Heralding the Coming of the Age of Worms (Inactive)

Game Master Fanguar

CURRENT MAP


801 to 850 of 3,241 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

Wait... what?! Looking around Ramos tries to identify the source of the voice.

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Voice... what voice?


Male Human Rogue 4 AC:18 T:14 FF:14 / HP:16 / Init:+4 / F:+2 R:+8 W:+2 / CMD:19

"Wait, before you drop down Markus, take the ring. I think I can handle that fall without getting hurt." The situation they found themselves in ensured that they had the upperhand and could prepare. Slipping off the featherfalling ring, he takes a few steps back and hands it to Markus. However, with the disembodied voice speaking up the hairs on the back of Pavo's neck are raised as he suddenly looks around to identify the source.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

If the creature is not climbing up we have plenty of time to plan tactics, and maybe even check the far door. Lets not rush this.


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Just waiting on Sverrir... When Dwarves fly!


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Heh - you read my mind mate! Alas I can't hurt the bugger - unless there's anymore weapon enchantments going?

"Feh. I'll keep the beast busy..."

Sverrir takes a quick dram of his dwur brandy, wipes his beard, hefts his pickaxe... and prepares to leap off at the Grick;

DM was hoping for Sverrir to initiate Rage, drop down onto the Grick and attack?


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Marcus leaps at the creature with fauchard in both hands above him and all the indignation of a God of War! The was no time for rings or warnings..

Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17
Attack, higher ground, magic weapon: 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27
Damage: 1d10 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Crit confirm: 1d20 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15
Crit Damage: 1d10 + 6 + 1 ⇒ (7) + 6 + 1 = 14


Male Human Rogue 4 AC:18 T:14 FF:14 / HP:16 / Init:+4 / F:+2 R:+8 W:+2 / CMD:19

Shrugging, ring gripped in on hand, blade in the other, Pavo drops down however, he hits the uneven ground a little bit sooner than he expected, landing funny and straining his body. That doesn't deter him though as he strikes out, placing a sound blow with the enchanted blade.

Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12
Flank attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d6 + 2 ⇒ (4) + 2 = 6
sneak damage: 1d6 ⇒ 1

HP: 5/10

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

But,... I was gonna grease it... Lucid pouts.


Male Human Rogue 4 AC:18 T:14 FF:14 / HP:16 / Init:+4 / F:+2 R:+8 W:+2 / CMD:19

Of note, I forgot to include the penalty for attacking prone, as such the final attack roll would be 20, not 24.


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Thought we we attacking mid-leap, on the way down!


Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

Not knowing what might be within the pit, and still disconcerted by the ghostly voice Ramos begins to tie a rope around the walkway and drop the line down into the pit of clay balls. As he watches Markus and Pavo leap into the pit Ramos shakes his head. He knew when to go all in and he wasn't feeling lucky with this hand. I'll throw down a line. Yells the priest of Ralishaz. So you can climb up if there's more of those worms then we originally though.

It seemed that way to me Markus, in fact I envisioned as more of a falling charge, kinda like the drop attacks in Dishonored.


Totally a falling charge, bringing in some cinematic combat magic.

@Ramos and Pavo: The voice apparently came from the empty air above you

With a yell Markus drops down on the grick, neatly impaling the hideous monstrosity with his divinely empowered fauchard. The creature howls in pain, but its thrashing is soon ended as Pavo slams artlessly into the beast and striking true with his blade.

"Wow, you guys sure know how to put on a show."

Above you, a figure of a teenage boy fades into view, hovering in mid-air. He is dressed in farmer's clothes and seems a normal young man, except for his long black nails and the fact his neck twists unnaturally to one side. His baleful glowing eyes sparkle with mischief.

"Boo!"


Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

I see dead people...

Ok I coulden't resist.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir watches the apparition with caution, not trusting if it is his own eyes or the potent rum's doing...before uttering a grim question;

"Baleful magick or something from the grave? Does anyone know its nature?"


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Markus moves towards the detected magic... We were lucky Pavo, but you landed hard. You OK?


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir shouts down to Markus and Pavo;

"Hoi you two acrobats! Beware! We have kompany up here!"

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Lucid studies the boy for a moment, watching to make sure he makes no hostile moves. First, is this creature magic, since he has Detect Magic up. Then is it undead, and if so what?

Knowledge Religion: 1d20 + 8 ⇒ (16) + 8 = 24

Nice job guys. he finally says and directs them to the two items radiating magic. Over to your left, now strait down.


Male Human Rogue 4 AC:18 T:14 FF:14 / HP:16 / Init:+4 / F:+2 R:+8 W:+2 / CMD:19

Hitting the ground after he hits the creature, Pavo grunts, "I'll survive." It is pretty obvious that he is favoring his left side, limping slightly and holding his side. He tenderly stretches out a bit before looking up, fixated on the strange creature that hovers above. The fact that is spoke to them and didn't attack like everything else in this place made Pavo a little at ease, if one can truly be at ease talking to someone that one could see through and obviously should be dead. Calling up towards the creature, he says, "Hey! You best not have any bad intentions, cause I can tell you right now, I haven't had a good day. Who are you and what are you doing here?"


Hu (M) Clr 2; hp 17/17; F +5, R +1, W +7; AC 17, t 10, ff 17; Init +4; Per +5; CMD 13

Khyrn stays quiet until the boy reveals his intentions, but he keeps his hand away from his axe - no sense in provoking the spirit.

Knowledge (religion): 1d20 + 7 ⇒ (20) + 7 = 27


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Marcus looks up. What my young friend means to say is... How can we help?


@Khyrn and Lucid: He's a ghost.

Digging around in the balls, Pavo and Marcus find a long dead corpse. On its person they find a suit of masterwork banded mail still in surprising good condition, a strange bottle, and a shining warhammer.

Spellcraft hammer DC 18:

warhammer +1

Spellcraft bottle DC 18:

Bottled Yeti Fur:

This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt.

While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.

The ghost floats over to look at the dead body
"Oh right, forgot about him. Trap got him a few years back. Oh ya, there's a trap in middle of the walkway, you might want to watch out for it. It's pretty deadly."
He lolls his broken neck for emphasis.

Re Pavo: "Name's Alastor Land and other than being dead, I don't do much these days. I may have abandoned my family in their time of need, and maybe I'm being punished for this. Whatever the reason, I cannot rest as long as my bones lie mouldering in this room and maybe you can help me with that."

"I assume that you might be wanting to get into the room beyond this one. The door over there is sealed up tight, I think it needs some sort of key or trigger to open and unless you've found something of the sort, you're out of luck. That is unless we come to an agreement. I can trigger the opening mechanism for the door from the other side and would be willing to do that for the low, low price of laying my bones to rest next to those of my kin."

Knowledge Local DC15:
The old abandoned Land homestead is a pretty common landmark. It's just a few miles on the other side of Diamond Lake.


Male Human Rogue 4 AC:18 T:14 FF:14 / HP:16 / Init:+4 / F:+2 R:+8 W:+2 / CMD:19

Still down in the pit, Pavo rubs his chin as he ponders Alastor's words. Looking back up to the ghost, Pavo says, "Well, that's a horrible state ya find yaself in. What with me and Markus down here, we can probably dig up your bones from this pile o' orbs. You remember where they are at?"

know local: 1d20 + 8 ⇒ (4) + 8 = 12

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Lucid listens to the apparition.

Knowledge Local: 1d20 + 8 ⇒ (11) + 8 = 19

Alastor Land.... I know the old Land place and would be willing to help you, I think. Would you might sharing what happened to you? I mean how you came to be dead and all.


Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23
Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27

Quietly Ramos studies the ghostly apparition of the child. He seemed harmless, but so much within the carne had already tied to kill them. Collecting his thoughts the priest decides to let others speak in his stead. While instead choosing to focus his attention on the magical items recovered from the pit.

Its a Warhammer +1 and Bottled Yeti Fur:
This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt. While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir continues to watch the ghostly lad with a grim set to his jaw;

"Lad... I know not o' you and your kinfolk, but I know the unrest o' letting down your blood... Of things unsaid and promises broken..."

The stout dwur's deep voice seems to almost quiver for a second;

"I promise tae bury your bones, have your soul rest and return you to your family's embrace..."

Sverrir stoops to pick up the hammer, testing its weight and balance;

"Ahem.. Godd weapon..."


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Marcus throws out assurance and a question. Help us... We'll help you. Do you know about this place? What is it?


Alastor shuffles his feet uncomfortably,

"My folks were always giving me a hard time, so I thought I would run away. Not permanent like, but I figured I'd camp out in the hills for a couple of days and give them some time to miss me before heading back. Well I found this place and figured that it would really show them if I came back with some treasure."

"It seemed safe enough and the whole lantern thing was almost childish, I mean I didn't even know there was a lower section until after I died. I made my way to this room and fell afoul of the trap."

He points at the walls,

"Those stupid balls shoot out of the walls at you, if you try to cross the centre of the walkway. I got hit and fell off. Landed on my head and that was that. As for what this place is, well it's a tomb, that's pretty clear. There definitely is a coffin on the other side of that door. Couldn't tell you who made it though."

"So do we have a deal?"

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Yes. Lucid agrees, but does not offer to shake hands. Now where are your bones exactly?


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

As the ghostly Alastor's words resonate more with the hard drinking dwur, Sverrir nods at the spectal lads question through gritted teeth...

"Indeed we have lad"

... before engrossing himself further in the magick hammer


"Well that worm messed things up a bit, so let's see... I think my head is over there."

Under Alastor's direction, you quickly find the bits and pieces of his corpse.

"I'm bound to this place, or I would tag along. So good luck. If you lose those bones, well then I'm truly damned."


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Did you watch others as they explored? Know anything about that egg/stature thing down there..? And, are we burying you on the way home... or before we continue? Markus looks up.


"Once you bury my bones, then I open the door. That's the deal. Say I don't keep up my end of the bargain. Well then what? You're out a day or so of time and no worse off than you were before. If you double cross me, I'm doomed forever. You seem like the ok sort, but I can't take that chance."

"I wandered this place after I came back and poked about a bit, but it's pretty boring when you really can do anything. The stone egg thing was there when I died, don't know much more than that. As for following around other explorers, I would have had any shown up in the first decade or so after I died, but since then, I've mainly been sleeping in this room, waiting for someone to show up. I mean, if they didn't make it this far, how useful could they have been?"


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir helps gather the lads bones and collects them into a drawstring waterproof sack;

"I'll carry the lad's bones - with all yer blessin' of course..."

The dwur gestures to the warhammer;

"Anyone wish to claim this? If not I'll glady wield it..."

Sverrir has already landed +1 Chain so don't want to presume I can claim the hammer :)


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Maybe it's time to take a break from this thing...

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

As the lad points out, I am afraid we can go no further without his help anyway. Perhaps we can divvy up what loot we have and I can buy a few spells for my spellbook and scribe a few useful scrolls as well.

I am fine with Sverrir keeping the hammer. Might be useful to keep up with what people have in general for when a conflict does come up, but to me it would be bad tactics to sell magical items the party can use just to keep things even. Do we have a master list of loot?


Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)

Well lads I'm ready for a good night's sleep and a bath. Let's head back. We can talk about this on the hike back to town.

I thought we had it started.


Hu (M) Clr 2; hp 17/17; F +5, R +1, W +7; AC 17, t 10, ff 17; Init +4; Per +5; CMD 13

"Agreed, let's see the lad properly buried. This tomb isn't going anywhere."


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

We do - On the Campaign Page, I've been keeping it as up-to-date, but we can all access and edit...

Sverrir claps Markus on the shoulder, he holds his pickaxe out to the warrior;

"Seems it is a might more deadly in your hands frenn Markus... Yours if ye wish it..."

The dwur then taps the bag of bones with a grim smile

"First a proper burial lads... Then a proper wake eh lads! Har!"


You exit the tomb with little incident.

Ok you guys are free to return to town for the night, or you can go directly to the Land farm (this will involve camping outside overnight). Also check the discussion page for some info on loot.


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Until we've secured the area... we don't want anyone else snooping. I suggest skipping town and going directly to the Land farm, gents.

I'll carry it for you Sverrir, if it doesn't slow me down too much. Putting it to good use as needed. It's no more deadly in my hands friend. But, you've got to promise to put that hammer to good use, too!

Markus hefts the pick-axe, swinging it onto his back with yet another strap across his lean flat-muscled chest.

Maybe we could give the rations a rest and catch some small game or fowl. A reward for our efforts.

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Sounds like a plan.Lucid agrees with Markus.


Hu (M) Clr 2; hp 17/17; F +5, R +1, W +7; AC 17, t 10, ff 17; Init +4; Per +5; CMD 13

"Agreed, let us lay this poor lad to rest as quickly as possible."


Assuming no one objects...

You spend the night under the stars, deciding to skirt the town for now. This close to civilization, your rest is uninterrupted. (Spellcaster, updated spell lists please). Early the next morning you arrive at the old Land homestead.

A copse of immense deklo trees shades a small, quiet clearing just where Alastor said it would be. Crumbling walls and an abandoned farmhouse stand vigil atop a small bluff overlooking the clearing, the sad ruins of what must once have been Alastor's home. Five grave markers stand in the clearing, each with a different name: Anders, Bemissa, Coldaran, Gertie and Alastor. Open pits yawn from before all five headstones. Piles of fresh dirt and a pair of abandoned shovels suggest that the excavation took place recently, certainly within the week.


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Sverrir spits in dismay at the sight of the open graves;

"Ogres balls! We've got problems lads... seems someone or something's taken a liking tae the Land deid!"

The dwur stoops to beside the dirt piles, eyes scanning for tracks...

"Question is... where did everyone go?"

Survival: 1d20 + 5 ⇒ (4) + 5 = 9


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10

Any structures intact?

Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Survival: 1d20 + 6 ⇒ (4) + 6 = 10


Worst Survival rolls ever....

Sverrir finds wheel barrow tracks heading back towards the road to Diamond lake.

Poking around, Markus finds that five booted individuals made off towards the abandoned farm from the gravesite, but only 4 sets of tracks came back and those at a run.


Male Human Rogue 4 AC:18 T:14 FF:14 / HP:16 / Init:+4 / F:+2 R:+8 W:+2 / CMD:19

Taking a look at the scene, Pavo says, "Something is definitely out of place here. But from the looks of it, we are gonna have to head back to Diamond Lake anyway."


Dwur Barbarian (Drunken Brute Invulnerable Rager) 8; AC: 18, Touch 11, FF 17; HP: 104/104; DR: 4/- ; Cold Resistance 1; Init: +1; Perception +10, Darkvision 90ft.; Fort +13 Ref +4 Will +4

Heh. Sverrir and Markus - outdoorsman extraordinare lol


Hu (M) Clr 2; hp 17/17; F +5, R +1, W +7; AC 17, t 10, ff 17; Init +4; Per +5; CMD 13

Assuming Markus shares his information..

"We should look at the farmhouse then - one of our grave robbers might still be there... It would be nice to figure out the identity of these scum. Let's be wary though, if those running away are any indication."

EDIT: Prepared Spells
0th level: create water, guidance, stabilize
1st level: magic weapon (D), bless, divine favor, remove fear

Silver Crusade

Male Halfling Wizard 8 AC 20/16, Touch 14, FF 17/13 / HP 50/50 / F +7 R +8 W +11; +2 vs. fear / Init. +7 / Perc. +12

Lucid studies the evidence. Why would anyone dig up these poor souls that have rested so long, and why now?

Knowledge Religion: 1d20 + 8 ⇒ (16) + 8 = 24

Lets check where those tracks lead.

Updating spells now

801 to 850 of 3,241 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Heralding the Coming of the Age of Worms (Alpha Team) All Messageboards

Want to post a reply? Sign in.