GM Rat Sass's Age of Worms

Game Master Governayle

Roll20 Link
Treasure Log
The Road So Far...
Map of Alhaster
Ascaria's Pub


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Male Human Brawler (17), Thief (0)

It's either that or we get ourselves a spinny trebuchet and launch it, then go digging where the ammunition lands. I like Ascaria's idea better though. We're likely to run into something on the southern part of of this island.


Bald male Half-Elf elder

Eidi breaths deeply and smiles "I am pretty sure we are close by, but we seem to be missing some relevant clue. Ascaria is right about we better changing our focus"

"Tomorrow, once rested, I could use some more magic, as I have run dry of any divination magic that might be of use here today" the half-elf takes out some cheese and dried bread from a large pouch in his tunic "Shall we eat just here? I am still pretty full from today's breakfeast, this will be enough for me"

The elder looks for a stump and sits there to have the lunch "Mñam.. did you ever expect to have a snack in a dark forest in another plane while you were working in the mines?"


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

”...maybe that should be after breakfast.”

Solrisa's head would turn around and smile at the hint of breakfast though she knows it might not be time for it.

"Which way is that, then? North?"

Solrisa floats along with Ascaria, certain that he will lead them to breakfast or a picnic at the fountain.


Male, Gnome
Eidi wrote:
The elder looks for a stump and sits there to have the lunch "Mñam.. did you ever expect to have a snack in a dark forest in another plane while you were working in the mines?"

"Oh my yes. My favorite was hard boiled eggs. Oh, if they were boiled long enough, they'd be nice and hard all the way though - my favorite. Especially with a little pepper."

He thinks a moment, "Oh! You mean did I think then, that I'd be here now?" Ascaria laughs both at his own foolishness and at the very thought. "No, no way..."

He munches on a particularly tough bit of jerk chicken, enjoying the crispiness of it - and the jaw workout. But he's quickly finished with his snack, and ready to proceed.


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

A light repast under the dripping branches of the Doomshroud proves uneventful, other than the light conversation that passes the time.

The gnome's call to action is heeded, and the Outcasts take to the sky by Wind Walk, heading northwest to reenter the mountain range below the Peak of the Roc King. You enter the Vale in search of steam. And steam is easily found, when one knows what to look for...

The Dire Plume draws the keen-eyed to course correct your flight plan, and you are able to see what you avoid by flying above the Vale. The valley teems with wild underbrush bedecked with vicious irony thorns growing as long as six inches each. These briars rend the flesh of most creatures who brave the Vale. The thorns grow to a height of 10 feet in the vale, and no trail or track leads through them. Hacking one’s way through the thorns is slow-going, requiring 10 minutes of work per five feet traveled.

A single cave opening looms 30 feet above the top of the thorns on the northern cliffs. Among said cliffs, you spy an errant movement here and there, as a couple of curious Girallon Behemoths seem to pick your presence out of the sky...

How do you proceed?

Roll20 Map has been updated.


Bald male Half-Elf elder

"Ah! Hard boiled eggs are great certainly!" Eidi agrees enthusiastically "Although it is hard to compete with a well fried morning egg"

With the snack completed, the half-elf joins back the exploration. He is happy to wind walk and relieved when he sees the thick briars only from flying distance.

The elder acknowledges the need to land so they can talk, but he fears they might be on reach by the Girallons. Instead he tries to eye for a clear area where they can shape back to normal safely for the group to talk.
K. arcana (id girallons): 1d20 + 28 ⇒ (14) + 28 = 42 feeding interests or any other clue that might help distract them > special attacks > special defenses > spell-likes

Perception: 1d20 + 22 ⇒ (16) + 22 = 38

I assume the remaining 10 minutes of telepathy would have not endured the lunch and flying trip


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

Eidi, Knowledge(Arcana) DC 27:

The Girallon Behemoths are Neutral Magical Beasts of Gargantuan size. Four-armed, gorilla-like creatures, they are covered with matted white fur, a quite impressive elder cousin of simpler simians.

They love to Rend their prey, as it's much easier to consume their meals in peace. Otherwise, they are very much plain opponents, should one be reckless enough to engage the muscular beasts. No Special Defenses, or Spell-Like Abilities

There are certainly ledges overlooking the lone Cave Entrance from where you can observe, should you decide to land.


Male, Gnome

Status:
AC = 31 (F29/T17) (+4 magic vestment included)
HP = 96/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (5/12h), Magic Vestment (5/16h, +4), Status (5/16h, Eidi, Mort, Sol), Wind Walk (5/16h, all), Brightest Light (5/16h), Air Walk (1/40m, all), Particulate Form (1/16r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (4/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (1/3, 6th lvl)
Rod of Reach Spell (1/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (1/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (4/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (2/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (2/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -

Presuming the group lands on the ledge after another misty flight and reforms into the flesh. Ascaria casts another round of Air Walk Communal (40 minutes), his third of the day.

”So how big are these Girallons? I suppose we’ll have to fight them if we’re to enter the cave…” he trails off disappointed. ”Unless one of you can see another way in.”

Unsure there’s any better way, Ascaria will wait for suggestions from the others. Should they decide to engage directly, he’ll cast Particulate Form as the party descends on their foe!

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Wind Walk (everyone)


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

The Girallon Behemoths are Gargantuan beasts, easily enough seen when they make their way about the distant peaks. A couple of them can be seen in places, possibly watching in your general direction, but they're not obstructing the Cave Entrance, nor are they standing within the Cave Entrance.


Male, Gnome

Ahhh, the picture for poor sightless Ascaria clarifies. He'll hold off casting Particulate Form then.

"If they're not near the entrance, maybe we can avoid them? Sneak in when they're further away. No need to kill, or even harm them."


Bald male Half-Elf elder

"They are pretty bestial creatures, only caring to rend their prey and feed on them peacefully. No remarkable defenses or magic. If we can just avoid them, all the better" Eidi nods acknowledging the plan once they shift back to humanoid form.

Assuming the Outcasts agree with Ascaria's plan, Eidi walks in the air with the gnome's boon and tries to stealthily reach the cave entrance.
Stealth: 1d20 + 1 ⇒ (5) + 1 = 6


Male Human Brawler (17), Thief (0)

Thinking he might be as subtle as a charging bull, Mortimer pauses before shifting back into human form. "I realize this is dicey, but do they pay attention to clouds? Maybe we should stay in cloud form and sneak past?"


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

"Oh, can we avoid them? I don't want to hurt them if we can avoid it," Solrisa says hopefully.

"Can we become unseen?" Sol looks at Eidi, who can do anything. "I'm not super good at being quiet. But maybe if I'm airwalking, I can distract them too."


Bald male Half-Elf elder

"Don't worry, they are not blocking the entrance, I think it is safe for us to get there inside the cave" Eidi nods "I only have invisibility for one of us prepared"

Once everyone is ready, the half-elf ventures towards the cave entrance profiting Ascaria's air walk to reach it without hindrance.

If it is unlikely the group can reach the cave without facing the Girallons, then Eidi will spend his last daily 'miracle' to cast sphere of invisibility in the group as suggested by Solrisa.


Male, Gnome

"Oh, uh, yeah, Eidi - wait up!"

"Let's go in as mist (Wind Walk form) like Mort suggests. If we run into something, we can run away, but it's the only way we're gonna stealth these guys."

Ascaria will, if the others agree, turn back into mist.


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

Undaunted by the massive Girallon Behemoths off in the distance, the Overcasts float down to the massive cave entrance.

The single cave opening looms 30 feet above the top of the thorns on the northern cliffs. Clouds of steam constantly vent up from the cave opening, roiling along the cavern ceiling, and leaving the mouth of the mountain. Its heat is formidable. More so, when you enter the cavern.

Ahead, roughly 50', there is a massive wall of steam pouring upwards from a large crevasse, to the ceiling 40' high. The wall of steam prevents you from seeing more deeply into the cavern, which lacks any substantial light sources other than the cave entrance. The steam production is also quite loud, echoing with a deep hiss against the cavern walls.

Perception DC 40:

The steam isn't the only thing making noise within this Den. There is a low growl coming from beyond the steamy veil...

Roll20 Map has been updated.


Male, Gnome

Status:
AC = 31 (F29/T17) (+4 magic vestment included)
HP = 96/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (5/12h), Magic Vestment (5/16h, +4), Status (5/16h, Eidi, Mort, Sol), Wind Walk (5/16h, all), Brightest Light (5/16h), Air Walk (5/40m, all), Protection from Energy, Fire (1/40m, 120hp, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (4/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (1/3, 6th lvl)
Rod of Reach Spell (1/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (1/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (4/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (2/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (2/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -

Ascaria solidifies once they're in the cave, and takes out his hatband, re-arranging it back on his hat so as to provide light to the party.

”That looks hot.” he comments dryly about the steam. He’ll cast Protection from Energy Communal (40 minutes or 120hp of Fire damage, whichever comes first) to help protect the team.

He'll follow Mort and/or Sol into the large chamber when everyone is ready.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


Male Human Brawler (17), Thief (0)

Percept: 1d20 + 25 ⇒ (5) + 25 = 30

Mortimer, much impressed with the water display, makes his way into the cave staying at least within 30 feet of his companions.

"I hear in the south of Westpoint they have these giant chambers filled with rocks they heat up and dump water over. You're supposed to sit there naked and let your skin breathe, or something. It's supposed to be very relaxing. If only those guys who do that could see this!"


Bald male Half-Elf elder

Eidi too solidifies into humanoid form.

"I am happy to discover that thing is just smoke, from a far it seemed some... hum... other kind of sub-product" Eidi hits the tip of his staff against the floor 'Shirak!' and it starts emitting light teaming up with Ascaria's hat against the cave's darkness.

Thankful for the fire protection, the bald half-elf moves forward with Mortimer "'What you seek is the Den of Harrowdroth, through thorn and briar, wreathed in steam' this must be the Den... by logic this must be the Third Trial 'Death of the Thorn Vale Nightmare'. I wonder what that might mean... are we to face a Nightmare? Do we have to kill the Nightmare? Or Death shall face us directly?"

A bit of clued, Eidi observes the environs using detect magic for more information.
Perception (low light vision, see invisibility): 1d20 + 22 ⇒ (17) + 22 = 39 close but not enough
K. arcana: 1d20 + 28 ⇒ (16) + 28 = 44


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

Eidi:

There is nothing magical about the Steam. It looks to be quite natural, albeit powerful and punishing. The magics you detect are solely those the Overcasts have brought into the Den themselves.


Male Human Brawler (17), Thief (0)

"Nightmare?" asks Mortimer, scratching the back of his head. "What is that? Is it like those things in Dourstone Mine where I needed a neat Druid ring just to be able to hit?"

Aid Eidi's perception
Percp: 1d20 + 25 ⇒ (4) + 25 = 29


Bald male Half-Elf elder

"Mmm... there are some evil mounts that fly and spit flames known as nightmares, but... mmm... maybe here they are talking about dreams" Eidi looks at Mortimer with curiosity "You were once a druid Mortimer?"

Scanning the area with his arcane used eyes the half-elf explains "The smoke is not magical in nature" he then uses guidance and blessing of the faithful on Mortimer "Can you peer through the smoke? There must be something about it if this is the trial"
+3 to his Perception roll


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

Holy piddlespot! I never have ever heard the soundtrack in the R20 until today! Sorry if I've missed it before (usually on my iPad with less chance for sound), but the Bubbling Pools is awesome. +1.

Mortimer Smith wrote:
"I hear in the south of Westpoint they have these giant chambers filled with rocks they heat up and dump water over. You're supposed to sit there naked and let your skin breathe, or something. It's supposed to be very relaxing. If only those guys who do that could see this!"

Solrisa smiles, looking very intrigued.

"Mum always used to talk about spas and relaxants and colonics, but it was never something Mum would allow me and Rae to do," Solrisa says wistfully, moving forward. "I think I would like to try naked skin breathing. It might be fun." Solrisa smiles at the idea. She doesn't indulge herself that often (unless you count cookies, ham, or cheese as indulgences, in which case ignore everything that comes out of Sol's mouth).

Sol moves up, trying to see through the smoke and around the corner. She has both shield and sword in hand.


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

Gonna rule that Mortimer can't Aid Another in the case of Eidi's Perception Check. The Steamy Veil is providing Total Concealment from your current positions. Also, I'm playing with the soundtracks on Roll20, weighing their impact, positive or negative, so thanks for that feedback, Solrisa.

Solrisa marches steadily forward, until she comes within 10' of what appears to be a mighty crevasse, from which the Steamy Veil arises. A quick assessment leads the maiden to believe the crevasse drops downwards roughly 100', though it's likely deeper, obscured by the constant misting vapors.

For her proximity to the Steamy Veil, she tests the gnome's heated protections. Reflex Save DC 15, or incur 5d6 ⇒ (4, 4, 5, 3, 1) = 17 Fire Damage. As long as you remain within the vicinity of the Veil, you'll continue to make the Saves...

The Veil certainly entices you to see what lies on the other side...

Adjusted your positions a little on Roll20, based on your descriptions.


Bald male Half-Elf elder

"This place is uncomfortably hot" Eidi tries without success to vent his own face with the hand "What's there Solrisa? A tribe of gnoll's smoking pesh perhaps?"

The elder closes by and tries to have a better glimpse on what is ahead.
Perception (low-light, see invis): 1d20 + 22 ⇒ (12) + 22 = 34


Male Human Brawler (17), Thief (0)

"I wonder what would how long it would take for the steam to melt a platform of ice," Mortimer remarks still squinting, trying to see beyond.

Percept: 1d20 + 25 ⇒ (7) + 25 = 32


Male, Gnome

"Hopefully we don't need to go in the vent huh? Let's get across and see what's over there."

Ascaria will follow, but not lead, anyone who crosses over the vent to the other side with his Air Walk.


Male Human Brawler (17), Thief (0)

fwiw Mortimer was suggesting a platform of ice across the vent, not into it.


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

Solrisa moves back, following the party. She didn't mind the steam, knowing that Ascaria's perfect magic would protect her.

"Do you want me to scout out the area?" Solrisa responds to Ascaria, taking the lead and airwalking over.

Not exactly sure where on the map Ascaria wants to go, but hopefully he can point which direction.


Male Human Brawler (17), Thief (0)

I really liked the sound effects that were happening when we first walked through the portal to this place.

"How about we check the other end of this vent first?" Mortimer asks, pointing to what maybe west.

If the others agree, he'll start making his way over there.

Perception: 1d20 + 25 ⇒ (9) + 25 = 34


Bald male Half-Elf elder

"Mmm.... ice..." Eidi musses the word trying to figure out the situation "I will need to make a more clear picture of what is the situation, but I have a wall of stone that might help close whatever hole is producing that smoke. If it is this whole crevice we glimpse here... it will take me some days to finish the work"

The elder walks in the air with Solrisa, to try surround the crevice and see what's inside and farther away.


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

GM Rolls:

1d20 ⇒ 13

The Outcasts press through the Veil once they're reasonably sure there's nothing more to glean through the steam.

Reflex Save DC 15, or incur 5d6 ⇒ (1, 5, 6, 1, 2) = 15 Fire Damage.

You find yourselves sandwiched between two equally large crevasses, producing equally dense Steamy Veils.

Passing through the next Veil will trigger another Reflex Save. Returning through the Veil you just passed will trigger another Reflex Save. Remaining where you are for longer than a round will trigger another Reflex Save. Looking at your GM with a marginal funny face will trigger another Reflex Save... you have been warned...

Perception DC 35:

The growling you failed to hear before still continues to echo from beyond the second Steamy Veil. Perhaps it's a threatening growl, or perhaps it's the lumbering snores of something immense...

Roll20 Map has been updated. I took the liberty of moving your tokens, but you are welcome to cluster together before you pass the First Steamy Veil.


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Bald male Half-Elf elder

Ref DC 15: 1d20 + 9 ⇒ (8) + 9 = 17
Eidi cover himself with a magic aura of protection before the fire can burn him down.

Perception (low-light, see invis): 1d20 + 22 ⇒ (4) + 22 = 26
"Do you like roasted chicken? Because I start to feel like a chicken in a roasting oven..." the half-elf looks suspiciously to the walls around "...I just hope there is no evil stick awaiting to skewer us"

"It seems there is no other way but press on if we want to find what is going on in here..." Eidi continues walking forward without further delay "...if only they would allow me to teleport"


Male, Gnome

Status:
AC = 31 (F29/T17) (+4 magic vestment included)
HP = 96/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (5/12h), Magic Vestment (5/16h, +4), Status (5/16h, Eidi, Mort, Sol), Wind Walk (5/16h, all), Brightest Light (5/16h), Air Walk (5/40m, all), Protection from Energy, Fire (1/40m, 105hp, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (4/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (1/3, 6th lvl)
Rod of Reach Spell (1/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (1/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (4/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (2/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (2/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -

Oh, sorry, didn’t mean to confuse things.

Solrisa Iome Arabasti wrote:
"Do you want me to scout out the area?" Solrisa responds to Ascaria, taking the lead and airwalking over.

”No Sol, let’s stick together a bit. We shouldn’t split up too much.”

Ascaria crosses the first vent.
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10 vs DC 15 for 15 fire damage

The protection from fire takes the hit, for which Ascaria is most pleased. ”Roasted chicken…” he laughs.

Mortimer Smith wrote:
"How about we check the other end of this vent first?" Mortimer asks, pointing to what maybe west.

”Sure, the protection from fire should give us plenty of time. The vents are hot, but not, you know, hot.”

Ascaria follows Mort part way down so as to keep him in view, though he looses sight of Eidi and Sol, which worries him. They’re too spread out…

As he’s taking a round to move about, he sweats out another wave of steam.
Reflex: 1d20 + 9 ⇒ (18) + 9 = 27 vs DC 15 for ?? fire damage

”See anything Mort?!” he shouts over the noise. ”If not, let’s rejoin the others and see if there’s an end to this hall.”

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


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

Interestingly, a successful Reflex Save negates the Fire Damage, altogether. Roasted chicken rarely finds itself able to wriggle and shirk blasts of hot steam.


Male Human Brawler (17), Thief (0)

Mortimer joins up with the others on the other side of the vent and presses forward.

Eidi wrote:
"I will need to make a more clear picture of what is the situation, but I have a wall of stone that might help close whatever hole is producing that smoke. If it is this whole crevice we glimpse here... it will take me some days to finish the work"

"I wasn't suggesting we plug up the whole vent, just use it as a bridge for crossing with additional cover, but evidently it doesn't work that way."


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Male Human Brawler (17), Thief (0)

Reflx: 1d20 + 19 ⇒ (17) + 19 = 36
Reflx: 1d20 + 19 ⇒ (10) + 19 = 29 next vent
Percpt: 1d20 + 25 ⇒ (8) + 25 = 33
Percpt: 1d20 + 25 ⇒ (3) + 25 = 28 next vent
Reflx: 1d20 + 19 ⇒ (11) + 19 = 30
Percp: 1d20 + 25 ⇒ (14) + 25 = 39 last vent

Why are they so bothered? I'm barely sweating. I'll have to check out this heated rocks with water thing for comparison.

Mortimer squints and looks and squints some more.

status:

AC = 33 (+4 on an AoO) 34 if hasted
HP = 132/132, Breakfast +10
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Cold (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) =
Damage: 2d10 (Monk’s robe)


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

Looks like I owe three saves and I'll do a few more in advance:

1d20 + 14 ⇒ (4) + 14 = 18 Reflex
1d20 + 14 ⇒ (4) + 14 = 18 Reflex
1d20 + 14 ⇒ (12) + 14 = 26 Reflex

1d20 + 14 ⇒ (20) + 14 = 34 Reflex
1d20 + 14 ⇒ (8) + 14 = 22 Reflex
1d20 + 14 ⇒ (12) + 14 = 26 Reflex

Solrisa moves up with the party, more focused on avoiding getting cooked than where she is going.


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

The Outcasts demonstrate what a powerful combination magic and dexterity can be, working their collective way through the first Steamy Veil, then the next, understanding that the two large gashes in the cavern floor are likely connected deep below to whatever system produces the ever-flowing heated water.

Beyond the second Steamy Veil lies the great cavern, light barely filtering through the shimmers of reflection passing through the violent water droplets. The rear of the cavern is barely perceptible towards the righthand side, while the maiden and elder half-elf are able to see beyond even the gnome's powerful light source's radius.

Solrisa and Eidi:

There is a Huge monstrosity of a thing skulking at the back Top Leftish, regarding you. It stands over 20 feet tall, with each of its four legs ending in terrible three-foot-long claws. Its massive jaws brim with foot-long fangs flanked by tusks the size of cavalry lances. Its body is splotched with patches of bony protrusions. By far its most fearsome aspect is his glowing red eyes, burning like signal lanterns in the dark of the cave, each easily the size of a human’s head.

Knowledge(Arcana) DC 28 will reveal the following spoiler:

Spoiler:

This creature is a Nightmare Beast, a Chaotic Evil magical beast, quite Huge, as you can see. Nightmare creatures have an unnatural link to the most terrifying parts of the Dimension of Dreams, allowing them to turn others’ dreams into nightmares and sow fear even in the waking world. Corrupted by their power, they become evil and use their abilities to torment their enemies and abuse creatures weaker than themselves. Eventually this dream connection corrupts the creature’s appearance into a bizarre caricature of its original form.

1 question for every 5 above 28


"อย่าเข้าใกล้ เลือดของคุณมีกลิ่นอ่อน"

Abyssal:

"Come no closer. Your blood smells weak."

Roll20 Map has been updated. There is no Surprise here.


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

Solrisa pauses her movement, just to point out the looming figure she sees through the mists.

”Hi! Have you seen what we’re looking for?” Solrisa asks, hoping that it might know the way.


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Male, Gnome

Ascaria, accustomed a bit to not seeing his conversationalist over long distances, shouts back, ”કેમ? શું આપણી વચ્ચે કંઈક ખતરનાક છે જેનો આપણે ડર રાખવો જોઈએ?”

He takes a breath, Abyssal being hard to say without long teeth, and gets to the point, ”શું તમે કાંટાની વેલ નાઇટમેર છો?”

Abyssal:
”Why? Is there something dangerous between us we should fear?” and ”Are you the Thorn Vale Nightmare?”
- - -

He edges forward, a little, trying to see who he’s talking to.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


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

Ascaria steps forward, boldly if not blindly, so that his Light might reveal the Speaker in the Dark. Not for his benefit, of course, but the giant's. What lies in wait is something to behold.

There is a Huge monstrosity of a thing skulking at the back, regarding you. It stands over 20 feet tall, with each of its four legs ending in terrible three-foot-long claws. Its massive jaws brim with foot-long fangs flanked by tusks the size of cavalry lances. Its body is splotched with patches of bony protrusions. By far its most fearsome aspect is his glowing red eyes, burning like signal lanterns in the dark of the cave, each easily the size of a human’s head.

Knowledge(Arcana) DC 28:

This creature is a Nightmare Beast, a Chaotic Evil magical beast, quite Huge, as you can see. Nightmare creatures have an unnatural link to the most terrifying parts of the Dimension of Dreams, allowing them to turn others’ dreams into nightmares and sow fear even in the waking world. Corrupted by their power, they become evil and use their abilities to torment their enemies and abuse creatures weaker than themselves. Eventually this dream connection corrupts the creature’s appearance into a bizarre caricature of its original form.

1 question for every 5 above 28

"คำที่ไม่สนใจ คุณก้าวไปข้างหน้า คุณได้เลือก"

Abyssal:

"Mindless words. You stepped forward. You've chosen."

The horror takes its growl from a low threat to a booming howl which resonates within the cavern so loudly you're almost deafened.

Initiative:

Ascaria: 1d20 + 1 ⇒ (1) + 1 = 2
Eidi: 1d20 + 1 ⇒ (20) + 1 = 21
Mortimer: 1d20 + 4 ⇒ (14) + 4 = 18
Solrisa: 1d20 + 4 ⇒ (2) + 4 = 6
NB: 1d20 + 2 ⇒ (20) + 2 = 22

A green ray stabs forth from the creature's massive tusks, lancing Ascaria from a distance!!

Ranged Touch Attack, A: 1d20 + 24 ⇒ (11) + 24 = 35

Ascaria, I'll need a Fortitude Save DC 20. Failure, and you experience 20d6 ⇒ (6, 2, 4, 6, 4, 2, 6, 4, 6, 5, 5, 5, 1, 6, 3, 5, 3, 1, 2, 5) = 81 points of damage. Success, and it's reduced to 5d6 ⇒ (4, 2, 2, 1, 5) = 14 points of damage.

Spellcraft DC 21:

The creature cast Disintegrate.

Round 1
NB- 22
Eidi- 21
Mortimer-18
Solrisa- 6
Ascaria- 2 (-81 or -14hp, Fort Save DC 20)

The Outcasts are up!! Roll20 Map should be current.


Bald male Half-Elf elder

K. arcana DC 28: 1d20 + 28 ⇒ (16) + 28 = 44 Special defenses, Special attacks, how their nightmares work? and... weak saves
"Of course! The Thorn Vale Nightmare is a Nightmare Beast! Why did I not thought of it in the first place!?" Eidi smiles satisfied the idea finally comes to his head "They are linked to the Dimension of Dreams and like to torment people even on their dreams. And they are tainted by chaos and evilness Solrisa!"

Spellcraft DC 21: 1d20 + 27 ⇒ (9) + 27 = 36
"Oh dear! It tried to disintegrate Ascaria. That is no fun!" the half-elf delays to see how Ascaria survived to the attack before actually deciding what to bring.

Depending on whether the gnome needs help or not, Eidi will cast haste to help close the distance for Solrisa and Mortimer, unless Ascaria brings Blessing of Fervor already.


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

Eidi:

The Nightmare Beast is a more Advanced, Elite version of creatures you have read about, now that you've seen one up close and personal. They have Spell Resistance and Damage Reduction as Special Defenses, they enjoy Trampling and subjecting victims to Nightmares, though they must be asleep to occur, and their Weak Save is likely Will.


Bald male Half-Elf elder

Eidi shouts all he manages to remember about the magical beast "Be aware its skin is tough like hell DR & SR and it loves to trample things and subject them to nightmares, though they must be asleep. Our magic will be best at trying to manipulate its Will Ascaria! Be warned this one is the HUGEST I have ever seen!"


Male, Gnome

Round: 1

Status:
AC = 31 (F29/T17) (+4 magic vestment included)
HP = 82/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (5/12h), Magic Vestment (5/16h, +4), Status (5/16h, Eidi, Mort, Sol), Wind Walk (5/16h, all), Brightest Light (5/16h), Air Walk (5/40m, all), Protection from Energy, Fire (1/40m, 105hp, all), Blessings of Fervor (1/16r, Ascaria, Mort, Sol)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (4/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (1/3, 6th lvl)
Rod of Reach Spell (1/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (1/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (4/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (2/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (2/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (2/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -

Fort: 1d20 + 9 ⇒ (16) + 9 = 25 vs DC 20 for 14hp damage whew…

Zzzzoootttt!

”Hey, I think this is the Thorn Vale Nightmare. So rude.”

Ascaria does indeed cast Blessing of Fervor, though he’s unable to affect Eidi as he’s too far away.

”I still can’t see him. You go get him and I’ll be right behind you!” the gnome holds his ground, though he does climb 5' into the air. Still clutching his rod of reach, he turns around and around, looking here and there for something to come in from the fog of his vision.

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, Sol)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


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

Round 1, Init 6

BoF to movement.

Solrisa quickly moves closer, airwalking her way to see the beast more clearly. Heeding Eidi's warning, she calls upon the Dragon's judgement upon the foe.

She casts Divine Favor after her move.

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin + 2 BoF = 40

Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC

HP= 135/135
Right hand = long sword
Left hand = shield
LoH 0/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (22/50 left) 5/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.


Male Human Brawler (17), Thief (0)

Round 1, Delay until after Ascaria

Mortimer instinctively cringes the moment words spoken in Abyssal reach his ears. He momentarily halts his forward movement before resuming with a weary grunt of annoyance.

"Nope. Not going to feel guilty at all about killing this one," he declares. "Hey, Ascaria! What did they say?" he calls.

Eidi wrote:
"Nightmare Beast! They are linked to the Dimension of Dreams and like to torment people even on their dreams."

"What's that you say? Nightmare? Oh, I have those all the time. They're not real," Mortimer says, waving off the thought and severely underestimating the threat until a green ray shoots out from the back corner of the space. In it, he catches a glimpse of massive tusks.

Eidi wrote:
"Oh dear! It tried to disintegrate Ascaria. That is no fun!"

"They tried to WHAT?! Ascaria, wait up!" he calls ahead to the gnome.

He stays within 30 feet of Eidi. "Hurry gnome, it is this way," Mortimer says catching up to Ascaria heading toward where he saw the ray originate. He too climbs 5' into the air and stays just ahead of Ascaria in an attempt to shield the gnome from anymore incoming rays.


Bald male Half-Elf elder

Eidi moves forward while quickly picking up a pinch of dust from the cavern and a drop of water from a small bottle in his pouch 'Granizada Obscurae'. A sleet storm forms up over the huge monstrosity, the falling blocks obscuring all sight within it and causing the ground in the area to be icy "Quickly, that should give us some time to approach and prepare"
No way for the monster to target us unless he comes out. Moving requires Acrobatics DC 10 unless it can fly over the terrain of course.
No save, No SR


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

The exchange of aggression is swift, and unequivocal. Death is inevitable within this Den of Harrowdroth, but whose? The gnome narrowly avoids becoming unwillingly imparticulate with a hardy defiance, while the wily half-elf blinds everyone to their respective oppositions. This gives the maiden and giant brief moments of time to prepare for the Nightmare to come...

The Sleet Storm continues in proportion with Eidi's power. You fail to perceive the Nightmare Beast which lurks within. The cavern shakes with its unholy bellow.

Perception DC 30:

This time, the Nightmare Beast's howl is answered. There are distant howls coming from outside the cavern entrance...

The Beast within continues to make noise, but he speaks nothing intelligible to you intruders...

Ascaria, please make a Will Save DC 20.

Round 2
NB- 22
Mortimer-18
Solrisa- 6
Ascaria- 2 (-14hp, Fort Save DC 20)
Eidi- 1

The Outcasts are up!! Roll20 Map should be current.

Party Buffs
Blessing of Fervor

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