DM Valkur's Age of Worms

Game Master Valkur


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Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

"Yer kiddin' me, righ'? Tuhn uh dial 'n' pu' t'e ligh' on 'r oof? T'is is nuts!"


Dead Goblins, Dead Geckos

Removing the ever-burning torchfrom the green lantern causes the tomb to become suddenly dark. The after moving the sarcophagus to point to the hallway with the green lantern the ground begins to rumble and shake. The "elevator" screech to a halt under the lantern.

The ground continues to shake.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

As the obvious results of the changes become hard to ignore, Thalin's eyes grow wide and he looks about the room, trying to see anything that indicates what is actually happening.


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

I might hypothesize that this one is either a trap or broken. We should move the sarcophagus oh say now....

He pushes on the Sarcophagus.


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

Put the Everburning Torch back into the green lantern. (pun here)


(AC: 15 [T:10 F: 14] [HP: 10/10] Fort: +3 Ref: +0 Will +3 Perc: +5 Init: +0)

"Rainbow," Tessa muses as she sees the seven lanterns. She aids in pushing the sarcophagus, and grows concerned as the ground shakes. "That normal?", she asks as she looks to the scholars, and as Ralafas pushes on the sarcophagus again, she begins pushing again.

"Guess not."


Male Human

"Nope." Kyle shakes his head and helps push the sarcophagus.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

Shrugging, the dwarf helps spin the dial without further (immediate) comment.


Dead Goblins, Dead Geckos

The sarcophagus grown as you push the arrow to the blue lantern. The rumbling under the floor stops.

Nothing appears to happen when pointing at the blue lantern. (It is not lit.)


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

Does it only go the one direction (clockwise?) or can we turn the sarcophagus back? If we can, Queslin will suggest doing so as a test to see if the room rumbles again.


Dead Goblins, Dead Geckos

You can push, clockwise and counter clockwise.


Male Human

"Make up your mind, Pointy." Kyle smiles and pushes it back.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

"Posh i'. Pull i'. Pu' i' o'er t'ere. Nah, o'er t'ere. Yer lihk uh wom'n."

The dwarf is smiling while he helps turn the dial as directed, even as he makes the verbal complaints.


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

"I only mean to make sure whether that was supposed to happen or not." The green lantern is still lit.


(AC: 15 [T:10 F: 14] [HP: 10/10] Fort: +3 Ref: +0 Will +3 Perc: +5 Init: +0)

Tessa narrows her eyes at Thalin as she continues to push the sarcophagus as directed. "Complaining. Very manly." She meets his gaze for a moment, and smirks a toothy grin before shoving the stone again.


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

Chuckles. I have a feeling that is not supposed to happen but that we can do nothing for it. I expect that shaft to collapse or something.


Dead Goblins, Dead Geckos

Do you want to try the point the sarcophagus to the green lantern again?


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

yep


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

The green lantern is lit again. Does the rumbling happen again?


Dead Goblins, Dead Geckos

The tunnel once again begins to rumble and shake. Finally the floor at the end of the hall under the green lantern gives way.

The cairn is silent again.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

"Tha' waz no' my faul'!" Pointing towards the collapsed floor.


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

"No, but would you like to see what's down there?"


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

I'm not sure that woukd be wise but I will admit to being curious.....


Male Human

Kyle finds a place to secure his silk rope and throws it down the new hole. "I'm a fair hand at climbing, how about anyone else?"

1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24 Climb check(adjusted for strength loss.)


Dead Goblins, Dead Geckos

Kyle, as you begins to advance down the hall towards the collapsed floor. You hear a most disturbing sound, chattering of thousands of insects coming up from below.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

"Climb? Wit' t'is t'ing? Are ye daf'?" The dwarf lifts the tower shield as he answers the question.


Male Human

"Crap! Something's climbing up!" Kyle stops in his tracks.


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

I got nothing guys and we don't have a wizard....


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

Hearing the warning from the Suloise man, Thalin turtles up, getting both his shield and flail ready to deal with whatever climbs up out of the hole.

If it is a swarm, then it is a swarm. Thalin doesn't know enough to be afraid of that, yet.


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

Queslin doesn't know what a swarm is, but if it is a swarm, he's smart enough to be afraid of it. He has no way of dealing with it. Queslin will run.


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

oh its a swarm if I remember right does anyone atleast have a torch out you can beat it to death with the fire dmg...... or we can take all the lanterns and run like hell back to town and come back with something idk what lol. This makes me wish i could channel negitive lol.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

Well, Thalin's got both torches and acid in his pack. He just haven't any reason to pull either at this point, because he doesn't know what's coming.


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

[Ooc] word we might make it after all. [Ooc]


Dead Goblins, Dead Geckos

I'll post up the details and a map in a bit, stuck at work...


Dead Goblins, Dead Geckos

Init:

Ralafas
Initiative: 1d20 + 0 ⇒ (14) + 0 = 14
Thalin
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Queslin
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Kyle
Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Tessa
Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Beetle Swarm
Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

Init Order
Queslin 20
Beetle Swarm 18
Ralafas 14
Kyle 12
Thalin 11
Tessa 2

Round 1
Encounter Map
Round 1

Kyle you are up.


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

Delay.


Dead Goblins, Dead Geckos

Sorry I misread the init order...I was waiting for Kyle.

Beetle Swarm Action
The beetles pour out of the hole and advance to the party.

Double Move to E2.

Rest of the party is up.


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

Move to a point I can channel and not catch the beetles.


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

Move back towards the entrance of the chamber 30'


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

I know there are swarms where the critters are big enough you can physically attack the swarm and have it matter, and swarms where the critters are too small for such tactics to work. Can we tell which category the beetle swarm fits into?


Male Human

Kyle reaches into his pack for a flask of oil, and pours it on the ground under the swarm. "Somebody light this bonfire!" He takes a step back.


Dead Goblins, Dead Geckos

The swarm size is diminutive.

Kyle you are moving into the creatures square to pour the oil? It does not provoke an aoo.


(AC: 15 [T:10 F: 14] [HP: 10/10] Fort: +3 Ref: +0 Will +3 Perc: +5 Init: +0)

"Who has fire?", Tessa yells as she tosses aside her greataxe for the moment, the large weapon useless against the horde of revolting insects. She pulls her tinderbox and begins trying to light the oil Kyle has just dumped all over the teeming horde of bugs.


Male Human (Suel) Cleric 1 Hp8/8 Ac 14 ff 14 t10

[Ooc] You could grab my torch. I just can't cause I already acted.


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

"Aye've acid in me pack if someone wan's ta ge' i'. T'is is gonna hur'." Thalin drops his tower shield, recognizing that it is useless against the heap of crawling insects, and moves close to the bugs, about 10' away, before slamming his flail into the floor two or three times, trying to attract the attention of the insects.


Dead Goblins, Dead Geckos

Round 1 Recap
Beetle Swarm, Move
Queslin, Delay and Move
Ralafas,Move
Kyle,move and pour oil on Beetles
Thalin,move and attack Beetles, (you can take an actual attack roll if you wish)
Tessa, prepares fint and tinder

Round 2

Init Order

Beetle Swarm 18
Queslin 20
Ralafas 14
Kyle 12
Thalin 11
Tessa 2

Round 2 Map

Round 2

Beetle Swarm Round 2 Action
Area Damage attack to Thalin and Kyle, automatic hits

Thalin: 1d6 ⇒ 1
Thalin(acid): 1d4 ⇒ 3
Thalin(nauseated save): 1d20 + 5 ⇒ (11) + 5 = 16
Thalin, 4 points of damage and saved

Kyle: 1d6 ⇒ 6
Kyle(acid): 1d4 ⇒ 1
Kyle(nauseated save): 1d20 + 1 ⇒ (8) + 1 = 9
Kyle, 7 points of damage, and nauseated 1 round

Everybody else is up.


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

Queslin tries to read Thalin's mind about the acid in his pack.
Continue to delay.


Male Human

Kyle moves as far away from the swarm as he can and throws up(preferably in a corner.)


Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'

As far as attacking the swarm goes, I checked the PRD bestiary and diminutive is immune to weapon damage, so there's no point in rolling, is there?

In my post Saturday morning Thalin ANNOUNCED he has acid. Why would you need to read his mind about it?

"Ah! Nasty li'l buggers! Stay oot o' t'ere way if ye can!" Thalin backs out of the swarm, continuing to sowng his flail tryign to keep their attention.


male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4

Sorry. I was looking back at your prior post done ooc.

Queslin rushes up to Thalin and begins looking in his pack for the acid.

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