GM Blood's Age of Worms in Golarion

Game Master David James Olsen

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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

"I agree with trying that Quintus. But, why don't we have you light all of the lanterns as well."


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

"I can only light one at a time. Rauno can light another one up, but that's still only three with the green one." Are the lanterns designed so that a torch can fit in one?


The green one currently has an everburning torch in it and you see they are set up for torches versus having oil in them.

Back to Rauno question, all the lanterns are shaped the same and are identical other than the colors. The light from the two lanterns so far merge into an interesting display on the ceiling and your light sources don't do the same. You are not exactly sure why that is, but you are sure that it was intentionally designed that way.


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

"I have torches. Here, place them while I help push the coffin."


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

Rowena will light torches and stick them in lanterns.


You place torches in the empty lanterns and light them. With six of the seven lanterns now lit, the visuals on the ceiling are awe inspiring. You take a moment to enjoy it and wonder what it would be like if all of the lanterns were here.

So what is your next step


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

"Kelkzar, you and Trevor and I can try to turn the sarcophagus again, while everyone else keeps watch." Suiting action to words, the priest sheathes his scimitar and bends his back to the task.

If all three of us are trying to turn it, will you let us take the highest STR check that comes from our three rolls? (Frex, if I roll a 20 and Kelkzar & Trevor roll 10s, taking me as primary gives a 27, vs. 18 if one of the nominally stronger people is primary.)

STR check: 1d20 + 3 ⇒ (8) + 3 = 11

Ah, well. Good enough to give someone else +2, at least.


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

Strength check: 1d20 + 4 ⇒ (9) + 4 = 13


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

Rowena will lend her aid to the turning as well.
Strength: 1d20 + 2 ⇒ (10) + 2 = 12


As soon as you begin to turn it, the chamber under the yellow lantern disappears into the ground again. The three of you push and turn the sarcophagus and it moves easier this time and rests pointing to the green lantern.

When it stops there is a rumble somewhere underground like the yellow one before, but this time you hear a cacophonous creaking of metal against stone coming from below the green lantern.

Please tell me where you want to be on the map and what you are doing


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

NEW MAP LINK

Rowena is helping push the sarcophagus, so I guess put her in S38.


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

Put Quintus in V39.


You have Rauno at P37, which sounds good. He was covering those messing with the arrow and that seems a good spot for it.


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

Quintus is just straightening up after pushing on the sarcophagus. If there's time, he'll ready his shield in response to the noise.


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

I'm good where you have me in V36.

"That really doesn't sound good," Kelkzar observes as he looks toward the green lantern.
Perception 1d20 + 6 ⇒ (18) + 6 = 24


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

I'm good where I am.

Lessien pops her mutagen, and holds her bow ready. "Things happening are usually more interesting than nothing happening..."

Perception: 1d20 + 4 ⇒ (1) + 4 = 5


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 in S40.

"You think we broke something?"


Not knowing what to expect you ready yourself for anything. The grinding continues for a few seconds more and suddenly the ground under the green lantern gives way and the cylinder beneath it falls somewhere below.


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

Quintus laughs nervously as he readies his scimitar and shield. "I think you're right, Trevor. I hope the owners aren't going to be too upset."


For GM Blood:

Perception Rowena Lordail 1d20 + 7 ⇒ (4) + 7 = 11
Perception Trevor the Yellow 1d20 + 0 ⇒ (19) + 0 = 19
Perception Rauno Redpath 1d20 + 0 ⇒ (17) + 0 = 17
Perception Lessien Nenmacil 1d20 + 5 ⇒ (8) + 5 = 13
Perception Kelkzar Redjaw 1d20 + 6 ⇒ (1) + 6 = 7
Perception Quintus 1d20 + 2 ⇒ (12) + 2 = 14

After the dust and noise settles, everyone but Kelkzar hears a strange noise. It sounds like the skittering of thousand of insects making their way up the newly formed shaft


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

Rowena looks frantically at the others and back at the opening, spying the torch in the green lantern. "TORCHES! QUICK!" she shouts, making a dash for the yellow lantern torch.


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

Lessien makes the association in her head and heeds Rowena's warning, rushing to grab the nearest lit torch as well.


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 picks a corridor not taken yet and runs for the torch located there.


I'll post what happens tomorrow to give Klekzar and Rauno a chance to post what they will be doing

For everyone else I'll assume you'll be going to get a lantern and returning to your current spot unless otherwise noted


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

Torches, not lanterns, I think. Open flame to repel the onslaught of insects.


Errr right, going to the lanterns to grab a lit torch


Rauno will ready an action to cast Burning Hands if the noise is indeed what he thinks it is. He would hold triggering it until he could catch more than one grouping of insects unless holding it that long would mean that some could get onto him unscorched.

Shifting his crossbow to one hand and ready the other to cast a powerful evocation, Rauno looks pleased at the reactions of his allies. No one seemed to panic, no one fled. Between the growing noise and the wolves, Rauno's hopes regarding the fortitude of his new friends seem to be met. Now, if he can just be sure to match that resolve...


Everyone but Rauno runs and grabs a torch and returns to their previous position just as a living geyser of beetles burst from the shaft. They move quickly towards Kelkzar. From behind the mass of beetles a creature that looks like some sort of disgusting eye with legs comes out of the tunnel and moves towards Rowena.

Initiative Order - Trevor, Kelkzar, Rauno*, Beetle Swarm, Rowena, Quintus, Lessien, Eyeball Rauno can go at any time he wishes

On Map BS=Beetle Swarm and takes up a 10x10 area, EB is Eyeball monster

Link to map

For GM Blood:

Swarm 1d3 ⇒ 3 Left to right=Klekzar
Mad Slasher 1d2 ⇒ 2 Left to Right=Rowena

Initiative Rowena Lordail 1d20 + 4 ⇒ (5) + 4 = 9
Initiative Trevor the Yellow 1d20 + 4 ⇒ (17) + 4 = 21
Initiative Rauno Redpath 1d20 + 9 ⇒ (5) + 9 = 14
Initiative Lessien Nenmacil 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Kelkzar Redjaw 1d20 + 1 ⇒ (14) + 1 = 15
Initiative Quintus 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Swarm 1d20 + 3 ⇒ (10) + 3 = 13
Initiative Mad Slasher 1d20 + 3 ⇒ (4) + 3 = 7


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

"That really doesn't look good. Do you really think fire is the only way to destroy them?" Kelkzar calls to Ragathiel, "I know not what we face my lord, but bring me your power and shield me from these enemies."

Knowledge (Dungeoneering) 1d20 + 4 ⇒ (1) + 4 = 5 +2 to know weaknesses = 7
Knowledge (Religion) 1d20 + 4 ⇒ (12) + 4 = 16 +2 to know weaknesses = 18
Casts Shield of Faith

Kelkzar retreats a few steps while he considers how best to deal with the threat. Move to V38

Status:

AC 19, touch 13, flat-footed 18. . (+6 armor, +1 Dex, +2 deflection)
hp 8/13 (1d8+5)
Melee Bite (Tusked) -1 (1d4+2/20/x2) and
. . Falchion +4 (2d4+6/18-20/x2)
Special Attacks Destructive Smite +1 (4/5), Judgement (1/1)
Spells 1st Level (1/2)
Buffs Shield of Faith


Move to S36 and ready an action to cast Burning Hands if the swarm gets adjacent to him.

Hit points 8/8, armor class 16, Mage Armor.


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

GM Blood - you ok with conversation as free action or only on our turn? If you're ok with it, when Rauno moves, Kelkzar asks:

"Whatcha thinking Rauno? Talk to me. They look nasty."


I'm going to try and burn them with a spell if they get close!

Can Rauno tell what the eyeball thing is?

Knowledge roll 1d20 + 9 ⇒ (14) + 9 = 23. If it is arcana, dungeoneering, planes or religion, his modifier is the same for any of them.


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

Good idea...
Knowledge(nature) on eye: 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge(nature) on swarm: 1d20 + 7 ⇒ (11) + 7 = 18


Waiting for Trevor then we'll continue

Initiative Order - Rauno,Trevor, Kelkzar, Beetle Swarm, Rowena, Quintus, Lessien, Eyeball

EyeBall Creature

Knowledge Dungeoneering 17 for Eyeball Creature:

This creature is called a Mad Slasher. Its an unusual aberration that can claw at its victims. If surrounded it can do a spinning attack to hit anything around it.

Knowledge Nature 17 Beetle Swarm:

This swarm is made up of thousands of diminutive acid beetles. The swarm will cover a living creature damaging them with tiny bites laced with acid. Its a horrifying experience for most people that causes them to be nauseated.

Weapons are ineffective against such tiny creatures though fire will do a little to disperse the swarm and area of effect spells are extra effective.

I am fine with conversation at any time as long as it is a sentence or two


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 wave of nasty spread. A knot ties in his throat and his legs turn to lead. He prays: "Goddess, fill me with the strength to face my enemies and fulfill your will!"

Clumsily he moves forward, torch in the right hand, axe in the left, to stand beside Rauno. Move to R36.


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

"Spread out! Don't let the bugs get all of us at once!"

Rowena moves to Q35 and readies an attack with her torch against whatever moves up to her.

Attack: 1d20 + 1 ⇒ (17) + 1 = 18
I'm guessing it works like a small club? Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Maybe +1 fire. Not sure about the swarm, been awhile since I fought a swarm.


The fire from the torch will do 1 point to a swarm. Lit Oil will do 1d4 for two rounds.

Trevor moves next to Rauno ready for action. The mass of bugs continue to move towards Kelkzar. Rowena moves with her torch.

Initiative Order - Rauno, Trevor, Kelkzar, Beetle Swarm, Rowena, Quintus, Lessien, Eyeball


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

Round 1:

Status:

HP: 11/11 AC: 18 Conditions: blessed 10/10 rounds remaining

Quintus steps back to U40 and raises his hand in benediction. There is an authority and steadiness in his voice that's been lacking in the day or so you've known him as he speaks. "May the blessed light of the Dawnflower shine on you and inspire you in battle!" Casting bless on the party. +1 morale bonus to hit and on saves vs. fear for the next ten rounds.


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

Lessien stays in her current location, since she is far enough from Kelkzar that the beetles can't attack both of them at the same time (swarms can only attack creatures they share their space with at the end of their turn). She swings the torch at the swarm of beetles, attempting to disperse them. "They are acid beetles, try not to let them land on you!"

Attack: 1d20 + 7 ⇒ (16) + 7 = 23, 1 fire damage (melee damage ignored)

HP:10/11 AC:20/15/15 F:+4 R:+8 W:-2


Beware, there in the corner! That's a mad slasher! It's claws are vicious and it can attack at all sides at once!


As if it somehow heard Rauno's words, the Mad Slasher races to him and lashes out with a claw narrowly missing.

Claw Attack 1d20 + 8 ⇒ (7) + 8 = 15
Slashing Damage 1d6 + 1 ⇒ (3) + 1 = 4

Monster Stats:

Mad Slasher AC 17, touch 13, flat-footed 15 (-2 this round for charging so AC 15)

Acid Beetle Swarm AC 17, touch 17, flat-footed 14 (Immune to weapon Damage)

Round 2

Initiative Order - Rauno, Trevor, Kelkzar, Beetle Swarm, Rowena, Quintus, Lessien, Mad Slasher


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 freaks out as the spider-like creature moves in to attack them. For a second, he feels compelled to move and help his mentor, beset by a swarm of beetles.

Then he catches himself and drops his torch, raises his axe, and takes a step, swinging his axe on a vertical plane, pushing with his back leg and letting his weight drop to add momentum to the swing.

Power Attack Greataxe: 1d20 + 4 ⇒ (20) + 4 = 24; 1d12 + 9 ⇒ (6) + 9 = 15
Edit: Confirm 1d20 + 4 ⇒ (2) + 4 = 6; 1d12 + 9 ⇒ (11) + 9 = 20


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

I'm going to wait until after Rauno to take action, but can you clarify what I'm up against if I try to get onto or over the sarcophagus? High jump? Long jump? Both? Or low enough to step up?


Trevor lands a solid hit on the Mad Slasher and it doesn't seem to be doing good but it somehow still moves.

Kelkzar, The pedestal is just a step up no need to jump. If you were to climb over the coffin that would be considered difficult terrain (so 5' up, 5'x2=10' over the coffin, 5' down)

Initiative Order - Rauno, Trevor, Kelkzar, Beetle Swarm, Rowena, Quintus, Lessien, Mad Slasher


With Trevor drawing the slasher's attention, Rauno takes advantage. He steps back to S37. He let's a crossbow bolt fly at it, hoping to finish it.

Free action: Prescience: 1d20 ⇒ 19
To Hit 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Damage 1d8 + 0 ⇒ (2) + 0 = 2

He'll opt for the prescience roll for the to hit, resulting in a 17 total.

Prescience::
At the beginning of your turn roll a d20 as a free action. Before his next turn, can use that roll as the result for a d20 he has to make. Can use this 8 times per day.

Hit points 8/8, Armor Class 16, Mage Armor.


Ruano hits the Mad Slasher but it still continues to move.

Initiative Order - Rauno, Trevor, Kelkzar, Beetle Swarm, Rowena, Quintus, Lessien, Mad Slasher


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 2

"I have nothing to help with the bugs, so heading to help the others!" Kelkzar clambers over the coffin and moves past Rauno to bar the Mad Slasher's advance. to S36

Status:

AC 19, touch 13, flat-footed 18. . (+6 armor, +1 Dex, +2 deflection)
hp 8/13 (1d8+5)
Melee Bite (Tusked) +0 (with Bless) (1d4+2/20/x2) and
. . Falchion +5 (with Bless) (2d4+6/18-20/x2)
Special Attacks Destructive Smite +1 (4/5), Judgement (1/1)
Spells 1st Level (1/2)
Buffs Shield of Faith, Bless


Kelkzar rolls over the coffin and gets between Rauno and the Mad Slasher.

The Acid Beetle Swarm moves over and swarms Lessien

Damage (Physical plus acid) 1d6 + 1d4 ⇒ (1) + (1) = 2 Fortitude Save DC 11 or Nauseated for 1 round

Everyone else is up before the Mad Slasher

Initiative Order - Rauno, Trevor, Kelkzar, Beetle Swarm, Rowena, Quintus, Lessien, Mad Slasher


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

Does my successful knowledge(nature) tell me how fast the swarm can move?

Fort: 1d20 + 4 ⇒ (4) + 4 = 8


From what you have seen they move as fast as a dwarf typically moves

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