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The Abyss: An AIMHack campaign in the world of Avernum/Exile!


Sarachim

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Click to reveal..
Character:
Name: Pepper Grinder
Race: Human
Sex: Female

HP 10/10
STM 10/10
SP 5/5

Acrobatics: 6 (+2)
Alchemy: 5
Arcana: 2
Material Magic: 8
Perception: 5 (+1)
Stealth: 3
Stored Points: 0 (-2)


Spells:
Stone Warrior: Create a stone creature that fights for its summoner.
Earth Manipulation: Change stone into metal and metal into stone and shape it during the process.
Rock Maze: Reshape the ground to form a four foot tall spiked maze over an expanse of ground 30 feet long and 10 feet wide extending from the caster.
Stoneskin: Form the ground around a target and meld it to the surface of their body, allowing them to move and melee attack while coved with stone for 2 rounds.
Liquid Stone: Caster is able to tune a small spot of ground into a deep pool of liquid stone and the harden it once more.
Grind: Quickly erode a bit of stone or metal over a few seconds.

Inventory:
Thread worn brown robes and leather boots
2x Energy Potion
Two days worth of mushroom bread
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chadat is experiencing a growth spurt!

 

Click to reveal..
Name: Chadat Eye

Race: Gazer

Occupation: Mascot

Alignment: Inquisitive

 

HP: 14/14

Stm: 4/10

Spd: 5

 

Force Magic: 9

Deep Magic: 7

Nature: 4

Perception: 3

Melee (Bite): 2

Arcana: 1

Stealth: 1

Spare Skill Points: 2

 

and another new spell!

 

Click to reveal..
Searing Blast (Force, 2 STM): Fires a cone of intense magical energy that continues to burn its victims even after the blast has ended. All targets caught in the area of effect suffer minor damage immediately, and additional damage over the next few rounds.

 

also a technique!

 

Click to reveal..
Devour (Bite): Bites into a major blood vessel of a living enemy and drinks the last of its life's blood. Make a melee attack: if the enemy is killed by this attack, the user regains 1 stamina. If the target is still capable of defending itself, the attack has a penalty to hit and damage.
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Okay, big ding!

 

So, first, the level up: +1 to Life Magic, and +3 to First Aid, which finally makes Arabella a decent healer even when Stamina is short:

 

Click to reveal..
HP: 14/18

ST: 5/10

 

Life Mg: 10

Composure: 4

Melee: 4

Arcana: 3

Streetwise: 3

First Aid: 3 (+3)

Stealth: 2

 

Next, non-spell techniques have been rejiggered; the two useless ones are gone, replaced by one interesting one:

 

Click to reveal..
- Lies, lies, and more lies!: When speaking to any person of influence or power, Arabella utilises her silver tongue to worm her way into any good books that may be wormable (On a regular roll, a success grants a boost to Composure. A failure results in a complete lack of trust towards Arabella from the target).

 

- Flick Step (Melee): Does a quick slash or jab at a sensitive area; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

 

- Backstab (Melee): If a target is engaged with another person, or otherwise preoccupied or unable to see Arabella, she gains a bonus to hit and to damage upon a successful hit

 

Next is spells. With the 1 free technique, and one technique from levelling, Arabella gets two new spells; a life-drain, and a stamina-drain:

 

Click to reveal..
Arabella's Remedy: Restores health to an injured target.

 

Extraction: Caster is able to remove toxins or disease from a target. Physical contact is necessary, and more complex toxins, or those that have been left to spread, may require stamina.

 

Mark of Death: The target's life force is carefully drained, giving them the appearance of being at Death's door. Normally used merely for show, there is no danger of injury (or death) to the target unless the caster maintains the spell for an extended period, or doesn't use care and restraint when casting (for example, on an enemy) (has no effect on Undead creatures).

 

Unholy Fatigue: 1STM: Drains the vigour from a target/small group of targets (less effective over multiple targets), resulting in a reduced speed score, and a slight penalty to hit.

 

Leech Life (1 STM): On a successful hit, Arabella siphons life force (HP) from her target and channels it towards an ally (or herself).

 

Mindduel: Arabella engages in a battle of wits with her opponent, attempting to drain the energy from within them. If successful, she drains one of their stamina points, or two on a critical hit. If unsuccessful, she loses one of her own, and two on a failure.

 

And finally, inventory; with the addition of 2 healing potions and a few gold pieces, Arabella becomes more like a pharmacy with each passing day;

 

Click to reveal..
Equipped:

 

Dark hooded robes.

Black face mask.

Iron dagger.

Black girdle.

Various pieces of costume jewellery; beads, glass "jewels", string chains, etc.

 

Pack:

 

6x Healing Potions

Ancient Spellbook

5 candles.

10 Gold, 3 Silver, 14 Coppers.

 

(All techniques approved, and Mindduel doesn't even need a smokey crystal; Arabella is clearly a badass.)

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Things are certainly getting interesting, what with all the future PvP looming over us. Definitely looking forward to the next session.

 

Click to reveal.. (Marra)
HP: 25/25 (+2)

STM: 10/10

 

Stealth: 6

Missile (Bows): 5

Melee (Shortswords): 5 (+1)

Perception: 5 (+1)

First Aid: 4

Athletics: 3

Acrobatics: 3 (+1)

Composure: 2

Nature: 2

 

Banked Skill Points: 2

Also, I've got some technique slots to fill out.

Click to reveal.. (1 Melee and 1 new Missile)
Melee

Stalwart Defense: (1 stamina) As a free action (no roll required), can prepare to parry oncoming attacks. That round, Marra receives a bonus to defense and takes slightly less damage from hostile attacks. Refraining from attacking that round provides a stronger effect, as does spending additional stamina.

 

Missile

Rapid Fire: (1 stamina) Fires off two arrows, either at different targets or at the same one. Both attacks have a slight penalty to hit.

Since Rapid Fire is essentially Lightning Swipe for archers, I doubt approval is going to be a problem. tongue

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One duel down, one to go!

Click to reveal.. (Yemirrr, XP-96)
Yemirrr

Smitten Semi-Unfettered Male Nephilim Raider

 

Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants and a small, tribal-reminiscent necklace. (If you've played BoA and seen the 5th nephil portrait, it'll give you a pretty good idea. Except with pants.)

 

25/33 HP [+2] / 10/10 STM

19 DEF / 14 WIL

5 SPD / 00/96 XP

 

Melee (Axes) - 9 [+1]

Magic (Force) - 4 [+1]

Athletics – 5

Perception - 4

Thievery – 3

Stealth - 2

Composure - 2 [+2]

Acrobatics - 1

 

Click to reveal.. (AXE TECHNIQUES (6))
TITANIC BLOW (FRAct 1STM) - Lands a devastating blow on a target that sends it flying, doing heavy damage, inflicting a penalty to actions for a short time, and potentially stunning the victim for 1 round.

 

UNFETTERED FURY (1PD 1STM) - All attacks gain a notable bonus to hit and do extra damage and all incoming attacks deal slightly less damage/have slightly reduced effects, at the cost of defense. The effects last until the end of the current battle.

 

CRUSHING CLEAVE (FRAct 1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to seven adjacent enemies in one hit. An improved or critical will in addition knock the victim back and prone. Each additional enemy targeted inflicts a -1 penalty to-hit, and the character takes a flat -2 penalty to defense that round if targeting more than 4 enemies.

 

SHATTER STRIKE (FRAct) - Delivers a savage strike against an enemy, targeted to harm both the enemy and a specified item; a successful hit will either damage the item or destroy it beyond usability. Magical items are far more resistant to the sundering effect. This technique can also be used to provide a bonus to breaking an inanimate object.

 

WAR CRY (MAct 1PD) - Once per day, lets loose a chilling howl of a war cry, frightening and demoralizing any enemies who hear it. Demoralized enemies take a moderate penalty to Composure, lesser penalties to combat actions and Will, and are more likely to surrender or flee. The effect is more potent if the Cry coincides with a successful attack (the more important the target and more powerful the hit, the better) or show of dominance/force, and less potent versus stronger-willed targets.

 

WRATHFUL RETALIATION (MAct) – Retaliates against an enemy who struck the character in melee that turn as a move action, at a slight penalty to hit and to the character's main action. Requires 1STM if the character's main action is a second attack.

Click to reveal.. (FORCE MAGIC (3))
CHILL – Hits the target object with a burst of cold.

 

IMPULSE – Creates a short-range pulse of force. Does minimal damage as an attack, but is capable of throwing, knocking back, or deflecting enemies and objects. Additional stamina can increase the power of the force pulse or spread it out into a small cone of effect.

 

DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type.

Click to reveal.. (INVENTORY)
Chainmail Armor - Basic chainmail armor looted off of an imperial captain.

Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things.

Fine Steel Helmet – A sturdy steel helmet looted off of an Empire Captain.

Stewart's Halberd - Stewart's massive halberd, which he lost. It's Yemirrr's, now.

Bone Necklace – A necklace made of rat bones.

Pack – A slightly-frayed pack that was looted off of an adventurer.

 

PACK

Dried Meat x6 – Portions of dried lizard meat.

Bread x5 – Loaves of bread.

Healing Potion – Restores missing HP.

Potion of Battle – Provides a boost to accuracy and defense for a short time.

Round Shield – A non-encumbering round shield. Protects one from blows.

Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed.

Industrial Axe - A heavy axe meant for industrial use.

Empire Sword x6 – A fine imperial steel blade. It's marked as an Empire weapon.

Knife – A small tool knife.

Gold Pieces x20 - Currency. Yemirrr does not see the allure in it.

Demonology Scrolls - Scrolls on demonology. Someone more knowledgeable needs to examine them to learn more.

...You know, looking at Yemirrr's inventory, he's starting to look less like a Nephil Berserker/Heavy Tank, and more like a walking storage unit. tongue

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Originally Posted By: Nioca
...You know, looking at Yemirrr's inventory, he's starting to look less like a Nephil Berserker/Heavy Tank, and more like a walking storage unit. tongue

Heh. If anyone wants to trade with the bandits as a between-session thing, PM me with what you want to get rid of and what you're trying to acquire.
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Unsurprisingly, I'm taking the opportunity to increase my martial skills immediately before the boss fight PvP. tongue

Click to reveal.. (Urgdnebbot)
Click to reveal.. (Character Sheet)
Name: Urgdnebbot

Occupation: Sellsword and Philosopher

Race: Goblin

Alignment: Weird Honor

 

HP: 32 (+4)

 

Banked: 0 (-3)

 

Acrobatics: 4

Athletics: 4

Composure: 6

Deep Magic: 4

Melee(Swords): 9 (+2)

 

Click to reveal.. (Abilities)
Determination(Athletics)(2 Stamina)(Free Slot) - Urgdnebbot's exceptional mental focus and physical fitness allow her to spend a turn to recover health.

Unsettle(Composure)(Free Slot) - Urgdnebbot uses her unnerving nature to make anyone conversing with her nervous and off-balance, and inspire fear in any combat opponent.

Contempt(Deep Magic) - Urgdnebbot floods the targets' mind with self-doubt, stunning them.

Meditation(Deep Magic) - Urgdnebbot falls into a deep trance that allows her to wander around the surrounding area as an incorporeal, invisible spirit, but still capable of sight, hearing, and faint speech. Wandering too far risks becoming lost.

Cripple(Swords) - Urgdnebbot aims for the tendons or muscles of an enemy, hoping to cripple them or otherwise impair their ability to fight.

Wall of Thorns(Swords) - Urgdnebbot forgoes a direct attack this round, and instead retaliates against any enemy attacking her, riposting or at least parrying their attacks.

Disarm(Swords) - Urgdnebbot cunningly manipulates her blade to rip her opponents' weapon from their hands. Or maybe she just maims their hand. Who knows?

Breaker(Swords) - Urgdnebbot swings her weapon in a powerful arc, breaking or damaging a piece of her targets equipment.

Neat Bifurcation(Swords) - Urgdnebbot focuses her entire being into a single slash, dealing massive damage to a single enemy or closely grouped cluster of enemies. She gives no regard to defense to do this, and is open to counterattacks on failure.

 

Click to reveal.. (Inventory)
Fine, Slender Blade

2X Empire Blade (Unmarked)

Simple Clothes

Empire Chainmail (Unmarked)

10 Gold

Paladin's Amulet (not worn)

Belt of rags and beads

Skillfully detailed headband

 

Click to reveal.. (Backstory)
Urgdnebbot was born to a goblin tribe in a cave near Cotra. She never grew to know her tribe beyond the vaguest memories, though, as they were wiped out by a group of adventurers almost before she could walk. Their leader, a paladin, saw her stumbling through the caves, crying for her mother, and couldn't find the heart to kill her or leave her to die.

 

So she brought the toddling goblin back to the city with her, where she used her status and wealth as a successful adventurer to protect and provide for her adoptive daughter, training her to be both skilled and civilized. Urgdnebbot embraced - and perhaps even improved upon - her mother's powerful sense of honor, though she never accepted her gods. Instead, her position in the society of Avernum led her to lengthy wanderings through her own mind and the minds of others, growing to understand them in ways that few others ever could. But where she truly excelled under the paladin's tutelage was in martial training - she became an artist with a blade, mastering all aspects of combat, martial and philosophical. Physically fit though not physically imposing, it is through her skill with a sword that she keeps herself alive and to which she devotes her life.

 

Her mother died, eventually, as adventurers are wont to do, and her protection disappeared. Eloquent and proud, she was not officially sentenced to death, though more than a few tried to take the matter into their own hands. Instead, she was sent to the Abyss, with the secret hope that she would die there, or at least never return.

 

Of course, she did not. She begged in Bargha for a long while, until the rumors her martial prowess reached the right people. The Abyss has no shortage of people that simply don't care, and some of them simply didn't care that Urgdnebbot was a goblin, so long as she could fight. She survived in a more comfortable manner from then on, with a small home and some gold.

 

She had learned of the Empire, of course, and knew of their stance towards non-humans. She had kept herself free of ties that would have left her honor-bound to the dishonorable denizens of the Abyss, and so felt no shame when she fled to the west, away from those would would seek not only her death, but the genocide of her entire race.

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Click to reveal..
Character:
Name: Pepper Grinder
Race: Human
Sex: Female

HP 10/10
STM 5/10
SP 5/5

Acrobatics: 6
Alchemy: 5
Arcana: 2
Material Magic: 9 (+1)
Perception: 5
Stealth: 3
Stored Points: 3 (+3)


Spells:
Stone Warrior: Create a stone creature that fights for its summoner.
Earth Manipulation: Change stone into metal and metal into stone and shape it during the process.
Rock Maze: Reshape the ground to form a four foot tall spiked maze over an expanse of ground 30 feet long and 10 feet wide extending from the caster.
Stoneskin: Form the ground around a target and meld it to the surface of their body, allowing them to move and melee attack while coved with stone for 2 rounds.
Liquid Stone: Caster is able to tune a small spot of ground into a deep pool of liquid stone and the harden it once more.
Grind: Quickly erode a bit of stone or metal over a few seconds.

Inventory:
Thread worn brown robes and leather boots
2x Energy Potion
Two days worth of mushroom bread
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Click to reveal..
Name: Chadat Eye
Race: Gazer
Occupation: Mascot
Alignment: Inquisitive

HP: 11/16
Stm: 2/10
Spd: 5

Force Magic: 10
Deep Magic: 7
Nature: 4
Perception: 3
Melee (Bite): 3
Arcana: 1
Stealth: 1
Spare Skill Points: 1


and somehow, yet another new technique!

Click to reveal..
Latch On (Bite): Chadat sinks their teeth into the target's back and holds on for dear life. The attack inflicts little damage, but has a bonus to hit, and attackers will have a penalty to hit Chadat without risking injuring the target instead as long as they remain latched on.
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...Huh. I was going to bump this thread when I noticed that I never actually posted Yemirrr's level-up. I could've sworn I did, yet...

 

Anyway, Yemirrr at 108.

Click to reveal.. (Yemirrr, XP-108)
Yemirrr

Smitten Semi-Unfettered Male Nephilim Bandit Chief

 

Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants, slightly damaged heavy plate mail, and a small, tribal-reminiscent necklace.

 

14/34 HP [+1] / 04/10 STM

19 DEF / 15 WIL

5 SPD / 000/108 XP

 

Melee (Axes) - 9

Magic (Force) - 5 [+1]

Athletics – 6 [+1]

Perception - 4

Thievery – 3

Stealth - 4 [+2]

Composure - 2

Acrobatics - 1

 

Click to reveal.. (AXE TECHNIQUES (6))
TITANIC BLOW (FRAct 1STM) - Lands a devastating blow on a target that sends it flying, doing heavy damage, inflicting a penalty to actions for a short time, and potentially stunning the victim for 1 round.

 

UNFETTERED FURY (1PD 1STM) - All attacks gain a notable bonus to hit and do extra damage and all incoming attacks deal slightly less damage/have slightly reduced effects, at the cost of defense. The effects last until the end of the current battle.

 

CRUSHING CLEAVE (FRAct 1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to seven adjacent enemies in one hit. An improved or critical will in addition knock the victim back and prone. Each additional enemy targeted inflicts a -1 penalty to-hit, and the character takes a flat -2 penalty to defense that round if targeting more than 4 enemies.

 

SHATTER STRIKE (FRAct) - Delivers a savage strike against an enemy, targeted to harm both the enemy and a specified item; a successful hit will either damage the item or destroy it beyond usability. Magical items are far more resistant to the sundering effect. This technique can also be used to provide a bonus to breaking an inanimate object.

 

WAR CRY (MAct 1PD) - Once per day, lets loose a chilling howl of a war cry, frightening and demoralizing any enemies who hear it. Demoralized enemies take a moderate penalty to Composure, lesser penalties to combat actions and Will, and are more likely to surrender or flee. The effect is more potent if the Cry coincides with a successful attack (the more important the target and more powerful the hit, the better) or show of dominance/force, and less potent versus stronger-willed targets.

 

WRATHFUL RETALIATION (MAct) – Retaliates against an enemy who struck the character in melee that turn as a move action, at a slight penalty to hit and to the character's main action. Requires 1STM if the character's main action is a second attack.

Click to reveal.. (FORCE MAGIC (4))
SMITE – Hits the target object with a lance of cold and magical energy. This spell is capable of doing limited damage even if the target is immune to cold damage. Multiple lances can be fired at a cost of 1STM per additional target.

 

FLINGPULSE – Creates a pulse of force, capable of deflecting, knocking back, or throwing enemies, objects, or the caster. It can be focused on either a single target at long range or spread out over short range. Stamina can be spent to increase the power of the pulse, or increase the area of effect.

 

DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type.

 

AETHYRFIELD - Creates a frictionless barrier of force around a targeted creature, object, or part of an object, capable of blocking and deflecting any physical objects that come in contact with it. Typical use is as a shield around a creature to deflect physical blows and reduce physical damage, but it's useful in any situation a frictionless force barrier might be useful in. The caster has the option to make it impermeable to air as well, though if the barrier blocks the being's breathing organs, it limits the being's air supply. The field usually lasts a half-to-full hour. Depending on the use, stamina may be required. Stamina can also be spent to boost the shielding effect or duration.

Click to reveal.. (INVENTORY)
Bandit King's Plate Mail [Damaged] – Plate mail that once belonged to to the former bandit king Stewart. It's slightly damaged.

Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things.

Fine Steel Helmet – A sturdy steel helmet looted off of an Empire Captain.

Round Shield – A non-encumbering round shield. Protects one from blows.

Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed.

Bone Necklace – A necklace made of rat bones.

Pack – A slightly-frayed pack that was looted off of an adventurer.

 

PACK

Dried Meat x6 – Portions of dried lizard meat.

Bread x5 – Loaves of bread.

Healing Potion – Restores missing HP.

Potion of Battle – Provides a boost to accuracy and defense for a short time.

Massive Halberd - A massive halberd.

Industrial Axe - A heavy axe meant for industrial use.

Knife – A small tool knife.

Gold Pieces x20 - Currency. Yemirrr does not see the allure in it.

Demonology Scrolls - Scrolls on demonology. Someone more knowledgeable needs to examine them to learn more.

Chainmail Armor - Basic chainmail armor looted off of an imperial captain.

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Well, hopefully. Nalyd being grounded indefinitely (again) is certainly a hitch (though if we go ahead, it could be passed off as Yemirrr deciding to restrain or otherwise put Urgdnebbot under arrest for the time being).

 

Also, I'm hoping there's last minute brigand and armor supplements to go with Nikki's last-minute level.

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Originally Posted By: Nioca
Also, I'm hoping there's last minute brigand and armor supplements to go with Nikki's last-minute level.

Working on them now. I've been in Oklahoma for the past six days, but now I've got the whole day to devote to this session.

As for Nalyd being grounded. . . hmm. Yeah, I have to think about how to deal with that.
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Originally Posted By: Lilith
Originally Posted By: nikki.
Eh, this is a pretty boring one this time. ALso, holy cow, I have but one stamina left.
maybe you should start eating people as well!
Is that a reference to Devour, or has Chadat actually been eating people?

(Logs or it didn't happen.)

EDIT: Missed the new page, added quote for context.

EDIT: Why did I think those two were mutually exclusive.
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Originally Posted By: Dintiradan
Originally Posted By: Lilith
Originally Posted By: nikki.
Eh, this is a pretty boring one this time. ALso, holy cow, I have but one stamina left.
maybe you should start eating people as well!
Is that a reference to Devour, or has Chadat actually been eating people?


Um, Devour is an physical attack, not a spell. Chadat totally took a bite out of somebody (as far as I remember).

And, I completely blanked on there being a session tonight, rushed online, realised I was an hour early anyway, and then saw this. Feel better, Sara!
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Originally Posted By: Nioca
Originally Posted By: Sarachim
Logs and supplemental stuff coming this weekend.
frown

It's a holiday weekend, so Monday is technically part of it. tongue

If it helps, think of the past month as an intermission between Chapter 1 of the campaign and Chapter 2.
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Double-post for our supplemental items. So far, I have rules for alchemy and armor.

 

Click to reveal.. (Alchemy!)
The same ingredients exist as in the Avernum series, and they're used to make the same potions. You can use Alchemy, Arcana, or Nature to search for potion ingredients in the wilderness, and get a small synergy bonus for knowing more than one of those skills.

 

Anyone who knows Alchemy knows how to make generic potions (healing, energy, curing, speed), but for stronger/more obscure ones like Graymold Salve and Knowledge Brew your character needs to find the recipe (and, without an epic-level alchemy skill, any attempt to make them will probably fail). If you want to invent new ingredients or recipes, run them by me.

 

Click to reveal.. (Armor!)
Armor

 

In these rules, "armor" refers to all the protective gear a character is wearing. A character's armor can be light or heavy.

 

Non-magical light armor adds 1 to Evasion, but gives a -2 penalty to Athletics and Acrobatics.

Non-magical heavy armor adds 2 to Evasion, but gives a -3 penalty to Athletics and Acrobatics and -1 to speed. In addition, heavy armor tends to be conspicuous in the iron-poor world of Avernum. This can be a good thing if you're trying to look tough, or a bad thing if you're trying not to be noticed.

 

Click to reveal.. (The Bandits!)
In the aftermath of the last battle, Yemirrr takes some time to review the bandits you're travelling with. Combined with your experience of the past few days, you now know the following:

 

Excluding the party, there are 21 bandits in the group. That seems a little smaller than the group that left the hideout two days ago, and some faces are definitely missing.

 

By species and specialty, they break down as follows:

8 archers: 6 nephilim, 2 human

4 slith fighters armed with spears and javelins

8 human fighters with a hodgepodge of melee weapons

Devos, the human priest and healer

 

The big nephil who dislikes Urgdnebbot is named Porrom, and seems to be the unofficial leader of the nephilim bandits. You learn most of the other names, so anyone that comes up during the session will be at least slightly familiar.

 

Based on the fights you've observed them in, there's a great deal of variation in the bandits' skill in battle. Some are noticeably more skilled than most, more eager to throw themselves into the thick of battle, and well-armed with captured Empire weapons. At the other extreme are a few that are poorly armed with old bronze weapons, crude wooden clubs, and- in one case- a pitchfork. This latter group tends to linger at the sides of a fight, ganging up on enemy stragglers and wounded. You ask Sieberr about this, and she explains: "It's what you humans call a chicken and egg prroblem. The brravest fighterrs arre entitled to the best loot from a battle, but having a betterr weapon would make anyone brraver. It worrks out well, though, because everryone plays the parrt they'rre suited to- some of us are borrn hawks and some are borrn vulturres. Stewarrt was successful because he underrstood this, and didn't ask his vulturres to hunt or his hawks to scavenge." After this, there's a short digression in which she explains to the lifelong Avernites in your group what hawks and vultures are.

 

Apart from the leadership challenge, the customs of the bandits mostly revolve around the division of loot. As chief, you have the authority to distribute and re-distribute, but you're also responsible for making sure everyone has what they need. You don't trade, you give and take as needed. It's a delicate balance to keep everyone satisfied; Sieberr tells you the three chiefs before Stewart all had their leadership challenges start over the division of loot.

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Originally Posted By: off/on
Hey, I know it's almost time, but any chance for some logs (even rough ones), because I have no idea what just happened. tongue
Challenge accepted!

Here you go! (just left click and it should load up right in your browser)

Be advised, it's plain text, so it's not pretty. But any other format would have been ridiculously massive.
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Click to reveal.. (Serssano)
Click to reveal.. (Character Sheet)
Name: Serssano
Occupation: Shaman
Race: Slithzerikai
Alignment: A bit bitter at this point.

HP: 19

Banked: 0

Martial(Slith Spear): 3
Athletics: 3
Alchemy: 5
Arcana: 5
First Aid: 3
Nature: 5
Perception: 2
Force Magic: 5
Deep Magic: 2
Material Magic: 6
Life Magic: 2


Click to reveal.. (Abilities)
FREE
Lay on Hands(First Aid)(1 Stamina) - Serssano magically bolsters his First Aid skill to close wounds, purge poisons, and cure disease. Requires physical contact, an inactive target, and time.
Primal Tongue(Arcana) - Serssano uses his knowledge of language and a touch of magical lore to talk to an animal. Easier with reptiles.
MARTIAL
Threaten - Serssano uses the superior range of his weapon to keep a foe occupied and at bay for a turn.
Trip - Sersanno trips a foe with his spear, knocking them flat on their face.
FORCE
Lightning Spray - Serssano shoots lightning out of his hands, frying targets at short to medium range.
Fireball - Serssano throws a head-sized ball of exploding fire that damages everything in a wide area.
Telekinesis - Serssano telekinetically controls an object or person. Anything beyond the direct creation of a simple momentary force requires significant concentration, giving a combat penalty to such actions.
DEEP
Hypnotize - Serssano gazes into a target's eyes and drones on and on, eventually making the target very susceptible to commands and questioning.
MATERIAL
Flight - Serssano sprouts large dragon-like wings from his shoulderblades, and is capable of flight for about an hour. Flying requires concentration and physical control, giving a large penalty to any actions attempted while in flight.
Doppelganger - Serssano summons and controls a demon that takes his form and is able to convincingly impersonate him.
Summon Spirits - Serssano summons and controls a slith ghost or ghosts of appropriate power.
LIFE
Detect Life - Serssano feels the presence of all living or undead things in his surroundings.


Click to reveal.. (Inventory)
Runed Slith Spear
Lizardhide Armor
Crude Jewelry
Loose Robe
Magical Equipment (Candles, tomes, chalk, incense, and doohickeys for magical rituals)
Alchemical Apparatus
First Aid Kit
Cave Lizard Mount
Food(5 days, includes mount)
15ft rope
Stone Knife
Flint and tinder


Click to reveal.. (Backstory)
Serssano is a slithzerikai of average height, about two meters, with shiny, bright green scales and crests. He wields the traditional slith spear with a number of small, enameled runes on the shaft and blades, and wears a loose, open robe over lizardhide armor. About his person are a number of small amulets or fetishes made of feathers, bone, or scales and attached with small loops of hide or leather.

Serssano is a shaman, a position usually revered in slith culture as the voice of the gods and ancestors. They serve as healers, priests, historians, teachers, alchemists, mages, and more. And while he was in his first two or three tribes, Serssano really took pride in that. These days, not so much.

Serssano was born in a moderately large tribe on the surface, the Burning Crests, in a remote corner of the continent the Empire called Vantanas. He was chosen from birth to be trained as a shaman, even though the current shaman was nowhere near death. His tribe was growing, and so was their ambition. Even as a hatchling, Serssano took to his role happily, showing great talent with the sometimes bizarre and arcane roles that shamans are required to adopt. Meanwhile, his chieftain was steadily increasing the size, frequency, and risk of their periodic raids on the Empire and other unaffiliated tribes on Vantanas.

This of course had repercussions, and they turned out to be too great for the Burning Crests to survive. They were attacked, overrun, and either murdered or absorbed by a rival clan, the Stormclaws. As Serssano was still young and a holy man (Well, almost, he was still in his teens), he was fortunate enough to avoid butchery, along with his mentor. He served his new clan just as well, and learned much from their somewhat dissimilar traditions. But they were, if anything, more aggressive than the Burning Crests, and Serssano soon found himself aiding in their raids, and cleaning up afterwards. But too many of these were against the Empire, and soon Serssano lost his second tribe to the Empire, though he was lucky enough to not lose his life. He, the tribes' other two shamans, and their chief were captured alive and dragged before an Empire court. The chieftain was executed, and the other three slith were exiled to Avernum, mostly because of the superstitious Empire's fear of magic and curses.

There, they wandered for a while, learning much of the strange cave world. Eventually, they found a small tribe of slithzerikai that took them in, and enjoyed the abundance of arcane talent that three shamans granted them. Unlike the Burning Crests or the Stormclaws, their new tribe, the Silverscales, had no violent ambitions, which was a strange but welcome change to Serssano. He was fascinated by the underground world of Avernum, and soon flourished as he helped the tribe to flourish.

That didn't help them when a party of adventurers took it upon themselves to destroy their small village - more of a camp, really - and loot the remains. Serssano's mentor, who had been a constant presence in his life, was struck down by a single bolt of purplish fire as Serssano watched through the bars of a Forcecage. They came and left so fast that Serssano was still trapped by the time they were long gone. He thought about seeking revenge once he was free, but he couldn't track the adventurers and doubted he could defeat them. So he wandered for a while until he was caught stealing a cave cow and exiled, again, to the Abyss.

He did his best there, living off the land for a while and eventually moving into Bargha, where he tried to serve as a shaman again, learning that they called the job a "hedge wizard". When the Empire came, he naturally fled, first south to Spire and then back east into the wilderness. There, he came across a certain band of bandits. . .
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level up~

 

Click to reveal..
Name: Chadat Eye

Race: Gazer

Occupation: Mascot

Alignment: Embittered

 

HP: 11/16

Stm: 5/10

Spd: 5

Armour: Light

 

Force Magic: 11

Deep Magic: 7

Nature: 4

Perception: 3

Melee (Bite): 3

Arcana: 1

Stealth: 1

Spare Skill Points: 2

 

and another new spell!

 

Click to reveal..
Firestorm (Force, 1 STM): Focuses multiple heat rays on a single point, creating a ball of superheated air which explodes outwards, incinerating everything around it. All targets in a medium-sized area take fire damage.
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Level and revised backstory.

Click to reveal.. (Serssano)
Click to reveal.. (Character Sheet)
Name: Serssano

Occupation: Shaman

Race: Slithzerikai

Alignment: A bit bitter at this point.

 

HP: 21

 

Banked: 1

 

Martial(Slith Spear): 4

Athletics: 3

Alchemy: 5

Arcana: 5

First Aid: 4

Nature: 5

Perception: 2

Force Magic: 5

Deep Magic: 2

Material Magic: 6

Life Magic: 3

 

Click to reveal.. (Abilities)
FREE

Lay on Hands(First Aid)(1 Stamina) - Serssano magically bolsters his First Aid skill to close wounds, purge poisons, and cure disease. Requires physical contact, an inactive target, and time.

Primal Tongue(Arcana) - Serssano uses his knowledge of language and a touch of magical lore to talk to an animal. Easier with reptiles.

MARTIAL

Threaten - Serssano uses the superior range of his weapon to keep a foe occupied and at bay for a turn.

Trip - Sersanno trips a foe with his spear, knocking them flat on their face.

FORCE

Lightning Spray - Serssano shoots lightning out of his hands, frying targets at short to medium range.

Fireball - Serssano throws a head-sized ball of exploding fire that damages everything in a wide area.

Telekinesis - Serssano telekinetically controls an object or person. Anything beyond the direct creation of a simple momentary force requires significant concentration, giving a combat penalty to such actions.

DEEP

Hypnotize - Serssano gazes into a target's eyes and drones on and on, eventually making the target very susceptible to commands and questioning.

MATERIAL

Flight - Serssano sprouts large dragon-like wings from his shoulderblades, and is capable of flight for about an hour. Flying requires concentration and physical control, giving a large penalty to any actions attempted while in flight.

Doppelganger - Serssano summons and controls a demon that takes his form and is able to convincingly impersonate him.

Summon Spirits - Serssano summons and controls a slith ghost or ghosts of appropriate power.

LIFE

Detect Life - Serssano feels the presence of all living or undead things in his surroundings.

Wound - Serssano magically strikes at a single creature's life force.

 

Click to reveal.. (Inventory)
Runed Slith Spear

Lizardhide Armor

Crude Jewelry

Loose Robe

Magical Equipment (Candles, tomes, chalk, incense, and doohickeys for magical rituals)

Alchemical Apparatus

First Aid Kit

Cave Lizard Mount

Food(5 days, includes mount)

15ft rope

Stone Knife

Flint and tinder

Spiritual Herbs (1)

Energetic Herbs (1)

 

Click to reveal.. (Backstory)
Serssano is a slithzerikai of average height, about two meters, with shiny, bright green scales and crests. He wields the traditional slith spear with a number of small, enameled runes on the shaft and blades, and wears a loose, open robe over lizardhide armor. About his person are a number of small amulets or fetishes made of feathers, bone, or scales and attached with small loops of hide or leather.

 

Serssano is a shaman, a position usually revered in slith culture as the voice of the gods and ancestors. They serve as healers, priests, historians, teachers, alchemists, mages, and more. And while he was in his first two or three tribes, Serssano really took pride in that. These days, not so much.

 

Serssano was born in a moderately large tribe in the underworld, the Burning Crests, in a remote corner of the caves beyond Avernum's dominion. He was chosen from birth to be trained as a shaman, even though the current shaman was nowhere near death. His tribe was growing, and so was their ambition. Even as a hatchling, Serssano took to his role happily, showing great talent with the sometimes bizarre and arcane roles that shamans are required to adopt. Meanwhile, his chieftain was steadily increasing the size, frequency, and risk of their periodic raids on Avernum's settlements and other barbarian tribes.

 

This of course had repercussions, and they turned out to be too great for the Burning Crests to survive. They were attacked, overrun, and either murdered or absorbed by a rival clan, the Stormclaws. As Serssano was still young and a holy man (Well, almost, he was still in his teens), he was fortunate enough to avoid butchery, along with his mentor. He served his new clan just as well, and learned much from their somewhat dissimilar traditions. But they were, if anything, more aggressive than the Burning Crests, and Serssano soon found himself aiding in their raids, and cleaning up afterwards. But too many of these were against Avernum, and soon Serssano lost his second tribe.

 

A party of adventurers took it upon themselves to destroy their village - more of a camp, really - and loot the remains. Serssano's mentor, who had been a constant presence in his life, was struck down by a single bolt of purplish fire as Serssano watched through the bars of a Forcecage. They came and left so fast that Serssano was still trapped by the time they were long gone. He thought about seeking revenge once he was free, but he couldn't track the adventurers and doubted he could defeat them. So he wandered for a while until he was caught stealing a cave cow and exiled to the Abyss.

 

There, he wandered for a while, and venturing into cities for the first time. He learned, somewhat, of civilization. Eventually, he found a small tribe of slithzerikai that took him in, and enjoyed the abundance of arcane talent that another shaman granted them. Unlike the Burning Crests or the Stormclaws, his new tribe, the Silverscales, had no violent ambitions, which was a strange but welcome change to Serssano. He had always been fascinated by the underground world of Avernum, and now free to investigate what he wished, Serssano soon flourished as he helped the tribe to flourish.

 

The Empire came and killed them all, of course, except for Serssano. He had had the wisdom to flee and the good fortune of being able to fly and summon cannon fodder. As the sole survivor of three different slithzerikai tribes, he has learned the futility of being a lesser power before greater ones, and the value of cowardice, and the bitter taste of desired vengeance.

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Ding!

Click to reveal.. (Marra)
Name: Marra

Race: Nephil Female

Occupation: Scout

Alignment: Vengeful

Description: Tan fur with a few white spots about the ears, lithe and somewhat short. Wears a sleeveless tunic and dark trousers.

 

HP: 26/26 [+1]

STM: 4/10

Armor: None

 

Missile (Bows): 6 [+1]

Stealth: 6

Perception: 6

Melee (Shortswords): 5

Acrobatics: 5 [+1]

Athletics: 4

First Aid: 4

Composure: 2

Nature: 2

 

Banked Skill Points: 1

 

Inventory:

- Clothes

- Cavewood Bow

- Yew Bow

- Crude Shortsword

- Imperial Blade (symbol has been scratched off)

- Dried Lizard Meat: 4 days worth

- Lamp

- Quiver:

crude arrows: 5

steel arrows: 14

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