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Understood, thx for the quick reply :)


Ahhh, so in that case he only has to make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. Which is d20+1 vs DC 3?


So ... a long story short I have setup the Sacred Killer from NPC Codex as one of the bosses in my campaign. It says that as a part of his "Before Combat" He should attempt to cast his scroll of invisibility ... but ... how? No sorc/wiz/brd lvl's, no UMD and no Rogue Talent Minor Magic. Am I missing something?


Firstly, thank you for your response Lazar.

Certainly, after some time, what you are suggesting came to my mind as well and I updated the rule again. (1. The Fort save can be Ref save instead, player’s choice. 2. Any damage rolled on any body part is dealt to an item worn on that body part as per successful sunder attempt. “Wear armor or bad things will happen.”)
I had no chance to test it yet so there is no way in calm it a success or a fail.

Secondly, if by “simulationist obsession” you meant “realism obsession” then you are right (and it explains all). :)
However my players are free to vote on any issues, especially the home rules so hopefully whatever the game will end up to be it will be fun first and foremost.


Duno if anyone noticed yet but if you click on Lich in http://paizo.com/pathfinderRPG/prd/monsters/encounterTables.html it takes you to Iron Cobra page.


Debilitating blow 2.0
Any attack roll that exactly reaches defenders AC calls a Fort save. DC = 10 + HD of the attacker. If passed take nonlethal damage, if failed, you receive normal damage AND a debilitating wound (or a projectile in the body). This can be fixed only by “Treat deadly wounds” rule or Lesser Restoration (and better) healing spell. This however does not heal any HP or Ability Points. It merely allows it to be healed naturally or in any other way (Example: Setting the bone back before it can heal.) So if you receive one of these injuries you will need to spend more than just one lesser restoration spell, if you want to be back in action right away.
Bleed damage gained this way can be stopped (but not healed) by the “First aid” rule or with any healing spell.
Projectiles will get stuck in the body, implying stacking penalty and can be taken out with the individual use of “Treat deadly wounds” rule. Once all objects are out, the “Treat deadly wounds” rule may be used again to regain HP.
(Note: The objects can be removed also with a DC 12 STR check, but will cause 1D4 bleed.)
Slashing or piercing weapons deal 1d4 Bleed damage and the rest is explained in the D12 table below. (On the roll of 12 roll again)

Body part........|Projectile...........................|Bludgeoning............. .......................|Magic........................................|Crit Fail
1.Head............|1d4 Int, Wis dmg, Confused|1D4 Int damage, Stunned.................|1D4 Wiz damage, Dazed...........|Headshot* or Head Injury
2.Chest............|-2 on any check..................| ..........................Fatigued,(Broken rib) 1D4 Con damage ...................|Exhausted, 1D4 Con bleed
3.Stomach........|-2 on any check..................|................Sickened, (Damaged organ) 1D4 Con damage.....................|Nauseated, 1D4 Con bleed
4. R. Leg...........|-2 Dex, Speed -5 ft.............|.........1D4 Dex damage (cracked/broken bone), speed -5 ft................|1D4 Dex bleed (Limb cut off) Speed = 5 ft.
5. L. Leg...........|-2 Dex, Speed -5 ft.............|.........1D4 Dex damage (cracked/broken bone), speed -5 ft................|1D4 Dex bleed (Limb cut off) Speed = 5 ft.
6. R. Foot..........|-2 Dex, Speed -5 ft.............|.........1D4 Dex damage (cracked/broken bone), speed -5 ft................|1D4 Dex bleed (Limb cut off) Speed = 5 ft.
7. L. Foot..........|-2 Dex, Speed -5 ft.............|.........1D4 Dex damage (cracked/broken bone), speed -5 ft................|1D4 Dex bleed (Limb cut off) Speed = 5 ft.
8. R. Arm...........|-2 on checks using the limb|....1D4 Str damage (broken bone), -2 on any check using the limb.....|1D4 Str bleed (Limb cut off)
9. L. Arm...........|-2 on checks using the limb|....1D4 Str damage (broken bone), -2 on any check using the limb.....|1D4 Str bleed (Limb cut off)
10. R. Hand......|-2 on checks using the limb|....1D4 Str damage (broken bone), -2 on any check using the limb.....|1D4 Str bleed (Limb cut off)
11. L. Hand......|-2 on checks using the limb|....1D4 Str damage (broken bone), -2 on any check using the limb.....|1D4 Str bleed (Limb cut off)
________________________________________________________________________
*Headshot is possible only on critical fail, however the projectile can render the character only unconscious, if he passes a second fort
(DC = 10+HD of the attacker). Otherwise dig a grave.

Head Injury..| (Any weapon type)
Brain.............|1D4 Int bleed, Unconscious
Neck.............|1D4 Con bleed, Paralyzed
Eyes or Ears.|1D4 Wis bleed, Confused (mad with pain) possibly deaf/blind

Note: Characters using Total defense or Fighting defensively are immune to Debilitating blow from enemies they can see.
Optional: Characters using any type of metal helmet are immune to the first Headshot or Head Injury after which the helmet is destroyed.


The home-crit version does not compute with me as I feel that whatever I do with it, I will unbalance the rules too much.

So this is what I will stick with ... so far this is the final version.

By receiving 20+ damage in a single hit (while bloodied or just gaining the bloodied status), roll Fort save (DC=10+HD of the attacker).

If you fail, roll a D12 and consult the table.
(By rolling a 1 on the save add * to the effect.)

You receive a wound that, in case of the ability damage, can be healed only by “Treat deadly wounds” rule or Lesser Restoration and similar healing spells. This however does not heal any HP or Ability Points. It merely allows it to be healed naturally or with another spell (Example: Setting the bone back before it can heal.) So if you receive one of these injuries you will need to spend more than just one lesser restoration spell, if you want to be back in action right away.

Similarly the Serious Bleed damage can be only stopped by the “First aid” rule or Lesser Restoration and better healing spells.
(Note: Treat the Con bleed as normal ability bleed.)

The table is a bit ruthless but as stated above, this should represent serious injury.

B; Bludgeoning,
P-S; Piercing-Slashing,
M; Magic,

The Table:

1. Head
P-S: 1D6 Serious Bleed
M: Dazed for 1D6 rounds
B: Staggered for 1D6 rounds.
*: Character becomes Unconscious
(Gains amount of nonlethal dmg that equals current HP)

2. Chest
P-S: 1D6 Serious Bleed
M: Sickened for 1D6 rounds.
B: Fatigued for 1D6 rounds.
*: Character becomes Exhausted. 1D6 Con damage.

3. Stomach
P-S: 2D6 Serious Bleed
M: Sickened for 1D6 rounds
B: Fatigued for 1D6 rounds.
*: Character becomes Nauseated. 1D6 Con damage.

4. (5.)Leg Right (Left)
6. (7.)Foot Right (Left)
P-S: 1D6 Serious Bleed
M: 1D6 Dex damage. Character moves half speed
B: 1D6 Dex damage. Character moves half speed.
*: 1D4 Con bleed (Leg is cut off/Useless) Movement only 5 ft. step.

8. (9.)Arm Right (Left)
10. (11.)Hand Right (Left)
P-S: 1D6 Serious Bleed
M: 1D6 Str damage. -2 on non STR checks.
B: 1D6 Str damage. -2 on non STR checks.
*: 1D4 Con bleed (Arm is cut off/Useless.)

12. Roll Again.

***************************************
Optional Head Injury (Roll 1D4):

P-S: 1D6 Serious Bleed
M: Dazed for 1D6 rounds
B: Staggered for 1D6 rounds.
*:Character becomes Unconscious (Gains amount of nonlethal dmg that equals current HP)

1. Eyes or Ears
1D6 Wis damage
*: Permanent Deafness or Blindness

2. Neck
1D6 Con damage
*Permanent Muteness

3. Brain
1D6 Int damage
*Character becomes Unconscious (Gains amount of nonlethal dmg that equals current HP) or permanently Confused.

4. Roll two effects
***************************************

Serious Bleed ... is serious!


That special place? ... Did you mean the foot pinky toe that hurts like hell once you kick the table leg too hard? :)

The 10 + HD as a DC is actually a brilliant idea. I will test it out on some low Fort chars to see if isnt too easy, potentionally making it a 15 + HD.


An option I'm playing with is that one should be in danger of getting this injuries only once bloodied.


1 person marked this as a favorite.

So I had this "Idea" for more in depth injuries.
All comments welcome.

By receiving 20+ damage in a single hit, roll Fort save (DC=damage).

If you fail, roll a D12 and consult the table.
(By rolling a 1 on the save add * to the effect.)

You receive a wound that, in case of the ability damage, can be healed only by “Treat deadly wounds” rule or Lesser Restoration and similar healing spells. This however does not heal any HP or Ability Points. It merely allows it to be healed naturally or with another spell (Example: Setting the bone back before it can heal.) So if you receive one of these injuries you will need to spend more than just one lesser restoration spell, if you want to be back in action right away.

Similarly the Serious Bleed damage can be only stopped by the “First aid” rule or Lesser Restoration and better healing spells.
(Note: Treat the Con bleed as normal ability bleed.)

The table is a bit ruthless but as stated above, this should represent serious injury.

B; Bludgeoning,
P-S; Piercing-Slashing,
M; Magic,

The Table:

1. Head
P-S: 1D6 Serious Bleed
M: Dazed for 1D6 rounds
B: Staggered for 1D6 rounds.
*: Character becomes Unconscious
(Gains amount of nonlethal dmg that equals current HP)

2. Chest
P-S: 1D6 Serious Bleed
M: Sickened for 1D6 rounds.
B: Fatigued for 1D6 rounds.
*: Character becomes Exhausted. 1D6 Con damage.

3. Stomach
P-S: 2D6 Serious Bleed
M: Sickened for 1D6 rounds
B: Fatigued for 1D6 rounds.
*: Character becomes Nauseated. 1D6 Con damage.

4. (5.)Leg Right (Left)
6. (7.)Foot Right (Left)

P-S: 1D6 Serious Bleed
M: 1D6 Dex damage. Character moves half speed
B: 1D6 Dex damage. Character moves half speed.
*: 1D4 Con bleed (Leg is cut off/Useless) Movement only 5 ft. step.

8. (9.)Arm Right (Left)
10. (11.)Hand Right (Left)

P-S: 1D6 Serious Bleed
M: 1D6 Str damage. -2 on non STR checks.
B: 1D6 Str damage. -2 on non STR checks.
*: 1D4 Con bleed (Arm is cut off/Useless.)

12. Roll Again.

***************************************
Optional Head Injury (Roll 1D4):

P-S: 1D6 Serious Bleed
M: Dazed for 1D6 rounds
B: Staggered for 1D6 rounds.
*:Character becomes Unconscious (Gains amount of nonlethal dmg that equals current HP)

1. Eyes or Ears
1D6 Wis damage
*: Permanent Deafness or Blindness

2. Neck
1D6 Con damage
*Permanent Muteness

3. Brain
1D6 Int damage
*Character becomes Unconscious (Gains amount of nonlethal dmg that equals current HP) or permanently Confused.

4. Roll two effects
***************************************

Serious Bleed ... is serious!


Necromancer wrote:
Wheldrake wrote:

What you really need is an Igor.

"Yeth, marthter! I can replathe your thpleen with thith dithplather beatht thpleen, very eathily!"

Simple labor, lever pulling, resetting traps, violin lessons--no problem.

Just remember to never send these guys out shopping. It never ends well...

You wrote the name wrong... its Aigor


Soo this is a "thing" I attempted. I didnt actually make any research apart from core rule book but I felt something is missing.

This is (I hope) something that can give real life substances and services meaning within the game.

In case of substances one cup/shot brings "Effect" into play and automatically calls for a save. If save fails "secondary effect" comes into play.

Any suggestions and critique is welcome.

Real life substance|Effect, (dissapears in 6 hours)|Save DC
Wine, Beer, Mead, |+1D4 Cha, -1D4 Con, |Fort 18
Secondary effect, (dissapears in 24 hours)
|-1D4 Dex, Wis, Int; +1D4 Temp HP

Distilled alcohol, |+1D6 Cha, -1D6 Con, |Fort 20
|-1D6 Dex, Wis, Int; +1D6 Temp HP

Strong tobacco, |+1D4 Int, Wis, Cha, -1D4 Con, |Fort 18
|-1D4 Dex; +1D4 Nonleathal Dmg

Weed, |+1D6 Wis, -1D6 Con, |Fort 20
|-1D6 Dex, Str, Cha, +1D6 Nonleathal Dmg

Shrooms |+1D6 Int, -1D6 Con, |Fort 20
|-1D6 Dex, Str, Cha, +1D6 Nonleathal Dmg

Steroids |+1D6 Str, Dex, -1D6 Wis, Int, |Fort 20
|-1D6 Cha, Con, +1D6 Nonleathal Dmg

Ecstasy, |+1D6 Dex, -1D6 Con, |Fort 20
|-1D6 Wis, Cha, Int, +1D6 Nonleathal Dmg

Cocaine, |+1D6 Int, -1D6 Con, |Fort 20
|-1D6 Wis, Cha, Dex, +1D6 Nonleathal Dmg

Heroine, |+1D6 Wis, -1D6 Con |Fort 20
|-1D6 Dex, Cha, Int, +1D6 Nonleathal Dmg

Pervitine, |+1D4 Cha, Wis, Int, -1D6 Con, |Fort 22
|-1D6 Dex; 6 hours after, Nauseated for 1D4 hours

By failing the save by 5 or more every morning character gets the nauseated condition for 1D4 hours and sickened condition for the rest of the day.

Using the same substance cures the morning sickness for the rest of the day. Casting remove curse (or possibly remove disease) cures the morning sickness permanently.

Using racial substances (like Dwarven hammer weed or elven sunleaf wine) decreases the save by 5 for characters of given race.

Services (takes 1 hour) |Effects, (disappears in 24 hours)
Public baths |+1 Will,Fort saves
Gym |+1 Ref saves
Sauna |+2 Fort saves vs disease
Church |+2 Will saves vs fear

Soooo what do you think guys and gals?


Round 6:


Amdoran

You do have an effect at all the soldiers within you reach which proves your suspicions and no soldiers manage to climb your ladder.

Fort save:

Fort saveDC16: 1d20 + 2 ⇒ (6) + 2 = 8
Fort saveDC16: 1d20 + 2 ⇒ (9) + 2 = 11
Fort saveDC16: 1d20 + 2 ⇒ (3) + 2 = 5
Fort saveDC16: 1d20 + 2 ⇒ (11) + 2 = 13
Fort saveDC16: 1d20 + 2 ⇒ (2) + 2 = 4
Fort saveDC16: 1d20 + 2 ⇒ (1) + 2 = 3
Fort saveDC16: 1d20 + 2 ⇒ (10) + 2 = 12
Fort saveDC16: 1d20 + 2 ⇒ (13) + 2 = 15
Fort saveDC16: 1d20 + 2 ⇒ (6) + 2 = 8
Fort saveDC16: 1d20 + 2 ⇒ (5) + 2 = 7
Fort saveDC16: 1d20 + 2 ⇒ (7) + 2 = 9

Sumak

The enemies are surprised about your sudden attack.
No AoO.
Feeling of satisfaction turns into confusion when you realize that the damage you caused to Otho was not so big as you would expect from your assault. What more? You notice that he is smiling as he slowly turns towards you.

Saya

Know Arcana: 1d20 + 5 ⇒ (3) + 5 = 8
You feel strong necromancy.
Caster lvl check: 1d20 + 7 ⇒ (15) + 7 = 22

Your spell goes trough some strange barrier protecting Otho which nearly prevented the effect. You burn his body to a crisp and he falls on the ground... laughing.

Sladan

As the soldiers start crawling up you fire two arrows.

Attack: 1d20 + 13 ⇒ (1) + 13 = 141d8 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 2 ⇒ (2) + 2 = 4

Both hit.

Npcs defend.

Soldiers start to crawl up the ladders.


Ooopsie ... its turn 5. My apologies.


Saya
You can feel strong magical energy radiating from Otho.
There might be more then one aura but you are unsure.

As the ladders hit the palisade you are spread up to cover them.
The soldiers reach the gate.

Reflex DC14: 1d20 + 1 ⇒ (13) + 1 = 14
Reflex DC14: 1d20 + 1 ⇒ (19) + 1 = 20

Both traps are sprung but none of the soldiers are caught.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5
The enemy does not notice Sumak.

Map:
You can find the map in my profile page.

Turn 4:


Sumak:
Np if u take the left route you can endup in AE-28 but fred needs a DC5 climb check on -AM line and a DC25 Acrob. check to reach past the soldiers on -AH line.
If you take the right route its the same but the Acrob. check DC is only 5 and you might end up with a Will cut.


Otho

"Rise the ladders!" Otho screams when his soldiers reach the palisade.

The soldiers prepare to position the ladders.

"We need to try to tip them over!" Kormek shouts.

Map.
Turn 4:


Sumak:
Well I guess the best way to get over it would be sprinting trough the steps up to the walkway, using your speed getting up on top of the palisade logs with a climb check (should not be difficult with that speed, DC5), and then just don't fall over once you jump off :)


Sumak:
25ft tall and the walkway from the inside is 15ft above the ground.


Saya

Kormek turns to you with his shield ready and a confused face as the javelins completely missed him hitting the palisade instead.
"That was you? Can you like ... throw them all back or something? And where is the little one with his wolf? He is gonna miss all the fun." smiling he says at the end.

Amdoran:

You are surprised but all you feel is a unity of evil from all the soldiers. It sends shivers down your spine as you never felt so much evil in one place.

Otho

He continues to protect himself with his shield moving forward.

And so do his soldiers. They throw spears but none of them goes trough.

"What is that wile witchery! It must be the girl! Kill her! Kill her soldiers of Norfall! It was she who bewitched your town!
Prepare the ladders."
Otho screams.

Tarius and Gnaus join the others on the palisade.

Map.

That was Turn 2

Turn 3:


The mist is not blown away by the wind. You are not able to see what happened to the fire.

Amdoran prepares his shield (Total defense)

Otho prepares his shield (Total defense)
"GET ME THEIR HEADS!" he screams.

The soldiers march forward holding their shields in front to protect them selves and start throwing spears but none of them passes the wind wall.

Tarius Ganus Bardo and Tobyrun frantically out of the mist.


A wall of wind appears just before the palisade.

Tarius shouts: "Drop your weapons and come home. You are soldiers of Norfall."

The soldiers do not respond.
1d4 ⇒ 1
Otho does: "You do not seem to understand... it is over and you did it to your self. HAHAHA"

Suddenly out of the fire ascends a burning skull with a magical symbol on its forehead. It floats for a moment above the fire, then opens its mouth and dark mist spreads from it.

Inis:

Sumak: 1d20 ⇒ 12
Saya: 1d20 + 1 ⇒ (9) + 1 = 10
Sladan: 1d20 + 4 ⇒ (11) + 4 = 15
Amdoran: 1d20 ⇒ 19

Otho: 1d20 + 1 ⇒ (6) + 1 = 7
Soldiers: 1d20 ⇒ 3

The Initiative:
1.Amdoran
2.Sladan
3.Sumak
4.Saya

5.Otho
6.Soldiers

7.NPCs

You dont need to post in this order, do your move whenever you can.
In case of conflict I will resolve it.

Willsaves DC16:

Saya: 1d20 + 6 ⇒ (11) + 6 = 17 is shaken.
Sladan: 1d20 + 3 ⇒ (6) + 3 = 9 is shaken.
Sladan takes: 1d4 ⇒ 4 wis damage.

Gnaus: 1d20 + 6 ⇒ (11) + 6 = 17 is shaken.
Tarius: 1d20 + 6 ⇒ (18) + 6 = 24 is shaken.
Bardo: 1d20 + 3 ⇒ (5) + 3 = 8 is shaken.
Bardo takes: 1d4 ⇒ 2 wis damage.
Toby: 1d20 + 3 ⇒ (19) + 3 = 22 is shaken.

Map.

Turn 1:


Sumak:
Why did I put you on AO instead??? SRY my mistake you are on AT 19


The army stops not far from the palisade.
All on the palisade can see Otho clearly as he speaks: "So captain Tarius we meet again. We came for the caravan and the food."

"YEA!" scream the soldiers all at once with a strange disembodied voice.

Otho continues: "But what is this .. you signed up with the witch.
We wont tolerate this men... or will we?

"NO!" Scream the soldiers again.

Saya
You suppress the aura but something tells you that you did not succeed completely.

Sense motive Sladan: 1d20 + 1 ⇒ (12) + 1 = 13
Sladan believes Saya.

Sumak
All eyes are focused on Otho. You do as you please.

Map.


Which position (number letter?)


You can change your position as you please for your first post. You are not constrained by your movement by now.


Map

In the not far now you can see all the soldiers closing in.

Sladan
You notice bald and rather bulky one.
"The big one.That is Otho!"
Shouts Tarius.

Saya
Your dispel didn't stop the the fireplace from generating aura.


Before you run out of the fort you hear Kormek saying "Why now ... something has changed."

Saya:

You feel weak magic around the fire.
Knowl Arcana: 1d20 + 5 ⇒ (17) + 5 = 22
Weak enchantment (compulsion) [mind-affecting]

Sladan sees a small army of men moving about slowly reaching the town.
He notices the water tub next to the fire as Tarius used the fireplace as bonfire for the body.


Amdoran does not feel anything noteworthy.

Saya leads you to the boy's room in the fort
Passing the already burning body of the dead soldier,
you enter the room only to find out its empty.

After a moment of confusion you hear one of the halfling brothers scream "THEY ARE COMING!"

Realizing how far away they have been in hiding you got 10-15 minutes before they will reach the palisade.


Sumak:
You do as you please... looking at your char I definitely can see where you are coming from. :) BUT (there is always a but) you should get the impression that the enemy is waiting for something.


Enemy soldiers:
FYI Sladan noticed more than 30 soldiers.


Tarius looks around the gathering of scared townspeople who just watched Saya casting a spell on them.
"That is it? No one?"
He turns to the people and sends them home.
"This was a waste of time. I am going to burn the body."
He walks toward the fireplace now burning bright enough, with both halflings and Gnaus


Kormek jumps and grabs his sword but releases it again as he notices Sladan "Consider us even now?" Kormek asks confused.

To Sayas surprise between her,the townspeople, Gnaus, Tarius, the halflings and her party she does not feel anything unnatural or new.


Sladan:
HawkEye sees more than 30 motionless soldiers in the woods. It took him 5 minutes.

The towns people are assembled now. As far as you see the town was actually full of old people women and children.


Sumak:
True. I was mixing it with auras.


PerceptionDC20: 1d20 + 13 ⇒ (12) + 13 = 25

As Sladan exits the town it takes him only a few minutes to spot the small army of red eyed soldiers hiding down the road, in the treeline some distance away from the palisade. They are perfectly, almost unnaturally, still.

Tarius is nearly finished with the assembly. Only few of the townspeople are left and even those are hurrying to the assembly point in front of the fort.

Sumak:
I presume you tried detect magic on Saya while she was casting.
Sense Motive: 1d20 ⇒ 12
You notice that the face of Tarius who happens to be looking is rather disgusted one, but that is not surprising to you.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
You can hear what Sladan says but cannot understand what he meant by that. Looks to you like a passage from a book or a religious text.


Sumak

You look at Tarius as he answers "No one went in or out... we had someone guarding the entrance at all the times. Durring the day it was Bardo and Toby the halfling brothers and during the night it was the young boy Maximus."

Sumak's AC:
Sense motive: 1d20 + 2 ⇒ (12) + 2 = 14
The wolf does not feel anyone apart from Tarius Gnaus and Sladan

After Amdoran stops talking Kormek bends down and covers the dead man, then he picks up the body by its legs.

"Something is fishy here. Since the sun rise they should be long here.

On the other hand, even with the ladders they where making in the woods, it would be difficult to storm the palisade if enough people would be defending it... which now it definitely is. That leaves only one option left.

As our furry friend just stated, an impostor who strikes at the right moment... Maybe killing us in sleep. But how would he get here? he looks at Saya "Are you able to identify the possible intruder, girl?"

Kormek looks at the body he is holding by its legs. "Lets get this corpse to the fire." he asks.

Tarius looks disturbed. "I ... I will assemble the village people."


Sumak:
You know the religion is in existence even now in Ameris and understandably not popular.

As all the other religions it and its followers are frequently checked for any signs of magic using.

You don't know much about the symbol, but what you do know is that this one is often used written on paper or piece of skin as a part of some sort of ritual, where during the ritual this paper is destroyed in some fashion.(Submerged in acid,... etc.)
So you may be technically looking at a unfinished ritual.


Be on the lookout for many of the ... 'whippers' of Zon-Kuthon :D


Tarius yells at Saya.
"What have you done to him, isn't he dead enough?"
He turns to Amdoran and Sumak.
"You see I told you she is a witch, look what she did to that body, just look at it."

Kormek replies to Amdoran "We had a long war with whippers of Zon-Kuthon, a ruthless sadistic god. They have terrorized the whole world but we beat them just before we set off for Ameris... This is strange. The symbol... here at this time."


Saya successfully dispels.
As the illusion dissipates the wound that caused the blood loss is now obvious. The soldier is missing his face. It was cut clean, as if someone was trying to make a mask, only a skull left. On the skull she notices a small carving of the evil Zon-Kuthon religion.
Arcana: 1d20 + 5 ⇒ (6) + 5 = 11
She remembers reading that this sign is often used as a part of a ritual.

Saya is soon joined by the others, all disgusted by the horrendous display.


Sadan:
You check the body and find out a weird thing. It is the fact that he is lacking any blood in his veins. Confusingly enough you are sure the man was dead for at least two days. You would be pretty sure he died of blood loss and not the cold but there is no wound.

Saya:
You focus on any auras and to your surprise you feel two magical auras. One of them is moderate aura and from your arcane knowledge you know its illusion (figment) spell that you feel is still active on the surface of the body. The other one is some feint traces of evil dark energies from inside of the body.


Saya and Sladan
Tarius looks at the bag, then at you ... then at the bag.
"I guess ... but hurry up we need to burn him before he will start to smell." he drops the bag and walks toward the Inn.
"I don't need to see this ... call me when you are done."


Saya and Sladan.
As you approach Tarius, he drops the bag. "What do you want?"
He addresses you a bit grumpier than usual.


Saya
Kormek looks at Saya and repays with a stare of his own.

Amdoran
While you are talking you notice that Kormek is clenching his fist around the hilt of the sword.

Sense motive: 1d20 + 10 ⇒ (11) + 10 = 21

You realize its from anger rather than cautiousness.
His attitude towards you changes.

"Kelfed... was my trainer... he got me into the order ... Please tell me what happened to him, where was he taken?"

Sumak
You are walking to the bar, Kormek watches you. Once you sit he starts talking "I sure hope you know how to protect your self little man, otherwise you came for your death here.

Sense motive: 1d20 ⇒ 16

You have the impression that there is a hint of pity in Kormeks voice.

Sladan

Perception: 1d20 + 13 ⇒ (9) + 13 = 22

By the corner of your eye you notice Tarius and and the boy caring, what looks like, a body bag out of the fort.


Amdoran :

Dex: 1d20 + 1 ⇒ (8) + 1 = 9

Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Amdoran notices that as he speaks to Kormek, who is sitting with his back towards him, he slowly slides his hand down on his belt and on his weapon, without turning to you.

"Well there was this homeless drunker here some time ago... this used to be his. I bought it for two pints of mead. "

Bluff: 1d20 + 4 ⇒ (8) + 4 = 12

Sense motive: 1d20 + 10 ⇒ (7) + 10 = 17

You realise that the man is lying and that you asked the wrong question.

If this man is one of your tutors lost brothers from the order of paladins, he ,like your tutor, would be extremely careful arround the people demanding answers that you do.


Saya
Kormek finally opens his eyes and stands up like he is not tired at all. "Hot wine? Hell yea ... you are paying.
Sladan follows as well.

Sumak and Amdoran
Tarius looks from Sumak to Amdoran confused by the two different answers.
Sumak-Bluff: 1d20 + 14 ⇒ (17) + 14 = 31
Tarius-Sense motive: 1d20 + 10 ⇒ (7) + 10 = 17
"Ohh ... I see,I see ... well be careful she is a crafty one...
Tarius turns to Gnaus who is obviously disappointed with Tarius giving Saya away so easily.

I got to deal with this poor soul." he points at the dead man. Please meet us in the Inn. We got some food for you you must be hungry... He says finally.

Gnaus leads you and when you enter you see Saya, Sladan and Kormek.
Soon after you sit down food is brought in front of you. It isnt great ... but at least its warm.

Amdoran:
You are very much surprised to see that the man who sits by the slave-folk and the girl has a large round shield with a golden "A" in the middle. You actually have to look twice to check if it isn't your tutor, but to your disappointment its not.


Sumak:
Unfortunately you are by the fort and they are by the gate. You can see them tho :)

Kormek to Sladan
"Who said anything about redemption? I don't believe in redemption, not any more... Although I am interested to see were this all is going."
Kormek does not open his eyes.

Sumak and Amdoran
Tarius gives Sumak an confusing look after his last sentence either not understanding the joke or being generally confused that Sumak is again talking to his wolf.

Then he continues: "This is not all. One of the soldiers run away from Otho. He told us that Otho made them to drink some liquid. It made the aggressive and he called it "evil". He is here...

Sumak Amdoran and Tarius follows Gnaus inside the fort into a long room with many beds. On one of them lies a soldier with shackles on his hands and next to him stands young village boy with a scared face.

"Whats wrong?" Asks Tarius.

"He ... He is dead." Answers the boy.

"Well... this was him... we need to bury him." Tarius sighs.
Gnaus takes the shackles off.

Tarius turns to Sumak and Amdoran. "So what is the plan and what about the witch? Will she be charged?"

Saya
You can see the snowy country.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Only the tracks Sumak and Amdoran made are disturbing the peaceful beauty of the white land.


Tarius to Amdoran
"There used to be 45 guards men here in total. It should be less than 40 now. The cat setup some traps at the gate and we got some boiling water in a metal bath tub to cool them off."

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