Heralding the Coming of the Age of Worms (Bravo Team) (Inactive)

Game Master Fanguar

CURRENT MAP


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@Elvar:The face is carved into apparently solid stone there is no visible means of passing beyond it. The wind continues to gain force and you must now exert force to remain upright.

The wind is now blowing out of the upper hallway with great force, causing the blue lantern to whip about on the end of its chain.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

'apparently solid'? Is it an illusion?

Will, disbelief: 1d20 + 3 ⇒ (6) + 3 = 9

"Working on it!" Elvar hollars back to Talia, a hint of desperation in his voice.

"Dang it!" Elvar cries in frustration, banging his fist against the stone face.


Male Human, AC17/12/15; HP 24; F+4, R+2, W+7; CMD 13, CMB +1 Druid 3 (Dragon Shaman)

"What is happening"? "Why is the wind blowing"?

1d20 + 8 ⇒ (1) + 8 = 9 Perception
1d20 + 7 ⇒ (9) + 7 = 16 Knowledge: Nature


@Elvar: Poor use of words on my part. It's real stone. There would be no indication that there was anything more to the face, except that your Detect secret doors told you that there was a passage behind it. There is no way to open the door at the face itself. Though I guess you could go buy some mining equipment and tunnel through.

The wind increases to hurricane forces and Elvar is lifted off his feet. He is thrown backwards the length of his safety robe and then slams into the wall (floor? Whichever surface you anchored your piton to),

Non-lethal damage: 1d4 ⇒ 2

@Parnel: It's a spell effect from a trap. It's not a natural phenomenon.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Hearing the thudding and bumping, Elvar's cursing, and the wind, which steadily increases to hurricane volume, Harold shouts up the shaft:

"Elvar? Are you alright?"


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Ouch.

"HANGING IN THERE!" Elvar hollars back surprisingly calm as he holds onto his rope for dear life.


Puns yay!

Several minutes pass with the wind blowing at full force and the it suddenly stops, dropping Elvar back to the ground with a thump.

The wind will blow for 10 minutes and then stop. You guys came up with a very well thought out plan to keep Elvar safe, so I'm fine with the outcome mentioned above, but 10 minutes in game is a very long time, so feel free to add in some RP or other actions if you would like. If not, we can just continue.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

After the wind stops:
"Are you guys alright"?
Bones thinks to himself. "I really hope they are ok."
To anyone that came down with him.
"There has to be a way to bypass whatever is up there. We have found dead bodies here so we know the place is dangerous. Maybe one of them found a way past it before they died however."


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

Talia climbs up to help Elvar. "He seems fine", she calls down. "Let's go down and tell the others what you've seen and heard. I know understand why there is no dust around here."


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Elvar follows Talia back down sullenly. "Next time I get a stupid idea, please tell me." he says sullenly.

Coming down he averts his gaze from the others, shamed at his failure. "I couldn't open the seacret door, hells, I couldn't even find it. I guess you're right Bones, let's keep looking around."


Where to folks? Istvan's earlier magical investigation suggests that there might be an elevator beneath the Green and indigo lanterns as well.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Green?


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

Yes, those locations radiated magic.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I thought we had agreed to visit each alcove/hallway in order. That makes them easier to keep track of so we will know where we have been OOC.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

"So you saw some lights in the statue, all the rainbow colour but the green?", says Talia turning on herself and looking at the unlit lanterns and at the lit green one.

"My guess is we need to light all the lanterns to open that door. But we have two problems. First we lack the red one and second, we may need to light them in a certain order."


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

"Might be right." Elvar admits, "Let's head into the next one then, see what we can discover there."

Next in line then.


Moving along then

You turn the arrow towards the green passage and the familiar rumbling of a raising elevator begins, though this time there is an unhealthy grinding that accompanies it. The elevator starts to rise reluctantly from the ground. It makes it half out before stopping with a tearing groan from somewhere deep within the bowels of the tomb. With a loud crack, the elevator drops from sight and lands with a crash somewhere below, billowing out a puff of dust from the gaping hole where the elevator once was.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

"That can't be good..."


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

"Err... No." When the dust settles Elvar goes over and peers down the hole and sends a globe of light into it. Cast Dancing Lights, range; 100'.

"Talia, you want to go first or shall I?" he asks before taking out a rope and securing it to make a line down the hole.


Looking down the hole(Perception DC10):

The shaft extends 60ft downward and you can see where it opens into another room. As you are looking through the dust of the collapsed elevator you perceive that the floor down there appears to be writhing and soon you can see that there are hundreds of green shiny beetles surging into and up the shaft. You have 1 round to prepare and ready actions, though it's not a true surprise round.

Everyone(Perception DC18):
As the echos from the collapsed elevator fade, you hear the whirring chitter of innumerable insects approaching. You have 1 round to prepare and ready actions, though it's not a true surprise round.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Elvar hums quietly as he works on fastening the rope, lost in his own world.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

Talia peers down the hole to help Elvar get the rope ready.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

"Damn, everybody gets back, there's an insect swarm incoming."

Knowledge Nature to identify the swarm abilities: 1d20 + 6 ⇒ (12) + 6 = 18

Talia will post her actions depending on her knowledge of the swarm


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

Istvan be thinking it a good thing the elevator collapsed now, instead of with Istvan riding it.

1d20 + 8 ⇒ (2) + 8 = 10

Istvan not be liking bugs. To make things fair, I don't think the bugs will be liking Istvan either.

Staring down the shaft at the approaching swarm, Istvan slams his hands against the ground, filling part of the shaft with dust.

I fill a section of the shaft with an acid cloud. DC14 to avoid sicken. I'll aim for the front of the swarm, the cloud has a 1 round duration and fills a 10' section of the tunnel.

Damage: 1d6 ⇒ 5


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Bones looks to the ranger for answers.

"Well?"


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Perception: 1d20 + 8 ⇒ (10) + 8 = 18.

Harold shivers as he hears the approach of the the insect horde.

"Right then. I let you deal with them. Although it can be quite cathartic, I doubt having me squash them one at a time will be very effective..."

He then backs-up 40'.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I am back by the sarcophagus.


]@Talia: The salient point about swarms are that they are immune to weapon attacks and targeted spells.

MAP

Here's a map with a rough idea of where you're standing. Let me know if you would like to be repositioned.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

After using acid cloud, I'll back up 30', standing next to Harold.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

"Weapons are useless, use fire or acid if you can.", says Talia backing down 30' south and digging out a flask of oil from her backback.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"I can't do anything to help you guys. Everyone should be ready to retreat."


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Harold backed-up a double move, so 40' from the hole, not 30'...

"I prefer the term 'tactical withdrawal', but otherwise, I agree."


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

"OH snap!"

Elvar backpaddles from the swarm and pulls out a torch.

Move toward the sarcophagus and a move action to pull out a torch.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

"Do you have another torch, Elvar?"

Can we use torches to fight them?


@Garish:Torches do 1 pt of fire damage on a successful hit.

Initiative rolls:

Elvar: 1d20 + 2 ⇒ (16) + 2 = 18
Garish: 1d20 + 1 ⇒ (4) + 1 = 5
Harold: 1d20 + 1 ⇒ (1) + 1 = 2
Talia: 1d20 + 4 ⇒ (6) + 4 = 10
Istvan: 1d20 + 2 ⇒ (7) + 2 = 9
Parnell: 1d20 + 2 ⇒ (19) + 2 = 21
Swarm 1: 1d20 + 3 ⇒ (18) + 3 = 21
Swarm 2: 1d20 + 3 ⇒ (18) + 3 = 21
Big Bug: 1d20 + 3 ⇒ (5) + 3 = 8

A living fountain of beetles with bright blue carapaces burst out of the hole in the ground. As they spill onto the floor, you can see that they are secreting some corrosive substance that hisses when it hits the stone. They seems unaffected by Istvan's spell, but the huge (medium sized) beetle that lumbers after them takes the full force of the spell.
Fort: 1d20 + 3 ⇒ (2) + 3 = 5

Stats:

Swarms: AC17/T17/FF14 HP 1:9/9, 2:9/9
Big Bug: AC15/T13/12 HP:21/26

Round 1:
21+ Swarm 1
21+ Swarm 2
21- Parnell
18 Elvar
10 Talia
9 Istvan
8 Big Bug (Nauseated)
5 Garish
2 Harold

Frenzied by the smell of fresh meat, the swarms advance covering Elvar, Istvan and Talia in their biting sting horror
Elvar:
Damage: 1d6 ⇒ 5
Acid: 1d4 ⇒ 2 DC11 Fort save for half
Must make another DC11 Fort save at start of turn or be nauseated for 1 round

Istvan and Talia:
Damage: 1d6 ⇒ 1
Acid: 1d4 ⇒ 1 DC11 Fort save for half
Must make another DC11 Fort save at start of turn or be nauseated for 1 round

FYI since these are crawling swarms, I'm ok with you just targeting the ground they occupy with any splash weapons you might have.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

1d20 + 2 ⇒ (3) + 2 = 5

Seeing that the bugs are immune to both his magic and his weapons, Istvan runs.

step SE 5' then move south another 55'

Status:

HP: 7/9
AC: 12/12/10
Acid Cloud: 4/7

Effects: nausea

Spells Memorized: mage armor, grease(2)


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Fort DC 11: 1d20 + 2 ⇒ (14) + 2 = 16 Half damage from acid.
Fort DC 11: 1d20 + 2 ⇒ (4) + 2 = 6 Nauseated.

Elvar gags as the beetles crawl all over him, bitting him and burning as they go, and frantikly brushes them off as he moves as fast as he can go toward the crypts exit.

Move south. Stats by name are acurate if you feel like rolling DM.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

Talia shddurs as the insect crawl all over her but by sheer luck, most of them do not find opening in her clothes and, she easily shakes off the nausea of being covered by such creatures.

Fort DC11: 1d20 + 4 ⇒ (2) + 4 = 6
Forst DC11: 1d20 + 4 ⇒ (14) + 4 = 18

Current HP=10


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

The rules for splash weapons and especially improvised ones are not very clear to me, so feel free to correct my interpretations

Talia drops the lit miner's lantern she was carrying Free action,
moves back 30 foot move action, she hurl the flask of oil towards the swarm, hoping the lantern will ignite it.

throw oil flask splash weapon: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13 vs AC 5, damage (fire)1d3 ⇒ 3, as it is a splash weapon, it should deal double damage to the swarm, so total damage is 6.

I've got two other questions, from what I read on alchemist fire, next round, should it deal another 1d3 (*2) damage? and second is there a chance the oil in the lantern Talia dropped can catch fire as well?


@Istvan: You failed your save, so only a single move this turn.

@Talia: I think that the lantern would probably serve to ignite the oil. Oil flasks as thrown weapons do 1d6 ⇒ 6. Swarms take an extra 50% damage from splash weapons(not x2), so 1.5 x 6 = 9 damage. The whole square is on fire and the miner's lantern will most definitely explode, but the question is when..

Talia's quick thinking under pressure results in one of the swarms going up in a burst of flame.

Stats:

Swarms: AC17/T17/FF14 HP 1:9/9, 2:dead/9
Big Bug: AC15/T13/12 HP:21/26

Parnel stares around dumbstruck (Parnel's been averaging a post a week, so from here on out, I'm just going to scale things for 5 PCs. If he makes a return, yay, if not, we press on as is.)

The large beetle trundles forward.

Garish and Harold are up.

MAP


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

"Well done!"

Harold continues his steady tactical withdrawal.

5' SE, then 35' South.


Male Human, AC17/12/15; HP 24; F+4, R+2, W+7; CMD 13, CMB +1 Druid 3 (Dragon Shaman)

Sorry. All the climbing, and trap diffusing was not really up Parnell's alley...then I lost my dot somehow. I'll try to pick up the posting, even if it's just to say "Parnell is watching from the back of the group" :)

The strangely quiet Druid raises his hands together in front of him at the hissing horde, and forms a small ball of flame in his hands. He then heaves it at the crawling mass of insects.

1d20 + 3 ⇒ (15) + 3 = 18 Ranged Touch, Produce Flame, Point Blank Shot

1d6 + 2 ⇒ (4) + 2 = 6 Produce Flame Damage...Point Blank Shot

"Hector"! "Do not try to eat these". "They will burn your mouth".


@Parnel: No worries, glad to know you're keeping an eye on the thread. Swarms are technically immune to targeted spells, but it seems ridiculous that a ball of fire would do no damage to a pile of beetles, so let's just split the difference and say it does half damage, so 3 pts fire damage

Stats:

Swarms: AC17/T17/FF14 HP 1:6/9, 2:dead/9
Big Bug: AC15/T13/12 HP:21/26


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

"I've still got some oil to take down the second swarm", says Talia, "But I'll need someone to light it."


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison
Parnel Grunt wrote:

Sorry. All the climbing, and trap diffusing was not really up Parnell's alley...then I lost my dot somehow. I'll try to pick up the posting, even if it's just to say "Parnell is watching from the back of the group" :)

The strangely quiet Druid raises his hands together in front of him at the hissing horde, and forms a small ball of flame in his hands. He then heaves it at the crawling mass of insects.

1d20+3 Ranged Touch, Produce Flame, Point Blank Shot

1d6+2 Produce Flame Damage...Point Blank Shot

"Hector"! "Do not try to eat these". "They will burn your mouth".

The dot loss is due to the website upgrades. I can't even access my campaign tabs right now. Gary did say these might be issues a day or so ago, but he is trying to fix them.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I want to grab the torch and channel energy. I don't know what the action will be on grabbing the torch so my first priority is to channel energy.

If I a move action is enough I would like the torch also.

Channel:1d6 ⇒ 3

Is anyone still in the swarm? It matters because my channeling would heal them also, and I will move back to avoid healing them if nobody is inside the swarm. If someone is I will stay where I am so that whoever is in the swarm gets some healing.

PS:I am aware that my moving removes the chance for me to get the torch.


@Garish: you won't be able to get the torch this round, but you manage to heal everyone and avoid catching any of the enemies in it.

Everyone regains 3 hp
Round 2:
21+ Swarm 1
21+ Swarm 2 dead
21- Parnell
18 Elvar
10 Talia
9 Istvan
8 Big Bug (Nauseated)
5 Garish
2 Harold

Swarm 1 creeps forward to cover Parnel and Hector,

biting: 1d6 ⇒ 1
acid: 1d4 ⇒ 4 (DC11 Fort for half)

(DC11 Fort or be nauseated on your next turn)
MAP


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Elvar shudders as the healing energies wash over him, alleviating the burns and bites as well as the swelling bruises received trying to find the secret door.

"Bones! Catch!

Elvar chucks the torch he was holding at Bones's feet before stepping back and retrieving his second torch.

Standard; Ranged touch to hit ground at Boness' feet (AC 5 I believe) 1d20 + 2 ⇒ (2) + 2 = 4
Move; Draw another torch.
Non-; 5' step south.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

Is that torch lit? Cause I'm just standing in the way.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Nope. Do you have flint & steel Bones? 'Cause I'll need to light my own before throwing it to you.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

Moving forward while watching the large beetle, Istvan waits for it to move closer before acting.

Istvan moves forward 15' and readies an acid cloud to be usded as the beetle moves into range (25').

Damage: 1d6 ⇒ 1 DC 14 fort save to avoid being sickened for 1 round

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