GM Rat Sass's Age of Worms

Game Master Governayle

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Treasure Log
The Road So Far...
Map of Alhaster
Ascaria's Pub


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Male Human Brawler (17), Thief (0)

Mort tries shoving the sarcophagus again.

His goal is to point it at the yellow lantern, but he'll stop the instant anything happens in between.

Str: 1d20 + 4 ⇒ (6) + 4 = 10
Str: 1d20 + 4 ⇒ (5) + 4 = 9
Str: 1d20 + 4 ⇒ (18) + 4 = 22
Str: 1d20 + 4 ⇒ (9) + 4 = 13
Str: 1d20 + 4 ⇒ (1) + 4 = 5
Str: 1d20 + 4 ⇒ (19) + 4 = 23
Str: 1d20 + 4 ⇒ (10) + 4 = 14
Str: 1d20 + 4 ⇒ (2) + 4 = 6
Str: 1d20 + 4 ⇒ (13) + 4 = 17
Str: 1d20 + 4 ⇒ (16) + 4 = 20

Sorry for the double post.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Ascaria, Mort:

It's faint, but you hear the voice giggle softly. Its sound trails off towards the Blue Lantern tunnel. You receive no words in reply to yours.

As Mortimer lays into the sarcophagus, he's able to bring it full round to the Yellow Lantern tunnel after several attempts. No cylinders arise in the empty lantern tunnel, nor the Orange Lantern tunnel.

Mortimer:

The sarcophagus passes without clicking into position when you try to point it at the stairs. Instead, it moves to the next tunnel, which, at present, bears no lantern.

The Yellow tunnel cylinder arises once more.


Male, Gnome

Ascaria stands (he was kneeling to do his work) and walks toward the blue tunnel. He peers in, trying to see something... anything.

Perception: 1d20 - 1 ⇒ (19) - 1 = 18

He turns over his shoulder to the others as he's walking and says, "Hey, uh, guys? Either I'm hearing voices, or there's someone here in the blue tunnel. Someone really, really stealthy."


Male Human Brawler (17), Thief (0)

What did we do now?

"Oh? What do they say? Maybe the sound is carrying down from that ledge up there...?" Mort's voice drifts off hopefully.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

"Oh, you're the best, Mort!" Sol cheers and smiles gratefully at Mort for his help. "I wonder what will happen this time, don't you?"

Sol puts the wolf body in the now open yellow cylinder.

She stands back and claps excitedly.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

With the same efficiency as the recently opened cylinder, the Yellow Lantern cylinder whisks shut, and the cylinder descends... noiselessly. No breaking of bones, no squishing of organs... quite quiet.

The cylinder cap lowers to flush once more.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Sol turns to Mort.

"How do we get it back?" Sol asks, wondering where it went.


Male Human Brawler (17), Thief (0)

Sure. Why not?

Mort goes to see if the sarcophagus moves in the opposite direction.
Str: 1d20 + 4 ⇒ (20) + 4 = 24

If it does, he moves it back to it's former position pointing to the yellow lantern.

Str: 1d20 + 4 ⇒ (18) + 4 = 22

Otherwise, he's spinning the thing 360 in the only direction it'll go...


F Halfling Servant 3
Ascaria wrote:
""Hey, uh, guys? Either I'm hearing voices, or there's someone here in the blue tunnel."

Pillette looks at the Gnome sceptically. "Do you hear voices often?" I wouldn't doubt it. "If not, we may have more of a problem than compacted or disappearing wolf corpses."


AC:
AC (when in chain shirt) (16)18, touch 11, flat-footed 18(16) (+7(5) armor, +1 Dex)
HP and saves:
HP:41(49 if raging), Saves:Fort +7, Ref +2, Will +3
Skills:
Acro: +7 (+9 to avoid AoO for leaving a threatened square/move through a creature's space, jump :+11), Climb +6, H. Anim.: +6, Intmdt.: +6, Know.arc.: +3, Prcptn: +9, Spllcrft: +3

"Hearing voices isn't good, Skip." Rae offers and moves towards Ascaria.

perception: 1d20 + 7 ⇒ (4) + 7 = 11


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Mortimer grows more comfortable with his workings with the sarcophagus. As a result, when he throws his full weight into moving the sarcophagus counter-clockwise, and fails, he's reasonably sure the device only moves clockwise.

As he changes direction, he hears the click as the sarcophagus points down the Green Lantern tunnel.

Then, everyone hears the collapse.

The cylinder cap of what might have been a Green Lantern tunnel cylinder drops through the floor, and the chamber is audience to the sound of metal scraping in its descent. It sounds as if the cylinder itself has fallen quite a ways.

Perception Check DC 10:

As the metal scraping finishes, you can just make out the sound of skittering. The skittering of what must be hundreds, if not thousands, of insects. The skittering sounds as though it's growing louder.

Perception Check DC 15:

As the metal scraping finishes, you can just make out the sound of skittering. The skittering of what must be hundreds, if not thousands, of insects. The skittering sounds as though it's growing louder. By the sound of its change, you have roughly two rounds' time before you'll see what rises from the hole.

Please post only a single round's actions.

For future reference, when I post incremental Perception checks together, roll once, and take the best you can get.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round of Surprise

1d20 - 1 ⇒ (4) - 1 = 3 Perception

Sol draws her shield from her back.

"I didn't do that. Is it puppies?"


Male Human Brawler (17), Thief (0)

Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Mort moves toward the Green Tunnel drawing a blade.

"Well, that's a relief. I was worried I'd have to squeeze into one of those. Maybe we can just climb down now."

He stops between the green and blue tunnels, listening.


F Halfling Servant 3

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

"Do you hear that? Insects! Lots of them!"

She pulls a torch and some flint and steel from her pack, desperately trying to light another source of fire.


AC:
AC (when in chain shirt) (16)18, touch 11, flat-footed 18(16) (+7(5) armor, +1 Dex)
HP and saves:
HP:41(49 if raging), Saves:Fort +7, Ref +2, Will +3
Skills:
Acro: +7 (+9 to avoid AoO for leaving a threatened square/move through a creature's space, jump :+11), Climb +6, H. Anim.: +6, Intmdt.: +6, Know.arc.: +3, Prcptn: +9, Spllcrft: +3

perception: 1d20 + 7 ⇒ (5) + 7 = 12

"Sounds like insects. Lots and lots of insects. " spiders minding their own business are one thing; they keep the other creepy crawlies in line. I wonder which ones these are.


Male, Gnome

perception: 1d20 - 1 ⇒ (11) - 1 = 10

"Plague of Locusts! I hear what sounds like thousands of insects coming from down there. I bet it's a hoard of insects!"

Knowledge Nature: 1d20 + 1 ⇒ (3) + 1 = 4 (untrained so max 10... not that it mattered)

Ascaria hesitatingly moves 5' toward the green tunnel and wonders what weapon might be useful against such a foe as he draws his sling and loads it.


Male Human Slayer 11

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Ascaria wrote:
"Hey, uh, guys? Either I'm hearing voices, or there's someone here in the blue tunnel. Someone really, really stealthy."

Great, now there are bugs... AND something creeping around the blue tunnel...

"Solrisa! Grab that torch quick and head to the green tunnel. Hang on Ascaria, I'm coming!"

Tynan runs to Ascaria's side. Double move.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The sound of steady, skittering ascent grows louder. Not long now. You are aware that in the time it'll take you to ready yourselves, the insects should reach the hole's mouth.

One more round of activity, then we begin...


Male Human Slayer 11

Tynan scans the blue corridor for any signs of the stealthy person Ascaria mentioned having heard.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Turning to face the green corridor, he asks Ascaria "Do you have any flasks of oil, by chance?"


F Halfling Servant 3

"I'm afraid all I have are sparks. And a torch." Assuming her flint lights her torch - She shoves her flint and steel away before starting towards the noisy hole.

"Of course, if these are really insect, vermin repellent would be the most useful." And beyond me, without access to the House's resources.


Male, Gnome
Tynan Swale wrote:
Turning to face the green corridor, he asks Ascaria "Do you have any flasks of oil, by chance?"

Ascaria looks crestfallen as he shrugs and shakes his head. "No, sorry, I don't have any oil."

He reaches into his sling bag though and pulls out two flasks (double move) holding them out for any to take.

"I do have two flasks of alchemy fire though. Will that help? I don't always have a tindertwig you see."

He steps 5' closer to the green corridor so he can see as he holds out the flasks.


Male Human Brawler (17), Thief (0)

Mort thinks he knows where Tynan is going with this. He remembers the Twins' reactions during the spider web incident.

...because that went so well...

He sighs.

"Here," he says, reaching into his backpack. Unable to tear his gaze away from the green tunnel, he takes a step toward Tynan and holds out a rather large flask of oil. "This is all I have."

If Tynan takes the oil he will draw his other sword.


Male Human Slayer 11

Tynan quickly sheathes his short sword, and takes the oil flask in one hand, and an alchemy fire in the other.

"These should work wonders. Don't go into the tunnel... wait for them to come to us."


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F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Sol moves closer to the noise and, upon seeing others draw fireflasks, draws her own.

"Oooh!! Is it nasty rats? Spiders are good, rats are bad," Sol says in a moment of somberness.


AC:
AC (when in chain shirt) (16)18, touch 11, flat-footed 18(16) (+7(5) armor, +1 Dex)
HP and saves:
HP:41(49 if raging), Saves:Fort +7, Ref +2, Will +3
Skills:
Acro: +7 (+9 to avoid AoO for leaving a threatened square/move through a creature's space, jump :+11), Climb +6, H. Anim.: +6, Intmdt.: +6, Know.arc.: +3, Prcptn: +9, Spllcrft: +3

"I don't think it's rats, Sol! I think the little guy has the right of it, it's likely locusts." Rae says as she rushes forward. double move towards Sol.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Initiative:

Ascaria: 1d20 + 1 ⇒ (15) + 1 = 16
Mortimer: 1d20 + 2 ⇒ (1) + 2 = 3
Pillette: 1d20 + 4 ⇒ (11) + 4 = 15
Raella: 1d20 + 2 ⇒ (1) + 2 = 3
Solrisa: 1d20 + 4 ⇒ (20) + 4 = 24
Tynan: 1d20 + 4 ⇒ (19) + 4 = 23
BS: 1d20 + 3 ⇒ (1) + 3 = 4
MS: 1d20 + 3 ⇒ (6) + 3 = 9

Your patience is rewarded, as the tunnel is graced with a swarm of beetles, their chitinous shells reflecting the predominant green of the Lantern. The swarm's movement appears for an instance as a pause, before it begins an outward migration, seeking. The swarm leaves a trail of yellowish-green substance as a trail.

Perception Check, DC 10:

The tunnel is not quiet, now that the beetles have arrived. There is a sound of chipping and skittering that seems more forceful than the beetles' own exodus, and it sounds due to arrive shortly.

Round 1
Solrisa- 24
Tynan- 23
Ascaria- 16
Pillette- 15
BS- 4
Raella- 3
Mortimer- 3

Solrisa, Tynan, Ascaria, and Pillette are up!


Male Human Slayer 11

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

"Be ready! It sounds like something bigger is coming up the tunnel behind the beetles."

Tynan moves forward and hurls the flask of alchemist's fire at the skittering mass of beetles.

Thrown Flask: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 Range touch attack, -2 for second range increment.
First Round Damage: 1d6 ⇒ 2
Second Round Damage: 1d6 ⇒ 4


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 1, Init 24

1d20 - 1 ⇒ (3) - 1 = 2 Perception Bliss.

Sol move forward and lobs her fire flask at the not-puppies.

"Rae, look!"

1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16 ranged touch attack (-range increment);
1d6 ⇒ 1 fire damage this round.
1d6 ⇒ 6 fire damage next round.


Male, Gnome

Round: 1, Initiative: 16

Status:
HP: 8/8 AC: 11 (F10/T11)
Weapon Equipped = Alchemy Fire
Cold Iron Bullets (10/10), Silver Bullets (10/10)
Conditions = None
Channel Energy (1d6+1) (0/5)
Sling Attack: BAB +0, Dex +1 Damage: +0
Spells (Caster Level 1, Concentration +5)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (14): Create Water, Detect Magic, Light, Stabilize
First (15): (1/4) Bless, Cure Light Wounds, Liberating Command

perception: 1d20 - 1 ⇒ (11) - 1 = 10

Ascaria looks around, and looks down in his hands and decides to fight for a change. He grasps his alchemy fire tightly and moves up next to Tynan - and throws!

Alchemy Fire: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16 (range)
round 1: 1d6 ⇒ 5
round 2: 1d6 ⇒ 3


F Halfling Servant 3

Torch in hand, the halfling moves forward as far as her short strides take her towards any oil bearers. Raising her short arm, she holds the torch as high as possible so a tall one can easily light the oil without bending down.

"Did someone need a light?" And not for the Captain's pipe.


AC:
AC (when in chain shirt) (16)18, touch 11, flat-footed 18(16) (+7(5) armor, +1 Dex)
HP and saves:
HP:41(49 if raging), Saves:Fort +7, Ref +2, Will +3
Skills:
Acro: +7 (+9 to avoid AoO for leaving a threatened square/move through a creature's space, jump :+11), Climb +6, H. Anim.: +6, Intmdt.: +6, Know.arc.: +3, Prcptn: +9, Spllcrft: +3

Round 1, Init 3

perception: 1d20 + 7 ⇒ (11) + 7 = 18

"Sol, give me one of your solvents! There's more coming!"

yes, the wise sister forgot to by splash weapons. *sigh*

Rae readies to accept the vial if Sol give her one.


Male Human Brawler (17), Thief (0)

Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Mother of all beatles!

Mort looks down the blue tunnel to make sure their backs are clear.

Perception: 1d20 + 1 ⇒ (12) + 1 = 13

Whichever is the more immediate danger -- anything in the blue tunnel or the aftermath of the beatle invasion, Mort is ready.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

GM Rolls:

1d8 ⇒ 5
1d8 ⇒ 7
1d8 ⇒ 3

Solrisa, Tynan, and Ascaria all launch their vials, hoping to finish the swarm before it's had a chance to act. The bottled fires land haphazardly around the beetle swarm, but none of them connect in the center mass of it. Almost reacting as one, the swarm navigates the remnant fires of the alchemist's work to seek out the tremor-makers. Tynan seems to represent this sufficiently. The swarm sidles up to the lean man, and begins to clean its bones of its meat.

Swarm Damage: 1d6 ⇒ 1 as well as 1d4 ⇒ 3 damage from its acids, Fortitude Save DC 11 for half damage

The faint sound of hissing can be heard, as the swarm leaves a light trail of acid behind it.

Nothing seems to stir within the Blue Lantern tunnel.

Distraction:

Distraction (Ex): Any living creature that begins its turn with an acid beetle swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round.

Mort and Raella are up! Sounds like Mort is preparing a ready...


Male Human Brawler (17), Thief (0)

Round 1, Init 3

"Thanks Pillette, Mort says, grabbing Pillette's torch.

He takes a 5' step toward Tynan.

"Drop the oil flask in front of you, Tynan, then step back!"

He prepares to hurl the torch into the oil at the edge of the tunnel entrance when it is dropped.


AC:
AC (when in chain shirt) (16)18, touch 11, flat-footed 18(16) (+7(5) armor, +1 Dex)
HP and saves:
HP:41(49 if raging), Saves:Fort +7, Ref +2, Will +3
Skills:
Acro: +7 (+9 to avoid AoO for leaving a threatened square/move through a creature's space, jump :+11), Climb +6, H. Anim.: +6, Intmdt.: +6, Know.arc.: +3, Prcptn: +9, Spllcrft: +3

Round 1, Init 3

"Come on, Tynan, come on out of there. Just drop the flask and we can light it up."

Rae readies to pull Tynan out of the spiders if he doesn't move on his own.

cmb vs Tynan's CMD to pull him out if necessary: 1d20 + 4 ⇒ (2) + 4 = 6


Male Human Slayer 11

Tynan flails at the beetles swarming him.

I'm just waiting for round 2. :)


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 2, Init 24

Sol initially recoils from the beetles, but finds her resolve. She hands her second fire flask to her sister.

"Here you go, sister!" She swings off her back, looking for something.


Male Human Slayer 11

Round 2, Init 23

Fortitude:Half Damage: 1d20 + 2 ⇒ (1) + 2 = 3
Fortitude:Nausea: 1d20 + 2 ⇒ (1) + 2 = 3

The acidic fumes from the beetle swarm cause Tynan to wretch uncontrollably. The oil flask drops from his hand, and he moves out of the swarm, gasping for fresh air.

"Bleargh!"

(Free action to drop the flask of oil, move action to leave the swarm.)

Stats:

AC:16(F:12, T:14), HP:6/10, F2,R6,W1
Nauseated: 1 round


AC:
AC (when in chain shirt) (16)18, touch 11, flat-footed 18(16) (+7(5) armor, +1 Dex)
HP and saves:
HP:41(49 if raging), Saves:Fort +7, Ref +2, Will +3
Skills:
Acro: +7 (+9 to avoid AoO for leaving a threatened square/move through a creature's space, jump :+11), Climb +6, H. Anim.: +6, Intmdt.: +6, Know.arc.: +3, Prcptn: +9, Spllcrft: +3

Once Rae has the flask in hand and Tynan is out of the way, Rae will throw it at the swarm.

throw: 1d20 + 2 ⇒ (5) + 2 = 7


F Halfling Servant 3

Round 2, Init 15
Having passed the torch to Mort and spying Tynan retching, Pillette decides another torch couldn't hurt. She double-times it into the blue alcove, seeing if she can't retrieve the one in that chamber. Double-move to the blue lantern.


Male, Gnome

Round: 2, Initiative: 16

Status:
HP: 8/8 AC: 11 (F10/T11)
Weapon Equipped = Sling (unloaded)
Cold Iron Bullets (10/10), Silver Bullets (10/10)
Conditions = None
Channel Energy (1d6+1) (0/5)
Sling Attack: BAB +0, Dex +1 Damage: +0
Spells (Caster Level 1, Concentration +5)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (14): Create Water, Detect Magic, Light, Stabilize
First (15): (1/4) Bless, Cure Light Wounds, Liberating Command

Ascaria looks at the mass that is the swarm and the stock that is their oil and makes a quick decision.

”Folks, I think it’s time to leave and my short little legs are a problem so I’ll go first, shall I?”

Ascaria takes a double move toward the staircase.

”We’ll need more fire if we’re to best this damn thing. Maybe if we wait it’ll just sort of disperse on it’s own.”


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

GM Rolls:

1d20 ⇒ 6
1d3 ⇒ 2
1d8 ⇒ 3
1d2 ⇒ 1

Solrisa, Tynan, and Ascaria toss bottled fire at the swarm, missing it by ten feet each time. Pillette readies a torch for ease of lighting an oil flask that never comes. The swarm takes advantage of fresh, tremoring meat, courtesy of Tynan. Blood begins to speckle his newly-torn clothing, and acid begins to wear away skin, exposing tender muscle flesh.

Mortimer delays long enough for Tynan to retch and retreat, leaving his oil flask behind. He manages to light the square on fire, bringing the first real damage to the swarm.

Raella also waits for Tynan's retreat, tossing Solrisa's second and last fire. The flask shatters just wide of the swarm, splashing both it and poor Ascaria, who has the misfortune of standing over the swarm. Solrisa begins rummaging through her backpack. Ascaria bravely runs away, recommending everyone does the same, while Pillette races down the Blue Lantern tunnel to retrieve another torch.

The swarm targets a much larger source of meat- Mortimer.

Swarm Damage: 1d6 ⇒ 4 as well as 1d4 ⇒ 2 damage from its acids, Fortitude Save DC 11 for half damage

As the swarm relocates, the Green Lantern tunnel announces a new guest. It springs from the hole in the floor, and stabilizes itself on all six, very sharp-looking legs. Its singular body, a watermelon-sized eyeball, blinks languidly, as it surveys the chamber. Its gaze lights upon all five visible beings. The pupil of its eye dilates, and it appears ready to spring into your midst.

This summarizes all of Round 2's activities, so...

Round 3
Solrisa- 24
Tynan- 23 (-4hp)
Raella- 22
Mortimer- 22 (-6hp?)
Ascaria- 16 (-1hp)
Pillette- 15
MS- 9
BS- 4 (-3hp)

Mort needs to make a Fort Save DC 11 to halve the acid damage, and another Fort Save DC 11 or become Nauseated. On your turn, of course :)

Everyone is up!


Male Human Brawler (17), Thief (0)

Round 3 Init 22

Status:
AC 16, 6/12 HP

Fortitude for half?: 1d20 + 3 ⇒ (5) + 3 = 8

Boo.

To Avoid Nausea: 1d20 + 3 ⇒ (8) + 3 = 11

Mortimer manages to suppress a gag reflex as he beats a hasty retreat.


F Halfling Servant 3

Round 3, Init 15

Hearing the sounds of retreat, Pillette runs as fast as her legs will take her back towards the others. Run


AC:
AC (when in chain shirt) (16)18, touch 11, flat-footed 18(16) (+7(5) armor, +1 Dex)
HP and saves:
HP:41(49 if raging), Saves:Fort +7, Ref +2, Will +3
Skills:
Acro: +7 (+9 to avoid AoO for leaving a threatened square/move through a creature's space, jump :+11), Climb +6, H. Anim.: +6, Intmdt.: +6, Know.arc.: +3, Prcptn: +9, Spllcrft: +3

Round 3, Init 3

"Come on, Sol, we'll need more fire for this! Let's go get some!" delay to follow Sol.


Male Human Slayer 11

Round 3, Init 23

Tynan pauses briefly to size up the large insect which pulled itself from the hole, then he joins the others in heading towards the stairs.

Move action to study target, standard action to move.

Stats:

AC:16(F:12, T:14); HP:6/10; Saves:F2,R6,W1


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 4, Init 24

Solrisa finishes rummaging in her backpack, alerting Rae to that she had found what she was looking for by proudly flourishing her butterfly net.

"Rae, look!! Maybe this will help!" Sol shows Rae her net. "It's good for capturing bugsies!"

Sol looks at the measured forward advance in the negative direction and realizes it might be too late for the net, however well it might work.

Sol moves 40' in advance towards the rear.


AC:
AC (when in chain shirt) (16)18, touch 11, flat-footed 18(16) (+7(5) armor, +1 Dex)
HP and saves:
HP:41(49 if raging), Saves:Fort +7, Ref +2, Will +3
Skills:
Acro: +7 (+9 to avoid AoO for leaving a threatened square/move through a creature's space, jump :+11), Climb +6, H. Anim.: +6, Intmdt.: +6, Know.arc.: +3, Prcptn: +9, Spllcrft: +3

Round 4, Init 23

"Just RUN, Ris! Just RUN!" Rae demonstrates.


Male, Gnome

Round: 3, Initiative: 16

Status:
HP: 7/8 AC: 11 (F10/T11)
Weapon Equipped = Sling (unloaded)
Cold Iron Bullets (10/10), Silver Bullets (10/10)
Conditions = None
Channel Energy (1d6+1) (0/5)
Sling Attack: BAB +0, Dex +1 Damage: +0
Spells (Caster Level 1, Concentration +5)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (14): Create Water, Detect Magic, Light, Stabilize
First (15): (1/4) Bless, Cure Light Wounds, Liberating Command

Ascaria sees the party follow in behind him, and quickly too. He rushes on ahead (run action) running to the base of the stairs.

He takes a glance at the bones he wanted to remove, and thinks the better of it. The swarm won’t eat the bones. We’ll come back for the poor kid.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Solrisa produces a beetlefly net, and debates efficacy in implementation while repositioning. Tynan studies the spider mockery, distancing himself for more time. Raella positions herself between it and her. Mortimer steels his stomach enough to retreat with the others. Ascaria gains the stairs while staring at the gains. Pillette reverses course, and abandons the Blue Lantern tunnel, just in time to see the advancing swarm shift course.

Pillette:

As you ready to depart the Blue Lantern tunnel, you hear a faint whisper. "So close... sigh..."

Perception Check, Ascaria Only, DC 12:

The sound of high howls can be heard coming from the alcove to the east, at the top of the stairs.

The spidery creature moves with alacrity, shifting away from the swarm, demonstrating its own alien intelligence.

Knowledge(Dungeoneering), DC 12:

The creature is a Mad Slasher. Nasty aberration.
Rolling a 12, 1 bit of info(weaknesses, special attacks...), 17, 2 bits... feel free to spoiler your request for what you'd like to know.

It seems to be lightly injured itself by the beetles' acid. In its movement, it appears to be circling those on the opposite side of the sarcophagus.

The beetles, on the other side, must content themselves with smaller, perhaps more manageable, fare. Pillette now plays hostess to the swarm's demand for hostilality.

Swarm Damage: 1d6 ⇒ 1 as well as 1d4 ⇒ 4 damage from its acids, Fortitude Save DC 11 for half acid damage

Round 4
Solrisa- 24
Tynan- 23 (-4hp)
Raella- 22
Mortimer- 22 (-6hp)
Ascaria- 16 (-1hp)
Pillette- 15 (-5hp?)
MS- 9
BS- 4 (-3hp)

Pillette needs to make a Fort Save DC 11 to halve the acid damage, and another Fort Save DC 11 or become Nauseated. On your turn, of course :)

Everyone is up!

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