Mothman's Whispering Cairn

Game Master Mothman

Age of Worms, Greyhawk, Pathfinder rules


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While Strevlik collects the torch, Brashen makes a search of the room. He finds nothing of obvious value, but clearing away some of the dust and detritus on the floor, he uncovers a large glyph that resembles a stylised arrow in the middle of the floor. The arrow-like symbol points towards the archway.

The warrior points out his find to Strevlik, but the ranger is standing still, head tilted, apparently listening intently. Brashen shrugs and moves over towards the archway, holding his torch aloft so that he can see what is beyond.

The corridor is about ten feet wide with a ten foot ceiling, and is constructed of plain stone blocks, with none of the decorative elements of the passages upstairs. About twenty feet down the passage there is a side passage or deep alcove to the left and right. The main passage continues on past this junction into darkness.


Male Human Fighter / 3

Brash takes out his axe, and moves cautiously down the passage to the side passages, and peers down them


Brashen:

Spoiler:
Axe held in one hand, torch held aloft in the other, you cautiously enter the corridor and head towards the junction. Several black beetles scatter at the approach of your light, heading towards the right hand cross-passage.

As you approach the junction, you can hear the scraping sound that Strevlik described, although it soon resolves itself into a series of clicks and skittering – not unlike the beetle swarm from before. The noise appears to generate from the right hand passage, although you can see little in that direction, or the other; both cross passages appear to run for about thirty or forty feet before opening up into larger chambers, but the torchlight peters out before revealing any detail of these chambers.

Ahead, in the main corridor, there appears to be another pair of alcoves about twenty feet past the junction. These alcoves seem to be quite shallow, but you cannot determine their purpose from here. Beyond that, the main corridor disappears into darkness. The air from that direction seems quite cold and musty.


Male Human Fighter / 3

Brash moves back down to corridor to the cylinder room, and relates to Strevlik that there seems to be at least 3 more ways to proceed, and that it sounds like there may be another bug swarm down here. He then calls the same up the shaft to the others. 'So you guys should probably come down here, looks like there might be a decent amount to explore'


Those up above: are you all coming down? DC5 climb check to get down using the rope. Also, it should be noted that Da’gret and Boland are both pretty badly wounded…


Male Human (Suloise/Oeridian) Cleric 3
Brashen Trell wrote:
Brash moves back down to corridor to the cylinder room, and relates to Strevlik that there seems to be at least 3 more ways to proceed, and that it sounds like there may be another bug swarm down here. He then calls the same up the shaft to the others. 'So you guys should probably come down here, looks like there might be a decent amount to explore'

Andolphas groans as Brashen calls back to the party. "I was hoping he wouldn't say that..." The cleric hoists his shield over one shoulder and ties his spear vertically to his pack with a few dangling strap ends. "And I'm hoping that no one blocks the entrance to this hole or steals our rope while we're down there, or waits to capture us upon our return" he mutters to himself. He gingerly tests the rope then awkwardly clambers down the hole, taking his time to get safely to the bottom due to his lack of climbing experience.

Takes 10 on climb check...


Male Human Wizard/3
Brashen Trell wrote:
Brash moves back down to corridor to the cylinder room, and relates to Strevlik that there seems to be at least 3 more ways to proceed, and that it sounds like there may be another bug swarm down here. He then calls the same up the shaft to the others. 'So you guys should probably come down here, looks like there might be a decent amount to explore'

"M-more bug swarms?" Boland stammers, the pain of his recent wounds returning with some intensity as soon as Brash mentions it.

Seeing Andolphas move to the edge of the hole and begin the climb down, Boland sighs and follows suit. Once Andolphas has reached the bottom, he gingerly takes up the rope in both hands and with exaggerated care (and considerable awkwardness), eases himself over the edge and down into the pit.

Boland will take 10 on the climb check.


Male Human Fighter / 3

As the others start to descend, Brash moves back to stan a little inside the corridor, keeping watch for any nasties


As the last one above, Da'gret closes his eyes and quietly calls on the spirits of the the natural world to restore him. Slowly but surely the pain from the lightning blast ebbs in waves receding as his breathing evens out. Fully restored the half-orc stretches, exulting in his restored health, cracks his neck and takes the rope with a gleam in his eye ready to see what this crypt has to offer.

Climb: 16+4 = 20
Cast Lesser Vigor


Everyone makes it safely down the rope – although somewhat daunting, the climb is not difficult between the rope and the close walls of the shaft, with its numerous finger and toe holds.

At its base, the shaft opens up into a chamber. The bottom of the shaft is covered with rubble – twisted metal remains of the cylinder, pieces of stone, and some sort of hard, orange resin-like substance, riddled with holes, that also occupies part of the room beyond.

Torch light illuminates a relatively small stone walled chamber, with a niche containing the shaft on the south wall and an archway leading into a dark passage, ten feet wide in the north wall. The stone floor is pitted and scarred, and covering with the detritus of thousands of beetles. A portion of the floor in the centre of the chamber has been swept clean (by Brash) to reveal a large glyph that resembles a stylised arrow in the middle of the floor. The arrow-like symbol points towards the archway.

The east and west walls of the chamber are adorned with bas-relief statues, although these also appear to be badly damaged by the acid beetles, with features obscuring by patches of melted stone. As much as can be made out, the figures depicted in the statue seem to be similar to that on the sarcophagus above, although most stand with arms crossed and stern expressions, and they are represented as dressed in simpler tunics. A hand sized plate of stone protrudes from the wall near the niche.

Da’gret, remind me what Lesser Vigour does?


Male Human Ranger / 2

Strevlik hands the torch back to Boland, then walks over to Brashen. "Which way should we go?" he asks softly.


Lesser Vigor is Fast Healing 1, 10 rounds + 1 round/level
(max 15 rounds)
It's superior to CLW out of combat, not so hot in a pinch. A little regeneration seemed more druid-like than the standard clw.


Male Human Fighter / 3
Strevlik wrote:

Strevlik hands the torch back to Boland, then walks over to Brashen. "Which way should we go?" he asks softly.

Brash turns from his vigil as he replies to the ranger, but talks so everyone in the room can hear. 'I figure we go check out the right passage, which sounds like it'll lead us to more of those bugs, if thats what the sound truly is. It wasnt very fun getting rid of them up above, but id rather go face them now when we know what to expect and can prepare for it, rather than pass them and then be left wondering if we'll run into them at a less desiarable time.' He turns to the rest of the arty at this point. 'Speaking of preparing, what do we have left in the way of oil?'


Da'gret wrote:

Lesser Vigor is Fast Healing 1, 10 rounds + 1 round/level

(max 15 rounds)
It's superior to CLW out of combat, not so hot in a pinch. A little regeneration seemed more druid-like than the standard clw.

Cool. Seems appropriate.


Male Human (Suloise/Oeridian) Cleric 3
Brashen Trell wrote:


Brash turns from his vigil as he replies to the ranger, but talks so everyone in the room can hear. 'I figure we go check out the right passage, which sounds like it'll lead us to more of those bugs, if thats what the sound truly is. It wasnt very fun getting rid of them up above, but id rather go face them now when we know what to expect and can prepare for it, rather than pass them and then be left wondering if we'll run into them at a less desiarable time.' He turns to the rest of the arty at this point. 'Speaking of preparing, what do we have left in the way of oil?'

"I never thought I'd say it, but you speak wisely, warrior. I have three oil flasks left. What about this stone plate that is sticking out of the wall? Has one of you already taken a look at it?"


Male Human Wizard/3
Andolphas Hecker wrote:
"I never thought I'd say it, but you speak wisely, warrior. I have three oil flasks left. What about this stone plate that is sticking out of the wall? Has one of you already taken a look at it?"

As Boland's feet stand on the floor once again, Boland breaths a sigh of relief and turns to view the room. His attention is immediately drawn to the glyph on the floor and he moves over to examine it more closely.

At Brash's question, he answer's absently "And I have another flask of Alchemist's Fire."


While the other distribute their bottled fire and oils, Da'gret impatiently grabs a chunk of rock from the rubble and hefts it testing the weight. "Get ready. I'll wake them up." So saying, he walks on through the arch, each footstep crunching the carpet of dead beetles.
Spot 4+7 = 11


Da’gret stomps down the corridor to the junction where Brashen and Strevlik stand with the torch, peering down the right hand passage. Listening carefully, Da’gret too can hear the skittering and clicking of beetles from that direction.

The half-orc’s eyesight is far superior to humans’ in the dark. He pushes aside Brashen’s torch to remove the glare and peers into the blackness of the right hand passage.

Da’gret:

Spoiler:
The ten foot wide passage opens out into a larger chamber about twenty or thirty feet down. You can see the movement of dozens of beetles over the floor, and there appears to be some sort of large, unmoving mass some distance into the room. It is just near the edge of your dark-vision and you cannot make out the details from here.

Brashen, at a quick glance, the glyph on the floor looks like it might be part of the same ‘language’ as the other glyphs you’ve seen in the tomb.

Andolphas, I do not believe that either Brashen or Strevlik have investigated the stone plate on the wall.


Male Human (Suloise/Oeridian) Cleric 3

Andolphas takes a closer look at the plate that sticks out of the wall. After appraising it visually for a few moments, he continues to inspect it without touching it, gently running his fingers along the wall section from which it protrudes, looking for cracks, signs of a mechanism, or anything else that might look unusual. "Lady, protect your faithful servant," he mutters as he begins his search.

Search: 17 + 1 = 18; Spot: 12 + 1 = 13.


There is a very thin gap all the way around the hand-sized rectangular stone panel, which sits adjacent to the alcove at about four feet above the floor. It appears that the panel could be depressed into the wall, but to what purpose or effect Andolphas cannot tell.


DM Mothman wrote:


Brashen, at a quick glance, the glyph on the floor looks like it might be part of the same ‘language’ as the other glyphs you’ve seen in the tomb.

Sorry, that should have been addressed at Boland not Brashen.


Male Human Wizard/3
DM Mothman wrote:
Boland, at a quick glance, the glyph on the floor looks like it might be part of the same ‘language’ as the other glyphs you’ve seen in the tomb.

Boland stoops for a closer look, trying to determine whether the symbol is just an arrow or holds any further meaning.

Decipher script: 18 + 3 = 21, knowledge the planes 1 + 4 = 5

Hearing Andolphas' muttered prayer, he glances up and notices the priest's interest in the panel in the wall. Slightly timidly he says, "A-Andolphas. If I might make a quick guess? I'd say the panel might maybe be used to bring the cylinder down, in order to get back up to the top chamber? That is, of course, if we hadn't managed to destroy the cylinder" he adds sheepishly, looking over to the mangled remains.

Knowledge Dungeoneering: 13 + 5 = 18. Hoping to confirm whether the above guess is a reasonable assumption.


Male Human (Suloise/Oeridian) Cleric 3
Boland 'Bowls' Karendum wrote:


Hearing Andolphas' muttered prayer, he glances up and notices the priest's interest in the panel in the wall. Slightly timidly he says, "A-Andolphas. If I might make a quick guess? I'd say the panel might maybe be used to bring the cylinder down, in order to get back up to the top chamber? That is, of course, if we hadn't managed to destroy the cylinder" he adds sheepishly, looking over to the mangled remains.

Knowledge Dungeoneering: 13 + 5 = 18. Hoping to confirm whether the above guess is a reasonable assumption.

"Indeed? Hmmm... if your assessment is correct, Boland, it would be most unfortunate... do we still give it a try?"


Male Human Fighter / 3
Andolphas Hecker wrote:
Boland 'Bowls' Karendum wrote:


Hearing Andolphas' muttered prayer, he glances up and notices the priest's interest in the panel in the wall. Slightly timidly he says, "A-Andolphas. If I might make a quick guess? I'd say the panel might maybe be used to bring the cylinder down, in order to get back up to the top chamber? That is, of course, if we hadn't managed to destroy the cylinder" he adds sheepishly, looking over to the mangled remains.

Knowledge Dungeoneering: 13 + 5 = 18. Hoping to confirm whether the above guess is a reasonable assumption.

"Indeed? Hmmm... if your assessment is correct, Boland, it would be most unfortunate... do we still give it a try?"

Seeing De'grats intent, Brash moves back into the room with the others. 'Leave that for now, there'll be time to work it out later, right now where going to need your oil and the alchemists fire. Looks like De'grets gonna try to lead them in here, so lets try to get them in the passage, before they can spread out into the room. Light anotther tourch so we have a spare to light the oil.' Brash waits for Andolphas to get him a flask.


Boland:

Spoiler:
Regarding the symbol, on closer inspection the extraneous lines and squiggles around the arrow lead you to believe that it is another Vaati glyph, probably representing a name as you suspect the other ones you’ve seen do.

Given the relative complexity and use of hard shapes and soft shapes in the glyphs, you can take a guess at a relative hierarchy / importance of the three glyphs. You would say that the one you first saw, on the broken frame near the tomb entry is the most important, this one next in importance, and the one on the sarcophagus up above of the least importance. Although, given that you took the last one to possibly be the name of the person entombed here, that does seem a little odd…

Regarding your theory on the stone plate – given your knowledge of old tombs and dungeons, that seems an entirely reasonable theory.


Male Human (Suloise/Oeridian) Cleric 3

Andolphas nods and hands Brashen the requested flask, keeping another (the fourth of five) in hand for himself. "I think it wise to keep the last one in reserve... it would be foolish to exhaust all our resources so early in our exploration."


Male Human Wizard/3
Andolphas Hecker wrote:
"Indeed? Hmmm... if your assessment is correct, Boland, it would be most unfortunate... do we still give it a try?"

"Given that the shaft is clearly broken it is unlikely to achieve anything. I'd be tempted to leave it, lest it creates more strain and falling rocks!"

Turning back to the symbol on the floor and motions Andolphas over. "Look at this, it's interesting. Unless I'm mistaken, this is another Vaati glyph, and represents another name. The complexity suggests greater or lesser importance. The first glyph we saw, by the broken mirror, is the most complex, suggesting the higher rank or importance. The one on the sarcohpagus upstairs is less complex, and so of less importance. This one is somewhere in between the two."

Brashen Trell wrote:
'Leave that for now, there'll be time to work it out later, right now where going to need your oil and the alchemists fire. Looks like De'grets gonna try to lead them in here, so lets try to get them in the passage, before they can spread out into the room. Light anotther tourch so we have a spare to light the oil.'

"Y-yes, yes of course" Boland replies reproachfully to Brashen's chiding. He stands and rifles through his pack for the second bottle of alchemist's fire. He then hesitantinly moves out into the passage, careful to stay behind the others. The wounds from his last encounter with the swarm have made him much more cautious this time round.


Male Human (Suloise/Oeridian) Cleric 3

"Boland, as you well know, the Green Lady's faithful do not have the healing powers that many other priesthoods do... We are, after all, more concerned about the soul going to its rightful place in the afterlife, and not with the preservation of life itself... Still, the goddess has granted me the gift to heal on a very limited basis, if only to give those who honour her just a bit more time and strength to get their mortal tasks done..."

Andolphas begins to make dramatic gestures while uttering a prayer to the Green Lady. He then places his hands upon the mage's wounds. The wounds remain, but the swelling subsides somewhat.

Alot of flash just to cast cure minor wounds twice... Boland is healed 2 hit points.


Guys, here is the map for this area. The room at the bottom of the page is where you entered. The room to the right is where the bugs can be heard. Might help with strategy.


DM Mothman:

Spoiler:
Da'gret stalks down the corridor with the rock in hand. He keeps an eye out for the living beetles scurrying across the floor and avoids them where he can. As he gets closer to the room he scans for anything like a hive or nest where he might really get their attention. As soon as he catches sight of anything worthwhile he hurls the rock at it with full force.


Da’gret:

Spoiler:
You stride down the passage-way towards the eastern chamber, as beetles scuttle away from your approach. A few that are not quick enough nip at your feet instead, but in small numbers they are no threat.

Approaching the room, you see that the almost the entire eastern third of the chamber is occupied by an enormous hive or nest of some sort, with beetles scuttling all about and over it.

Taking aim, you hurl your stone into the mass, eliciting almost an immediate response; hundreds of beetles swarm out from the nest, forming a seething mass that begins surging towards you. You also spy a hint of something far larger than any of the tiny beetles moving within the nest.

Da’gret disappears around the corner of the right hand passageway. A moment later there comes a faint thud, followed by a sudden increase in volume of the chittering sound.

Roll for initiative and please also call your positions on the map. Da’gret will start somewhere in the corridor between grids L and P. Strevlik is at the junction (somewhere in grids I-J, 9-10). The others are all in the southern room. I think Brashen and Andolphas have torches and Boland has the everburning torch.


Male Human Fighter / 3

i dont know if its just me, but i cant see the map...


map


Male Human Fighter / 3

Brash starts at J14 and has initiative of 8


Male Human (Suloise/Oeridian) Cleric 3

Andolphas starts at J15, and his initiative is 11. He does not have a torch in hand (he currently has a flask of oil in one hand, his spear in the other, and his shield slung over his shoulder).


Waiting on initiative and starting positions from Da’gret, Boland and Strevlik. Since I think Ithuriel might be away already, I’ll roll his init: 9+1 = 10


Male Human Wizard/3
DM Mothman wrote:
Waiting on initiative and starting positions from Da’gret, Boland and Strevlik. Since I think Ithuriel might be away already, I’ll roll his init: 9+1 = 10

With his mind still trying to sort through the implications of the symbol on the floor, Boland is slow to realise that the battle is almost upon them.

Boland is back at J16, and has an Initiative of 1 + 2 = 3. He has the ever-burning torch and a flask of Alchemist fire in hand.


Round 1.

Andolphas: 11, J15
Da’gret: 10, N10
Acid Beetles: 9
Brashen: 8, J14
Boland: 3, J16
Strevlik: ?


Male Human (Suloise/Oeridian) Cleric 3
DM Mothman wrote:

Da’gret: ** spoiler omitted **

Da’gret disappears around the corner of the right hand passageway. A moment later there comes a faint thud, followed by a sudden increase in volume of the chittering sound.

"That didn't sound good," mutters Andolphas with a worried expression. "And Da'gret didn't pay his respects to the Dark-Eyed Lady before he went round the corner, did he? It may already be too late... Come on, Brashen..."

Clearly annoyed if not fearful, the green-robed cleric steps past the warrior, and starts calling out the half-orc's name. Spear in one hand, flask in the other, he peers around the right corner to see if he can spot Da'gret, and whatever else is in the chamber. Without a torch in hand, he can't see much...

Stops at J11; Spot: 3 + 1 = 4.


Male Human Ranger / 2

Sorry about the delay.

Initiative: 3+4 = 7. Start in I10.


Andolphas, you can barely make out Da’gret’s bulk ahead of you in the dark corridor, but you can see little beyond that.

(NPCing Da’gret): Da’gret retreats down the corridor, extracting a clay flask of alchemist’s fire from his pack as he goes. “More beetles,” he grunts, “better run. Something bigger than beetles in there too.” Moves to I7 and readies alchemist’s fire.

The skittering noise grows louder, and suddenly the floor of the dark corridor stretching away from Strevlik and Andolphas seems to write and move as a living carpet of beetles swarms down the passage towards the two men.
Beetle swarm moves to occupy K9, K10, L9, L10.

Behind the swarm of tiny beetles loom two larger shapes – shiny black beetles the size of ponies. They scuttle up the corridor, serrated mandibles clicking loudly.
Giant beetles at M9 and M10.

Brashen’s turn.


Male Human Fighter / 3

Brash moves determedly forward, pushing past his companions towards the swarm stops at j 10 he drops the contents of his oil flask onto a section of the bugs before him K 10 and then thrusts his tourch into the midst of the swarm. if i can move afterwards?... not sure He then moves back down the passage to J 12


That’s too many actions for one round Brash. I’ll assume you can throw the oil and torch to the ground in front of you in one standard action, but you can’t move again after that, so it leaves you in K10.

Brashen hurls his oil flask and torch at the swarm scuttling towards him. The flask smashes on the hard stone floor, and the spreading oil is ignited in a ~whoosh~ by the flames of the torch. The smell of dozens of burnt beetles fills the corridor, and dozens more beetles scatter away from the main swarm – up the walls or back down the corridor – but hundreds of the tiny menaces still advance, their much larger cousins behind them.

Strevlik.


Male Human Ranger / 2

Strevlik steps backwards (to G9) and aims his bow at the big beetle ahead of him.

Attack 17+5=22 Damage=2


Male Human Wizard/3
Strevlik wrote:

Strevlik steps backwards (to G9) and aims his bow at the big beetle ahead of him.

Attack 17+5=22 Damage=2

Seeing the party disappear up the corridor towards the bugs, Boland sighs, having thought they were going to let the bugs come to them (through corridors filled with oil and fire of course).

He weighs up what he should do, not really wanting to get close to the bugs after his first encounter, but also not wanting to be seen as a coward, hanging back. He sighs again and, against his better judgement, moves up the corridor next to where Andolphas stands.

Once there he lobs his bottle of alchemists fire over Brashen's head and into the midst of the beetles, trying to place it where it will do the most damage, and not spray on Brashen.

technical: Moves to I11 and hurls the alchemists fire to L9. To hit: 16 + 2 = 18, To damage 3 (to L9), 1 (to K9, K10, L10, M9, M10)


Strevlik’s arrow flies straight and strikes one of the enormous beetles a glancing blow, causing it to click and skitter in agitation. Bowls follows by hurling his flask of alchemist’s fire into the midst of the swarm. The fragile flask shatters, scattering flaming oil over the swarm, crisping dozens of beetles and causing dozens more to scatter, but the remains of the swarm continue to advance on those at the junction. Some of the flaming droplets also scorch the giant beetles behind the main swarm.

Round 2.
Andolphas: 11, J11
Da’gret: 10, I7
Acid Beetle Swarm: 9, K9, K10, L9, L10
Giant Beetles: 9, M9 and M10
Brashen: 8, J10
Strevlik: 7, G9
Boland: 3, I11

Andolphas’ turn.


Just as the swarm is about to spill into the intersection, Da'gret winds up and hurls the flask into their midst.

Ranged Touch vs K9 3+1 = 14
Alchemist's Fire: 4 damage
This is the readied action from the finishing round.


Da’gret hurls his flask of alchemist’s fire into the midst of the swarm. It shatters, releasing the volatile liquid over the beetles. Tiny carapaces burst into flame, crack and melt. A few beetles continue to scuttle forward, but in such small numbers they are little danger – the swarm is broken, dead or scattered. However, the two larger beetles remain a threat.

(NPCing Andolphas): The cleric puts down his oil flask, seeing that the threat of the swarm is gone, and readies his spear should the giant bugs draw near. Readies an action to attack if a beetle enters an adjacent square.

Da’gret’s go in Round 2, then the beetles.


Lip curled in brutal satisfaction watching them burn, Da'gret hefts his spear and steps in hurling it at one of the giant beetles. The motion of his throw carries through to the ground and the Da'gret shifts planting a hooves on the stone, tosses his tusks, and squeals a challenge.


MA: Draw Spear
5'step to I8
SA: Throw Spear
Swift: Shift

Ranged Spear: 16+1 = 17 (-2 as it's beyond the 20 foot range incr)
Damage: 2+4 = 6
Also I think we have a nice fire blockade. Alchemist fire burns for a second round so they will have to cross it to get to us this turn. Likewise... don't go pressing for melee yet guys.


Da’greth’s spear flies true, striking one of the beetles a solid blow. The two oversized vermin clack angrily, but do not advance across the still smouldering pool of oil in front of them.

Beetles delay.
Da’gret’s right about the alchemist’s fire. Between that and the oil, I’ll say that all the squares formerly occupied by the swarm continue to burn until the end of round 2.
Brashen next. Also, Brashen took 1 point of fire damage from a splash of alchemists fire.

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