04-22-2013, 05:10 PM
This time I think I'll try a Gestalt D&D 3.5 game based around the concept of two CG Outsiders fighting against evil and tyranny however they can.
Here's the character sheets:
Aleran, Ghaele 1/Freedom Paladin 1
Outsider (Chaotic Good)
XP 0
Str: 15
Dex: 14
Con: 16
Int: 14
Wis: 16
Cha: 15
HD 1d10+3
13 HP
Bab +1 (Melee +3, Ranged +3)
+2/+2/+2 (+5/+4/+5)
AC: 17
Low-light vision
Darkvision
+4 vs. poison
Languages: Celestial, Infernal, Draconic, Common
Aura of Good
Detect Evil
Smite Evil 1/day
Power Attack
Spells 4/3+1
Prepared: Light, Detect Magic, Cure Minor Wounds, Read Magic
CLW, CLW, Protection against Evil, Shield of Faith
Skills: 10*4
Knowledge (the planes) 4
Knowledge (religion) 4
Knowledge (nobility)
Spot 4
Listen 4
Concentration 4
Diplomacy 4
Sense Motive 4
Heal 4
Language: Common
2 skill points
10 GP
Greataxe 1d12 x3
Chainmail +5
Salasu, Djinni 1/Planar Rogue 1
Outsider (air, chaotic, good)
XP 0
Str 15
Dex 19
Con 14
Int 19
Wis 10
Cha 12
HP 10
Spd 20 feet (30 feet fly)
Bab +1
+2/+2/+2 (+4/+6/+3)
Languages: Auran, Celestial, Common, Ignan
Telepathy 100 ft
Sneak attack +1d6,
Trapfinding
Flyby Attack
Skills: 12*4
Escape Artist 4
Knowledge (nature) 4
Listen 4
Spot 4
Move Silently 4
Hide 4
Spellcraft 4
Search 4
Survival 4
Swim 4
Disable Device 4
Tumble 4
40 GP
Shortbow 30 (1d6)
Longsword 15 (1d8 19-20/x3
Studded Leather +2 AC 25
What situation do Aleran and Salasu find themselves in first?
Discover the location of the rough maze.
There's a labyrinth hidden under the thriving cosmopolitan city of Smid which has been acting as a central base to a group of local fiends. What do Aleran and Salasu have to go on to find this labyrinth?
Disrupt / A project.
What sort of project?
Haggle / The mundane.
Aleran and Salasu stumble across an attempt to kidnap a peddler in a desolate back alley. There are two half-fiendish humans, and they've already bound and gagged the poor peddler.
Init? I'll roll all five at once, first Aleran, then Salasu, then the half-fiends, then the peddler.
38 = 2[d20]+6[d20]+4[d20]+17[d20]+9[d20]
Does the second half-fiend attack the PCS?
No, but...
But not in melee. He shoots at Aleran.
10 = 10[d20]
10+7=17, he hits.
8 = 7[d8]+1
8 damage, gulp. That leaves Aleran at 5 HP.
Does the peddler try to move?
Yes.
Does he succeed in moving farther than like 5 feet?
No.
Salasu shoots the other half-fiend (who hasn't moved yet)
20 = 14[d20]+6
Hitting.
6 = 5[d8]+1[d6]
And knocking his enemy down to 1 hit point. Does the first half-fiend attack the PCs?
Yes.
Ranged?
Yes.
He also shoots Aleran
15 = 8[d20]+7
Missing, thank goodness. Aleran charges the first (wounded) half-fiend, attacking it
9 = 4[d20]+5
Missing. Badly. Does the second half-fiend still attack ranged?
No, but...
He attacks Aleran in melee. Does he make a full natural-weapons attack?
No.
Slashing at Aleran with a battleaxe?
Yes.
20 = 15[d20]+5
Hitting.
10 = 6[d8]+4
And knocking Aleran down to -5 HP. Shoot. The peddlar still tries to escape, failing?
No, but...
He struggles to escape his bonds, actually succeeding. Salasu shoots at the wounded half-fiend
8 = 3[d20]+5
Missing. Just my luck. Does the half-fiend retaliate?
Yes, but...
In melee. He runs up to and slashes at Salasu with his battleaxe,
22 = 17[d20]+5
Hitting. Obviously. I swear RPGSolo hates me.
10 = 6[d8]+4
Knocking Salasu unconscious.
Do the half-fiends finish off the PC members right then and there?
Yes.
Another TPK. Huh. And I wasn't actively trying to kill my characters, this time (actually, I planned on taking this campaign at least to level 7).
Is there anybody who revives one or more PCs to life?
No.
Didn't think so. Oh, well. Time to make new characters.
Here's the character sheets:
Aleran, Ghaele 1/Freedom Paladin 1
Outsider (Chaotic Good)
XP 0
Str: 15
Dex: 14
Con: 16
Int: 14
Wis: 16
Cha: 15
HD 1d10+3
13 HP
Bab +1 (Melee +3, Ranged +3)
+2/+2/+2 (+5/+4/+5)
AC: 17
Low-light vision
Darkvision
+4 vs. poison
Languages: Celestial, Infernal, Draconic, Common
Aura of Good
Detect Evil
Smite Evil 1/day
Power Attack
Spells 4/3+1
Prepared: Light, Detect Magic, Cure Minor Wounds, Read Magic
CLW, CLW, Protection against Evil, Shield of Faith
Skills: 10*4
Knowledge (the planes) 4
Knowledge (religion) 4
Knowledge (nobility)
Spot 4
Listen 4
Concentration 4
Diplomacy 4
Sense Motive 4
Heal 4
Language: Common
2 skill points
10 GP
Greataxe 1d12 x3
Chainmail +5
Salasu, Djinni 1/Planar Rogue 1
Outsider (air, chaotic, good)
XP 0
Str 15
Dex 19
Con 14
Int 19
Wis 10
Cha 12
HP 10
Spd 20 feet (30 feet fly)
Bab +1
+2/+2/+2 (+4/+6/+3)
Languages: Auran, Celestial, Common, Ignan
Telepathy 100 ft
Sneak attack +1d6,
Trapfinding
Flyby Attack
Skills: 12*4
Escape Artist 4
Knowledge (nature) 4
Listen 4
Spot 4
Move Silently 4
Hide 4
Spellcraft 4
Search 4
Survival 4
Swim 4
Disable Device 4
Tumble 4
40 GP
Shortbow 30 (1d6)
Longsword 15 (1d8 19-20/x3
Studded Leather +2 AC 25
What situation do Aleran and Salasu find themselves in first?
Discover the location of the rough maze.
There's a labyrinth hidden under the thriving cosmopolitan city of Smid which has been acting as a central base to a group of local fiends. What do Aleran and Salasu have to go on to find this labyrinth?
Disrupt / A project.
What sort of project?
Haggle / The mundane.
Aleran and Salasu stumble across an attempt to kidnap a peddler in a desolate back alley. There are two half-fiendish humans, and they've already bound and gagged the poor peddler.
Init? I'll roll all five at once, first Aleran, then Salasu, then the half-fiends, then the peddler.
38 = 2[d20]+6[d20]+4[d20]+17[d20]+9[d20]
Does the second half-fiend attack the PCS?
No, but...
But not in melee. He shoots at Aleran.
10 = 10[d20]
10+7=17, he hits.
8 = 7[d8]+1
8 damage, gulp. That leaves Aleran at 5 HP.
Does the peddler try to move?
Yes.
Does he succeed in moving farther than like 5 feet?
No.
Salasu shoots the other half-fiend (who hasn't moved yet)
20 = 14[d20]+6
Hitting.
6 = 5[d8]+1[d6]
And knocking his enemy down to 1 hit point. Does the first half-fiend attack the PCs?
Yes.
Ranged?
Yes.
He also shoots Aleran
15 = 8[d20]+7
Missing, thank goodness. Aleran charges the first (wounded) half-fiend, attacking it
9 = 4[d20]+5
Missing. Badly. Does the second half-fiend still attack ranged?
No, but...
He attacks Aleran in melee. Does he make a full natural-weapons attack?
No.
Slashing at Aleran with a battleaxe?
Yes.
20 = 15[d20]+5
Hitting.
10 = 6[d8]+4
And knocking Aleran down to -5 HP. Shoot. The peddlar still tries to escape, failing?
No, but...
He struggles to escape his bonds, actually succeeding. Salasu shoots at the wounded half-fiend
8 = 3[d20]+5
Missing. Just my luck. Does the half-fiend retaliate?
Yes, but...
In melee. He runs up to and slashes at Salasu with his battleaxe,
22 = 17[d20]+5
Hitting. Obviously. I swear RPGSolo hates me.
10 = 6[d8]+4
Knocking Salasu unconscious.
Do the half-fiends finish off the PC members right then and there?
Yes.
Another TPK. Huh. And I wasn't actively trying to kill my characters, this time (actually, I planned on taking this campaign at least to level 7).
Is there anybody who revives one or more PCs to life?
No.
Didn't think so. Oh, well. Time to make new characters.