Heralding the Coming of the Age of Worms (Inactive)

Game Master Fanguar

CURRENT MAP


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

Round: 1 Init: 15

Do not advance, let them come to you... or back up behind me! Quickly yet cautious to stay out of the wolf's reach, Markus moves to flank the creature... placing himself in dire peril.

[dice=Attack Fauchard, flank, Big "Bad" Wolf]1d20+6+2[/dice]
[dice=Damage Fauchard, Big "Bad" Wolf]1d10+6[/dice]

If it's still alive then, Pavo gets +1d6 Sneak damage.


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

Round 1; Init 8

Khyrn:

Option A: if the big wolf is still alive, Khyrn moves to the side of Pavo and swings at the animal.

Option B: if the big wolf is dead, he moves toward the closest wolf, attacking if possible.

Attack, Battleaxe: 1d20 + 2 ⇒ (11) + 2 = 13

A miss!

Memorized Spells:
0th level: create water, guidance, stabilize
1st level: magic weapon (D), bless, 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

Round 1 Init: 14

Lucid, wanting to down the larger threat steps back and to the right and fires a dart of acid at the creature. A key along both sides of the map might allow us to move more precisely.

Acid Splash: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 141d3 ⇒ 3 Touch Attack, but firing into melee


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

Round 1 Init: 7

"Lord of Luck, guide my hand" Ramos takes a 5' step next to Pavo and swings at the Alpha wolf with his mailed gauntlet

Attack Roll 1d20 + 2 ⇒ (12) + 2 = 14
Damage Roll 1d4 + 2 ⇒ (3) + 2 = 5

Not using Domain Strike right now.


@Lucid: I hear ya, but adding coordinates is kind of a pain, so for precise movement, just say 3N2W, or 3up2left.

Round1:Int14

Wolf A leaps to attack Marcus
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
flying straight for his throat.

but Marcus spins at the last second and impales the airborne beast, flinging its twitching form to the ground in a spray of blood.
AOO: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d10 + 6 ⇒ (7) + 6 = 13

Wold Stats:

AC 14, touch 12, flat-footed 12
Fort +5, Ref +5, Will +1
HP: A:dead/12, B: 12/12, C: 12/12, Alpha: 9/20

I'll give Sverrir some time to post before finishing the round

Also, for my convenience, I'm just going to have any enemy that reaches negative HP be dead, unless one of you indicates that you want to take someone alive. Keeping track of negative HP and checking to see if they stabilize, makes for a lot of extra work if you're just going to be slitting their throats afterwards.


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

Round 1; Initiative 10

Cursing in dwur under his breath, Sverrir charges the nearest wolf;

Charge Attack: 1d20 + 6 ⇒ (8) + 6 = 14

Pickaxe Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Sverrir doesn't have enough space to charge, but he can move and attack, but misses.

Everyone gangs up on the big wolf and with a final thrust from Pavo the shabby beast slumps to the floor with a sigh.

The two remaining wolves circle Markus cautiously, coming in from oposite sides, trying to get past Marcus' whirling polearm.
AOO Wolf B: 1d20 + 6 ⇒ (3) + 6 = 9
AOO Wolf C: 1d20 + 6 ⇒ (2) + 6 = 8

Their combined attack allows them to slip under Marcus' defenses and go for his legs
Wolf B: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 One wolf tears at his legs
Trip: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13 but fails to topple him

Wolf C: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 and the other misses the nimble fighter.

Round 2
15:Markus
14+:Lucid
10:Sverrir
8:Khyrn
7:Ramos
6:Pavo
3:Wolf B
3:Wolf C

Updated MAP

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

Round 2, Init 14

Lucid bravely advances up and to the right diagonally two squares and strikes out to defend his friend.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


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 closes in and moves to attack Wolf B (then C, if B is dead).

Attack, Battleaxe: 1d20 + 2 ⇒ (13) + 2 = 15
Damage, Battleaxe: 1d8 + 2 ⇒ (6) + 2 = 8


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

Ramos moves 3 squares to flank wolf C, and lashes out with his mailed fist.

Attack roll 1d20 + 4 ⇒ (14) + 4 = 18
Damage roll 1d4 + 2 ⇒ (1) + 2 = 3


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 only gets 1 AoO, gave up Combat Reflexes for Weapon Focus. He missed both, anyway... so doesn't really matter. Also, AC should be 18... guess they stopped the "designate an attacker" requirement. But, that doesn't matter... wolf hit, anyway.

Markus sees the gash on his leg and is not pleased. Stepping back (1s1w), he lashes out to skewer one of the wolves. The damaged one, or the one on his right, as he faces them.

Attack wolf Fauchard: 1d20 + 6 ⇒ (2) + 6 = 8
Damage wolf Fauchard: 1d10 + 6 ⇒ (4) + 6 = 10


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

Round 2 Initiative 6

Limping after Ramos, Pavo seems to swallow his fear as he attacks wolf C

Attack:1d20 + 4 ⇒ (4) + 4 = 8
Damage:1d4 + 1 ⇒ (4) + 1 = 5


@Markus: Ahh, well nevermind then. Can you update your AC on your header please.
@Lucid: While we're waiting for Sverrir, do you have a preference for the target of your magic missle?


Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10
GM Fanguar wrote:
@Markus: Ahh, well nevermind then. Can you update your AC on your header please.

Done with previous post... AC 18, 10 +4 Armor, +3 Dex, +1 Dodge.

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
GM Fanguar wrote:

@Markus: Ahh, well nevermind then. Can you update your AC on your header please.

@Lucid: While we're waiting for Sverrir, do you have a preference for the target of your magic missle?

The one that is the most wounded at the time he shoots it. If he is unsure, make it the one closest to him.


@Markus: in this part (Male Human Lore Warden 1/ AC 17/ HP 10 of 13/ F+4 R+3 W+1/ Init +3/ Perc +1), it's what I check for your AC, because I'm lazy like that.


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

Round 2; Initiative 10

Sverrir spits, then brings his pickaxe to bear on one of the wolves snapping at Markus:

Attack Wolf B: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 4 ⇒ (5) + 4 = 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

Yeppers, I spazzed... not sure if I never did it, or did it and never saved. :) Done!


Lucid, Ramos and Khyrn gang up on one of the wolves and tear it to pieces. Sverrir's mighty blow bites deep into the remaining wolf and Marcus and Pavo miss(wolf c was dead so I sent you after wolf C).

The remaining wolf lashes out at the dwarf that hurt him,
Attack: 1d20 + 2 ⇒ (14) + 2 = 16 and hits
1d6 + 1 ⇒ (2) + 1 = 3 tearing at his legs
Trip: 1d20 + 2 ⇒ (3) + 2 = 5 but fails to pull him down.

Round 3

As it is almost dead and you all get to attack before it does, let's just say it dies terribly in an orgy of violence and move on. Victory is yours!! If no one has a problem with it, I'll just track the Exp and tell you when you level.

The cobwebbed blocked arch and green light are to the north, the wolf den is to the east and an ornate alcove lies in shadows to the west.

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

I prefer you tracking exp. :)

Lets save those webs and the green light for last Lucid moves his lights to the wolf den in the east. I wonder if they have pups?


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 turns to his companions, finally moving toward Pavo, "You seem to be the most seriously wounded, would you accept a spell to heal your injury?"

If Pavo accepts:

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Memorized Spells:
0th level: create water, guidance, stabilize
1st level: magic weapon (D), X-bless, remove fear


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

Khyrn, you know you have a ton of positive energy heals right? Between both of us we can do 8d6'AE 30' radius healing a day.

"Sure, wolf den first, but let's see about that ornate alcove over here."

Perception 1d20 + 9 ⇒ (10) + 9 = 19


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

Perception: 1d20 + 1 ⇒ (5) + 1 = 6


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

Grimacing in pain, it is obvious that Pavo has never felt this kind of pain before. Once Khyrn's magical energy flows through him though, Pavo stops favoring his leg as the wound heals up fully. "Thanks!" Pavo says cheerfully as he moves to check out the wolves' den, wiping the blood off his dagger before he does.

Perception:1d20 + 6 ⇒ (7) + 6 = 13


Other Perceptions:

Lucid: 1d20 + 5 ⇒ (6) + 5 = 11
Sverrir: 1d20 ⇒ 19
Khyrn: 1d20 + 4 ⇒ (8) + 4 = 12

- Squeezing past the stones from the partially collapsed ceiling, you enter the wolf den. Rubble and refuse litter the den, along with hundreds of bones from past meals. While most belong to small animals, a few are unmistakably humanoid. Rooting around in the mess turns up a half rotten backpack that holds an ornate lantern inset with indigo glass panes. Ramos' sharp picks up a glint of metal, which turns of be a delicate silver armband of elven craftsmanship.

- Scouting the alcove to the west, you find a raised dais overlooking a faded fresco covering the walls. The painting gives the impression that you are standing in a massive room with seven short hallways radiating outward from a central point. A chain dangles from the ceiling at the end of each hallway, and each chain bears a gleaming coloured lantern. Clockwise, the colours are red, orange, yellow, green, blue, indigo, and violet.

- The northern archway is completely choked with cobwebs and teems with tiny spiders. Peering through it, you can see a short flight of stairs before opening up into a larger chamber. The source of the green light appears to emanate from that room.

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

Licid casts detect magic and then stoops to pick up the lantern and examines it.

Later he compares this lantern to the ones hanging on chains. I think we have the indigo lantern here guys. His eyes gleam a bit mischievously and he says Lets light it.


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

Does the lantern from the backpack match the same one as the indigo lantern that is hanging from the chain in the alcove? And do any lanterns seem to be missing from the alcove?

"Over there" points Ramos towards a glittering armband piled within the refuse. "Well, seem this trip is already paying dividends"

Guys, how do we want to deal with loot?


Human Cleric of Ralishaz 3 AC 18 / HP 17/27 / F +5 R +3 W +7 / Init. +2 / Perc. +11)
Lucid* wrote:
His eyes gleam a bit mischievously and he says Lets light it.

"Seems like a safe bet Lucid, lets try it."


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

Macus looks at his friends, raising a brow... then speaks. I hate to spoil the fun, but shouldn't we clear the area and deal with what we know... before messing with what we don't?

Kn Nature, untrained - colors of rainbow/spectrum: 1d20 + 1 ⇒ (9) + 1 = 10


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

"Markus' gotta point. We still got the green light ta worry about. We can take the lantern with us and sort out the mystery of it after we find out the source of the green light. Besides, didn't the mural mention something about a green lantern?"

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, looks chastised. [b]Of course you are right Markus. We can wait until after we examine the webbed area before we play.[/] The halfing does check to see if the lantern has any oil remaining in it.

Ramos, I think the 7 lanterns are shown in the faded fresco and not hanging in front of it. In effect I think we have found one of the 7 shown.


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

After I posted I realized the same thing. Looks like we need to find the others.

"Right then, group consensus is that we head to the green light. By any chance, does one know how much a Wolf Pelt sells for in Diamond Lake?"


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

I have three torches, maybe we can use them to clear the cobwebs and spiders. Sound good? Markus checks his pack.

Dammit, I have nothing to light them with.


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

Khryn reaches into his pack, pulls his flint and steel, and hands it to Markus.


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

Thank you kindly, my good man. Lowering to the balls of his feet, and laying his polearm down, Markus start a small fire with some shredded debris. He uses it to light a torch, then another.

OK, I can't hold a torch and my fauchard. So... I hate to ask, but someone's gotta carry this thing. He indicates his nearly 8 foot bladed pole.

And, do any of you have a substantial one-handed weapon I may borrow? The librarian stands there, with one torch in each hand.


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 turns his battleaxe and hands it hilt first to Markus. He grins and says, "Don't lose it."

Assuming Markus takes it...

Khyrn throws his shield across his back, bends down, and grabs hold of the fauchard, testing its weight and balance. Finding the center, he leverages it over his shoulder and stands to the side. "I won't be able to use it very well, but I'll keep it safe until you want it back."

Going to edit stats to reflect loss of shield in AC


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 swings the axe left and right in sweeping arcs, This will do nicely. Thanks again, Khyrn. I'll do my best not to lose it... Over my ummm, dead body. As the saying goes.

Torch anyone, Pavo? Marcus grins.


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

" Guess it'll be easier to burn it then risk getting those little buggers in the folds of our armor," he replies with a grin as he slips his dagger back into its sheath and takes the proffered torch. Once he has the torch, he begins using the flame to burn away the webs.


Lucid* wrote:


Ramos, I think the 7 lanterns are shown in the faded fresco and not hanging in front of it. In effect I think we have found one of the 7 shown.

That is correct sir.

@Ramos: A non-professionally skinned, untanned, cut up wolf pelt probably wouldn't be worth that much in town, but if you want to go through the effort, 2d10 gp for the lot wouldn't be out of the question

The flames lick greedily at the gossamer webs and they burn away in a flash, leaving the crisp remains of their spinners to drop to the floor.

A wide stairway descends into an immense domed chamber. Seven short tunnels brach from the room in all directions, extending in some thirty feet before ending in rounded walls. A the end of each passage a thick chain dangles from the ceiling. Five of the chains bear colourful lanterns, but two end in empty hooks.

Oposite the entry stairs, a bright green lantern, containing what appears to be a torch, casts weird murky light about the room. Countless chips of glass inset into the chamber's domed ceiling reflect this light, giving the impression of starlight and falling snow. At its maximum, the ceiling extends 30 feet above the center of the room.

Below the dome's peak, a long dais holds what appears to be a marble sarcophagus. A milky white bas-relief figure, perhaps a human, rests passively upon it's lid. Unlike the rest of the tomb, this room is eerily silent.

There's a lot going on in this room, so let me know what you're checking out and, of course, give perception rolls when you do so. Thanks.


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 examines first the bite damage on his leg before spitting disainfully joining the rest of the group in searching their surroundings;

As they begin to divvy up lighting sources, the once miner bids them wait before unshouldering his pack and retrieving a small bullseye lantern with strapping attached;

"Miners lantyrn... hold it or strap onto a helm... Any takkers?"

Ignoring the key features in the room, the dwur pauses to examine the sarcophagus...

Knowledge: Dungeoneering (to establish stone used): 1d20 + 2 ⇒ (6) + 2 = 8

... then cicles the area, his rough hands brushing the stonework within his reach;

Perception (checking for unusual stonework that hints at traps or secret doors... limited to ground and partial wall search: 1d20 + 2 ⇒ (14) + 2 = 16

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 had checked the lantern he is holding to see if it contained oil, or anything else. Did it?

Hmm. Lucid ponders aloud. With this lantern I hold and the green one, it seems we have all 7. Do we have indeed one of each color?

Lucid goes strait for the green lantern. He casts Detect Magic and then examines it, and the torch it contains carefully. He motions for his light sources to spread out 10 feet above the floor in the center of the room, hopefully lighting it completely.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Knowledge Arcana: 1d20 + 8 ⇒ (4) + 8 = 12

Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26 for anything that might detect as magic.


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 to Khyrn, swapping weapons back. And accepts the lantern from Sverrir, it is not his first time with a miner's lantern.

Perception - starlit sky, anomolies, anything up there?: 1d20 + 1 ⇒ (6) + 1 = 7
Perception - movement, general: 1d20 + 1 ⇒ (2) + 1 = 3
Perception - sarcophagus: 1d20 + 1 ⇒ (2) + 1 = 3
Kn Religion - religion of the dead: 1d20 + 5 ⇒ (9) + 5 = 14
Linguistics - in case there is writing: 1d20 + 5 ⇒ (7) + 5 = 12

Ya think the die roller is trying to say something? If we count Kn Nature, Perception and last attack... 8 rolls, nothing 10 or over.


@Lucid: The indigo lantern is dry, but it is readily apparent how it could be refilled with oil and lit. Based off of the fresco in the other room, the red lantern is still missing.

- The green lantern has a torch wedged into it. The torch gives off a magical aura and Lucid recognizes it as an everburning torch. He also detects a faint magical aura coming from beneath a 5 foot diameter circle carved in the floor directly beneath the lantern.

- After determining that the sarcophagus is made of white marble, Sverrir does a slow survey of the chamber. At the end of each hallway he finds 5 foot diameter circle carved in the floor directly beneath the lantern. Most appear to be decorative, but his careful tapping and touching indicate that the circles in the green, yellow, and indigo lanterns hallways are more than they seem.

- A skeleton lies in a heap of broken bones beneath the blue lantern. Unlike the other lanterns, the blue's chain extends up beyond the reach of the rooms light.

-Markus' (terrible) investigation of the sarcophagus, reveals that while humanoid, the person depicted in the bas-relief is not one he is familiar with. The figure wears a carved scarab shaped amulet with another one of those odd personal glyphs carved in it. This one is different from the one on the broken apparatus you found. Up close, it becomes obvious that the raised platform that the sarcophagus rests on is shaped like an ornate arrow, which is currently pointing towards the orange hallway.


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 scratches his head. Sorry guys, I have a bad headache... Can't focus. Don't recognize this person...

But this while thing seems to be a big arrow... see, pointed this way towards the orange hall. If it were any smaller, the platform I might have missed it.


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

Also checking out the sarcophogus, Pavo remembers stories that Ol' Jerem had taught him about the treasure and dangers that can be found in some sarcophagi. Giving the sarcophagus a thorough look over, Pavo attempts to see if the sarcophagus holds and secrets.

Perception:1d20 + 6 ⇒ (19) + 6 = 25

An additional +1 on perception for trapfinding, not included in perception roll.


Pavo exhaustively examines the sarcophagus. Getting down on hands and knees he sees that the arrow platform doesn't quite touch the floor.

The lid to the sarcophagus moves easility enough, but as you run your fingers along the seem to check for any nasty surprises, your fingertips detect the subtle tingle of magic.

@Markus: *Finger wag* Tsk, tsk, metagamer.

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

Hmm. Maybe the platform is made to turn and point at one of the hallways. the wizard speculates as he moves over to see retrieve the everburning torch and see what else he found that is magic.


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

"Whoa, hang on guys, their is something not right with this thing." As he pulls out a carefully wrapped bundle, he continues, "This platform doesn't fully touch the ground and though I am no mage, I got a suspicion that some nasty magic is running through the sarcophagus. Give me a minute." With that, Pavo pulls out a few tools and begins tinkering with different parts of the sarcophagus.

Disable Device (trap):1d20 + 8 ⇒ (16) + 8 = 24

Once he is finished, he says,"That ought ta do it."


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

Khryn approaches the skeleton and tries to determine the cause of death, and/or the cause of all the broken bones.

Heal: 1d20 + 8 ⇒ (11) + 8 = 19


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 stands over Pavo as he works on the sarcophagus;

"Well done my friend... The green, yellow und indigo circular elements also have secrets to yield... Alas I know not for good or ill..."

Though jovial, its clear the gruff dwur remains alert.

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