Jump to content

Darcstaar

Rise of the Runelords

Recommended Posts

Bow: D20; (11, 13, 15) +4= 15, 17, 19 (add +1 if target is within 30ft for Point Blank Shot)

 

Dagger d20; (11, 19, 8) +4= 15, 23, 12  (roll to confirm if needed: 6+4=10)

 

While Nicholai does send a short prayer to Elastril that his shots fly true, he does not use magic to assist his shots.  It just wouldn't be sporting.

Share this post


Link to post
Share on other sites

Daton competes in three heats of swordplay successfully gaining a spot in the final.

 

He pairs off with Willem the Younger, an aspiring sergeant of the city guard.

 

Opposed Attack Rolls

Phase I - Daton 14+4=18

                Willem 5+2=7

Phase II - Daton 2+4=6

                 Willem  16+2=18

Phase III - Daton 16+4=20

                 Willem 6+2=8

 

Willem has great instincts, but in the end he was just overpowered by the strength of Daton's assaults!

 

Daton wins the championship of the sword sparring!  You get a bronze medal on a blue ribbon to put around your neck, of a stylized shield and sword.

  • Like 3

Share this post


Link to post
Share on other sites

Grimm can hardly contain his excitement at the axe range.  After three heats of three axes each, he reaches the final round, squaring off against Magnus, a hulking Ulfen nearly twice as tall as Grimm!

 

Phase I Grimm 16

        Magnus - 9+3=12

Phase II Grimm 22

        Magnus 12+3=15

Phase III. Grimm 15

        Magnus 5+3=8

 

Grimm sweeps the championship round against Magnus, who takes it in stride, claps Grimm firmly on his shoulder, and buys him a stout ale.  It's good.  For winning, Grimm gets a silver cloak pin shaped like a Shoanti Tomahawk.

  • Like 3

Share this post


Link to post
Share on other sites

 

After a small rest and bit of food and ale, Daton steps up to the mallet whack.

 

He lines up the hit perfectly, breaking the lever, sending the slug up to the bell, bending the bell, shooting the bell off, with the slug out of the rail, and breaking the ogre's head off backward in the process.  People have to quickly dodge out of the way as the broken plywood clumsily falls to the ground.  The crowd spends a moment in stunned disbelief before erupting in a cacophony of cheers and applause.  Several onlookers hoist Daton up onto their shoulders, carrying him around the market square in a victory lap, telling the ignorant spectators of his deed.  The owner of the game, Aeric, doesn't have a trophy worthy of it, so he just gives Daton the mallet and ogre head with a smile.  Daton gets his mug refilled several times by various witnesses.

  • Like 2

Share this post


Link to post
Share on other sites

As Nicholai makes his way to the archery range, he has to pause as a drunken mob carries on their shoulders some good-looking bespectacled Aasimar wearing a holy symbol of Sarenrae.  You hear one of them boast for him that he knocked the head off an ogre.

 

Nicholai says a silent prayer to Erastil to protect those men from their hangovers tomorrow, then draws his bow.  He makes it through three rounds of archery.  The owner, Katt, seeing the priestly holy symbol, whispers to Nicholai "just friendly competition father, no magic please."  Nicholai nods his understanding and assures him he will win fair-and-square.

 

For the final round, he squares off against Meaghan, a young lass with curly brown hair.  She gives Nicholai a respectful curtsy, seeing his holy symbol.

Phase 1 Nicholai 15

  Meaghan 7+2=9

Phase 2 Nicholai 17

  Meaghan 8+2=10

Phase 3 Nicholai 19

  Meaghan 7+2=9

 

Meaghan gives Nicholai a small peck on the cheek, congratulates him, and vanishes into the crowd. Katt applauds Nicholai and gives him a trophy of an arrow made of alchemical silver. (Yes, you now have one silvered arrow).

  • Like 3

Share this post


Link to post
Share on other sites

The dagger throwing range is quite popular, and attracts all ages of competitors.  The two competitors to really shine through five rounds of matches are Grimm the dwarf and Nicholai the human.

 

The championship match is a back and forth affair with Grimm winning the first heat, Nicholai the second, and Grimm winning the tie-breaker!  

Grimm 24, 21, 16

Nicholai 15, 23, 12

 

The owner presents Grim with his prize: A masterwork dagger whose steel is Damascus pattern welded with alchemical silver in a ladder pattern.  The handle scales are of narwhal tusk ivory from the Crown of the World.  They have been masterfully etched with scrimshaw pictures.  One side shows a wolf in a forest on a rocky outcropping baying at the moon.  The other shows a botany-Guide diagram of the Wolfsbane plant with tips for finding and identifying the herb.

 

Great job everyone in your respective competitions.

  • Like 2

Share this post


Link to post
Share on other sites

"Well struck yerself" replies Grimm with a repectful nod. "Grimm Hammerhand at yours. Yer not one of the locals, unless I've just missed ya. In town for the church opening I take it?"

Grimm then spends a few moments inspecting the dagger, admiring the craftsmanship before he gives it a couple of experimental flips in the air. Satisfied, he nods, "A good blade this".

  • Like 1

Share this post


Link to post
Share on other sites

"Yes, I just arrived this morning.  I serve Erastil, tending to the outlying villages and homesteads, helping out where I can.  I don't remember seeing you here that last time I came to town either.  What brings you  to Sandpoint?  Professional knife thrower?" Nicholia ends with a quip.

Share this post


Link to post
Share on other sites

"The Old Deadeye eh? You served him well in the archery competition. As far as why I'm here, well it did involve a thrown knife. I'll just say that the gods, especially the Lucky Drunk have a sense o' humor. I've been here six months now, practicing what's become my hobby with that grumpy fella at the forge, learning a bit about the area, and building up me skills in me new profession".

  • Like 1

Share this post


Link to post
Share on other sites

"Well then, let us get a drink to celebrate our respective wins.  Though we may have to find an ale seller a little further afield; that crowd around that fellow with the mallet seems to drunk their way through that cask."

 

Nicholai will also keep an eye out for any of his people (Varasians) in case any of them have news of his family.  It has been over a year since he has seen of them due the travels of their troupe.

Share this post


Link to post
Share on other sites

"As well as it should be. That was a mighty blow. I'm happy to drink with ya. Normally I'd head over to the White Deer, but ya may have a point about the crowd. Perhaps we should head over to the Hagfish instead?"

Share this post


Link to post
Share on other sites

Daton staggers over to the pair in a manner expected from one who's been lifted and carried and shaken about by an unruly crowd and then given far more ale than he would've normally consumed.

 

"You know the downside with some people's generosities is that they're hard to redistribute to the needier."

Losing his balance a slight bit, struggling to hold on to his unusual trophies (Darc does the mallet have any weapon statistics?),

"Could one of you help me find a stable place to sit and try to sober myself?"

Share this post


Link to post
Share on other sites

"Heh, well it doesn't generally get more stable than the ground, but we were headed to the Hagfish, ta toast our victories. As a champion yerself yer more than welcome ta join us. My name's Grimm, and like Nicholai here, I've not seen ya before in town. Ye have an unusual look as well as an aura about yerself, I'm sure I would've remembered meeting ya."

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Maredudd
      https://www.kickstarter.com/projects/battlefieldpress/terry-mancours-spellmonger?
       
    • By lexomatic
      Is there anyone who might be interested  in a PBP 4e GURPS lite (rules light, no crazy math) portal horror/ mystery modern day adventure.
      1) Gurps 4e is published by Steve Jackson Games, and the free "lite" version of the rules is available online here.
      2) This world is adapted by me from the fiction of Ian Rogers with my own additions.
      3) Character creation rules
      NO MAGIC OR SUPER POWERS or cinematic skills/abilities
      100 points available up to 50 points in disadvantages and 5 quirks as well. If your character concept is disabled, then there's leeway to go over this, but needs discussion with me first
      If you have 4e books or the character creator app, feel free to go for it. Otherwise I will post a list of templates and where they're located that I've vetted to guide you beyond the lite rules.
      A skill at 12/13 is considered professional quality. higher gets you a better ability to handle tough situations and improve chance at a critical. Really high skills might get notoriety (could be good or bad).
      Useful guidance http://forums.sjgames.com/showthread.php?p=369148
      Also this free pdf condensing skills info should be useful
       
      4) This is set in Toronto and Ontario Canada primarily. Your character doesn't need to be from there, you just need to have an idea of what you're doing there, and specifically to start, what you're doing in the PATH specifically (this will be how you are all introduced). After reading about the world basics, you will also need to think about any supernatural/ blacklands experience your character has had... if any, and if/how they were affected by it.
      The World Basics
      I'm hoping to be able to do a few posts a week, but because I'm new to this, and have limited availability it might be slower than I want. I'm unsure about the number of players - this could work with only a few.
      More later. Feel free to ask questions or express interest.
      If you have and use a skill that will allow you to obtain info/ achieve goal to advance plot, that will happen. I won't make people roll until something happens or things end.
       
      This site seems to have a decent character generator. There`s step-by-step at the top of the page, and it auto-calculates. Please print to pdf or printscreen or recopy.  so I can review. If you need a template, please let me know. Please set point maximum to 100 (it defaulted to 300 for me).
       
      Current Characters list:
      1)Magnus Albertson @Dilvish the Deliverer
      2)Sammy @Arkady
      3) Sam Travis @Corsair
      4)TBD @Chaoswolf
      5) Raoul @Colonel Kane
       
      6) Morgan Faustus @Kangaroorex
      There will be a hard cap at 6 players. And maybe only 5 total. We're closing in on being able to start things.
    • By RachelVentura
      Ends 12/17/18!
      Legendary Games makes a massive mythic rules upgrade with the amazing Mythic Character Codex & Mythic Monster Manual II for Pathfinder!
       
      Mythic Mania II encompasses two books, and incorporates mythic material for hardbacks like the Advanced Class Guide, Forest Kingdom Campaign Compendium, Horror Adventures, Occult Adventures, Ultimate Intrigue, and Ultimate Wilderness, as well as potentially adding in more material from the Adventurer’s Guide, Monster Codex, Planar Adventures, Villain Codex, Book of the Damned, Pirate Campaign Compendium, and more!
       
      Mythic Character Codex – Three new mythic paths - the bound, mystic, and reluctant hero - along with over a thousand new mythic path abilities, hybrid class features, feats, spells, magic items, and more!
       
      Mythic Monster Manual II – Over 200 mythic monsters… and maybe a whole lot more! Plus appendices and bonus content!
      https://www.kickstarter.com/projects/legendarygames/mythic-mania-2-two-new-mythic-rulebooks-for-pathfi?ref=bwj5wz
       
    • By HornedTurtle
      A little more than 48 hours left for this one, I think it looks really cool.
       
      http://kck.st/2z0HjUk
       
      Kamigakari: God Hunters is a tabletop role-playing game set in modern-day Japan that combines centuries of Japanese mythology with a modern-day setting and urban fantasy action. You play as a God Hunter, a being wielding supernatural strength, magical abilities, and reality-warping spiritual powers. Your mission is to protect an unsuspecting populace from evil beings known as Aramitama, and to prevent the supernatural from leaking into the public eye.
      Originally, the game was released in Japan by Arclight Games on November 2013 as Legendary Arms RPG Kamigakari, to great popularity. In January 2017, a text-only fan translation appeared on the internet, exposing Kamigakari to the attention of English-speaking RPG fans world wide, and creating a thriving fanbase that continues to grow to this day!
      Serpent Sea Games is a team of experienced RPG translation and development professionals, including the creator of the fan translation, who have licensed Kamigakari from the creators at Arclight Games for publication in English and want to bring the game officially to Western audiences.
        But we need your help to bring this book into existence!
      The Game
      The world of Kamigakari features a distinctly seinen action anime  and style to it. With crazy abilities and flashy powers, it's an over-the-top world where you can battle kaijus, giant robots, gods and demons all under the same umbrella. The system is designed to keep interactions as simple and intuitive as possible, for an easy pick-up-and-play. Kamigakari splits its play up into "scenes", which are short, episodic and will often split the focus onto individual players. It's a different experience compared to western systems that often assume the party is always together, which allows for more varied and engaging character focus and development.
      So what is a God Hunter? A God Hunter is a person who, through one means or another, has gained supernatural powers by possessing a shard of a legendary weapon, relic, suit of armor, or maybe even the crystallized soul of a legendary hero. These powers can be anything from a master of the sword or magic, transforming hero, a living avatar of flame, or the ultimate hacker. Instead of a familiar class-based system, Kamigakari uses its own character generation called Styles, which lets you mix and match your power sets to create a gun-slinging samurai, a chainsaw-wielding magical girl, a hacker who codes his magic into existence, or a hunter who stalks his victims through the shadows.
      And it's not just limited to your class: weapons and gear are utilized under the Arms system, a mechanic where a base weapon is upgraded over time by using materials or spending gold. Two basic swords, in the hands of two different god hunters, can end up very different weapons after extensive modification!
      An average God Hunter on a normal day. Does being a God Hunter mean that you hunt gods? Of course it does! With concepts rooted in Shintoism and traditional Japanese folklore, a God Hunter is tasked with tracking down dangerous beings known as Aramitama - a dark god that is born and grows in power by devouring the souls of its victims. Aramitama come in many forms - from recognizable Japanese icons like oni and tengu, mythical beings like the Pegasus or Griffin, to eldritch monstrosities made of gnashing teeth and glowing orbs. Upon defeating an Aramitama, God Hunters can use their remains to create stronger Regalia - magical weapons and equipment, in order to face even even more powerful Aramitama. It's not just a fun gameplay loop, either: These creatures threaten the sanctity of innocents and the world in their lust to reach their ultimate form, the Avatar of Ruin, a true god of destruction capable of ending the world. It's up to the God Hunters to prevent that!
      An Aramitama awakens. Kamigakari utilizes the unique Numen Dice pool. Numen Dice are resource wherein you roll a set of dice and use it to pay for abilities or change the outcome of a roll. There's many ways change, swap and spend dice. Players must be careful how they manage their Numen Pool to both survive the battle and save the perfect set of Numen Dice to activate their ultimate abilities!
      We'd like to support this game far into the future, and plan on translating and releasing supplements if financially viable. Arclight Games has also requested the creation of original content exclusive to the western release, but that can probably wait until we have a few expansion books finished, we're only mentioning it now in the interests of full transparency.
    • By Unruly
      https://www.kickstarter.com/projects/350683997/tales-of-the-old-margreve-5th-edition-forest-adven/description
       
       
      Forests in fantasy roleplaying games are dark places, full of secrets. With this project, we bring the Old Margreve to the 5th Edition of the world's most popular RPG. The Margreve is an ancient, enchanted forest that defends itself from those who come to cut its timber, poach its creatures, or steal its magic. Within its borders the Old Ways are strong, the word of the druids carries great weight, and griffons, dragons, and stranger creatures nest and hunt, undisturbed by humans, dwarves, or other lordlings.  
      Until your adventuring party shows up. Then things get really interesting.
      The Margreve Kickstarter offers three main elements: 
      1) the Tales of the Old Margreve adventure campaign hardcover for the GM, with adventures from levels 1 to 10
      2) a Margreve Player's Guide softcover book of new player options, including new races, druid and ranger subclasses and tools, backgrounds, and forest-themed spells.
      3) (if unlocked) a set of thick cardboard standups, the Margreve Pawns, which are similar to those created for Tome of Beastsand the Creature Codex. Here is a small sample of what that would look like; we anticipate producing 150 to 200 pawns (depending on stretch goals).
      Together with some book-expanding stretch goals, this project provides new deep-forest character options and a full sequence of adventures to draw adventurers into the wilderness and keep them on their toes.
       
      WHY KICKSTART THIS?
      Initially we debated this as a softcover adventure collection, but we soon realized that it was large enough and compelling enough to make into a hardcover volume playable in 5th Edition fantasy campaigns, together with a player supplement. Why not go big?
      Kobold Press is doing something a little different with its digital offerings this time. We're putting our effort into the two print books, and possibly a custom set of pawns—and digitally, full sets of virtual tabletop (VTT) files. That means that we'll have the Old Margreve adventures and source material available on Roll20 and on Fantasy Grounds shortly after the hardcover and softcover volumes ship. 
      With terrific map management, full suites of digital tokens, pre-set monster stats, and more, virtual tabletops make it easier than ever to just sit down and play. The VTT packages for the Old Margreve will be extensive and include everything provided in the print edition—plus the flexibility and speed of online play. We're partnering directly with Roll20 and Fantasy Gournds, two of the leading VTT companies, to make these digital versions complete and powerful.
       
      Contributors
      The designers on this project include lead designer Matt Corley plus contributing designers Dan Dillon, Jon Sawatsky, James Introcaso, and Wolfgang Baur. 
      They build on earlier Margreve work by Richard Pett, Ben McFarland, Tim & Eileen Connors, Dan Voyce, Michael Furlanetto, Wolfgang Baur, and others.
      Shipping costs from the US to anywhere outside North America have risen sharply in recent years, so we are once again partnering with groups in Canada, in the EU, and likely in Australia (depending on the volume of backers there), and if so then Kobold Press will pay customs and import duties for those packages. 
      Our best guess for those Canada-friendly and EU-friendly costs right now are roughly $22 shipping for Canada and roughly $30-and-a-bit for shipping to the EU. We do not have an Australia estimate yet.
      To calculate shipping to your location from the US, you can use the US Postal Service calculator and assume a Medium size flat rate box:  https://postcalc.usps.com/ 
       
       
      https://www.kickstarter.com/projects/350683997/tales-of-the-old-margreve-5th-edition-forest-adven/description
  • Who's Online   11 Members, 0 Anonymous, 129 Guests (See full list)

×