Chapter 1: Blood and Lightning
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Nov 15, 2023 4:11 am
OOC:
The fight is technically not over yet. Remind me what let you spend a recovery? I know you can rally but that is a standard action and so was magic missile. I am likely missing something, but as soon as the fight is over you can spend as many recoveries as you please.Nov 15, 2023 4:21 am
OOC:
Ah my mistake, I thought combat was over since it doesn't matter if the last goblin lives or dies. It wasn't an ability or anything, just the standard recovery rolls allowed after each fight.Nov 15, 2023 12:01 pm
Edgar scouts the area for more goblins, but do not follow the one running away.
Nov 15, 2023 9:42 pm
The goblin disappears among the trees. Those that look around realize that there are no more living hostiles nearby. It is calm once again on the road to Boltstrike Tower.
Also as part of your next post, roll any recoveries you want to roll and roll for any recharge abilities. For recoveries, roll them one at a time. You can roll any number of them as long as you have enough recoveries as you want to spend. Remember, a recovery is one roll of your recovery die determined by your class plus your Constitution modifier. For recharge abilities, roll each on a separate line and say what ability you are rolling for. Except for abilities that state otherwise like Rage, you are rolling a d20 without any modifiers. The talent, feature, or spell will tell you the minimum you need to roll, so 11+ means you recharge on an 11 or higher.
OOC:
The next time you post, tell me what you do, whether it is examining a body or looking for something or trying to recall information. If you think one of your backgrounds would give you any help, propose it to me and I'll tell you if I agree and which ability score you would roll with Also as part of your next post, roll any recoveries you want to roll and roll for any recharge abilities. For recoveries, roll them one at a time. You can roll any number of them as long as you have enough recoveries as you want to spend. Remember, a recovery is one roll of your recovery die determined by your class plus your Constitution modifier. For recharge abilities, roll each on a separate line and say what ability you are rolling for. Except for abilities that state otherwise like Rage, you are rolling a d20 without any modifiers. The talent, feature, or spell will tell you the minimum you need to roll, so 11+ means you recharge on an 11 or higher.
Nov 15, 2023 11:11 pm
Hrafe knelt supporting himself on his knee and sword. "Thou who art the light, bringer of truth, justice, prudence, fortitude, and love. Thou who art the rule and guide of Unity. Chastener of The Beast. Bestower of wisdom, victory, and life. Thou who art my comfort, and my punishment. Creator and destroyer. Bringer of Terror and Peace. Render unto us in our hour of victory peace that surpasses understanding. For thou art Purity, and Eternal Order. In thy radiance there is all, where thou have not yet touched there can only be nothingness. So mote it be."
Hrafe's rage was slowly abating, every spoken word seemed to steal the fervor from him and as he centered himself in peace he calmed. After finishing his prayer he began to collect the limbs and bodies of the dead and pile them to arrange a pyre. "A great victory for the Light." As he piled wood upon the goblins he looked to Saint Nykuyu. "This ground is sanctified in the blood of those who dwell in shadow. Will you consecrate these bodies before they are burned?"
Hrafe's rage was slowly abating, every spoken word seemed to steal the fervor from him and as he centered himself in peace he calmed. After finishing his prayer he began to collect the limbs and bodies of the dead and pile them to arrange a pyre. "A great victory for the Light." As he piled wood upon the goblins he looked to Saint Nykuyu. "This ground is sanctified in the blood of those who dwell in shadow. Will you consecrate these bodies before they are burned?"
[ +- ] Hamrammr
Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about 5 minutes.
While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the day
While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the day
Rolls
Recover Hammramr 16+ - (1d20+3)
(13) + 3 = 16
Recovery - (1d12+3)
(11) + 3 = 14
WIS - Skill (BG1) - (1d20+6)
(19) + 6 = 25
Nov 16, 2023 1:28 am
Raphel straightens and glances down at his disarrayed clothing with irritation. With a few incantations, the frayed threads and torn fabric begin to knit themselves back together. The wizard prods one of the limp carcasses with a boot, wrinkling his nose. "We've wasted enough time here, wouldn't you say? Better to move on before more of the vermin come looking for their kin."
Spell: Mending
Spell: Mending
[ +- ] Cantrips
Alarm (standard duration)
The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell. At higher levels, the spell might summon little fanged spirits buzzing back and forth serving as both visual and actual deterrents.
Arcane Mark (standard duration)
The cantrip creates a magical sigil on an object or person. These sigils are usually plain to see, though a deliberately invisible mark can be made. It takes a difficult perception or magic check to notice.
Ghost Sound
This spell creates false noises emanating from somewhere nearby. The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments. If someone is using ghost sound against the PCs, a Wisdom-based skill check can identify the sound as a magical fake.
Knock
This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). Success is determined with an Intelligence check against the environment’s DC using an appropriate magical background. This cantrip does nothing to avoid any traps that might exist.
Light (standard duration)
This cantrip creates a fairly wide and consistent field of light, up to 30 feet in diameter, though it isn’t bright enough to dazzle.
Mage Hand
This cantrip creates a small telekinetic effect that lasts a round at most. At best it’s about half as strong as the wizard’s own strongest hand. At worst it’s half as strong as the wizard when they’re weak from a bad fever.
Mending
This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. More elaborate repairs to complicated objects might require an Intelligence check, or at the GM’s discretion could only be possible if the wizard has taken the Cantrip Mastery talent.
Prestidigitation
This cantrip produces magic tricks and small illusions. One casting usually gives you a minute of fun. The magic has nowhere near as much real world force as mage hand.
Spark
This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or two of an unprotected spellbook. It doesn’t work against living beings or against things that couldn’t easily be set on fire with a few seconds of steady application of a candle. The target of the spark has to be nearby and in sight.
The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell. At higher levels, the spell might summon little fanged spirits buzzing back and forth serving as both visual and actual deterrents.
Arcane Mark (standard duration)
The cantrip creates a magical sigil on an object or person. These sigils are usually plain to see, though a deliberately invisible mark can be made. It takes a difficult perception or magic check to notice.
Ghost Sound
This spell creates false noises emanating from somewhere nearby. The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments. If someone is using ghost sound against the PCs, a Wisdom-based skill check can identify the sound as a magical fake.
Knock
This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). Success is determined with an Intelligence check against the environment’s DC using an appropriate magical background. This cantrip does nothing to avoid any traps that might exist.
Light (standard duration)
This cantrip creates a fairly wide and consistent field of light, up to 30 feet in diameter, though it isn’t bright enough to dazzle.
Mage Hand
This cantrip creates a small telekinetic effect that lasts a round at most. At best it’s about half as strong as the wizard’s own strongest hand. At worst it’s half as strong as the wizard when they’re weak from a bad fever.
Mending
This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. More elaborate repairs to complicated objects might require an Intelligence check, or at the GM’s discretion could only be possible if the wizard has taken the Cantrip Mastery talent.
Prestidigitation
This cantrip produces magic tricks and small illusions. One casting usually gives you a minute of fun. The magic has nowhere near as much real world force as mage hand.
Spark
This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or two of an unprotected spellbook. It doesn’t work against living beings or against things that couldn’t easily be set on fire with a few seconds of steady application of a candle. The target of the spark has to be nearby and in sight.
Last edited November 16, 2023 1:54 am
Rolls
Recharge (Supercilious Dismissal) - (1d20)
(11) = 11
Recovery - (1d6+1)
(6) + 1 = 7
Nov 16, 2023 3:41 am
Once the immediate Goblin threat has been vanquished, Salix shows no interest in the corpses of his former enemies. Instead, he pulls the arrow from his wound and passes a glowing hand over the area. "This one will leave a knot"
"Something was different about these. As you said, they didn't stay dead."
"Something was different about these. As you said, they didn't stay dead."
Last edited November 16, 2023 3:46 am
Rolls
Recovery Dice - 1 - (1d8+2)
(1) + 2 = 3
Recovery Dice - 2 - (1d8+2)
(1) + 2 = 3
Nov 16, 2023 4:09 am
Makasi spits after the fleeing goblin then turns to the pile of bodies Hrafe has created. She shudders. "Has this Archmage got in a tiff with the Lich King? I didn't see any sign of dead things becoming not dead in my dreams... What could it mean?"
OOC:
My thought is that Makasi's true holy power comes from her ancestors (in true African fashion), but she doesn't quite understand that yet. But perhaps "Trained by the village ancestors" can shed some light on the situation via a brief vision? That background reflects her attunement to the ancestral spirits who empower her, among other things.Last edited November 16, 2023 4:10 am
Nov 16, 2023 4:12 am
OOC:
I'll allow it. Since you are trying to force a vision, I'll say the DC is a hard DC for adventurers, which would be 20. Rolls Wisdom Modifier + Level + Trained by the village ancestors backgroundAlternatively you can spend your conflicted relationship roll of 6 with the lich king and get some useful information automatically but spending the result
Nov 16, 2023 5:25 am
Raphel furrows his brow at Salix's statement, going over to examine the corpse more carefully. "You said there was necromancy at work? These vermin possess some rudimentary form of magic, but I would not have guessed that their simple minds are capable of such." Tamping down his distaste, the elf places his hand a fingers-breadth above the reanimated goblin's remains, looking for signs of the magic that made it rise a second time.
Rolls
Skill (INT + Failed Protege) - (1d20+10)
(9) + 10 = 19
Nov 16, 2023 10:39 am
"The goblin may bring friends, though I think we proved we're not common travellers," he says. He moves to the edge of the foliage to stand ready should another attack occur, while his companions check the scene.
Rolls
Recovery - (1d8+0)
(3) = 3
Nov 16, 2023 1:03 pm
As Raphel examines a corpse, he notices that the feeling of magic is strongest when his hand is near the face tattoos. It is hard to say if the lich King, one of his many necromancers, or an unassociated necromancer is responsible, but your studies give you no reason to see this an anything short of necromancy performed on a living creature as opposed to a corpse.
Nov 16, 2023 1:18 pm
"Preemptive reanimation," Raphel mutters. "As I suspected, there is a third party involved in this attack, beyond a mere opportunistic ambush."
Nov 16, 2023 2:21 pm
OOC:
Seems Raphel scooped me, but here goes... Will leave my Lich King thing for now.Last edited November 16, 2023 2:22 pm
Rolls
Trained by the Ancestors - (1d20+0+1+1)
(6) + 2 = 8
Nov 16, 2023 2:25 pm
OOC:
would anyone like to see if their icon Relationship dice results could be spent here? If I see all 5 votes in the general chat and no one says anything here, I will take that as noNov 16, 2023 9:18 pm
Hrafe's head suddenly hurts and his vision fades to white. A familiar feeling comes up on you, as the voice of the priestess hangs in the air. "A warning of evil..." she says softly. Just then you see dozens of humans, elves, and half elves running for their lives. Lightning falls from the sky, incinerating those it strikes. The strikes seem aimed, not random. You look up and see a winged beast flying overhead. It's red eyes lock onto you and a bolt of lightning goes straight for you. Your vision returns, but you feel drained and your heart is racing, as if you almost experienced death.
OOC:
the experience leaves you drained. Mark off 1 recovery.Nov 17, 2023 3:01 am
"Did you recognize the beast? Some sort of dragon perhaps? I shudder to think that the Lich King might be working with The Three."
Nov 17, 2023 3:32 am
"Perhaps a dragon, but not one of the three." Hrafe shook his head at the notion, he was no genius but that would be too simple. "It used light as a weapon." Hrafe said and rubbed over his heart where the lightning bolt had struck him in the vision. "No creature of shadow, not even an antigod, could do that."
Last edited November 17, 2023 4:32 am
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