Kasit's last chance to notice: 1d20 + 6 ⇒ (4) + 6 = 10 Damage, Negative Energy: 1d6 ⇒ 6
Kasit roll a fort save
As the three of you search you find a hidden panel that looks like it could be removed from the demon gnoll god alter, otherwise there is little more than the filthy blankets and cots the gnolls use for bed. You are able to determine that the door behind which there was an offensive odor is the only apparent door into the castle.
Kasit hears a satisfying click and the lock clicks open. As he lifts the lid the chest releases a foul odor. Inside are several decaying human heads. Besides the grotesque, the chest contains 7 platinum pieces and a silver statuette of a beautiful elven maiden (Kasit remembers this is one of the items stolen from Rhiannon in the raids).
I was confused for a sec, but I realized what chest you are looking at, the chest is in the second room, which you said Sonira looked into. As for non-lethal coup-de-grace, I'm fine with that, well change the save to 10+ damage dealt of be knocked out for a number of minutes equal to a number of minutes equal to the damage dealt. Kasit works at the lock, but it proves too stubborn given his distraction. He's pretty confident that if he were calmer though he'd make short work of it.
GM Eyes Only:
Sorina: 1d20 + 2 ⇒ (9) + 2 = 11 Sonira: 1d20 + 5 ⇒ (14) + 5 = 19 Kasit: 1d20 + 9 ⇒ (15) + 9 = 24 Gnoll: 1d20 + 2 - 10 ⇒ (12) + 2 - 10 = 4 The three of you slip in quietly enough that the gnoll doesn't rouse. Inside Sonira and Kasit can see that there are no other gnolls, but the darkness is too complete for Sorina to see. Sonira picks up the gnoll's crude bronze battle ax as Kasit closes the hidden door.
I'm still here and willing to keep going. I've been busy, but I can support a post a day pace if everyone is up for it. I just didn't want to pressure either of you given all the craziness that is the world today. Anyways the door is as you suspected, hidden and only openable from inside once closed.
As you pull the door open further the smell of wet dog is overpowering. The room is dark, but in the dim light you see before you, a three-foot tall ebon statue carved into the likeness of a hyena-headed monster standing atop a dark altar, of which is inscribed with strange, runic lettering and etched with scenes of battle. Besides the statue, the chamber is filled with many dirty cots. On one of the cots you see a gnoll lying. Kasit and Sonira can make out a sound that appears to be snoring. GM Eyes Only: 3d20 ⇒ (16, 18, 19) = 53
The three of you go to take a walk around the keep, but it is quite late now. The guards let you pass, though they warn you to be careful. GM Eyes Only:
3d20 ⇒ (7, 3, 16) = 26 You circle around the castle without incident. The three of you take a look at the suspected door, which upon inspection Kasit realizes is ever so slightly ajar.
Hi everybody, just an FYI, I'll be out of cell range from Thursday until Monday. Feel free to chat in character and such. I'll be able to post up through tomorrow night if you guys are ready to move forward. I know most of my games have been very slow lately, I think with all the craziness that is life as of late people have been distracted. No worries, I'll still be here.
Sorry guys, it's been a crazy week, so I haven't pushed you much. 5he Captain comes and gives you a masterwork broken back seax, a masterwork breastplate, two spring loaded sheath with dueling daggers, a bronze heavy mace (bronze is flavor only) and a hide shirt. If you go to thier room and search you find two light crossbows and 40 bolts. Also with 50gp In the stables you find a two dun mares with tack and a Lance that had been Markus's. You've missed this evening's gambling session and it is now around 9:30pm.
"I know all about your 'competition.' I'll let Kara know you've been detained." the Captain says. Over the course of the next couple of hours the Captain pulls each of you and questions you individually, returning each of you to your cell after questiining. He also calls some of you back for a second round of interigation. Then you wait another hour or two, it's hard to tell before the Captain returns and brings Kasit, Sorina and Sonira into the main room together. There you find Lord Kent. "Hello, I'm sorry you've suffered this ordeal. The Captain has informed me that he believes you innocent of any wrongdoing. It was quite kind of you to save those men after their actions."
Markus seems to be in shock, he mearly grunts as Sorina and Sonira confront him, not even making eye contact. Captain Gharth inspects the starknifes and finds them clean. "That is good, still I must insist all of you come with me." The four of you are led by the Captain and two other guards into a part of the keep you haven't seen yet. You pass the stairs up to the tower and though a door. You then descend a staircase into what is obviously a dungeon. The Captain then moves to place each if you in a separate cell. "Once I've determined what really happened if you are innocent you will be free to go." More coming later along with an updated map. Feel free to post reactions though.
Both men wake as Kasit's healing takes hold and seeing the guard don't try to resist. After a could minutes have passed the guard who went to get the lackey that ran returns with an older guard. "He got away. In 5hebconfuai9n the other guards let him out the gate and he took his horse and ran." The new older guard introduces himself. "I'm Gharm Beneth, Captain of the keep's guard. Of you will all come with me we will determine what is to be done about all of this."
Working together the sisters were able to staunch the worst of Dank's bloodloss and it seems that the dagger amazingly missed his heart. He will live. Shortly after the lackey bolts you hear a commotion. Though the voices are muffled you catch the word "murder." A few moments later two guards come barreling down the hall shields raised and spears at the ready.
Kasit, you don't have to reroll, but you missed some modifiers. You and Markus have cover relative to each other so that's a +4 to your ACs against each other.
Markus takes 8 damage. Sorina and Sonira still to go. Edit: JK for some reason I forgot Kasit had precise shot. Markus slips and the dagger slides beneath his breatplate at the shoulder and deep into his chest. He does not rise.
Markus and his lackey both step up again and keep up the attack. Markus swings at Sorina again but slips on the blood slick stone and the swing goes wide causing his laceky to pull back during his own attack on Sonira. GM Eyes Only:
Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d10 + 4 ⇒ (8) + 4 = 12 Attack: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d8 + 4 ⇒ (3) + 4 = 7 Both miss, Player's turn.
Fair enough
Markus curses and steps up to Sorina taking his heavy blade in two hands."Damnit all! Come here wench, I'll make you bleed before this is through." His quick movement let's him get in close and land a heavy blow to Sorina's leg. Markus's other lackey steps up as well swinging his mace in a great two handed swing which takes Kasit on the shoulder barley missing his head. GM eyes only:
Attach: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Damage: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 1d8 + 4 ⇒ (4) + 4 = 8 Sorina takes 14 damage, Kasit takes 8, player turn
Bluff:
1d20 ⇒ 7
Kasit SM: 1d20 ⇒ 2 Sorina SM: 1d20 + 2 ⇒ (5) + 2 = 7 Sonira SM: 1d20 + 13 ⇒ (11) + 13 = 24 Sorina and Sonira finish their walk passing by the stables. You can see that there the stables, which have been buiolt almost as an afterthought along the side of the keep, are not large and with the extra guests at the keep some of the horses have been tied to a hitching post rather than put into stalls. They then he'd to dinner. Tired from his late night Kasit bids Jorgas farwell then carefully heads up to his room keeping an eye out for Ioncacu. There he locks the door and lays down to take a nap. He gets up and heads to dinner when he hears the bell. Dinner is a simple affair, but many of the contestants seem to be spending thier evening in the great hall together waiting for the next gaming session. You all eat, then decide to head to your rooms to discuss privately the days events and plan how to best coordinate during the next session. As reach the foot of the stairs you see Sariah playing dice with one of Lord Mevinter's men. They break off thier game as you enter the hallways and he follows you up the stairs. Sonira notices the man's nervousness and mentally warns Sornia something is up, putting both on guard, but Kasit is unaware of the impending danger. As you turn the corner into the wider section of hall you see Markus and his other lackey waiting weapons out. "Well well well, this is convenient. I need chips for tonight's session, and these wenches owe me. Kasit, Dank tells me you're with them, so you probably cheated in our game, so you owe me too. Now each of you give me fifty of your chips or we'll take them." You can arrange yourselves on the yellow squares, afterwords delete them. Sorry it took so long, it's been a crazy weekend.
Survival: 1d20 ⇒ 4
Sonira begins working her way down the faint trail which is tough going. After about fifteen minutes she comes to a drop-off of twenty or more feet. From her vantage she can see the Anduan below flowing between banks where tall pines give way to willows and brush near the waters edge. She estimates that she's about a quarter of the way down the bluff which rises around 350 ft above the valley floor below. You can have Sonira continue to try to work her way down if you want, taking twenty on her survival roll, but it will require some time, between 2 to 3 hours.
About Rigor RictusHere's a draft of the recruitment post I'll be putting up in the next day or two. You had mentioned a list of characters you'd like me to avoid. Given that we're dealing with Villains as PC's in this game, the list would be helpful so I can steer applicants away from those concepts as well. Private Recruitment: This game will be run in the same game world as tumbler’s Justice League Generations campaign. Players from that game will have top priority for spots in this game, though I have also invited players from a few other games using the same system. This will be a Mutant’s and Masterminds 2nd Edition game set in the DC universe. Recruitment Notice wrote:
This will be a villain oriented Mutant and Masterminds 2nd Edition game played on this forum via play by post. I do not have a strict number of players in mind, so the total number may depend on how many express interest. The party may be larger than is typical for a Pathfinder game, as seems to frequently be the case when M&M games come up. This is a sister game to tumbler’s Justice League Generations, and will take place in the same world. However, where that game is an open, sandbox type game, this game will run for a set length, covering specific goals and plot points. Once the initial run is completed, we will reevaluate and see whether everyone involved (myself included) are interested in a second run. This will be a darker and more violent game than tumblers, given that you will be playing villains, often of the deranged or maniacal variety. Mature themes are likely, though we will be avoiding certain topics, such as violence against children or sexual violence, as some things are not appropriate for any entertainment venue. Setting: This game is set in the DC Universe so 20 years or so from the present time. Many of the big names in Super Heroics and Villainy may have moved on, having died, retired, passed their name onto someone else, etc. Some are immortal, or would have no problem continuing to operate as more mature individuals. I’ve never been a DC comic collector, but I’m a fan of the DC Animated Universe, so I will be drawing more from the DCAU than from the comics for the particulars of the setting. The key shows I know are Batman the Animated Series, Superman the Animated Series, Justice League, Justice League Unlimited, and Young Justice. Assault on Arkham is a Suicide Squad mission, but will not be considered canonical. Gameplay: Violent and lethal. Lighter on story, heavier on action. I generally run two kinds of games; involved and intricate stories, and hack and slash gore-fests. I’m feeling the need for catharsis, so this game will be of the second variety. Why 2nd Edition?: I am using 2nd edition as opposed to 3rd, as I feel 2nd offers a lot more detail in terms of customization and nuance (3rd has been simplified in many respects), and because 2nd handles the darker, grittier aspects likely in a Villain game better than 3rd (3rd feels better suited to 4-color games in my opinion, and the mechanics make death extremely difficult and rare, where our game will be significantly more deadly). Concepts: You are a criminal and/or supervillain. You are not a world ending threat, but not a common thug either.
Right kind of scale: Joker, Parasite, Captain Boomerang, Mr. Freeze, Deathstroke, Captain Cold, Solomon Grundy, etc. Wrong kind of Scale: Parallax, Darkseid, General Zod, Mongol, Ras Al’Ghul, basically anyone whose goals include conquering or destroying the world and/or galaxy. If it is any hero’s arch nemesis, it’s probably too powerful for the setting. Keep in mind, the government has to plausibly believe that they can control you as part of a team. 20 years or so have passed from the present day, so keep that in mind when you pitch your concepts. I am not expecting people to stick only to characters in the DC universe by any means, but they can be used, and make a good basis for the flavour I’m looking for in the game. Aged/Immortal Villain: You’ve been around since the good old days, fighting the not-so-good fight. You may be older, you might be ageless, either way, you’ve never let minor details like that get in the way of achieving your goals.
Background: Background does not have to be extensive, given that this is a more action oriented game. However, what you bring to the party should include the following at a minimum:
•Are you associated with a previous villain? •Could you be considered to belong to a given hero's Rogues Gallery? Which one, and what is your relationship with your adversary like? •Prison or Asylum? •How long since your last escape/release? •What was your last crime/scheme (resulting in your present confinement)? Point form is fine. Build Rules:
Power Level: 10
Power Points: 165 Impervious: Capped at ½ your Toughness. Trade Offs: Capped at +/- 4. For instance, Defense/Toughness max at a combined total of 20, average of which would be 10 and 10. Max trade off value would be 6 and 14 or 14 and 6. What I am looking for are more rank and file, small scale, or urban villains, as opposed to take-over-the-world types. The high PP point is to stress experience. Most villains have been around the block a few times. They are not as powerful as the big-name heroes, but they are resourceful. Gear: While you may not have had your regular toys and equipment in prison, they’ll be returned to you for the performance of your mission. Devices and Equipment are both fine, and some extra mundane equipment may be provided by your handlers on request. As a result, I’ll allow each character to request up to 5 pp (25 ep) in commonly available gear. This can include anything you think you might need to accomplish your mission, including armour, automatic weapons, explosives, and/or vehicles. As this game is set slightly in the future, equipment that you can convince me would be commercially available can also be obtained as equipment as opposed to devices. |