KC's Age of Worms

Game Master Kobold Catgirl

The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.


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THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

We haven't actually seen a swarm...the sound could be from far away? Presumably it would come down one of the hallways and you could nuke it.

If Farrukh rolls well on stealth, nothing will likely even notice him until after the fighting starts anyway. If a swarm comes, everyone run from it and let Carina nuke it. That's really the best we can do.


The Gateway Grove, The Isle of Last Resort

Note: I'm extremely busy today, so I may not have much time to post.

Also, Knowledge (nature) DC 10 (as you can make DC 10 checks untrained, I won't bother asking for rolls) will remind the adventurers that beetles can see in the dim light. Farrukh's Stealth will be at -10 if he moves into the hallway.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Knowledge (Nature): 1d20 + 7 ⇒ (19) + 7 = 26
Apparently, Carina's the authority on beetles.

"Farrukh, beetles can see just fine in dim light. They might see you if you cross the hall..."

Liberty's Edge

Male Underpowered Warrior 1

There's the oil, too - each pint has a 50% chance of working like alchemist's fire (with a full-round action to prepare, and a fire source). If it's two swarms Carina might not be able to take them all out with bombs.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Right. I was thinking we could use the oil as well. Or possibly set it up as some sort of fire wall, making a pool of oil Carina could then set on fire when the beetles come through.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

O_O

Ooh... I like the thought of that! :D


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Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I hit stuff.


The Gateway Grove, The Isle of Last Resort

So, it sounds like you've all roughly agreed: Place oil, Farrukh tries to sneak by (?), Tanith hits things.

The "initiative" is yours. We're slowing a bit, though, so if nobody's acted by tomorrow, I'll "move things along". ;)


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I'm not sneaking by anything with a -10 on Stealth.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

That's the plan. Tanith's brutedom makes him unsneaky.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

We should listen closer and find out which hallway the swarm sounds are coming down.

DM, don't forget the -2 to perception for every 10' you are from your target. Also if they have low-light vision, they would totally be seeing the light from our light spell. 40' of normal light and 80' of dim light for people with low-light. It would be spilling significantly out into the hallway. Though we could presumably hold a cloth over it or something to keep it from shining too bright.

If we're going to use the oil to create a wall of fire, that would also be on Farrukh to pour it, since he's got the best stealth. Once we figure out which hallway the beetles are down we could set that up.
___________________________

Cuetzpalli creeps forward a bit and strains his ears, trying to determine which direction the sound of the swarm is coming from.

Take 20 on percption to listen for the swarm, takes 2 minutes and gives me a 24.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

Unless they have the worst possible rolls even my best Stealth won't be doing much for me, but I guess I can try it to get this moving.

Stealth: 1d20 - 4 ⇒ (12) - 4 = 8

Farrukh attempts to stealthily creep into and up the hallway intersection slightly, and dump one of his flasks of oil on the ground.


The Gateway Grove, The Isle of Last Resort

Myself:
Perceptions: 1d20 - 4 ⇒ (1) - 4 = -31d20 - 6 ⇒ (12) - 6 = 61d20 - 6 ⇒ (6) - 6 = 0

Cuetzpalli wrote:
DM, don't forget the -2 to perception for every 10' you are from your target.

And everyone always does. Thanks for reminding me!

Somehow, Farrukh manages to creep by. For a moment, he thinks one of the smaller beetles has seen him--but it turns away after a moment.

Quote:
Also if they have low-light vision, they would totally be seeing the light from our light spell.

I'll just explain this OOC to avoid confusion: These beetles don't immediately notice dim lighting from other sources because they are already in dim-to-bright light, and they are not especially intelligent.

In what square is the oil being placed?


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

OMG, I'm so dense sometimes. I actually have a better stealth that Farrukh with a +1 (unless I have my shield out). Whatever, next time I'll try the stealthy stuff.


The Gateway Grove, The Isle of Last Resort

Wait, how? I can't find anything that gives an extra bonus on your sheet. Your bonus looks like a +2, or -8 with the current penalties.

Cuetzpalli wrote:
Take 20 on percption to listen for the swarm, takes 2 minutes and gives me a 24.
Taking 20 wrote:
When you have plenty of time, you are faced with no threats or distractions

I interpret this as meaning that you cannot be currently hiding from monsters and hoping they don't notice you guys. However, Farrukh heard the beetles coming from the room, so it's moot.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

How'd you manage that? You don't have any ranks in Stealth and 16 Dex. You'd be at -7 vs my -4.

The oil is on the square my token is in there, but note that I would like to move back around the corner. I just don't have anything to mark the space with.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Huh? I must have missed a -8 from somewhere... I was thinking +3 dex, -2 ACP.


The Gateway Grove, The Isle of Last Resort

That work?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

That works for me.

@Cuetzpalli: You forgot to factor in the -10 from lighting we were talking about.


The Gateway Grove, The Isle of Last Resort
Cuetzpalli wrote:
Huh? I must have missed a -8 from somewhere... I was thinking +3 dex, -2 ACP.

Oh, hey, I missed that. FYI--your sheet states that Hide armor gives a -1 ACP. Might wanna fix that.

And the -10 comes from hiding without cover or concealment.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Moved us all into position. If Farrukh indicates which direction the sound's coming from, Cuetzpalli will stop listening.

Edit:Oic. That makes sense about the stealth. So I was being dense in a different way than I thought. (x_x)*


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield
Dungeon Kobold wrote:
Cuetzpalli wrote:
Huh? I must have missed a -8 from somewhere... I was thinking +3 dex, -2 ACP.

Oh, hey, I missed that. FYI--your sheet states that Hide armor gives a -1 ACP. Might wanna fix that.

And the -10 comes from hiding without cover or concealment.

Yeah....more denseness. I just saw the +4 armor bonus and thought I was wearing a chain shirt, forgot I bought hide on Cuet. Just ignore me.... (~_~)*


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

So yeah, we're just waiting for Robin to set this off with his bow now, right?


The Gateway Grove, The Isle of Last Resort

Hey, it happens to us all. Speaking of which, I wonder how Bizarro Cuetzpalli is doing in that trapped elevator?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

That reminds me, forgot to factor in my ACP (-1 from armor, would be more from shield but I assume I can put that away). Think the highest score still misses me by 1 though.

@Cuetzpalli: And I assume Carina has a Readied action to burninate the countryside once the swarm is on the oil.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

That's the plan.


Male Human Hunter

Robin stretches for a moment. "Limber up."

With his bow drawn, he steps out and raises it at the beetles in one swift motion.

Longbow: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6

"Probably should have limbered up more..."

Damage: 1d8 + 1 ⇒ (5) + 1 = 6


The Gateway Grove, The Isle of Last Resort

Okay, here we go.

The arrow pings harmlessly against the large beetle's carapace.

Initiatives: 1d20 + 1 ⇒ (5) + 1 = 61d20 ⇒ 17
Beetles.

Round One. Everybody but Robin used their surprise round to ready actions.

The big beetle turns and rushes Robin.
Bite Charge: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Tanith and Cuetzpalli get their readied actions. I'll assume they were to step up and attack the first foe that came within reach, but for future reference, I'd prefer people write out their readied actions and rolls in advance. No big deal this time, though.
Tanith Readied Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Cuetzpalli Readied Attack (PA, FF): 1d20 + 4 ⇒ (20) + 4 = 24
Cuetzpalli CRIT CONFIRM: 1d20 + 4 ⇒ (16) + 4 = 20

Cuetzpalli Damage: 2d8 + 14 ⇒ (7, 6) + 14 = 27

Tanith's bardiche bounces uselessly off the beetle's carapace, but Cuetzpalli's metal club proves much more effective. He leaps forth and smashes in the protective plates protecting the beetle's brain. Acid drools from the loathsome beast's mandibles as it slowly collapses.

The other two beetles mindlessly charge at Robin. Farrukh steps forward and stabs at one of them with his klar.
Farrukh Readied Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Very ineffectually.

Cuetzpalli/Tanith AoOs: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (12) + 4 = 16
Tanith Damage: 1d20 + 6 ⇒ (4) + 6 = 10

Tanith is able to make up for his earlier slipup by burying the head of the bardiche in one of the tiny beetles' sides. Its legs twitch reflexively as it instantly dies.

The other beetle lashes out at Robin. Robin easily dodges.
Attack: 1d20 + 3 ⇒ (10) + 3 = 13

However, in the room ahead, Robin sees thousands of shadowy shapes gathering, slowly coalescing into one big one. They enter the adventurers' clearer light and are revealed to be another acid beetle swarm!

As they crawl over the oil-covered floor, they pause a moment, navigating. And then Carina strikes. She mixes the bomb and lets it fly, and it flies true, landing smack-dab in the middle of the swarm. The puddle of oil goes up with a fwoom.

Cuetzpalli feels some of the hairs on the side of his hide armor ignite and burn away, leaving a foul odor. The body of the larger beetle bursts into flames. And the swarm...not a single acid beetle emerges from the blaze.

Readied Bomb Throwin' (Cover): 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 4 + 1d3 ⇒ (6) + 4 + (1) = 11 x1.5 = 16 damage to the swarm.

First, sorry about how long this was. Readied actions + lots of AoOs + four combatants = a mess.

Second, please alert me to any errors you spot in this post. Odds are there's at least one or two.

Third, Map. Of the four enemies, one Small beetle is still up, at -2 AC thanks to charging.

Fourth, I can't believe I went to all of the trouble braving the spider-infested Google Images page to get that beetle swarm image only for you guys to cover it up with red crossed-out circles and fire. Dangit, guys.

Fifth, this is so muddled at this point (readied actions are a bit odd in this Initiative system) I'm just gonna say Farrukh and Robin get to move, then the beetle goes right after. Give 'em one shot at dealing some damage, since the others already got to kill things. If the beetle's still alive by then, you deserve whatever you get.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

Wow. First time something sorta off the wall like that has worked in a game I'm playing.

Farrukh exults as their plan comes together.

"This one's for you, Erip!"

Super Mega Revenge Strike!: 1d20 + 5 ⇒ (11) + 5 = 16

Super Mega Revenge Damage Hwoaaaaaaaaah!!!: 1d6 + 6 ⇒ (4) + 6 = 10

Move: Favored Target, Standard attack. If I can't do both, remove 1 attack and damage.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Yay! That was awesome, plan worked perfectly. :)


The Gateway Grove, The Isle of Last Resort

The beetle turns, rearing to face Farrukh as he lunges.

His klar punches straight through the beetle's belly. The horn of the klar's skull punctures the other side.

On the downside, Farrukh finds his arm is now covered in turquoise hemolymph.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

"Great job guys, that was amazing. Let's explore this place!" Cuetzpalli says enthusiastically. I wonder what Spiny and the horse are doing. I hope they don't kill each other.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Charming color, I guess." Farrukh says, shrugging.

"Now let's see if we can find something that's NOT trying to kill us."


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina jumps for joy when she sees the acid beetle swarm go up in smoke.

"YES!"

She waits for the blaze to go out and for the other beetles to be carved up before she begins stomping on dead acid beetles.

"Let's at least peek into the room they came from. If they have brown mold in there, fine. We'll give it a miss." She walks over to the entrance to the room the beetles came from, ready to bolt in case more of them are still around.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

"Agreed. If we follow the right hand wall from where we came down, we'll eventually explore everything," Cuetzpalli says, following Carina to the room.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina takes another look at the beetle bodies, wondering idly if any of them are still alive.

She doubts it... but there is a part of her that is hoping beyond all hope one of them is alive.

Feed me. Dammit, I haven't eaten dying life force for so long...

Heal: Are Any Beetles Still Alive?: 1d20 + 5 ⇒ (2) + 5 = 7

Although she probably wouldn't know, with that roll. XD


The Gateway Grove, The Isle of Last Resort

Sorry about the delay, folks.

Carina is unable to determine one way or the other, the beetles' anatomy proving too much of an enigma.

The north and south walls of this large chamber taper in somewhat, 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 (not brown mold) spills out over the two-foot basin lip and covers much of the shelf. A few acid beetles still skitter and tunnel through the chalky substance.

An organic mass complete fills the room's southwest corner. Judging by the dozen-or-so beetles spilling from within, it appears to be an enormous—but now empty—nest.

Perception DC 10:
You notice three oblong lumps completely covered with orange sludge in the room's southeast corner.

As the light is moved around the corner, a much larger portion of the area is made plain. The hallway north of the adventurers has numerous pegs extending from the walls, but nothing hangs from them now.

To the west, the adventurers now see a large room. Eight man-sized stone slabs, about four feet off the ground, are arranged in two rows within. A long-dead corpse, possibly a human, laws sprawled out upon one of these slabs, his red leather armor the only hint of color in the otherwise drab room.

The north and south walls taper in somewhat, and the short west wall abuts a small stone stage. The red claw statue of a powerfully built warrior wielding a cylinder-headed greatclub stands tall upon the stage, its eyes surveying the room.
Farrukh and Cuetzpalli take a -4 on the below check. Carina takes a -6. Tanith cannot make the check.

Spoiler:
=Perception DC 14]You hear a rustling coming from amid the southern beds.

Updated map. Also, I'm adding this map and the Lair of the Architect to the main Campaign tab.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Perception 1: 1d20 + 5 ⇒ (10) + 5 = 15

Wandering into the beetle nest area, Carina finds some lumps covered with orange sludge in the southeast corner of the room.

"Oh? What's this now?"

She picks them up and wipes them off.

Perception 2: 1d20 - 1 ⇒ (20) - 1 = 19
As she does so, she hears something rustling. It sounds like something in the room across the hall.

"Hey--does anyone else hear that?"


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HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

1d20 + 3 ⇒ (17) + 3 = 20

"Yeah...sounds like something might be moving back there, but I can't be sure."

Farrukh moves forward cautiously, weapon and shield drawn but attempting stealth.

1d20 + 3 ⇒ (3) + 3 = 6

CLANG CLANG CLANG FARRUKH IS HERE CLANG CLANG CLANG


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

"Hear what?" Tanith says in a harsh whisper.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Cuet follows Farrukh, in case another enemy jumps out at them. "I'm right behind you Farrukh."


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Shhhh, Ceutz, I'm trying to be quiet here." Farrukh says, in what he thinks is a quiet voice but actually echoes around the tunnel.


The Gateway Grove, The Isle of Last Resort

Farrukh, make a Will save. Anyone else who enters the room must make the same save.

If Less Than 15:
You are fatigued.

Another man-sized beetle lumbers out from behind one of the beds. It's moving slowly for some reason. However, when it sees Farrukh, it lets out a hiss.

Initiative: 1d20 + 1 ⇒ (4) + 1 = 51d20 ⇒ 9

It advances on Farrukh and arches its back, spewing out a blast of acidic vapor.

Reflex saves, DC 13, or take 1d4 + 2 ⇒ (3) + 2 = 5 acid damage. A save halves the damage.

Map. You're up.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

1d20 + 1 ⇒ (2) + 1 = 3

GJ dice, GJ.

Farrukh feels a wave of tiredness wash over him, but he manages to raise his weapon anyway.

"Die beetle!"

1d20 + 4 ⇒ (5) + 4 = 9

Unfortunately, his fatigue turns his slash into a pitiful attack that doesn't even scratch the thing.

Favored Target +Attack

Woot, I'm on a roll, yeah.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Cuetzpalli steps forward to aid Farrukh.

Will save: 1d20 ⇒ 10

I am fatigued.

He swings his bladed club at the beetle, hoping to end it before it can do much damage.

Attack (PA, Furious, Fatigue): 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

AC:16


The Gateway Grove, The Isle of Last Resort

Cuetzpalli's club pings against the beetle's shell.


The Gateway Grove, The Isle of Last Resort
Carina Viera wrote:

[dice=Perception 1]1d20+5

Wandering into the beetle nest area, Carina finds some lumps covered with orange sludge in the southeast corner of the room.

"Oh? What's this now?"

She picks them up and wipes them off.

[dice=Perception 2]1d20-1
As she does so, she hears something rustling. It sounds like something in the room across the hall.

"Hey--does anyone else hear that?"

The lumps are skeletal remains of three long-dead humans in soiled armor. An eight-pointed star symbol--the same one that was serving as a compass rose on the old map--marks the left breast of each moldy suit of armor.

Knowledge (nobility, history, geography) DC 15:
This is the mark of the Seekers, a group of unscrupulous archeologists and pseudo-historians.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Taking 10 for Knowledge (Nobility): 10 + 8 = 18

Carina cringes at the sight of the three skeletons. Her eyes widen at the sight of the symbol: the symbol of the Seekers.

"Well, well, well. Looks like we definitely weren't the first people to explore this place. The Seekers were here a long time ago, and they never came back out. Serves 'em right, if you ask me--" She cuts herself off, blushing.

--because they rob tombs and things like that. TOTALLY not what we're doing right now.

She searches the bones for anything of worth, taking note of the battle across the hall. She had faith in her companion's strengths... if they needed her, they'd call for her, right?


The Gateway Grove, The Isle of Last Resort

Carina finds three green teardrop-shaped vials full of clear liquid and a large white pearl.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

"Ooh!" Carina eagerly picks up the teardrop vials and examines their contents.

Craft (Alchemy): Vial #1: 1d20 + 7 ⇒ (20) + 7 = 27
Craft (Alchemy): Vial #2: 1d20 + 7 ⇒ (7) + 7 = 14
Craft (Alchemy): Vial #3: 1d20 + 7 ⇒ (2) + 7 = 9

This'll take her 3 minutes total to identify each vial.

Once she's done, she pockets the pearl and returns to the party.

I'm aware this'll make me miss the climactic beetle battle. :)

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