KC's Age of Worms

Game Master Kobold Catgirl

The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.


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THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Cuetzpalli rushes over to him and checks him over, hugging his neck. "Thank the gods you're okay. Damn. It's cold in here."

Any chance of a map update showing this room? I'm not sure exactly how to visualize it. Thanks ahead of time :)


Battle at the Rift, The Isle of Last Resort

Sorry, the map is updated, but I forgot to link it.

The bed, as a reminder, rests against the far wall. Never quite got why it's not included on the map when the alcoves are, but hey.


Male Suel Sacred Fist/Godling 15 | 136/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

After enjoying his victory celebration and wiping his weapon down on the remains of one of the monsters, Tanith falls back to see where Cuet and his pet have run off to. Along the way he flashes Carina a smirk and wink. "Thanks for waking me up there. I promise me nodding off isn't normally a problem."

Spotting the elaborately carved room, the big man sucks in a breath. "Who do you think that was?"


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Cuetzpalli walks over to the column curiously. He examines it closely, and the cracks in the floor around it.

Take 20 on perceiving the column, for a 24. Does it look like it fell from above? Erupted from below? Neither? Any markings on it? Etc..


Battle at the Rift, The Isle of Last Resort

After careful examination, Cuetzpalli is quite certain that the column fell from above, almost certainly as part of a trap. He also finds a little piece of a toe bone, as if this column crushed someone.

Finally, while the mechanism is not on the column, he believes there's probably one nearby that might be able to lift the thing back up.


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

He tries to push the stone over.

Strength check: 1d20 + 3 ⇒ (6) + 3 = 9


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Failing his first attempt, he tries again. "Tanith! Help?"

Str check: 1d20 + 3 ⇒ (20) + 3 = 23
Str check: 1d20 + 3 ⇒ (4) + 3 = 7
Str check: 1d20 + 3 ⇒ (20) + 3 = 23


Battle at the Rift, The Isle of Last Resort

The column is very much beyond his ability to push, as part of it is still in the ceiling.


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

"Nevermind...There must be a switch around here somewhere," he says, looking around.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19


Battle at the Rift, The Isle of Last Resort

Cuetzpalli finds a hidden catch on the short wall north of the column.


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

He pushes it.


Battle at the Rift, The Isle of Last Resort

The column retracts back into the ceiling, revealing a crushed humanoid skeleton wearing shiny silver chainmail. He also sees three items hanging on pegs in the alcove: a helix-shaped silver wand, a glass rod shaped somewhat like a single pan flute pipe, and a set of goggles.

There are three other pegs, but these have nothing on them.


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Cuetzpalli will drag the skeleton out and strip off its armor. He picks it up to check its weight.

Is it Mithril?

"Hey, Carina, what do you make of these things?" he asks her before touching any of the objects in the alcove. He also looks for the mechanism that sprang the trap, to see if it might have reset.


Battle at the Rift, The Isle of Last Resort

It is steel, though well-polished.

Cuetzpalli doesn't see any mechanism.


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Cuetzpalli throws the heavy armor on to the floor where the body was, to see if the stone comes crashing back down.


Battle at the Rift, The Isle of Last Resort

The stone does not.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Looks like we might have found our first bit of treasure on this expedition."


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

"Anyone want the armor? It's too heavy for my taste." Cuetzpalli says, motioning to it.

IDing the loot is basically Carina's job. No one else really has knowledges. Not sure if Tanith even has detect magic. Maybe roll for her to keep things moving, then she can RP it later?


Male Suel Sacred Fist/Godling 15 | 136/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Tanith ponders the armor. He didn't like wearing the stuff (it chafed like hell) but this place was dangerous and a little discomfort might be worth it.

What kind of armor is it?


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

It was Chainmail? Slightly tempted, but I hate moving slower than 30 ft. Been getting pounded a fair bit though, so the extra AC would be nice...nah.

"Not sure it's really my speed. I like to remain a bit more agile myself."

"These goggles look interesting, though I'm not sure what they're for exactly, if anything."

Anyone have Kn. Nature so we know how probably screwed we are IC from the mold?


Battle at the Rift, The Isle of Last Resort

Carina doesn't have any particular ability to identify magic items (aside from potions). Y'gotta have detect magic or identify for that. Your best bet otherwise is Appraise, which will at least tell you if it's magic or not.


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

I think it's knowledge (dungeoneering) probably. I don't have any knowledges at the moment. We can always bypass the mold and keep going.


Male Suel Sacred Fist/Godling 15 | 136/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

We are hilariously under-knowledged right now.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

I thought Carina had Spellcraft, and that was enough, forgot that was my personal houserule that Alchemists could identify stuff without Detect Magic. =/ I have Local and Dungeoneering myself, but no Nature, didn't have enough skill points this level, though next level I'll have some extra ones since I won't be putting more ranks in Climb and Swim.

Tanith, you should probably start preparing Detect Magic every day, since you're the only one who can now.

Though Cuetz makes a good point, we don't know of any reason we need to wade through the mold.

"Let's gather up this stuff and try to figure out what it is later then."


Battle at the Rift, The Isle of Last Resort

The mold emanates a fierce chill, and looks like it has the consistency of old vomit.
It's Knowledge (dungeoneering) or Knowledge (nature), actually.

DC 12:
This is brown mold, a dangerous underground fungus that knocks adventurers out with the extreme chill it emanates.

DC 17:
Brown mold's growth speeds up dramatically if exposed to flame. It craves heat, and any source of external cold will likewise instantly destroy it.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

1d20 + 4 ⇒ (12) + 4 = 16

Action point, because dying to mold would suck.

1d6 ⇒ 6

Farrukh stiffens as he stops fawning over the treasure and gets a clean look at that mold across the room.

"Everyone, stay away from that mold. It's the reason it's so cold in here, and it will knock you out quickly from its chill if you get too close. Keep that torch away from it or it'll spread like wildfire. Doesn't like cold itself much though, so if anyone has some alchemical ice or some magic up their sleeve...? If not, let's just steer clear of it. Dying to a fungus would be embarrassing."


Battle at the Rift, The Isle of Last Resort
Farrukh Al'Khatel wrote:

1d20+4

Action point, because dying to mold would suck.

1d6

The one joy I find in this dreary GM's life...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

On the plus side, you made me use an Action Point on it, and not only that, a check I missed by ONE, and wasted a perfectly good 6 on the d6 for it. =( Next time you know I'll need like a 5 and roll a 1.


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Cuetzpalli nods to Farrukh and grabs the items from the alcove, handing them to Carina. Then he leads the way to the western door. "Farrukh, can you check this door for traps?"


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Can do, Cuetz."

Farrukh scans the door carefully.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24


Battle at the Rift, The Isle of Last Resort

Farrukh finds no traps. Inside is an austere toilet that clearly has not been used in centuries.

And on that note, I'm off for the night.


THP: 33 HP: 164/165 (212/213), BR 27/36, APs 9/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

"I wonder if there's a lantern behind that mold. We need a source of itense cold to find out. Do we have anything like that? I know I don't."


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Well, if there's anyone who needs to go to the bathroom, now's the time."


Male Suel Sacred Fist/Godling 15 | 136/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I can grab detect magic in the future but without spellcraft it's not going to do much good.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 85/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina follows behind quietly because apparently all the interesting stuff happens when her player goes to bed.

"Um... sorry, guys. If you want me to figure out what kinds of potions we find, I'm your girl. If you need to identify other sorts of magic stuff, you're out of luck." She says, her tail drooping.

Otherwise, she continues to follow quietly.


Battle at the Rift, The Isle of Last Resort

Are you going to try to destroy the mold, or just go back?


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 85/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Knowledge (Nature): 1d20 + 7 ⇒ (15) + 7 = 22
Carina's eyes widen at the sight of the brown mold.

"Yeah, I'd agree. Let's not touch it; just leave it alone. I don't have anything that could destroy it."

She turns and begins to leave the room, only going as far as the intersection. "Come on, let's go deeper."


Male Suel Sacred Fist/Godling 15 | 136/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Tanith nods in agreement and follows Carina.

It looks like we've explored this entire area. Back upstairs?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Weren't we just looking at a door?


Male Suel Sacred Fist/Godling 15 | 136/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

The mold is blocking entry to the room on the left. I think that's the only area we haven't explored down here. We need to either brave the mold or go upstairs and explore elsewhere.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

Ah, gotcha.

"Yes, I suppose we'd better head back up, maybe we'll find something that will let us take care of that elsewhere."


Battle at the Rift, The Isle of Last Resort

Just a note--who is looking after the recovered treasure?

The adventurers go back up on the elevator and reenter the lantern chamber.

Map.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 85/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina walks over to the green lantern spot, peeking down the hole with her darkvision.

"I wonder what's down there... if there's more of those beetles, we'll have to be prepared for that."


Male Suel Sacred Fist/Godling 15 | 136/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Tanith can carry stuff for now.

"Do we wanna turn it again? There might be more treasure down there."


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"We can always turn it back, I believe, and there's nowhere else for us to go at the moment."


Male Suel Sacred Fist/Godling 15 | 136/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I'm not sure how turning it works. You want to do it?


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

We just push on it.

If nobody has any objections, Farrukh starts pushing the Sarcophagus.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 85/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina watches Farrukh turn the sarcophagus.

"That'd be for the best, I think. Let's check out the rest of the lantern spots here before we investigate the green one."


Battle at the Rift, The Isle of Last Resort

Tanith, the sarcophagus is on a slightly raised platform that can be turned around, kinda like a clock.

Tanith 'Kordson' Creed wrote:
Tanith can carry stuff for now.

Remember to mark it down somewhere.

Carina Viera wrote:

Carina walks over to the green lantern spot, peeking down the hole with her darkvision.

"I wonder what's down there... if there's more of those beetles, we'll have to be prepared for that."

Carina can barely see the stone floor far below. She sees several humanoid shapes, but something about them seems warped.

Nothing seems to happen when the sarcophagus points at the blue lantern, though the adventurers do notice a skeleton lying in a heap on the floor there.

When the sarcophagus points towards the indigo lantern they placed, there is a grinding sound. Another elevator rises up, and its doors slide open.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Another magic door? Let me go first, see if it's safe this time." Farrukh says.

"I'll come back up once I see what's down there so we aren't all just crowded forward."

"If I'm not back in about 30 seconds, come get me."

Farrukh enters the elevator and looks for anything suspicious at the bottom.

1d20 + 7 ⇒ (14) + 7 = 21 +2 vs Traps

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