Gyneweir

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58 posts. Alias of Amardolem.


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2001 an evil skink playing, tricksey DM


I didn't forget this....it's even more painfully slow than ever...this is my favorite time of year and it seems like people are doing there damnedest to fill every spare minute i have...but I'm no quitter. Soon!! Kerkis' adventures must continue!!


one of the reasons I haven't been posting is cause I have to rework a section of the dungeon. I had wanted for along time to do a scene with the terra cotta warriors and since anything in ruins like this cellar usually doesn't have monster monsters till you get down to underdark type level or they probably would have attacked the human settlement by now, but the "Mummy 3" has a freakin rip off of my idea! I saw the advert and was like "Oh well there goes my freaky scene down into the depths of cornbag cinema!" : ( Not that I don't like the other Mummy movies and of course (growing up in this house my boys like em) and we'll probably go see it yet. It justs weighs on my creativity....I may throw it in yet, probably not though (The thought of some unintiated Paizo browser going "Hey look this guy ripped off that mummy movie for his dungeon" irks the crap outta me! There was a scene using them in some movie recently "Crouching Tiger"?? It was one of those super pwered monk/martial arts/tragic love story flicks but they didn't use it like I was going to but the mummy thing is way too close

just venting...you were a ways off from that room but certain other things that happen effect it so there's the issue...hell in turns your about an hour into the dungeon...spiders, rats, giant spider, more spiders....yup just over and hour I reckon


Kerrigan swings wide as he feels the toxins course thru him, the 4 remaining spiders dodge the wild swing and snap at Kerkis, mandibles clicking, and he feels the brush of the bristley (?) bodies but none get a hold of him.

oops! I made a mistake with the 9 damage (just when I was getting some satisfactory hits) I failed to notice the damage was 1d4 minus 2 so the damage is actually 6 :/ (no really I'm impartial, I have no interest in the monsters succeeding) :)


Lord Kerrigan wrote:
Have you been following the 'Last Seen' thread at all? Kerrigan appears coming up from the wine cellar with goo-dripping sword in hand and makes some excuse about spiders. The idea is he's still working his way through the ruins down there even though it is probably 5 years later.

It's hard to get rid of them pesky spiders


You are beset on every available limb with hairy little monstosities, and you feel the sickening crunch of mandibles in at least four places. The good news is, that, one is now a nasty little burning furball with it's legs curled above it. It appears there is 4 left.

they won init, (for once) and one rolled a natural 20! But he didn't crit (a miserable 13) but all told 9 pts of damage! and I'm not sure how this works (having not DMed 3.x before) You have to save for each bite or once per round? in any case you you have to make at least one fort save possibly 4 and just so you know

1d20+4=23, 1d20+4=6, 1d20+4=21, 1d20+4=23, 1d20+4=24

them's some lucky ass spiders...I hope I didn't just use my mojo on invisible castle up, for Hru's sake


As he does a gout of black things spring from within! Spiders! Though not the king size one he just dispatched, many and large enough to not want any on you! One of which manages to find a bit of exposed flesh to sink it's mandibles into!

That's 3 damage sir and a fort save if you please or you take (ooh!)3 str pts ability damage (and no, these were here, I'm not trying to get you back for Hru's loss of dex :b)


Kerkis sees a few small darker shapes dart away to the left as his torch sizzles through the air of the web encrusted tunnel, if your bearings are correct this is probably the web strewn tunnel on the right, on you're way in. On the the left, where the shapes darted away is a black patch in the strand covered mess.


Lord Kerrigan wrote:


Vacations are vacations man! Est-ce que tu parle francais? Je etudier le francais dans une cours pour les professeurs a temps partiel dans l'univesite. ... but I'm really not beyond a beginner level.

I'm not beyond "uh, como sa va?" level (it's sort of terrifying) but my friend's been there for 8 or 9 years and his wife is native so they'll help me out, plus the (my)wife has a smattering (alot more than I-it's the French-Canadian ancestry) can't wait to be questioned by the Gend'armes in customs, and they hear my Jeff Spicoli-esque accent! "DUUUDE, LIKE, NO WAY."

The North corridor has thickening webs that sizzle and his angrily as the torch moves through them it winds for a short way before there is a split. It seems to continue north with a offshoot to vaguely to the west.

perception check please and I'll try and put a map up when I get home


Cripes!! with the goblin/vamp "raid" going on and my maptool Runelords game was yesterday..I forgot about this....again

The giant arachnid is no match for Kerrigan's blade, as he chops what at least mostly serves as the creatures head clean off with the blow, and it collapses to the floor limbs twitching even as the head rolls to rest several feet away.

This was real hard to judge the CR level as even low HD monsters pose a threat to a single warrior. I thought this guy would at least be a bit challenging...but we're not really even into the plot yet MUHAHAHAHA! (No goblin vamps tho)

The tunnel widens into what you figure as the creatures lair. There are numerous web enmeshed forms and detritus on the floor and tunnels leading (besides the one you came from) leading north and vaguely southwest

also just a heads up, Friday I'm headed across the pond for some R+R I may be sketchy for a week (well sketchier than normal) I want to bring the laptop but the wife isn't in favor of the idea (I'm not sure where we're staying has access anyway) but the next week I'll be at a friend's in France and he has his own server to I'll be ok then


The spider seems to regain a bit of it's balance at it scampers for the attack, but can't overcome Kerrigan's mail.


The spider flinches ever so slightly-right into the path of the axe which hits it squarely between the eyes with a sickening thunk, it recoils for a moment then springs into the tunnel, clumsily rambling at your position, green ichor blinding half it's eyes .

sorry for the delay...I was barely keeping up with The Foray game for a little while there


As you approach you notice beyond that point is fairly webby but widens into a chamber, on the right illuminated by the fortuitous torch is the spider, and a big 'un, it is about human sized all told. 8 beady prisms fix hungrily on you as you approach. You're not sure if it knows you can see it, but it seems to see you and sits quietly waiting.


The torch is right there on the floor illuminating the corridor.

Init please, you can roll 4 if you like, I pretty sure we used up the last ones


You throw the torch basically where the rat was and you hear angry sizzling as previously unseen webs ignite, it appears as though there were thin strands of web across the corridor! (This may be a bad time to point this out, but I thought you should know: Kerkis left a torch smoldering in the rat room's garbage and now he's thrown one, leaving him with one of the three he had taken off the wall upstairs)


I apologize for my tardiness...I was Dwarfing it up as well as getting sloshed as a half orc and trying to track down the Call of Cthulhu quickstart (We saw the Indiana Jones flick-it was a virtually plotless string of cliche's but the kids liked it and I couldn't help liking it a bit too, and I immediatley thought the kids could handle the scenario I remembered from eons ago)I'll try and get Erik's charcter er Uema jumpstarted too

As Kerkis draws the rope back for a second throw, after missing badly due to standing on the slack, he is taken aback as a large forleg and mandibles slice out of the darkness and envelop the hapless vermin as if nothing was ever there. These appendages he notes, are quite larger than the really big rat sized spiders he had seen splattered all about the first chamber, and a quick calculation puts this mother at about man size!


The ruins tunnels

The axe thunks heavily into the creature stopping it's squeak-permanently but it still seems to stand in an upright position in the middle of the corridor


the corridor continues due south for about 15 or 20 ft before making an ever so slight westerly curve. 30 ft ahead at the edge of your torchlight a rat stands upright in the middle of the tunnel chittering angrily (it looks to be the last escaping rat) the wall are the crumbling impacted stone, and the floor ancient stonework.

I'll have cheesy map up later


It squeaks in pain as it scoffers off down the (south) corridor. To refresh, you came from the north corridor it split and you went towards the chittering to the left(to the right was ever thickening webs), this chamber was on the left and the corridor also continues to the south. The chamber's rubble walls are pockmarked with large rat holes. and the floor is covered with smelly debris (some of which is now burning) it was obviously a nest.


The rat is blasted into the back wall of the chamber where it bounces onto the burning garbage and immolates, making it's lone toothy comrade up and run off down the darkened corridor, chittering and squeaking in protest of the lost meal. The room is getting a hazy quality with the burning garbage, but it still smells no better.

that is provided he gets by Kerkis's AofO


The thoughts of skinny dipping fey cloud Kerkis' mind momentarily and one of the torches flies from his grip and lands on a large pile of garbage, igniting it with a rancorous vapor. Rats skitter and chitter in all directions fleeeing the growing blaze, but 2 rats are still intent on a meal. But once again the verminous attempt is foiled by Kerrigan's mail.

the rats aren't hitting tonight


Kerrigan's main attack plants a firey kiss in the face of one of the giant rats sending it smoking end over end into the shadows, the 2 that have not slunk away or been torched renew their hunger-borne assault. They prove inept at biting thu Kerrigans mail, tho.

no rats hit


The rat you hit skitters off half dead with another sickening puff of smoke, now there are only three rats still interested in making a meal of you, and you deftly avoid the gnashing buggers as you connect the torch ends. You're now holding two torches.

I see no reason to not let you do that as free action, another unintended byproduct of this is that beating things to death with torches doesn't make alot of extra noise, as a sword would.


You flurry the torches thru the air, at the darting rodents. The one that had previously got you latches on good and another just nips a forearm on the back swing.

Am I correct in assuming that your sword and shield are slung/sheathed and you have 2 torches in hand (as it makes a difference to your armor class) 2 hit for 5 damage (4,1) and another fort save, please


I would think as club...but 1d6 seems like alot of damage (otherwise why wouldn't humans commonly attack with torches?) I'll say 1d4 and +1 fire damage if lit (this way you get that cinematic effect like when the hero is weaponless so grabs a torch and thrusts it into his opponents face, not really doing to much damage but sizzling and crackling for a couple seconds while the bad guy screams.)

The rat hit by the torch squeaks loudly as it's filthy pelt crackles and hisses, leaving a sickening wisp of burnt hair and flesh to assault your nostrils. This and the brandished torches seems to break the will of most of the vermin who skitter off into various holes and into the general debris of the nest. However half of them still seem intent on having at least part of you as a meal. 2 of the vile things manage to find a way thru your mail

4 damage and fort save please


What's the emoticon for yawn?? It should pick up pace any week now...heh! I'll "keep" plugging away though..what'er we up to 5 minutes of Dungeon time now?


The corridor goes but a mere 5 ft before widening into a small (around 10-15 ft) irregular chamber. The scene would have blanched most civilians but the hardened Kerrigan is not effected-Kerrigan at quick glance counts no less than 11 huge rats skittering and chittering amidst heaps of garbage. Putting the torch into one of the rubble strewn walls is a fairly simple act. It smells vile and you notice smaller rat tunnels pockmarking the eastern wall. From out of some rubble at your feet a vicious little blighter strikes at you but you kick it away defensively..this commotion and the sudden light source causes most of the rats to start and begin rushing towards you in a small swarm of beady eyes and gnashing yellowed teeth.


After about 20 ft to the east there's another fork one way goes vaguely north east and one vaguely southeast. You barely catch a glimpse of something skittering from the torchlight, to the north east and the verminous chitterings seem to emanate from that direction. You notice there are hardly any webs here, the unstable nature of the rubble walls becomes quite clear, and the smell of rat is very strong.


After 10 ft or so the narrow tunnel forks. One way to the east and left, the other to the south, and right, the web strands still cover the walls for the most part and in the south/right tunnel they seem to cling more tenaciously. Less so from the east tunnel, but the verminous noise seems to be coming from that way, along with the telltale, now familiar, stench of rat.


You reckon the spiders have been dead since at least last night and the trail of disturbed dust that led from the strange tunnel is lost in the general mess the recent killings have made in the room. Though there is evidence that traffic has passed in and out thru the south tunnel, it could be rat, spider, or other. You realize that the room was once much larger, and you are in a cleared area of a caved in chamber or building, thus the irregular shape and jutting protrusions. Also you hear more verminous chitterring from the south.


The irregular room's walls are coated with viscuous strands, here and there bits of natural stone protrude thru. there is another low tunnel exiting a foot off the floor to the south. The floor though is actually ancient worked stone, which is surprising given the irregularity of the chamber. It is strewn with the entrails and various cleft parts of spider and rat, some accidental pairings taking on the form strange hybrid creatures. The noisome stench of rat innards fills the air.


Ayup. It gives me more time to rework some of the more hastily scribed sections....I may have a decent map by then...probably not! have fun!


The last rat left after Kerrigan obliterates another one with a deft chop, squeals mindlessly as it attacks. The filthy thing some how gets its toothy maw into an exposed bit of flesh. for 2 damage and fort save please...talk about synchronicity?? hope you don't roll 1


despite the vaguely sucky indexed init's the rat's was worse..and, actually, you had surprise because of the awesome perc roll
The throwing axe cleaves straight thru one rat's skull sparking off the floor with the force of the blow, and you leap out, easily lopping another in twain. The 2 remaining rats skitter forward as a wave of repulsive stench brokers your nostrils, harmlessly bouncing off your armor with a great gnashing of oversized incisors.


bad picture of map someday I'll get that gimp thing down


Yeah I suddenly realized that as I was posting... so I made an on the "fly" adjustment. Won't effect the plotline tho, because you're not wearing plate mail. I had it set up that if you had plate you'd have to doff it to go down that tunnel (nothing freaks adventurers out like taking off your armor to crawl down a claustrophobic passage) plus dragging armor makes lots of noise ;)

The tunnel indeed widens to a small irregular chamber. Strands of web obscure the walls' composition but the floor is ancient worked stone, and the tunnel exit comes out a couple feet off the floor. In the room are 4 large spider corpses, they lie hacked in pulpy pools on the floor their innards forming a sort of a mastic. The source of the chitters and squeaks is also obvious as there are 4 of the largest evil looking rats you have seen, feasting on the arachnid remains. They have as of yet taken no notice of you, intent on their meals.


Although the strands of web are thickening, there is still a perceptible trail thru the dust on the "floor" of the tunnel. Up ahead it seems to widen into a small chamber and Kerrigan's keen senses, bring a faint squeaking and verminous chittering from in there.


Kerrigan drops into the tunnel after his torch, shield arm pulled aside awkwardly and grating against the confines of the tunnel, which runs due east. Garbage from the vault sits on the floor and a clear trail thu the cowebs and dirt leads east. After about 25 ft the Tunnel turns to the south. The tunnel itself is virtually round, and smooth as if some great creature ate, or melted it's way through here, by contrast the hole hacked through to the vault is crude and rough. After the cornerit goes about 10 ft to the south before swooping back east, then south 5 ft then east then south the west, and though disorienting due it's curving nature, it seems you've been swooping back and forth until it turns to the south one last time. You notice the cobwebs starting to get thicker as the tunnel seems to be widening to the south, and they hiss angrily as the torch flickers thru them.

I'll update the map later...this is fairly easy to visualize tho


He easily knocks the loose boards away from what appears to be a small tunnel leading down into darkness. the entrance is rough as if chipped away from below, and small. Someone man-sized in armor would have to stoop to fit and fast movement looks to be a bit of a problem to the trained eye of a soldier familiar the seige/sapping operations.


Plainly these aren't original, and look to be from the same wood used in the fort/keep's refurbishment; and moving the garbage aside to examine them reveals that they seem to cover some sort of opening in the bottom of the vault,


exciting huh?...I'm trying to keep the plausibility of there being a secret dungeon down here, if monsters were abundant then the Korvosan soldiers would be all down in the hizzy, yo

You notice that beneath the detritus, the bottom of the vault is covered in wood planking, something you haven't seen used in stone sarcophogi before, and it strikes you as very odd.


The sound of moving through the storied grime grates eerily in the gloomy silence. The ceiling is nondiscript stone work. The vault as described is partially full of old remains and random garbage the greater portion of the lid being piled with the other large stones on the vault directly to the north.


As you approach you notice the layer of grime around this vault is disturbed and looking back you clearly see a trail leading back through the room on the dusty floor. The open vault has more crusty remains and strangely it appears to have collected an additional layer of detritus.


You look quickly and discover no where to put the torch. You approach (i'm assuming the the northern middle one, as you'd have to pass that to get to the one in the southern corner.) The open vault and lying within is a what's left of a crumbling human-sized skeleton.

I need 2 more perception checks please


The door opens to an old sepulchre, 25(N,S)x30(W,E) along the north and south walls are 6 roughly 5x10 stone vaults. This tomb is old, but your knowledge of ancient Thassilonia tells you that it is relatively recent, most likely Varisian or Shoanti(less likely). You have seen rough sarcophogi like these at various locales in your travels, and nothing particulatly distinguishes these.
The stone tops of the second on the left(N) and the last one on the right(S) are off and debris is scattered around them. Strangely, the better part of both, the largest and most robust pieces of stone, are all piled on the last sarcophagus on the left, which rest in the NE corner.


The sound of his own breath grates on his ears in the cloying silence as he makes his way down the ancient passage, the smell of the burning pitch mingling with with the mildewed stone assaults Kerrigan's nostrils. His torch arm and head break through strands of cobwebs annoyingly as he strides forth. After 30 or so feet he stands before another ancient black iron bound portal.

exciting isn't it? don't worry something is bound to happen soon...after all, face to face, we just played 30 seconds of Prpg. I just like to build up a bit of tension (actually I retrofitted the Tonb of Horrors down here...so have fun :D)


what time of day did Kerrigan enter the cellar? (it all looks the same from down here) I should have determined this before but mmy GM skills are a bit atrophied from lack of use...I'm inclined from your post to believe day, shortly after spaking with Thent and gathering together a few things

The door opens to another ancient stone corridor running east-west. You face south as you pull the door easily open. To the east and left you recall Rydak saying something about a "dusty ol' burial chamber" and to the west and right a " 'ol well an' n'er ta th' bottom o' wi'ch is a 'idden door ta some ancient ways what seem like they might be oldin some loot"


It appears that it has. On closer inspection you see that the dust has been disturbed and there are faint tracks of small booted feet, but as they go both ways, there's no way of determining how many creatures may have passed this way. You also note that waht you took to be corrosion on the black metal door-binding is actually some form of foul smelling grease, concentrated around the hinges.


yes, he's able to score the torches, with no incident

The light from the torch reveals a dim stairway extending 20' to a landing, at he other side of which lies another door that appears to be roughly the same age as the first. The eaves are cobwebbed and the dust and grime of at least a century clings to the walls and floor.


The door opens surprisingly easily, without a sound to reveal a dusty, dark, cobweb strewn, stone stairway leading down into darkness. The dim torches of the hallway barely cast a feeble ray into the stygian depths and the silence of the place assaults your ears.

Just an overly dramatic way of saying that if you want to go further maybe some light is in order, human.

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