DM Sully's Kingmaker (Inactive)

Game Master Max Hellspont


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Berenkor Trandoran wrote:

I assume that as a small creature I do not suffer these penalties? I'm about the size of a mite, albeit far more handsome.

Mites are cruel and vengeful creatures. These lands will be a better place without these two in my opinion. Berenkor says grimly, his hand on his longsword.

The mites gulp audibly at Berenkor's pronouncement.

Correct, Berenkor. You are thankfully short enough to move and attack comfortably in the filthy lair.

One vote live...one vote die...what say the rest of the Chartered Six?


Rani votes live.

"I don't like these things...but they've been cooperative and I'm not keen on killing captives, ever. Perhaps we should put the fear of Erastil into them and send them as far as they'll go from here."


Male Halfling Cavalier 1 (Honor Guard, Emissary)

Bah... put a weapon back in their hands and let them fight for their lives then. It doesn't matter where they go, they will try and cause suffering elsewhere. I worry we will doom others to suffer by suffering them to live.


Rani wrote:
"I don't like these things...but they've been cooperative and I'm not keen on killing captives, ever. Perhaps we should put the fear of Erastil into them and send them as far as they'll go from here."

"While I realize that mites have little to no redeeming qualities, and that letting them go will likely come back to haunt us, I find that I have little stomach for slaying helpless prisoners," Harther says as he carefully considers the matter. "Although, how is that any different from killing the two that we caught by surprise?" he asks himself mentally, struggling with the moral dilemma.

"Rani, what did you have in mind?" the ranger asks as he turns to the priestess.

Harther is currently undecided in his vote.


As much as I want to get the action moving, this debate is interesting. I'm going to let it go for a bit! :)

Currently, two votes live, one vote die, one undecided.


"The ability to show mercy and release these mites, even though it may hurt us in the long run, is what sets us apart from creatures like them. Just because a creature would seem by our society standard to be predisposed to evil doesn't necessarily mean that it is." She subconsciously checks the back of her blouse which twitches very slightly.


"Yes! Joo right pretty elfink ladee! Dese one's bad! Joo many many better dan dese ones," cuts in one of the hapless creatures.

"No! Don' say dat, joo eedjit," the other one says, then looking to Eseldra. "Joo know what dese ones meen."

I think that's a third vote for mercy. One more and the little blue meanies might live! Rani, Karthas, and Eseldra say spare them. Berenkor wants to execute. Harther is undecided, and Tyr has yet to weigh in. Any final arguments or do the ayes have it?


Male Halfling Cavalier 1 (Honor Guard, Emissary)
Eseldra wrote:
"The ability to show mercy and release these mites, even though it may hurt us in the long run, is what sets us apart from creatures like them. Just because a creature would seem by our society standard to be predisposed to evil doesn't necessarily mean that it is." She subconsciously checks the back of her blouse which twitches very slightly.

Berenkor sighs heavily.

Looks like you get to live today, my little blue pets. Make no mistake though; your time in these lands is over; travel south-east for at least a few days- do not even think about returning this way. Your 'home' Berenkor gestures towards the tree Will not be a welcome place when you return, nor will anywhere in the northern greenbelt be a safe haven for you. Flee, now; and if we see you heading any direction other than south-east Berenkor points for them I will set our large, hungry friend here on you. And I must warn you, he runs rather fast...

Berenkor gestures for Harther to untie the mites, keeping his reloaded crossbow pointed at them.

As I am travelling tomorrow, I will be unlikely to be sleeping tonight, so won't miss the RP for once.

Edit: Ninjaed by seven seconds lol


Screaming with joy, tripping over their feet, and hugging each other, the two mites disappear into the distance with a shout over their shoulder,

"Tank joo!"

So once more into the breach now? Is the plan to storm the castle, as it were?

EDIT: Glad you're finally going to make it home!


Male Halfling Cavalier 1 (Honor Guard, Emissary)

Well, four less mites to deal with at the cost of a single spell and a few missiles. I guess we're as ready as we're ever going to be.

Berenkor pauses to analyse the information given to them, and the map.
From what you can tell, there are at least a dozen more mites down in the tunnels. These mites really aren't very good at counting. The tunnels are always dark as mites have darkvision.

Eseldra, would you mind being the torch bearer for the group?

There are several larger chambers, about six, stacked on top of each other in two columns. Of course, based on the drawing it's obvious that the positioning may not match up correctly but the room count seems right. The ceilings are never more than five feet high. Effectively a -2 to all attack rolls for cramped quarters.

Not much we can do about the cramped tunnels...

There are several large centipedes, and in fact the mites maintain a centipede hatchery. There is a drawing of a very large centipede drawn towards the bottom in what looks like a chasm between two of the larger chambers.

Of this large centipede is in a chasm, I suggest we hail it with missile fire; I don't want to become centipede food...

Their leader is an exceptionally funny looking mite named Grabbles, who whistles when he talks due to a large gap between his front teeth. He rides a large monstrous tick he affectionately calls Tickleback. If there are any treasure to be found, they are most certainly with him.

Guess we'll have to look out for him.

Berenkor lights a torch and passes it to Eseldra, and then boldly enters the tunnels...


Eseldra grabs the torch in one hand, strung bow in the other.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Karthas enters the tunnels just before or just after Eseldra wanting the benefit of light as much as protect Eseldra.

"Stay close until we've found our enemy. I've seen village priests be able to create light without heat. Rani and Eseldra, are either of you able to do that?"


"I know the spell, yes, but I foolishly didn't think to prepare it. I forgot that these creatures live underground."


The group begins the slow descent down the narrow tunnel. Fortunately, the climb is not difficult due to the many roots and footholds that extend from the mouth of the tunnel to the bottom. After climbing down about forty feet, the entrance ends in the ceiling of a passage about five feet high and slightly less wide extending to the east and west out of torchlight. Roots poke from overhead, brushing the party's hair, and centipedes, spiders, and other vermin drop occasionally on the party from above, posing no threat but eliciting shudders and feelings of unease.

Perception DC 10 -

Spoiler:
Coming from the tunnel to the west you hear the laughing voices of several creatures. Based on your experience, only one creature sounds so obnoxious; it must be more mites.

Perception DC 20 -

Spoiler:
You hear the murmers of a soft voice, along with very faint chittering that sounds nothing like a humanoid voice.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Perception:1d20 + 4 ⇒ (14) + 4 = 18

Pointing down the west tunnel, "Sounds like there's several more of our little blue friends down that way."


Perception: 1d20 + 2 ⇒ (17) + 2 = 19


It's obvious the party hasn't been noticed...yet. They might yet have the element of surprise, if the torch doesn't give them away.

Where to?


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

"Berenkor, you can see without the torch, right? Do you think it would be wise for you to travel up a bit and put a few of them to sleep before we give ourselves away?"


Perception Check: 1d20 + 7 ⇒ (19) + 7 = 26


"Did you hear that?" Harther whispers to the others. "A soft, murmuring voice, along with faint chittering sounds that don't sound like a humanoid voice..."

Sully, am I correct in assuming that these voices are coming from the tunnel to the east?


That's correct. It appears the post monster nibbled off the last sentence I thought I typed...


"It sounds like there are more mites to the west than to the east," Harther says as listens at both passageways. "I'm inclined to tackle the ones to the west - take out as many as we can while we still have the element of surprise."


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

"Agreed. Fighting in these tunnels is going to be bad enough without failing to take any advantage we may have."


Stealth checks for everyone heading west with a -10 if the torch is lit. Obviously, if someone with darkvision scouts (which I'm not sure if you have) there is no penalty. Alternatively, you can not worry about stealth. :) Also, for simplicities sake go ahead and roll Initiative.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
DM Sully wrote:
Stealth checks for everyone heading west with a -10 if the torch is lit. Obviously, if someone with darkvision scouts (which I'm not sure if you have) there is no penalty. Alternatively, you can not worry about stealth. :) Also, for simplicities sake go ahead and roll Initiative.

Nope, no darkvision for us.

Stealth:1d20 + 0 - 10 ⇒ (15) + 0 - 10 = 5 This promises to be ugly EDIT: Hey, at least it's a positive number.

Initiative:1d20 + 2 ⇒ (5) + 2 = 7 Let's see if the crappy initiative streak continues. EDIT: The streak continues.


Assuming the torch is lit (since at best I believe that three of our party only have low-light vision, not darkvision):

Stealth Check: 1d20 + 7 - 10 ⇒ (16) + 7 - 10 = 13

Initiative: 1d20 + 5 ⇒ (8) + 5 = 13


Stealth Check:1d20 ⇒ 2(Untrained}

initiative:1d20 ⇒ 19


This sucks. No bless, no divine favor...going into a pit to fight close-quarters with some blue bugs and centipedes. Rani's got the feeling she's not really going to be able to shoot down here so maybe she should carry a torch for the party? About the only way she can help the party (besides healing) is via wooden fists..which only do 1d3 dmg.

Perception 1d20 + 6 ⇒ (11) + 6 = 17, Stealth 1d20 + 1 - 10 ⇒ (3) + 1 - 10 = -6, Initiative 1d20 + 2 ⇒ (8) + 2 = 10


Male Halfling Cavalier 1 (Honor Guard, Emissary)

Initiative- 1d20 + 1 ⇒ (16) + 1 = 17
Stealth- 1d20 - 2 ⇒ (2) - 2 = 0

18 for Tyr as he has a negative init mod


Initative: 1d20 + 5 ⇒ (4) + 5 = 9

Stealth: 1d20 - 7 ⇒ (5) - 7 = -2

Eseldra hands the torch to Rani, sighs at the cramped passageway, puts her bow away and draws a dagger.


Initiative:
Mites - 20
Tyr - 18
Berenkor - 17
Harther - 13
Rani - 10
Eseldra - 9
Karthas - 7

The group bursts into the room, just in time to see four mites around a table laughing and talking. One of them is using a makeshift tiny catapult to fire a caltrop into the open mouth of the other, eliciting a cheer when it is caught and swallowed.

They turn and blink, surprised by the light they see emerging from the tunnel mouth, then after a heartbeat scream and attack.

The one with the catapult quickly loads and fires a caltrop at Karthas, striking him the chest and bouncing off harmlessly, at which point the mite screams and tosses the contraption over his shoulder.

Two mites rush at Tyr, pulling small swords from their belts, and a third draws steel and charges at Karthas. Karthas easily swats away the attack, and Tyr counters the first, but, surprised by the sheer ferocity of the attack, the second mite manages to sink his tiny sword into the his thigh. Tyr takes 1 point of nonlethal damage...that whopping d4-1 hurts, doesn't it? I just read that if the result is zero you only take 1 point non lethal...so that's good.

Speaking of Tyr, it's your go. Feel free to post other actions as well. I'm not going to worry much about a grid, this fight will be pretty free form. Don't forget your -2 to attack (except Berenkor).


Tyr usually posts in the evening, and Berenkor is traveling all day, so I'll go ahead and roll for them so that things don't bog down too much.

Tyr's attack -1d20+3=21
Tyr's damage - 2d6+4=14

Tyr growls under his breath and thrusts his sword at the mite who stuck him, running him through and dropping him to the ground. Even with his limited movement, his attack is devastating!

Berenkor draws his weapon and begins telling a tale of evil fey whose tricks backfire on them. Berenkor activates inspire courage.

Harther and Rani's go.


Looks to be a bit too chaotic for colour sprays, so if I'm not around when it's Eseldra's turn, she'll use an acid dart on a mite. Not sure if the -2 penalty applies here, but I'll put it in anyways

Attack: 1d20 + 3 + 1 - 4 - 2 ⇒ (6) + 3 + 1 - 4 - 2 = 4 into melee and cramped spaces.

Eseldra fries the already dead tree roots lacing the far wall.


Not sure that there's a lot she can do. She'll back up a bit (5' step), out of the fray as best she can, and pull a dagger (move) and throw it. Dagger (thrown) atk 1d20 + 2 ⇒ (2) + 2 = 4 dmg 1d4 - 1 ⇒ (4) - 1 = 3 attack is -4 if they're all in melee and another -2 for cramped quarters if that applies to ranged.

"Oh!" The screaming mites seem to have put Rani off her tea for the moment. She steps back, pulls a dagger, and throws it at one of the mites. "I hope Erastil guides daggers as well," she says under her breath.

Edit: Yeah. That was useful...


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

Obviously Harther's stated actions come first, but here's Karthas' bit anyway

Uncharacteristically, Karthas does not enter rage, instead takes a swing at the mite directly in front of him.

Attack:1d20 + 4 + 1 - 2 ⇒ (20) + 4 + 1 - 2 = 23
EDIT: Cool, potential crit. Confirmation:1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 14

Damage:2d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8
EDIT: Additional Damage if Confirmed:2d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8


That's okay, Rani, you can help Eseldra wipe out those mites using illusions to look like they're tree roots in the wall. Those are the really dangerous ones, not the patsies out in the room.


Eseldra wrote:
That's okay, Rani, you can help Eseldra wipe out those mites using illusions to look like they're tree roots in the wall. Those are the really dangerous ones, not the patsies out in the room.

LOL. Yeah, that's the ticket.

Rani reaches out toward the nearby root and retrieves her wayward dagger.


Limited by the low headroom, Harther thrusts his greatsword at one of the mites.

Attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 (includes inspire courage)
Damage: 2d6 + 3 + 1 ⇒ (6, 3) + 3 + 1 = 13 (includes inspire courage)


Harther, Rani, and Eseldra all do what they can to quickly subdue the mites, but the cramped spaces prove to be more difficult to maneuver than they though.

Karthas, though, manages to sweep his greatsword in a tight arc, severing the head of the mite in front of him. Nice crit!

The small blue creature in front of Tyr takes another swing at him with his short sword, but Tyr swats the blow away with is bare hand. The mite who had fired the tiny catapult looks at Karthas, and his eyes open grotesquely wide as he sneers at the barbarian.

I need a will save from you Karthas! Then round 2 actions from Tyr, Berenkor, Harther, and Rani.


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
DM Sully wrote:
I need a will save from you Karthas! Then round 2 actions from Tyr, Berenkor, Harther, and Rani.

Will Save:1d20 + 0 ⇒ (5) + 0 = 5 Add +1 from Berenkor's Inspire Courage if it is a charm or fear effect.

EDIT: nevermind with that roll...so what did I get hit with, or at least what is the effect?


Barring anyone needing healing or other form of help, Rani will throw another dagger on round 2. I joked about her retrieving her dagger but don't count on that as actually having happened, so this is her last dagger. Dagger (thrown) atk 1d20 + 2 ⇒ (3) + 2 = 5 dmg 1d4 - 1 ⇒ (3) - 1 = 2. Sorry, I don't know what to add for inspire courage...+1 to attack and damage? Edit: though it doesn't really matter...


Male Kellid Human Barbarian 2 / Rogue (Scout) 2
Rani wrote:
Barring anyone needing healing or other form of help, Rani will throw another dagger on round 2. I joked about her retrieving her dagger but don't count on that as actually having happened, so this is her last dagger. Dagger (thrown) atk 1d20+2 dmg 1d4-1. Sorry, I don't know what to add for inspire courage...+1 to attack and damage? Edit: though it doesn't really matter...

Berenkor's Inspire Courage (at his current level) adds a +1 competence bonus to attack and damage, and a +1 morale bonus to will saves vs. charm and fear effects.


Round Two: Grimacing in frustration, Harther tries again to stab one of the mites.

Attack: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Damage: 2d6 + 3 + 1 ⇒ (3, 1) + 3 + 1 = 8


Karthas appears visibly shaken by the mite's display of the "evil eye."
Literally, you are shaken for the next 3 rounds. You have a -2 to attack, damage, and skill checks.

Tyr takes another jab at the mite in front of him, running him through in much the same manner as the first.

Tyr's attack - 1d20+3=21
Tyr's damage - 2d6+4=9

Berenkor maintains his speech, loosing a crossbow bolt at the blue critter, staggering him with a direct hit to the chest.

Berenkor's attack - 1d20+3=21
Berenkor's damage -1d8=7

Rani pulls another dagger and moves to throw it, but Harther steps in and finishes off the injured mite with a brutal thrust from his greatsword.

Looking around the room, the party sees three crude, wooden workbenches occupying the center of the room, their tops strewn with various tiny tools, metal and wooden hardware, and blocks of wood. In the western edge of the room, a hole much like the entrance descends into darkness.

Combat is over! 90xp for everyone. Where to? Sorry I've taken two turns for Tyr and Berenkor today. I know B is in the air today, and I'll be gone all evening so I wanted to make sure you had time to discuss the next move.


Harther wipes the blood from his blade and moves to listen at the hole in the western edge of the room.

Perception Check: 1d20 + 7 ⇒ (9) + 7 = 16

Search the bodies and workbenches before proceeding to the next chamber?

Oops! I forgot to factor in the -2 to my last attack roll. Will try to remember better next time!


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

After the eerie feeling that the bug-eyed mite gave him passes, Karthas will move and listen at the hole at the western edge of the room as well.

Perception:1d20 + 4 ⇒ (15) + 4 = 19


Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Male Halfling Cavalier 1 (Honor Guard, Emissary)
DM Sully wrote:


Combat is over! 90xp for everyone. Where to? Sorry I've taken two turns for Tyr and Berenkor today. I know B is in the air today, and I'll be gone all evening so I wanted to make sure you had time to discuss the next move.

Hey, no worries Sully you pretty much did what I would have done anyway; and you finally remembered I am so magnificent I inspire courage in myself! I am so proud of you :D :D :D. Buuuut... I also get +1 to my damage from inspire courage, so technically that was 8 damage and I dropped the mite ;). Halfway there though eh, and you made some damn fine rolls on my behalf. I'm home safe, albeit UTTERLY exhausted from delays, coach rides and all sorts of horror stories so i'll try and get more posts in tomorrow.

Yes, lets quickly search the room and move on, we want to maintain the element of surprise.

Perception roll to aid the highest check VS DC10- 1d20 + 1 ⇒ (17) + 1 = 18


Each of the four mites carries a small sized shortsword (effectively daggers) of poor quality. All of the small tools and wood on the workbenches are rotten, rusty, and falling apart. There is nothing in the room of any value.

The group hears high-pitched cries of terror coming from the hole in the western floor, and anyone who peeks into it while holding the torch see that it opens up into the ceiling of another chamber about twenty feet down.

Welcome home, Berenkor! Where to now? Down the hatch or over to the other chamber?


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

I vote for the other chamber before going "down" a level.

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