, and exactly what happened there."


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

Henric sleeps fitfully, tossing and turning - those who take note hear him babbling in all manner of tongues throughout the night, speaking of events he couldn't possibly have seen, of foreign lands and strange people, sometimes changing languages in the middle of a sentence. Upon waking, of course, he remembers nothing.

Holding his hands before him, he is distraught to see the brown pigments fading, revealing hints of icy blue skin beneath. Muttering an excuse about needing to shave, he gathers his things and moves away from the rest of the group, shrugging off his coat, rolling up his sleeves, and applying the pigments as best he can. He checks the small lenses over his eyes - at least they still work.

Making a Disguise attempt to appear human. Henric doesn't want his true race known yet.

That done, he pulls his coat and cravat back on, knotting the latter with swift fingers as he makes his way back to the caravan. He opens the heavy trunk he brought with him, folds out the small table with its apparatus, and settles into the daily routine of preparing his alchemical extracts.

That'll take him an hour, in case anyone wants to approach him. I'll update his 'extracts prepared' list tomorrow, when I'm not half-asleep.


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

After a quick breakfast, Alvoise sits outside smoking. His gear is gathered; weapons freshly sharpened. He enjoys the quiet of the empty village.

”Well then,” he says grinding the stub of his cigar against the ground. ”Does anyone need a torch? Any volunteers for leading the way?”


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

"I don't mind leading the way, as I have no problems seeing in any lighting conditions."


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

It must be an imparement, not being able to see in the dark. I find it rather to be an advantage.

"Aside from myself, is anybody able to see in the dark?"


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.

After communing with nature for a while, Raskir is ready to explore. "My eyes are sharp in dim light, but I can't see in complete darkness."


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

Xaikon smiles, "I have no issue in seeing well in dim light and in the dark. We generally hunt at night.", placing one hand onto Raskir's shoulder, "If by chance we end up in complete darkness, stick next to me friend."


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.

"Thank you, friend. I can make light, but there may be a need to remain hidden."


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

"Depending on what's down there, we could become the hunted.
And knowing if it can see in the dark would be an advantage.
If it can't see when the lights are out, we can attack it or flee without much worry."


Ok so Valeria most likely leads the way into the mine. Do you bring a light source?


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

Jayla will accompany Valeria in case she decides to spare the torch.


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

Xaikon falls in line with Raskir behind Valeria and Jayla. Being able to see easily in the dark, she never worried about carrying light source. "If a small light source is needed, those in front can be further forward so to scout and to warn us of impending danger."


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

If I'm going into a darkened mine, I won't need to rely on magical means of disguise, Henric thinks, grinding the shells of beetles together with iron filings and other components. Hostile creatures are likely, though, and a better means of protection is near-essential. He steeps the stuff in boiling water, reduces it, and strains what's left into a vial, corking it and slipping it into a holder at his belt. The other potion is an easy choice - a concoction of hallucinogenic fungi and the dust of fey wings, with a good dose of valerian root. The only thing that could stave off the voices that constantly whispered at the back of his mind.

His hands shake as he slips that potion into the pocket inside his coat, the small vial bumping against his ribs, a constant reassurance of peace come nightfall.

After throwing out the waste products left by his potion-making, he folds his laboratory down into the trunk, buckling it closed, turning the key in the lock, and slipping it into one of his many pockets. He checks the sharpness of his cane sword, shrugs his shortbow and quiver over his shoulder, and prepares to head into the mines.

"Given enough time, I could have crafted all manner of aids," he mutters. "I have a formula somewhere for rods that glow in a manner similar to moonlight when struck." He decides to walk in the middle of the group - not at the front, where he was likely to ruin attempts at stealth; nor at the back, where he was likely to be left behind in case of an... episode.


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

”You could make decent coin supplying the mine if it opens. I can see well enough in the dark. Other than natural talent I have no ability for stealth. So at the front others may be better at scouting. I’ll take the rear unless someone else wants it.”


Those who can see in the dark lead the way into the mine while those who cannot carry a torch and follow behind a short distance away.

You travel down the primary tunnel and after traveling around two hundred feet you arrive at a large cavern that serves as an intersection with a tunnel that goes east and another that goes west.

You see rails that start in the center of the chamber and go down the eastern tunnel. In the center of the chamber there is a wagon tipped over and you see a pile of silver ore that was in the wagon and spilled over.


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.

Ignore what I said earlier, I do have darkvision in "beast mode" and would share that information with my allies.

Raskir reverts to his natural, more bestial form as he enters the tunnels, as his eyes adapt to the darkness. Occasionally he chants softly, using Know Direction to keep track of the party's progress.

The shaman cautiously approaches the wagon and attempts to right it while his owl Tuuli circles overhead, acting as a sentry.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19
Strength: 1d20 + 2 ⇒ (4) + 2 = 6

Beast form, choosing darkvision and +2 to saves


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

Jayla glances briefly hearing something which turns out to be Raskir.
"Interesting, i have not seen that before."\

Noticing the intersection...
"Two roads split here. East and West, East has a rail leading into it.
Valeria....there's a wagon of silver ahead in this chamber."


This happens pretty much right away when you arrive I think so no time for any actions beforehand

Attempting to put the cart back on it's side triggers and explosive device buried in the silver.

The explosion itself isn't very powerful but it's incredibly loud!
(it actually deals sonic damage) but pieces of silver ore are flung in all direction like shrapnel.

Anyone whitin 15 feet of the wagon. Reflex dc 15 to take half from shrapnel.
damage 1d6 sonic damage + 1d4 piercing from shrapnel: 1d6 + 1d4 ⇒ (6) + (3) = 9

Anyone further than 15 but whitin 30 feet of the wagon.
1d4 pirecing from shrapnel dc 15 reflex for half: 1d4 ⇒ 3

I will give Raskir +2 on his reflex since the kart will over him some protection from the shrapnel.

Also anyone whiting 15 feet must also make a dc 15 fortitude save or be deafened for 1 hour.

As for the others use your judgement for which zone you are in. Those who can see in the dark are most likely closer to the wagon but I think everyone would be whiting 30 feet.


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

Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
............"Traps.......?"

Hmm....nasty..


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

On seeing Raskir shift form
"Interesting, So your a skinwalker...."

Seeing the tipped cart with silver next to it, she heads over to it

Ref: 1d20 + 3 ⇒ (10) + 3 = 13

Fort(vs deaf): 1d20 + 5 ⇒ (13) + 5 = 18

"Ooww, that hurt."


Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5

"You're a skin-changer?" Henric asks of Raskir, raising one eyebrow. "That's most curious. Tell me, to what degree does the beast wrest control of your mental faculties? What advantages does the form have? How much control can you exert over the transformation?"

He's so interested in Raskir's form that he doesn't notice the trap.

Reflex: 1d20 + 5 ⇒ (13) + 5 = 18

Then his eyes widen suddenly - one of the lenses falls to the ground, temporarily revealing the solid white orb beneath - and he flings himself aside, a tomb-robber setting off a deadly spiked portcullis somewhere in the deserts of Osirion. A piece of shrapnel slices open his forehead, but what seeps out isn't blood - rather, it's a viscous fluid, perfectly clear and shining faintly in the dim light.

When he fights down the memory and is sure he's himself again, he pulls himself to his feet, dusting off his knees and elbows, hurriedly wiping his forehead and picking up his lens from the ground. After a quick clean from a vial of some strange fluid, produced from one of many hidden pockets, he attempts to slip it back in without anyone noticing.

Sleight of hand: 1d20 + 7 ⇒ (14) + 7 = 21


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

When the party is about to enter the mine, Krist flies down to land on Xaikon shoulder as no plans of illumination is being planned while travelling in the mine.

Seeing Raskir changing to a wolf like form next to her, she watches him intently, speaking softly, "Never seen anything like this before. What are you?"

When they enter the cavern, she pauses at the entrance to survey the room. She observes Raskir charging off to a cart that has spilled out ore.

Xaikon Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Krist Reflex: 1d20 + 5 ⇒ (6) + 5 = 11

Before she can say anything about the cavern, the explosion takes place taking her by complete surprise resulting in both Krist and herself being hit by shrapnel. Feeling the pain, she curses loudly in her native tongue.

She quickly takes off her bow and notches an arrow while surveying the cavern for other possible dangers and see what happened to her party members.

Xaikon Perception: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13

She moves closer to the others, speaking as she does, "Well, who ever is in here, definitely know we are here now."


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

Fort vs sonic: 1d20 + 3 ⇒ (19) + 3 = 22
Forgot the sonic save.


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

Alvoise is within fifteen feet of the cart when the trap is triggered. He is able to drop into a ball and clap his hands over his ears as the shrapnel whizzes past. A few pieces of metal strike his back. After a few moments he stands tentatively. ”I didn’t expect that. Is any one seriously injured?”

Reflex save dc 15: 1d20 + 4 ⇒ (19) + 4 = 23 half shrapnel damage.
Fortitude save dc 15: 1d20 + 4 ⇒ (9) + 4 = 13 Not deafened.

Alvoise’s hit points were at 10/15 from the previous campaign’s damage. With the two nights of rest, he’d be at 12/15. Does that damage still count? If so, Alvoise is at 5/15 hp.


You can all consider yourselves to be at full hp at the start of this day.


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.

BTW skinwalkers are not full lycanthropes so I should describe what he looks like for RP purposes.

As Raskir transforms, those who see him may notice his movements become quicker. They certainly will notice his ears becoming more pointed, and his face contorting. The effect is somewhat unsettling to most humanoid races. He is amused to find himself the object of fascination and not fear and launches into a lengthy reply to the questions.

"Yes, well, not a full skinchanger, but it does give me certain benefits. A better awareness of the natural world. I can control it somewhat. It's not always the same. Sometimes my teeth and nails get sharper, sometimes my reflexes get better, or I can see in the dark." His speech lisps a little due to his contorted face, but his mental acuity seems as sharp as ever.

reflex: 1d20 + 1 + 2 + 2 ⇒ (14) + 1 + 2 + 2 = 19 ...4 damage

fort: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 ...and deafened

As he attempts to right the cart, it shields him from the shrapnel but his ears are filled with an intense ringing that won't go away.

6/10 HP

Had to go calculate the saves for Tuuli, if it's a one, she's within 15'

1d2 ⇒ 1

reflex: 1d20 + 5 ⇒ (16) + 5 = 21
fort: 1d20 + 2 ⇒ (1) + 2 = 3

Tuuli avoids the blast, but flutters around disorientedly for a while before perching on Raskir's shoulder. also deafened

After gathering his senses and looking around for signs of an ambush, he tries to see any remains of the trigger to tell if it was magical, or anything about how it was crafted.

Perc.: 1d20 + 12 ⇒ (12) + 12 = 24 for ambush
Perc.: 1d20 + 12 ⇒ (19) + 12 = 31 for the trap

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