Zon-Kuthon

DM Eunson's page

38 posts. Alias of Kastarr Eunson.


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Kara:
You find out that the token is a wooden feather token. This will anchor a boat immobile for up to one day. The vial is a cold iron weapon blanch. When applied to a weapon and heated over a flame for a moment, it will allow a weapon to bypass any form of damage reduction susceptible to cold iron.

The mite is in negative hitpoints and thus cannot become conscious. You'll need to raise him to 0 hit points or more in order for him to regain consciousness to question him.


So I'm now on rotation for four weeks, so like I said posting may become sporadic. I'll update as and when I can.

Whurly:
It appears that this room has seen a large amount of activity lately. There are definitely mite footprints as well as others you can't quite recognise due to the dust having been kicked over.

Kara:
None of the symbols appear to be magical in nature but the wooden token and the vial both radiate faint auras.


Heroden manages to stabilise the remaining mite.

The mites carry little of value, but each of them appears to carry the same symbol, a wooden pair of small serrated locust wings. Other than that, they each have a small sickle. Their darts appear to have been blunted in the fight although they could possibly be used again. Each has a small accumulation of glass and baubles and finally one carries a small wooden token in the shape of an anchor and another carries a small vial.


Yeah don't sweat it, it was just to keep things moving.

I'm going on rotation tomorrow so my posting is probably going to be limited to 1/day around lunch GMT. Just FYI.


Whurly's bolt manages to pierce the skin of the last mite and it faints from the pain.

Combat ended!

One mite lies slain outright and the other three are dying.

Up to you guys what you do with the three that are dying.


2 non lethal and 3 lethal.

Draegar Will save: 1d20 + 0 ⇒ (9) + 0 = 9

Draegar feels an overwhelming sense of doom as a wave of fear washes over him following the mite's words. Mite 1 cast doom on you last round. You are now shaken. Your attack hits but we're waiting for Kara. I'll DMPC here just now.

Kara attempts to freeze the mite once more with her ray of frost.

Ray of frost vs. mite 2: 1d20 + 2 ⇒ (2) + 2 = 4
Ray of frost damage: 1d3 ⇒ 3

Round 3

Mite 1 5' steps into place of his fallen comrade and both mites attempt to bring down the dwarf who is proving so lethal to their comrades!

Mite 1 vs Draegar (sickle, hatred): 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Mite 1 vs Draegar (damage): 1d4 - 1 ⇒ (1) - 1 = 0

Mite 2 vs Draegar (sickle, hatred): 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Mite 2 vs Draegar (damage): 1d4 - 1 ⇒ (3) - 1 = 2

Mite 1 squeaks in frustration as Draegar's armour stops the blade of the sickle, although it leaves a bruise underneath. Mite 2, however, has much better fortunes and manages to sneak the point of his sickle under Draegar's armour.

Draegar's total damage tally is currently 3 non-lethal and 5 lethal now.

Draegar in retaliation cracks Mite 2 on the skull and knocks the mite out of the fight.

Mite 3 stable check: 1d20 + 0 ⇒ (2) + 0 = 2

Mite 3 continues to bleed onto the flagstone floor.

DM Notes:
Mite 1: -1 non-lethal
Mite 2: -7 lethal, dying
Mite 3: -10 lethal, dying
Mite 4: dead


I use Roll20.net and then the Snipping Tool in Windows 7. Roll20 is a fantastic website and capable of very powerful things. You should check it out if you're going down this route.


Yes, at the moment Draegar is the only one with meaningful damage.

Heroden's lunge goes wide of the mark and the mite giggles at him. None of the three of the mites seem to make any indication that they've understood Heroden's words.

In the interest of keeping things moving, I'll take Draegar's AoO roll as an attack roll.

Draegar swings his sledge once again, and cracks the skull of another of the small blue-skinned creatures.

DM Notes:
Mite 1: -1 non-lethal
Mite 2: fine
Mite 3: -9 lethal, bleeding out
Mite 4: dead

We just need Kara's next move and then we'll be into Round 3. Go Mites!


Whurly's shot flies wide, missing the mite by several inches. It clinks against the wall beyond with a hollow noise.


Both mites were close enough to 5' step in. They both only had to make a 5' step diagonally to get into melee range with you.

As the mite who cast a spell at you moved around behind the other mites after they had moved, you would be denied an AoO against him too. However, this may all be moot if Heroden elects to remain where I had put him originally as he'll get three AoOs. Indeed, all he needs to do is knock out the mite located to your left diagonally and your AoO will stand and take out the mite who moved around to the back. You still need to give me a Will save, btw.


With regards to 1, that was the only position that would allow you to make your attack last round. However, I can move you behind and that won't change anything. With regards to 2, they only provoke an attack of opportunity when moving out of a square that you threaten. Both mites have moved into a square that you threaten but neither have left one yet. I've updated the combat map to reflect your request.

I should point out that yes, in your previous position you would have got attacks of opportunity against all three mites.

In fact, if your intention is to capitalise on Combat Reflexes and denying movement then standing behind anyone is the wrong thing to do as that then provides your enemies with soft cover (+4 to AC and denies AoOs).

Do you want to remain where you were standing in order to attempt all three AoOs?


Draeger's sledge hits the mite so hard that the creature's skull depresses and it expires immediately, collapsing into a heap at his feet. The other mites yelp and chitter amongst themselves.

Undercommon:
"Dwarf kill Yiksik! We kill dwarf!"

Heroden's blow goes wide of the mite who had been standing next to the mite who was just crushed by Draegar's sledge.

Round 2

Two of the mites move up to engage Draegar, while the third points at Draegar and shrieks at him in Undercommon.

Undercommon:
"You fear us!"

The mite then moves behind his comrades.

Draegar, can I get a Will save please? DC 10.

Mite 2 attack vs Draegar (sickle, hatred): 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Mite 2 damage vs Draegar (sickle): 1d4 - 1 ⇒ (3) - 1 = 2

Mite 3 attack vs Draegar (sickle, hatred): 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Mite 3 damage vs Draegar (sickle): 1d4 - 1 ⇒ (2) - 1 = 1

Both of the mites manage to find chinks in Draegar's armour and draw blood. 3 points of lethal damage, Draegar.

DM Notes:
Mite 1: -1 non-lethal
Mite 2: fine
Mite 3: fine
Mite 4: dead

Map updated.


The mite that Kara aimed at yelps as the cold ray glances off of the floor at it's feet. It then lets out a tirade of guttural syllables.

Undercommon:
"The gnome has magics! I get beetle!"


Whurly:
Speaking is a free action, so knock yourself out. Although not literally. Then the mites will gnaw on your bones!

Combat map linked up top.


I should point out that I am not a GM who subscribes to the "knock them to 0 and they die" rule. Like PCs, an NPC will only die if knocked down to negative CON. This will leave you with the dilemma of what to do with those creatures you have knocked out. Leave them to bleed out? Kill them with a CdG? Tie them up and leave them to collect later?

I am fairly lenient on the alignment side of things; you will not pick up an alignment penalty for killing an enemy that was an armed combatant. However, you may pick up an alignment hit for killing an enemy who has surrendered or was never armed in the first place. Remember that Golarion is a place of alignment absolutes as decreed by the gods. Who are all played by me! MUWAHAHAHA!

In case you hadn't figured it out, I roll in the open. I will not fudge dice either way. If you kill an encounter, great. We'll tally up loot and move on. If you eat a greatsword because they super-crit, then you hope you can get raised or we re-roll and move on. :D

Also, honey flavour Jack Daniel's is the bomb!


Your shot is true, however the bolt seems to collide with the blue-skinned creature and bounce off of it although it yelps in surprise.

Knowledge:
You recognise these creatures as mites, a creature of the fey that is resistant to damage unless struck by cold iron. Their traditional enemies are dwarves and gnomes and they are known to train for battles against those races.

DM Info:
Mite 1: -1 non-lethal
Mite 2: fine
Mite 3: fine
Mite 4: fine


I am assuming that Whurly and Draegar have gone first, yes. You're in a 10' by 10' set of stairs that leads into the first room of the dungeon. Feel free to make kn (dungeon) checks for anyone who has it trained.

Also remember that with my initiative way of doing things, whoever posts first acts first. This is to avoid retcons and make it flow much easier.


I've just now realised that the bulk of the critters in this first level have hatred against Dwarves and Gnomes. This should be fun!

As Draegar and Whurly step into the cave, they are suddenly beset upon by flying darts!

Surprise Round
Attack, dart 1 vs. Whurly: 1d20 + 3 ⇒ (2) + 3 = 5
Damage, dart 1 vs. Whurly: 1d3 - 1 ⇒ (1) - 1 = 0

Attack, dart 2 vs. Whurly: 1d20 + 3 ⇒ (18) + 3 = 21
Damage, dart 2 vs. Whurly: 1d3 - 1 ⇒ (1) - 1 = 0

Attack, dart 3 vs. Draegar: 1d20 + 3 ⇒ (1) + 3 = 4
Damage, dart 3 vs. Draegar: 1d3 - 1 ⇒ (1) - 1 = 0

Attack, dart 4 vs. Draegar: 1d20 + 3 ⇒ (20) + 3 = 23
Damage, dart 4 vs. Draegar: 1d3 - 1 ⇒ (1) - 1 = 0
Critical confirm: 1d20 + 3 ⇒ (9) + 3 = 12

Round 1
Attack, dart 1 vs. Whurly: 1d20 + 3 ⇒ (18) + 3 = 21
Damage, dart 1 vs. Whurly: 1d3 - 1 ⇒ (1) - 1 = 0

Attack, dart 2 vs. Whurly: 1d20 + 3 ⇒ (2) + 3 = 5
Damage, dart 2 vs. Whurly: 1d3 - 1 ⇒ (3) - 1 = 2

Attack, dart 3 vs. Draegar: 1d20 + 3 ⇒ (8) + 3 = 11
Damage, dart 3 vs. Draegar: 1d3 - 1 ⇒ (1) - 1 = 0

Attack, dart 4 vs. Draegar: 1d20 + 3 ⇒ (11) + 3 = 14
Damage, dart 4 vs. Draegar: 1d3 - 1 ⇒ (1) - 1 = 0

Although many of the darts strike true, they lack the power to punch through the armour of the dwarves although they do manage to cause some bruising.

Draegar and Whurly can now see four small creatures all with a blue skin tone and large black eyes. They are all within charge range.

Bah, you guys got lucky on the damage rolls! ;) Both Draegar and Whurly take 2 points of non-lethal damage. Kara and Heroden can now see them too.


Your journey to the entrance of the cave is uneventful. Although the road is quite busy, there seems to be relatively little reason to be concerned about bandits. Indeed, the guard on most of the caravans that pass you seems quite light.

As you near the entrance, you notice a grisly sight. Several mules have had their throats cut and their corpses unceremoniously dumped at the mouth of the cave. It looms ominously in front of you.

Can I get a 2x2 marching order please? Whoever winds up in front, can I get a Perception check from both of you?

DM Rolls:
Party Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Enemy Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Enemy Stealth: 1d20 + 13 ⇒ (6) + 13 = 19


Draeger:
You'd take attack penalties for using an improvised weapon and I'd also be inclined to deny Dex to AC while you have it attached to your forearm (although it would be a free action to drop the shield to regain your Dex bonus). Otherwise I see no particular issue with it.


Well I'll hold off on moving forward until tomorrow night to make sure. You guys can get any last minute roleplaying and/or purchases before you head off. The journey will be uneventful. I can't say that will remain true once you enter the cave...


Are you guys ready to move on then?


I can easily put it up on the campaign tab but most groups I've run prefer a party member to keep tabs on things. Up to you guys.


"The goods are actually of little consequence, they've already been paid out for by our insurance. I have no ideas as to the number of bandits you may be facing. The rest of the area is fairly quiet, as it is managed forest for the production of timber and the raising of deer for leather and venison. An acolyte is fetching your potions just now and you may take this parchment which details roughly where the cave is," the priest says, motioning towards the parchment on his table. A few moments later, a young robed acolyte appears with two potions that clearly read "cure light wounds" on the label.

Party gains: map to the entrance of Purple Mountain, two potions of cure light wounds. Who wants to act as treasurer?


"As we have little evidence, I'm afraid that I have little idea as to what kind of bandits they may be. Typically, bandits in this area are human, however," the priest states.


The priest looks up in surprise as the four of you troop back into the temple.

"You certainly waste no time, my friends," he says with a smile, indicating that you should take a seat at his bench. While you do, he pulls out a piece of parchment. On it is a crude approximation of the Five Kings Mountains although major landmarks are recognisable. With his right index finger, he stabs at a cave drawn on the map.

"I believe the bandits are using this cave as a hideout," he explains, "It has been used before although not for many years. It is within easy striking distance of the road. I believe it is here that you will find your prey." He pushes the map towards you.

"Are there any questions you would like answered before you leave?"


Back to the priest then?


The priest shrugs a little. "Your guess is as good as mine. I've been trying to drum up interest for a week and I've had nothing except you two. Perhaps you can have better luck? Adventurers and mercenaries are more likely to work with others of their own kind. You could start in the inn across the road." He then picks up his fork and begins to attack his meal again but with renewed vigour.


The priest looks at Whurly and looks at him appraisingly.

"Twenty percent, I'll pass on anyone else that comes along and two potions of cure light wounds," the priest replies firmly, "And the charter will only apply for one week. I have my career to consider."


Give me a Bluff check, Whurly. Add +2 to the check.

Sense Motive: 1d20 + 3 ⇒ (6) + 3 = 9


For some reason, I look at that avatar and think Dwarf. Hand wave the error as I can't edit it now.

"As you like," the barkeep replies, motioning to a waitress while he pours a dark ale into a clean mug.

"That'll be three silver and four copper," he remarks, setting the mug in front of Heroden.


@ Heroden/Kara:
"Well, Master Dwarf," answers a jovial, almost rotund, barkeep, "We've a broth of barley and beef, as well as some roast beef with taters and other root vegetables. If that's not to your taste, we've also some chicken in a spiced sauce. We've a number of drinks to wash things down with, even some ales from the Five Kings."

For the sake of argument, we'll say that you two are eating at the same place. The inn across from the Temple of Abadar at which Whurly and Draeger are currently at.

Whurly/Draegar:
A dishevelled man in priest's robes sits, pushing some stewed meat around a bowl aimlessly when you approach. He jerks upright, almost as if started out of his wits, but he quickly recovers as you address him.

"Abadar be praised, someone has finally come," he says with a sign, motioning for you both to take a seat at his table, "Yes, there will be danger, I imagine. Nothing that hardy adventurers like yourselves couldn't take care of! The truth of it is that we've lost some trade shipments. In itself, this is nothing extraordinary. We lose shipments to bandits all the time, despite the best efforts of the guard. However, we usually either find corpses at the site of the robbery or receive ransom notes for further gold within a couple of days of the goods going missing. Neither has happened in this case, which I admit has me a touch concerned. I have a good idea from where these bandits are striking from and I'd like someone to check it out, even if just to put my mind to rest." He pauses for a moment, sipping some amber liquid from a mug at his elbow.

"I'm afraid that as this action is not sanctioned by the Church I am unable to offer recompense, however, you may keep whatever you find at the bandit's lair and I shall negotiate a charter which will permit you to sell any legal goods found at an increased price of ten percent. I trust that this is agreeable?" The priest looks at you expectantly.


Chatter away!


Kerse, largest city in the Kalistocracy of Druma and settled on the banks of Lake Encarthan. It is here that you find yourself for a myriad of reasons. Whether you are chasing gold, looking for gainful employment or simply following the road where it leads you nonetheless spend some time walking the streets.

One thing that becomes evident over a couple of hours of traversing the city scape is that there are rumours of dark things in the foothills of the Five Kings Mountains, the mountain range that makes up one boundary of the Kalistocracy.

Most of the rumours seem to point at a local priest calling for adventurers. It appears that he is having little luck due to being unable to offer much in the way of recompense but the rumours seem to indicate a certain level of danger.

I'll be making up the encounter maps tomorrow afternoon/evening but feel free to introduce your characters for now.


The party composition will be:

- Heroden
- Draeger Ironhide
- Kara Deepshadow
- Whurly Deepforger

Game thread will be up soon.


Just a reminder that the deadline is the 31st of December 2012.


Whurly:
Mechanically fine but you'll need to update your background to reflect how you find yourself in Kerse.

Sunny:
Looking forward to seeing the completed character.

Draeger:
Looks fine to me.

At the moment, we seem to be lacking applications for full arcanists and divine characters. For any new applicants you may want to consider those classes that offer these as options.


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Greetings,

I've recently come across Purple Duck Games' Purple Mountain and I'm looking to recruit a group in order to run through it. At the moment, three of the twenty levels are available but I'm looking to run it from beginning to end.

I'll be setting it in the Five Kings Mountains region, but this isn't an indicator to create a Dwarf, it just happens to be a handy place to put the dungeon.

I'm looking for well-constructed characters, with enough background and description to let me really get a feel for the characters.

Character Creation:
- 20 point buy.
- Two traits, both of which must match up with the background presented.
- Average starting wealth for class.
- A character sheet is not required, however I'm looking for a well thought out concept with background, description and personality. Make me feel like I know the character.
- The adventure will begin in the city of Kerse, in the Kalistocracy of Druma.

From a player point of view, I'm looking for dedicated players who are capable of posting at least one detailed post a day. I generally run games as the rules dictate but for play by post, I make one exception.

Group Initiative: I take an average initiative across the group and then roll for the group and each group of enemy combatants. This determines initiative order. When it is the turn of players, posts are taken in chronological order. This can mean that between turns, players will act at different times within their turn but reduces any requirements for ret-conning posts.

Closing date will be the 31st of December 2012, with a view to starting on the 3rd of January 2013.