GM Blood's Age of Worms in Golarion

Game Master David James Olsen

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HP 19/29 AC 17. Non-mutagen: AC17/14/13;F:+5 R:+7 W:+0 Mutagen: AC 20/15/15; F:+5 R:+9 W:-1

Fort: 1d20 + 5 ⇒ (11) + 5 = 16

Lessien swings at the skeleton again.

Attack: 1d20 + 7 ⇒ (3) + 7 = 10


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Round 3

Better end this before they get lucky. Kelkzar swings his falchion again at the skeleton in the corner, following it up with another attempt at a bite from his tusks.
Attack (Falchion) 1d20 + 5 ⇒ (11) + 5 = 16
Damage (Falchion) 2d4 + 6 ⇒ (2, 2) + 6 = 10
Attack (Bite) 1d20 ⇒ 7
Damage (Bite) 1d4 + 2 ⇒ (1) + 2 = 3

Status:

AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 4/22
Weapon Equipped Falchion +5 (2d4+6/18-20/x2)
Destructive Smite 4/5 remain


Kelkzar's falchion hits the skeleton, though the bones seem to turn away the blade causing only a glancing blow. Luckily, already damaged by Quintus's holy energy, the skeleton collapses and ceases to move.

Round 3

Initiative Order - Skeletons, Trevor, Lessien, Quintus, Rauno, Kelkzar, Rowena


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor pushes forth, bringing the axe down this time.

PA: 1d20 + 5 ⇒ (16) + 5 = 21; 1d12 + 9 ⇒ (12) + 9 = 21


Rauno will delay, watching for an opportunity to help against the skeletons.

Hit points 5/14 (-1 Strength), AC 16/16/14, Mage Armor


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Round 3:

Status:

HP: 22/22 AC: 18 Conditions: None

Quintus casts a healing spell on the wounded inquisitor in front of him.

CLW: 1d8 + 2 ⇒ (4) + 2 = 6 HP cured on Kelkzar.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar grunts as the healing energy channeled by Quintus closes some of the punctures from the skeleton's arrows. "Thanks Quintus. That should keep me on my feet."

Status:

AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 10/22
Weapon Equipped Falchion +5 (2d4+6/18-20/x2)
Destructive Smite 4/5 remain


Trevor puts down the last skeleton.

There are three skeletons in the room with slight deformities, two adults and one young adult.

Heal DC 15:
The slight deformities is consistent with signs of contracting Red Death, the cause of the Land's deaths.

Each skeleton had a heavy crossbow pre-loaded and scimitars. There is a door to the north that leads farther in but nothing else than junk in this room.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor looks at the skeleton. Heaving his axe, he says: "He must be stopped."


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Heal check: 1d20 + 10 ⇒ (2) + 10 = 12

Feh. Anyone with Heal want to try, see if we can get there with some Aid Another checks?


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

You can use Heal untrained. 1d20 + 2 ⇒ (17) + 2 = 19
"Look at these warped bones on the skeletons. I've heard of this before. This is a sign of the Red Death. I think we may have located the remains of the Lands." Kelkzar works with Quintus and Trevor to recover the skeletons and store them away for later burial.

Once complete, he helps search the room making sure nothing has been missed.
Perception 1d20 + 7 ⇒ (6) + 7 = 13
Casts detect magic to sweep room.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

"We need to get these reburied for Alastor, but since we've already knocked, it would seem a shame to not invite ourselves in."


As a reminder there were four dug up graves on the Land farmstead and only 3 Lands recovered.


HP 19/29 AC 17. Non-mutagen: AC17/14/13;F:+5 R:+7 W:+0 Mutagen: AC 20/15/15; F:+5 R:+9 W:-1

"Indeed. This defiler must be stopped."

Lessien examines the next door, and works on the lock (if any)

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Disable devices: 1d20 + 10 ⇒ (5) + 10 = 15


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"Kelkzar, would you like more healing? Rauno, I see you were injured as well."


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar looks at the ragged wounds the skeleton's arrows have left on his body. "That would be appreciated Quintus. Their arrows took a toll and I doubt we've seen the last of trouble in this tower." He stands behind Lessien while she ponders the door.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus converts one of his memorized bless spells into another cure light wounds on Kelkzar.

CLW cures: 1d8 + 2 ⇒ (4) + 2 = 6 HP


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar involuntarily groans at the pain of the wounds coming together, but lets out a deep sigh at the relief that soon follows. "Much better Quintus. I thank you. How is that door looking Lessien? Should we just break it down?" He leans forward, eager to put his shoulder into something that isn't hiding behind debris and tables.

Status:

AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 16/22
Weapon Equipped Falchion +5 (2d4+6/18-20/x2)
Destructive Smite 4/5 remain


Rooms beyond

The door is unlocked and opening the door leads to four simple chambers with a bed, a small open foot locker, and an unremarkable dresser. Each of the interiors are slightly different, but none of the rooms have been used for over a decade at least.

The north west door leads into the observatory tower, while the south west door is stuck and presumably leads to the last area in the side building.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Let's go straight to the tower and see if we can slip in before the necromancer realizes we're here. We can come back and check these other areas on the way out."


To Quinus:

Yes, one got me with a crossbow bolt here. But it isn't bleeding too badly. Why don't you save your mistress's gifts for the others who are opening the doors and charging through them. I'll try to be more careful. He'll show him the wound with the surrounding discoloration of poison, but it does not appear to be spreading.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"S-straight?" Trevor swallows, thinking... "I guess it makes sense somehow. Where do you need me? The front? The back..."


GM Blood:

Perception Rowena Lordail 1d20 + 8 ⇒ (11) + 8 = 19
Perception Trevor the Yellow 1d20 + 1 ⇒ (1) + 1 = 2
Perception Rauno Redpath 1d20 + 0 ⇒ (1) + 0 = 1
Perception Lessien Nenmacil 1d20 + 8 ⇒ (5) + 8 = 13
Perception Kelkzar Redjaw 1d20 + 7 ⇒ (5) + 7 = 12
Perception Quintus 1d20 + 2 ⇒ (17) + 2 = 19

You open the door into the observatory tower.

Quote:

The revolting stench of rotting flesh roils from the open door. In the room beyond, ten chairs surround an oblong dining table situated parallel to the door. Along the north wall, a wide staircase leads to an upper floor. A wooden door below the stairs presumably leads to a slim chamber. Two doors line the south wall. A sagging antique wooden shelf dominates the west wall, looking like it might collapse at any moment.

Three tall candles on the dining table illuminate a sight of terror. There are ten chairs at the table, and with the exception of the place at the western end, each of the chairs surrounding the table holds an awkwardly seated humanoid figure. The nine bodies are in various stages of decomposition. Some sit with splendid posture, paused as if midway through a sumptuous feast. Others slump treacherously close to the floor.

Heaping plates of apparently fresh food sit before each of the diners, but the empty place setting features a clean plate and set of utensils. Several bottles of red win rest upon the table, and each of the corpses sits before a half-finished glass. A fly passes nearby, its there-not-there buzz breaking the eerie silence.

Rowena, Lessien, Kelkzar, Quintus:

There is slight movement in some of the corpses at the table.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

"Be wary. Those bodies are not still," Rowena whispers.

Can they get to the other doors or the staircase without getting too close to the corpses?


Forgot to include the Room

Feasting Hall

You can skirt the table and be at least 5' away from any of the corpses.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar whispers, "Yes, I see. Very creepy, let's see if we can slip past them to the stairs, but be ready for trouble when we get near the table."


Can Rauno make an educated guess as to what the necromancer is trying to accomplish here, and if it is any threat to us?

Knowledge (Arcana) 1d20 + 10 ⇒ (5) + 10 = 15
Knowledge (Religion) 1d20 + 10 ⇒ (2) + 10 = 12


Rauno, you are pretty sure these are zombies, but they haven't moved against you despite coming in the room or edging around them. Why that is you do not know, but these zombies are not here to guard the tower in any case.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Wonder what would happen if I sit on the head chair... Best if I don't I guess..."

Trevor follows in the steps of the others, axe ready.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Probably turn into one. Best not try it Trevor. Let's see if we can find the necromancer and the last of the Lands."


Circling around the table of corpses, you head up the stairs.

Quote:

The stairs lead to a massive bedchamber that fills an entire floor of the observatory tower. Light filtering in from the tall windows ringing the chamber catches motes of dust in the calm air. A fine bed with plump red linen sheets squats upon a dais along the southeast cradle of the tower’s arc. A nightstand next to the bed holds a wax-choked candlestick and a black book bound with brown and red leather.

At the midpoint of the eastern wall a strange form stands rigid atop a short wooden stool, as tall as a halfling and clothed in a fine black suit and tophat. Clean cloth bandages wrap every inch of the sentry’s skin. A pair of ash-tinted spectacles rests upon a long skinny nose. The diminutive dandy holds a silver platter as if presenting a meal, and upon the tray rests the freshly preserved severed head of a middle-aged human woman. A platinum piece sits upon her outstretched, purple tongue.

A messy desk rests against the opposite wall, piled high with loose papers. An apparatus holding four long tubes filled with colored liquid peeks out from the clutter. Doors on the north and west walls appear
to lead to small closets. Wide stairs lead above and below. A massive white stone statue of a thin human man with outstretched angelic wings and a beatific look upon his idealized face looms large in the northwest arc of the tower wall. The angel holds a sword in one hand and
cradles a harp with the other. The presentation conjures thoughts of mausoleum peaks or the graves of important men. Tall letters etched upon the statue’s base spell out a single word: “Filge.”

Map of Bedroom

Note you came up the stairs to the north. The stairs at the west lead up to the next level


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar murmurs, "Ragathiel protect us...this is the home of a very troubled man. No sign of him though so either he's further up or not home. I say we go up further and if he's not here, we can look for clues."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor just nods, overwhelmed by the insane scene.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

"Troubled for sure. Completely deluded, too, no doubt. Is that some sort of zombie? If it is, we'll definitely be doing it a favor putting it out of its misery." She peers at the wrapped halfling intently, though keeping her distance for the moment.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Hold Rowena. It could be a trap. Let's deal with the necromancer and then we can put these bodies to rest."


Necromancy is a dark path, and only the strongest willed can resist its lure. I deliberately avoided it to a degree in my own studies. It is almost certain that this necromancer is of a quite dark persuasion.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

"Really? I thought the decaying dinner party quite charming, actually."

Her lips twitch slightly, but she just can't muster up the humor to laugh at her own joke.


Update much later tonight or tomorrow


Map of Room

GM Blood:

Initiative Rowena Lordail 1d20 + 4 ⇒ (18) + 4 = 22
Initiative Trevor the Yellow 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Rauno Redpath 1d20 + 9 ⇒ (19) + 9 = 28
Initiative Lessien Nenmacil 1d20 + 6 ⇒ (20) + 6 = 26
Initiative Kelkzar Redjaw 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Quintus 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Trogs 1d20 ⇒ 7
Initiative Bugbear 1d20 ⇒ 4
Initiative Skele 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Filge 1d20 + 6 ⇒ (19) + 6 = 25

Quote:

A single chamber dominates the observatory's entire upper floor. Light filter through the wide slit in the roof, bathing the center of the room in illumination. Four large mirrors set along the outside wall reflect bright beams into the direct center of the room, a recessed operating theater accessible via two short sets of stairs. The beams specifically target a blue-skinned humanoid figure splayed out upon an operating table, its chest completely opened and pinned back against the table with long metal needles. Two long shelves cluttered with piles of papers, rotting organs and instruments comprise the east and west extend of the operating theater, and are only a few inches lower than the chamber's outer floor.

Four metal and glass tanks, each easily large enough to hold a human, flank the short stairs leading to the operating theater. Each tank is full of yellow liquid streaked with rust. Indistinct, vaguely human silhouettes bob silently in the soupy fluid.

A man, one that looks like the one named Filge on the statue downstairs, says, "At last more bodies for experiments. Arise my beautiful monstrosities!" The glass tanks explode out revealing a scaly humanoid with a large metal pipe. Another creature, with dark fur that doesn't look quite right, also stands near the table with a large metal pipe. A skeleton seems to be following Filge around that has a rusty scimitar.

Round 3

Initiative Order - Rauno, Lessien, Filge, Kelkzar, Skeleton, Rowena, Quintus, Trevor, Zombies Side note, everyone before Trevor is 22 or above in initiative with three rolled 20's on your side!

Everyone but Trevor and Kelkzar are still on the stairs coming up and cannot yet see into the room. Please keep that in mind when making any movements or actions


Rauno will cast Gravity Bow on his crossbow.

Hit points 5/14 (-1 Strength), AC 16/16/14, Mage Armor, Gravity Bow.


Scaly Humanoid

Knowledge (Local) DC 11:
This slender, humanoid lizard is a troglodyte.

Creature with dark fur

Knowledge (Local) DC 12:
This muscular humanoid is a bugbear, the biggest and strongest of the common goblinoids.

Both of these creatures are not quite right

Knowledge (religion) DC 10:
This shambling, rotting creature is a zombie, little more than a walking corpse. It is an undead creature.

Knowledge (religion) DC 15:
Zombies are mindless undead that retain almost none of the knowledge or abilities they possessed in life. A zombie’s reflexes are all but destroyed by the rot slowly consuming its body. A zombie has such poor coordinatation that it cannot move and attack at the same time.

Knowledge (religion) DC 20:
A zombie doesn’t even feel most minor blows to its putrid flesh.The most effective means of destroying zombies is to simply dismember them with slashing weapons.

Knowledge (religion) DC 22:
Most people think there is only one kind of zombie, but there are other varients of zombies: ones that carry disease, move faster than normal, even ones creature by chemicals.

Knowledge (arcana) DC 13:
Zombies can be created with a basic animate dead spell. They are often found in the service of necromancers or other masters of the undead.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Knowledge: Religion: 1d20 + 5 ⇒ (15) + 5 = 20 once she can see them


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Round 1

Knowledge (Arcana) 1d20 + 4 ⇒ (11) + 4 = 15
Knowledge (Religion) 1d20 + 4 ⇒ (2) + 4 = 6

"Well, we found Filge and he's got another skeleton, probably the last Land, and five monstrosities that I've never seen before. Trevor, let's make as much room for everyone as we can without getting hit moving around. Ragathiel, help me defeat this twisted wizard and his foul creations!"
Swift Action: Pronounce Judgement of Sacred Healing. Heals 1 hp.

Assuming I can move through J2 and K3...
Kelkzar hugs the mirror, trying to slip around the first horror. Double Move J2-K3-K4-K5-K6-K7-K8. Stop in K8.

Status:

AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 17/22
Weapon Equipped Falchion +5 (2d4+6/18-20/x2)
Destructive Smite 4/5 remain
Effects Judgement of Sacred Healing (Fast Healing 1)


Kelkzar, the mirror takes up that square, you will have to move through Trevor and through either I3 or J3 to get farther into the room.


Knowledge (Arcana) 1d20 + 10 ⇒ (11) + 10 = 21
Knowledge (Local) 1d20 + 9 ⇒ (2) + 9 = 11
Knowledge (Religion) 1d20 + 10 ⇒ (15) + 10 = 25

A trogdolyte and a zombie and a... Trevor, use your axe on the zombie! Its the best way to take one down!


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Knowledge (religion): 1d20 + 4 ⇒ (19) + 4 = 23

"Well, there's more than one kind of zombie!"

Which one's the zombie???


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Knowledge (Religion) check: 1d20 + 5 ⇒ (2) + 5 = 7

When he can, Quintus moves up the stairs and casts bless on the party. "Sarenrae, guide our hands and steel our spirits!"


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Trevor - I think all of them are zombies except Filge and the skeleton.

GM Blood - all right, will do it the hard way and move through while provoking an AoO (if that critter can make one).


Yes everything not the skeleton or Filge is a zombie, just of different creatures

Kelkzar Of course they can, the terrain wouldn't be stacked against you otherwise :)

Just waiting for Lessien to state an action


HP 19/29 AC 17. Non-mutagen: AC17/14/13;F:+5 R:+7 W:+0 Mutagen: AC 20/15/15; F:+5 R:+9 W:-1

Sorry for the delay, was traveling.

Lessien pops her extract of shield, and moves in toward the closest opponent.

HP 18/21
Shield, +4ac, 24/15/19
5' step to G3

AoO if he tries a full move: 1d20 + 7 ⇒ (6) + 7 = 13, dam 1d6 ⇒ 4

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