Priest of Asmodeus

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56 posts. Alias of lordzack.


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I'm still interested in running this, if people are interested in playing.


^^ I linked to it in the third post.

^ Yes.


I'd like to start seeing some characters so that we can get started soon. If anyone needs help let me know.


Groose wrote:
Looked interesting but I didnt see a time or date on the portal.

I want to get a few more players ready to go before I set a date and time.


Yes, surely you would not let him enter such a dangerous place alone?


Well if you guys are able to play in the evening or late afternoon in you're time zones I could also play at that time, which would be the afternoon to late afternoon for me. I'm pretty flexible as far as times go at the moment, not having a job, or many other responsibilities.

You're backgrounds might need some adjustment, but I have specifically left much of the setting undetailed in order to allow for improvisation during play as well as to allow for the input of players. So an already made character might work.


GureiKun wrote:
@Monster Master - i think we have a GM then? tell us more (like what exactly is monster hill, starting levels, class/race restrictions etc...)

The link I posted should give most of that information. Starting level is 1st.


Do you dare to delve into the depths of Monster Hill?


Onnam notices a faint line, about the shape and size of a doorway on the far side of the room. It appears to be a secret door. He does not notice anything unusual about the chest.


You enter the room to see... another room the same size as the last two, with another image of a grinning imp. This one has a chest in it, however.


You don't hear anything.


The door opens into a room similar to the last, with doors too the left and right. There is a similar image of an imp on the ceiling.


No traps.


Nothing happens.


You enter a small room, about one fourth the size of the previous. There is a door to the front and to the left. A image of a grinning imp can be seen on the ceiling.


Onnam hears nothing.

Gark responds to Zaggle'Bo, "I would not presume to mock another man's religion. Each has their own religious beliefs and ways to see the spirit world."


Gear from the bandits includes: studded leather x4, buckler x4, composite longbow (+1 Str) with 20 arrows x4, short sword x4, sap x4. In case you want to give any of this to Gark. He is only proficient with clubs however.


You return to the chamber wherein Gark can be found. He says "I can see from the blood on some of you that you have been in battle. Have you sent my tormentors to the land of the dead, where he of the white hands silently watches over the shades of the fallen?"


So, where are you proceeding to? There's a door in the room with the pit trap and chest and there's also a corridor branching off the one you entered through. Or you could go back and recruit Gark, perhaps equipping him with some of the bandit's arms and armor.


Ok, I'm just going to move things along here. In fact I was mistaken, there is actually more than one container in the room, not just one chest. Five chests contain many rolls of linen, 2 barrels are filled with salt, and a small chest is filled with 13 gp, 20 sp & 30 cp.


[ooc]You know instead of going after the chest in the previous room you've been told is empty and know is trapped, you could check out the chest in this room?[ Sorry, if I didn't make it clear that there were two chests./ooc]


So what do you do? Check the chest in the bandits room?


The bandit is dead.


"I've done lots of things I'm not proud of, but I did them to survive. If you want some real villains go fight the bandits on the level below this one. They're crazy!"


Lan shoots a bandit in the throat. He goes down and his blood begins to pool on the ground.

Ranorel strikes the bandit full on the chest with his earthbreaker. His rib cage shatters under the blow and the bandit falls to the ground,where he lays still.

Only one bandit remains, and he throws up his hands. "I surrender!"


Indeed. Roakrak strikes the bandit on the head twice. The bandit falls to the floor, dead.


Roakrak moves in a strikes the bandit hard with his staff. The bandit falls to his knees, but remains conscious.

Scorn attempts to slip behind the bandits 1d20 + 6 ⇒ (5) + 6 = 11, but can't find an opening, so instead she approaches the nearest one.

Ranorel approaches one of the bandits and swings his earthbreaker. However, the mighty swing cannot connect.

Onnam moves to block the bandits' escape.

Zaggle'bo attempts to move to E5, but Scorn has already taken that spot.


I'll wait one more day for those who haven't acted, or who need to change they action because they're previous one is not valid (Scorn and Ranorel, since they can't charge), then I'll eithet skip they're turns, or alter they're action to the closest one they are actually able to do.


You should be able to see it now.


I meant, tell me you're marching order and I'll edit the map to reflect it.


Encounter Map

b=bandits x=pit trap

You guys should determine you're marching order as well.


Only the first two to enter the room can charge, as only those two will have a clear line to the opponent.


1d1d20 + 2 ⇒ (4) + 2 = 6

You also get a surprise round as the bandits rolled really low on Perception. You can see four of them in the room, sitting on cloth mats. The room also has rolled up bed rolls and a chest.


Ranorel can hear several voices in the room, engaging in banter and laughing. He thinks there are perhaps four bandits, the same as the amount of horses that were under Gark's care.


There is indeed a pit trap. However, checks for trap spotter are supposed to be made by the DM. So keep that in mind for future reference.


"Perhaps later"

You follow the directions the orc gave you. After passing a passage leading to the right you enter a square room, perhaps 20 feet wide. Indeed, as the orc told you, there is a chest in this room. There are two doors on either side of the room. according to the orc, the bandits are in the room to the right.


"If we did not propitiate the spirits of the earth, how could we grow food for our tribe? The ThunderPeak clan is wise in the way of the spirits. Our special patrons are the spirits of the air, however."


Gark turns to Zaggle'Bo, "You are an orc, like I. What clan do you come from?"

Feel free to make something up. To head off any confusion, remember in this campaign "goblin" and "orc" are pretty much synonymous.


"Perhaps, if you defeat the bandits. But I will expect wages. I have tolerated enough dishonor." he says to Onnam, then he continues in response to Onnam's second query, "Sometimes faeries come to this pool. It used to be their home, I have learned when they have spoken to me, which is not often. They said they were driven away when the corruption from beneath the earth was revealed. Sometimes they have used they're powers of healing on me when the bandits have hurt me."


Gark seems to be sincere to Scorn. Everyone can detect bitterness and anger in his voice.

"I hate my masters. They have enslaved me! I have tried to escape, but they have tracked me down, beaten me and brought me back every time! If I could, I would kill them myself!"


Gark cautiously looks around and then says, "Kill them, then I will be free. Follow the passage until you get to a room with a chest. Ignore the chest, it is empty and placed on a pit trap. Go to the right, they lair there."


Roakrak catches a glimpse of the energy, just before it dissipates. No more energy can be seen.

"Thieves and outlaws" says Gark.


"I watch over these horses for my masters."

Scorn doesn't see anything unusual... at first. But then she sees a wisp of some kind of whitish energy coming from the pool.


You follow the sound of the horses down the left passage which opens into a cavern chamber. You can see six horses tied to stakes driven into the cavern wall. Nearby there is a pool of water. On the other side of the room, to you're left there is a spartan living area, with a bedroll, lamp, chair and chest. Sitting on the chair is a scrawny-looking orc, watching the horses. He is dressed as a peasant, unarmored and unarmed except for a simple club. He notices you as you enter and stands up, his club at the ready.

"Adventurers! What do you want with Gark?" he says in common.


The horses don't seem to be moving. You can detect no other potential threats.


As you approach the enterance you hear the sound of horses. You can see that the passage splits off into two, one going right and eventally turning to the left and another turning to the left. You think the sounds are coming from the left.


You work you're way around the hill, eventually arriving at the north entrance.


Zaggle can tell that horses, probably mounted, passed by most recently.


Onnam knows that there is one more entrance to the north. The ground is too hard to have any tracks recenter than the day of last week's rain. However, Ranorel cannot tell what made these tracks.


You notice that there are footpaths leading around the hill. Places where the grass has been trampled by the feet of many creatures.

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