A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Jzero - at the end of the first initiative spoiler post, I said she drew a sword. Does that change anything about your attack? Ceri tries the wand again : Spellcasting & Wild: 1d10 ⇒ 71d6 ⇒ 3 and does
You all hear Ceri curse. Evesk is on standby in case anyone gets hurt.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Since no one claimed the wands, the lightning wand goes to Evesk and the fire wand goes to Ceri. Evesk has no ranged attacks of any kind that I can see, so he will stand by to heal anyone that's wounded. Ceri fires the wand :
and does
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri tries to regain her wits :
Spending a Bennie...
And she tries to use her magic :
Vines fly from her fingertips and wrap around one of the flyers and its wings. It drops to the floor.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri approaches the goblin attacking Evesk and attacks it : Fighting & Wild,Gangup: 1d8 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (1) + 1 = 2 And hits, doing Damage: 1d8 + 1d10 ⇒ (1) + (9) = 10 Her punch strikes his head so hard you can hear his skull crack, and he drops to the ground, dead. Her spell ends, and she reverts back to her normal self. She rises up to the ceiling to keep an eye on everything, in case more goblins come in thru the doors. Velrek, Johhann, and Jzero are up!
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Jzero - sorry I forgot to update your spoiler status. I always wondered if anyone ever checked them... ;) Ceri punches goblin #8 again : Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 2
Doing Damage: 1d8 + 1d10 + 1d6 ⇒ (2) + (5) + (5) = 12 And he falls to the ground, dead.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri punches Goblin #2 with a stone fist : Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 1
Doing
And everyone hears his ribs crack, and he falls to the ground, dead.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri takes out her dagger and tries to cut Velrek's vines : Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 5
doing Damage: 1d4 + 1d8 ⇒ (2) + (4) = 6 which cuts thru the vines. Velrek is free! Since Velrek hasn't acted yet, he can now also go on Hold...
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri keeps sawing at the tough vines wrapped around Velrek with her dagger : Fighting & Wild;-2(Tunnels): 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
That's +2 to Velrek's 4 = 6. Didn't really help...
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Let's speed things up a bit... Ceri takes a stone and sling out of a pouch, and tries to hit one of the dogs : Athletics,-2: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (4) - 2 = 2 But misses due to the cramped conditions.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri says "I'll fly up and get a bird's-eye view of the place." She rises up about 50 feet, looks around for a minute, then comes down. "The briar patch is about 150 by 250 feet. There's a solid mass of briars covering the entire area like a roof, so the tunnel must go under it - no way to know the shape of it. The island is about 60 feet from shore, and about 180 feet in diameter - it's almost a perfect circle. Its cliffs are about 70 feet high from waterlevel to the surface. There's a large fortress-like structure that virtually covers the entire island. It's connected to the mainland by a rope bridge, but the path to it disappears inside the bramble patch, so it looks like that's the way we'll have to go. And before anyone asks, I can't carry much more than what I've got on me when I fly."
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Once the tree is down, Ceri borrows someone's sword and helps Velrek trim off the branches : Drama: 1d4 ⇒ 4 Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 5
She attacks those branches with wild abandon!
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri looks around to see if there are any more of these depressions in the area, indicating that they might be intentional. Notice & Wild: 1d6 ⇒ 21d6 ⇒ 6
And she's sure there are no more around like it.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
"I think if it were an ancient evil, it would have attacked us by now. But it's definitely magic. Let me see..." Spellcasting & Wild: 1d8 ⇒ 81d6 ⇒ 6
"There seems to be just be a permanent levitation spell cast inside the room. Nothing inherently evil about that. Anyone want to feel like a bird?" And she steps in, jumps gently in the air, and starts to hover, moving slowly across the room. "Hmmm...how do I steer in here?" As she drifts across the room, she passes by the book and grabs for it, but it's just out of reach. "Hmph. We're going to have to figure our trajectories pretty carefully if we're going to pick up all this junk."
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri throws a sling stone at the other lone creature Johhann does not attack : Athletics & Wild: 1d6 ⇒ 51d6 ⇒ 1 Doing Damage: 1d8 + 1d4 ⇒ (2) + (1) = 3 Both lone creatures can still be approached and attacked by melee weapons...
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri says "Evesk, you're a cleric, can't you heal Velrek's wounds with magic if Jzero isn't successful?" The nice thing about the Healing Power is that the same person can try it multiple times until Success, whereas with the Healing Skill the same person can only try once, period (but may use Bennies).
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
After reading the journal, Ceri says "The journal confirms Crastor's story, if not the source of it." She turns to Ameiko and says "We found a potion of healing among your brother's things - may Velrek use it?"
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Who?: 1d2 ⇒ 1 = Evesk, alphabetically Ceri moves over to Evesk and attacks his goblin with her fist : I believe Ganging Up starts as soon as the second combatant appears, so +1 to her attack. Fighting,+1GangUp: 1d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (6) + 1 = 7
And does Damage+Raise: 2d8 + 1d6 ⇒ (1, 4) + (5) = 10 Driving her stone fist deep into its stomach, it drops to the floor and stays still.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri moves over to one of the goblins shooting arrows and swings at him : Fighting & Wild: 1d6 ⇒ 51d6 ⇒ 2 And just manages to hit it, Damage: 2d8 ⇒ (4, 4) = 8 and manages to nick an artery, and it bleeds to death.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Toughness in this form is 12(8) Ceri attacks the goblin in front of her : Fighting & Wild: 1d6 ⇒ 11d6 ⇒ 6
And hits, doing : Damage: 2d8 ⇒ (7, 5) = 12 And smashes its face in, killing it.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
"I've learned from experience it's a good idea to always clear the floor you're on before going to the next floor, so that you can't get caught between two groups of monsters - one from the new floor you're on, and one from the floor before."
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3
Ceri's still around, but she doesn't say much because I don't want her to chime in on party decisions, in case y'all think she's speaking from GM knowledge or that I'm trying to nudge you in a certain direction. With the understanding that she doesn't, I'll let her engage in discussions more. But thanks for reminding me about her, I hadn't considered using her skills in this situation. In response to Evesk's question, Ceri suddenly says "Wait a minute! I can transform into an air elemental, and if there's any cracks in that door, I can get thru them!" I figure this is something I as player would have thought of, so... Spellcasting & Wild: 1d8 ⇒ 61d6 ⇒ 6
You see her physical body appear to evaporate into a small whirlwind of air. The watching townsfolk gasp in amazement. It approaches the door, finds a small gap at the bottom of the door, and moves thru it to inside the building. A few seconds later, you hear her muffled voice from inside the building "There's a bar across the door, give me a minute..." and a few seconds later you hear a loud thud. The door opens, and Ceri welcomes you in with a bow and a flourish. "Sorry, sometimes I forget all the things I can do." 12 PP left. You're in room A12 at the bottom (see map by clicking on the link in any of Jzero's post's headers). It appears to be a reception room for customers. There's two doors to the north (not shown), let's call them "north-left" and "north-right", and one to the west. Which way? ALL - please see discussion...
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings.
About KyrasCombat Stats:
HP: 7/11 Speed: 30 ft. Init: +3; +2 Dex, +1 Trait AC: 15; +3 Armor, +2 Dex (Touch 12, Flat-Footed 13)
Fort +3; +2 Base, +1 Con
BAB +1 CMB +4; +1 BAB, +3 Str
Falchion; +4 (+1 BAB, +3 Str), 2d4+4 slashing, 18-20/x2 (two-handed, 8 lbs.) Light Crossbow; +3 (+1 BAB, +2 Dex), 80 ft/x10, 1d8 piercing, 19-20/x2 (ranged, 4 lbs.) Kukri; +4 (+1 BAB, +3 Str), 1d4+3 slashing, 18-20/x2 (light, 2 lbs.)
Skills and Feats:
Acrobatics +2; +2 Dex, +1 Rank, -1 Armor Check Penalty Bluff +5; +1 Cha, +1 Rank, +3 Skill Focus Intimidate +6; +1 Cha, +1 Rank, +3 Class Skill, +1 Trait Perception +3; +0 Wis, +1 Rank, +2 Racial Stealth +2; +2 Dex, +1 Rank, -1 Armor Check Penalty Skill Focus (Bluff)**
*Fighter Bonus Feat
Racial Abilities:
+2 Str Low-Light Vision Adaptability (Bluff) Elf Blood Elven Immunities: Immune to magic sleep, +2 racial against enchantment Keen Senses: +2 racial on Perception Multitalented (Fighter and Rogue) Class Abilities:
1 Bonus Combat Feat Traits:
Bully: +1 trait on Intimidate Westcrown Firebrand: +1 trait to Init, +1 Att during surprise rounds Favored Classes and Favored Class Bonuses:
Favored Classes: Fighter and Rogue Level 1 (Ftr): +1 Skill Point XP: 400
Equipment and Money:
Falchion (8 lbs.) Light Crossbow (4 lbs.) 10 Bolts (1 lb.) Kukri (2 lbs.) Studded Leather Armor (20 lbs.) Traveler's Outfit (5 lbs.) Backpack (2 lbs.) Belt Pouch (1/2 lb.) Sack (1/2 lb.) Waterskin (4 lbs.) Flask w/ gin (2 lbs.) Bedroll (5 lbs.) Crowbar (5 lbs.) Flint & Steel (-) Grappling Hook (4 lbs.) 50' Silk Rope (5 lbs.) Hooded Lantern (2 lbs.) 2 pints of oil (2 lbs.) 2 day trail rations (2 lbs.) Whetstone (1 lb.) Total Weight Carried: 76 lbs.
CP: 5
Light Load: 76 lbs.
Lift Over Head: 230 lbs.
Appearance:
At 5'6", this scrawny looking half-elf is short. Constantly disheveled and tired looking, you think you smell gin on his breath. His dark brown hair is constantly a mess. His voice, though not deep, is still rather gruff for a man his age and size. His intense violet eyes keep constantly aware of their surroundings, while his body tends to remain dead still. History:
Kyras was born in Westcrown, Cheliax to Jasmine Maharis, an adulterer that had fled her homeland when she had become pregnant from an illicit affair with an elf. His mother would not tell him where she came from, and had made his uncle Colin, the only member of her family that came with her, promise not to tell him either, because she wanted to hide from the shame, and hide Kyras from those that would despise him for his bastard heritage. For the same reason, she never revealed the name of his elven father either. Jasmine was a deeply depressed woman, regretting her decision to sleep with an elf, lovesick for the husband that would never have her again, and homesick for the land she fled. She loved Kyras, and tried to do her best for him, but her depression reflected in her childrearing, and Kyras never got close to his mother. But his uncle, Kyras' fondest memories were with his uncle Colin, who had been a member of the town guard back in his homeland. His uncle taught him how to fight when one of the neighborhood bullies had beat him up, and was always there to help Kyras in other ways. Kyras continued to learn the art of fighting from his uncle while learning another art on the streets. The art of social power. The children of Westcrown reflect their environment remarkably well, and Kyras learned how to threaten, bluff, lie, and talk with the best of them, learning how to talk both deceitfully and straight, as well as apply the occassional amount of physical force to get what he wanted, freedom. See, Kyras never sought power for power's sake, Kyras wanted freedom. He was a refugee, he was a bastard, and he lived in the poorest section of Westcrown, and he chaffed under the oppression heaped on people of his station. Kyras saw power as a means to an end, and never really liked the things he had to do to get it here in this devilish city. But he saw no other way, and learned to play the game. As the years went by Kyras became more and more embittered with the state of his life, despising the despicable things he did and said in the name of being able to enjoy some semblance of liberty. He started to drink at an early age so that he no longer had to think about the horrible things he felt he had to do. His drinking habit got worse and worse, until about two years ago, when it finally became a nearly daily habit. Two months ago Kyras' uncle Colin had finally decided to step in and ask Kyras what was wrong, why was he going down this path? Kyras confided in his uncle, telling him how he hated the fact that he had to fight against everyone else for the ability to be free in any capacity, how he hated that he had to use people and walk on them, lie to them, threaten them, just to get what he wanted. He told his uncle he wanted to be free, and he wanted everyone to be free, that this whole situation, everything that Cheliax is, is WRONG, that people shouldn't live like this. But what could he do, he was just one little half-elf, one measly, ineffectual being in a sea of thousands that would eat him up in a second if he dared to trust them. Colin beamed at him, confusing Kyras at first as he spoke so fast that Kyras could barely understand. There were other people like him, people that believed in freedom, and fought for it. He told Kyras not to lose hope. He left, telling Kyras he would be back later that day to introduce Kyras to some people he probably wanted to meet, he called them "Freedom Fighters." Kyras' uncle Colin never came back that day, never came back at all. Kyras tried to talk to his mother about his uncle's dissappearance, but she just shushed him and said never to speak aloud of such things. But Kyras can't stop thinking about it. There are freedom fighters here in Cheliax? here in Westcrown?! He had to find them, and join them, he couldn't sit back and let things stay this way any more, and besides, they might know what happened to his uncle. Now if only he could kick this drinking habit...... A few weeks after his uncle Colin disappeared, a woman named Janiven knocked on his family's door, telling Kyras that his uncle had been working with her and her people as the "Freedom Fighters" that Colin had told him about. She said she Colin had been undercover, and suddenly disappeared just a few days ago. She invited him to attend a meeting, which he gladly accepted, both to join in with these freedom fighters, and to hopefully find out what happened to his uncle. Colin had told her that in the event of his disappearance or death, she was to try to bring Kyras into the fold (Kyras doesn't know this last sentence).
Tactics:
In combat Kyras is cruel. He likes to gang up with another melee character to flank opponents, and due to them knowing each other, right now he favors ganging up with Ankara. Unless he's already in a flanking position, Kyras likes to move around his enemy, and draw them back, trying to get them either into a flanking position, or into a situation where if they were to come after him, they would be opening themselves up for an attack of opportunity from one or more of his allies, taunting them to come after him (which means even if they don't go after him, he'd be able to move into a flanking position next round anyway). If Kyras is confident that he is capable of taking the big man in a combat encounter, then he attempts to do so, and once he defeats him, uses that to try and demoralize the rest of his opponents. If he's not confident that he would be able to take the opponent himself, he tries to get one of his allies (again, at this time, he would prefer Ankara) to attack the biggest combatant with him. Kyras is constantly trying to gain an advantage in melee by either Intimidating or Feinting his opponents (Feint will be more common once he gets the Improved Feint feat). Kyras usually tries to intimidate not with sharp wit or threats, but by undermining his opponents confidence in his ability to win, either with facts of numbers ("We've already downed half your force, you don't stand a chance!") or by pointing out their flaws and his strengths ("You really think you can hit me?" after they've missed twice in a row or "You're bleeding f*cker, go home before you die instead!") Outside of combat, Kyras tends to stand back and let others do the talking, but once he sees an interaction start to go sour, he steps up, trying to get as close as he can to the person being interacted with, and tries to talk his way out of the situation either with Intimidation or Bluff, whichever seems to fit the situation better, and on a rare occassion, Diplomacy. He gets so close because the moment he *feels* that violence is gonna be unavoidable, he will Quick Draw his Falchion and try to sneak attack the biggest opponent, using the situation for a perfect Intimidate action. |