Ghost

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Organized Play Member. 125 posts (195 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 3 aliases.


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As the group or just Lucca arrives at the address, it's actually pretty hard to miss the building Samahs was referring to--it's a cathedral. Small, but a cathedral nonetheless. There's a large holy symbol beautifully shaped out of stained glass atop the wide set of double doors leading into the building colored almost to resemble the sun on a bright day.

As you enter, the inside is immediately very spacious, even more than you would have expected from seeing it on the outside. The walls are covered in paintings primarily of landscapes and the holy symbol of the dawnflower. There is a podium and a stage at the front of the room and a second story balcony stretching around the top of the room. There are several doors the lead into rooms outside of this central one.

There are a small number of priests and monks, perhaps 5 or 6, that are sitting and reading or walking around the center room at a brisk pace. All of them seem to be unaware that you've entered their church.


Hey, guys. Checking in again after quite a weekend to let you know I haven't forgotten about you. Loving the roleplay but don't have a lot to interject at the moment. Feel free to take your time.


The sun is beginning to set now with a full sunset visible over the waters to the west.

While things have seemed uneventful since the fight with the hydra, some movement can be heard from the other side of the keep walls. It sounds mostly like footsteps and metal clinging against metal.

Some people approach the barrier to take a look st the strange appearance on the other side but no one tries to enter. As the sun sets, it also gets darker and dearier within the barrier.


Hey, guys. Checking in. I'm a touch intoxicated but prepared to post nonetheless. Really enjoying the roleplay. I'll post with more information tomorrow--especially if you guys go to Samahs' church. Otherwise, feel free to do what you guys want. I don't want you to feel railroaded.


I appreciate that. As I'm sure you can imagine, it's all homebrew (aside from the basic setting of course). I'm open to feedback at anytime.


When the mirror passes through the barrier, it feels as though the barrier has no real tangible force to it. It was as-if the mirror was simply passing through air. There is no refraction but the half of the mirror that enters the barrier quickly fades and becomes covered in dust and ash. The metal backing to the mirror immediately becomes rusted and weak as rusted flakes fall from the back of the mirror onto the ground on the opposite side of the barrier.

-----

"We need to research this strange aura as quickly as possible if there is any hope of stopping Marissa." Samahs speaks up "At my church in the Coins district, I have a large collection of tomes about the legends surrounding various artifacts. Perhaps there is one that can give us a hint about what is happening here."

He gives pause for a moment before continuing. He is clearly shaken by the events of the day. He hands Lucca a sheet of paper.

"Here. This is the address to my church. Please see me if you find anything out. I must rest and study."

He will wait around for a moment to see if anyone wants to address him before leaving in the direction from which the party came.


Today was pretty toned down for me comparatively but still a bit hectic.

Also, if anyone feels like they may have a hard time posting for a bit or something comes up, lemme know. Life happens. Figured I'd throw that out there before it comes up and while I'm thinking about it.


"Right you are. Empress Vincere, as she was known at the time, had very strange connections to the mystic arts."

The priest shook his head.

"Many of the details were hidden from the public but scholars believe that magic like hers--and the magic required to cause this barrier--are the result of powerful artifacts forged by gods. Or perhaps something more fundamental to nature than even they."

-----

When the arc of lightning reaches the field, the effect is unusual. Rather than making contact with the barrier, it appears to pass right through but immediately lose its charge within a few milliseconds of reaching the other side. It seems like the electricity was prevented from continuing in by purely natural means, not magical resistance or any form of physical blocking.

-----

When digging at the ground at the edge of the barrier, it is clear that it doesn't extend underground far but that the dome is closed (meaning you wouldn't be able to dig up into it without passing through and suffering the effects of the aura).

DC 25 Knowledge (Arcana) with Detect Magic:

The overwhelming aura is specifically some form of time transmutation magic.


Colt isn't sure exactly what the barrier is or what it's doing but he does detect that the barrier itself has an overwhelming aura of Transmutation magic.


Sorry, guys. Yesterday was craaaaaazy. Ready to go this week though!


Lucca doesn't notice anything else strange around the area, only that the difference between the area outside and inside the aura are vastly different despite nothing major seeming out of place.

The priest seems a little startled by Lucca's approach but breathes a sigh of relief once he says he's there to help.

"Whatever you do, do not step past this barrier." he says motioning to a pile of bones scattered across the ground just on the other side of the barrier that's covered in dust and ash just like the others.

"As strange as it may seem, that was once a curious man. He paid the price so that I may have the knowledge to warn others."

He pauses for a moment and reaches his hand out to Lucca. "Samahs is my name. I have no doubt this is the work of Marissa Vincere. Something must be done to stop her."


As Lucca approaches the keep at an astounding speed, he begins to realize that the clouds that had formed above the keep aren't really clouds any longer. Instead, there is now a dark but transparent aura almost presenting some sort of barrier surrounding the entire keep.

There is something very off about what can be seen beyond this barrier. It's Azlanti Keep for sure, it would be hard to mistaken the sight of such a grand and well-built keep, but everything within the aura appears decrepit and broken down. The road is covered in dust and ash just beyond the barrier within the aura while it is completely clean outside the aura. The tall and once strong walls appear to be falling down with bricks laying around the base and somewhat collapsed in places, there are piles of bones scattered around the land within the aura that are also covered in dust and ash, and the entire keep almost seems like it is in a dark and cloudy place despite the sun currently shining down onto the area in the now late afternoon.

Some people are looking on in horror and there appears to be a local priest if Sarenrae trying to keep people from touching the barrier and talking to those who seem panicked.


Magic still exists (obviously), common people just don't have access to it. The primary reason for this change was to make magic items a big deal for superheroes and to make it so that being super wealthy was an option. I'm also taking some liberties with the setting to compensate for there not being a wizard on every street. Haha

Edit: well, I should say that magic only exists in a negligible capacity. The average citizen has 1 hp, a +1 or +2 at their best skill, and are generally like flies compared to you guys. Clerics might be able to cast some basic spells but are pretty pointless compared to you guys.


Remember that magic is off-limits to people without superhero levels/stats like you guys. The best a normal cleric can do is pray for Lord Gyr.


I'll give people a chance of they want to stop Lucca or trail him to the castle. I'll post what's there probably tonight or tomorrow morning if no one has chimed in to say they stop Lucca.

The civilians react to Colt's words mostly by drawing back from the beast (but there are always a few who don't listen).

The main guard speaks up when he hears Colt say the Lord is dead.

"Dear gods. What could have caused this? Whoever is responsible needs to be brought to justice!"

The other guards are mostly standing around confused, with a few running to the corpses of the innocents slain during the battle.

"Can you help us?" one of the younger civilians near-by pipes in.


Colt spends a few seconds letting his mystical AI scan Lord Gyr's body and learns that the his body does not appear to be suffering from any poison but he detects a strong but quickly fading magical aura. Far more magic than any normal human body should be able to take. The space around you is also filled with a a faint magical aura as well.

DC 20 Knowledge (Arcana) for anyone using Detect Magic:

The magic aura fading from Lord Gyr's is a mixture of Necromancy and Enchantment. The faint aura around you is the same. It seems clear to you that a it would take someone very skilled with the mystic arts to cause auras like these.

DC 15 Heal, Colt Automatically Succeeds:

Lord Gyr is is dead and breathed his final breath within the last few seconds. Making the heal check takes the equivalent of a few rounds. Colt knows immediately.

As the party gathers up around the stage, some of the civilians begin making their way back into the open space in the middle of the city. While most are hesitant, some approach the corpse of the hydra with morbid curiosity.


I just posted the next bit. Feel free to post out of order and roleplay how you finish the fight if you'd like.


Moving ahead just assuming you guys clean up the fight.

For the first bit after the fall of the hydra, what civilians decided to stick around to watch the fight are stunned at what they just witnessed. The fight went on for no more than half a minute and a handful of people had done things greater than they'd ever witnessed. Some of them begin clapping for you but they mostly whisper among themselves in shock. They are also able to stand up from their kneeling positions now.

The lord remains motionless on the ground as a low disembodied women's laugh fades into thin air around everyone. The clouds that had formed around the top of Azlanti keep appear to have descended around the keep, clearing the skies once again.

Issue 1: Kneel to the Crown


Yeah, it's almost halfway to death and you guys can just bash on it for two rounds so I'm fine with you guys just roleplaying its demise.

Also, any feedback on the first fight? Anything you'd like to do different in future fights (like use maps and stuff)? I made a lot of changes to Pathfinder to make this Superhero thing work thematically and mechanically and this is the first real playtest so I'm open to feedback.


No biggy. The hydra failed either way.

I give it a round maybe before the combat is over.

Edit: In fact, the hydra is useless for 2 rounds and the undine will die if any of you breath on it almost so if you want to just post what you do to it without worrying about turn order or rolling anything, I'm fine with that. The fight is virtually over as it is.


Hey, Colt. Not that it mattered in this case but wouldn't the DC be 17? 10+6(int)+1(1st level spell)?

Just wanna make sure I'm not misunderstanding something about your character.


Siren's arrow flies toward the beast and strikes true, though its seemingly steel plated hide proved to be tough to get around.

Including Inspire Courage, you did 7 damage but the Hydra ignored 4 of it. It has now taken 27 damage and fast healed 10 of it.

DM Rolls:
Will: 1d20 + 3 ⇒ (9) + 3 = 12
Hydra AoO: 1d20 + 8 ⇒ (18) + 8 = 26
Undine AoO: 1d20 + 4 ⇒ (19) + 4 = 23
Confirm: 1d20 + 4 ⇒ (20) + 4 = 24
Hydra Dam: 1d8 + 3 - 5 ⇒ (5) + 3 - 5 = 3
Undead Crit Dam: 2d4 + 4 - 6 ⇒ (3, 4) + 4 - 6 = 5

I'll assume Colt ends his movement outside of the Hydra's extended reach so he can catch it with the last 5 feet of 15 ft cone.

Colt, realizing he was in a bad position, began moving away from his opponents who were keen to jump on his lapse in defense, both managing to make contact. The undead's attack was simply in precisely the right place at the right time and that didn't allow Colt to be prepared for the attack. It surprisingly pierced through his armor into Colt's flesh. The Hydra seized this momentary shock to get a fleeting bite on the engineer as well.

You take 3 damage from the Hydra and 5 from the undead. It sure is a good thing you have Mage Armor cast.

A bit bloody, Colt makes it into position and fires his cannon. Immediately drawn to the light, the Hydra takes the full blast of the prismatic light to all of its heads. Reeling back from the blast, it appears as though it has been blinded and is unable to react to anything (but it does not fall unconcious).

DM Rolls:

1d4 ⇒ 1

The hydra is stunned for two rounds and blinded for one round. (It has 3 HD).

Caleb's turn
Poor Hydra


Haha Siren is also a Pawn from Dragon's Dogma. "They're weak to fire!"

Anyway, I'll post a reaction to that soon. Colt is next up though.


The huge reptilian beast hisses violently once more, turning back to look at the man responsible for it's rather violent reposition. Rearing back its three heads, it lets forth yet another bone-chilling cone of air and water.

DM Rolls:

1d4 ⇒ 3
3d6 ⇒ (3, 2, 5) = 10

Caleb, make a DC 15 reflex save. If you succeed, take 5 cold damage. If you fail take 10 cold damage.

The giant reptile's wounds continue closing at an alarming rate. The hydra has taken 24 damage and has fast healed 10 of it.

The one remaining undead creature stumbles toward Colt, moving into a flanking position with the hydra and swings its sword at the armor plated man but not before being struck with another nasty blow from the force magic of Kiwyn. It remains standing this time, however.

DM Roll:

1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
1d4 + 2 ⇒ (1) + 2 = 3

The blow actually manages to make contact with Colt! His newly donned armor absorbs the entirety of the damage, however, and Colt remains unscathed.

The guards that were once helping move Lord Gyr are finally able to force themselves up from kneeling one by one. It looks like a couple are checking the Lord's pulse and doing what they can to make him conscious once more.

The dark clouds that had covered the skies now entirely circle above Azlanti Keep and appear to be descending on the keep now.

Siren to go


No worries. I'll do my post proooobably tonight. Maybe tomorrow morning. Depends on how much fun I end up having tonight. Haha

If you check out this map, you guys are in that somewhat emptied out circle in the middle of the Coins district. Judging by the scale, it's roughly two miles away. I'll say 10,000 feet. You can move 600 feet per round with the run action, so Lucca could feasibly make it there in 1 minute 40 seconds.


From the SRD;

SRD wrote:


When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Emphasis mine.

I'm interpreting a grapple to be a subset of unarmed strike so any bonuses you would get on unarmed strikes, you'd get to a grapple. This includes Siren's song, flanking, and being Shaken.

Also, Unarmed Combatant is a feat that replaced Improved Unarmed Strike per the Elephant in the Room feat tax fixes. It basically combines IUS and Improved Grapple into one feat and I gave it to everyone for free because superheroes. Haha


In typical Lucca fashion, the slow and uncoordinated undead creatures were helpless to dodge his lightning quick punches and kicks, leaving them smoldering piles on the ground.

This left only one more shambling humanoid and the giant three headed serpent which looks like it has taken a healthy beating but is still recovering from its wounds very quickly.

As it stands, the hydra has taken 24 damage and has fast healed 5 of it.

Kiwyn's turn to act.


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So you would get 13+9(CMB)+2(flanking)+2(Unarmed Combatant)+1(Siren)+1(Strength Pool)-2(Shaken)=26

Just wanted to make sure I took everything into account because 26 succeeds but 23 doesn't. ;)

Caleb reaches out and grabs the 12 ton serpent, pivoting his legs with an impressive feat of strength and swinging it over his shoulder and slamming it on the ground behind him and right next to Colt's position.

DM Roll:

1d100 ⇒ 64
50% chance one of the squares the hydra was slammed into contained an undead undine (high is good)

The massive beast's body slams down on the ground, breaking the stonework beneath it and creating a small crater and crushing one of the humanoid monsters threatening Colt.

8 damage done to the hydra and to one of the undead undine (killing it). The 9 squares that make up the hydra's new position is also now difficult terrain.

Lucca is up again


I'd say that's a grapple. Normally you'd have to roll another grapple on another round to "move" it but that's cool as crap so I'll let you use a point from your strength pool to attempt the grapple and, if you succeed, you can also force it to move and do your strength modifier damage (for slamming it on the ground).


The arrow fired by Siren flies through the air and sinks into the creature's flesh. It took some damage from the shot but was still going strong for Colt--until the genius' metal fist forcefully ends its meager existence.

Even shaken, Siren easily hits. Accounting for Siren's song, you both essentially ignore its DR.

Caleb is up


I think I'm going to adjust Siren's buff radius to more like 100 ft since fights in this game will probably generally be on a larger scale than typical games too, so I'll take those bonuses to account for everyone this time around.


Well, Mage Armor is an armor bonus to AC which, in this system, translates to DR so you have 22 AC and 8 DR instead of 4. Shield would add to AC.

I know, it's a lot of changes. This is a pretty big test run for me. Haha

Oh, and I'm glad you like how I'm doing initiative and stuff. I like everything to be as clear as possible.


The giant beast's attention was now split between the living bolt of lightning and the demigod that actually managed to pierce its hide.

DM Rolls:

Head 1: Lucca: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Head 2: Lucca: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
+2 for flanking
Head 3: Caleb: 1d20 + 8 ⇒ (8) + 8 = 16

The monster's split attention proved to be its downfall, however, as the two heads that had not bothered to pay attention to Caleb lashed out toward Lucca far too predictably. Lucca was easily able to evade both attacks without another thought. The one head that engaged Caleb was a bit more successful, looking almost as if it was going to lang a direct hit on the large man, but Caleb easily swatted the beast's head away with his shield.

The gash that Caleb made in the creature's flesh begins to close, healing at an incredible rate.

Meanwhile, the one of the three shambling humanoids neareat Siren began pursuit of Siren while the other two decided to move to engage Colt. No sooner did the one that began moving toward Siren begin doing so did it take a bolt of magical force directly to its midsection, effectively tearing it in two. The top half tried to drag itself along the ground for a moment before ultimately succumbing to the wound. Magic missile reduced it to 0 and ignored all DR and resistances it has.

The remaining two make their way to Colt who is suddenly a bit more armor plated than before.

I'll assume you cast it right before they started threatening you so you don't have to cast defensively.

DM Rolls:

1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (6) + 4 = 10

Moving into position but too slow (or stupid) to move into an advantageous flanking position, the creatures swing their swords at Colt who is able to evade their attacks almost without moving.

Colt, I have your AC calculated at 22 (10+6(fighting)+6(dexterity)), but your crunch reflects 16. Just a heads up.

The remaining two sea-undead lazily swing their swords at Lucca.

DM Rolls:

1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19[/dice]

But being unable to even tell where they should swing their swords to lang a hit on someone like Lucca.

The Lord finally collapses to the ground, one knee and one foot on the ground while the epicenter of the storm that seems to be spontaneously brewing finally begins circling over Azlanti keep.

"Kneel!"

A voice booms from the Lord but it is not his own. It is a women's voice primarily but it almost sounds as if it is met with a choir of other voices.

Immediately after the voice rings out across the town center, everyone remaining there immediately kneels except the party currently engaged in combat with the monsters. The Lord passes out.

Everyone; On your turn, make a DC 15 Will save. Failure just means you're Shaken for 6 rounds. Any bonuses you might have against fear effects apply.

Siren is up next


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I'll post the actual happenings of the enemy's round in the morning, just thought I'd check in.

I also assumed we'd be sticking with the same initiative each round but if you guys have a preference for new initiative each round, I don't really care either way.

And your bonus to attack is simply Fighting + Strength (or Dexterity) + any conditional modifiers (fears, buffs, masterwork weapon, etc).


Just in reaction to your rounds.

The three heads of the hydra draw back from attacking Lucca, each one almost seemingly trying to triangulate his position (something easier said than done to be sure) when Caleb sprinted toward it, his footsteps cracking the ground under the force of his steps.

DM Rolls:

AoO: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 3 - 3 ⇒ (2) + 3 - 3 = 2
Its strength is 13 so it ignores 3 of Caleb's 6 DR.

The head closest to Caleb's side turns toward him, jarred by Caleb's powerful voice, and lashes toward him, scraping its teeth across Caleb's flesh. Caleb's musculature proved to be a bit tougher than the monster's bite, however, allowing Caleb to shrug off most of the damage like it never happened.

[Ooc]Caleb takes 2 damage.

Caleb's sword, however, has a bit more bite. He feels the sword hit the creature's hide which is no doubt as hard as steel but he's able to easily push the sword through with no trouble. You ignore all of its DR.

Meanwhile, Lucca is able to easily dispatch two more of the undead humanoids with blinding speed, leaving two more beside him along with the huge serpent.

Kiwyn to act


Caleb's go.

No rush or anything, I know it's the weekend. Just wanted to give everyone a reminder of where we are in initiatives.


Oh, completely up to you. I just wanted to make sure you weren't taking those actions because you thought you didn't have anything you could do. It'll take some getting used to as far as something like a hydra only having a few HD and undead having less than 1 HD. The scaling is just way different than in a normal game.


The massive serpent raised up, towering over the crowd of people screaming and running away as if to get a better look around just in time to see a lightning streak across its field of vision. Without a moments' hesitation, it unveils and rushes toward Lucca putting full force into attacking him with all three heads.

DM Rolls:

1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Lucca was too fast for the beast but its speed was clearly not to be taken lightly. One of the heads missed my mere inches. Charge

The the two humanoids that were disarmed begin shambling their way toward Lucca along with two others. The four were able to get adjacent to Lucca but are too slow to attack him.

The remaining three begin converging on where Siren was singing but did not make it far through the crowd of running civilians (they're about 10 feet from Siren who I imagine is 30 feet from Lucca).

Kiwyn is able to find some civilians who were injured during the initial attack. Normal civilians in this game have the equivalent of 1 or 2 hp and I'll let you heal them with such a small amount of your magical reserves that it doesn't actually take a spell slot. Just for coolness sake.

The Lord's cough gets worse, the man barely being able to stand. The guards that were surrounding him are basically having to carry him now. The dark clouds in the sky are getting thicker overhead, especially toward Azlanti Keep.

Siren's go


Are unable to cast spells on any of the creatures for some reason? I certainly hadn't intended on anyone being useless for this fight.


Siren:
I just realized that, in your power, I said 10 cubic feet instead of two 5 ft cubes (which is 250 cubic feet), but you seem to have understood that's what I meant. That's also more like 900 times more than Create Water. Haha


Cool, sorry. Didn't mean to slip past you. I'll factor that into Lucca's round as well.

DM Rolls:

1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 4 ⇒ (15) + 4 = 19

In a flash, Lucca darted around the battlefield far too quickly for the strange humanoids to react to him as he easily picked the weapons from their hands.

Do you hang onto the weapons or do you knock them to the ground? They're longsword but clearly not longswords forged to be used by the likes of a super, they only do 1d4 base damage.

Reaching a third humanoid creature, Lucca's velocity is easily enough force to split the being in half and leave it a steaming pile on the ground.

Kiwyn's go


If you mean to move through threatened squares, it's only the squares you move through. Unless someone knows better than me but that's what I would say anyway.


The monstrous snake pushed toward the panicked crowd beginning to flee (5 ft step) while letting out a soul-shattering hiss.

It began curling up its body before rearing back and letting forth a cone of freezing air and water into the crowd in front of it, freezing the civilians solid in place.

DM Roll:

1d4 ⇒ 4

The strange humanoids all begin moving toward the center of down, cutting down a few civilians getting in their way. A couple of guards attempt to rush them but their weapons can hardly puncture their tough supernatural flesh.

The undead are all about 30 feet away from one another and 100 or so feet from the hydra.

The sky begins to grow cloudy and the guards begin to escort the Lord off of the stage in an attempt to get him to safety but no sooner did they start moving did he begin having a heavy coughing fit.

Lucca is up again


Lucca told make it basically to the creature with a double move if he wants. Also remember that he can ignore some of that difficult terrain.

Edit: I lied. It's a surprise round. Ha Silly me.


It was mid-day, not necessarily noon. I'm thinking 3 or 4 PM. I'm imagining a 2-3 hours have passed as far as everyone walking to the center of the city, chatting, and hunting down Xs. It's a huge city after all.

And I only mean the sky is barely turning red. Not sure I'd call it evening just yet. Late afternoon perhaps.


Oh yeah, happens to me at least once a week. Really throws me off of my daily routine. Haha


Alright, you guys ready to get this party started?


As the afternoon wears on, the streets in the city center grow more and more crowded with people who are laughing with one another, watching and tipping the entertainers, purchasing food, and in general enjoying the beginning of the festivities.

Right when the sky begins to take on a tinge of red from the sunset to come, an older thin human with graying hair takes the stage behind the podium, escorted by a few other humans that appear to be higher ranking soldiers stationed within the city.

DC 12 Knowledge History or Nobility, auto-success if you're from Absalom:

The man is Lord Gyr, head of the council and most powerful political figure within Absalom. He is rumored to be capable of some magic ability but it's not known if these abilities are simply hear-say.

Once behind the podium, he produces a few pieces of parchment from the inner pocket of his long ornate robe and taps them against his podium to straighten them out before laying them gently down and nodding to the closest guard.

"Men!" the large man shouts, causing some of the closer civilians to quiet to a hush. Not a second or two after, a couple of the guards produce small brass wind instruments and begin playing while the remaining guards beat their shields in rhythm with the music.

Around 15 or 20 seconds of this has quieted the crowd to a dull roar. When the guards stop, they stand at attention while the man behind the podium begins to speak.

"Welcome, ladies and gentlemen, to the greatest Festival of Kings in the history of Absalom!"

The crowd begins to erupt into cheers but with an eerie control of the crowd, the man quickly commands their attention, using his hands to motion to the crowd to become quiet once more.

"I am as excited as you are to get the festivities started but I'd like to remind all of you why we're celebrating! The only reason we're here and free today. Some people we honor here today as heroes!"

With that final word, a couple of the armed guards grab a cable holding the tarp on the statue and pull, slipping the covering from the statue and revealing what could only be described as a masterpiece. The color of brass, the statue stands about 10 feet tall and depicts a very large and well muscled man who himself seems to be nearly 9 feet tall with a large greataxe strapped to his back that's nearly 7 feet long itself. He has a long bushy beard and long hair. On his shoulder is a very small girl, depicted to look about 16 years old, braiding the large man's hair, looking very focused. The large man is holding his arm up to help support the young girl and looking off in the distance with a warm smile.

After the unveiling, the crown erupts into a roar of cheers and whistles. The man behind the podium just smiles at the crowd, proud of their reaction to the work of art.

DC 20 Knowledge History, +5 of you're from Absalom or over 100 years old:

This is a statue of two war heroes from the revolution that took place 100 years ago. The man's name is not well known but he was referred to as Atlas during the war and was known for his staggering strength, size, and wisdom. If the legends are to be believed, this statue is life-sized. The girl's name was Riley, a girl of unparalleled speed and agility. The two are credited with the fall of an evil monarch though Atlas was killed in the final altercation.

DM Rolls:

Caleb: 1d20 + 6 ⇒ (4) + 6 = 10
Lucca: 1d20 + 8 ⇒ (7) + 8 = 15
Kiwyn: 1d20 + 9 ⇒ (1) + 9 = 10
Siren: 1d20 + 2 ⇒ (16) + 2 = 18
Colt: 1d20 + 6 ⇒ (3) + 6 = 9

Siren and Lucca:

During the speech, something seems off. Focusing on your senses, you feel the ground shaking ever so slightly. As you begin to listen for more clues, the crowd erupts into cheers from the unveiling of the statue. You will get to take part in the surprise round of the fight.

Within about 15-20 seconds of the crowd's jubilee celebration, the screams of joy and excitement very quickly turn into screams of panic and terror as a huge serpentine creature still dripping wet from the ocean slithers over a building to the south of the large inner circle of the city where the festivities are being held, around 200 feet from the stage.

The creature is around 50 feet long if streached out and looks like it probably weighs around 12 tons (huge (long) size category)

DC 11 Knowledge (Arcana):

You recognize the creature from your reading as a Hydra. You remember little else about them.

DC 16 Knowledge (Arcana):

This is a 3-headed hydra. You know all of the special abilities of a hydra (but all the statistics aren't quite the same as what's published by Paizo). You also recognize this creature as a Cryohydra.

Filing in from the alleyways leading to the center of the city, you also notice quite a few (8) light-blue skinned humanoids shamble into the crowd with old rusted swords in hand.

DC 11 Knowledge Local or Religion, auto-success for Siren:

These strange humanoids are undead undine. If you succeeded at the Knowledge (Religion), you know undead traits. If you succeeded at Knowledge (Local) or are Siren, you know Undine traits.

Initiatives:

Caleb: 1d20 + 4 ⇒ (7) + 4 = 11
Lucca: 1d20 + 14 ⇒ (8) + 14 = 22
Kiwyn: 1d20 + 6 ⇒ (13) + 6 = 19
Siren: 1d20 + 7 ⇒ (7) + 7 = 14
Colt: 1d20 + 6 ⇒ (6) + 6 = 12
Monster: 1d20 + 3 ⇒ (16) + 3 = 19
Humanoids: 1d20 + 1 ⇒ (17) + 1 = 18

I'm just going to have all of the enemy humanoids go at the same time for the sake of simplicity.

Surprise Round Turn Order
Lucca
Siren
Monster
Humanoid Creatures

Following Rounds
Lucca
Kiwyn
Monster
Humanoid Creatures
Siren
Colt
Caleb

During the surprise round, consider everywhere difficult terrain as the crowd panics and runs. During round 1, everywhere further than 100 feet from the monster will be difficult terrain. Otherwise, let me know how far from the stage you would have been when this all started and we'll play by theater of the mind.

Lucca to act first


Oh, also. Colt and Lucca. Would you mind to put your basic statistics into your Class/Levels line just so I have quick access? Mainly I need AC, HP, Saves, Perception, Initiative, and DR. Anything else is helpful as well.


@Kiwyn

Have at it. In the next few hours, I'm getting the ball rolling though and I'll go ahead and draw the line there for small edits without retraining or anything.

Edit: Also, if you'd like to trade out Mage Armor as a spell known/prepared in light of your Archmage pool, feel free to do so.

@All

My apologies for the delay. I had intended to get this ball rolling last night but a rather fierce migraine had a word or two to say about it. Haha

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