Arkanion - A RPG Campaign

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  • LvBLvB
    edited October 2023
    Now, after you found some useful information and even a potion for everyone, you decide to move on through the door in the north. After carefully opening the door you find yourself in a mixture between a corridor and a room. The only thing in it are four chairs on the wall and some torches for light.
    Theres a door in the north and one in the west. From behind the western door you hear some noises and talking and as you listen carefully, youre sure that its dwarfen language.
    A. - Open the door in the west. Dwarfs behind.
    B. - Open the door in the north.
    C. - Do something else. ...
  • edited October 2023
    Since none of us can speak the language, might as well just open the door and attack before they realize what's happening.
  • I agree with @cadstar369. Let’s attack!

  • "Hold it!" Wenkman warned. "What if it's a trap or they are already prepared for any intruders like us? The rat can take a look for us and determine how many dewarfen there are and how well they are prepared."
  • Feel free to check, but given the lack of information we gained the first time the rat scouted for us, I doubt it will help. We'll also lose the element of surprise when they see the rat.
  • "Actually, since Dwarfen dismissed these robots that called it 'suspicious', that means they are already used to rats and they were expecting for someone that's not us and rats." Wenkman said.
  • LvBLvB
    edited October 2023
    While discussing the pros and contras of illusionary rats, Wenkman suddenly feels strange. Being here on this plane of existence seems to affect him and his abilities. As the connection to his illusionary plane weakens, so do his powers and from now on he's no longer able to spawn minor illusions at will, but has to pay mana for them.
    (If you want to scout with illusions, from now on you have to cast a spell your character knows that creates an illusion, and pay the mana for it.)

    Once the majority has decided what the party actually does and when you are finished talking about what you could do and what could happen, just say so.
    A. - Open the door in the west. Dwarfs behind.
    B. - Open the door in the north.
    C. - Do something else. ...
  • "Well, that's strange. This dimension is... Exhausting? Either way, since you and another, someone I don't even know yet, wants to break door down and surprise whoever behind the door. I will follow along and attempt to support you whenever you needed it." Wenkman said.

    (Let's surprise em and beat em up!)
  • edited October 2023
    @LvB
    Raulus chants an ancient spell in Draconic: "Letni, letni. Wer gra'kul di wer Ur-Draushum. Dronilnr coita janik acht nomenoi vatakawe ofibai." (Attempting to cast a level 7 spell with rare rarity that will annihilate all dwarves and golems and their weapons behind the door. Door will also be burnt to a crisp by blue Dragonfire.)
    ----
    Going out of game for a while again. I'd still like the consequences of my in game actions to happen though.
  • edited October 2023
    (I'm going to assume nothing comes of that since we don't have access to level 7 magic or rare magic, among other things.)

    Welp, since preparation has once again been effectively removed from the party's options, we might as well open the door and take the surprise round for combat.
  • LvBLvB
    edited October 2023
    Now while Raulus tries to cast a spell he barely knows with powers he can barely control, something unexpected happens. Small magical rifts in time and space open in the area that Raulus is targeting and around Raulus. Chaotic magical energy flows out and into those rifts, creating a magical fog that is whirling around in strange shapes that almost seem to be alive, but before you can make out what exactly these shapes look like they melt with the fog and the surrounding, twisting time and space itself and forming a chaotic vortex that is growing and growing. You run back into the corridor you came from and then you somehow feel that the chaos vortex imploded. And then its quiet.
    As you carefully move back you see that the door to the room you wanted to explored is gone, but not only the door. The whole room is missing. And the door to the room east of that room is gone too and a part of the wall. Where once that room was there is now only an orb like round hole in the stone fundament of the old city guards fortress. And whatever was in that room now is gone too. And of Raulus, there is no trace. He probably got sucked into that Vortex thing. Maybe he will return one day, maybe not.

    But before you have time to think about that, a dwarf appears in the east, looking really surprised as he sees what has happened. But as he sees the group of adventurers he shouts some words in dwarfish and more dwarfs appear. And they look really angry as they realize what happened to their room with their dwarfen friends in it, that are now gone.

    They immediately grab their weapons, shout something that could be the dwarfen word for "Intruders!" and then run towards you, attacking the adventurers!
    The City Guard Officier and the two Guards are directly running towards the group of adventurers, while the two Crossbowers are staying behind and load their crossbows. (They have summoning sickness and can not shoot right now).

    And so combat starts. Its the Adventurers turn. Defend yourself!

    Map updated:

  • To clarify, are both central rooms gone, or only the one adjacent to us? Also, to reconfirm, are only boss monsters treated as players for the purposes of spells and abilities?
  • "How foolish of that person! Why would he even bother to cast a spell he barely studied or used? Reckless, I would say!" Wenkman scoffed.

    To start the game, Wenkman casts two "Confused by Whisper" on one of Dwarfen Crossbow Squad and Dwarfen City Guard Officer. They no longer have any abilities and are confused now. Wenkman's mana is 3 left now.

    "Phew, that was exhausting, but their leader and one of crossbowman are confused and easier to take care of now."
  • @LvB
    Will I be able to cast two more spells during enemy's turn after this turn?
  • edited October 2023
    @FireOfGolden we currently get three actions per round, with a round consisting of one turn for each side. Thus you have 1 action left this round to spend on either turn.

    ~~~

    Duucxejial is waiting for Rarg to take action before moving himself, but has a plan in mind depending on what Rarg does.
  • @cadstar369
    Ah, so that's what action's for. Thanks for cleaning that up.
  • Rarg will cast party loyalty into himself, and then burning restrictions to the officer. As this fight seems larger, he will prepare to share mana and to get an endless healing.
  • edited October 2023
    Wenkman's almost out of mana, and with two City Guards still unrestricted, Duucxejial can't exactly afford to share either. Since LvB has yet to answer my questions…
    ~~~
    Duucxejial casts Denkeeper's Boon on himself, then strikes the Crossbow Squad that isn't confused, slaying them and taking 1 damage in the process.
    (Edit: Fixed the spell name.)
  • LvBLvB
    edited October 2023
    Only the one room east of you is gone. The room east of the area that was destroyed by Raulus spell is still there. And thats where the dwarfs youre fighting came from. You're fighting them where the X is on the map and in the area of the destroyed room.
    Boss Monsters are treated like players, but theres no boss monsters here. Other enemies are treated like normal creatures.

    And about the actions: You have 3 actions per turn for spells/abilities/attacking. Doing one of this things costs an action. If you have path of the mind you can cast 2 spells on your turn instead of one. With path of the body you can attack twice and with versatility you get an extra action but you may not use it to attack or cast a spell.
    And you can safe one of your actions to do stuff on the enemies turn.
    Example: With way of the mind you could cast 2 spells on your turn, safe the 3rd action and cast an instant on the enemy turn.
    With way of versatility you could cast a spell on your turn and use an ability and attack, then on the enemies turn you could cast an instant or use an ability. Or you could use 4 abilities during your turn.
  • The figth actually looks like this:
    Unless you wanna do something else on your round.

  • Duucxejial is currently saving his third action. (My questions were mostly to plan for future events, though there a chance his plan would change if your answers had deviated from what I expected.)
  • edited October 2023
    Rarg attacks the crossbow squad. They will become a potential threat in some time…
  • Wenkman also saving last action for any something may happens.
  • LvBLvB
    edited October 2023
    Ok, Dwarfen turn then.
    The Officier doesnt do anything with the two spells that lock him down, except looking very confused while being held in place.
    The Dwarfen city guards however, are looking really angry now that you have already killed two of their dwarfen friends and both cast:
    Then one of them attacks Wenkman and the other attacks Duucxejial.
    They are 4/6 First Strike, Absorb 1, Resilient. (if you dont do anything).
    The Officer is 5/5 First Strike, but he cant attack or use abilities.
    And then its the adventurers turn again.
  • Duucxejial will trade blows with the dwarf, then cast Denkeeper's Boon on himself again before the party's turn begins. (Currently at 5/10.)

  • With Adsorb 1, Wenkman takes 3 damage rather than 4 damage. He has 6/9 health left now.

    @cadstar369
    What's Duucxejial's power?
  • @FireOfGolden as mentioned above, Duucxejial is currently a 5/10 (he was a 4/11 before combat damage); thus he has 5 power at the moment.
  • I attack a dwarf damaged by duucxejial and then cast storm strike onto it, killing one of our enemies. I untap for free and keep my last action.
  • edited October 2023
    @smax765 remember you get a fourth action from your Way.

    @FireOfGolden does Wenkman have something in mind before Duucxejial slays the other city guard?
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