Kyuss Spawnling

Kayotic DM's page

465 posts. Alias of Kayos..


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Elian and Kessel can easily find food between them, mostly berries and herbs in the way of plantlife and then the odd huntable animal, rabbit being the easiest to capture and carry back to the mine office.

Meanwhile the work on the office goeas steadily, the place becoming increasingly livable. Grond discerns that there is no odd stonework but a great deal of the rock in collapsed areas of the office is perfectly reusable for rebuilding.

Details & rules things for improving your base of operations:

Spoiler:

THE MAP

Craft overview:

Craft skill checks can be made in one of two ways, depending upon the time available. If the check is made at the end of one week’s work, the result times the DC equals the amount of work completed in terms of sp. If instead the check is made at the end of one day, the amount of work completed equals the check result times the DC in cp. The work is completed when its total value is reached. Multiple characters can contribute to this work. If the skill check is less than the DC then no progress is made in that time. If the skill check fails by 5 or more, half of the raw materials are ruined and you have to pay that cost again. In this case, such a loss equals half the cost of the construction to be completed (even if no raw material costs were required)

The Yard:

The entire yard is considered difficult terrain except for the small path leading up to the building. Clearing the yard requires 20 total hours of work and makes the yard normal terrain. Behind the building, a stone well rises up out of the weeds. Although the bucket is gone, the water is clean, if a bit brackish. In the back, the remains of a wooden outhouse lie in an unrecognizable heap. Rebuilding the small structure requires DC 10 Craft (carpentry) skill checks until the value of the completed structure reaches 20 gp. There is no cost for this construction as all the raw materials are present.

So far of this work some of the terrain has been cleared and the well is looking a lot better thanks to Kells' eviction of the frog.

The Porch:

Part of the front porch has collapsed, but it still allows entry to the building. The two exterior doors are damaged but are still sound and easily repaired with an hour’s worth of work and a successful DC 15 Craft (carpentry) skill check. The locks on the doors are rusted beyond repair and must be replaced (see page 128 of the Player’s
Handbook for prices). The walls and doors have the following statistics:

Wooden Doors: 1-1/2 in. thick; hardness 5; hp 15; Break DC 18.
Stone Walls: 1 ft. thick; hardness 8; hp 90; Break DC 35; Climb DC 20 (15 with vines).

The Exterior:

Clearing the debris from around the building and the second floor requires a total of 40 hours of work. Most of this debris is still suitable for repairing the building and offsets much of the cost.
Repairing the outer structure of the building requires DC 15 Craft (stoneworking) skill checks until the value of the completed structure reaches 200 gp. This repairs all the walls on the first floor, including those in the living room and the porch. The second floor requires much more work and is completed when the value of the structure reaches 500 gp. This construction requires only 1 gp of raw material for every 10 gp of construction completed if the present materials are used (as opposed to half the cost).

The windows cannot be repaired and must be either boarded over or replaced. Replacing a window costs 2 gp and 1 hour of work for each window.

The Interior:

The first floor of the manor consists of five chambers. The largest of these is the living room, part of which has completely collapsed.

Directly to the right of the living room space is what was once an office. The bookshelves and desk have thoroughly rotted and what few tomes and mine maps remain are ruined and illegible.

Adjoining the living room is a sizable dining room. Any furniture that remains in the room is completely soiled and worthless.

The kitchen contains an actual fire pit, but the chimney is blocked and must be cleared before it can be used.

The pantry, attached to the kitchen, has a number of empty and broken shelves along with two empty barrels. A staircase in the living room is choked with debris and leads to the remains of the second floor. Another in the kitchen leads to a crude cellar.

The second floor of the manor is in complete ruins. Although there is no roof in its current state, the floor above prevents most of the rainwater from leaking into the first floor.

The cellar is partially collapsed, but stable at the current time. Along one wall, a crumbling wine rack still stands, although others have already plundered it, leaving a pile of empty and broken bottles at its base.

The interior can be cleared of debris with 20 hours of work. The first floor can then be renovated with an additional 40 hours of work and 50 gp in supplies (paint, replacement floor boards, and plaster).

Renovating the interior of the second floor requires successful DC 15 craft (carpentry) skill checks until the value of the construction reaches 200 gp. Since the damage here is so extreme, you must pay half the construction value for raw materials.

Stocking the manor with the appropriate furniture and necessary supplies requires 200 gp. This cost includes beds, chairs, rugs, tables, and kitchen supplies. This makes the place basically functional and comfortable enough for complete bed rest

Increasing this expenditure to 1,000 gp along with repairing the rest of the structure as noted earlier, gives the owners a +2 circumstance bonus on Diplomacy and Intimidate checks made inside against those impressed by wealth (typically the poor and merchant classes).

A lot of the clearing downstairs has already been done already by the party, including the clearing out of the chimney.

All in all there is a lot of work to do over time to the place, I will keep a note of work done and to the value of the building as you go. Also there is the problem of legality of your taking over the abandoned office, whilst nobody has made claim to it you have no idea where the deeds to the place could be, you could (theoretically) put in all of this work only for someone to appear with deeds and boot you out!


I'm reading posts and will get something DM-shaped up tomorrow :)


Having found no traps and cultivated his link to the natural world Kessel finds a nearby stream that seems perfect to bathe in. The stream is possibly a little far from the mine office and cairn to always trek to to retrieve water but is perfect for when the group (or just Kessel if he keeps the discovery to himself) fancy a refreshing wash.

Kessel;

Spoiler:
When he settles to identify the items he eventually reaches the conclusion that the 'R' etched into the potion bottles stand for 'Restorative' and that they are healing potions. The pearl, after some poking, he realises will store magic, more commonly refered to as a 'Pearl of Power' and the silver ring would be the type of ring known as a 'Ring of Featherfall'

Kells meanwhile does a good job cleaning out the well, the frog he 'evicts' hops off into a shadowy copse of trees with a wounded croaking sound.

Elian;

Spoiler:
Elian has watched the comings and goings of Kessel and his group for the past days, their entering and exiting of the 'Whispering Cairn' clearly making interesting discoveries if the condition of their bodies and weaponry are anything to go by. Whilst out of Daggerford the group have been using an abandoned mine office as their base of operations, slowly cleaning it and it's environs with time.

Of particular note to the half-elf is how Kessel has flourished in this brief time, the dark bard gaining a connection to nature at a stunning speed. As the human man finds a natural stream to wash in it becomes evident that it isn't just Morra that has the gift of the divine link to the natural world in her family.

Moving around the area surrounding the mine office Elian is caught offguard as he spots a frog hurled at highspeed in his general direction. The amphibian lands with an upset croak of pain nearby.

Not long after the frog is flung an odd trio approaches the mine office, one of whom he recognises as Grond, the oddity that is the local dwarven druid..

Grond, Thane & Grishnak:

Spoiler:
Over the past few days the odd trio of the two dwarves and a halforc have become quite close drinking pals. Grishnak has only recently arrived in Daggerford, passing through on his exploration of the Realms and was quickly drawn to the two shorter men, as fellow members of another race they too stuck out like a bit of a sorethumb in 'The Happy Cow' tavern. Grond and Thane meanwhile have been whiling away their time in the tavern, waiting to hear from their friends, Thane waiting for word on mines from Kells and Grond wondering where one of the Longbottom halflings, Tobin, has disappeared off to.

After days of drinking and waiting the trio hear a lot of rumours about two bands of adventurers who have made their way out of town and to explore the neighbouring cairns lately. One of these groups contains members matching the descriptions of Kells and Tobin. Be it through boredom, curiousity or just plain drunkeness the three decide to head out into the wilds outside the town to see what's been keeping the new 'adventurers'.

It takes some time asking questions, travelling and tracking but the three eventually find the cairn the group must be investigating and from there follow some tracks to what appears to be an abandoned mine office. As they approach they hear a yell from a voice Thane recognises as Kells' "You are evicted. Out of here!" and shortly after they see a small amphibian arc through the air and land.

Heading towards the mine office comes a trio, two dwarves and a halforc, in conversation with one another. A conversation which stops as the frog is thrown by the paladin. As Kells looks up from his task cleaning the well he recognises one of the dwarves as Thane, the man working with him in looking into the local mines.

Tobin meanwhile, having come to look into Kells' yelling spots the trio and recognises Grond, a local druid who often helps his family with their crops.


The trip back is utterly uneventful, which is probably a relief to the new adventurers after their days of horrific encounters.

Just giving this a gentle bump as we work on these extra members


Tobin wrote:
Diamond Lake,

Daggerford ;)

Also I've posted on ye olde discussion thread to see what you guys think on rules/recruitment potential


A flat inspection; my hubby and I rent a flat (apartment) and from time to time the landlord comes to make sure we haven't wrecked it! But anyway, back to gameplay now I have my magazine and finally remember where you have and haven't been.

After some careful inspection of the found objects Tobin reaches his conclusion on their worth and the group makes their plans to go rest before tackling whatever awaits in the room to the left of where they entered and the corridor straight ahead, especially as it's been a hectic time for them all.

The group can get back to base without event, feel free to have characters chat on the way there or just fast-forward to resting and making plans at base.

Tobin:

Spoiler:
All of the items are equisite, no wonder they've lasted so long.

The bottles definately contain potions, the liquid is pale green and on close inspection he finds a small 'R' etched into each bottle bottle.

The pearl is smooth and flawless, it even appears to have a slight gentle glow about it.

The ring is also stunning. Tobin has heard stories of magic rings that allow the wearer to float or fly, perhaps this is one of them.

All in all he's sure they're worth a lot, but probably more if he can work out what magics are on them all.


FINALLY FOUND IT! YAY!

The group investigate the sludge carefully, digging up a mummified hand and the skeletal remains of three human figures in soiled red armour, an eightpointed star symbol marks the left breast of each moldy suit.

One body has three potion bottles strapped to his belt and another has a small pouch on his belt that contains a single white pearl. The hand meanwhile has a a beautiful silver ring on one finger with an image of an angelic figure with outstretched wings etched upon it.


Sorry! I suck! We had a flat inspection and I had to go nuts tidying and now I need to refind my dungeon magazine


Will give you an update later today (after I've done of all this acursed housework!)


I am more than happy to resurrect it if the interest is still there, the forced being away has sparked my enthusiasm again. :) It appears we have a Tobin and Kessel at least so if needs be I can run with you two and DMPC the others to see if they turn up. If they don't I can always recruit players for when you head back to Daggerford.


Between the alchemist's fire and the resounding smashing of Kells' hammer most of the swarm are destroyed and with a skitter the remaining few flee and hide themselves in cracks in the walls and floor.


The acid scorches one of the skeletons and they continue to try to get away.

Kallista & Mikel's actions


Kallista catches the skeleton before her and it falls to the ground, a pile of bones once more, Mikel also damages his foe this time it seems to feel the attack but it's still up.

Next Round


Kallista's attack takes a sizable chunk of bone out of one of the skeletons but it still appears to be moving. Meanwhile Mikel's attack appears to be accurate but scratches along the bone causing very little appreciable damage to his opponent.

As Yend calls down upon his divine power the skeletons shudder and turn to flee. Giving attacks of opportunity to Kallista and Mikel, then it's on to the next round.


The remaining bugs of the swarm continue on their path towards Loriel.

Kells & Tobin feel free to try to smack them!


The enemies try and fail miserably to hit their targets.

Kallista & Mikel:

Spoiler:
The skeletons are two adults and one slightly shorter, perhaps a teenager.

---Initiative---
Greylan
Kallista
Mikel
Yend
Enemies


The swarm is still alive although very burnt and continues on it's way towards Loriel. He fires at the swarm with little appreciable effect.

Next Round


Thanks for the map, I really should get to work doing things like that myself *slaps own wrist*

The large beetle falls between attacks from Loriel and Tobin, just leaving the swarm. The grouping of acidic beetles heads out and into the corridor, heading straight for the elf but not quite reaching him.

Time for those holding their actions to act


Mikel Cormaeril wrote:
Can he get to any of them?

Yes he can, feel free to roll an attack

Kalista & Mikel:

Spoiler:
Now you're in the room and have moved to attack you see who, or rather what, your assailants are. Through the fog you see three living skeletons.


Kells steps around the corner and manages to furn a few of the smaller beetles, causing them to scatter before regrouping and swarming out of the room. Tobin's shot misses the larger beetle but Loriel's hits, drawing it out into the open bearing down on the elf.

--- Initiative ---
Tobin
Kessel
Darie
Big bug
Kells
Swarm
Tyrion
Loriel

~I rolled for those who haven't to speed this up if people prefer to roll their own init go ahead and I'll shifty around the init order.


Okay it's go time, as I understand it that requires a ranged attack from Tobin and I'll roll one for Loriel.


Gentle ooc bump of the thread to give Kells a chance to respond before I move things along a little :)


Everyone, except Yend, scatters leaving the poor cleric stood in the doorway as bolts from heavy crossbows fire his way. One bolt hits solidly. 7 damage and I need a fortitude from Yend

On to round 1


The door creaks open ominously revealing a large antechamber, furniture fragments, smashed planks, broken glass and other detritus litter the floor. At the west end of the room, several upended tables form a crude barricade. There is a closed door to the north.

Map

Spot DC 16:

Spoiler:
Something is moving behind the crude barricade, you make out three shapes and more importantly three heavy crossbows.

Those who make the spot check can act in the surprise round.

---Initiative---
Greylan
Kallista
Mikel
Yend
Enemy/Enemies

If those that make the spot want to post their actions and then we'll get into round 1 after that


There an updatey on the discussion thread as and when people want to take a nosy.


The storage explored in full it's on to the front door (also locked)


Kallista mostly turns up dust, some mouldy old building supplies and a couple of moth eaten winter blankets. She gets the impression this cupboard hasn't been used for anything save housing the undead thing for quite some time.


Closer inspection of the 'insect room' reveals that most of the insects are in the south-west corner (just right of the entranceway). Tobin also spots that in the orange sludge in the south-east corner there are three strange long oblong shapes.

The bugs don't appear to have noted anyones presence as yet so when you're ready you have surprise on them as long as you don't discuss plans too loudly.


Mikel stabs at the thing with his rapier as it continues to cower, appearing to hit it quite solidly, chipping away some bone fragments leaving it open to Kallista's attack which soundly finishes it off leaving the group in a silent storage closet.

I rolled for Mikel to move things along, sorry for the delay.


The creature is undead and as Yend channels holy energies it attempts to flee, colliding with the wall at the back of the storage closet and cowering there.


--- Initiative ---
Undead thing
Kallista
Greylan
Yend
Mikel

Kallista carefully jabs at the thing but it scurries away.

Yend and Mikel's actions and then back to the top, Mikel is currently feeling fine (save the undead icky thing attacking him)


Kayotic DM wrote:
Yend ~ I need some initiative rolls from you, if you could roll a few and pop them in your profile that'd be great.

I can slot you in when I have these.


As Mikel starts to explore the room something tiny jumps out and bites his neck. The rogue can't see what has latched onto him but the rest of the group can; it's a tiny creature made of bone shards, matted hair, bits of shattered tombstones, dirt and rotting mismatched teeth.

Mikel, take 1 point of damage and I need a fortitude save from you.

--- Initiative ---
Undead thing
Kallista
Greylan
Mikel

Yend ~ I need some initiative rolls from you, if you could roll a few and pop them in your profile that'd be great.

The tiny thing bites the rogue again, taking advantage of the confusion around it. That's another 2 damage and another fort save for poor Mikel.


Tobin sneaks ahead of the group and looks down the two side corridors. To the right (left room on the map) he notes that the walls taper in a little, and in the nook of the far eastern wall rests a wide stone basin backed by a five-foot-tall-shelf. A hardened orange paste spills out over the two-foot basin lip and covers much of the shelf. Thousands of tiny beetles with bright blue carapaces skitter and tunnel through the chalky substance. A keening insect chorus fills the room. A huge organic mass completely fills the room's southwest corner. Judging by the beetles spilling from within, it appears to be an enormous nest. Beside the nest is a giant bombadier beetle.

Down the left passageway is a large room containing eight man-size stone slabs, about four feet off of the ground, arranged in two rows. A long-dead corpse, possible human, lays sprawled upon one of these slabs, his red leather armour the only hint of colour in the otherwise drab room. The north and south walls taper somewhat, and the short west wall abuts a small stone stage. A red clay statue of a powerfully built warrior weilding a cylinder-headed great-club stands upon the stage, it's eyes surveying the room.


Greylan Mooneye wrote:
We've been trying to open this door for two weeks now.

Yeah I know, I suck

Taking his time to get it right proves hard for Mikel with all of the others talking but eventually the door swings open, revealing what appears to be an old storage room, bits of it are dusty but the floor especially shows there has been recent use of the closet.


When you've all climbed down (which you can easily do taking 10 & using rope):

Spoiler:
Dozens of bas-relief figures similar to the one on the sarcophagus lid in the room above stare disapprovingly from the walls down here. Many sport crossed arms and stern expressions. A few of the statues heads are missing and some have huge chunks torn out of them. Others have a weird melted appearance, as if sprayed by something terrible. A large glyph that looks like a stylized arrow points down a short corridor to the north that leads to four-way intersection.


The face seems to be just that, a sinister face carved into the door for no effect other than to look impressive or intimidating. The front, face, door appears to be also locked.


Take as long as you like over RP things, but I'll put this up here for when you're ready to investigate the hole:

Spoiler:
Looking down the hole you can just see down to the floor 15 feet below, the rubble of the collapsed shaft and the wreckage of a metallic cylinder litter the place. The walls are decorated with bas-reliefs that have been hacked at, parts of the wall looted by tomb robbers. The parts that are still there appear oddly melted as though sprayed with something horrible.

It's a DC 10 climb check to get down to the bottom


The door under the stairs appears to be very grubby and very locked.


With an unsettling gurgling noise the thing collapses in a heap on the floor leaving the party safe once more and with a huge hole in the floor from where the vermin came from.


The stairway rises to a landing and two huge wooden doors. Shot through with dark blue mold, the doors form an enormous round moon carved with a lunatic's jabbering face. Beneath the landing an unremnarkable wooden door appears to lead to whatyou'd assume is a tool closet under the stairs.


North of Daggerford on a bluff overlooking an abandonned mine, a crumbling old observatory casts it's gaze to the heavens. A wide slit bisects its domed tower, where surely a great telescope once peered into eternity. Now the place bears a dark character, like a sagging tenement broken under the weight of decades of inhabitants. A slime stairway cut deep into the steep hillside leads to the structure's only door, on the side of the tower's attached one story outbuilding. Flickering light filters through the observatory's only windows along the tower's second and third floors.


The things scrabbles desperately to hiut Kells, but thankfully the paladin is ready for the attack and defends himself well, the blow glancing off of his armour, producing an annoyed hiss from the thing.

Tobin, as you all scattered it'd be more likely you'd go with the ranged attack.


Mikel: "There's an old observatory a little ways North o' town, everyone thinks it's abandonned ya can't miss it" the man replies before taking a couple of staggered steps backwards "but on yer own head be it if he turns yous into one of those dead monstery things" He adds in a grumble with a lopsided smirk before turning and finally returning to his companions.

I'm happy for Mikel's chat with the drunken reprobate to end at about the same time the others head in the direction of the Happy Cow for convenience of people meeting up again.


Urgh sorry again guys, I swear everytime there's a cold going around I'm guarenteed to get it

Between the alchemist's fire and Darie's spell the swarm is soon all burnt to a cinder or in the process of scuttering away to hiding holes. The 'other thing' meanwhile scurries onwards, apparently angry over the death of the other insects. Making angry chittering sounds it focuses it's rage on Kells and agressively follows the paladin.


Mikel: The man pales and looks a little queasy before giving the slightest of nods. "Summat like that" He mumbles unhappily before drinking deeply from his glass "I'm really thinkin' of finding someone else to deliver corpses to him so he won't track me down and skippin' this hellhole"

-----

Everyone else: Delfen leaves you all to speak amongst yourselves, seemingly lost in thought over everything that has been raised. Yend and Greylan know this look well, it's the look that usually results in him locking himself in the library for a few days and throwing spells at anyone who dares interupt him.


-- Initiative --

Tobin
Darie
Kessel
Swarm
Other Thing
Loriel
Kells ...(sorry for the lame roll hon)

Kessel, Tobin & Darie scatter, when they glance back the swarm is looking a little more disorganised and scorched. Clacking annoyed sounds escape them.

Loriel & Kells, what do you want to do?

As to Darie's spell those who would have kept focus on the bugs see the burning hands, be fair in deciding though if you think your character took their eyes away to get some distance, they missed it.


Delfen takes the shards and looks over the sketches with an intrigued expression "Now that is something, definately teleportation and old. The runes seem to have their roots in Auran, but for more information than that I'll need to consult my books"

-----

"Experimenting alchemist and spellcaster loony" He replies bluntly with a small disturbed shiver.


So sorry I've been lame! My time management has been all over the place lately

The sound continues for several seconds, getting louder and louder until the floor under the green lantern collapses. All falls silent, but only for a moment as soon a skittering sound fills the chamber and a living geyser of beetles bursts from the newly created shaft. The undulating blanket swarms towards the group leaving a thin coat of bright yellow acid in their wake. Behind the beetles emerges a horrible creature the size of a dog with six sharp legs sprouting from a central body that is little more than a disgusting eye.

Swarm is on Init 13 & the other thing on init 10 - roll initiative and declare actions if you're going before them


The man gives a small smirk of a smile at Mikel's words "Those're the skills our group's missin' but really. If I were you I'd find another group to work with. Smenck pays well but his new business partner is an utter loon. More danger than it's all worth really.." He proclaimns blearily.

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