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All the Creeping Things: An AIMhack Campaign


Lilith

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ATCT Session 2

 

aaaand more quotes

 

Click to reveal..
Lephista: I sigh loudly, walk over to Creidne's tailor, and press 10 gp into his hand. "Sorry about that. I think she comes from a broken home."

 

Creidne: I sigh. "I only assassinate bad people. C'mon, we're all here because we're all good people. And who told you I assassinate people anyway?"

 

Lucia: I grab my pack and run to open the door. I struggle with it a bit before remembering I locked it, and then stumble out into the hall.

 

Weimin: "A 'jury of your peers', I believe it is called. I have heard of it before, but... have never seen it in practice before now."

 

Amadan: "How many of you have actually seen the results of magic like this, before? If it gets out of hand, we're looking at a far higher death toll than just a few civilians."

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I suppose this is a bit overdue. Some combat prowess, some nature skills, and some cardio are the orders of the day.

Click to reveal.. (Amadan Rayton, XP-126)
AMADAN RAYTON

Pragmatic Male Human Alchemical Hunter of Liea

 

HEALTH: 22/22

STAMINA: 10/10

SKILL POINTS: 00/126

 

Missile (Archery): 8 (36) [+1]

Magic (Transmutation): 7 (28) [+1]

Alchemy: 5 (15)

Perception: 4+1 (10)

Nature: 4 (10) [+1]

Stealth: 3+1 (6)

Acrobatics: 3 (6)

Arcana: 3 (6)

Melee (Knives): 2 (3)

Artifice: 2 (3)

Athletics: 2 (3) [+1]

Also, a new spell that makes transporting things a snap!

Click to reveal.. (New Spell!)
Angeloa's Snapback

COST: Initial casting may cost stamina depending on target.

EFFECTS: When initially cast on an adjacent item/object/creature, this spell subtly binds and charges the target with a latent teleportation spell (may cost stamina depending on target). The caster can then trigger the teleport at a later time, "snapping" the selected object/creature to the caster's hand or position. The snap itself requires no roll or STM except in cases where interference (antimagic, wards, etc.) is present. The effect wears off after one use.

 

(tldr: First casting binds an object/creature, possibly costing stamina. Later casting teleports it to the caster.)

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hey guess what

 

if you guessed a Session 3 log, congratulations!

 

also have a quotes

 

Click to reveal..
Weimin: "I do not know how effective we would be at night. I assume there is a curfew of sorts these days?"

Creidne: "Curfews only count for people who get caught."

 

Amadan: "Not at all. First, I just find cities stifling. I prefer to be out in nature, even if the animals do have a penchant for trying to maul me."

 

Lephista: "Huh. I've pulled a lot of things out of people, but I've never seen one of those."

 

Weimin: I catch up to Creidne, muttering. "Amadan and Lephista get to enjoy a leisurely stroll along the riverside, where I must trade the last of my tobacco for no information and to cover your tab. There is no justice in the world."

 

Lucia: "Well, anything is dangerous if you give it enough magic. I bet a butterfly would be dangerous if it was big enough."

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and hot on its heels follows a Session 4 log! i'm just one log away from being caught up now!

 

more quotes also follow

 

Click to reveal..
Lephista: "'You don't know exactly?' You can't remember if your contact gave away that he has a spy in Lord Gombhe's circle or not? What kind of spy are you?"

 

Amadan: "Yeah. Speaking of which, Weimin, do you mind if I stay in your room tonight? I don't think it's a good idea to stay in individual rooms, if there's assassins possibly after us."

Weimin: "Fine. You do not snore, do you?"

Amadan: "Eh, there's a little more alchemy I want to do before calling it a night, but that can be done in Weimin's room."

Weimin: "Are you sure you would not rather snore?"

 

Amadan: "Bah." I murmur to Creidne. "You'd think he'd have the stomach to handle a little decomposing worm."

 

Creidne: "Seriously. We are strangers in this town, this town on the edge of war, and you try breaking into the home of not only our benefactor, but also the most talked about woman in town."

 

Lucia: "Um, I may be wrong, but since Hirst is working on spiders, wouldn't the spiders eat the other insects? The insect population should have decreased."

 

going to sleep now so i wake up in time for ioc

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aaand with this log i'm finally caught up

 

Session 5 Log

 

as you may discern from the tone of the quotes, things are getting serious. also this may be the first time an AIMhack party improved their situation by starting an uncontrolled fire

 

Click to reveal..
Lephista: "The purpose of the demonstration is to show these people what your monsters can do. I'm helping."

 

Creidne: I mutter to Amadan. "I think that's one vote in the divorce we can definitely count as being lost."

 

Weimin: "You are a soldier, Gombhe, a general, someone who defends his people. I can respect that. Your weapons will win you this war. I understand that. But they will only win you this war. What of the generations of embittered Wireldians who will follow. There will be years of hunger, with no land to work on. Who will they blame? Who will they grow to hate?"

 

Amadan: "I just wish I had gotten a shot at Gombhe's throat... it's men like him that make this world a worse place."

 

Lucia: "You know, I've never said this about anyone before, but I'd like to lock Gombhe and Hirst inside that barn with their precious 'weapons' and set fire to the whole thing." I grin. "In fact, I almost did."

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As sad as I am to bring an end to Lilith's multi-post run (not really), I need to update my character's skills (and I'm not the only one).

 

Click to reveal..
Name: Lucia Hannel

Race: Human (F)

Occupation: Mage

Alignment: Slightly Less Cheerful

 

HP: 14/14

Sta: 8/10

Spd: 5/5

 

Magic (Evocation): 9

Perception: 7 (+1 racial)

Nature: 7 [+1]

Acrobatics: 5 (+1 racial)

Arcana: 4

Athletics: 4 [+1]

 

Spare Pts: 2

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I'm still trying to come up with a new Martial technique. Hope to post the level up by tonight.

 

By the way, a couple of things I've noticed:

- We're going to be fighting a lot of insect swarms this campaign.

- Weimin's got a technique called Hurricane Spin.

 

If Weimin ever gets within melee range of a swarm, is he able to make an attack against every individual insect in the swarm? If so, I have to decide if the awesomeness of making thousands of attacks per round is worth one of the two possible results:

- Weimin's AC is dropped well into the negatives, and every insect in the swarm is able to land an attack on him on their next turn.

- Weimin spontaneously combusts due to friction.

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Originally Posted By: Dintiradan
If Weimin ever gets within melee range of a swarm, is he able to make an attack against every individual insect in the swarm?


each swarm-filled square will count as one enemy for the purpose of the technique. i am not in fact tracking individual insects' HP
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Gah, I thought I did this already.

Click to reveal.. (Amadan Rayton, XP-138)
AMADAN RAYTON

Pragmatic Male Human Alchemical Hunter of Liea

 

HEALTH: 20/22

STAMINA: 10/10

SKILL POINTS: 000/138

 

Missile (Archery): 8 (36)

Magic (Transmutation): 7 (28)

Alchemy: 5 (15)

Perception: 4+1 (10)

Stealth: 4+1 (10) [+1]

Nature: 4 (10)

Acrobatics: 4 (10) [+1]

Arcana: 4 (10) [+1]

Melee (Knives): 2 (3)

Artifice: 2 (3)

Athletics: 2 (3)

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+1 Melee, again, remaining points banked. Max HP now at 32. And I totally forget what my current HP and Stamina is...

 

Click to reveal..
Melee (Swords): 9

Missile (Knives): 4

Composure: 5

Thievery: 5

Artifice: 5

Stealth: 5

Streetwise: 3

Perception: 2

Athletics: 2

Acrobatics: 2

Arcana: 0 (+1 racial)

Points Banked: 8

 

PMing proposed technique.

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Click to reveal.. (Lephista)

Magic (Conjuration): 11
First Aid: 6 (+1 racial)
Composure: 6
Athletics: 4
Melee (Aikido): 3
Magic (Abjuration): 3
Alchemy: 3
Arcana: 2
Acrobatics: 2
Perception: 1
Stealth: 1
2 points banked


Click to reveal.. (New Spells)
Mystic Trumpet: Raises an alarm if a creature enters the warded area.

Repulsive Aura: Creates a field around the target that's very discomforting to everything nearby. Creatures will avoid the target, even in combat.
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Hey, I remember to do this this time!

Click to reveal.. (Amadan Rayton, XP-146)
AMADAN RAYTON

Pragmatic Male Human Alchemical Hunter of Liea

 

HEALTH: 24/24

STAMINA: 04/10

SKILL POINTS: 002/146

 

Missile (Archery): 8 (36)

Magic (Transmutation): 7 (28)

Alchemy: 5 (15)

Perception: 4+1 (10)

Stealth: 4+1 (10)

Nature: 4 (10)

Acrobatics: 4 (10)

Arcana: 4 (10)

Melee (Knives): 3 (6) [+1]

Artifice: 3 (6) [+1]

Athletics: 2 (3)

I'll select a new knife technique later.

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I think it's high time Lucia trained in her combat skill...

Click to reveal..
Name: Lucia Hannel

Race: Human (F)

Occupation: Mage

Alignment: Slightly Less Cheerful

 

HP: 14/14

Sta: 10/10

Spd: 5/5

 

Magic (Evocation): 10 [+1]

Perception: 7 (+1 racial)

Nature: 7

Acrobatics: 5 (+1 racial)

Arcana: 4

Athletics: 4

 

Spare Pts: 0

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  • 2 weeks later...

reminder: next session's in a little under 37 hours. i still need levelups for weimin and creidne

 

have a log

 

Dintiradan had to leave early and Triumph took over as Weimin: Weimin's name is in parentheses for the period when he was played by Triumph

 

Speaking of Weimin, his feats of aquatic daring have earned him a perk!

 

Water Strider: Once per session, you may spend one Stamina point to avoid having to roll an Acrobatics or Athletics check to travel on, over or through a body of water. The skill check will be treated as if you had rolled a 19.

 

also, ecce quote-o

 

Click to reveal..
Amadan: "...Y'know, you don't really have to look for trouble." I murmur. "Trouble often finds people like us easily enough."

 

Lucia: "I would have liked to have seen that. 'Hello, we're the wanted fugitives who set fire to a barn last night. We're here to tell you there are raiders nearby.'"

 

Creidne: "Amadan, why do you love nature so much? You do know it's constantly trying to kill you, right?"

 

Lephista: "Plus, Creidne's probably gonna try to pick up some poor guy, and when she fails it's always hilarious."

 

Weimin: "I thought this nasty thing might make an incredible concoction. Enjoy." I glare vengefully at the eel.

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(Reads log.)

 

Okay, so the players should be ashamed of themselves. We go up against something called 'acoustic eels', and no one makes a Princess Bride reference?

 

Shame.

 

Seeing that I've got to level up (+1 Melee, +1 Streetwise, 2 banked), fix up my inventory (-tobacco, -1 knife, -1 ration, -1 torch), add the perk, and add a new technique, I'm just going to repost my entire character.

 

Click to reveal..
Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

Max HP: 34

 

Skills:

 

Click to reveal..
Melee (Swords): 10

Missile (Knives): 4

Artifice: 5

Composure: 5

Stealth: 5

Thievery: 5

Streetwise: 4

Acrobatics: 2

Athletics: 2

Perception: 2

Arcana: 0 (+1 racial)

Points Banked: 2

 

Perks:

 

Click to reveal..
Lacewing Flight: Your wings allow you to glide short distances or briefly propel yourself up through the air, giving you a +4 bonus on checks to jump, break a fall or perform other feats of physical prowess that involve being airborne. You also receive a +1 bonus on Arcana checks and can always make them as if trained.

 

Leave No One Behind: Whenever you spend Stamina on an action while an ally is at or below 0 HP, the action is treated as if you spent 1 more Stamina than you did.

 

Water Strider: Once per session, you may spend one Stamina point to avoid having to roll an Acrobatics or Athletics check to travel on, over or through a body of water. The skill check will be treated as if you had rolled a 19.

 

Spells/Techs:

 

Click to reveal..
Sword techniques:

 

Wings of Fury (1 STM): Leaps and takes wing, either flinging the character upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, the character's defense is reduced for one round to recover footing. Depending on the distance involved, the technique may require more than 1 stamina to perform.

 

Hurricane Spin (0 STM): Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets.

 

Duelist's Counter (1 STM): As a minor action, targets a single enemy, focusing on countering their attacks. Provides a bonus to defenses against the target's attacks, and if the target misses with a melee attack, automatically counterattacks. However, defenses against attacks from all other enemies receive a slight penalty. This ability lasts until either the target is defeated or a counterattack is made.

 

Coordinated Strike (0 STM): You launch a sequence of complicated attacks, causing your opponent to focus too much on you and not enough on your allies. This attack deals less damage, but grants your allies a bonus on their next attack against the target.

 

Distracting Strike (1 STM): You step between an opponent and a beleaguered ally, taking the brunt of the next attack while your ally escapes. The attack deals damage normally, and the target cannot attack anyone else but you for its next turn.

 

Exhausting Onslaught (0 STM): Attack as normal. If an Exhausting Onslaught was made on the same target last turn, you get a bonus to hit.

 

Knife techniques:

 

Palmed Weapon (0 STM): You keep a small melee or thrown weapon hidden behind hand and forearm, then attack when your opponents least expect it. You attack with a small weapon that has previously been hidden with a successful Thievery check as a minor action. The attack has bonuses to hit and damage.

 

Shoot from the Shadows (0 STM): You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Interrupting Shot (1 STM): A painful attack breaks your opponent's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Examples include making the target drop a heavy object, disrupt a ritual, or fail to connect on its next attack.

 

Inventory:

 

Click to reveal..
Small Sword

Brace of Throwing Knives (7)

Dried Rations (3)

Torches (1)

Waterskin

Whetstone

Flint and Steel

Corncob Pipe

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak

 

Backstory:

 

Click to reveal..
Bandit. Spy. Criminal. Saboteur. Assassin. Dissident. Thief. Insurrectionist. Outlaw. That was what they called Weimin Jian, and that was all they ever called him, because no one outside his band had ever put a name to his face. Until now.

 

He had no idea how this noblewoman had tracked him down on Ona. Neither did his companions (he ignored the request for secrecy in the letter; he shared everything with his comrades). A couple of them speculated that he was identified after the failed prison break in Port Laz.

 

It went without saying that he would have to leave the band for a time. After all, if one person was able to identify and track him down, more could have done the same. Their operation in Delan had gone too far to risk any threat; he would have to lay low for the next few months. He could only hope that none of the others had been identified -- they hadn't been mentioned in the letter, after all.

 

And if he had to leave the band for a time, why not take up this strange noblewoman's offer? After all, it would be novel to work for the establishment for once.

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Originally Posted By: Dintiradan
Okay, so the players should be ashamed of themselves. We go up against something called 'acoustic eels', and no one makes a Princess Bride reference?


for the record i only read the book, i never saw the movie, so the acoustic eel was based purely on a terrible pun
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All the bandits need to be good little boys and girls now, or Lucia will come and set fire to their homes. tongue

Click to reveal.. (Lucia "Firestarter" Hannel)

Name: Lucia Hannel

Race: Human Female

Occupation: Mage

Alignment: Feeling rather vindictive. And tired.

 

HP: 1/14

STA: 5/10

 

Magic (Evocation): 11 [+1]

Perception: 7 (+1 racial)

Nature: 7

Acrobatics: 5 (+1 racial)

Arcana: 4

Athletics: 4

 

Spare SP: 3

Also, since I now have another spell slot, and I need a new defensive spell...

Click to reveal.. (From the spell compendium, it's... )
Cyclone -- Creates fierce winds about the caster, pushing and knocking down anyone near and potentially stunning them.
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Leveling up Rayton. I'll be editing in his whole character sheet once I get a new archery technique approved.

 

Also, since it's been a while, this is a sheet with everything except backstory. As a warning, it's huge. And as a note to self, my next character is going to be limited to 2 different martial/magical/alchemical skills.

Click to reveal.. (Amadan Rayton, XP-160)
AMADAN RAYTON

Exhausted Pragmatic Male Human Alchemical Hunter of Liea

 

HEALTH: 18/25 (+1)

STAMINA: 02/10

SKILL POINTS: 002/160

 

Missile (Archery): 9 (45) [+1]

Magic (Transmutation): 7 (28)

Alchemy: 5 (15)

Perception: 5+1 (15) [+1]

Stealth: 4+1 (10)

Nature: 4 (10)

Acrobatics: 4 (10)

Arcana: 4 (10)

Melee (Knives): 3 (6)

Artifice: 3 (6)

Athletics: 2 (3)

 

HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained.

 

LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy.

 

NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight.

 

Click to reveal.. (Transmutational Spells (4+2))
Energetic Arrow: Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow.

-Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials.

-Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow.

-Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals.

-Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down.

 

Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM.

 

Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying.

 

Detrimentum: Disintegrates a targeted creature or object.

 

Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina.

 

Basilisk's Gaze: Turns the targeted object (regardless of composition) to stone. Living (or unliving) creatures require 1 stamina to petrify and get a save versus the effect; after the spell elapses, the target reverts to its original composition unharmed.

Click to reveal.. (Archery Techniques (5))
Shoot From the Shadows: You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin)

 

Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty.

 

Take Aim (1STM): Spends a full round observing a target and setting up a shot at its vitals; Amadan may not move, attack or use items during the round he spends taking aim. If he fires at his target in the following round, his attack has a bonus to hit and inflicts triple damage.

 

Truefire (FRAct-or-1STM): Utilizes skills, intuition, and perceptive abilities, enabling one to lock onto and shoot a specified target even if the character (or player) can't tell where the target is located, without taking concealment penalties. The character still needs to have a reasonably clear shot, and firing with someone downrange increases friendly fire risk.

Click to reveal.. (Knife Techniques (2))
Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

 

Disarm: Knocks an enemy's weapon out of its grasp. Does no damage. Dictating where it goes requires a strong roll/stamina.

Click to reveal.. (Alchemical Recipes)
PRIMARY RECIPES (1 REAGENT)

Healing Tonic (Water) – Heals 6 HP when drunk.

Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes.

Alchemical Fire (Fire) – Catches fire when exposed to air.

Stamina Potion (Earth) – Recovers 3 STM.

Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others).

 

SECONDARY RECIPES (2 REAGENTS)

Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking.

Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom.

Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound.

Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged.

Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes.

 

TERTIARY RECIPES (3 REAGENTS)

Sunder Mist (Air + Fire + Water) – This potent brown potion turns into mist on contact with air, eroding and sundering most woods and metals within a 6-space radius of where the potion was opened (or thrown). Magical items and objects are immune to the mist's effects.

Explosive (Air + Earth + Fire) - A thick greasy paste that explodes when struck violently, producing little heat but immense concussive force.

Aural Ether (Air + Earth + Water) – This potion brings the drinker in tune with the magical world. They can more easily spot the presence of magic, and can detect and identify the magical auras of items, enchanted areas, and creatures for the time the potion is in effect. Lasts roughly 30 minutes.

Syrup of Stickiness (Earth + Fire + Water) – This sticky syrup can either be ingested or applied to objects. When ingested, it causes the imbiber to become incredibly sticky, enabling them to keep a far stronger hold on objects and creatures, and improve their ability at climbing, keeping one's balance, or any feat in which stickiness might be helpful for roughly 1 hour. When applied to an object, it causes that object to stick with incredible force to the next person who touches it. The drawbacks should be obvious, and Liea have mercy if this is combined with an Aerolyzer.

Wardwater (Earth + Fire + Water) – When drunk, provides strong protection versus magical attacks. It provides defensive and save bonuses versus magical attacks, spells, and auras. It also provides damage and effect resistance versus instant-hit spells (such as curses, scrying, and some attack spells). Lasts 15 minutes.

Click to reveal.. (Inventory)
WEALTH - 0 Gold, 11 Silvers, 17 Coppers (TOTAL – 0.27)

EQUIPPED/WORN

Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 15 ricochets towards the nearest logical foe with the amount above 15 added to-hit. A roll below 6 ricochets towards the nearest logical ally with the amount below 6 added to-hit. Anything between misses as normal.

Quiver – A standard quiver for holding arrows.

____18x Wood Arrows – Standard, cheap arrows that can be whittled from long sticks.

____0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break.

____10x Steel Arrows – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break.

Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy.

Leather Armor– Bog-standard leather armor. Relatively light-weight, quiet, and good for protecting those squishy vital organs.

Dark Cotton Pants and Undershirt - Motians generally frown upon undressed people in public, especially if they're mammals.

Buckler (+1DEF) – Your typical buckler with a wrist strap. Used to help deflect attacks without weighing the wielder down.

Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed; a series of wires connected to the right ring finger enable him to bend the artificial middle finger to a limited extent via bending his ring finger.

Leather Boots – An important feature of any rugged ensemble.

Hand Axe - A crude hand axe.

Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea.

Pack – An adventurer would be nothing without his or her trusty pack.

 

PACK

Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents.

____4x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents

____2x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites.

____1x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials.

____0x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom).

____1x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs.

____10ozs Purified Sea Salt - Useful for countering bloodborers or for certain alcoholic beverages.

____Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels.

Paralytic – A slimy violet poison that causes the muscles of the victim to freeze up, causing either penalties to-act or outright paralysis for a short time.

Primal Philter – Shuts down higher thought processes and taps into primal instincts. Heavily boosts unarmed combat and provides small bonuses to other mundane combat. Heavily penalizes anything requiring considerable thought or focus (such as magic, composure, etc).

Large Vial of Insect Poison (6 Doses) - A powerful insect poison useful for repelling and killing insects.

Vial of Dead Spiders - A vial full of Hirst's webspinner spiders. Deceased.

3x Jerky – Portions of dried meat. The tastier alternative to hardtack.

2x Waterskins – Bags capable of holding two days of (preferably potable) water each.

25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching.

Dragonfly Signet – It's a signet of a dragonfly! Used to identify oneself as a servant of Lady Arielle, but keep out of sight at all other times.

Fancy Clothing – Respectable dark green clothing, fitted so it goes over Amadan's body armor.

Also, in case anyone's curious, the party's currently at 51% HP and 46% STM. Yeah, finding a place to get some uninterrupted rest is becoming a bigger priority.

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Oh, hey, I didn't do it last night because it was late enough as it was without sorting through the log to find all her uses of stamina, and also because it wasn't that big a deal, but Creidne got charged twice for one Lightning Strike (I subtracted it from the sheet, and then you did, Lilith).

 

I'll train when I've had a think about a new martial technique.

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Originally Posted By: Structualise THIS!
Oh, hey, I didn't do it last night because it was late enough as it was without sorting through the log to find all her uses of stamina, and also because it wasn't that big a deal, but Creidne got charged twice for one Lightning Strike (I subtracted it from the sheet, and then you did, Lilith).


Oops. I thought that might have happened, actually. I've fixed her current status in my notes accordingly.
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Originally Posted By: Dintiradan
Oh no.

OH NO OH NO OH NO.

Did SpySparrow make it? TELL ME THAT SPYSPARROW MADE IT!


ahahaha that one was my bad, i totally forgot about its existence until after the session

it wouldn't really have told you anything you didn't find out for yourselves anyway

let's say that after you barricaded yourselves in your room it couldn't find a way back to you before the spell expired and it went back to wherever it came from. yeah, that'll do.
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Leveled up (+1 Melee, banking the rest). Do we need to consume a ration for the day, or did our supper at the inn suffice? Also, new technique forthcoming.

 

Click to reveal..
Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

Max HP: 36

 

Skills:

 

Click to reveal..
Melee (Swords): 11

Missile (Knives): 4

Artifice: 5

Composure: 5

Stealth: 5

Thievery: 5

Streetwise: 4

Acrobatics: 2

Athletics: 2

Perception: 2

Arcana: 0 (+1 racial)

Points Banked: 5

 

Perks:

 

Click to reveal..
Lacewing Flight: Your wings allow you to glide short distances or briefly propel yourself up through the air, giving you a +4 bonus on checks to jump, break a fall or perform other feats of physical prowess that involve being airborne. You also receive a +1 bonus on Arcana checks and can always make them as if trained.

 

Leave No One Behind: Whenever you spend Stamina on an action while an ally is at or below 0 HP, the action is treated as if you spent 1 more Stamina than you did.

 

Water Strider: Once per session, you may spend one Stamina point to avoid having to roll an Acrobatics or Athletics check to travel on, over or through a body of water. The skill check will be treated as if you had rolled a 19.

 

Spells/Techs:

 

Click to reveal..
Sword techniques:

 

Wings of Fury (1 STM): Leaps and takes wing, either flinging the character upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, the character's defense is reduced for one round to recover footing. Depending on the distance involved, the technique may require more than 1 stamina to perform.

 

Hurricane Spin (0 STM): Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets.

 

Duelist's Counter (1 STM): As a minor action, targets a single enemy, focusing on countering their attacks. Provides a bonus to defenses against the target's attacks, and if the target misses with a melee attack, automatically counterattacks. However, defenses against attacks from all other enemies receive a slight penalty. This ability lasts until either the target is defeated or a counterattack is made.

 

Coordinated Strike (0 STM): You launch a sequence of complicated attacks, causing your opponent to focus too much on you and not enough on your allies. This attack deals less damage, but grants your allies a bonus on their next attack against the target.

 

Distracting Strike (1 STM): You step between an opponent and a beleaguered ally, taking the brunt of the next attack while your ally escapes. The attack deals damage normally, and the target cannot attack anyone else but you for its next turn.

 

Exhausting Onslaught (0 STM): Attack as normal. If an Exhausting Onslaught was made on the same target last turn, you get a bonus to hit.

 

Knife techniques:

 

Palmed Weapon (0 STM): You keep a small melee or thrown weapon hidden behind hand and forearm, then attack when your opponents least expect it. You attack with a small weapon that has previously been hidden with a successful Thievery check as a minor action. The attack has bonuses to hit and damage.

 

Shoot from the Shadows (0 STM): You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Interrupting Shot (1 STM): A painful attack breaks your opponent's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Examples include making the target drop a heavy object, disrupt a ritual, or fail to connect on its next attack.

 

Inventory:

 

Click to reveal..
Small Sword

Brace of Throwing Knives (7)

Dried Rations (3)

Torch (1)

Waterskin

Whetstone

Flint and Steel

Corncob Pipe

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak (damaged)

 

Backstory:

 

Click to reveal..
Bandit. Spy. Criminal. Saboteur. Assassin. Dissident. Thief. Insurrectionist. Outlaw. That was what they called Weimin Jian, and that was all they ever called him, because no one outside his band had ever put a name to his face. Until now.

 

He had no idea how this noblewoman had tracked him down on Ona. Neither did his companions (he ignored the request for secrecy in the letter; he shared everything with his comrades). A couple of them speculated that he was identified after the failed prison break in Port Laz.

 

It went without saying that he would have to leave the band for a time. After all, if one person was able to identify and track him down, more could have done the same. Their operation in Delan had gone too far to risk any threat; he would have to lay low for the next few months. He could only hope that none of the others had been identified -- they hadn't been mentioned in the letter, after all.

 

And if he had to leave the band for a time, why not take up this strange noblewoman's offer? After all, it would be novel to work for the establishment for once.

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log time! this one's kind of big

 

a quotes appears

 

Click to reveal..
Lephista: "Hey! You! We're adventurers, you idiots! We're not worth it!" I flex dramatically.

 

Weimin: "You want my sword? Fine. I will give it to you. Just name where, and I will deliver it sharp end first."

 

Creidne: "True enough. Just remember that we aren't heroes. We're just people who did some stuff, and aren't basically evil."

 

Amadan: "You're suggesting we deliberately poison almost two dozen people we know only a little about, with a poison that could very well wind up KILLING them, and which, on an unimportant note, is one of the few weapons we ACTUALLY HAVE against Hirst's creations. Am I about right so far?"

Weimin: I wait until Amadan finishes. "So... you are against it."

 

Lucia: "You know, I'm struck by the irony that the only inn where we fit in is the one full of bandits."

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Originally Posted By: Triumph
Also, is Lucia secretly the apprentice of the great Kurex?
Does this mean I have to make Lucia memes as well?

Also: technique:
Click to reveal..
Make an Example (1 STM)
Attack as a standard action, then make a Composure check to intimidate all enemies who saw the attack. This check receives a bonus based on the damage you deal to the target.
I might be slightly late tomorrow, but no more than ~5 minutes.
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