Heralding the Coming of the Age of Worms (Inactive)

Game Master Fanguar

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@Pavo; You fail to diable the trap, but it doesn't blow up in your face. You may try again if you wish.

@Khyrn: The bones haven fractures consistant with a fall from a great height.


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

Kn Local, cairn's owner/purpose: 1d20 + 5 ⇒ (12) + 5 = 17

Might as well get on with it. Markus pushes at the sarcophagus cover to open it.

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:
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.

One idea, and one question. Idea: Depending on how long we are in here and what else we can find (and how much we can carry), it might be better, money wise, to bring the wolves back as is and let someone in town skin them. Question: If 5 lanterns hang on hooks, we have the indigo one, and the green one sits on the floor, then we should not be missing the red one, right? Maybe only 4 hang on hooks?

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 is still trying to find the source of the minor magic near the green lantern. He will put the indigo lantern in his backpack as he retrieves the green one. He will also send his dancing lights up into the "tunnel" that is above the blue lantern to see how far it goes up. He can move it up 105 feet without it winking out.


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 lights dance with curiosity as he leans his heavy pickaxe across broad dwur shoulders.

"This cairn holds secrets... perhaps coin und treasure... should ye really trifle over mangy vargr pelts?"


@Lucid: Sorry if I was unclear, the green lantern was hanging from its chain when you entered the room. Based on the fresco outside, the orange, yellow, green, blue, and violet lanterns hang in their correct location, you have the indigo, and the red is missing.

As for the wolves, you could drag them back to town, but that ~400lbs of dead meat to carry. The magic you detect in the green hallway is associated cared circle in the floor, which Sverrir thinks is covering some sort of hidden, something. Sending your light up the blue chain, you see that the tunnel passes through the ceiling and opens up to a larger area beyond, maybe 40ft from the floor.

@Markus: The cairn is pretty obviously a tomb, I'm not sure what else you are looking for.[/ooc]

Throwing caution to the wind, Markus slides open the sarcophagus. There is a bright flash and fire shoots out of the sarcophagus. Anyone within 15ft of the sarcophagus takes:

Fire: 1d4 ⇒ 2 DC11 Ref for half.

Checking the sarcophagus ater the flames fade, you find that it is empty.

Religion(DC10):
You guess this is a false tomb to disuade tomb robbers


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

Reflex: 1d20 + 3 ⇒ (20) + 3 = 23
Kn Religion: 1d20 + 5 ⇒ (17) + 5 = 22


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

Presume myself and Pavo were also in the fire traps range?

Reflex DC11 if required: 1d20 + 1 ⇒ (11) + 1 = 12

The gout of flame licks an unprepared Sverrir's left arm as he scrambles to avoid the trap;

Current HP: 13/17

As he rises the dwur is clearly angered, patting out flame as he scowls at Markus;

"Are ye hungry tae have us all byrn man! These auld places are full o' entrapments and enchantments... Caution eh!?"

Pulling back his reaction the squat warrior's face mellows a little;

"Besides... I've a mind tae drink the Spinning Giant dry after we're done..."


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 quickly ducks, using the sarcophagus itself as a shield from the flames. He takes the admonishment in stride. Oh, it's just a little singe... Guess I was a bit impatient, sorry. Wouldn't be complaining if that was filled with gold and gems, would ya?

I owe you a drink. Though from what I've been seeing, old friend... maybe drinking isn't what you should be doing more of.

I will tell you this looks like a false tomb, perhaps to distract tomb raiders. But...

What if it's empty because the deceased is sent in the direction of the arrow... so some heaven or hell?! And does anyone have any knowledge of the stars? Is the sky accurate? Markus peers upwards, squinting.

Not sure of astronomy would be Kn Nature, or Kn Geography/Susrival? My previous Kn Local was to remember who may have owned this cairn.

Geogrpahy, accurate night sky: 1d20 + 5 ⇒ (11) + 5 = 16
Survival, accurate night sky: 1d20 + 5 ⇒ (5) + 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

Lucid, looking up the blue shaft comment Looks like it goes up to another level, maybe 40 feet up. Not sure how we get up there... Anyone really really good at climbing? Then responding to both the trap and to Markus. Hey, watch that fire stuff. At least let the rogue try to disarm it next time. And no, I've not had the chance to study sky charts and such as of yet. Plan to some day. I hear in the libraries of Greyhawk... He ramble on a bit about how grand it would be to have access to those libraries.


Sverrïr Koltǫnn wrote:

Presume myself and Pavo were also in the fire traps range?

That seems reasonable.

In all fairness, Pavo did try to disarm the trap. It was DC26.

Markus: Ahh, I see. The cairns predate Diamond lake's, and even Greyhawk's, founding and the whole region has been known as the cairn hills since forever. If the sky is accurate, it doesn't represent a view from anywhere you've ever been.


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

Reflex:1d20 + 6 ⇒ (16) + 6 = 22

Getting singed as flames lick his arms, Pavo yelps in surprise and slight pain. After the magical flames fade, Pavo mumbles' "Guess I need ta work on my skills a bit," before he composes himself.

Bundling up his tools, Pavo takes up hit torch once more and decides to follow the arrow. Making his way down hall the orange lantern is hanging from, he takes a look around for anything out of the ordinary.

Perception:1d20 + 6 ⇒ (6) + 6 = 12


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

Scat happens, Pavo... for what it's worth, it looked all clear to me. Markus shugs. Don't go too far ahead, young man. Something like that pack of wolves corner any one of us alone... and it's bad news.


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

Knowledge (religion): 1d20 + 6 ⇒ (5) + 6 = 11

"Lucid, it looks like this poor soul died from a great fall; presumably, down that shaft you illuminated. Perhaps we should exhaust other options before proceeding upward?"

Khyrn walks over toward the sarcophagus. "I agree Markus, it does seem like a false tomb. But the arrow is interesting... Why don't we try to rotate it to point at the next lantern? We can ask Lucid to watch it to see if any magic activates when the arrow points in a different direction - that would answer your question about sending the occupant somewhere, right?"


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 looks from Khyrn who was speaking to the "arrow" to the green colored lantern. I have no idea, but if we did this thing you suggest... it might work better, if it were pointed to the lit lantern. The green one, yes?

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

And there is magic here near the green lantern. But understand the the lantern is not actually lit. Its the everburning torch that is shedding light through the green panes.


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

"so what do you all think? Three of the circles have a residue of magic remaining, perhaps we try one of the three? I have a six sided dice, I say we let the Lord of Luck decide for us? Honestly, unless someone here wants to try climbing that chain, I'm not sur what other options are present.


@Pavo:You don't find anything unusual down the hall with the orange lantern.

Since I know what is going to happen, I'll just nudge this along a touch..1-2 yellow, 3-4 green, 5-6 indigo
Dice: 1d6 ⇒ 1

Deciding to trust fate, Ramos rolls the die and you decide to attempt to turn the platform towards the yellow hallway. It takes a bit of effort, but you do get it moving clockwise and the whole thing seems to settle a bit once it is pointed in that direction. When it does, a great rumbling begins beneath your feet and a stone cylinder begins to slowly rise out of the floor beneath the yellow lantern.

You can continue to push the platform clockwise, or wait to see what happens. Let me know if you want to ready any actions or anything.


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

"Praise be Lord! Now boys, lets see what's what..." Stepping towards the now raised cylinder Ramos takes a closer look.

Perception 1d20 + 9 ⇒ (11) + 9 = 20

How tall is the pillar GM Fanguar?

"You guys think if we did this in the blue hall it would lift someone up to the next level? Like one of those cranes I hear the miners talk about?"


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

Knowledge (religion): 1d20 + 6 ⇒ (17) + 6 = 23

"Respectfully, Ramos, we both know your Lord is master over ill luck and misfortune. Making decisions based on a random die roll while praising him doesn't fill me with optimism."

Khyrn turns back to Markus"Now we know what happens when the tomb is turned. I say we try the green lantern. Somebody placed that torch in the green lantern intentionally, perhaps it was meant as a sign? We know we're not the first ones to investigate this tomb, so I'm wondering if it might have been put inside the lantern by previous explorers as a mark indicating which direction they went."


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 can think of one test that will somewhat corroborate your theory, Khyrn. If the lanterns take oil or candle and are intended to burn naturally, then this... ever burning torch is more of a sign. Shall we check?


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

"Respectfully, Ramos, we both know your Lord is master over ill luck and misfortune. Making decisions based on a random die roll while praising him doesn't fill me with optimism."

"Its true that mine is the Lord of Ill Fortune, but let me tell you a secret Khyrn. Though misfortune seems to strike others often, rarely does it seem to happen to his most devote followers. After all, why do you think I wasn't burned just now?" Ramos notes giving a pointed glance towards the sarcophagus. "Anyhow, its not as if we had anything better to go off of. At least now we know what happens when the device is moved."


As it seems the PCs are just watching the events unfold, I'll finish the description.

The rumbling continues for a dozen seconds or so, with the column rising higher and higher. When it reaches a hight of 8 feet, the rumbling stops and a a few heartbeats later, two thin doors slide open to reveal an empty chamber.


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 watches the cylinder rise and the doors open.

"I know, Ramos, and it is no indictment against you - simply that Ralishaz holds dominion over certain aspects of our lives, and those should be known to all before we make decisions. Just as my Lord's influence guides my actions in certain situations, and the group should be aware of that as well. There is room for all, with a clear understanding of what we represent."

Turning to Markus, "Excellent idea."

Khryn approaches the green lantern, removes the everburning torch, pulls a vial of oil from his pack, fills it up, and attempts to light it.

I'm not sure if Lucid actually took the green lantern off the hook or not; Khyrn wants to put it back and light it if possible, please adjust actions accordingly

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

Not sure Lucid can reach the green lantern it its hanging on a hook. :)

OK. to recap (I think better with a map): We have a tunnel up where the blue lantern hangs. We could test the chain to see if it will hold the weight of a climber. Lets at least do that. We need to check for false bottoms in the sarcophagus, I think. And now we have a little room that rises out of the floor with two doors? The chamber is within the pillar? How large is it? Maybe we can get in the chamber and it will sink down to a new room or set of passages? And we have two other possible rising pillars? And we have not tried to light a lantern yet. Too many choices. lol. Did I miss anything?

Lucid will examine the little chamber without going in, detecting magic and looking around.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


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

Chamber in the cylinder or at the end of the respective tunnel?


Seeing the variety of options, and the various avenues each person wants to take, Pavo says, "I wanna do everything that you guys wanna do. But wouldn't it be better to do one thing at a time? Lets just go through each corridor, discovering what secrets it hold as we do." With that, Pavo heads down the corridor that had the column rise out of the ground to inspect the safety of the column.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


room map

@Markus: In the cylinder, it's essentially an elevator.

@Lucid: You are correct on all accounts. The cylinder will hold 2 small or one medium PC at a time. Just to save time, there is nothing else to be found in the sarcophagus

Khyrn has little trouble refilling the lantern and getting it lit. It burns brightly, but nothing out of the ordinary occurs. You now have an everburning torch

@Pavo: You don't find anything out of the ordinary, and the cylinder seems safe enough.

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

So, if the chain will hold a person we have 4 ways to proceed - three elevators, and the blue shaft up. Do we have an idea on the climb check DC for the chain? Should be easier than rope if the links are large enough. Lets test each elevator to make sure each can be lowered and raised again. And I think someone will need to stay above to operate it.

I usually have a free hand Lucid offers. I can carry this light source until someone else needs 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

We've only seen the yellow elevator - are we sure the other two, green and indigo, also have them? I know it's implied, but have we tested them with the tomb yet?


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

After a minute or two of searching, Pavo shouts down the hallway, "I don't see anything dangerous...Should I see what happens if I go inside?" Pavo will wait to hear recommendations from the others. If no recommendations are forthcoming, then he steps inside the cylinder.


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 grips Pavo's shoulder;

"I should go, mine nieghteyes will aid in any scouting..."

As he waits, the dwur's hand strays absentmindedly to a tin flask at his belt. Sverrir uncaps the bottle and takes a quick swig, then offers others it to any others;

"Dram?"

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 am for testing it a couple of times before any one gets in.


@Lucid: The chain is a DC15 to climb.

@Khyrn: That's correct, you don't for sure that the other 2 spots are also elevators.

@All: So is some one going to step in, or do you want to rotate the platform to the next position?


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

Since not much in the way of a decision had been made in his eyes, Pavo steps into the cylinder, forcing Sverrir to follow or risk losing his grip on the rogue.


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

Pavo! Only one can fit... It's dangerous. Place an object... See what happens.


Ooooo, now the fun begins

Impulsively, Pavo shakes off Sverrir hand and steps into the cylinder. As soon as he is clear of the doors, they snap shut. The rumbling begins again and the cylinder sinks into the stone once more, until the caps stone is once again flush with the floor. After a dozen or so seconds, the rumbling stops and the tomb is still once more.

Pavo:

The cylinder is vibrates slightly as it descends. A dozen heartbeats later, the vibrations stop and the doors slide open.

You find yourself in a 20x15 ft room. The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference, almost as if they are paying homage to the viewer. Many extend their hands in adoration, their faces awash in adulation. Several of the statues lack hands, arms, heads or anything else easily hacked off by long-absent tomb robbers. About 15ft to the south, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, as a large stone slab mostly blocks the entrance.


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

Damn fool! Markus hustles to the end of the short tunnel to which the arrow points. PAVO!

Perception: 1d20 + 1 ⇒ (16) + 1 = 17


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

DM Fanguar:

Spoiler:
Awed by what happened, Pavo snaps out of his revelry when be realizes that he is alone. Torch in hand, he begins looking around for any means of raising the elevator once more.

Perception:1d20 + 6 ⇒ (2) + 6 = 8

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

With a worried expression Lucid says Move the pointer around and back to this position. Let see if we can bring it up again.


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

"Sure, but lets be careful, not every one of the pillars might be as benigne." Moving in support of Lucid, Ramos makes ready to cycle the arrow back around.


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

"Bloody wonderful."

Khyrn points at the halfling, "Right on, let's move it! If it comes back up and he's inside, then we're good. If he's not, another one of us goes down."

He begins turning the sarcophagus around until it points back to the yellow lantern.


Topside:

@Markus: If Pavo is shouting you cant hear him

You find that the arrow will only turn clockwise. When it points at the green lantern, the rumbling begins again, this time accompanied by a grinding, groaning sound, and a cylinder slowly rises up. The rumbling stops as you continue turning the arrow and the cylinder sinks back down.

The same thing happens as you pass the indigo hallway, though there is no grinding or groaning noise. When it points once more to the yellow hallway, the rumbling begins again and the cylinder that Pavo disappeared in begins to rise.

Pavo:

Your search turns up a small stone button on the wall near the elevator, but pushing it seems to do nothing.

As you search around, you hear a distant rumbling, which begins, abruptly ends, begins again and just as suddenly stops once more. You make take a standard action, if you so wish.


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

GM Fanguar:
Tensing at the rumbling noise, Pavo remains still for a second. Then, dropping his lit torch, he slips into the darkness in case the rumbling woke up anything hostile in the area.

Stealth:1d20 + 8 ⇒ (17) + 8 = 25


Pavo:

You fade into the darkness. A few moments later, the doors to the cylinder snap shut and a louder rumble begins as it rises into the air.

Everyone Else:

The cylinder rises to its full 8 feet and doors snap open, revealing an empty chamber....


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

GM Fanguar:
Silently cursing his missed chance, Pavo simply waits, hand on the hilt of his dagger as he hopes the elevator comes back down.


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 also bellows down towards Pavo;

"Damn the gods... PAVO! PAVO-LAD!"

Upon hearing no shouts, the dwur taps his pick against the shaft...

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

So, who goes down to fetch our wayward rogue?


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

All of us, one at a time...

Silver Crusade

M Aasimar Paladin 5

Someone strong enough must stay up and work this dial. You go Markus, and send him up immediately if you are able.

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