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..."
I think everyone rolled their saves, so what do you do after?
Raskir can't tell what exactly cause the trap to go off but it exploded as soon as he lifted the wagon a little and the silver started to shift.
Looking around nothing has moved for moment but the noise from that blast resonated trough the entire cave complex if something is in here it heard that.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Alvoise helps people that had been knocked down to stand up. The ringing in his ears stopped after a few minutes. A few people look like they can’t hear.
”If there’s one,” he addresses those who can hear, ”there’s likely more. I’m decent with spotting things, but I was never one to tinker with traps. Anyone a healer, mundane or magical?”
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 wipes the cut on his forehead again. Though reasonably deep, it appears less severe due to his... Unique physiology.
"I always had an eye for such things," he answers. "Should we be willing to have a light source at the front of the group, I can attempt to neutralize any traps we find.
"Further, I can concoct healing brews, but not today - I've spent my only stock of such things on a protective elixir." He shakes his headin frustration. "It seems we are woefully unprepared. How badly wounded is everyone? Can we press on?"
You start to back away heading back the way you came when kobolt arrive three of them coming in from the west and another three for the east.
You back up far enough to avoid being flanked but you are still far from the outside.
kobolt init:1d20 + 1 ⇒ (14) + 1 = 15
Roll init and if you beat their init post your actions for round 1 if you don't beat their init wait until after their turn for actions but you can post a reaction to their arrival.
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
Initiative:1d20 + 7 ⇒ (13) + 7 = 20
"Kobolds!" Henric exclaims, reaching into his coat pocket for the extract he stowed there earlier. Popping the cork from the vial, he downs the viscous mixture, grimacing at the rusty taste, and spits out the iron filings that catch between his teeth. He draws the sword from his cane, the blade hissing as it leaves its sheath, and a strange, feral grin flits across his face. "A'roit, ye scaleh li'l rats, lessee what yeh got!" he jeers, his voice suddenly changing in pitch, tone, and accent.
Drinking my extract of shield and drawing my weapon in preparation for combat. AC is 19 for the next minute.
As she moves back toward the outside she readies her bow, notching her arrow.
I see result is the same as the foe. Require GM to indicate if who goes first, based on Dex modifier and other stats. Also will await map to pick a target to fire arrow at.
In the dark environment Krist remains on the ground behind Xaikon.
Just struck me, where is everyone standing. Being a ranged combatant, she would always try to be behind the melee combatants. If she in A15, she have no line of sight for any kobolds. If in B15, she have Kobold 1 in line of fire.
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
Is that everyone? Lets keep it moving please. Next time I will simply allocate starting position at random while trying to keep close to last known positions.
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 focuses his mind, trying to wrest control of the beast within. He feels his muscles tighten as his teeth and nails grow sharper. He retains his longspear, moving closer to the kobolds.
To choose new skinwalker abilities, I am changing back to human form (free action) and then to beast form (standard action). Now I have claw and bite attacks, giving up the save bonus and the darkvision (since we had torches). Moving from C14 to F16 and ready for AoO with the spear if they approach.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
The kobold’s spear stabs him in the hip. He growls locking eyes with the kobold. His body falls to the ground as a stone hits him in the side of the head. The kobold who fired it laughs in glee.
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 - or whoever he is at this point in time - dodges around the kobold's spear, stabbing at the "scaly little rat" with his sword cane.
"Dau'er of a drag'n, y' say? Why, y' ain't got scales ner a tail ner wings ner nuth'n! Ow'd y' 'spect m' t' believe tha'? An' 'f I can't believe tha', wot makes y' think them will?" The Varisian man laughs at Valeria, still in that strange, gutter accent, that chirping tone, as he dances around the kobold, keeping his body low and his legs bent.
I made a mistake before the damage on a sling is 1d3 not 1d6 I copied the first attack to save time and I forgot to edit the damage dice for slings. So that second hit only did 1 damage to Alvoise instead of 4 alvoise damage:1d3 - 1 ⇒ (2) - 1 = 1
The remaining kobolts hesitate and seem terrified for a moment you think they are going to flee or surrender but they steel themselves and continue their attack but they fear makes them very ineffective, none of them even come close to hitting.
Number 5 moves up and strikes at Valeria with his spear.
attack:1d20 + 1 ⇒ (8) + 1 = 91d6 - 1 ⇒ (1) - 1 = 0
Number 6 keep his distance and launches another sling stone at Valeria
attack:1d20 + 1 ⇒ (5) + 1 = 61d3 - 1 ⇒ (1) - 1 = 0
Number 3 keeps his distance and launches a stone at Henric using his sling.
attack:1d20 + 1 ⇒ (2) + 1 = 31d3 - 1 ⇒ (2) - 1 = 1