GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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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 attempts to move 1d20 - 6 ⇒ (11) - 6 = 5

but instead falls prone and finds himself reduced to crawling on all fours at his maximum crawling speed.

I don't know if reptiles are extra good at this :-)


You only have to make a balance check when doing a standard action like attacking, so you can move as you wish, just remember it is difficult terrain


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

Status: 22/22hp diseased, AC=17. Hands=trident w/ reach
Justin moves 10' towards Grick and readies his stereotypical trident to power attack when his feet fall out from under him. If he falls prone before attack subract 4 - edit=nevermind
1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 71d8 + 6 ⇒ (5) + 6 = 11


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)

Kilthan steps forward and tries to slash the Grick.

Dwarven Waraxe (Power Attack, 2-Handed): 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 for 1d10 + 7 + 2 ⇒ (5) + 7 + 2 = 14

Acrobatics (avoid falling prone): 1d20 + 0 ⇒ (20) + 0 = 20


Kilthan has a solid hit but the grick odd makeup resists the blow somewhat. Kilthan manages to keep his feet. Dryn'taka nails it with a bomb and Justin moves closer. Aarakess tries to hex the creature but it doesn't succumb.

Initiative - Aarakess, Ingrid, Monster, Rohara, Kilthan, Dryn'taka, Justin

Monster Stats AC 15 Touch 12 Flat-Footed 13

Rohara to finish the round and Ingrid before the Grick!

I was gone all day looking at cars for my wife and then after went to Avengers with my son. Now finishing up building a computer for my brother to take over tomorrow during our family's Mother's day party. Try to update when I can


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

She watches the combat below takes place and she not seeing that she can do a a lot from her position. Her companions have thus far avoided any serious injury and do not yet require any healing...

Delay... (I really need to get a crossbow.)

Status:
HP: 13/13 remaining
AC: 20 (18 Flat-footed / 12 Touch)
In Hand: Mace and shield
Conditions: bless (18 rounds remaining)
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Light, Guidance; (1st level, DC 14) Bless (x2)©, Comprehend Languages, True Strike (d)
Channel Energy (1d6, DC 12) 7 of 7 remaining
Bit of Luck 6 of 6 remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet 6 of 6 remaining (ignore all difficult terrain for 1 round)


Sorry for the long pause, should be able to get back up to speed again after tomorrow morning

The grick attacks Kilthan after it takes the heavy blow from him. It connects with its bite, but the tentacles flail about worthlessly.

Bite 1d20 + 4 ⇒ (12) + 4 = 16 *Hit*
Damage 1d4 + 1 ⇒ (4) + 1 = 5

Tentacle 1d20 - 1 ⇒ (10) - 1 = 9 *Miss*
Damage 1d4 ⇒ 1

Tentacle 1d20 - 1 ⇒ (1) - 1 = 0 *Miss*
Damage 1d4 ⇒ 1

Tentacle 1d20 - 1 ⇒ (10) - 1 = 9 *Miss*
Damage 1d4 ⇒ 2

Tentacle 1d20 - 1 ⇒ (1) - 1 = 0 *Miss*
Damage 1d4 ⇒ 4

Round 3

Delay - Rohara - Initiative - Aarakess, Ingrid (Ready), Monster, Kilthan, Dryn'taka, Justin

Monster Stats AC 15 Touch 12 Flat-Footed 13


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

"Why is this thing not dead yet?"

she readies to attack it when it goes to attack anyone.


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

Round 3 -- Diseased/prone In hands=trident
Justin stands move and takes a heavy swing with his trident some how keeping his feet.
1d20 + 6 - 1 + 1 ⇒ (14) + 6 - 1 + 1 = 201d8 + 9 ⇒ (1) + 9 = 10
Acrobatics 1d20 - 5 - 1 ⇒ (16) - 5 - 1 = 10


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

Because we have not hit it hard enough yet.

Round 4

I once again gesture toward the monstrosity causing it to realize the impending doom it has brought forth upon itself.

Evil Eye Hex: -2 to Attacks for 7 rounds, DC15 save for 1 round (save should be at -2)


Justin hits the grick, damaging it some more, yet the tridentdoesn't penetrate normally. Aarakess hexes it once again, the creature seems clumsier while it starts its next attacks.

GM Blood:
1d20 + 6 ⇒ (18) + 6 = 24

Round 3

Delay - Rohara - Initiative - Aarakess, Ingrid (Ready), Monster, Kilthan, Dryn'taka, Justin

Monster Stats AC 15 Touch 12 Flat-Footed 13


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

Round 3

Stats:

HP: 16/20
AC: 20 FF16 T15 CMD17
F/R/W: 5/8/-1
Bombs Rem: 3/6
Mutagen: None
Effects: Dexterity Mutagen, Bless

Dryn'taka launches another bomb at the creature, this one falling short. "Stupid winds! Stupid tentacled snake thing! Stupid I can't hit the stupid tentacled snake thing!" From there her angry yelling becomes intelligible.

Throws bomb, lands short at D2. Justin and Grick take 5 damage, DC 15 reflex for half. Dice roller hates me. I only needed a 5.

Bomb: 1d20 + 4 ⇒ (4) + 4 = 8 Touch AC, Precise to miss allies.

Damage: 1d6 + 4 ⇒ (1) + 4 = 5

1d8 ⇒ 5


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

REF DC 151d20 - 1 ⇒ (11) - 1 = 10
"Ouch."


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

The appropriate time seems at hand and the cleric moves up behind Aarakess and channels to lend health to her companions.

Move to K on the beam, Channel Energy (to heal) 1d6 ⇒ 4

If I need to move more than the one 5ft step out to reach those down below, let me know.


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

Make sure that you do not get the monster. Unless you have selective channel, you will heal it as well.


Rohara, K is good but I will need an acrobatics (balance) check after you channel - DC 10 or 1d3 ⇒ 3 damage and prone in the balls

GM Blood:

Reflex for Grick 1d20 + 3 ⇒ (2) + 3 = 5

Both the grick and Justin have a hard time dodging the errant throw of Dryn'taka's bomb while on top of the iron balls.

Round 3

Initiative - Aarakess, Ingrid (Ready), Monster, Kilthan, Dryn'taka, Rohara Justin

Monster Stats AC 15 Touch 12 Flat-Footed 13

Kilthan is up and if he doesn't kill it Ingrid will get a swing as it attacks the next target. Kilthan I still need a DC 15 reflex for Dryn's bomb a couple rounds ago for 5 if failed or 2 if made, plus then the 5 damage of the Grick from this round, then receive 4 healing


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

Atk
1d20 + 3 ⇒ (1) + 3 = 4

Arcobatics
1d20 + 7 ⇒ (20) + 7 = 27


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

((Yes, Rohara has Selective Channeling... Forgot to mention it, but exclude the Grick ))

Acrobatics Check 1d20 - 4 ⇒ (8) - 4 = 4

And the cleric falls down... with a nice crunch of armor on balls...

Status:
HP: 10/13 remaining
AC: 20 (18 with no shield) (18 Flat-footed / 12 Touch)
In Hand: Mace and shield
Conditions: bless (16 rounds remaining)
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Light, Guidance; (1st level, DC 14) Bless (x2)©, Comprehend Languages, True Strike (d)
Channel Energy (1d6, DC 12) 7 of 7 remaining
Bit of Luck 5 of 6 remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet 6 of 6 remaining (ignore all difficult terrain for 1 round)


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)

Reflex (vs. Bomb): 1d20 + 5 ⇒ (5) + 5 = 10

If the balls count as difficult terrain, couldn't Rohara use her Agile Feet to avoid the problem?

Current status: 15hp (21 - 5 {bomb} - 5 {grick} + 4 {healing}

Kilthan shrugs off the blast and the bite, and shakes his head "If only we could flank the blasted thing, but these cursed spheres...", and swings his axe, slipping slightly on a sphere as he does, pulling the powerful blow off its target.

Dwarven Waraxe (PA): 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 for 1d10 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Acrobatics: 1d20 + 0 ⇒ (4) + 0 = 4

Three rolls, all under 5. Thanks dice roller!


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

You didn't get hit by the bomb this time, Kilthan, only Justin and the Grick.


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)

I'd missed the last one, apparently.


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

Ah, missed that.


OK catching up after a night of D3 and getting the new car for the wife this morning. Sorry if this has been covered just making sure everything is clear

Kilthan had to roll a reflex for the first bomb Dryn threw and missed on, the second miss he did not.

Rohara had to roll a balance check because she was on the beam, not because of the balls. If she uses her special domain ability she can ignore the wackiness of the balls.

Kilthan has consistently horrible rolls, Ingrid's are swingy.

Update:

Kilthan swing at the grick but in trying to avoid the affects of the bomb over extend himself and falls. Ingrid swing careful, keeping perfect balance, but has nothing in the swing itself which whiffs harmlessly.

Ok, the Grick attacks the prone Kithan (+4 to hit but -2 this round from the Hex)

Bite 1d20 + 4 - 2 + 4 ⇒ (13) + 4 - 2 + 4 = 19*Hit*
Damage 1d4 + 1 ⇒ (1) + 1 = 2

Tentacle 1d20 - 1 - 2 + 4 ⇒ (2) - 1 - 2 + 4 = 3 *Miss*
Damage 1d4 ⇒ 2

Tentacle 1d20 - 1 - 2 + 4 ⇒ (7) - 1 - 2 + 4 = 8 *Miss*
Damage 1d4 ⇒ 3

Tentacle 1d20 - 1 - 2 + 4 ⇒ (9) - 1 - 2 + 4 = 10 *Miss*
Damage 1d4 ⇒ 1

Tentacle 1d20 - 1 - 2 + 4 ⇒ (20) - 1 - 2 + 4 = 21 *Hit*
Damage 1d4 ⇒ 4

Tentacle Confirm 1d20 - 1 - 2 + 4 ⇒ (11) - 1 - 2 + 4 = 12 *Not confirmed*
Extra Damage 1d4 ⇒ 2

Round 4

Initiative - Aarakess, Ingrid, Monster, Kilthan, Dryn'taka, Rohara, Justin

Monster Stats AC 15 Touch 12 Flat-Footed 13

You are up!


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

"Kilthan, maybe we wait till Aarakess hexes the monster so we can hit it easier?"


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

Round 5

Evil Eye Hex --> -2 to AC for 7 rounds, DC15 Will reduces to 1 round.

Posting in case everyone wants to delay until after me to get an easier shot at the beast. Note, you guys are essentially losing your Round 4 action, but this has not real game effect as you are still going before the Grick in Round 5.

Not sure how DM Blood wants to handle this, but I think you all should just post your actions and state that you are delaying after me. This will save time and get the battle over with faster, hopefully.


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

Round 5
Justin attacks AFTER Aarakess works her witchcraft swinging hard with his trident.
1d20 + 6 + 1 - 1 ⇒ (10) + 6 + 1 - 1 = 161d8 + 9 ⇒ (6) + 9 = 15
Trying to stay afoot 1d20 - 1 - 5 ⇒ (12) - 1 - 5 = 6 Edit: -5ACP added
Justin swings so hard he goes down. If he has the time, he quickly gets to his feet.


Anyone attacking that wants the -2 hex should say they delay in their post, I will adjust the order of initiative. As Aarakess said, you'll still go before the grick.

Justin hits the grick hard but once again the hit, while solid, doesn't quite hit the grick right. It appears that it isn't doing so well after that hit, however.

Justin you also keep your feet, the Acrobatics DC was 10

After Justin hits it everyone hears from the wall in a child's voice, "Oh that's gotta hurt! You guys may be the first to survive after all!


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

Round 4

Although it was not her intention she is now with many of her companions on the balls below... She calls upon her goddess' gift (if needed) and easily makes her way to those fighting the strange creature. From behind Ingrid she calls upoun her goddess' power once again, "Desna, give this friend the luck she needs to hit this beast."

Use Agile Feet if need to easily make her way to G-2
Use A Bit of Luck On Ingrid, as she has the magic sword...

Status:
HP: 13/13 remaining
AC: 20 (18 Flat-footed / 12 Touch)
In Hand: Mace and shield
Conditions: bless (15 rounds remaining)
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Light, Guidance; (1st level, DC 14) Bless (x2)©, Comprehend Languages, True Strike (d)
Channel Energy (1d6, DC 12) 6 of 7 remaining
Bit of Luck 5 of 6 remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet 5 of 6 remaining (ignore all difficult terrain for 1 round)


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

Attack: 1d20 + 4 ⇒ (19) + 4 = 23

Using a bit of luck here for confirming
Crit: 1d20 + 4 ⇒ (7) + 4 = 11
Crit: 1d20 + 4 ⇒ (18) + 4 = 22

Damage (with crit): 2d6 + 6 ⇒ (3, 2) + 6 = 11

Arcobatics: 1d20 + 7 ⇒ (14) + 7 = 21


Rohara you will need to stand as a move action and then move over as your other action. Bit of luck takes a standard action. So you can get over there this round, but will have to wait to use bit of luck until next round.

Ingrid You will have to take the 11 for the confirm making it not confirm, but.....

Ingrid slices the creature one last time, finally putting it to rest.

The boy's voice from the wall says, "Good job lady! That was exciting!"


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

surprised and slightly spooked
"Who's there?"


Coming out of the wall you see a translucent 13 year old farm boy with a broken neck, long fingernails, and a demoniac glare from his eyes. He moves towards Ingrid.

Picture of boy

Ingrid roll a Will save


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

Will: 1d20 + 5 ⇒ (12) + 5 = 17

"Whoa"


Ingrid:
You are possessed. You can hear everything that is going on, but can take no action

The ghost boy seems to enter Ingrid and her body shimmers. After a few seconds, Ingrid is looking at herself and trying to move awkwardly. She seems to notice the rest of you and says, "Cool I have never done this before, this is amazing! Oh, um hi! My name is Alastor Land. I have been here countless decades. I abandoned my family in a time of need, and I have been cursed as a result. Over the years, I have seen explorers like you come and go. The trap in the walls or the grick kills most of them, but others have left in humiliation, unable to pass through the far metal door. I am unable to leave the way you came because of my curse. It forces me to haunt only this small area because this is where I died. However, I can cross a very short distance past the far wall. Beyond is a glorious chamber of strange carvings and a pillar of air. And there's a catch on the other side of the door that opens it without a problem. I'll trigger it for you if you take my bones from here and bury them with my family on a farmstead just outside the city. Do this for me, and I will be free. I assure you there is no other way through that door."

There is a shimmering around Ingrid's body, and boy's ghostly form floats away from her, freeing her of his control. He floats up to the central beam. "Will you do this for me?" he asks again.


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

Knowledge(History): 1d20 + 8 ⇒ (15) + 8 = 23 --> Do I recognize the Land name or know of this boy?

I look up at the boy. I have spent nearly five decades healing the good people of this town. While I do not recall hearing your name, I would be honored to help heal you and release you from this imprisonment by returning your bones to the town.

Knowledge(religion): 1d20 + 5 ⇒ (17) + 5 = 22 --> Do I know what type of ghost this is or whether his request is honest or a method of escaping this dungeon to bring harm on the outside world?


Aarakess There was a family outside of town with the last name of Land that had a small farmstead. A plague called the red death swept through this area almost 20 years ago killing a lot of the people living on the outskirts of town. They either moved away around that time or died in the plague as you haven't seen them around for some time.

Spirits like this boy usually stick around for a purpose usually something unresolved in the world. While he could be tricking you, you think that he is sincere.

The boy looks at Aarakess after she talks to him and says, "Thank you! Search for my bones under the iron spheres and bury them with my family!


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 look to the others. Well, lets start digging. Seems we have a lot of metal to move.

@ DM Blood, how long will this take? I can use the wand of Unseen Servant if that would speed things up, but would prefer to do it manually if the amount of time required is reasonable.

To the boy: Did your family live on a farm outside of town? I do recall a family named the Lands, but I believed they all moved away or were killed in a tragic outbreak of the red death plague about twenty years ago.

We shall begin to search for your bones. But, could you please release the metal door so that we know that you are sincere. I do not wish to distrust you, but it is not every day that one meets a peaceful and intelligent spirit.

Diplomacy: 1d20 ⇒ 12

EDIT - Adding a perception roll to search for bones - and anything else in here.

I case Detect Magic to see what is in the pit and begin to look for bones or whatever else is hidden in here.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26


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 is touched by the story, but uses the Inheritor's power to check his aura.
Detect evil for 3 rounds

"Young boy, I will do my best to help you if the Inheritor wills it."


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

Rohara is quite concerned when the spirit possesses Ingrid for several moments and was ready to act when he leaves her. Alastor, it would be wise not to do that again, please."

"I do not see any issue with your request, I agree with my friend here, we can help you in this. She looks to the spirit and asks, "However did you manage to get this far within this place, before you died that is, it has taken us some doing? Is there anything else you can tell us of your time here?"

Sense Motive 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Religion) on the type of undead and about it (the character does not know) 1d20 + 7 ⇒ (17) + 7 = 24
Knowledge (local) on the boy's family 1d20 + 8 ⇒ (9) + 8 = 17

The cleric will channel once again to be sure all are at their peek when dealing with new encounters.

Channel Energy (healing) 1d6 ⇒ 6

She will then help the others search for the remains of the boy and any other items from past adventures that might be left behind. She calls upon her powers and casts detect magic just in case something of such a nature was left behind.

Perception 1d20 + 3 ⇒ (9) + 3 = 12


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

"And don't forget to say sorry for teasing us! You could have given a better warning, like 'tentacled-beak snake thing down there'." Dryn climbs down the rope and helps the search as well.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


The ghost grows sad, "I ran away from home and found this cave. As I went farther in I saw lights. The lanterns were lit and I saw a rope hanging by the blue lantern. I climbed up and as I crossed the beam an iron ball hit me and I died. I don't know anything else about this place. Occasionally people like you come through here and usually die to the creature if not the fall from the beam."

"I will not release the door until my spirit is free, but I will release for you once that is done, I swear"

Rohara you know the same things as Aarakess about the ghost. You do not sense any deception on his part.

It will take about an hour to dig through everything:

Things found under the iron spheres

Digging through the iron balls you soon find a couple of bodies underneath there, but one clearly belongs to a boy. On the other bodies you find 47gp, 1pp, 7sp, and a suit of masterwork banded mail.


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

As they begin to uncover the other bodies, "Hey, Alastor. These other people, they aren't, um, here too, are they? I mean, you're a ghost, right? Are there other ghosts here?" Dryn shivers at the prospect. "We um, we should probably bury them too, right Rohara?"


"No only me. Its been very lonely"


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

Ingrid starts showing her motherly side and speaks in a motherly tone.
"You must of been lonely for many years,
so we shall let you rest and I'll sing a song as your put to rest."


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

How will you be able to release the door once we take your bones to you family's graves? Will you not immediately be free and unable to release the door?


"I'll know when it happens and I will have time to pull the lever before I fade"


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

"Alastor, lady Rohara and I will bless you once we help you."

Justin will try on the banded mail as it is a significant upgrade over his scale.

I can't help but think of the scene in the Ring:
Aidan Keller: What happened to the girl?
Rachel Keller: Samara?
Aidan Keller: Is that her name?
Rachel Keller: Mm-hmm.
Aidan Keller: Is she still in the dark place?
Rachel Keller: No. We set her free.
Aidan Keller: You helped her?
Rachel Keller: Yeah.
Aidan Keller: Why did you do that?
Rachel Keller: What's wrong, honey?
Aidan Keller: You weren't supposed to help her..'


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

Well all, I think that it is about time that we head back to town. We cannot open this door until we bury Alastor's bones. I propose that we head back and rest and recover, then we go to the farm in the morning and bury his bones under the bright sunny sky which poor Alastor has not seen in so many decades. And then hurry back here so that nobody finds this dungeon before we return.


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

"And the others too, right? Doesn't seem right to leave 'em, even if they aren't ghosts. You agree, right Alastor?"


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

Agreed, we can take the others to the temple and allow the clerics of Pharasma give them a proper burial. I have known most of the priests there for many years.

I believe it is Pharasma. If it is some other temple, please swap out the god. It is late and I cannot remember which temples are in town.

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