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[Archive]Aeinorean Chronicles - Dawn of Chaos

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Post  Bigkahuna Wed Mar 07, 2012 8:07 pm

FRONT PAGE LAST UPDATED: 07 March, 2012
ROLLS LAST UPDATED: 09 March, 2012

Title: Aeinorean Chronicles - Dawn of Chaos
Author: Rulyon


Aeinorean Chronicles


What Players Need to Know:

A certain level of familiarity with the Pathfinder RPG system may increase your enjoyment of this game. I encourage you to read as much or as little as you desire at http://paizo.com/pathfinderRPG/prd/, beginning with the Core Rulebook. Of course, you can always simply trust your GM and ask questions! Smile

The Game Experience:

Mechanics:

Game Setting:

World Setting:

Should you choose to join the Aeinorean Chronicles, refer to the "Character Development" post in my GM Application.

In addition to the character sheet, I also highly encourage a character Biography. Think about your character's appearance and their background. Life experiences, family, friends, enemies. What hobbies do they have in their spare time? Perhaps throwing back a brewski at the local tavern with total strangers. Or maybe the go bird watching. Or maybe they paint. Flesh them out a little, and they'll become more real to you. Plus, the more I know about your characters, the more I can create a game that involves them. After, an advernturer is far more invested in rescuing the damsel in distress (or other such missions) when the damsel in distress is Little Sister!

The Brave Adventurers
Raenyn, a Raynar Rogue played by Jugsapoppin
Kursk, a Raynar Rogue played by ace223

Aspirants (Also Known As, those on the Wait List)
Amondae, a Reiherri Inquisitor played by AerynPierre.
Raspin Hongu, a Reiherri Summoner played by Saima.
Zarzuket, a Reiherri Wizard played by FoolishBalloon.
8680
its_crunchtime


Character Sheets

Raenyn (Jugsapoppin):

Kursk (ace223):

Amondae (AerynPierre):

Wolfang (Wolfman11983):

Raspin (Saima):


Last edited by Bigkahuna on Fri Mar 09, 2012 4:41 pm; edited 2 times in total
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Post  Bigkahuna Wed Mar 07, 2012 8:09 pm

Character Development: Step 1

I look forward to helping you make your characters! Yes, this is my first responsibility as your GM. This game has many stats, accounting for many possible events in the game...nobody can be expected to jump in and get everything right the first time. But that's alright, I'm here to help you with any questions you may have via PM. Best part is, you don't need to keep track of all of it, I'll handle that. But if you choose too you certainly may!

Character Sheet Format:
As an Example, I created a character sheet for Cleric pictured in my avatar.

Character Sheet Sample:

Step 1: Determine Ability Scores and Bonuses
Step 2: Choose Your Race
Step 3: Choose Your Class
Step 4: Pick Skills and Feats
Step 5: Buy Equipment
Step 6: Finishing Details


Step 1: Determine Ability Scores and Bonuses
Start by generating your character's ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.

All attributes start at a base score of 10. You have 25 points to spend to increase your Ability scores, and can gain additional points by decreasing other Attributes. No score can be reduced below 7 or increased above 18 in this method. The Table 1-1 shows the cost for each score, while Table 1-2 shows the ability modifiers and bonus spells. You can't cast spells related to an ability that is below 10. A positive modifier is a Bonus, while a negative modifier is a Penalty.

The Ability Scores:

Table 1-1: Ability Score Costs
ScorePoints ScorePoints
7-4 133
8-2 145
9-1 157
100 1610
111 1713
122 1817

Table 1-2: Ability Score Modifiers and Bonus Spells by Spell Level
Ability ScoreModifier01st2nd3rd4th5th6th7th8th9th
1-5----------
2-3-4----------
4-5-3----------
6-7-2----------
8-9-1----------
10-110----------
12-13+1-1--------
14-15+2-11-------
16-17+3-111------
18-19+4-1111-----
20-21+5-21111----
22-23+6-221111---
24-25+7-2221111--
26-27+8-22221111-
28-29+9-322221111
30-31+10-332222111
32-33+11-333222211
34-35+12-333322221
36-37+13-433332222
38-39+14-443333222
40-41+15-444333322
42-43+16-444433332
44-45+17-544443333
And so on, though I doubt anyone will achieve ability scores this high.


Last edited by Bigkahuna on Tue Mar 20, 2012 7:00 pm; edited 1 time in total
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Post  Bigkahuna Wed Mar 07, 2012 8:10 pm

Character Development: Step 2

The races are in spoilers to avoid dramatic walls of text. Just open the spoiler in the race that interests you.

Canith:
Hannoth:
Human:
Raynar:
Reiherri:
Valcii:
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Post  Bigkahuna Wed Mar 07, 2012 8:10 pm

Character Development: Step 3

Take note of the "Hit Die" value near the top of each page. It's the value that tells you how many Hit Points you get at start, and what die to roll each time you level up to see how many hit points you gain!

Alchemist: The alchemist is the master of alchemy, using extracts to grant him great power, mutagens to enhance his form, and bombs to destroy his enemies.

Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands.

Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.

Cavalier: Mounted upon his mighty steed, the cavalier is a brave warrior, using his wit, charm, and strength at arms to rally his companions and achieve his goals.

Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.

Druid: The druid is a worshiper of all things natural--a spellcaster, a friend to animals, and a skilled shapechanger.

Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor.

Inquisitor: Scourge of the unfaithful and hunter of horrors, the inquisitor roots out the enemies of her faith with grim conviction and an array of divine blessings.

Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense.

Oracle: Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but at a terrible price.

Paladin: The paladin is the knight in shining armor, a devoted follower of law and good.

Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.

Rogue: The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.

Sorcerer: The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.

Summoner: Bonded to a mysterious creature called an eidolon, the summoner focuses his power on strengthing that connection and enhancing his strange, otherworldy companion.

Wizard: The wizard masters magic through constant study that gives him incredible magical power.

Witch: Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that grants her strange and mysterious powers through a special familiar.
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Post  Bigkahuna Wed Mar 07, 2012 8:11 pm

Character Development: Step 4

Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this means "1"). The Skill Descriptions page will assist you with this.

About Class Skills: When selecting skills, take into account Class Skills. You receive a bonus on certain skills based on your class, but ONLY IF YOU INVEST A RANK IN THE SKILL. For Example, the Disable Device (Dex) skill is a Class Skill for the Rogue. Normally the equation for a skill bonus to your roll is (Rank + Ability Modifier). However, the equation when calculating the skill bonus for a roll involving a Class skill is (Rank + Ability Modifier + 3). That extra three points could mean the difference between success and failure, especially in the early levels. So be sure you invest your skill ranks in Class Skills early!

After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in the Feats chart. You can find the Feats here. If you get confused, PM me or message me on Skype (JAHCzechFrost) and I will assist you with selection.
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Post  Bigkahuna Wed Mar 07, 2012 8:12 pm

Character Development: Step 5

Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without consent of your GM (Me).

Table 5-1: Starting Character Wealth
Class Starting Wealth Average
Alchemist
3d6 X 10
105gp
Barbarian
3d6 X 10
105gp
Bard
3d6 X 10
105gp
Cavalier
5d6 X 10
175gp
Cleric
4d6 X 10
140gp
Druid
2d6 X 10
70gp
Fighter
5d6 X 10
175gp
Inquisitor
4d6 X 10
140gp
Monk
1d6 X 10
35gp
Oracle
3d6 X 10
105gp
Paladin
5d6 X 10
175gp
Ranger
5d6 X 10
175 gp
Rogue
4d6 X 10
140gp
Sorcerer
2d6 X 10
70gp
Summoner
2d6 X 10
70gp
Wizard
2d6 X 10
70gp
Witch
3d6 X 10
105gp

Weapons
Spoiler:

Weapon Qualities
Spoiler:
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Post  Bigkahuna Wed Mar 07, 2012 8:12 pm

Character Development: Step 6

Finally, you need to determine all of a character's details, including his starting hit points (hp), Armor Class (AC), saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps. A level 1 character begins with maximum hit points for its Hit Die roll. Aside from these, you need to decide on your character's name, alignment, and physical appearance. It is best to jot down a few personality traits as well, to help you play the character during the game.


How to Determine your Finishing Details
Hit Points (HP) : To determine your starting HP, add your Constitution Modifier to the full value for your Hit Die. You DID remember to take note of that like I suggested, didn't you? If not, I provided it here for you, 'cause I'm awesome like that!

Starting HP per Class:

Armor Class (AC) : To determine your AC, start with the base value of 10. To this, add the AC bonus you get from your armor and shield, then add your Dexterity Modifier. Then determine your Flat-Footed AC and your Touch AC. Flat-Footed AC is (AC - Dexterity Modifier), Touch AC is (AC - Armor Bonus - Shield Bonus)

A word on Alignment:
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Post  Bigkahuna Thu Mar 08, 2012 2:20 am

Introduction

Dawn of Chaos arises...


You let out a long sigh of one consigned to their position as you look around, once more taking in your surroundings. A Customs tent just outside Abragado-Rae, awaiting passage along with everyone else in here. It's more of an awning then a tent, really, as there are no walls, merely poles and stakes holding the canvas roof over your heads. It's unpleasant, cramped conditions, standing-room only, shoulder to shoulder, but at least you're sheltered from the merciless summer sun. Still, it would be nice to be able to sit down after they day's journey from the four-day journey from the village of Mylith. Instead you've spent the past hour being jostled by the crowd and assaulted by the body odor of several dozen travelers like yourself.

Over the drone of conversation you hear one voice stand out. It sounds polite but firm and authoritative as it the individual to which it belongs processes the entrants awaiting passage. Polite, authoritative... and feminine. A female Customs officer outside Abragado-Rae? She must be one tough vixen; female Raynar are about as small as they get, aside from Reiherri, of course. You listen for some time, as much out of a lack of anything else to do as it is fascination. She seems effecient as well as polite, though, and before you know it you're standing before the source of the voice. The Raynar captain is from an Artic family by the looks of her. Small ears, petite features, white fur, and light grey eyes watching you from beneath her guard's coif. Her furry hand is grasping a quill poised over a blank document as you step up to her flimsy-looking table.

"Well met, Honored Traveler! I am Qonie. Your name, please?" You answer that, and various other inquiries concerning the goods you're bringing with you (weapons and money), duration of stay (indefinate) and purpose of your visit. By the end of the brief inquiry, she seems to have figured you out readily enough, and she finalizes your Authorization of Clearance.

"Very well, Adventurer." You notice the difference in the term of address. Curious. "We've had several of you arrive the past week. There certainly seems to be no shortage of those seeking their fortune in our fair city. Here is your Authorization of Clearance; present it to the guard at the gate and he will let you inside. Lady Belriand bless your evening, and welcome to Abragado-Rae.

You nod and take the paper, then walk around the table she's seated at and leave the Custom's Tent. A short walk away, about twenty meters, you come near to the gate. The drone of market place activity assails your ears, as well as the delicious aroma of meat-pies and noodle broth soup. Two male Raynar alike enough in appearance to be brothers stand guard. They're armed with a sword on one hip, mace on the other, and a halberd in their hand, resting on the ground. They're clad in armor consisting of chainmail over tanned leather that has been dyed blue and black. The two guards at the gate are obviously on the tail end of a long day. Although disciplined and attentive to duty, their eyes are half closed and their shoulders droop slightly. When they see you approaching they quickly straighten up and blink the sleep from their eyes, looking instantly alert. Their halberds, jerk straight upright, wheras before they were leaning to the side, slouched. One of them speaks up when you get close.

"Welcome to Abragado-Rae, Honored Traveler. May I see your Authorization of Clearance, please?" He takes your paper in his free head to check it, gives it a quick but thorough examination, then hands it back to you. With formalities complete, he visibly relaxes and looks at you for a few moments. " 'Indefinate duration of stay'... we've been getting a lot of that lately. You look like you could use a good meal followed by a solid night's rest. I recommend the Green Trousers Tavern and Common House, on Lark Avenue. The onwer, Malcom Tanner, may be human, but he makes the best food to be found on on traveler's budget. His Smoked Gosling with Damson Cheese is almost to die for. Tell him Varl sent you and he'll knock five silver off the room fee, as well as throw in sausages and cafe-brew for breakfast complimentary."

You nod your thanks and continue through the gate into the great metropolis of Abragado-Rae. If the drone of conversation was loud at the gate, inside the city it's deafening. Hawkers shouting their wares. Customers shouting counter-offers to prices they feel are too high. People shouting greetings at those they know as they pass by. Everyone is shouting. Shouting to be heard over the sound of everyone else shouting. It's absolute pandemonium.

You smile.

This is what you came to the city for. The life. The possibilities. The future. You came here because of all the places in the land, this is where you are most likely to find the means to accomplish your goals. At that thought, your weariness evaporates and you plunge into the crowd with a firm hand on your coin pouch. You're immediately jostled from all angles in the same cramped conditions as under the customs tent. But at least out here you're in constant motion, constantly getting somewhere, accomplishing something. Plus, at least out here the body odor of all the market-goers is, while noticable, not constrained by an awning overhead. It rises out into the air instead of festering overhead like a miasma of putressence. You look around, taking in the sights with an eagerness you don't recall possessing since your childhood. Pottery from clay in the far easter shores of Balet. Leather goods. Hannoth stone carvings. There's a plethora of goods available, and you spend the better part of the evening walking around, browsing for no other reason than to absorb the constantly seething culture that is the great market of the largest metropolis in Aeinor. Eventually, your empty stomach makes itself known to you, loudly. You could ALMOST hear it above the market drone. Well, you might as well check out that tavern Varl told you about. A kindly old Valciin shopkeeper provides the directions you request, and not without prompting you to consider his jewlery. You politely decline the (admitedly artisan-quality) sapphire-and-chain necklace he holds up to you, pay him 40 copper for his time, and make for the Green Trouser's Tavern. Fortunately it's just up the street and around the corner, ten minutes away.

The sign for the Green Trouser's Tavern is recognizable immediately even though you'd never seen it before. It's a circular wooden variety, with faded and peeling paint depicting a pair of green trousers and a full tankard in the foreground. It's also hanging over the entrance to the cellar of one of the larger and more-successful merchant businesses on the avenue. For a moment you think you might have been mistaken, but the unmistakable sounds and aromas of a busy tavern pervade your senses and beckon you down the stairs.

Almost immediately the sounds of the market place are lost against the noise and commotion of the tavern. It's crowded, but not as densely packed as outside. You have room to stretch in here as you glance about the tavern. Most of the tables in here are round and occupied by customers drinking tankards of booze, scarfing down food, or exchanging money as bets are made in various games of chance that tend to start in any such establishment. A rapid clicking noise draws your attention to the bar, and your eyes settle on a chance wheel depicting various house specialties. It slows down to a crawl and finally settles on a picture of a tankard with red foam and lit from within by a blue glow. Within moments the man behind the counter has mixed an identical drink and passed it on to a Hannoth who takes it in hand and walks away looking quite pleased. Apparently one has to spin the wheel to choose their drink. Interesting. The man behind the counter catches your eye and beckons you over. You step up to the bar and notice quite quickly the chalk board behind the man showing the day's meal selection: Pork sausages, Gosling with Damson Cheese (your stomach churns once more at the reminder of the meal the guard recommended), Turbot with Truffles, Roast Landrail, Fried Woodcock with Wine Sauce, and Broiled Mackerel.

"Hey there, Slim. I don't think I've seen you in here before. Name's Tanner." His right eye twitches, though he doesn't seem to pay it any mind. "I usually remember regulars, I do. Not that I have a problem with new comers, indeed just the opposite. Newcomers are good for business. Know what's not good for business though? Standing here talking without ordering something." (You don't even have a chance to speak up and point out HE'S done all the talking before he continues.) "Go ahead and spin the wheel, what'll it be, Slim? We never know 'till it stops. Oh, and what plate do you want? We're out of Gosling and Woodcock, but there's plenty of the rest." (Darn, that Gosling was sounding good.) "Oh look, you got the Silver Pool a'Plenty. I love mixing that drink. Just a sec'..."

A minute later, drink in hand and your meal ordered, you set off to find a table to sit at while you wait for your Roast Landrail. After it's delivered you waste no time digging in, and before you know it you're staring wistfully at an empty plate. That man does things with food you've only heard about in legend. Your taste buds are singing! But you're interrupted from your thoughts by raised voices near the fireplace.

"Stop him! Somebody stop that man!" Everyone in the bar turns to the sound of the screaming. A massive barrel of a man is striding, barefoot, into the room from the hall way, one hand bloodied and a self-satisfied smirk on his face. He's wearing a pair of blue pants with animal hide wrapped around his chest. A petite, bloody palm print is on the white furn drapped across his chest, and in his hand he holds what appears to be a table leg. His face is dripping blood too...

A woman holding a sheet up, obviously nude behind it is hobbling down the hallway behind the man. She's bloodly and battered, visciously. An eye is swollen shut, one arm is broken in an angle so sharp it's almost turned back on itself, and her left foot is twisted to the side. It's a miracle she's able to move at all, and it's readily apparent that the only thing keeping her on her feet is a mixture of adrenalin, fear, and rage.

"Stop him! He beat Cerah and me! Cerah's dead, he held her down and bit out her throat! He's insane!"

The man continues un-abashed, snickering at the woman's plea, and utterly confidant in his own superiority. The crowd is backing away from him, too scared to even think about doing anything. One patron backs toward the stairway out of the Tavern, and half way there turns and runs. Several others see him and follow suit, then more. In moments there is only you, Tanner, the hysterical woman and a few scattered remnants remaining in the room with the psychotic barbarian. Well, you came here to make a name for yourself... here's your chance. Time to dispense some justice, and vengeance for a murdered woman...



Battle Map:

Combat Entered
Roll: Initiative (d20 + DexModifier)
Result:
Raenyn (Jugsapoppin) : (7+4) [11]
Kursk (ace223) : (16+3) [19]
Amondae (AerynPierre) : (8+1) [9]
Worfang (Wolfman11983) : (17+1) [18]
Raspin (Saima) : (15+1) [16]
Psychotic Barbarian : (11+1) [12]
Tanner : (18+0) 18

Action Order this Encounter
Kursk (ace223)
Worfang (Wolfman11983)
Tanner
Raspin (Saima)
Psychotic Barbarian
Raenyn (Jugsapoppin)
Amondae (AerynPierre)


Character Sheets

Raenyn (Jugsapoppin):

Kursk (ace223):

Amondae (AerynPierre):

Wolfang (Wolfman11983):

Raspin (Saima):

Your Actions, Please!

Battle Map:
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Post  Bigkahuna Fri Mar 09, 2012 12:11 pm

Roll #1

Mood Music:

Story

"Jenni!" Tanner ducked under the counter as he shouted her name. When he stood back up he was holding a well-crafted heavy crossbow. It was loaded and ready for action. He brought it to bear at the man on the far end of his bar. Nobody hurt his girls and lived to tell about it.

It took less than a second for the five strangers in the tavern to come to the same conclusion as Tanner: the apparently mad man before them should be stopped. Permanently. Less than a second after that, everyone had jumped into action at once. Six strangers acting at once to avenge a murdered woman.

One of the reiherri stands on top of his chair and begins chanting, "Tyhjän kevään syvyyksistä esiin seuralainen..."

The male raynar drew a hand crossbow in a blink and took aim at the mad man's head before letting fly. His aim was low, however, and the bolt only succeeded in slicing a gash in the back of his arm before embedding in the wall of the tavern beyond. He did not even react to the pain, intent as he was on the male canith approaching him. He swung his club to meet the growling beast.

In two steps the canith had closed the distance, only to be clubbed in the ribs. He distinctly heard a loud pop as one or more of his ribs fractured under the blow, but he recovered quickly and punched across the man's jaw. The sight of the canith taking such a heavy hit and not stopping unnerved the man. Color drained from his face as he realized this group wasn't going to be the push-overs he initially thought.

"...jolla on neljä jalkaa ja uskollisuus!" A blue luminescent figure, canine in appearance, fades into being in front of the Reiherri, standing on top of the table. It drops down to the floor and, instinctively knowing it's master's desire, runs up to the psychotic man before leaping up to bite his arm. It's jaws closed on empty air, as the man had just swung at the canith again. The man missed his attack entirely as the canith leaned to the side, which simultaneously dodged the swing and revealed Tanner lining up his crossbow at the man.

The female Raynar had by now silently maneuvered behind the mad man and brought her mace to bear. Unfortunately, a sudden movement on the part of the man, completely unaware of her presence behind him, only intending to dodge the bolt Tanner shot, brought him out of her weapon's path at just the right moment. Pure luck prevented her from taking the shot instead. It flew down the hallway, also narrowly missing the battered woman before striking a painting in the hallway.

Not to be out done, the remaining Reiherri jumped up from his chair onto the table, shouted a challenge to the mad man, and hurled a tomahawk at him, hoping to disable his arm. The aim was true; the tomahawk struck the main squarely in his upper arm. A debilitating blow if it was his weapon arm, but it was his left, and the mad man was holding his club in his right arm. At least it will prevent him from swinging it with BOTH weapons...

The woman, Jenni, turns and hobbles down the hallway, groaning in pain and fright. The darkness in the hallway ensured that nobody could discern which doorway she entered.

The fight wages on...


Rolls

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1

Kursk(ace223)
ace223 wrote:if he is a distance from me
Pull out my Hand Crossbow from my back (i am guessing thats where it is) and aim for the mans head

otherwise
unsheathe my Short Sword at try to slash him across the stomach
Action: Shoot the Psychotic Barbarian with Hand Crossbow (1d4 dmg)
Roll: 1d20+3(Dex) VS Psychotic Barbarian's AC (13)
Result: [21] (18+3) [Success]
Damage Roll: [1]

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-1



Worfang(Wolfman11983)
Wolfman11983 wrote:
  • Backpack and Glaive, heavy shield, and Short spear, would be left at the table I was eating at as Marcus would hurry to immediately face his opponent and catch him before he escapes.
  • Move to the assumed villain.
  • attack him with an unarmed strike: 1d4 + 4 damage | CMB +5
  • Using the unarmed strike as the focus for my use of Intimidate (+9), to Demoralize him.

Action: Attempt to Intimidate the Psychotic Barbarian with an Unarmed Strike. (1d3+Str dmg) (Provokes Attack of Opportunity from Psychotic Barbarian)
---->Interrupt Action: PB's Attack of Opportunity (Single Melee Attack with Club) Dmg: 1d6+2(Str)
---->Roll: 1d20+2(Str) VS Worfang's AC (16)
---->Result: [17] (15+2) [Success]
---->Damage Roll: [6] (4+2) (Worfang reduced to 6/12 HP)
Unarmed Strike Roll: 1d20+4(Str) VS Psychotic Barbarian's AC (13)
Result: [24] (20+4) CRITICAL THREAT
Confirmation Roll: [6] (2+4) [Non-Critical Hit]
Damage Roll: [7] (3+4) [Damage dealt allows Intimidation attempt]

Intimidate Roll: 1d20+9(Skill Bonus) VS DC 13 (10 + Target Wis(1) + Target Hit Die(3))
Result: [27] (18+9) [Success] [Psychotic Barbarion is now Shaken for 3 rounds]

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-2



Tanner (NPC)
Action: Shoot Psychotic Barbarian with Masterwork Heavy Crossbow (+5)
Roll: 1d20+5(weapon bonus)-2(Shooting into Melee) VS Psychotic Barbarian's AC (13)
Result: [6] (3+5-2) [Fail] [20% chance to hit ally]
Roll: Percentage (2d10)
Result: [37] [Worfang is not struck]

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-3



Raspin(Saima)
Saima wrote:Dart my eyes up towards the commotion. Think to myself: "Well, this was the reason I left the city... Time to do what I know best."

Cast Summon Monster to summon a riding dog and send it to attack PB. (I'm assuming the dog auto-aggros my opponents, or at least that's what I interpreted from the spell text...)
GM Note: Saima, the dog will not auto-aggro on your opponent. It follows your commands. Thus, it will not enter combat until you order it to do so. Since you specified you wanted it to attack the Psychotic Barbarian, I'll assume you ordered it.

Action: Summon Riding Dog, Order it to attack Psychotic Barbarian (Standard Action, Auto-Success)
School conjuration (summoning) [see text]; Level bard 1, cleric 1, sorcerer/wizard 1
Casting Time 1 round (As Summoner, 1 Standard Action)
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D) (As Summoner, 1 Minute/level (D)
Saving Throw none; Spell Resistance no


[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-4



Riding Dog(Raspin's Minion)
Action: Move to and attack Psychotic Barbarian. (Bite : 1d6+3+Trip)
Roll: d20+3(2Str+1BAB) VS Psychotic Barbarian's AC (13)
Result: [10] (7+3) [Fail]

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-5



Psychotic Barbarian (NPC)
Action: Attack Worfang with Club (Dmg: 1d6+2(Str))
Roll: d20+2(Str)-2(Shaken) VS Worfang's AC (16)
Result: [13] (13+2-2) [Fail]

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-6



Raenyn(Jugsapoppin)
Jugsapoppin wrote: Shocked Those poor women! Time to take this mofo down with a well-placed bludgeon to the back of the head! Twisted Evil

Go around behind PB to flank him, and attack him with my mace.
Action: Move behind Psychotic Barbarian and attack with Light Mace (Dmg: 1d6+Str). (Now Flanking with Worfang)
Roll: d20+2(Str)+2(Flanking) VS Psychotic Barbarian's AC (13)
Result: [12] (8+2+2) [Fail]

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-7



Amondae(AerynPierre)
AerynPierre wrote:If the Barbarian remains a threat by my turn...
Throw a Tomahawk at PB, trying for a debilitating blow. (Say to his hand or arm).
Action: Throw a Tomahawk at Psychotic Barbarian. (Dmg: 1d4+Str)
Roll: d20+Dex (1d20+1) VS Psychotic Barbarian's AC (13)
Result: [18] (17+1) [Success]
Damage Roll: [3] (2+1)

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-8



Jenni (NPC)
Action: Turn and flee down the hallway.

[Archive]Aeinorean Chronicles - Dawn of Chaos Round1-9

Round Summary
  • Kursk dealt 1 Dmg to Psychotic Barbarian with a glancing blow.
  • Worfang dealt 7 Dmg to Psychotic Barbarian, but received 6 Dmg from PB's Attack of Opportunity
  • Tanner MISSED his target, dealt no damage.
  • Raspin used his turn to summon a Riding Dog; The riding dog failed his attack on this round.
  • Psychotic Barbarian MISSED his attack against Worfang.
  • Raenyn MISSED her attack against the Psychotic Barbarian.
  • Amondae dealt 3 Dmg to Psychotic Barbarian.
  • Jenni disappeared down the hallway.

[Archive]Aeinorean Chronicles - Dawn of Chaos Round2

GM Notes
  • Tanner will take a full round action to reload his heavy crossbow, so don't count on his shot in the coming turn.
  • Remember, you're up against a barbarian. He's strong enough on his own (he took out half of Worfang's HP in a single attack), but he can enter Rage at any time and become stronger and more resilient to your attacks.
  • The barbarian is at a major disadvantage. Not only is he surrounded, he is also intimidated. Which means the likelihood of him Raging in the next turn is almost certain.
  • The barbarian will always attack the last creature that successfully injured him before his turn.
  • You have the assistance of a summoned creature this turn. If possible, let it take the brunt of the damage for you. It can be killed and re-summoned easily. Resurrecting a PC is not so simple. (This would require specifying in your action to delay until AFTER the dog has acted. However, this would also mean your position in the initiative order would shift to immediately after the dog attacks and before the barbarian acts. This really only applies to Kursk and Worfang, all the others are behind the dog in initiative anyway.)
  • If you've closed to melee range, do NOT move away from him, other than by using a Five-Foot Step to disengage. Moving more than five feet represents turning your back on him, which would provoke an Attack of Opportunity as you flee. (The barbarian currently threatens Worfang, Raenyn, and the Summoned Riding Dog.)


---------------------------------

Phew! Seems every time I sat down to work on this roll, something called me away! The Mood Music spoiler is of course completely optional, everyone. I'm an immersive Dungeon Master. Lighting, aromas, music, sound effects, a bag of coins tossed on the table with a solid THUD to lend credence to an offered reward... I do it all. Best I can do on the forum though is link to some good music. (The selection this time is boss fight music from Final Fantasy VIII. Not quite a "Psychotic Barbarian" feel to it, but the first time you hear it in the game you're fighting a creature that looks and behaves very much like a Tyranasaurus Rex, so it carried the same impression to me!

What do you think, folks? This didn't quite feel "streamlined" enough (ha! Streamlining a stat-heavy DND game?). But how do you like reading it?
Bigkahuna
Bigkahuna
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