GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


901 to 950 of 7,002 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Now I get the picture.

"I don't think the wolf is jumping out of the basket, we ready to spin some more."

If rotating, STR

STR rolls, lots:
1d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (17) + 4 = 211d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (16) + 4 = 201d20 + 4 ⇒ (15) + 4 = 19


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

I think the plan is to spin full circle to see if the wolf corpse is crushed when it comes back around.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Let's not put the basket ahead of the wolf :-; But if more STR rolls needed--I'll add some to previous post.


I'm going to fast-forward this a little bit.

You are certain rotating it completely around will bring this chamber back up again, but you have to rotate it through each color. No chambers rise from the Violet, Red, or Orange alcoves. When it rests on the yellow alcove the chamber rises there once again, and green has the hole, so resting again on Indigo the chamber with the dead wolf rises and it is indeed crushed.

Spending your time investigating the chamber you notice the sides actually move up and down, not the whole chamber itself (Just appears that way from the outside).

So from the XP from avoiding that trap you progress to second level!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Heh - had a long post about checking everything out. But got ninjaed by the DM. Woot - time to grow and improve everyone.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Spiffy! Level 2!


HP: 9/9 AC:16:13:13 Saves:3:5:2

Kick A** - Eric Cartman


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Ingrid Anika Nina Jones wrote:
Kick A** - Eric Cartman

Eric Cartman? Wouldn't he have like a +10 vs. Bull Rush. He would be all but immovable.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin tries out his newfound healing skills by laying hands on himself. 1d6 ⇒ 5


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

"As we have looked through all the chambers, do we rest and continue... or will we be returning to Allustan with what we have discovered thus far?" Rohara asks the others looking from face, to face of each of her companions.


HP: 9/9 AC:16:13:13 Saves:3:5:2
Aarakess Halcorn wrote:
Ingrid Anika Nina Jones wrote:
Kick A** - Eric Cartman
Eric Cartman? Wouldn't he have like a +10 vs. Bull Rush. He would be all but immovable.

That's really true in the ep called "Weight Gain 4000," season 1 ep 2


HP: 9/9 AC:16:13:13 Saves:3:5:2

"How about we sleep on it, and decide after we are well rested."


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

"My only concern about staying is that we may have to start eating the brown sludge."

As part of the rest cycle, Kilthan's going to go skin and harvest meat from the remaining wolves, trying to extend rations.


Remember there is still the area up top of the blue alcove


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"Hmm, sleeping on it does indeed sound good. And I think after resting we continue on!!" Dryn'taka overdramatically points to the ceiling where they had climbed before. "But before we do, I wanna check out the ones that didn't have any up-n-downs in them." Dryn'taka examines each of the alcoves for Violet, Red and Orange.

If someone (like Ingrid) wants to help, I'll make mine assist rolls instead.

Violet: 1d20 + 5 ⇒ (2) + 5 = 7

Red: 1d20 + 5 ⇒ (19) + 5 = 24

Orange: 1d20 + 5 ⇒ (2) + 5 = 7


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"I agree. I think we can live a little and camp in a less defensible but much nicer smelling room. Maybe even this open area with the lanterns?"

Justin gets out his bedroll and prepares to pray before setting the watch schedule and resting. He gives his dog some much needed attention for staying so patient.


Dryn'taka doesn't find anything in the other alcoves.


HP: 9/9 AC:16:13:13 Saves:3:5:2

Ingrid and Dryn'taka check them out (I'll use the aid from Dryn'taka)

Perception(Violet): 1d20 + 13 ⇒ (20) + 13 = 33

Perception(Red): 1d20 + 13 ⇒ (12) + 13 = 25

Perception(Orange): 1d20 + 13 ⇒ (8) + 13 = 21


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Ingrid Anika Nina Jones wrote:
Aarakess Halcorn wrote:
Ingrid Anika Nina Jones wrote:
Kick A** - Eric Cartman
Eric Cartman? Wouldn't he have like a +10 vs. Bull Rush. He would be all but immovable.
That's really true in the ep called "Weight Gain 4000," season 1 ep 2

Heck with episode 2, in the very first episode he had a 40' satellite dish coming out of his a**. That would have been tough to bullrush, reposition, or even trip for that matter.

We could try lighting the lamps in the red, orange and/or violet alcoves. It seems there must be something there. It is also possible that whatever is there is above us just like the blue alcove.


None of the remaining alcoves hold any secrets, the only area left that you can tell is above the blue lantern.


HP: 9/9 AC:16:13:13 Saves:3:5:2

"I agree, let's get the lanterns placed and lit."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

We rest first, then we light the lamps. Anyone who has the ability to magically light one of the lamps should memorize that spell or ability.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"I assume exploding doesn't count?"


HP: 9/9 AC:16:13:13 Saves:3:5:2

"Your right in that we should rest before we try the lanterns, as we don't know what dangers it'll open up."


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Didn't we have some stuff that needed Identifying still? I can prepare 2 extracts and identify 4 items before resting if we want, and have a fresh allotment for tomorrow.


HP: 9/9 AC:16:13:13 Saves:3:5:2
Kilthan Hammerstone wrote:

...

As part of the rest cycle, Kilthan's going to go skin and harvest meat from the remaining wolves, trying to extend rations.

Hopefully you make some nice wolf pelts.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)
Ingrid Anika Nina Jones wrote:
Kilthan Hammerstone wrote:

...

As part of the rest cycle, Kilthan's going to go skin and harvest meat from the remaining wolves, trying to extend rations.
Hopefully you make some nice wolf pelts.

Assuming they didn't get too scorched from Alchemist's bombs, or have too many trident-shaped holes in them...


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Looking through the only thing I see is a pearl, so here goes.

Spellcraft (Pearl): 1d20 + 19 ⇒ (4) + 19 = 23 Caster level 8 on that one.


Dryn studies the pearl but still comes up empty on its purpose.

Go ahead and finish up any other actions before resting. No encounters in the night.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I think that we are ready to move on. Can I check the pearl one more time?

Spellcraft: 1d20 + 11 ⇒ (3) + 11 = 14 <-- er, I think it is a magic pearl


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Dryn'taka is indeed ready to move on as well.


OK, so what is the plan?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I am not sure how many torches we have, but I can cast Light, I believe Ingrid can, I assume Rohara memorized light. So that is 3. One already had a permanent Continual Light on it I believe. So we will need 3 more torches. Not sure how many we have, but I assume we have 3 torches or 3 lanterns we can modify to fit in the colored lamps.

Then it is back up the blue alcove - Kilthan to climb the chain and then drop a rope so that the rest of us can easily follow.

Lets turn the sarcophagus so that it is facing toward the blue alcove before we go up. That seemed to be part of the key with the rest of them.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I think with my limited torches and magic light, we are lighting all the lanterns.


HP: 9/9 AC:16:13:13 Saves:3:5:2

I think the plan is to rest first, then light up the lanterns.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Yup. Better safe than sorry.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Sorry - that is my plan AFTER the rest. Getting our spells back is key.


Justin:

As you head to sleep you don't feel too good. As you are sleeping you keep dreaming about the aquatic ghoul eating your flesh, and even dream that you yourself were a ghoul. After the night's rest, the wound from the ghoul seems to not be healing quite right and something is wrong.

You take 1d3 ⇒ 1 Con Damage and 1d3 ⇒ 1 Dex Damage

You can add any other actions in the morning before starting the lighting of the lanterns

You hang all of the lanterns and between the ever burning torch in the green lantern, your light spells and a couple torches you manage to light all of the lanterns. When Kilthan climbs up the chain this time, he notices that the face that the wind blew out of was now gone revealing a passage beyond.

Once everyone manages to get up top, you head down the hallway.

Quote:
Through where the mouth was at the end of the hallway is a long, dark room with no floor. A three-foot wide beam of petrified wood spans the chasm, leading straight ahead into darkness. About ten feet below the beam, countless iron spheres the size of large oranges form an irregular floor, but it's impossible to tell if they represent a wholly solid surface. The northwest and southwest walls are covered in a honeycomb of geometric patterns. The featureless stone ceiling extends about twenty feet from the beam.

Map of Room

The white dotted rectangle is where the face used to be


HP: 9/9 AC:16:13:13 Saves:3:5:2

"Nice, very nice.
I can't believe how well the stonework is for this passage."


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin approaches Rohara as they explore the new passage in a cold sweat with festering wounds. "Rohara, you know how I wanted to go back to make sure I wasn't sick after the ghoul attack. Well now I know I'm sick. If turn into a ghoul or something, do what you have to do. Right now I only dream of being a ghoul. I submit to your care for now."

Condition: diseased


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Let me see what you have there Justin, definitely does not look good.

Heal: 1d20 + 5 ⇒ (4) + 5 = 9 <-- I also have a healer's kit, let me know if that helps any. With that roll, I am guessing not.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Rohara looks at Justin with some concern, Are you not feeling well my friend?" She considers a moment, "While I am a cleric of Desna and am able to channel her curative gifts, I am no healer. Perhaps it is best, we return. I am sure Allustan will know how best to have your condition treated... in a discreet manner."

((Hold out until 3rd level! J/k of course. ))


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"We can explore some more; I should be ok for a while."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Then lets head on, but when we are done this blue alcove, we return to town and seek more powerful curative healing for you Justin. We can't have our Palizard turning into a green monster. . . Hmmm, perhaps I misphrased that.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Dryn'taka becomes depressed at the news, having failed to identify Justin's ailment. "I'm sorry, Justin. Apparently I'm not as good a doctor as I thought." She becomes sulky after giving the apology, but nods at continuing on.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Cheer up Dryn. I have spent the past fifty years as a healer and I also failed to diagnose it. Unless you grew up in Geb or Ustalav, most of us do not have regular practice examining people with ghoul fever.


HP: 9/9 AC:16:13:13 Saves:3:5:2

"Ghoul Fever, I heard that can get really bad.
So I think we might need someone who knows remove disease."


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"Well, let's finish this exploration and impress Alustran."


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"All right, I'll cheer up. But I'm gonna get better. Maybe even open up a school, and get a bunch of apprentices, and make people say 'well, I didn't grow up at Diamond Point so I can't be a first class doctor'." Dryn gets a smile on her face at that. "So let's get going!"

~~~~~~~~~~~~~~~~~~~~~~~~~~
At the bridge.

Dryn takes a look down at the iron spheres. "Ooh, I want one. Hopefully there isn't a creepy crawly down there. How about we tie a rope around me, I'll climb down and get one, see what they are. And if there is something, you can pull me up real real fast!"


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"I am not so light on my feet. Maybe I should come across the ledge after we get a secure line anchored on both sides."

901 to 950 of 7,002 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Blood's Age Of Worms (Group 2) All Messageboards

Want to post a reply? Sign in.