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2,002 posts. Alias of Tuyena.


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Sundakan wrote:
DM Tuyena wrote: he shoves a commoner man who was considered a dagger away from his stall. Screw the merchant I'm WAY more interested in the guy who is also a knife

Jimmy the Knife was the most unfortunate of Tieflings as he was equal parts man and butter knife.

Damn you autocorrect.

-Posted with Wayfinder


Most of the merchants have begun to close up their stalls and pack up their street carts when you arrive, but some are still entertaining straggling customers and many merchants seem to be staying in the nearby Inn, "The Debonair Bugbear" if one wanted to try to catch them off hours.

One merchant in particular is looking over the group with interest until a moment of realization crosses his face.

"Ah! Hey! I saw you all leaving Bard's Gate to the north, only one thing that way! Glad to see you all made it back safely! Come here! Come here! I demand the first opportunity to see your wares and sell you my own!" the man says, as he shoves a commoner man who was considering a dagger away from his stall.

-Posted with Wayfinder


Been in the middle of a move guys, I'll check in our possible new guy and get us in track.

-Posted with Wayfinder


The group arrives back at the city of Bard's Gate with little incident.

The sun is just beginning to set on the city as the group makes their way through the main gate.

-Posted with Wayfinder


That's a far cry from say, 4 Trolls.

-Posted with Wayfinder


You're still a ways off from three. Keep in mind you've only had about 3 encounters since hitting 2, and they haven't been all extremely high CR.

-Posted with Wayfinder


I believe everyone has pulled away at this point?

With everyone away from the chamber, the remaining two shadows quickly fade away, leaving the group alone again.

-Posted with Wayfinder


Alianne will channel her divine energies to injure the remaining two shadows, before also moving away from the undead.

1d6 ⇒ 5

Wills: 2d20 ⇒ (15, 20) = 35

Both take half.

Other targets having withdrawn and the only apparent real threat in range, the two shadows converge on Neils.

Touch: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 6

Touch: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 ⇒ 3

Neils takes 6 strength damage. Party is up.

-Posted with Wayfinder


Neils succeeds in redeading one of the shadows, leaving only two.

Nil and Varian still to act, will bot Alianne for the moment.

-Posted with Wayfinder


From the walls, ceiling and floor of the cavern, arise three dark shadows around Nil, the whispering growing to be quite audible now.

Init: 1d20 + 2 ⇒ (20) + 2 = 22

Alianne: 1d20 - 1 ⇒ (8) - 1 = 7
Neils: 1d20 + 1 ⇒ (4) + 1 = 5
Nil: 1d20 + 5 ⇒ (10) + 5 = 15
Ptolem: 1d20 + 1 ⇒ (1) + 1 = 2
Somonti: 1d20 + 2 ⇒ (17) + 2 = 19
Varian: 1d20 + 2 ⇒ (11) + 2 = 13

Religion DC 13:

These creatures are Shadows.

Choice of knowledge between their strength sapping or incorporeal nature.

For each 5 exceeded you can learn about their strength sapping, incorporeal nature, or the fact they create spawn, or that they tend to guard certain areas exclusively.

Touch Nil: 1d20 + 4 ⇒ (8) + 4 = 12
Strength Damages: 1d6 ⇒ 6

Touch Nil: 1d20 + 4 ⇒ (16) + 4 = 20
Strength Damages: 1d6 ⇒ 5

Touch Nil: 1d20 + 4 ⇒ (3) + 4 = 7
Strength Damages: 1d6 ⇒ 3

Nil takes 5 Strength Damage

Party is up.


Sorry for the inconsistency guys.

I find I get demoralized from games when people suddenly vanish on me.

Work has been especially hectic for me lately.

And, to be frank, Endoralis has been quite busy lately pursuing his own things, which is great, but, he's kind of like my IRL Navi, always going "Hey! Listen! You should post!"

Excuses out of the way, I need to find a replacement for Alianne since it looks like they're not coming back. I've been messaged by people keeping tabs on the game from the original recruitment and hopefully we can find a way to inject them into the game soon.

And yes I like the suggestion for option B and we'll go with that moving forwards I think if we're all agreed.


Oops, yeah the DC is 20 so you're good Varian.

-Posted with Wayfinder


The arrow hits the coffin, but the wood refuses to ignite, likely due to the timber being too damp.

The extremely poor condition of the material however still causes the area of the coffin to shake loose from the rest, revealing the apparent corpse of a man in a very advanced state of decomposition.

Heal DC12:

The man's bleached white skin indicates he likely expired via drowning sometime in the past few months.

The smell of damp and decay reaches the group as the damage to the coffin is dealt.

Despite its sleep being disturbed however, the body of the man shows no signs of life, or unlife?

Perception (Hearing) (-4 due to the wailing cavern):

The more perceptive amongst you may pick out amongst the wailing behind you, an almost imperceptible whispering begin as the coffin is struck, as if something has only just now taken notice of your presence.

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Moving to the north the group follows the tunnel chamber into a small cavern, perhaps twenty feet wide and fifteen feet long.

The cavern ceiling in this room is very short and the tallest of you all may even need to keep your head bowed to avoid hitting it.

On the left side of the chamber is a small tunnel only big enough for all you to the crawl through, on the right side of the chamber, five rotting wooden coffins are haphazardly propped against the wall.

-Posted with Wayfinder


The group arrives back at the wailing cavern with little incident, leaving the only unexplored area in this branch of the cavern to the north.

Is Alianne and Varian still around? I haven't seen much from either of them in some time.

-Posted with Wayfinder


Yes this is indeed a dead end.

-Posted with Wayfinder


Sorry for the delay

The altar itself is mostly unremarkable excepting the black stone adorning the top of it.

The sarcophagus of the Wight is made from simple stone and seems equally mundane.

Despite being the Wight being vanquished however, the evil presence remains within the chamber.

In the room you find a Masterworked Longsword and the Banded Mail the Wight was wearing is magical.

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Entering deeper into the building the first real room the group enters is filled with ceiling hanging chains, many of which end in large hooks. Some of which still hold various unidentifiable chunks of meat.

The red concrete floors and walls seem to have had the walls doused in bleach hap-haphazardly perhaps, as seemingly random splotches of wall are free of their paint.

Walking around the room the floor cracks noisily as tiny bits of white and pink osseous matter crunches under foot.


The villagers thank you all for your contributions and praise you and the Night Wolves.

The villagers tell Arnesto that the bandits had been doing this for some time and seem surprised that the captured bandit by the name of Harles would be in league with them, as he just recently became the town's leader after the death of his father Abel who was the town's leader before that.

They admit they're unaware of any affiliations the bandits may have.

Ttaur finds a small pile of gold between all the men totaling to 53 gold, and the bandit known as Harles carries a fine quality looking rapier.


This is only going to serve to make Ptolem even more obnoxious. I'm OK with this.

-Posted with Wayfinder


From what I'm seeing your interactions should be your reach increases 5 feet, you can choose to shield bash and deal an additional 1d6 damage. I think of this like being enlarged with a spear but still having IAS where you just threaten at two layers

Ergo your damage needs to be adjusted.

4d4 + 9 ⇒ (3, 3, 1, 4) + 9 = 20

Getting rid of your two 1d6s and supplementing an additional set of d4s brings you total damage to: 40

Which matters because:

Seeing Ptolem adopt a defensive stance with polearm in hand the Wight crackles madly before rushing past Ptolem and outside the reach of the warrior... Or so he thought.

As the Wight is quickly run through by Ptolem's Ranseur.

As the Wight is shuffled off the unmortal coil, his retinue of skeletons join him in redeath.

INTENSE BOSS FIGHT OVER.

-Posted with Wayfinder


OK, but you still reach out 15 yeah? Or are you only threatening at 10 and using the bash?

-Posted with Wayfinder


Wouldn't your Crit be at x3 and at 2d4, or are you using a different weapon to take your AoOs?

-Posted with Wayfinder


It's non specific, it pretty much says the SHEER EVUL in the area is what's causing the issue. So I think without a consecrate spell the effect is difficult to mitigate.

-Posted with Wayfinder


Then I'm afraid you only see out 20 feet as the light level here is lowered by one step.

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I believe your low light vision is 60 correct?

If so you can see into the room as far as your illumination can reach. I think a torch however only illuminates 30 feet? Which would make you unable to see the Wight and skeletons from your current position.

-Posted with Wayfinder


Yeah you know all the basic Wight profile, just not any extra nastiness he may have.

The Wight is 35 away, the skeletons 40-45

Because of the proximity between the sarcophagus and the altar, any charge here would absolutely open yourself up to being surrounded. This room is basically barren aside from the altar and the sarcophagus.

-Posted with Wayfinder


Ptolem entering the room seems to stir it's inhabitants, as a figure rises from the inside of the sarcophagus, and six skeletons pry themselves free from the altar.

Leader? : 1d20 + 1 ⇒ (17) + 1 = 18

Skellingtons: 1d20 + 6 ⇒ (1) + 6 = 7

Alianne: 1d20 - 1 ⇒ (13) - 1 = 12
Neils: 1d20 + 1 ⇒ (9) + 1 = 10
Nil: 1d20 + 5 ⇒ (7) + 5 = 12
Ptolem: 1d20 + 1 ⇒ (18) + 1 = 19
Somonti: 1d20 + 2 ⇒ (2) + 2 = 4
Varian: 1d20 + 2 ⇒ (8) + 2 = 10

DC 16 Religion:

The figure in the Sarcophagus is some form of Wight that is clearly favored by Orcus.

-Posted with Wayfinder


Small enough to see to the end of obviously, about 45 feet from entrance to back.

-Posted with Wayfinder


The group follows the tunnel and turns a corner into another lage chamber, as you turn the corner though you find the illumination from your light sources dismisses greatly and many of you have to strain to see into the chamber beyond.

Dim Light Level in this chamber.

Those with Darkvision:

Inside the room at the far end stands a crude altar, the top of which is crested with a black statue of an obscene demonic figure.

Directly below the altar lies a stoney sarcophagus.

Those of you who are good aligned:

Just standing near this chamber seems to put a physical and mental toll in your body, and you can feel the evil emanating from this chamber.

DC12 Will Save or suffer Strength Penalty of: 1d3 ⇒ 1 while near this area.

Religion DC12 for those with Darkvision:

The obscene statue is that of the Demon Lord Orcus.


Busy weekend sorry for the delay. Update in a few once I reread this room.

-Posted with Wayfinder


Nil Silverwind wrote:
If that was the case you all wouldnt have been in the room. This thing waited and then struck her.

^^^

Those who entered first just didn't notice the 10 foot tall man with a club waiting to smash someone.


Inside the room the party finds the huge sized club of the Ogre and 113gp as well as an exit leading off to the south.

-Posted with Wayfinder


The group of you enter into the building alone.

From outside you could tell it stretches several stories into the sky.

Immediately upon entering you see a ruined antechamber of sorts.

A portion of the ceiling is lower than the rest and seemed to at one point be used for displaying a logo or sign of some sort.

Now however, a large crude drawing of a bright red looking figure with four arms occupies it's space. The silhouette of the creature surrounded by a luminous golden aura.

-Posted with Wayfinder


Nathan looks around the clearing and shrugs, "Eh, better than usual."

"What do you want to call that thing? An Expltoad?"

"Because, like, it's a toad. But it explodes. I'm on to something there, someone else work on it."

-----

"Anyways. Once we track down the scavengers it may be pretty easy, not all are aggressive. I've done retrieval like this before. Most scavengers fear us or avoid us however they can, but some revere us. If we're lucky they're who found the equipment and they'll be more than happy to hand it back over."

"...Nevermind." says Nathan after a moment before pulling a shot into the air which is immediately followed by a large explosion in the sky.

Another half second later and Nathan scoops up a nearby Wyvern and fires off a burst at a building around 700ish meters away, striking a pinpoint figure standing out on the roof.

"So much for that idea. There's a Deliverance up there, why don't you all go retrieve it. " he says the the group of Bob and the others, "I'm going to have the men sweep the closer buildings and I'm going to go explore the buildings surrounding the one the fire came from."

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Welp. That fights done.

Nil shoots the Ogre in his shoulder causing the creature of roar in rage.

At that time however, Ptolem spears the Ogre, catching him in the throat as the creature roars out once more.

The roar quickly dissolves into a gurgle as the beast lumbers around his makeshift ambush bleeding out in seconds.

Fight over.

-Posted with Wayfinder


Map

I drew this map in two minutes, on my phone, while at work. It is not to scale. It is the most gorgeous map you have ever seen, no one will comment negatively on such a work of art.

The red X is the Ogre. The green lines represent where he can see and be seen without circling around, currently Neils and Somonti occupy this area.

-Posted with Wayfinder


Sundakan wrote:
Having a hard time picturing this room then. Is it just incredibly small, so only Nils and the Ogre can occupy it?

I really need to get roll20 up and running for this game, please forgive my laziness.

So basically upon entering into the room, on the right the chamber doesn't open up. So the tunnel wall on your right is still where it is when you enter, this leaves a 5 foot wide walkway into the chamber.

Immediately on your left as you enter the room is the large pile of rocks, which the Ogre is behind.

This pile of rocks stretches around the Ogre. Think of it like a mirrored L.

The rock wall he is hiding behind us low enough where he is standing to see over and attack from. But the remaining portion wrapping around him obscures him and you from vision.

Circling around the rocks will give you access to the Ogre from behind, but this area is also only 5 feet wide so only one can have access to him from behind at a time, unless someone has reach behind them of course.

Sorry if it still isn't making sense I'll try to draw a diagram or something.

-Posted with Wayfinder


AoO Smash the one they call Neils: 1d20 + 11 ⇒ (1) + 11 = 12

Damage: 2d6 + 11 ⇒ (1, 2) + 11 = 14

The large brute trying to inflict the same fate on Neils as Somonti as he moves into position, but the attack is too clumsy without the element of surprise to strike Neils.

The creature roars in pain as he takes a large gash from Neils' blade and redoubled his efforts to crush the human.

Smash the one who hurts: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 2d6 + 11 ⇒ (2, 1) + 11 = 14

Rest of the party is up, anyone else wanting to attack the Ogre without circling the rocks he is hiding behind will take cover penalties as Neils is occupying the only clear shot space.

-Posted with Wayfinder


Audric blows away the aberrant dog fighting Bob, leaving Quoor to put two shots into nearby dogs, while both hit however neither dog is dropped.

Kwartz first shot goes wide but the follow up hits it's target.

The Loricatus that Nathan had previously splashed with acid is singled out by the Grandmaster as he places two shots into the damaged leg of the beast, blowing it off.

He then continues his blade work with the remaining dogs nearby.

Serai levels her shot and blasts the toad with her Longfang.

The body of the toad swells instantly as the shot begins to pierce through its body and a heartbeat later it explodes in a ball of fire just in time to go off with the grenades set seconds beforehand.

The shockwave of the explosion rips through the Plaza, knocking nearly everyone to the ground; only Nathan, Audric, Serai and Kwartz manage to remain upright.

Many of the dogs who survived both the grenades, the toad, and rifle fire are swept up by the shockwave and their momentum sends them into crippling tumbles.

Soon the blast settles leaving those who survived in silence, the Plaza now still excepting the occasional twitch from the ruined body of a barely alive dog.

-Posted with Wayfinder


Somonti wrote:
that's a truly beautiful image! So I took 16 damage leaving me on -4 yes?

You've got it.


Big, ugly and hammery does the job nicely. No penalties to sight based perception, sound is at -4 due to the wailing chamber behind you.


I must have missed that I thought Varian was right before Nil. OK, not much changes here, just Varian is inside the chamber and Nil can see the Ogre who benefits from cover.

-Posted with Wayfinder


Yeh that's plenty of death to not bother rolling with.

The bandits fight to their last but to no avail, the ferocity of their opponents quickly shuffles them off the mortal coil.

Leaving only the fate of the head thuggins to be decided in my the group. Many of the towns people quickly gather after the screaming stops and thanks the group for coming to their aid.

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Heading East the group passes down another tunnel, this one filled with the skeletons of many small vermin such as rats and bats.

Ptolem entering into the chamber that the tunnel leads into notices that someone clearly must live here, as a large pile of vermin skeletons lies in the corner of the chamber and a bed made of animal pelts lies in another.

Immediately upon entering is a large pile of rocks to Ptolem's left and a great deal of concentrated stalagmites and stalactites in the center of the chamber divide the room into northern and southern sections that are practically impassable.

Can you spot the danger?: 6d20 ⇒ (5, 15, 10, 7, 3, 13) = 53

The Danger: 1d20 ⇒ 17

Surprise Smash: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 2d6 + 11 ⇒ (4, 1) + 11 = 16

As the lightly armored Somonti dances her way into the room, a large hulking humanoid appears from the rubble at the entrance to the chamber and lashes out at her with a gigantic maul.

The strike catches her completely unaware and leaves her unconscious.

DC 14 Local:

Here there be an Ogre.

Monster: 1d20 + 1 ⇒ (18) + 1 = 19

Alianne: 1d20 - 1 ⇒ (16) - 1 = 15
Neils: 1d20 + 1 ⇒ (19) + 1 = 20
Nil: 1d20 + 5 ⇒ (7) + 5 = 12
Ptolem: 1d20 + 1 ⇒ (4) + 1 = 5
Somonti: 1d20 + 2 ⇒ (5) + 2 = 7
Varian: 1d20 + 2 ⇒ (4) + 2 = 6

Neils is up.

Ptolem, Alianne and Neils are inside the room, Somonti is down at the entrance, Nil is inside the tunnel still with Varian.

The Ogre is between the groups, but out of sight of Nil who is furthest back in the tunnel, Varian can see him though he benefits from cover.

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Fluer's shot pierces through the Loricatus' skull plate, the shot doesn't slow the scorpion at all however as it continues its charge until a few meters later when the legs of the beast lock and it crashes hard into the ground, dead.

The front line of the Occams meets the dogs head on as grenade go out and supportive fires cascades over the groups.

Suddenly Bob notices a Mortemcursor leap from one of the nearby rooftops directly towards him.

He manages to intercept the creature's attack with one of his own before returning an attack back at the dog.

However the Mortemcursor also parries Bob's attack and shrieks wildly in his face as they wrest with one another.

It is then though that Bob notices the skin of the dog begin to undulate and warp quickly and only out of instinct does Bob break off from the beast as a third limb bursts from the creature's back and swipes at the location Bob's head was a moment before.

It is then the call comes from the front of the Occams, "Toad incoming!" a moment before the ground quakes with impact and a unaware Occams is vaporized by the sudden impact of the monster against his body.

"Aberrant! It's Aberrant!" cry another of the Occams.

An assessment you quickly validate, as the Toad is covered in enormous looking balloon like growths or tumors all over its body.


The shrieking wind continues unabated...

Let's have a heading my friends.

-Posted with Wayfinder


Olaf the Holy wrote:

How much metagaming is allowed here?

Edit: I also made this. Will attempt to keep up with mapping. If I flipped something, please do tell.

Liking the map, very cool.

-Posted with Wayfinder


It's hard to tell for certain Alianne but it sounds like from the ceiling.

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If a situation comes up where it's needed I am rolling perception for you in any case.

A perception check is fine to be used for a few rooms.

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