Vinroot the Drunken Treant

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80 posts. Alias of Thrun.


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ahh my bad, just take the -4 penalty then for shooting into melee


You totally could, but the rat you were going to kill got shot by Askar. So being at Q14 wouldn't allow you to swing at anything, so I tried to have you run around, if you want to change that then go ahead.


I would like you to update your alias after every combat, during combat I can keep track though.


Will invite Helod back in after this combat

1. Severn misses, stepping into Q15.
2. Taz will step back, shooting at and killing the rat in front of him.
3. Rats. The rest will jump off of their piles of wood and rush toward Severn and Askar. The one from O15 will move to will move to P16 and attack Severn. Attack: 1d20 + 1 ⇒ (15) + 1 = 16 Damage: 1d4 ⇒ 1 The rat at P15 will jump down and take an attack of opportunity from Severn for it. Severn's Attack: 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9 missing the rat who then takes a bite at Severn Attack: 1d20 + 1 ⇒ (4) + 1 = 5 Damage: 1d4 ⇒ 2 The final rat at P14 will move to Q14 and also try to swarm Severn Attack (flank): 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d4 ⇒ 1
4. Tommar not sure what you meant, but as all rats are in combat, I would not call that a clear shot.
5. Askar, the wood is total, not partial. One of your attacks then at the rat in the one in Q14. Attack: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 Damage: 1d8 + 3 ⇒ (2) + 3 = 5 That kills
6. Whurly, Severn is in your way at the moment, I can have you try to push around the barrels though with a double move.


Well, we may have lost Oberst as well.

1. Severn kills the rat, moving up into its square.
2. Taz will shoot at the rat who is in combat with Severn, missing.
3. Rats. The rat starting at P14 will 5 foot step toward Tazennin and then attack him. Attack: 1d20 + 1 ⇒ (16) + 1 = 17 Damage: 1d4 ⇒ 3The rat in the woodpile will move to P14 and will attack Severn. Attack: 1d20 + 1 ⇒ (15) + 1 = 16, Damage: 1d4 ⇒ 4 The rat at Q15 will also attack Severn Attack: 1d20 + 3 ⇒ (11) + 3 = 14, Damage: 1d4 ⇒ 3 The other two rats will reposition. Together, Tazennin takes 3 damage, and I need a fort save against disease.
4. Tommar fixes his gun
5. Oberst will shoot at the rat at P14 Attack: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 [dice=Damage] 1d8+1
6. Askar shoot at the Rat at P15 (as that one is not in combat) hitting the wooden planks that are covering part of its body.
7. Whurly will hit, killing the rat at Q15.

Next, and if Oberst doesn't respond soon then I will bring Helod back on.


Oberst, Askar?


All good then


If the rat lived, then yes it would, however that point is rather mute


As Oberst has not posted yet, I will just have him do a basic shot with his bow. Also Whurly, total defense is a full round action, at least I am pretty sure it is. I will have you ready an action to hit the next enemy instead.

1. Severn you stab at the rat, missing, and then back away to the door (R14).
2. Taz, the first rat that comes around the corner you will miss.
3. Rats. The Rat in the woodpile closest will jump off of his wood pile and rush toward Severn. Attack: 1d20 + 1 ⇒ (14) + 1 = 15, damage: 1d4 ⇒ 1 The Rat on the next closest wood pile will also jump down and take a bite at Taz. Attack: 1d20 + 1 ⇒ (6) + 1 = 7, Damage: 1d4 ⇒ 1 The rest of the Rats will reposition.
4. Tommar will not move and then will miss the Rat in combat with Severn.
5. Oberst will shoot the Rat in combat with Severn. Attack: 1d20 + 4 ⇒ (17) + 4 = 21, Damage: 1d8 + 1 ⇒ (1) + 1 = 2 He grazes the rat, doing a small amount of damage to it.
6. Askar will move behind Oberst and miss. (I see we have a firing squad now.)
7. Whurly happens to be rather stuck at the moment, I would be willing to say Tommar moved out of his way afterwards though.

Next phase.


DM Rolls:
stealth: 1d20 + 11 ⇒ (6) + 11 = 17

The light from Oberst illuminates the room a little better, shining light on the piles of wood and the room. You can now tell with more distinctness that this wood is used in ship construction, you notice mast beams and the beginnings of longboat walls being made. This light also illuminates the distinctive signs of life to Tommar, small droppings cover the floor and tooth marks are notched into the wood. Tommar however doesn't see any of the rats he suspects must have been here. However as Severn walks forward there is a loud pitched squeal from inside one of the piles of wood. This is followed by another squeal from the next pile of wood, and then another, and another. Dire Rats leap out of the piles and upon Severn, mangy and starved from lack of food, they have gone mad at the prospect of something to fill their belly.

Initiative
Rats: 1d20 + 3 ⇒ (13) + 3 = 16
Tommar: 1d20 + 2 ⇒ (12) + 2 = 14
Oberst: 1d20 + 5 ⇒ (6) + 5 = 11
Severn: 1d20 + 1 ⇒ (20) + 1 = 21
Askar: 1d20 + 4 ⇒ (3) + 4 = 7
Taz: 1d20 + 5 ⇒ (13) + 5 = 18
Whurly: 1d20 + 2 ⇒ (4) + 2 = 6

So that would be Severn, Tazennin, Rats, Tommar, Oberst, Askar, and Whurly.
So Tazennin, you have an ally in the form of Severn for your mission, Whurly, I will get yours up later.

As the rats are inside the piles of wood right now, they cannot attack you until they get down to the floor. You can attack them, but will be at a -4 to hit. If you are small, an acrobatics check will allow you to get in the wood pile too, and a climb check could get you to climb the piles if you would like (although you still would take a -4 to hit).


Alright then, welcome to Whurly and Severn. Severn, when you enter have a look at the Andoran letter, I will make one up for Whurly soon. Just assume you have been with the party from the start, they are not that far in. I suggest you read old logs to get the feel of what is going on.


Sounds fine to me.


No, as in because you serve the Eagle Knights who are loyal to the Andoran Leaders, I could run you as Andoran to save me some effort.


I might run you as Andorian then, as that would ease the work for me. You could totally still say your working for the Eagle Knights though.


The room Tommar opens the door to is large and packed with materials. Large beams and piles of wood lie in organized stacks across the floor. They rise about 6 feet into the air, making miniature corridors in the room. It is however hard to pick out anything very far away. For the first time in the cellars there are no lights in this room, it seems as though whover has been tasked with keeping the lanterns lit hasn't made it this far. All of this was picked out from the lantern hanging in the room behind you. As for rats, the room seems empty and silent, although in the distance you can still hear a faint pattering.

On the Tactical Map, the large piles of brown are the piles of wood.


Any of those works. Bellflower would be strange, as your not a halfling.


Faction?


Mihajlo I would love to see your submission, this is not 1st come 1st serve.


Well, if available to all races then take it if you want.


Prefer not. I would view that as a fletchling only evolution.


Average starting gold, remember to put down a faction if you want.


Ranged Inquisitor, Ranged Bard, Mindchemist, and a Musket based Gunslinger.


That would be Askar, by a longshot.

Unless of course Oberst really does have a 23 flatfoot


Looking to add 2 more players to the group. The party requires 2 new melee/tank type characters, you must be able to post every day and be willing to lead party decisions. Same rules for creation as previously.


I am afraid you are right, unless Einor and Helod post soon then I will open up recruitment for two new melee fighters.


Did you guys open a door or am I missing something, everybody just seems to be getting ready to me. I will need you guys to tell me which of the inactive melee blokes open the door.


Once again I will apologize for my absence, life hit me with a truck of work rather recently.

Oberst quietly moves up to the door and with the use of Askar's ear horn listens intently at the door. He doesn't hear much but a faint patter of something rather far away in the distance, it sounds almost like rain upon a stone street, or the patter of smaller feet.


Yeah sorry, I got a torrent of work recently and have been rather swamped. I'll try to make sure it doesn't happen again and I am working on my next post. Again, you have my sincere apologies.


As the group opens the doors that the rat was scratching at they are greeted by a room filled with food storage. It seems that the infestation has not quite reached the upper levels and barrels of pickled herring and salted meat greet you in the room. No signs of life are in this room either so that not all of the towns storage has been destroyed.
Sorry I was a day late, got a little busy.


I would have needed Tazennin to succeed at the sense motive check in order to shoot before Askar. Also, although it doesn't really matter here, I would have needed Oberst and Tommar to give me attacks.

The party kicks open the door and a hail of arrows meets the rat, turning it into a living pincushion. It kicks and whines a little feebly before dying in a pile of its own spit and blood. You quickly move to flank the two opposite doors, but nothing seems to be emerging.

Back to opening doors. Also, I will deal with experience for each person at the end of the mission/day.


As Einor pushes open the door to the Drink Storage he is pleased to see he is right. The room is filled on all sides with large wooden barrels holding the towns supply of ale and wine. You can now recognize the old wood smell from earlier as coming from these types of barrels. The room is empty, here also the dust has settled and you see no obvious signs of life.

It is not until Einor opens the far door that any signs of this infestation are seen. The room you open into is a large well lit room. A staircase goes deeper into the cellars at the south wall. Two doors flank the wall opposite from you and signs label them as "Food Storage". The rightmost of these doors seems to be under attack, a large rat is raking the door with his claws continuously trying to get in. The rat itself is a disgusting sight, almost three feet tall with large claws and fangs it is obviously a dire rat, but apparently there can be hard times for rats too. The rats ribcage shows through its dirt covered fur and its mouth is covered in spittle from hunger. As the door opens, it turns to you with maddened eyes, and seeing a possible respite from its hunger, leaps towards the party.

Askar managed to hear some sort of scratching coming from the other room. Anyone who manages to complete the sense motive roll gets their action as an ambush and gets a turn before anyone else (as though they ambushed). I have tried to line the party up in the hallway as best I could, with melee in front and ranged behind them.

DM Rolls:

Einor: 1d20 + 2 ⇒ (4) + 2 = 6
Askar: 1d20 + 4 ⇒ (12) + 4 = 16
Tommar: 1d20 + 2 ⇒ (4) + 2 = 6
Tazennin: 1d20 + 5 ⇒ (17) + 5 = 22
Helod: 1d20 + 2 ⇒ (9) + 2 = 11
Oberst: 1d20 + 5 ⇒ (6) + 5 = 11
Rat: 1d20 + 3 ⇒ (20) + 3 = 23

I realize that people are busy and it's hard to post every singe day (I fail at it as well), we are getting to combat though, and it would be appreciated if I did not have to take your moves for you during combat.

So, order of Initiative
1. Rat
2. Tazennin
3. Askar
4. Oberst
5. Helod
6. Einor
7. Tommar
Of course if you succeed at the sense motive check, you get to act before the rat.


containers? Ahh, you probably mean the drink? If so, you only think that is there because of a sign, you have not opened the door.


The room contains no life other than yourselves. It seems as though this is a hallway connecting to other storage areas, the room to the south of you likely holding some sort of drink. As far as you can tell, the dust on the floor here seems to be undisturbed.


Ahh good to see you, nice to have you back


The door slides open into a small room with a long hallway continuing on from it. The door directly to your right has a sign on it reading "Drink Storage". The other two far doors have no such signs. The floor and lighting continue as they have been and no signs of life are yet detected.
Thanks to Oberst's suggestions the tactical map is now open to anyone for posting. Also, I understand that we only want the big melee people to be opening the door but in order to speed stuff up I would be fine saying that Einor or Helod (if he is actually around) opens the door in the interest of saving time, that way Askar or Tommar could also direct the group around.

I am going to put the link to the tactical map in the campaign info, for ease of use.


No problem


No clue, was just trying to be more careful, I'll make it so any can post


I can, just means people reading the thread could post as well


Well, as not very many people gave me their gmail address I will run the tactical map a different way. Just tell me what square you would like to go to and at the end of the day when I run through all the actions I will move you to the spot you requested instead of you moving yourself.
A couple of rules about Dungeoning
1. For combat, at the end of the day I will run through everybody's actions and tell you the results. If someone took an attack on a creature killed earlier in the turn then I will have your character do a simple action (usually your basic attack)
2. When not in combat I will usually take the first person who posts result for doors to take. For example when choosing north or south door, the first person to answer will usually be the one I chose.
3. If you wish to take an non combat action, such as perception, in a room we already passed, as long as a full day has not gone by then I will let you take the action as though you did it in the last room.

Rogthrin seems rather jolly in the morning when you awake. He quickly leads you out of the inn after a quick breakfast of black bread and herring. The small port hums with activity, not the activity of merriment and trading that pervades Absalom though, a much more quiet type. The town of Darth seems to be a fairly sober place, the people all seem to be at the port working on a new ship, or else trying to squeeze out an existence farming on the less than fertile sea cliffs. Laughter is not unseen, but just much less common then the wealthier parts of the world. As you walk through town you realize just how wealthy Rogthrin must be in comparison to the people here, a nice tunic and gold, although common enough in Absalom seems kingly in comparison to the drab the commoners seem call clothes.
Arriving at the small wooden watchtower, Rogthrin calls for young boy to step off watch and throws him 2 copper. "Needed to make sure none of the damn pests got out into the town ya know". The Master of the Docks opens the old wooden door to the watchtower and points at a small stone staircase that steeply descends into the sea cliffs. "Well, there ya are. Make sure you clear out that entire thing and my ring is as good as yours." Rogthrin smiles at the group, almost as though there is something slightly humorous about the entire situation, then motions down to the staircase. "I'll stay up here, but if there is anything you need a hand with don't hesitate to yell like the Hags of the North are after you and I will make sure to lock the door behind me." He gives a small chortle at his rather crude, if truthful, jest.
The cellars of Darth are made of a poorly cut stone, moss and earth can be seen between the cracks in the floor and walls. A pervading smell of old wood and pickled herring wafts out of from the staircase. Luckily, there seems to still be some amount of light coming from old lanterns, so torches are not necessary at the present time.

The tactical map
HERE IT IS

Also, I don't require you to tell me your position at all times on the map, only once combat starts.


Rogthrin grins and slaps Tommar on the shoulder "Guess your a man who likes the hard way around. There aint no such performers around here though, perhaps up at Luthgrad or in the Grand Hall of Olnslav, not sure though."

Thinking of starting the tactical map tonight, so anything you need to get done should be said soon. Such as how much shot Tommar (It will be 50 percent more expensive for traveling costs), also if you guys are staying the night, and it seems like you are I need each of you to knock of 3 SP for room and board.


Well if we are doing google docs then I will need gmail accounts from everyone so that I can allow you to add to the tactical maps when it becomes time. Private message would probably be best if anyone is worried about people stalking the thread (you never know...)


Missed Tommar's question.

"If your looking for a whore your not in luck. We don't get merchandise like that on the Isle unless the Korvosian trade ships are in for the summer. Of course throw enough money around a local girl and I'm sure you could get results. As for a magic shop the only place I could think of would be the "Illuminated Order" and they are not big on selling to those not in the guild. If your simply looking for shot though I could probably put in an order and you can have it in about 2 weeks."


As of right now I am planning on using google docs for mapping, if anyone has any better ideas for dungeoning I would be happy to hear them.


You judge the ring to be worth about 300 gold if you can find a good buyer. It is pure gold and the runes surrounding it are done in fine silver and the entire ring is fine craftsmanship.

Rogthrin quickly picks up the ring and returns it to his finger. He licks his lips nervously and after a short hesitation grins "Well then, if we have agreed on payment I suggest you follow me shortly. Oh, and the storage system is 2 floors deep, unless of course you account for our empty storage rooms down bellow, which add another 2 floors."


The Master of the Docks breaks into another of his familiar smiles. "Well, I am sure you managed to catch site of the large watchtower overlooking the docks, yes? Underneath that tower is the storage compartments for shipping supplies and spare food for the town, for use if under economic strain. Of late though some pests have managed to worm their way in from underground and are destroying my stocks and.... well my stocks. It is likely no more than an infestation of larger than normal rats, but with the Thane's men to busy to deal with Darth I would gladly pay the honorable society to clear out these... pests." Rogthrin looks down at his hand nervously twists one of his gold carved rings. He then takes it off his hand and lays it on the table. "Call this payment for the task"


Oh, and no coffee here.


Rogthrin will chuckle slightly as the party rushes to him with offers of helping against the bandits. "Darth isn't worried about Rutt, if the Thane wants to deal with bandits, then let him do the hiring. If your interested in work though, there are plenty of things I could hire some sellswords for that would be more in my interest."


The man will finish pulling out cups for drink and turn to the group. "Ahh, my manners, I always seem to forget them. I am Rogthrin, Master of the Docks and head merchant of Darth. As for news, the fact that the Thane's Society members have arrived is about as big as anything else around. I guess you would not know any of the more recent problems though... Rogthrin will scratch his chin with a heavily ringed hand and then smile. "Problems always seem to be abound on this Isle, but of late a group of bandits have taken up positions upon the overland route to Rutt, it's damn near impossible to get any goods to or from that town anymore. They are hardly my largest problem though, they seem to stay away from any of the larger towns. Rogthrin will then turn to Einor and reply in perfect Skald, "A southerner who knows our tongue, how surprising. No, I never have much of a gathering in this small tavern, my money has always come from other sources.


Upon entering the "Crooked Leg" you hardly find it to be the great inn that was expected. It seems that a large portion of the building goes to ship repair and servicing so only a small corner of the building serves as the Inn and Tavern. A small collection of dirty and completely empty circular tables sit in front of a table bar. As you enter a bell rings and a from the back you hear the sound of boxes tumbling around.
After a thirty second wait, a small portly man comes out from behind the bar. He wears relatively rich dress, a huskarl's robe and beard braided into his gold belt mark him as a man of wealth and power. He calls over the counter in a thick Ulfen accent "Ah greetings, you must be the Society members from Absalom, come in, come in. I welcome you to my small establishment, please eat and drink your fill, it is the least I can do for people of such prestigious background" He motions to the seats at the bar and begins to rummage around behind the counter, pulling out large iron steins.


I will still let you say you bought supplies from Absalom until Sunday but I want to get the show on the road, so without further ado.

The ride to Darth went with little commotion. The ride was hardly pleasant, the small longship carried back exotic spices and steel tools from Absalom (You learn on the boat ride that the Isle has no good source of steel production.) and hardly had the room to stretch about while traveling. Luckily though the boat ride came across few problems, hardly seeing any other ships about at all. Eventually, after about a 2 week trip the Isle came into site.

The Isle itself is about 50 square miles, and from the distance looks like a forested peak rising from the ocean. A strip of mountains runs through the center of the Isle, almost cutting it in half. The forests are of shorter type, almost hanging beach trees (think Mirkwoody), not like the taller pines of the more northern Linnorm Kingdoms. For most of the Isle waves crash into a tall jagged cliff face, creating a fair share of death traps to boats if you tried to dock without an established port.

Of the port you pull into, Darth, the outside looks like a small fishing town clinging onto what little port land is around. The houses are made from wood, and in the style of the Longhouses of the north, with thatched ceilings and log walls. Many small longboats are docked at the dry dock, outfitted for trade and fishing.

The defense of the town is minimal, with little more than a mound of earth with a picket fence on top of it as its wall. The dock is overlooked by a small wooden watchtower, on top is a small magonel looking out for any unfriendly boats. Besides the watchtower the town has only one other remarkable building, the only stone building in the town, next to the docks sits a large Inn and Merchanting Headquarters for the town.

The captain of the ship, a small, sullen man walks over to the group once the docking has finished. "I suggest you head over to the Crooked Leg, only place around that gives a meal to travelers." He jerks his head over to the large stone building, then returns to unloading the supplies.

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