Aghash

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5,012 posts. Alias of Aku Warashi.


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Human Hero Killer1 / Holy Assassin1 / Deceiver2

Hey guys.

After a long consideration, I’ve decided to shut down this game.
I thank you all who stayed till now, and whish you best of luck on your future games.

Aku.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Rendyl continues attacking the creature with his word, trying his best to end the menace before him.
Atk: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Dmg: 1d8 + 2 ⇒ (4) + 2 = 6

It takes the combined effort of the party to bring the mount down. Meanwhile, the other mites fled the battle, screaming on top of their lungs.

==//==

This room serves both as a war room and the den of the mite leader Grabbles. He’s created a relatively accurate map of the hexes that contain their lair and the Sootscale tribe—the sycamore tree is represented by a tangle of branches, the Sootscale cave by a pile of bloodstained rocks.

The ivory statuette depicts a crouching horned devil. This statue was stolen from the Sootscale kobolds—to the kobolds, the statue is a sacred relic and the focal point of their worship (they worship the statue as a mighty, winged kobold named Old Sharptooth).
The statue is nonmagical, but worth 250 gp for its craftsmanship.

The paper weighed down by the statuette is an accounting of the status of the war, as defined by key pieces of stolen treasure. Written in charcoal in Undercommon, the paper consists of two columns, one labeled “Us” and one labeled “Them.” The “Us” column lists only two things: “kobold statue” and “lots of spears and coins.” The “Them” column lists “magic dust,” “lots of coins” and “shiny human ring.”
The burlap sack contains the mites’ treasure, much of which has been looted from slain kobolds. Within are 12 Small spears, 193 cp, 120 sp, and 32 gp.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Getting to know kill the boss.

Round 2-

Ordered Initiative-
Djbelle: 1d20 + 5 ⇒ (16) + 5 = 21
Tegan: 1d20 + 1 ⇒ (20) + 1 = 21

Enemies: 1d20 + 1 ⇒ (15) + 1 = 16

Damiel: 1d20 + 5 ⇒ (9) + 5 = 14
Rendyl: 1d20 + 3 ⇒ (8) + 3 = 11
Viklop: 1d20 + 3 ⇒ (10) + 3 = 13

Active Effects-

Map-

Link

Notes-

-

Action-

With the mite leader dead, the other mites take tail and run yelling and screaming, but the mount seems frenzied at the death of its owner, and keeps attacking Vik relentlessly.
Atk: 1d20 + 7 ⇒ (2) + 7 = 9
Dmg: 1d6 + 6 ⇒ (6) + 6 = 12

And misses spectacularly.

Everyone can post their actions, intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Vik and Rendyl, since you didn’t explicitly said you are attacking the mite or the mount, I’ll consider vik taking down the leader and Rendyl attacking the mount. And sorry, I was sure I added the tokens to the map.

Rendyl Critical Confirm: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Djebelle Cling DC 5: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0

Tegan seeing that she can’t provide any help from the backline this time, moves inside the chasm, climbing down easily and moving towards her allies at the front. Damiel continues to support his allies from the backlines, while Rendyl and Viklop dish out some damage at the mite leader. Djebelle moves towards the front line, to provide support as well, but unfortunately she falls down into the chasm, taking some damage.
Fall Damage: 2d6 ⇒ (4, 3) = 7

And, the mite leader didn’t prove to be that much of a difference from an ordinary mite, being brought down with a single strike from Viklop, which prompts Rendyl to attack the mount.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Viklop and Rendyl moved ahead of the group, crossing the chasm, while Tegan and the less mobile rest of the party are still struggling with the climb. What they didn’t expect, maybe, was that on the other side, there was a welcoming party waiting for them!

Rows of wooden pegs line the earthen walls, some hung with tiny, filthy cloaks. In the center of the room stands a rickety table held together with twine, covered with a filthy red-checked tablecloth and heaped with mounds of dirt and twigs and gravel, apparently arranged to form some sort of map. Sitting at the edge of the map, weighing down a scrap of paper, is a bloodstained ivory statuette of what looks like a crouching reptilian devil. A bulging burlap sack sits under the table.

There, you see four mites waving their weapons dangerously and a mite mounted on a dog-sized tick, that has a grotesquely bulbous body and a thin head equipped with hooked mandibles.

Getting to know the boss.

Round 1-

Ordered Initiative-

Damiel: 1d20 + 5 ⇒ (9) + 5 = 14
Djbelle: 1d20 + 5 ⇒ (16) + 5 = 21
Rendyl: 1d20 + 3 ⇒ (8) + 3 = 11
Tegan: 1d20 + 1 ⇒ (20) + 1 = 21
Viklop: 1d20 + 3 ⇒ (10) + 3 = 13

Enemies: 1d20 + 1 ⇒ (15) + 1 = 16

Active Effects-

Map-

Link

Notes-

Since Tegan and Djebelle have no line of sight, and doesn't know there's enemies, they don't take an action this round. Also, to cross the chasm, you need a climb DC 5, and it's treated as difficult terrain (can't run, can't take 5ft step, takes double to move across).

Action-
The trident wielding mounted mite charges forward towards the party, attacking and yelling.
Atk @Viklop: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Piercing thru Viklop's defenses and hurting him.

While the mount attacks Rendyl biting with its mandibles.
Atk: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Dmg: 1d6 + 7 ⇒ (3) + 7 = 10
But missing its target.

Meanwhile, the other four mites throw darts.

@Viklop
Atk: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
Dmg: 1d3 - 1 ⇒ (1) - 1 = 0
Atk: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Dmg: 1d3 - 1 ⇒ (2) - 1 = 1

@Rendyl
Atk: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Dmg: 1d3 - 1 ⇒ (1) - 1 = 0
Atk: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Dmg: 1d3 - 1 ⇒ (2) - 1 = 1

But it's the same as nothing, since none of the mites even got close to hitting.

Everyone can post their action, intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Tegan Ryker wrote:
"(...) I'm out of power until I rest."

Not sure if you are RP'ing, but you don't need to expend a spell point to use your default blast. Which means you can always attack with it and there's no 'limit' to this ability. You only use spell points to empower your default blast with additional effects.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No worries Damiel.
Hope things get sorted out soon. :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

With the creature now dead, the path to the other side should now be safe. What’s the party intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

It takes a flurry of arrows, sword strikes and ice blast to put an end to the creature. With on last menacing howl, it falls into the chasm.

Djebelle takes this opportunity to heal again Viklop and Rendyl from their injuries.
Cure @Vik: 1d8 + 2 ⇒ (3) + 2 = 5
Cure @Rendyl: 1d8 + 2 ⇒ (1) + 2 = 3
”That was too dangerous.” she whispers to Rendyl as she works her magic. ”Be a little more caferul.”


Human Hero Killer1 / Holy Assassin1 / Deceiver2

With two hurt, but one way more than other, Djebelle moves closer to Viklop, and heals some of his wounds.

Cure @Viklop: 1d8 + 2 ⇒ (8) + 2 = 10


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Rendyl moved away, but not away from the creature’s reach. Altho Viklop is closer to the monster, that doesn’t prevent it from lashing with its tail at the archer.
Attack, tailslap @Rendyl
Atk: 1d20 + 3 ⇒ (3) + 3 = 6
Dmg Nonlethal: 1d3 ⇒ 1

Then, it directs its savagery to Viklop.

Attack, bite @Viklop
Atk: 1d20 + 8 ⇒ (16) + 8 = 24
Dmg: 2d6 + 7 ⇒ (6, 5) + 7 = 18

@Tegan, you're still missing your round two action. @Vik and @Damiel, you can post your round two action. @Tegan and @Rendyl can also post their round three action as well.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The big enemy.

Round 2-

Ordered Initiative-

Djbelle: 1d20 + 5 ⇒ (10) + 5 = 15
Rendyl: 1d20 + 3 ⇒ (16) + 3 = 19
Tegan: 1d20 + 1 ⇒ (11) + 1 = 12

Enemies: 1d20 ⇒ 12

Viklop: 1d20 + 3 ⇒ (6) + 3 = 9
Damiel: 1d20 + 5 ⇒ (5) + 5 = 10

Active Effects-

Map-

Link

Notes-

Vik, you need your attack from round one.

Action-

Tegan and Rendyl can post their round one action. I've also updated the map, intentions?

Djebelle arrives late to defend her companion, but that doesn’t prevent her from trying to salvage the situation.
Cure: 1d8 + 2 ⇒ (1) + 2 = 3


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The thing coming at you doesn’t seem capable or interested in parley. It moves thru the darkness, while Rendyl shoots and misses, and reveal its true form: an elephantine centipede scurries about, its double tail lashing angrily behind it.
The creature attacks the first one in it’s reach.

Atk Bite @Rendyl: 1d20 + 8 ⇒ (19) + 8 = 27
Dmg: 2d6 + 7 ⇒ (5, 5) + 7 = 17

Taking a nasty chunk of meat from Rendyl’s shoulder.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Oh, there was no notification for new msgs here.

Anyway, no, I haven't, but seem to be a very painful process.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

%: 1d100 ⇒ 21
The faint light of torches doesn’t help as the group peeks into the chasm, searching for possible threats. As Rendyl grabs the first root to begin his descent, it gives away reflex DC 12: 1d20 + 6 ⇒ (14) + 6 = 20, but the ranger is agile enough to avoid falling into the pit.

That however seems to have stirred something else, up the north of the chasm, a huge shadow hisses and starts to move.

The big enemy.

Round 1-

Ordered Initiative-

Damiel: 1d20 + 5 ⇒ (5) + 5 = 10
Djbelle: 1d20 + 5 ⇒ (10) + 5 = 15
Rendyl: 1d20 + 3 ⇒ (16) + 3 = 19
Tegan: 1d20 + 1 ⇒ (11) + 1 = 12
Viklop: 1d20 + 3 ⇒ (6) + 3 = 9

Enemies: 1d20 ⇒ 12

Active Effects-

Map-

Link

Notes-

It's possible to attack the shadowy thing, but needs to be a ranged attack and has 20% change of miss.

Action-

Tegan and Rendyl can post their round one action. I've also updated the map, intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The mites had no treasures worth keeping except a normal knife each.

Heal DC 15:

The Kobold is still alive, but takes a heal DC 20 to stabilize and unless magic is used, it’s most likely he’ll not wake up for several days.

The room where you are continues to a deep and ominous chasm that splits the passage check tactical map. The chasm is a few yards wide, and twice as deep, but thick ropes of tangled roots fill the entire area. The passage continues on the far side of the chasm, and between the two ledges, numerous loops have been tied into the roots to serve as hand- and footholds.

Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

While Damiel keeps his blessing over his allies, they proceed to deliver lethal justice to the mites.
Tegan unleashes a powerful magic blast, blasting away the mite’s life with a single attack. Rendyl, this time with no more live kobolds nearby, focus his deadly assault on the ugly mites, finishing off the one that Tegan had previously entangled, as well another enemy.

DMPC: Vikplop continues his attacks as well.
Atk: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg: 1d8 + 6 ⇒ (6) + 6 = 12
Killing yet another enemy.

Djebelle also charges into combat, wielding her sword and shield.
Atk: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg: 1d6 + 4 ⇒ (1) + 4 = 5
And finishing off the last enemy.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Mites V.2

Round 1-

Ordered Initiative-

Damiel: 1d20 + 5 ⇒ (16) + 5 = 21
Djbelle: 1d20 + 5 ⇒ (12) + 5 = 17

Enemies: 1d20 + 1 ⇒ (9) + 1 = 10

Rendyl: 1d20 + 3 ⇒ (1) + 3 = 4
Tegan: 1d20 + 1 ⇒ (1) + 1 = 2
Viklop: 1d20 + 3 ⇒ (3) + 3 = 6

Active Effects-

Map-

Link

Notes-

-

Action-

Everyone can post their action. Damiel can post his round two action.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Tegan, your blast can crit with a natural 20.
Ice Blast Critical Damage: 1d4 ⇒ 2
Vik, as strange as it sounds, 12 confirms your critical as well.
Sword Critical Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Surprised from the sudden violence, the mite can’t do much to prevent Viklop of tearing thru them, cutting of the head of one mite with a single attack, as well Tegan’s ice blast, hurting and entangling the enemy. Meanwhile, consumed by his hatred, Rendyl ignores the mites and shoot at the kobold. Its terrified screens dies immediately, as the creature hangs limp, an arrow piecing his head.

==//==

Taken by surprise, the mites all scurry trying to arm themselves with their crude weapons, yelling something you don’t understand, the two closest one moving in for an attack:

Mite 1 Atk: 1d20 ⇒ 20
Critical confirm?: 1d20 ⇒ 6
Dmg: 1d3 - 1 ⇒ (3) - 1 = 2

Mite 2 Atk: 1d20 ⇒ 4
Dmg: 1d3 - 1 ⇒ (3) - 1 = 2

While the others, take darts and throw it against Tegan, Rendyl and Viklop.

Dart Atk Vik: 1d20 + 2 ⇒ (9) + 2 = 11
Dmg: 1d3 - 1 ⇒ (2) - 1 = 1

Dart Atk Tegan: 1d20 + 2 ⇒ (6) + 2 = 8
Dmg: 1d3 - 1 ⇒ (1) - 1 = 0

Dart Atk Rendyl: 1d20 + 2 ⇒ (7) + 2 = 9
Dmg: 1d3 - 1 ⇒ (1) - 1 = 0

However, none of the attacks hits the target.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Mites V.2

Round Surprise-

Ordered Initiative-

Damiel: 1d20 + 5 ⇒ (16) + 5 = 21
Djbelle: 1d20 + 5 ⇒ (12) + 5 = 17
Rendyl: 1d20 + 3 ⇒ (1) + 3 = 4
Tegan: 1d20 + 1 ⇒ (1) + 1 = 2
Viklop: 1d20 + 3 ⇒ (3) + 3 = 6

Enemies: 1d20 + 1 ⇒ (9) + 1 = 10

Active Effects-

Map-

Link

Notes-

-

Action-

Vik already posted his surprise action, so everyone can post their action for this surprise round (only one standard action), then Damiel can also post his round one action as well, since he was the only one that beat the enemy initiative. Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry about the delay. I mixture of unexpected events and flu shot me down for a few days.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The walls of this egg-shaped cavern are obscured by thick tangles of long, pallid roots. To the east, the chamber opens into a wide, root-filled chasm.

A group of six mites are joyously tormenting a kobold. There are other three kobolds hanging limply by their bonds, dead from the mites’ torment. The last kobold shrieks in pain as the six mites take turns poking it with sharp sticks—each shriek eliciting a fresh wave of giggles and cheers from the mites.

The mites are too distracted with their fun and didn’t notice your approach.
Map updated, intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll update in some hours.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry the delay, got home and crashed on bed. :>

Serendipity didn't happen, so if there was any sphere point used, it should be refunded, as well Rendyl attack that wasn't necessary.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Viklop moves fiercely forward, a full swing of his weapon, albeit not beautiful or well executed, was more than enough to dispatch the mite at the makeshift catapult.

Djebelle also moves forward, weapon and shield ready to dispatch the enemy:
Atk AoO: 1d20 + 2 ⇒ (2) + 2 = 4
Dmg: 1d6 + 4 ⇒ (6) + 4 = 10
But the weapon goes way to far from her target, showing she’s still have a lot to learn in the martial path.

==/==

The second mite, yells in terror or defiance, hard to say, and moves toward Viklop… only to pass thru him trying to drop down from the slop into the next segment of the cave.

Atk AoO Vik: 1d20 + 7 ⇒ (11) + 7 = 18
Dmg: 1d8 + 6 ⇒ (7) + 6 = 13

Atk AoO Djebelle: 1d20 + 7 ⇒ (3) + 7 = 10
Dmg: 1d8 + 6 ⇒ (3) + 6 = 9

And this time, demonstrating his forms and sword skill, the swordlord easily dispatch the remaining mite.

==//==

Searching the corpses is utterly frustrating. They carry a single dagger each, bent and rust and dented. Examining the catapult and ammunition, you also notice that it would most likely offer no danger to the party.

==//==
Up close the high-pitched wails of terror from are even more noticeable, coming from the drop in the slop (another DC 5 Climb).
Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

As you move west, towards the mites, you reach a cave room where crude, wooden workbenches occupy the center, their tops strewn with various tiny tools, metal and wooden hardware, and blocks of wood. There’s a slope to the southwest, and on it a mite using a miniature catapult rigged out of bones and branches ready to fire, while a second mite, prepares to attack you, seemly charging at the party. You also you heard high-pitched cries of terror coming from somewhere ahead of you.

Mites. V.1

Round 1-

Ordered Initiative-

Damiel: 1d20 + 5 ⇒ (3) + 5 = 8
Djbelle: 1d20 + 5 ⇒ (15) + 5 = 20
Rendyl: 1d20 + 3 ⇒ (4) + 3 = 7
Tegan: 1d20 + 1 ⇒ (1) + 1 = 2
Viklop: 1d20 + 3 ⇒ (13) + 3 = 16

Enemies: 1d20 + 1 ⇒ (8) + 1 = 9

Active Effects-

Map-

Link

Notes-

-

Action-

Vik, you beat the mites on initiative, and since Djebelle is still behind, she doesn't know what's ahead. Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Party Perception:

Damiel: 1d20 + 8 ⇒ (19) + 8 = 27
Djebelle: 1d20 + 4 ⇒ (2) + 4 = 6
Rendyl: 1d20 + 5 ⇒ (12) + 5 = 17
Tegan: 1d20 + 5 ⇒ (2) + 5 = 7
Viklop: 1d20 + 0 ⇒ (1) + 0 = 1

The root-lined shaft drops 10 feet down to the middle of a 40-foot tunnel that runs east-west. It’s Damiel once again that, from behind the others, point out he can hear sounds coming from both sides. From west, it’s clearly mites, as he recognizes the hissing speech from the other one you met before in the trapped cage. From east, he hears faint noises of something ‘crawling’, but no idea what it is.

No map for now. Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

So, the marching order will be:

Vik, Djebelle, Tegan, Damiel, Rendyl?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Travelling north, it's easy to find the tree.

Looming over all the hills in the northern Kamelands, a graying hulk of a sycamore tree clings precariously to its last years of life. The 100-foot-tall tree is a well-known landmark and is visible for miles around—but is also well known to be infested with mites. These malicious creatures spend their days perfecting grisly pranks, torturing small animals, and tormenting the Sootscale kobolds who dwell in a cave 12 miles to the south.

Perception DC20:

While the old sycamore itself is a landmark, the mite lair itself has only a single entrance, hidden amid the ancient tree’s roots. The hidden entrance consists of a root-lined shaft that drops 10 feet down to some unknown place. The roots allow navigation of this shaft with a DC 5 Climb check.

Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"Thank you for your generosity." the shaman says with a hint of sarcasm.

Damiel, you’re pretty convinced there’s something fishy going on here. Most of the shaman’s words sounds as lie to you, but unfortunately, you can’t pinpoint what’s true and what’s lie.
As for the powder and caldron, you’re sure, even without Hylaen to help, that it’s no more than a stunt to fool the other kobolds. There’s no real magic behind it.

I've maked the map with the mite's lair. Are we moving there?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Damiel of the bigger race.” the shaman says with a hint of irony. ”It’s an ivory statue of the might Old Sharptooth, a winged kobold. The mites dwell north from here, in the caves below a sycamore tree .”

He walks about, and then pick up some ingredients from his pouch, dramatically chanting something and throwing at the bubbling caldron. The substance inside explodes in a purple smoke, which send the nearby kobolds in a zealot frenzied chant.

The shaman then looks at you again before he says dramatically. ”Why would they steal? Because they are despicable mites! The sworn enemies of our honorable tribe! They won’t give up a chance to pick a fight with us even if what we want is just leave peacefully under his blessed land!” He continues walking closer to a smaller kobold, most likely a new born one. ”I would venture myself into that den of evil and ugliness to retrieve our blessed champion idol, but alas, I’m afraid that leaving those poor souls here without any spiritual guide is worse than not having our honor!”

Then lastly he says ”For your help, we are willing to compensate in gold coins.”


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Step where Nakpik steps. Traps.” the Kobold says leading the way into the cave.

After lighting torches and preparing as much as you can for any possible ambush (Djebelle blessed her weapon and shield, preparing for the worst), The Kobold proudly escorts the fully armed group into the cave to area to speak with the Shaman.
He leads you passing through an alcove where you need to squeeze to pass, and then along several other openings in the cave complex. He escorts you thru some bewildered Kobolds, which hisses at you and point weapons, but end up not attacking, after Nakpik hisses something back.

You end up in a room which walls are decorated by a rickety wooden frame formed from clean-cut branches lashed together with gut and twine. Banners cut from two-foot-wide strips of old blankets and horsehides hang from floor to ceiling, covering much of the walls. The sloppily painted banners bear dozens of primitive icons and mystic symbols. A large cauldron filled with bubbling red liquid boils in the center of the room.

Tartuk, the shaman seems surprised when he first notices you, and after a brief talk with Nakpik he finally addresses you in a surprisingly well spoken common.
”Greetings and welcome to the Sootscale lair, adventures. I’m Tartuk and as Nakpik, our sacred symbol, our family heirloom, our tribe’s honor has been stolen by those vile and despicable mites. That idol has to return to us. Are you willing to help?” he asks bluntly.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll update in about one or two hours.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”I’m Nakpik.” The kobold says in his high-pitched voice. ”And we need the big ones help!” he says quickly in face of Rendyls bow. ”Mite stole our magical idol, come with me to see our Shaman, there’s a reward.”

He moves a bit inside the cave, waiting to see if you’re following or not.

Sense Motive DC 9:

He appears to be speaking the truth, and he believes on what he said.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Party Perception:

Damiel: 1d20 + 8 ⇒ (14) + 8 = 22
Djebelle: 1d20 + 4 ⇒ (17) + 4 = 21
Rendyl: 1d20 + 5 ⇒ (19) + 5 = 24
Tegan: 1d20 + 5 ⇒ (20) + 5 = 25
Viklop: 1d20 + 0 ⇒ (14) + 0 = 14

As Vik steps into the mine, everyone but him, notices that a lone lone kobold stands constant watch there, crouched behind one of the big rocks at the cave entrance. The kobold chirps loudly in surprise — he was expecting mites, not bigger foes. Then he hesitates for a few moments, confused before he hails the party and cries out in a high pitched voice. “Wait! Wait! I wanna talk!”

Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"หน้าแข้งใหญ่ของคุณ! ถ้าฉันไม่ได้ถูกจับกุมคุณก็ตายแล้ว!" The creature hisses in a language that none of you understand, but you are pretty sure he's not saying anything pleasant, given its attitude.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The fallen signpost reads: “Oaktop Silver Mine”.
As you approach, the creature in the cage notices you and hisses trying to scare you away. Even though is he not capable of such, anyways.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The group follows the river west as told by the undead. However, while searching for a place to camp, you find something else entirely.

An outcropping of large boulders emerges from the weathered face of a nearby hillock. A narrow opening in the rock leads into darkness below. A fallen sign leans against the side of the cave entrance, and a cage made of branches and sticks sits on the other side.
The stick cage contains a single, sobbing creature—his eyes squinted tightly shut against the light during the day. He doesn’t appear to have notice you yet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Vik

I need you to decide if you still want to play, and if yes, with Vik or with another class.

@Damiel
That's fine for me, if you want to chance classes as well.
If you want to keep Damiel and just change the class, that's okay as well.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I've added the crossing token (E13) and the Mite was found on F12, which is where the party token currently is.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

After the undead disappears, what will the charters do? Keep investigating the place or move west as the dead creature suggested? Moving west and you’ll stumble again with the cave and the mite as described previously.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Here!

Sorry! It’s been some hectic months since the new manager joined the company. I’m most likely changing jobs in the next few weeks, so I reckon it might get better.

@all

So, how many others you want me to recruit? 2 and keep Djebelle as healer? Or 3 and ditch the cleric?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”I was once Davik Nettles. This was my crossing. Follow the river to west and you’ll find the Stag Lord.” the undead says before disappearing again into the water.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@All
Yay! Someone rang the bell!!, but we have a split timeline here. So, let’s do this. First we’ll see what happens at the river, so for now, avoid posting any other action related to the mite.

A day earlier…

As the bell rung a rotting body climbs from the rubble downstream and makes its inexorable way across the river’s surface, walking over the water toward you. The sight of the obviously long-dead man, flesh putrescent and dripping ranseur clutched in his hands, is likely to be an evil creature. Yet as the corpse rises from the waters, he calls out to the group in an eerie, soggy voice: “You are not my tormentors. Throw the Stag Lord’s body into the river that I may look upon his death, or join me instead.”
Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Moved the party token on the map.

@Damiel, hope things get better.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The group walks about and discovers that the river instead of getting easier to cross is becoming more difficult and harsher. Even so, they continue exploring south of river for a possible safe passage. However, while searching for a place to cross the river, you find something else entirely.

An outcropping of large boulders emerges from the weathered face of a nearby hillock. A narrow opening in the rock leads into darkness below. A fallen sign leans against the side of the cave entrance, and a cage made of branches and sticks sits on the other side.
The stick cage contains a single, sobbing creature—his eyes squinted tightly shut against the light during the day. He doesn’t appear to have notice you yet.

K:Nature DC 11:

This awfully ugly creature is a fey, a mite. I has some minor magic powers, and it’s weak to sunlight.
Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider’s back.
Mites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin—mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.
Although they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe—a mite’s eyes bulge hideously open when it uses this spell-like ability.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

While exploring the area E15 , you come across a thick, sagging rope that still hangs across the river, which is all that remains of a bridge that once spanned over the river. A signpost at either end of the ruined bridge reads “Nettles’ Crossing—5 coppers—ring bell for service.” A rusty bell hangs by each sign. On the south bank of the river, the crumbled remains of a burnt-down wooden building are slowly being overgrown by encroaching vegetation.

K:Local DC 13:

Not so long ago, a retired Brevic engineer named Davik Nettles ran a simple but profitable toll bridge across a narrow reach of the Shrike River. He made no judgments on those who chose to use his bridge—as long as they had the coin, be they bandit or trapper, he would allow them to cross the Shrike. As this crossing was the only significant one to be had over the Shrike in the Kamelands, Davik made a fair amount of money for his hard work. This crossing was named: Nettles Crossing.

==/==

K:Local DC 18:

Not so long ago, a retired Brevic engineer named Davik Nettles ran a simple but profitable toll bridge across a narrow reach of the Shrike River. He made no judgments on those who chose to use his bridge—as long as they had the coin, be they bandit or trapper, he would allow them to cross the Shrike. As this crossing was the only significant one to be had over the Shrike in the Kamelands, Davik made a fair amount of money for his hard work.

Unfortunately, not long after he finally made enough to recoup the cost of building the rope bridge, the bandit king known as the Bandit Lord rose to power on the north shore of the Tuskwater downriver. When the Bandit Lord paid a visit to the crossing and informed Davik that not only would the men bearing his badge be granted free passage over the bridge, but that Davik would pay the Bandit Lord two-thirds of his monthly take in return for the Bandit Lord’s “protection,” Davik made a foolish error. He not only refused the Bandit Lord’s offer, but ran the bandit and his men off downriver with the aid of his three slavering hounds. After the incident, Davik rewarded himself with a meal of fresh fish and went to bed early. Not surprisingly, the Bandit Lord did not stay away for long.

Later, in the dead of night, the bandits returned. They surrounded Davik’s house and lit the building on fire with flaming arrows. Davik woke in terror as his dogs’ frantic barking alerted him, but as he stumbled out of his burning home and fled for his bridge, the bandits awaited him. More flaming arrows rained down, killing his hounds and wounding Davik. With his nightshirt aflame, the doomed bridge keeper tumbled down the path toward the river. After dousing himself with water, he clambered up to the bridge and tried to escape to the north shore. Unfortunately, the bandits had followed, and as Davik passed the midpoint on his bridge, the Bandit Lord cut one of the ropes that held the bridge intact. The bridge immediately collapsed, plunging the shrieking Davik into the deep, icy water. By the time his body lodged downriver in the debris of his ruined bridge, he had drowned.

At least this is what the history the bard sang one night, in a nameless tavern.
==//==


So, to continue exploring you need to cross the river. Crossing the river by shimmying along the hanging rope is possible with a DC 12 Climb check. Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Tegan

The lieutenant takes the letter but he doesn’t make any attempt to read it. ”No, I thank you for your offer. There’s nothing more that I need at the moment. It’ll be a great help if you can bring Sneeg back alive.”

==/==

Moving down southwest, the exploration is a lot faster and safer when compared to the Narlmarches. Starting from Oleg’s, you then explore the region near Bokkan’s hut, and continue south, you found a spider nest.

Party Perception:

Damiel: 1d20 + 8 ⇒ (16) + 8 = 24
Djbelle: 1d20 + 4 ⇒ (1) + 4 = 5
Rendyl: 1d20 + 5 ⇒ (15) + 5 = 20
Tegan: 1d20 + 5 ⇒ (2) + 5 = 7
Viklop: 1d20 + 0 ⇒ (9) + 0 = 9

Added a new marker for the spiders.
This area is the den of a giant trapdoor spider, a black and red brute the size of a pony. The area surrounding the spider’s den is strewn to a radius of nearly 200 feet with the skeletons of boars, deer, bears, and a few humans, but the spider hiding in the center just under the ajar lid to its lair is hard to see, but Damiel and Rendyl manage to spot it, before the spiders have the chance to jump on the charters. From there, a battle happened, but having the advantage of range and magic, the spiders didn’t even pose that much of a threat.

==/==

Party Perception:

Damiel: 1d20 + 8 ⇒ (4) + 8 = 12
Djbelle: 1d20 + 4 ⇒ (19) + 4 = 23
Rendyl: 1d20 + 5 ⇒ (6) + 5 = 11
Tegan: 1d20 + 5 ⇒ (4) + 5 = 9
Viklop: 1d20 + 0 ⇒ (2) + 0 = 2

The exploration continues southwest, and on the evening just before camping the party notice an old lightning-struck oak tree stands atop a low hill at this spot—the only tree in a 2-mile radius, in fact. Approached from the north, the tree looks eerily like a claw reaching for the clouds. In a hollow amid the tree’s roots on the north side, looking around Rendyl notices that a section of earth there has been disturbed.
Added another marker to the map for this as well.

If the party investigate:

Digging up the the area takes 10 minutes until the party finds a cache wrapped in a heavy leather cloak which consists of a masterwork dagger, a wand of burning hands (CL 2nd, 4 charges), a silver ring worth 75 gp, and a ritualbook. Unfortunately, rain seeping down into the cache has damaged much of the ritualbook, but three of the rituals (identify, mage armor, and unseen servant) remain intact.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The kobolds are somewhere south of the trading post, no one knows for sure.
As for the Tatzlwyrm... that's even a deeper mystery.

You guys can try a knowledge local, to gather information about rumors and see if you can pinpoint a location for your search.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Damiel

Hope things are better for you.

@Tegan

I lied! I slept the entire weekend due to sickness and ended up not updating the timeline, sorry. :(

@All

So, it seems we lost Djebelle as well.

What you guys prefer at this point?

Keep her as NPC and cleric of the party?
Or recruit some new players to join us?