Yzahnum

GM Dust Devil's page

67 posts. Alias of Viluki.


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Give me your roll20 name Jimara, i'll try to invite you into the game.


https://app.roll20.net/campaigns/details/728455/101-nights-of-alkenstar

here is the link, show up and say hi and i'll add you to players list.


James manages to nail the gnoll, maiming it badly but not killing it outright.

The fearful gnoll throws it's spear and nails Emile to the sand, her mutant blood pouring onto the ground.


It seems Emile will not be joining us... Need a day or two to get things setup (experimenting with the map creator).


http://roll20.net

Once signed up I'll give you guys my display name and set the map up.


Let's see if I can keep this up at least till the end of the module... Does everyone mind creating a (free) roll20 account to handle maps?

(better then google docs, you can actually move around your tokens and so forth and I can draw up maps on the fly)


Not everything is that bad, you for example are currently fighting gnolls, a "PC" (in terms of power) race. This encounter table is designed to vary sharply in power curve, however if you do take "reasonable" precautions (such as a watch every night and the like) you shouldn't be surprised by the "big boys". None of them have stealth whatsoever, basically if it's big it's going to have a hard time sneaking up on you.

In other words you have time to escape if need be.


roll20 is a virtual tabletop application, free to use. It can be used to create maps and easily manipulate them, was primarily thinking of using it for maps and doing the rest on these forums.


Ok need to upload maps obviously to keep this game going... Are any of you familiar with roll20?


Note that now all the gnolls are right next to you, they had to eat up two moves actions to get within "stab it" range.

will save1d20 + 1 ⇒ (8) + 1 = 9

The gnoll Emile ran towards is certainly fearful...


By "cinematic" I meant "the NPC with the info doesn't die", sorry if I wasn't clearer...

James nearly kills one gnoll, Jimara succeeds in killing her attacker...

The rest of the gnolls charge forward intent on engaging the group closeup...


By "cinematic" I mean the fight between the Sand Stalker and the gnolls is effectively "background noise" until you attack the gnolls (as in get in their faces) themselves and they go full throttle on you. Savvy?


Jimara's shot grievously injures the gnoll and Emile successfully terrorizes the gnolls...

For the sake of speed the combat between the Sand Stalker and the gnolls is now cinematic... It's your job to fight your way to her...


The Red Woman moves forward and attacks, she seems to glow with a blood red Aura... Then she leaps in and attacks mercilessly... She slaughter's a Hyena with ease.

Hyena 1 will save1d20 + 1 ⇒ (10) + 1 = 11

attack 1 (dual wield)1d20 + 8 ⇒ (10) + 8 = 18
attack 2 (dual wield)1d20 + 8 ⇒ (4) + 8 = 12

damage (main hand)1d4 + 1 + 3 ⇒ (4) + 1 + 3 = 8
damage (offhand)1d4 + 1 + 3 ⇒ (3) + 1 + 3 = 7

The shot misses from Zander's rifle... And a gnoll runs up and aims with his javelin at Jimara...

attack1d20 + 1 ⇒ (8) + 1 = 9

damage1d8 + 2 ⇒ (7) + 2 = 9

And misses, the rest of the gnolls and hyena gang up on the woman...

attack 11d20 + 3 ⇒ (19) + 3 = 22

damage1d8 + 2 ⇒ (7) + 2 = 9

attack 21d20 + 3 ⇒ (4) + 3 = 7

damage1d8 + 2 ⇒ (1) + 2 = 3

attack 31d20 + 3 ⇒ (20) + 3 = 23

damage1d8 + 2 ⇒ (2) + 2 = 4

Hyena

attack 11d20 + 3 ⇒ (7) + 3 = 10

damage1d6 + 3 ⇒ (5) + 3 = 8

Gnoll crit confirm1d20 + 3 ⇒ (11) + 3 = 14

Two gnolls strike her with their spears but it doesn't seem to slow her down... Indeed the pulsaating aura that surrounds her begins to eerily look like fresh blood... Then you realize that it is.


I keep getting my names confused... Replace all instances of Red Widow with Sand Stalker...


I'll roll PC initiative if every PC puts their Initiative in the Grey text underneath their names.

The robed figure twirls and even from this distance you can all see that her flesh is red... Blood red.


The group follows the tracks...

"roll of doom"1d100 ⇒ 77

2d6 ⇒ (4, 2) = 6
1d4 ⇒ 2

The group crests a sand dune and before them see a battle being waged, a strange robed figure who wields dual kukris engages with a force of gnolls, by your count six and 2 hyenas...

roll Initiative everyone
Red Widow1d20 + 4 ⇒ (16) + 4 = 20
Gnolls1d20 ⇒ 11
Hyenas1d20 + 2 ⇒ (12) + 2 = 14


A natural twenty is an automatic success...

Just as Emile is about to quit looking she spots the trail...


Having rested for the night the party makes it's way to the Red Widow's demese...

Now the hunt to find her begins...

Survival, dc 25:

You find tracks, tracks which were made by a single, female being... Who went to some length to erase her tracks from the desert. These tracks lead north.


Indeed but didn't want to kill the party on it's first trek... After all I have many more surprises in store...


As night begins to fall the loyal golem finds it's master and collapses before him, circuits whizzing with electricity...

No monster rolls for the night and Zander has the chance to repair his golem... Have we learned our lesson concerning the manifold dangers of the Mana Wastes?


You were suppose to do that before the monster got to react (e.g no attempt to attack it with a sniper rifle) you still can and I'm willing to rule that you can with the golem intact... But by retreat I mean full withdraw, run for the hills basically.


That we are...

The Troll decides to pursue the golem...

claws1d20 + 17 ⇒ (6) + 17 = 23, damage1d6 + 11 ⇒ (4) + 11 = 15

And probably annihilate said golem...

The troll almost completely regenerates the wound inflicted by the sniper rifle...


Botting Emile to keep the game moving...

Emile deciding that survival is the better part of valor makes like lightning away from the troll shouting "follow me!"


We are still waiting on Emile's action I believe


Not a mulligan, their is plenty on that table that can kill your party at your current level... Some things should not be fought, also however remember that their are ways equalize a fight. If you want to lure a troll into a deep gorge and drop one ton of acid on him to kill him I would go with that (so long as you could find and transport said acid).

Be cunning, be smart and be ruthless in the wastes.


No knocking off levels but if you flee now the GM shall be merciful this time, I trust you have learned your lesson concerning the dangers of the Mana Wastes?


You do have 2 free potions of cure lights wounds each and yes running is an option... Note that some of the content in the table comes from the monster codex, this particular example you are facing is a troll who attended "college" (four levels of barbarian)... Another note is that many traditional monsters (such as trolls) will be reflavored as mana wastes mutants...


Thunderscape rules for weapon sizes.

will save1d20 + 8 ⇒ (14) + 8 = 22

The Golemoid and gnome successfully strike at the massive mutant... Before their eyes however the creature's wounds start to reseal... The creature not terribly wounded but visibility enraged strikes the Golem with it's claws...

attack 1d20 + 17 ⇒ (19) + 17 = 36, damage1d6 + 17 ⇒ (1) + 17 = 18


Init1d20 + 3 ⇒ (16) + 3 = 19

The massive creature charges forward, moving at incredible speed...

The creature is now within twenty feet of you


Note, the advise given up thread holds sway here...

Roll Initiative everyone.


Sense Jimara already detected it no reason James...

As you all turn at Jimara's warning you see the creature... It is a massive green skinned creature with strange, blue and purple warts... It leers at you hungrily.

Knowledge local, dc 20:

This is one of the "big ones" mutants so warped in size and strength that they are akin to troll... These mutants are among the most powerful of their kind, feared and dreaded by all...

Knowledge dungeoneering dc 15:

This is one of the "big ones" mutants so warped in size and strength that they are akin to troll... These mutants are among the most powerful of their kind, feared and dreaded by all...


Considering the encounter table I rolled up takes inspiration from Dark Sun tables... Yes I needed to warn you, but since you seem to want one...

You find no trace of the Ironbloom mushrooms in the pond...

encounter table roll1d100 ⇒ 88

perception check dc 15:

You hear the sound of something big moving towards you somewhere within a 100 feet of you...


You all setup camp near the silt pond...

As the sun rises overhead you awaken groggily...

A note from now on whenever you make camp/rest an "encounter roll" will be made, this is to simulate the dangers of the Mana Wastes and may be far above the group's CR... In other words running may be advisable...


Eeks, forgot to put that in, dc is 16


random roll1d10 ⇒ 4

As you all move forward you have clear sight of the objective but it will take one day to get their at your present pace... You come across a small, stagnant pool of water and see a faint glow under some rocks...

Night falls and makes the glowing even more obvious...

Make the survivial check only if you lift the rocks up, Jimara your previous survival check means that effectively you won't get lost for the journey to the next objective. You will need to roll a new one for this.

Survival:

You find Glowmold, a form of mutant mold found in the Mana Wastes that can serve as a light source for three days before failing.


Having been discovered by the perceptive Drow a being clad in a ragged leather duster visibly moves fifty feet away from your position, he scrams like lightning...

Roll Initiative if you want to pursue...


As you take the bark and branches away from the tree something is being sneaky...

stealth roll1d20 + 6 ⇒ (17) + 6 = 23

Perception check dc 23:

You here the sound of someone sneaking, approximately 30-60 feet behind you...


The tree itself is a withered and warped sapling, chopping it up or perhaps ripping it out of the loose sand would certainly be an option...

"whistles" appreciatively at the shiny golem


Your prodding causes the pit trap's thin floor to collapse revealing a hole five by five just before the warpwood tree...


James and Emile see nothing, Jimara may want to prod what she sees with something long and pointy...


Good point Jimara...

You arrive at the Silt Pond by nightfall and clearly see a warped, unnatural tree...

random role1d10 ⇒ 8

Perception check dc 20:

You see what is unmistakably a section of sand that really isn't sand, rather it's some sort of cover... Right next to the tree


[ooc]Survival is the wrong check, should have said something. Make a knowledge nature 20/geography 16 for the warpwood. A knowledge geography 16/local 20 for the stomping grounds of the red widow Sand Stalker and a knowledge geography 16/dungeoneering 20 check to locate a grotto.[/spoiler]


The apothecary looks at you and speaks, "the malady has claimed many, I suspect it is a mana plague of some sort as mutants seem unaffected by it. The plague is so far local.

As for where to get what you need I have directions prepared..."

Jimara:

This definitely sounds to you like a dreaded mana plague, mana plagues are maladies of varying degrees of lethality spawned from the mana wastes.

James:

These all sound like the hardy, resilient and magically altered plants that are native to the mana wastes which has a very unique and unnatural ecology.

Directions:

Warpwood would likely be found north in the wastes, any warpwood trees would inevitable grow near the few remaining sources of water. The closet source of water would be the Silt Pond, five miles due north and west.

Ironbloom mushrooms would be located in one of the few, deep, damp grottos left in the wastes. I do know of these grottos other then that they exist.

Rat's tail is something that the Sand Stalker, a mutant who lurks ten miles west and north of here might know of. Be careful she isn't known for being nice or friendly and she will ask for something in return for her knowledge... Finding her may take some time, she is nomadic but generally moves around a ten-20 mile radius.


Looking relieved the apothecary speaks, "good, good we have been having problems lately in town... Some sort of waste spawned malady afflicts the miners and I need to devise a cure...

I need three things warpwood, rat's tail, and manabloom fungi.


A woman hurries out of the shop, her brown face looks haggard and worn, are you here for some work young ones?


The barkeep gives you the directions and you all find yourselves at the apothecary's shop...


1/day indeed.


This is still golorian but you basically won't be going out of Alkenstar, as such you can pretty much consider the place to be it's own isolated universe of sorts...

The bartender awakens suddenly and hearing Winchester speak talks in a burly voice, his fat, human frame making him winded. "If your looking to do the apothecary job I can tell you where to go... Best set of directions here in these parts."

Sense motive 15:

The Bartender isn't lying to you or trying to deceive you but he is...anxious.


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