Spooky

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Organized Play Member. 3,554 posts (27,695 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 91 aliases.


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GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Jase drives his rapier right into the zombie's back and through a decaying lung, but it barely even flinches.

DR 5/slashing.

Tuco!


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Jase? Tuco?


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Daerokh's bolt goes wide.

The zombie swings at Faithe again...

Slam: 1d20 + 4 ⇒ (4) + 4 = 8

...and misses wildly.

Jase and Tuco!


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

I'll bot Daerokh by this evening if he's unavailable to post.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Faithe's scythe blow is a glancing one, but she does manage to shear off one of the zombie's ribs.

Daerokh!


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

The zombie's neck *CRACKS*, then its head gets torn off. Joie drops it to the floor with ease.

Daerokh & Faithe!


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Oh, right. Carry on then.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Jase's rapier sticks something vital, but withered. The zombie doesn't seem to have noticed.

Tuco manages to jab his zombie with a burst of healing power...

Will Save: 1d20 + 3 ⇒ (1) + 3 = 4

...and this time it takes hold. The zombie spasms as pieces of decaying bone turn to powder in its frame and rotting flesh outright disintegrates.

Daerokh, Faithe, Joie!

Primal Magic?: 1d100 ⇒ 7

When Tuco's healing power lands, the air around the zombie starts to become charged...

Tuco, please give me a Concentration Check, DC 16.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Concealment?: 1d100 ⇒ 23

...as it turns out, that *crunching* noise was actually part of the mansion's wall splintering under the zombie's fist. Faithe's armour is unblemished.

The running zombie gets brutally hacked in two with another swing.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Joie races through the kitchen door and seizes the zombie in a full nelson, wrenching its rigor mortis-ridden arms above its head.

Faithe prepares herself for the incoming zombies.

Her preparation is rewarded--a zombie stumbles through the library doorway, losing an arm as she swings her scythe. It keeps going, fixated on Daerokh!

Faithe has another AoO.

But a second zombie follows suit, lurching through the doorway and taking a wild swing at her head.

Charging Swipe: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Its meaty fist punches through part of her conjured bone armour, driving bone splinters into her shoulder.

The grappled zombie tries to escape Joie's grip.

CMB?: 1d20 + 4 ⇒ (9) + 4 = 13

It flails about to no avail.

Jase, Alorea, Tuco!


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

The bullet flies through the library and hits one of the bookshelves. The zombies inside finally take notice of the fight in the hall.

Faithe & Joie!


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

As the zombie comes shambling out the library doors, Faithe seizes the opportunity to bisect it with her scythe. Its top half falls into the doorway and its lower half keeps going for a couple more seconds before collapsing.

Jase nimbly skewers the undead claw on Joie's throat, pulling it off of her like a particularly ugly cockroach.

Will Save: 1d20 + 3 ⇒ (16) + 3 = 19

The zombie getting to its feet flinches as Tuco suddenly infuses a burst of healing magic into it. Several chunks of necrotic flesh fall from its back, but it keeps getting up. Alorea makes a pair of precise cuts--one on its barely-attached neck, causing a tendon to fray, and another in the same spot. The zombie's head rolls off its shoulders and it falls back down to the kitchen floor.

Faithe, Joie, Daerokh!


Alright, I'm just about ready to call the recruitment closed here!

Looks like we've got about five or six characters to start with. I'll give anyone still finishing up characters until this evening to get their sheets sorted out.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Daerokh's bullet flies over the zombie's head. It doesn't appear to have noticed at first, but it turns its head to stare out the broken library door at the offending dwarf.

The zombies in the kitchen start to advance on Alorea, with the tripped one clumsily getting to its feet... and the one in the library staggers towards Daerokh--right in front of the scythe-wielding oracle.

Pretty sure that provokes an AoO from Alorea and Faithe.

The hand trying to claw at Joie tries to grab her again.

Claw: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d1 + 1 ⇒ (1) + 1 = 2
Grab?: 1d20 + 5 ⇒ (14) + 5 = 19

This time, it manages to seize her by the neck and dig its fingers in, starting to choke her.

Joie is being grappled and strangled.

Jase, Alorea & Tuco!


Alrighty then.

Lord Foul: Normally, elves aren't allowed to be bards. That class is restricted to humans and half-elves.


Regarding psionicists and wild talents: Psionicists don't roll for wild talents--unless you picked the 'Tribal Psionicist' kit from The Will and the Way.

And regarding multiclass characters:

DARK SUN Original Boxed Set Player's Handbook wrote:
Player characters who are multi-classed start adventuring in the campaign at different levels. The character begins with just enough experience points to be 2nd level in his most “expensive” class.

So if you wanted to start as a multiclassed bard/psionicist, you'd start with enough XP to start at 2nd level in both classes. Were you to start as a rogue/preserver, you'd start as a level 3 rogue (bard/thief/trader)/level 2 preserver because the minimum XP amount for a 2nd level preserver is 2500--which is also the same amount required to reach level 3 in a Rogue class.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Joie crushes one rotting hand on a spike, then impales the other. The second one is still writhing about.

Faithe's scythe neatly bisects the hand grabbing at her.

Daerokh!


Yes, the original trader class.


No, the 1d4 boost is not in play. Pretty much everything is going to be using the original boxed set rules.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Jase leaps into action and stabs the skittering hand coming for Daerokh, impaling it on the end of his rapier like an oversized cockroach. He shakes it loose.

Tuco's whip wraps around one zombie's leg and roughly yanks it out from underneath, sending it sprawling onto the floor. Alorea's dagger hacks out a chunk from its decaying chest.

Round 2: Joie, Faithe & Daerokh!

Initiative (Zombies): 1d20 ⇒ 13


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

The hands in the main hall scramble off of their rugs and start scuttling towards the party, with two of them leaping at Joie. She manages to punch one hard as it leaps at her...

Claw: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d1 + 1 ⇒ (1) + 1 = 2
Grab: 1d20 ⇒ 12

Claw: 1d20 + 5 ⇒ (5) + 5 = 10

...but it still manages to claw her cheek. However, it does not manage to grab a hold of her.

Another hand comes scuttling towards Daerokh, only for its ring finger to get blown off by a quick shot from his pelletbow. It's still coming, but it hasn't reached the dwarf.

The last hand comes running up to Faithe, and it gets its ring finger sheared off by her scythe for its trouble. It's still animate.

Alorea, Jase & Tuco!


The third book you mentioned would be the Dragon Kings sourcebook.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

The doorknob turns.

The front door swings open as Jase touches it, letting more light spill into the dust-choked main hall. The hands picking at the rugs abruptly stop before pivoting on a finger to face the front door.

Initiative (Alorea): 1d20 + 3 ⇒ (7) + 3 = 10
Initiative (Daerokh): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Faithe): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Jase): 1d20 + 3 ⇒ (1) + 3 = 4
Initiative (Joie): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Tuco): 1d20 + 3 ⇒ (5) + 3 = 8

Initiative (Crawling Hands): 1d20 ⇒ 15

Round 1: Joie, Faithe and Daerokh are up!


I'm planning on setting the game a little bit before Kalak's death, and ideally diverging from the Prism Pentad.


@I'm Hiding In Your Closet: Psionicist kits from any DARK SUN setting sourcebook are permitted.

I don't have my Bard's Handbook with me at the moment, so I can't yet comment on what kits would be available for use.

For Wizard kits, you may use any kit from Defilers & Preservers: The Wizards of Athas, except for ones that deal with the Cerulean Storm or the Free Wizard kit.

Also, I'm pretty sure you're only supposed to roll one wild talent per character, unless your rolls result in you gaining multiple powers.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

It probably would, but you're dealing with zombies here.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Jase's Perception:
The entry doors look rather flimsy. Otherwise they seem fine.

Which window will the other group try to enter through? There's the kitchen window, the library window, the main hall windows on the western side of the mansion, the sitting room windows and the dining room windows.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

I did establish that many of the first-floor windows are broken.


dickie: If you're referring to weapon style proficiencies, then I'll allow them.

If you're referring to weapon mastery, I'll allow that too.


Delmoth: Cleric weapon restrictions are markedly different in DARK SUN. It depends on what elemental sphere they choose to worship.

Air clerics are restricted to missile weapons and spears because they can be launched through the air.

Fire clerics are restricted to flaming or obsidian weapons because they both involve fire.

Water clerics are restricted to weapons made of organic material: namely, that of wood or bone.

Thri-kreen claws and bite, I feel, would always be available to thri-kreen characters regardless of cleric weapon restrictions.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

There are windows that you can perhaps use to get in. They're the white rectangles on the walls of the house.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Anyone going to try the doors? Or go in through one of the windows?


Alright--a list of people who have applied for this game!

Delmoth
Dickie
Selene Spires
JonGarett
mishima
Daniel Stewart

Looks like enough for a six-strong party: D&D classic number. :)


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Nope--it's a primal magic zone. You have access to all of your magic. :)


If you'd like.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Finally got the first floor map finished! Thank you for your patience!

Alorea's circuit of the house allows her to look inside the house's many broken first-floor windows.

The front hall of the mansion is dusty, but from the fine wood-paneled floor and the faded red velvet rugs stretching from the front doors and throughout the room, it's clear that this mansion used to belong to someone with wealth. The sylph can see what look like disembodied rotting hands picking at the carpets.

The kitchen (southwest corner) looks like it has suffered many years of neglect. The grey stone floor is scuffed in several places, and several suspicious rust-coloured stains mar the kitchen's walls. A black cast-iron cauldron sits in a hearth in the room's rounded corner, a decaying mahogany pantry sits in the room's northeastern corner and what appears to be a small trash receptacle sits in the northwest corner next to a faded ivory countertop. A pair of zombies clad in bloodied and tattered rags aimlessly stumble about in the kitchen.

The dining room (northernmost room) has a series of tall glass windows that once let natural light shine down upon guests. Now, the room plays host to several zombies clad in clothing that might have once been a delightful wardrobe of silks, cravats, shirts, skirts and breeches--reduced to little more than rags. The once-immaculate marble floor of the dining room has trails of filthy footprints tracked all over it from the wandering undead. The large dining table appears to have weathered the passing of ages better than the dilapidated dining chairs around it.

The sitting room (westernmost room) has a few dusty old paintings of pastoral landscapes decorating its walls--they might fetch a decent price if they were taken. A pair of zombies sit in moth-eaten lounge chairs around a coffee table with a chessboard on it. Other, smaller chairs can be seen in the room's corners.

The library (southeastern corner) has several bookshelves that still have a few old books stored in them. Three zombies totter about in the room--one of them has a stack of books in its arms.

Jase's Perception:
It doesn't look like anyone's watching your group.


Alrighty, for those of you interested in playing Evil-aligned characters--while I'm not opposed to their existence on principle, I do require that you play nice with the rest of the group.

I'm not a fan of PvP or players deliberately screwing each other over, and I'm a bit concerned about such behaviour coming up in game.


I believe I do have the time to run this. Not for two tables at once, but I feel that my workload is more manageable now.

Thank you for your concern, though. I'll strive to be more consistent with my posting rates.


Halflings are allowed. Just be sure to keep in mind that they don't automatically speak Common.


Glad to hear it. :)

Don't forget to roll for your wild talents.


GM Who Must Be Feared & Obeyed (Or At Least Bribed With Cookies)

Still working on setting up the maps for the mansion and mine. Will post when I've finished.


@mishima: I think I'll handle backstabs the way they're handled in the Player's Handbook: successful Move Silently roll and a successful To Hit roll.


I mean your starting gear. The opening of this first adventure does start with the party as cargo in a slave caravan, so you wouldn't get the bonus gear that free-wanderers normally start with.


That kit would be allowed. The question of your equipment would have to be addressed, though.


Trader class is open, yes. :)


I mean the original boxed set. No aarakocra or pterrans, sorry.


Sure, I'll allow it.


Hmm... those stats look a little on the low side.


TBH, I was under the impression that even psionicists rolled for wild talents. That's how it was done in the other DARK SUN campaign I'm in.


Well, THAT'S a stat-spread.

Did you roll for your Wild Talent too?

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