MiniGM's Unlikely Heroes Campaign

Game Master Vuvu


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M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic swallows the remainder of his cigar stub then deftly pops another one in his mouth. "Hang on a sec." He strikes his tinder and lights tobacco getting a red hot coal. Exhaling a large smoke ring. "Alright...let's go."


Unnamed

Traveling, talk amongst yourselves


Unnamed

Our heroes find themselves in a large capital I shaped hallway, with a deadend directly ahead, but two doors at the far end of it. Otherwise the room seems empty


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic detects magic and begins to scan the room.


Unnamed

Room is truly blank


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic will move forward towards the door on the left. "Try that one." He motions to the one of the doors. "We've gotta be getting close to some answers." The dwarf half-heartedly comments.


Unnamed

open it?


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Ready" - Reknar nods, weapon in hand.


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic flings the door open...


Unnamed

Reknar:
This is going to be interesting. Much more exciting than that last so called fight...hope you do not like your metal...

The door bangs open and inside you find an insectile monster has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.

Dungeoneering to learn more. There is a post in the corner, with a half of a chain attached to it, and a bit of brown powder on the floor. In the corner there is a wooden table with a jar labeled "Sedative"

4d20 ⇒ (15, 6, 20, 17) = 58

Heroes win initiative go

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

"Oh gods what is that thing?"

He began bring up his crossbow and loosing it at the monster!

point blank precise flat footed shot: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
damage: 1d10 + 1 + 2d6 ⇒ (10) + 1 + (2, 3) = 16


Unnamed

The bolt skitters off the rubbery flesh


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Knowledge (Dungeoneering) before anything else: 1d20 + 6 ⇒ (15) + 6 = 21


Unnamed

Reknar:
. This is a rust monster. It can destroy your metal weapons.


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Er...what is that thing?"


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Eeeeesh, it is a rust monster - it can destroy metal weapons..."

So, does my spear count as a metal weapon?


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic changes his instinctive course of action that would include wading and and bashing the creature with his Morningstar. Instead, he calls forth his his divine powers casting a spell,

A glowing longsword appears outlines in bright light and strikes at the rust monster.

spiritual weapon: 1d20 + 6 ⇒ (17) + 6 = 23;damage: 1d8 + 1 ⇒ (3) + 1 = 4


Unnamed
Reknar wrote:

"Eeeeesh, it is a rust monster - it can destroy metal weapons..."

So, does my spear count as a metal weapon?

yes...BUT...it is so magical I will give it a save, so the odds of it getting destroyed or broken are low...but I do believe in your ability to roll a 1 on a save


Unnamed

The spiritual weapon slices into the rubbery flesh and it screams and alien sound

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

"It sure makes an ugly sound."


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Not wanting to risk another weapon, Reknar simply goes for his mundane longspear, and attacks from reach.

Longspear: 1d20 + 6 ⇒ (15) + 6 = 21
Damage if it hits: 1d8 + 6 ⇒ (7) + 6 = 13


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

"Guud one, let's hit it again."


Unnamed

The spear sticks deep into the beats's flank

Then it moves forward and tries to bite Reknar, while its antennae reaches for the spear tip

2d20 ⇒ (13, 5) = 18 the teeth find his thigh and he takes 1d3 ⇒ 3 damage, while the antenna misses

Reknar, and all can you put your AC in your stat line?

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

Reloading, he took another shot at the creature with his heavy crossbow.

point blank precise shot: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d10 + 1 + 1 ⇒ (3) + 1 + 1 = 5

" Man, that thing is ugly eh guys... what kind of candy could we make involving it I wonder."


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

RD 2: Nic

Nic nods at the rust monster and his spiritual weapon slams down on the beast.

att: 1d20 + 6 ⇒ (5) + 6 = 11;damage: 1d8 + 1 ⇒ (8) + 1 = 9

He proceeds to holster his Morningstar Move action, then unslings and loads his crossbow standard action


Unnamed

The bolt sinks deep into the beasts maw, and it screams and falls silent.

Reknar:
Boy oh boy...you sure found a weird little place didn't you. I bet you wish that you had just stayed outside and kept on moving...sure hope your cart is still there...


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

MiniGM:

'Place is an Horror Show..'

Don't think there are more doors in the room?

"Well done lads" - Reknar grunts, then checks the room for anything else of relevance - "Why would anyone keep this here..?"

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Unnamed

Reknar apparently forgot to open his eyes before searching


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic gives the room a walk through using his dwarven senses.

perception: 1d20 + 4 ⇒ (20) + 4 = 24

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

"Ive no idea... then again I didnt even know that rust monsters were a thing. They eat metal huh... maybe this series of caves used to be a mine? "

He began reloading his crossbow while glancing about the room.

perception: 1d20 + 9 ⇒ (20) + 9 = 29

Nice roll Nic! I liked it so much i copied it :)


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

C'mon give us a secret door or two!


Unnamed

your wish is my command! There is the sound of discovering a secret a la Zelda and

Nic spots a small switch that opens something

Thorin, rifles through the notesand clearly finds that the alchemist, under orders, was attempting to weaponize the compound that allows the rust monster to dissolve metal. It is not clear whose orders


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Nic flips the switch. ''ere goes nothin'"


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar opens his eyes finally and stands at the ready.


Unnamed

A small panel opens. In side there are 4 glass vials

Will need alchemy to know what they are for sure

They are labeled. Rust Bomb


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

"Hey Candymak'r can you figure these out?" Nic shows Thorin the vials.

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

"It sounds like someone hired an alchemist who worked from these caves to weaponize that monsters ability to eat metal... that would be a hell of a thing in a big fight or war."

He began gathering all the papers just in case they found a use for them. Who knew who might need it. He looked at the vials and tilted his head to the side.

"Given some time I might come up with something, Im not a trained alchemist by trade, but mixing my batches of candy is simular."


Unnamed

Our heroes move on out of the room, and continue their journey through this bizarre cave complex.

Reknar:
Hey weren't you supposed to be going somewhere to do something, not puttering around in this cave?

They make their way back to the front of the complex, and have a choice to continue exploring and see if there is more, or to head on out.

I recognize that this side quest has gotten long, so if folks want to move on, we can or continue to explore I am cool with iether


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

"Guys this seems to be gitt'n us off track. Seems like we took care of the obvious threats."


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"True, I would like only to make sure this place is as safe as it can be for any others who pass by" - Reknar adds - "One final exploration, then we rest, and depart in the morning?"

MiniGM:
Yeah, but life is made of many different things, and I'm not a one track mind kind of guy - Reknar 'mentally' chuckles.


Unnamed

so lesson learned on my side. I created a massive dungeon...but that means weeks of real life time to get through with only a few posts per week. Reknar, or whomever wants to be the lead, roll me two d100's


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

Move forward a little farther...ok." Nic continues forward.

chance 1: 1d100 ⇒ 24
chance 2: 1d100 ⇒ 28

The dwarf pulls out a new cigar and lights it. "I'm ready, lets go."

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

"I've never been much for not being able to see the sky or feel the wind. This place is kinda creepy though."

He replied following along with the others his crossbow ready.

perception for chance 1: 1d20 + 9 ⇒ (1) + 9 = 10
perception for chance 2: 1d20 + 9 ⇒ (9) + 9 = 18


Unnamed

A search of the remaining rooms turns up little of interest. It would appear that after whatever it was that happnned here happened that whomever was running the show has abandoned the place. Which makes sense, since the Rust monster had been left alone and there was no one around at all, other than the orcs and goblins.

Our heroes resume their journey and they travel an uneventful 3 days before arriving at the outskirts of the town.

Do you all recall what the original job was before I sent us off down the rabbit hole?


Evil GM

A quick reminder would be helpful.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

If I remember correctly we're to meet Delilah's contact Fritz? She was going to put out the word she will be cutting on the long distance trading? Also... We're investigating the Syndicate further, and the undead activity in the area? Was that it?


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

After spending the night in the cave complex and enjoying a hot meal the dwarf wakes up early. "I'm eager t'git the sun on me face again, let's git moving." Nic casts a light spell in a corner and then goes over to pray to his goddess as the other break camp. With a spring to his step he announces, "READY!"


Unnamed

Reknar got it. Basically you represent the only long distance trade, until you figure out who is trying to take her out, why the syndicate is doing what they are doing

Sovereign Court

Male Human rogue 3-- HP- 15/15 (sub) 14/15 AC 15 T- 13 FF-12 Fort +0 Ref +6 Will +3

"So guys.. any idea how we are going to find this syndicate? I mean holding up a sign that says "Syndicate go home" isnt liable to work. Once we talk to fritz.

He began glad to get to his cart and stow his things.


M Dwarf 3 Cleric, HP 29/29, AC 18 T 11, FF 17, Int 1, P 6, F 5 R 2 W 8, CMB 5 CMD 16 (20)

"A sign might work. It'll git us attention." He chuckles a bit. "I suspect we can snoop around taverns and the gambling houses." he looks at the candymaker's cart. "I wonder if you set up yer cart in town, if you'd draw their attention. Maybe they will want a piece of yer profits."

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