Male Human Commoner 2
Rhokar makes a careful step backwards and touches something under his shirt collar and invokes some words of power. "You are mistaken if you think I'll give her up so easily. Your corpses will make fine servants." he snarls. Will Saves:
Ai out of range Lilyana 1d20 + 4 ⇒ (10) + 4 = 14 Maq'la 1d20 + 7 ⇒ (6) + 7 = 13 Noemy 1d20 + 8 ⇒ (14) + 8 = 22 Vhekk 1d20 + 6 ⇒ (18) + 6 = 24 Yorah 1d20 + 7 ⇒ (19) + 7 = 26 Lilyana and Maq'la have a –1 status penalty to attack rolls as long as they are within 10 ft of Rhokar. Skeleton 1 slashes its scimitar at Noemy 1d20 + 6 ⇒ (12) + 6 = 18 but she bounces to one side. It follows through with a claw
Lastly, it tries one more swipe with its claw. 1d20 - 2 ⇒ (6) - 2 = 4 Noemy dances away with ease. Noemy and Yorah are up
Male Human Commoner 2
Skeleton Stats of import:
AC 16; Fort +2, Ref +8, Will +2 HP 4 (negative healing); Immunities cold, death effects, disease, mental, paralyzed, poison, unconscious; Resistances electricity 5, piercing 5, slashing 5 Rhokar Stats of Import:
AC 21; Fort +9, Ref +11, Will +8 HP 45 Init:
Taking your various rolls to get in the room as your inits. Noemy (didn't roll) Athletics 1d20 + 8 ⇒ (12) + 8 = 20 Yorah didn't roll Perception 1d20 + 8 ⇒ (11) + 8 = 19 Ai 9 Lily 21 Maq'la 23 Vhekk 11 Rhokar 1d20 + 8 ⇒ (12) + 8 = 20
Lilyana and Maq'la act first, followed by Rhokar and Skel 1 then Noemy and Yorah, then Skel 2, then Ai and Vhek, and finally Skel 3 There is a map link up in the campaign notes above us.
Male Human Commoner 2
There are windows in the smaller upper floor- H15 the mentioned "turret room". Swinging in to them would also put you in the room with the boss and his undead minions, which might prove beneficial in cowing any remaining raiders. If there is a witch in the place, or invisible fey, it might spell trouble.
Male Human Commoner 2
HP: 6 Damage: 24. Result: Dead as Dickens. One each for Lilyana, Yorah, and Noemy. The three bandits are quickly dispatched, their blood painting the crisp white snow crimson. There is no way anyone else in the house is unaware of your presence after those shots. End Combat Question being do you let them come to you are do you go after them.... Yes, for indoors there will be a map. Extra Hero Point to the first person who can tell me the movie I took the phrase "Dead as Dickens" from. Hint: A highlander and a rapper meet in a prison.
Male Human Commoner 2
Getting into your places, you ready to ambush anyone who comes out at the sounds of the clanging pots. The three bandits who were hovering around the fireplace come streaming out the door, bows at the ready to strike the people who fell for their insidious trap. Then, they realize that they're the ones who have fallen into a trap. Init Rolls:
Stealth if better than perception....
Ai 1d20 + 3 ⇒ (15) + 3 = 18 Lilyana 1d20 + 8 ⇒ (13) + 8 = 21 Maq'la 1d20 + 4 ⇒ (17) + 4 = 21 Noemy 1d20 + 7 ⇒ (6) + 7 = 13 Vhekk 1d20 + 8 ⇒ (18) + 8 = 26 Yorah 1d20 + 7 ⇒ (5) + 7 = 12 And the bandits Sickened 1 Bandits (3) 3d20 + 2 ⇒ (3, 6, 9) + 2 = 20 Everyone goes before the bandits. They have AC 15 and 6 HP. I don't think they're going to be able to go, but stranger things have happened. If you are set up for range, you have them in your sight. If you have set up for melee, you are one step or move away from them and the second person acting in melee can be assumed to have flanked them. Theater of the mind for this one.
Male Human Commoner 2
"Thank you for your knowledge in this matter, Jellena. I'm sure we all have our own measurement of such a mixed blessing. If nothing else, I think my eyes have been opened to the need to speak with someone if possible before intruding upon their gift with my assumptions." Stratton bows with gratitude.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ok, all invites have been sent out. We've gotten a lot of interest over several platforms, so I won't be accepting any more applicants to allow those who have started to finish up their characters. Everyone already involved should continue on Discord.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
ElbowtotheFace wrote: Still looking for more? Been kicking around an idea for superhero character that is kind of a cross between Toad and Blob. I haven't finished out the recruitment yet, though we are getting good interest from all the places I'm advertising for it. Sent you a Discord Invite.
Male Human Commoner 2
It's fairly easy to avoid the tripwire once it's pointed out, so you all easily bypass it. Noemy thinks the best thing to do is cut the pots and pans from the crossbow and then either attempt to disable the line or just fire the crossbow of into the wilds and then disable the line. The bootprints around the well are back and forth, from people drawing water from the well. Yorah finds that the short of actually opening the doors or windows, there is no way of entering the building that doesn't involve the chimney of an active fireplace. The residents have stuffed whatever the could into the door jams in a vain effort to keep the cold out. Fortunately, she can scamper around and peer through the windows as a way of scouting and scoping. H1. Eastern Trailhead (CR 1)
H2. Outhouse
H3. Stable
H4. Bridge (CR 3)
H5. Tool Shed
H6. Porch
H7. Trophy Room
H8. Kitchen (CR 2)
There is female half-orc in the kitchen cooking a pot of soup with a horse hoof sticking partway out of the pot. H9. Corner Bedroom
H10. Small Bedroom
A human male lies shivering under the blanket, sweat dripping from his exposed head. H11. Large Bedroom
The room is currently unoccupied. H12. Bedroom
The room is currently unoccupied. H13. Great Room (CR 2)
Three humans (two female, one male) sit as close to the fire as the can without catching fire themselves. Their outfits and armaments mark them as bandits, part of Rhokar's Raiders. H14. Sickroom (CR 1)
All four beds are occupied by shivering, sweating humans. Two of the beds have two occupants each, meaning there are six sick bandits in the room. H15. Planning Room (CR 3)
[i]Based upon his better-looking gear, healthier physique, and other characteristics, you would guess the single living occupant of this room is Rhokar. Watching over him as he peruses a map upon the table are three skeletons, their bones coated in unmelting ice.[/o] H16 Storeroom--no windows-- H17. Cellar- no windows--
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Sir Longears wrote:
Experience with Mutants and Masterminds is not required, and I'm more than happy to help you make a character that fits and you want to play. X-Men Evolution would probably be the closest of the shows to this campaign. Rather than attending a local public school, however, your characters would be in the (very) private Xavier Institute of Higher Learning, and the isolation from the rest of the world is part of the teen angst. There is a town (Salem Center) near enough for "field trips" but they are very likely to be chaperoned. Either way, deep knowledge of the X-Men comics isn't required. Roberto DaCosta/Sunspot was a Brazilian mutant in the original New mutants, and a number of the other characters (Wolvesbane, Karms) were also from other countries, so if you're more familiar with history closer to your own location, feel free to have your character be from somewhere you're familiar with if you'd like. Summoning another creature he is linked to could be built pretty well. I'd just recommend that the "only while asleep/unconscious" be a temporary thing/something he grows out of. I'd say a good mid-point in the character arc would be if he develops the ability to summon the creature by willing it into existence, but the effort knocks him out. Then, later, they might co-exist or merge into one being when summoned (like a synthesist summoner / eidolon.) We would definitely need to determine how much control/feedback he has over the creature, how intelligent and friendly it is, etc. Shouldn't be any less capable of teamwork than the Hulk from the movies.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Looking for some play-by-post superhero action? Why not play some Mutants and Masterminds on Reckless's Gaming Den Discord Channel? This is a (free) Reckless play-by-post playthrough of an alternate world New Mutants campaign. It's 1982 and the X-Men are dead. Lost to the Brood in the cold, dark depths of space. But the dream lives on. And new mutants manifest their powers every day. The need for the Xavier Institute of Higher Learning has never been clearer. As a student of the institute, you'll face a world that hates and fears you just for being different while you try to save it. Mutants and Masterminds! New Mutant Style. Expect......
Fate may have other plans. The professor's motives are not entirely his own, and the horrid consequences will shape the destinies of these teens forever. Essentials include....
You must be able to join my Discord channel for gameplay, and may submit characters either here or there as you see fit. (I will PM invitations to my Discord Channel to those who request it.) Start working on your character concept and post it here or on the Discord. Character concepts should include a few paragraphs of background, a power summary, your level of experience with the New Mutants/X-Men and with Mutants and Masterminds, and anything else you want to say to help me decide who should be in the group. Players are welcome and encouraged to collaborate, help each other out, etc. Based on interest levels, recruiting should take a few weeks. Actual character creation/finalization/tweaking will take place following the recruiting phase. For sake of people who build as part of their conceptualization, Power Level will be 8 with a maximum non-enhanced stat of 4, and 18 power points per PL instead of 15. Since these are teens, maximum skill bonus is +6 without mutant power enhancement and +12 with enhancements. Power Ranks are capped at 10 with the following exceptions: Immunity, Impervious Defense (capped at 16), and Senses; the normal power trade-off rules apply. No one should build a character with Immunity to Will or Mental Effects, although Impervious Will Defense is fine. Some Questions to answer in your background: How old is your character (age range 13-17 is typical)? How did your mutant powers manifest? What do the powers look like when they are used? Does your family know about your powers? How did they react to finding out you're a mutant, or your powers specifically? How does your character feel about being a mutant? When contacted by the Xavier Institute about recruitment, how did your character react? Who was your character before they gained mutant powers and how has developing their mutant abilities altered that, if at all? What is your character's greatest fear? What is it they hope for?
Male Human Commoner 2
I like Ai's ice/snowdrift shield idea, definitely something you could do over time with base kinesis. Yorah, followed by Noemy, moves forward cautiously, hopping to and fro as squirrels do. Just passed the clearing, she and Noemy spot a tripline hidden beneath the snow. It's easy for the tiny ones to avoid the line and follow it back to the porch, where a crossbow sits cocked and ready to fire in the direction of the tripline. They also note that the crossbow is tied to several pots and pans and that it would likely fall after firing, dragging the pots and pans to clatterous uproar. The well, while covered in snow, seems to be perfectly functional still, and shows signs of traffic, bootprints in the snow leading to and from it, somewhat obscured by the falling snow, but still visible.
Male Human Commoner 2
Please feel free to discuss/plan your approach and describe your exploration activities while approaching (avoid notice, defend, detect magic, repeat a cantrip, scout, search, etc.) We are having viewing hours on Friday afternoon and burial on Monday. I'll be posting as time and energy allow.
Male Human Commoner 2
For right now, This remake arial map will suffice. You are coming from the upper right corner of the map.
Male Human Commoner 2
It takes enough time searching the area to find the bandit's stash and dig it out from the snow that those who need to can refocus. The stash, wrapped in a old sackcloth, consists of a dagger, a dented and bloodied silver bracelet, somewhat tarnished by the dried blood, thirteen copper coins, three silver coins, and a brass ring with an emerald inset, also bloodied, although this blood is more frozen than dried. Moving further up the trail, you can soon see the lodge... After climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge’s two snow-covered chimneys, and large woodpile is stacked against the outer wall and ten-foot wide porch. A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north. Several tracks lead southwest toward a detached stable. You're still downhill from the lodge, able to keep obscured by the treeline, below the trailhead.
Male Human Commoner 2
He winces as the little doll calls him a weakling. "I won't help you kill men who've been like brothers to me. As some of them are still loyal to Rhokar, it would come to that. Kill me or let me flee. I'll be of no further use to you." he says, resigned to whatever fate you have in store for him.
Male Human Commoner 2
"Rhokar thought that lady might fetch a good ransom, it's true, but it seems Izoze has other plans and now we're stuck listening to her complaints and demands as she's treated better than we are. So what if we roughed her up a bit before bringer her with us. Being born into the right family don't automatically make her better'n us." he speaks bitterly. "The lodge ain't far. continue down this game trail about a quarter mile and you'll see it. Just be careful, Rhokar's got some kind of icy skeletons wandering the grounds as guards, and I wouldn't be surprised if there's invisible fey flying around neither."
Male Human Commoner 2
"We're called Rhokar's Raiders. Used to be about twenty of us, until Rhokar fell in with that fey devil Izoze and her minions..." he trails off, shivering slightly. "At first, things were ok. We were able to finally rid ourselves of the High Sentinels and even take over their lodge. But this assault cost us a few men. Rhokar didn't care, just raised them as zombies. We lost a few more fighting those caravan guards and now we've got a dozen men sick from this cold. Some of them died, others aren't even strong enough to lift a sword. I imagine you'll find Rhokar's Raiders easy prey, but Rhokar, Izoze, and her fey minions, all them that work for this Teb Knotten, they're just as liklely ro kill you as you them." He volunteers, all fight left in him.
Male Human Commoner 2
"There was a day I'd not be inclined to cross Rhokar, but that was before he fell in with that icy devil and her master. Now, half the men are dead-- not that he cares, he just brings them back as zombies. I'd rather die at your hand than his, at least I'll have a chance pleading my case with Pharasma that way." he says bitterly.
Male Human Commoner 2
"Rohkar's my... boss" he says choosing his words with care. "He runs our, er guild." even the inexperienced at detecting lies can tell that term is a stretch. "Faeries? Hell, that's why I'm trying to pack up and leave. I'm looking for a stash of goods I left around here somewhere just in case... um, guild business turned sour. Them fae are bad news alright, and half the guild has taken sick with this damnable cold they brought with em."
Male Human Commoner 2
The man, caught with his guard down, startles as Vhekk speaks towards him. He looks at Vhekk, takes a brief longing glance at the weapons he left aside, decides the better of it, and his shoulders slump. "And what is it you want to know, Kel?" He slowly comes to realize that Vhekk is not alone and his posture becomes even more submissive.
Male Human Commoner 2
Travelling further into the wood, you pull up short at the edge of yet another clearing, where you see a man digging through the snow, muttering. "I know we put it here somewhere." He is dressed in several layers, none of which are made for winter weather, and has socks wrapped around his hands as he digs in the drift. "Best find it so's I can get the hell outta here before Rohkar realizes I'm gone." A sword, bow, and quiver lie close by.
Male Human Commoner 2
A clever test by Maq'la proves that the clearing served as little more than a kill zone for the hidden fey, who were hoping to get off a few shots before you saw them, rather than a disguised trap. Whekk's check of the surrounding area reveals that they have used the ruse sufficiently enough to slay two people and drag them off into a nearby gully. Bodies frozen with cold and rigormortis lie half-covered in this ditch, their bodies pierced with tiny arrows. The falling snow is quickly covering your tracks in the glade at this point.
Male Human Commoner 2
*Combat finished* With the fey defeated, the glade is once again calm, except for the still-falling snow. After a few moments, Maq'la returns to full size, although the pause is long enough for her to consider the potential she is stuck this way for a few heartbeats. Everyone please take a moment to level up to second level.
Male Human Commoner 2
Sprite 3 (north) plinks an arrow at Noemy. 1d20 + 6 ⇒ (1) + 6 = 7 Critical miss! It curses, takes cover, and hides. Stealth 1d20 + 6 ⇒ (8) + 6 = 14 Not very well. It is hidden to Ai and Maq'la but not to anyone else. It still has cover (+2 AC for 18 total) Maq'la & Lilyana are up
Male Human Commoner 2
Clarification Sprite 1 was downed. The Stag was downed.
Action follow-up for Ai, Vhekk, and Noemy
The atomie is struck by Vhekk's second swing, and grunts in anger and pain HP 4/9 Noemy's first needle misses the southern sprite due to its difficulty to spot, but the second needle strikes true and takes out the southern sprite. Northern Sprite and Atomie to the east remain standing.
Male Human Commoner 2
Yorah wrote:
No, keep it. I just had switched you and Maq'la in a fit of fake racism or just plain incompetence.
Male Human Commoner 2
permissions fixed. Shocking grasp has a range of touch. The nearest sprite is two strides away. I'll count the shocking grasp roll for the staff attack. Staff damage 1d8 + 1 ⇒ (7) + 1 = 8 Concealment check 1d20 ⇒ 14 Yorah gives the sprite a good twack. It wobbles, but does not fall. It curses in Irriden abouyt Yorah's southern heritage. Maq'la's new saving throw is only a failure instead of a critical failure. You're still shrunk, but only enfeebled 2. Sprite 1 is down Ai, Noemy, & Vhekk are up
Male Human Commoner 2
The stag lies fallen and broken, but the voice that spoke from it cries out with rage, cursing Maq'la in sylvan. 1d20 + 7 ⇒ (10) + 7 = 17 vs Maq'la Off Guard hit for 1d6 + 3 ⇒ (6) + 3 = 9 piercing and 1d6 ⇒ 2 precision. A tiny flying creature appears, having struck Maq'la's right shoulder before emitti8ng a beam of energy at Maq'la. New Tiny Flying Fey stats
Maq'la Fort DC 14 1d20 + 6 ⇒ (1) + 6 = 7 Would you like to hero point that? If not:
Maq'la is enfeebled 3 and shrunk to tiny in size. Maq'la may attempt a new saving throw at the end of each of her turns to end the effect. Yorah is up
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