Barl Breakbones

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172 posts (881 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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GM

I want to wish you merry christmas everyone!


GM

• Amongst the party members, KAROL's bardic singing is what causes the rust monsters to react first. They hiss and chitter as they turn around to hone in on the sound.

• A wave of RUST BUGs and RUST MONSTERS approach the rampart's edge to spot the group from down below but their movement stops here.

> NEXT ROUND

MAP UPDATED


GM

You won't believe it, but it's a GM post!
BATTLE MAP IS UP

• Just over the rock ledge measuring approximately nine feet high, the group were just hiding below the ridge underlooking the heart of the Rust monster nest, with one very large and gnarly looking monster right at the back which in more tasteful words was potentially pooting more of it's kind out of the end which the sun doesn't shine. There appeared to be quite a sizable defense force but it seemed one for one in regards to the party members present.

• BATTLE RULES: First post first serve, you currently have the advantage of surprise thus any of you can go first. Any character who take their turns should expect the enemy forces to act as many turns as our group.


GM

• After casting Infernal Healing, TIGERWOLF recovers 10 hit points.
• MAJUBA crosses the lava pools slowly, accumulating 2d6 ⇒ (1, 1) = 2 damage on the way across. Lucky!
• GREEZ moves quickly across and keeps his footing, he makes it past without incurring much heat damage.

• MAK is more cautious and attempts to cross slowly, trying to shield his face from the heat
2d6 ⇒ (5, 5) = 10

The rest of the characters need to make a choice, if by the next 'round' they don't, it is assumed they use a slow approach.

[THE MAIN CHAMBER]
• Those who walked across the pools find themselves in a small path next to a ridge where to crouch to, although the bigger party members like MAJUBA would need to get down on hands and knees to make use of it. Above the ridge they find several larger Rust Monsters including one giant one resting in the back of the chamber, plenty of eggs here too; glowing dimly with the thermal energy of the environment. It's unlikely the problem here will be solved unless this chamber is dealt with.


GM

> THE BRIGHT HALL <
• At MAJUBA's initiative, the route taken is towards the one that seemed to glow a little from within. The fairly small hallway was tough to fit for the tall Orc however venturing to the other side the reason for the glow was clear! This lead to a large cavern in which some part of the ground were lava pools, understandably lethal to the touch and even a bit dangerous to go near. Some little clusters contained eggs but there were far less of them than in the previous room, you wouldn't want your younglings being burnt to a crisp either.

There is enough room for most of the group including a couple of giants but the way to navigate around the pools would require some finesse, the intense heat on some paths could cause some harm if you venture too close to them.

[Actions]
• If you decide to navigate around the pools quietly and safely, you will suffer 2d6 convection damage due to the duration and proximity to molten magma.
• If you decide to navigate around the pools as quickly as possible, you ignore the convection damage but must pass a DC 15 Acrobatics check, failure means falling over and suffering convection damage or worse, a result of 9 or less results in falling in the lava itself. That's 20d10 damage.

No map this time, I feel like I've been neglecting the campaign because of the effort needed to update the map every time, I'll save it for when combat starts again


GM

I think it's high time I made a post to make sure you weren't stuck in the dark.

I've been having a tough time motivating myself to do the game lately, it's been bugging me for a while but I can't simply drop it. I'm going to see if the extra time off next week will help encourage me to sit down and get my gamework sorted so I can actually move us into the next room.


GM

• As the group moves into the first chamber there are two paths, one up ahead seems to have a lot of chittering going on down the hall while the other to the left seems to be glowing something quite fierce.

MAP UPDATED


GM

Hard drive with the Orc campaign on it has been a bit funny, will look into it.


GM

= INTO THE HIVE =
• When the party is ready, moving into the room reveals two passageways, one that opens up into the north and one previously unseen to the east. For the likes of MAJUBA, his excessive height is once again allowed to be vertical once he is able to climb out of the tunnel. However the other passages appear as small as the tunnels before it.

Going to try to contact DARKAN so he can post and help GREEZ and MAK along


GM
Runt the Ogress wrote:
Rereading the last post about the change to the countering system(needing to fight defensively or be on full defense) would it be acceptable for me to grab a new feat? I think with that change I'll be unlikely to use it much and the countering was pretty much the reason I took it .

Certainly, if you feel a certain feat would be made obsolete with the ability to roll against an attack using Opportunities while Fight-Def or Full-Def then be my guest.

I don't want these extra rules and changes to break your builds.


GM

The Scene is reset, the battle that previously taken place is now over. Attempting to bring the story forward to just before the final act.

• TIGERWOLF, KAROL, WOLFRAGER and MAJUBA finished off the bug assault and regrouped shortly after. In just one short passageway they stumble across a large antechamber brimming with thermal activity. Inside the largish room, there were clusters of egg-sacs all about the ceiling, glowing dimly with the warmth. it was not understood why there were no bugs to greet them, but it could be due to the ambush being the returning party. There's been no word about where MAK, DARKAN and GREEZ went, it's up to the, to decide to look for them, wait, or go ahead without them.

• Meanwhile, while the bugs had retreated and been defeated, the spell that had compressed the forms of MAK and GREEZ had expired, they both found a safe place to expand however both are now firmly trapped inside the tunnel rooms, no single body part small enough to fit in the passageways. DARKAN however was free to move as he pleases, with his large party members trapped.

MAP UPDATED


GM

Sorry for the no-show, Monday and Tuesday I was working long shifts and was really tired, I miss the days where I used to go four days a week with no work...

Wednesday is free though, I'll make a post then.


GM

Going to try to restart the game on MONDAY, when I get time to clear my head and make something.


GM

Victory!

I went back to my local computer shop (for the third time), this time bringing in my hard drive along so the guy could look at the connectors. Apparently my previous attempts also failed because USB only provides 5 volts whereas the connectors I had before either didn't fit or didn't provide the necessary 12 volts for a Hard drive to function. I brought a hard-drive enclosure which has the proper connection and power and my old hard drive is now functional secondary storage on my new computer. I'm currently copying files over as we speak and eventually I'll get my Maptool stuff back!

But therein lies a problem.

It's been a long time and no doubt the flow of the last battle has been washed away with time. It's a tad unprofessional but I think we might do better by continuing the mission but closing out the ambush battle with the bugs. Had we not been distracted we should be on the last act of this mission by now, or at least with the tunnels. I think we should skip ahead a little bit and start fresh with a new battle with a better conclusion.

Please reply below about what you think (and also give me a heads up on who's still in the game)


GM

It feels like I'm in a Zeno's Paradox sometimes...

I managed to buy a new hard drive, disk drive and cables so I can install a new Windows 7 onto the new computer. I've installed a lot of the drivers stuff and I'm actually writing this post on it right now (yay!). The problem is that the cable/adaptor I brought to try and connect my old Hard drive as a USB (and pull the files from it) doesn't fit which means I'll need to wait til tomorrow to go back to the computer shop and find a cable that will.

This is relevant because my Maptool stuff is /still/ on the old hard drive so even though my desktop is usable, my campaign stuff isn't. Honestly if I do get the right cable there's very little I can think of that would stop me from finishing this build once and for all.

At least I'll see how my 3D applications fare with the new build. Having to install them all again.


GM

Well, I've managed to hook up all the cabling for the PC and it runs well with no obvious fluctuations in temperature or problems with the BIOS. Except like buying your very first mansion and you're about to go inside to enjoy it for the first time you find that the door is locked and the key you have doesn't work.

My hard drive needs startup repair and it's not doing it automatically. UGH! I'm trolling through all kinds of PC solutions to find how to get this thing to start up properly but no luck yet.

I can confirm that (after actually connecting the data cable properly) that the drive is functional and appears in the BIOs, it also can go into startup repair so it's not like it's bricked or anything but like my previous metaphor I'm so close to getting the old data back but it's locked behind some error.

No set time when I'll actually figure this out, but it can't be too much sooner now.


GM

Good news! I finally got my computer case which means as of when I was typing this, I'm now working on building the new computer, It will require some time to go through a tutorial or two to make sure I'm doing it right from scratch but now I have all I need to summon Shenron--I mean, rebuild my new computer with the old hard drive.

After some testing I'll work on resuming from when we left off, provided that the hard-drive and it's contents are okay.


GM

It seems I've hit a big snag regarding computer components. My graphics card has arrived in good condition but the case is still AWOL and I just researched why, apparently Amazon used a different courier service known as Yodel (as opposed to Royal Mail as 95% of my purchases have come from) and looking on Google reviews apparently the service has 1.1 out of 5 stars for being the worst courier service in the world.

I'm talking about reviews stating that drivers just flat out throw purchases over someone's fence so they can get their '50p delivery bonus' and sign the missed delivery notes after not even attempting to deliver the item so they don't have to retry. That they either have no phones or a 50p-a-minute phoneline that is only an automated service and nothing else. And to think my place of work actually uses that company *shudders*.

So yeah, I just reordered the same case from Amazon and took the Prime trial because I honestly don't care about money any more, I just want the damn thing fixed. I will cancel the order immediately if there's any email suggesting that Yodel will be doing my order again, I don't want another £38.99 down the drain. It's been really hard to find anything to help find some resolution to the shoddy courier because up to this point Amazon has been really good about deliveries being on time and in good condition. Thank god they didn't deliver some of my more expensive components in the £140 category...!


GM

Welp, as usual, things don't turn out as expected. It's Tuesday now and I still haven' received my Case and Graphics card, I could probably get away without a graphics card for the moment (or using my old one if it wasn't the thing that blew) but I certainly can't make a computer without the casing to protect it.

I must ask everyone if they have any concerns about their attendance for this game, usually long pauses in games can be death knells if they're not properly communicated. I still haven't heard back from Turgrim so we may have lost our only Hobgoblin PC.


GM

Most of the parts for my new computer came in yesterday, I'm only missing the case and graphics card. When I get those, I'll attempt to bring over my old HD and see if I can resume things in the game. The remaining parts are due to arrive either tomorrow (Monday) or the day after. Then it might take me a part of a day to piece it all together and test it.

Thank you for your patience.


GM

• TIGERWOLF attacks RUST BUG C1 and deals a critical blow against them, weakening them significantly.

• DARKAN and GREEZ both move into their positions, with the Kobold giving MAK some heads up on a solution to his problem.

• %MAK's turn%

-ENEMY ROUND-
• RUST BUG C1 on it's last (and many) legs attempts to scratch TIGERWOLF with it's claws. The attempt to deflect the attack automatically with an opportunity fails.
ATK: 1d20 + 10 ⇒ (18) + 10 = 28
TIGERWOLF: Deflect opportunity: 1d20 + 8 ⇒ (15) + 8 = 23
DMG: 1d4 + 4 ⇒ (1) + 4 = 5

From now on, Deflection Opportunities only occur when 'Fighting Defensively' or 'Total Defense', however instead of a penalty to ATK, you gain a bonus equal to the AC bonus of these features in your Deflection roll (which is like an attack roll). TIGERWOLF's case is an odd one out because I talked to her about ways to avoid damage and the clarification about fight-def and tot-def wasn't explained, that's why she had the bonus despite not being in either stance.

A Deflection Opportunity is a way to make use of your Attacks of Opportunity to intercept an enemy's attack using your weapon. To make use of this feature you must tell me you want it AUTOmatic (I will make your character use their Deflects whenever appropiate) or MANually (you tell me when and where you want to use your deflects as not to waste them for enemy movements). It's all done with an attack roll against the enemy's own attack roll, if yours is greater then you block the attack, if not, you get hit anyway. You get a +2 bonus for Fighting-Defensively (which is a -4 to attacking at any other time) and +4 for Total-Defense (you can't attack anyway). Combat Expertise counts, just count the AC bonus from this feat to the deflection roll (or let me know the bonus if you want it automatic)

• RUST BUG B3 (near GREEZ) follows the Orc into the small room just north-east of their position in an attempt to claw at him. The shield just manages to deflect the physical attack from hurting him.
ATK - Tot_Defence - Shld_o_Faith (19): 1d20 + 10 - 4 - 3 ⇒ (15) + 10 - 4 - 3 = 18


GM

• GREEZ uses whatever little room he had to jump over RUST BUG B3 and strike from behind. The bug appears to be somewhat injured.

• MAJUBA casts Misfortune Hex upon RUST MONSTER A1, it is successful!
Will: 24: 1d20 + 10 ⇒ (5) + 10 = 15

- ENEMY TURNS -
• B3 (next to GREEZ), turns itself around after being attacks and swipes him with it's claws! The Monk is feeling a case of injury fatigue from all the scratches he's obtained.
ATK: 1d20 + 10 ⇒ (14) + 10 = 24
DMG: 1d4 + 4 ⇒ (4) + 4 = 8

• A1 (next to MAJUBA), attempts to perform a full-round action called Fury Swipes, just a named two-attack claw swipe. That first swipe was quite painful but the other missed by fate.
ATKx2: 1d20 + 1d20 ⇒ (2) + (9) = 11 (11 Hit)
ATKx2: 1d20 + 1d20 ⇒ (18) + (2) = 20 (4 Miss)
DMG: 1d6 + 8 ⇒ (2) + 8 = 10

> Round resumes, maps update at the end of the round


GM

-ENEMY ROUND-
• 7 turns
• Durations increment by 1 turn (6 seconds)

[1] • RUST MONSTER A1 (by MAJUBA) attempts to scratch at the tall orc with it's claws. However fate causes it to miss!
ATK-: 1d20 + 2 ⇒ (2) + 2 = 4

[2] • RUST BUG C1 (by TIGERWOLF) attacks in retaliation, scratching her painfully with it's claws. TIGERWOLF's health now lies within the 'middle-third' indicating injury fatigue, alerting her that her life will be in jeopardy if circumstances do not improve; this does not affect her fighting ability.
ATK: 1d20 + 10 ⇒ (19) + 10 = 29
DMG: 1d4 + 4 ⇒ (1) + 4 = 5

[3] • RUST BUG B3 takes a step forward toward the Monk GREEZ and tries to perform a claw attack! Even with the recent boon, it still makes it through and gashes the Orc across his chest painfully.
ATK: 1d20 + 10 ⇒ (16) + 10 = 26
DMG: 1d4 + 4 ⇒ (4) + 4 = 8

-All other Turns are spent-

MAP UPDATED [New Round]


GM

• RUST MONSTER A1 is affected by Spite! However because of the confining nature of MAJUBA's environment, he's unable to draw his spear around to hit the bug himself. It's a wonder he can maneuver a 12ft long pole in there as it is!
Spite: DC 23: 1d20 + 10 ⇒ (7) + 10 = 17

• TIGERWOLF attempts to slam her club down on RUST BUG C1 but like those spiders that move ridiculously fast for their size, it jumps out of the way. However, she notice she was incredibly close to hitting with her second attack.

• DARKAN's Shield of Faith affects GREEZ, generating a faint shield of force in front of the Monk, raising his defenses. DARKAN spends 1 SP

• GREEZ flurries the wounded bug and kills it, the bug drops a Rust Monster Claw [Common] material. RUST BUG B2 is dead!
loot: 1d100 ⇒ 32

• WOLFRAGER backs up into one of the tunnels, allowing the giant witchdoctor room to retreat away from the bugs, if possible.

• KAROL's rhythm magic proves effective, so long as the next blow of TIGERWOLF's swings true.

• %MAK's TURN%

-ENEMY ROUND-


GM

I realised late that the name tags for the enemies aren't consistent, I intended it to be LETTERNUMBER not NUMBERLETTER. I'll fix this for the next map update.


GM

• GREEZ moves into position and strikes the nearest Rust Bug, injuring the insect badly after the magic missiles it took.

• TIGERWOLF heads on forward, finding a small room-like area and carrying on until she spots a Rust Bug in plain sight, it turns to her and chitters threateningly, it's seen her!

• MAJUBA protects himself with a Cape of Wasps, consuming 9 Spell points and lasts 8 rounds.

[ENEMY ROUND]
Enemy Name Tags have been issued, MAJUBA is dealing with the 'A' group, GREEZ is dealing with 'B' and TIGERWOLF has 'C'. They'll be above the enemy's token and health whenever possible.

• [RUST MONSTER A1] has no compunction to attack MAJUBA through the swarm, swiping with it's sharp claws. It takes damage from the Cape of Wasps however.

ATK: 1d20 + 8 ⇒ (14) + 8 = 22
DMG: 1d6 + 8 ⇒ (1) + 8 = 9
Self-Dam: 2d6 ⇒ (6, 1) = 7

• [RUST BUG B2] is badly injured but tries to claw the Orc Monk as well, it's quick enough to catch GREEZ off guard and leaves a nasty scratch

ATK: 1d20 + 10 ⇒ (18) + 10 = 28
DMG: 1d4 + 4 ⇒ (1) + 4 = 5

TIGERWOLF and KAROL get the initiative in their little foray.

MAP UPDATED


GM

• TIGERWOLF is unable to locate where the sounds were coming from, meaning that either route could be an ambush in front of her. KAROL runs on after her and catches up.

• WOLFRAGER checks the hall around the corner to find only a dead end, after collecting the drop the only option is to double-back with the rest of the group.

[EVENT: INSECT SWARM]
• A rumbling could be heard within the tunnels from TIGERWOLF's group and also GREEZ's group, echoing all around it would be impossible to pinpoint where it was coming from, only that it was getting closer.

Suddenly a loud screeching could be heard as fully-grown Rust Monsters appeared with a couple of lesser Rust Bugs for company, catching the groups from the flanks. MAJUBA especially hanging from behind finally gets to watch as the bugs hone straight for him in the tight and cramped tunnels, he can't back away fast enough to avoid a direct confrontation.

MAK and GREEZ have a similar problem, although the spell that bound them to dwarf-like stature also begins to show signs of strain; their giantish proportions beginning to spurt back out bit by bit, in three rounds the spell will wear off and they'll grow back to their original size, dead or alive! DARKAN is just up ahead aware that there might be trouble.

This is a surprise combat event, for everyone involved. MAJUBA must fend off the bugs or think of a way of allowing WOLFRAGER to get past, they cannot simple walk past/through each other as there is no room. GREEZ and MAK must find a place large enough to expand in (10x10ft) within three rounds from now or they suffer a crush hazard (d6+54 damage) as they cannot fit in any 5ft space naturally.

MAP UPDATED


GM

Planning to make a GM Post on the 30th after work, provided my connection doesn't screw me over again.

Been looking for places to rent in my home town so I can move there, get my own internet that works /and/ get physical access to the router all I want. There are other factors involved with moving out but one of them is basically 'to get better internet', it's kiiind of a big deal.


GM

• TIGERWOLF heads along Junction B, turning a few corners before reaching a fork in the road, a faint chittering could be heard off in a corner.
> Perception check: DC 20
> If successful, TIGERWOLF may attack first

• DARKAN and GREEZ split up to cover more ground. GREEZ lumbers through the hall to find a loop and a dead end, nothing to see here. DARKAN turns a corner and finds a fork, a faint chittering could be heard around the corner.
> Perception check: DC 20
> If successful, DARKAN may attack first

MAP UPDATED
Red boxes indicate enemy placement whilst concealed by map fog.


GM

I've decided to change the Bronze/Silver/ect tags for drops to Common/Uncommon/Rare/Super-Rare instead, that way people won't get confused about what the item looks like (ex. An uncommon item won't be silver unless it's specifically called a 'Silver something [Uncommon]')


GM

• KAROL is now marked on the map with a bright pink border, this is where he is right now.

• WOLFRAGER stomps forward and uses her custom club to inflict a mighty blow on the Rust bug, shattering it into an icy grave. Despite the icing and shattering, a piece of Rust Monster shell [Uncommon] is recoverable from the corpse.

• GREEZ retaliates with a flurry of punches and kicks, easily killing off this Rust Bug over here, the creature drops another Rust Monster Claw [Common] as a recoverable item.

• DARKAN sneaks around the corner away from his dwarf-sized security detail to scout a bit more, sneaking along to junction D, he finds a fork in the road, he will have to choose which way to go if he continues further.

MAP UPDATED


GM
Darkan Unterpied wrote:

I'll be getting a post up later today. Been slightly busy, so I do apologise for the lateness.

Can't be any worse than me, don't worry about it. Nice to see you around still!


GM

• GREEZ moves over towards the Insect to try to attack it. But you cannot move five feet diagonally because there is a wall in the way, meaning only the first attack roll counts. The Monk deals heavy damage to the bug.

The bug retaliates, it manages to scratch deeply into the grey orc's arm. The Rust Bug appears injured.
ATK: 1d20 + 10 ⇒ (9) + 10 = 19
DMG: 1d4 + 4 ⇒ (4) + 4 = 8

• TIGERWOLF heads west toward junction B and finds herself at a fork in the road. She can head to junction (B) or to C.

UPDATED MAP


GM

MAP UPDATED

• WOLFRAGER and TIGERWOLF's group venture southward and encounter another rust bug. So does GREEZ as he moves northward. The tunnels seem to become more reddened in colour as they venture through, it also starts to feel a little warmer as well, probably from volcanic activity.

Approach in Combat.


GM

• GREEZ backtracks to junction D to find nothing of importance in this little room. He can move into junction D2 or junction X.

• Fixed the damage regarding WOLFRAGER

• TIGERWOLF attacks from behind and smacks the bug into the next world. The bug leaves behind a Rust Monster Claw intact.
Loot roll: 1d100 ⇒ 7

The weakened rust bug tries it's best to fight for it's life! But it flails pathetically instead When defeated, this rust bug also drops another Rust Monster Claw
ATK: 1d20 + 10 ⇒ (5) + 10 = 15
loot roll 2: 1d100 ⇒ 18

UPDATED MAP


GM

• GREEZ listens out for some bug noises, whatever they are. However he doesn't hear anything really. He, DARKAN and MAK will have to do a bit more exploration.

• WOLFRAGER rushes into the nest to find herself up again two rust bugs! Her club nearly pulverises the bug but it survives, barely.

• The two Rust Bugs retaliate with claw attacks, both of them hit assuming she has 15 AC. They do relatively small amounts of damage to the Ogress but it's still painful.

Top Bug: ATK: 1d20 + 10 ⇒ (8) + 10 = 18
Bottom Bug: ATK: 1d20 + 10 ⇒ (5) + 10 = 15
Top Bug: DMG: 1d4 + 4 ⇒ (2) + 4 = 6
Bottom Bug: DMG: 1d4 + 4 ⇒ (1) + 4 = 5

MAP UPDATED


GM

• GREEZ smashes the bug from up high and kills it with his attack! It drops an intact Rust Monster Carapace!

First Silver reward from Rust Monsters

• WOLFRAGER and her group venture forth into the deep, dark tunnels, finding a burrow with a visible dead-end. Assuming MAJUBA moves in behind the group, the extremely tall Orc would find a space that he can crouch inside without being confined between walls.

Moving on ahead, WOLFRAGER turns the corner and catches sight of an unaware Bugs just up north. This could be approached stealthily or violently, but minding that she didn't have a lot of room to move about regardless.

UPDATED MAP


GM

• GREEZ trundles towards the Rust Bug and knocks it down with a substantial blow, healing a lot of damage to it. It tries to get up so that it may attack the Monk...! GREEZ has used his Opportunity this round so he cannot intercept this action. The Bug swipes with it's claw but misses the hyperactive Orc.

ATK: 1d20 + 10 ⇒ (5) + 10 = 15

• The other talk about the claw they obtained from the Rust bug and the potential their parts may have, collecting more may offer some rewards if they gather enough of them!

UPDATED MAP

Let's try to explore more paths, incidentally you may make a DC 20 Perception check to attempt to hear Greez fighting in the other room, half as much for DARKAN and MAK who are only a corner away.


GM

Don't worry about it, I've not exactly been a punctual GM myself.


GM

• MAJUBA crawls through, passing by TURGRIM and sneaks up behind KAROL with only that huge wooden mask in view.

• GREEZ picks a direction he thought was best, he bears a right followed by another right and comes to another junction, however to the far side there was another rust bug hiding away, if the Orc wasn't careful he'd overlook it.

Perception: DC 20

• WOLFRAGER crouches down to the rust bug corpse and reveals a Rust Monster Claw material. For convenience, MAK picks up the other Claw from when GREEZ defeated a bug to save backtracking.

Item drops have been simplified into loot tiers bronze, silver and gold (and possibly platinum). It doesn't mean the items are this colour, it just refers to rarity. Rust bugs have a 75% chance of dropping bronze rarity and the remaining 25% for silver. Different enemy groups drop different item sets. And only sentient creatures have money on them, animals tend to drop materials.

UPDATED MAP


GM

Finally posted!

I hate being roped into things, my aunt's starting a café but she's rushing things way too quickly and getting menus made up was a total pain in the buttocks.


GM

• WOLFRAGER ventures into the small room and smashes the Rust Bug completely with her club with one swing, it's carapace cracked apart from the impact, the bug is dead. It drops a bronze material.
Rust Bug drop: 1d100 ⇒ 26

UPDATED MAP
There's more to explore! Use the labelled junctions to move.

• MAJUBA with his skull sentry is able to reliably pin-point the direction the sounds of battle were coming from and can choose to move towards that point.

• With the Rust bug slain, TIGERWOLF's next attack is not required.


GM

Hey folks, sorry for the lack of activity. Been busy at work and making a menu for a friend. My next GM post will try to resolve WOLFRAGER's attack and then everything else.

To gain more charisma would require either more levels or respeccing your ability scores.We'll have to discuss that for after the conclusion of the current situation.


GM

= New Round =
• TIGERWOLF moves to the side and tries to attack again with her club, unfortunately she misses the quick creature and stumbles, this incurs a minor -2 AC to the next attack.

The RUST BUG tries to attack her again and nicks with another small swipe.

ATK: 1d20 + 10 ⇒ (17) + 10 = 27
DMG: 1d4 + 4 ⇒ (1) + 4 = 5

• GREEZ moves up into the tunnel he chose but it appears to loop back on itself. He must make an attempt to gain his bearings or he will become lost and move in a random direction Survival Check: Not getting lost (15)

• MAJUBA moves up to try to watch the flank as he crawls in the narrow tunnels, however he has lost sight of his allies. He can make a Perception check to try to listen for familiar sounds, if he fails the direction he takes may be the wrong way. Perception Check: Listening for Allies (15)

UPDATED MAP


GM

=Battle Stuff=
• TIGERWOLF spots a Rust bug and moves over to attack it! However the little bugs are quick and much like those spiders that move freakishly fast she misses. WOLFRAGER attempts to push herself through the narrow tunnels in order to assist, KAROL is left at the very back only to arrive at the conclusion.

• GREEZ attempts to move towards his Rust Bug and throw unleash his martial prowess against the thing, through a number of bare hit he was able to land three of his blows and knock the bug out like a newspaper angrily bashes on a daddy-longlegs that dared to threaten his very life!

GREEZ and his group find a Common Item from the defeated Rust Bug and can choose which junction or tunnel to take next.

• TIGERWOLF's Rust bug attempts to swipe at her with it's viciously pointy claw, slapping the face of every person who ever thought that bugs are harmless and people shouldn't be scared of them, THEY WERE WRONG! TIGERWOLF sustain a small but painful cut from the attack.

ATK: 1d20 + 10 ⇒ (19) + 10 = 29
DMG: 1d4 + 4 ⇒ (3) + 4 = 7

MAP UPDATED


GM

• Everyone moves into their chosen directions, however TIGERWOLF as well as GREEZ's group discover a creature hiding nearby! It appears to be a insect-like creature with four legs and two clawed arms and frilly feelers, it screeches in the presence of an outsider!

THE MAP

You have the opportunity to attack and combat proceeds as normal combat rounds do. You also have the choice to move or run elsewhere to avoid the battle or have an ally move to assist you. The tunnels are like an odd chessboard, you cannot move through someone if there is no space, I will move TURGRIM out of the way if WOLFRAGER needs it. Exception being MAK, DARKAN and GREEZ who are small enough to slip by without problem.

Also GREEZ: Under the effects of the shrinking spell means your damage dice is treated as two stages lower than your full size. So instead of 3d6 it's 1d10 as if you were medium sized.


GM

Things are going a bit slow with Turgrim and Majuba away at the moment. Although exploration through the tunnels requires players moving to junction points to reveal the rest of the path. I promise there is something to do in this dark, confusing hole!


GM

MAP VIEW

• DARKAN inspects the rusted metal, it seems to be made of a strong alloy, the parts which seem rusted seem to be made of scratches rather than melted away.

• WOLFRAGER pushes through down the left tunnel after TURGRIM squeezes ahead to make room, only to quickly find it's a dead end; turning around would be tough but doable.


GM

UPDATED MAP

• GREEZ gallops down one of the passage ways while MAK attempts to keep up with the speedy monk. MAK uses a dancing light spell to illuminate the tunnels in front of him, costing him a few spell points, but it should last at least an hour. GREEZ comes to another junction, one leading off to the left and another straight on.


GM

UPDATED MAP

• Moving outwards from the initial junction, the team is able to find more branching paths leading in and plenty more junctions to take. It is not certain which path is the right one.

To move, state which junction you wish to head towards by it's letter. By the next round your character will be moved there and given a new choice based on where it leads, you will stop when you reach another junction or event. For the sake of convenience (and having two players taking a vacation, you can move through your allies at this point).

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