What are you investigating and why now? You should take this equipment if you will return the favor of saving your life. I hand him the elixer, buckler, armor, crossbow, bolts and rapier. At the very least, you can follow me, cover my back. In return, I can heal you if you need it and share some of the profit. I hand him 10 gold, and promise 10 more if he sticks with me until the end of this. First tell me what you're investigating and then tell me what the rituals are for and who is doing them. Also, do you know anything of the staff that killed the dragon?
Previously on Hard Mode:
Eighteen hours into the mission, the party was captured. All you remember was the sun changing color, the horizon getting farther away, everyone coughing up ash like you had been drowning in it and seeing people in the corner of your eye who weren’t there when you turned to look. The party, including Grozkin, awoke on an island prison. The island’s center was marked by a mountain with a keep build into its side. Three hundred feet from the base of the mountain/keep is a fifteen foot wooden fence. On the other side of the fence was the beach, crawling with hundreds of skeletons and zombies. The party has been stripped of its weapons, armor, gear and equipment. All you currently have is a waterskin, tools for keeping the fence in good working order and anything you can conceal on your person. Roll craft skills if you think you could make something small. The guards have never bothered anyone, unless they could see a two handed weapon, ranged weapon or anything the size of a backpack. Anyone who casted “combat magic” was instantly magic missiled to death from the keep. You have all been living here for about a week in makeshift shacks you built yourself using scrap materials. You have flashbacks of torture, but you don’t really remember it. There are about forty other prisoners on the island, and it seems to be filled with enemies of the Greenskins. There are a few exceptions, notably the three chained trolls on the south side of the mountain. The running theory is that the Greenskins are doing experimentation with necromancy, but no one exactly remembers what experiments were done to them. Knowledge religion or arcana checks for ideas about the necromancy or experiments. I’ll let you know what you understand in a private message. Party has been on the island for about a week. A heavy storm has hit the island, forcing all of the prisoners to take shelter. The party, including Grozkin are all huddled into the same hut. Outside the hut, the rain is so heavy that no one can see the beach, even though there is a clear line of sight. Lightning is hitting fairly close, confirmed by the nearly deafening thunder. Everything appeared normal until it started to rain shortspears. Through the rain, you can see shortspears sticking out of the ground, pointy side down. One of the pointy ends is sticking through the roof, but it’s high enough that it’s not a danger to anybody. The storm immediately subsides and you can see a small navy unloading troops onto the beach. Mounted knights (paladins, roll knowledge religion to know of who) are charging towards the keep. Druids are turning into animals and leading packs of forest creatures behind the paladins. Arm yourselves! Make for the boats and stay safe! The lead paladin shouts as he charges past you. Grozkin smiles. He tells you that while this wasn’t the job he originally hired you for, he’ll make sure you get paid if you can assist with a rescue operation. The party has a choice: stay with the boats for a guaranteed exit or head into the keep to assist in the assault? You can decide as you fight. A large zombie has feather falled nearby and is heading towards a knight who has fallen nearby. The towers defenders have shot his horse out from under him. Grozkin is about to be an example for how I want combat to work for this game. Grozkin will collect and throw shortspears at the zombie until someone is in melee with the zombie. Grozkin will then buff the nearest allied combatant with Enlarge Person. For all subsequent rounds, Grozkin will ready ray of frost in case the zombie or all allies five foot step away from combat. grozkin initiative: 1d20 ⇒ 14 Tell me what your character will do for each phase of combat that affects your skills. I’ll be doing all the rolls and will run through combat until I think it’s necessary for a change in tactics.
For the blood rager questions: roll a d6. If you get a six, you're a rare crossblooded sorcerer. The point of all this is you get only the choices your character would have gotten growing up. Thinking cross breeders are more rare than 1 in 6, but I hate saying no. You would then have to roll for both bloodlines. Once you make these rolls, you're locked in. Did anyone else have questions I missed from the recruitment page? Has everyone who claimed a spot posted here yet? What's the rules for partially charged wands?
Also, roll your starting gold here. The plan is everyone comes up with characters by tomorrow or maybe over the weekend. I'll start things off of Sunday after everyone has approved characters. Plot time! For whatever reason your character chose, you took a job as a caravan guard. A war with organized greenskins made the caravan less profitable as the months went on. About a year making the same runs with the other PCs, the caravan moved on to less dangerous clientele. As you were sitting around drinking in the tavern wondering what to do next, you were approached by an officer in the local militia (aka nobleman). str: 3d6 ⇒ (3, 5, 5) = 13
So you're sitting around a table and a half-orc sorcerer nobleman approaches you. When asked about his sorcery, he claims to be a descendant of earth genies. He convinces you to escort him up to one of the forts for a mission. 10 gold each now, 10 gold when you get there and you can choose to stay for the mission from there. You all said yes.
Okay, I think things are getting a little confusing. The following players had their spots locked in before I closed recruitment about three hours ago: jhonperu, jongarrett, thearchlich, the dragon and puddyfoot. Will those players please carry on character/team creation (I see some teamwork going on and I like it), on the discussion page (see at the top of this page, there is a tab marked discussion. Anyone who came after, I apologize, it's just getting too big. Should we need new players, you'll be invited before we go to an open recruitment. No switching stuff around. Level 2, find the level one starting gold and roll for it for both of your classes. Pick two traits. Please don't reply to this post. Recruitment is closed. If your name was listed in this post, please continue the conversation on the discussion tab.
I woke up early and hero labbed a cleric and a cloned fighter. I'll mix them together and figure out equipment when I have some spare time today. What I have now is Grothik, a half Orc (chain fighter) cleric (separatist) of Nethys/fighter. Domain: Magic
Feats: skill focus knowledge arcana
Fighter feats: power attack, cleave. Are we doing traits?
I've got something I like, but it's not perfect yet. What I have so far: party of level one characters in a dungeon that with rooms that either have undead invaders or the room automatically casts a summon nature's ally type spell when they walk in. One of the rooms contains a magic mirror (the Trojan horse mirror the invading necromancer used to store an undead army). Inside of the mirror is a shadow creature (or something). He can interact with reflections that has a slight effect on the normal world. The room summons five or so foxes that can walk on walls when the party enters, but they flee into a corner on the ceiling away from the mirror. The creature can only communicate via charades and very basic telepathy. He has been trapped in the dungeon for over a century and in the mirror an unknown amount of time. The pcs have a few options: Let it go. There's nothing against ignoring the puzzle. Help the creature. He can stun the reflections of the foxes, which stuns the foxes. The party will have to physically bring the foxes to the mirror, presumably to be eaten. Kill the mirror. Someone might try to smash the mirror, which will cause that person to get captured as ransom for the foxes. If he gets the foxes, he can kill them all at once from the inside of the mirror and hitch a ride back to whatever plane they came from. The only way out of the mirror for the creature is extra planar. I'm looking for some good role play or ethical issues for the group to work through. Or some kind of punishment/reward system for the choices. |