Mothman's Whispering Cairn

Game Master Mothman

Age of Worms, Greyhawk, Pathfinder rules


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With a leap of faith, Brash steps out over empty air, risking severe rope-burns to his hand at the leadt. His stomach lurches as he begins to free-fall – but within a second or two his descent slows, and he floats gently the rest of the way down the shaft. His vision becomes dark as he passes out of the glow provided by Boland’s torch, and by the time his feet come to rest smoothly on the floor below he is in darkness.


Male Human (Suloise/Oeridian) Cleric 3

"Hmmm... I can no longer see him... but I think he made it... Brashen???"


Male Human Fighter / 3

'Im down here ok, but have no light. Can someone come down with a torch, or drop one down.' Brash will take a step forward to clear the shaft and then stop and listen. Listen check 15


With his usual self-assuredness, Da'gret takes the rope in a solid grip and begins lowering himself down the hole.

Climb: 5+4= 9 damn.


Male Human (Suloise/Oeridian) Cleric 3
Da'gret wrote:

With his usual self-assuredness, Da'gret takes the rope in a solid grip and begins lowering himself down the hole.

Climb: 5+4= 9 damn.

I think you can take 10 here and be assured of success.

Andolphas takes the everburning torch from Boland's hands and tosses it down the shaft. "Light source incoming," calls the cleric to Brashen, careful not to hit the half-orc. Once Da'gret reaches the bottom, Andolphas begins his own cautious rappel.

Takes 10 on the climb check.


Ah! Good call. 14 is much better than 9. :)


Male Human Wizard/3

After Andolphas gets some way down the rope, Boland carefully grabs hold and nervously begins lowering himself down. He is a touch less nervous than the previous day's effort, but he none-the-less finds it difficult and travels slowly.

Will take ten on the test, giving him a grand total of 10.


By taking the climb slowly and carefully, everyone is able to make it safely down to the next level.

Now lit by torches, the chamber at the bottom of the shaft looks much as it did the prior afternoon. Debris from the crashed elevator litter the floor of the chamber. A few small beetles scuttle about here and there, but nowhere near the swarm proportions the group faced before.

Ahead, the passage stretches into darkness, dead beetles littering the stone floor.


Da'gret leads the way back to the flooded passage not waiting if the others fall behind a little as he is unconcerned about light. Once there he shrugs off his pack and crouches down touching the surface of the water with the palms of both hands in what passes for spiritual communion. When the others are ready, he shifts back into the great white boar, circles back, and charges into the water.

It looks like I misinterpreted Wings of the Sea. It adds +30 to your swim speed only if you already have a swim speed. Unfortunately, I do not. So I'll swap that for Deep Breath. If I need to cast it, it gives you a breath reset as if you had just started holding your breath again.

However- as a boar with 18 Con I can swim underwater for 36 rounds before I have to start making Con checks (18 rounds if fighting) and once I start making Con checks for breath, I'll have a +4 from Endurance for a +8 total. If I use the spell, I can double that duration. Also since my speed is 60 ft as a boar, I'll be able to move 30 ft per round with a DC 10 for calm water. I need to roll 4 or better to hit that. So... let's do this!

Swim 16+6 = 22. That will get me 30 ft if I don't encounter trouble, or 15 if I end up only taking a move action.


If anyone wanted to do anything before Da’gret dived in, they should do so quickly.

Da’gret does not wait long once the others catch up to him at the top of the submerged stairs; he changes into boar form and charges down into the cold, dark water. The bristled back and tail of the white boar is visible to the others for a moment more, and then the druid is completely underwater, large ripples spreading out on the surface of the pool formed by the stair shaft.

Da’gret:

Spoiler:
You swim down the stairway as the sloping stone ceiling meets the surface of the water above you, and the faint light from your companion’s torches disappears behind you; one who could not see in the dark or hold their breath for long would likely be getting quite nervous at this point, but you have neither impediment.

The stair ends, and a short passage, about twenty feet long and ten wide, opens out into a large chamber. As near as you can tell, the chamber is some forty or fifty feet long and of a similar width – you can dimly make out the far wall. Your darkvision, while incredibly useful down here, does not seem quite so effective as in air, as the water here is murky and heavy with particles – centuries worth of dirt and refuse. The stone walls and floor are covered with some sort of algae, and here and there tiny shapes – underwater insects or minute fish – dart about, nibbling at the algae and the floating particles. A faint current stirs the particles around in the water.

The ceiling of the chamber is about twenty feet high, and the water comes right up to it. Four chunky pillars – one near each corner of the chamber – rise up through the murky water to support it, whilst in the centre of the room is another pillar, this one almost twice as wide as the others. There are a couple of what appear to be stone benches on the floor – grown over with algae, but otherwise the chamber is sparsely furnished.

At the far end of the chamber is some sort of passage or alcove, whilst another two narrow ones mar the left and right walls of the chamber about halfway down its length.

Make both a listen and a spot check please.


DM Moth:

Spoiler:
Listen: 7+3 = 10
Spot: 19+6 = 25
Also- I was looking at raging stats by mistake. I start making breath checks at 28 rounds (precluding combat), unless I rage which will then increase my limit to the 36 I claimed before.


Da’gret:

Spoiler:
You notice that something seems to have disturbed the particles hanging over near the left hand alcove (which is about forty feet away from you). They swirl and dance as if caught in a current, although you cannot see what might have caused it.


DM Mothman:

Spoiler:
What could do that? Maybe water enters from above in that corridor? Curiosity drives him onward, and the boar gamely paddles through the water towards the passageway looking for another exit, but careful to avoid the current as he doesn't want to make things more difficult for himself.
Swim: 5+6 = 11


Male Human Wizard/3
DM Mothman wrote:
Da’gret does not wait long once the others catch up to him at the top of the submerged stairs; he changes into boar form and charges down into the cold, dark water. The bristled back and tail of the white boar is visible to the others for a moment more, and then the druid is completely underwater, large ripples spreading out on the surface of the pool formed by the stair shaft.

Boland watches incredulously as Da'gret eagerly charges into the pool and quickly disappears out of sight. "I guess we wait..." he says to no one in particular.

However, he does grab a couple of the spare wine flasks the group picked up and begins inflating them with air, lest the group need to head in after Da'gret. Once done he takes the spare rope and uncoils it.


Da’gret:

Spoiler:
Swimming forward towards the alcove or passageway (it’s still difficult to tell which it is), you suddenly notice something in the water, something that would have gone un-noticed by someone with less-sharp eyes; something almost transparent, blobby, man-sized … and it appears to be moving towards you, stirring the water slightly as it goes.

Roll for initiative. At the point you notice the thing it is about twenty feet away from you, and you are about twenty feet away from the entrance to the chamber (with twenty feet of passage and then twenty feet of submerged stair beyond that back to air).


A short time passes … no sign of Da’gret; but then it’s hardly been long enough to worry …

It does occur to you though that you really don’t know how long you should wait before you begin to worry…


Male Human (Suloise/Oeridian) Cleric 3

"Hmmm... I suppose it would have been too much to ask the big oaf to rope up before diving in... how long do we wait? And who will be first to go looking for him? I fear that the Dark-Eyed Lady all too frequently has a way of inviting the reckless and foolish into the Great Beyond sooner rather than later... and if such were her designs, and if the lad had willingly charged into his doom, then who would I be to interfere? It might be futile and just as foolish for any to go in after him, should he fail to surface..."


DM Mothman

Spoiler:
Init: 11
Breath Counter: 2 r
Current Max: 28 r


Da’gret:

Spoiler:
You win initiative, so act before the thing coming towards you. What do you do?


DM Moth:

Spoiler:
Curious, Da'gret paddles towards the disturbance in the water.

Move to intercept (15' for a move action)
Ready an action, attack if I am attacked.
16+7 = 23 9 (-2 for underwater = 21)
6+6 = 12 (1/2 damage for underwater = 6)


Da’gret:

Spoiler:
The thing appears to be nothing so much as a blob of clear water within the murky water, that holds together in a somewhat amorphous but vaguely humanoid-shaped form. It drifts towards you as you swim closer – and suddenly lashes out with a watery appendage. You feel a rush of water just in front of your tusks, but the attack – and you take it to be one – does not connect.

Angered, you thrust your head forward through the water, seeking to gore your strange opponent. Oddly enough, you meet resistance when your tusks meet the clear water – and then they are through, and a flow of bubbles burst forward into the dirty water, accompanied by an odd sound like distant waves crashing.

The thing lashes out at you again, and this time the watery pseudopod hits you with the force of a storm-fueled wave for 8 points of damage.

Having readied an action to attack if it does, you now act just after it – so it’s your turn on round 2.


A few ripples appear in the surface of the pool.


DM Mothman

Spoiler:
With a grunt the boar absorbs the impact and suddenly loses its mind paddling and thrashing about wildly with it's tusks.


HP 22 / Damage 8
AC 11
13+9 = 22 -1 PA = 21 -2 underwater = 19
Damage 6+8 = 14 +2 PA = 16, 1/2 for water = 8


DM Mothman

Spoiler:
Forgot to mention explicitly that I activated rage there.


Male Human Wizard/3

As time passes and Boland finishes preparing the rope and wine-skins, he begins to get worried, wandering if something has happened to the half-orc. "Ah, p-perhaps we should venture in and make sure he's ok?" he suggests, looking primarily at Brashen.

"Whoever goes should keep the rope tied to themselves and take some air. If they get into trouble, they can pull on the rope and we will haul them back as fast as we can? I can use some magic to help light the way for you..."


Da’gret:

Spoiler:
The great white razorback goes into a frenzy of goring and biting at the watery apparition. Once again you feel resistance and release a cloud of bubbles that you take to mean you have wounded the creature.

At that, the thing seems to enter a frenzy of sorts of its own. It begins spinning faster and faster, its relatively distinct form dissolving into a rushing, spinning tower of water that stirs and agitates the water around it. You feel yourself pushed back slightly, although the whirlpool does not seem quite large enough to completely effect you.

Next thing, the thing spins away from you (you do not get an AOO), moving far faster than you could swim, disappearing back into the dark alcove from which it emerged.

With the water stirred up, it counts as rough water (DC 15 swim checks) for this round. If you want to follow it into the alcove you’ll need to take a full round movement (at least).


Brashen’s player is away this week; Brashen’s strong, but not a trained swimmer – I’m going to assume that he’s been spending this time stripping off his armour in case he needs to follow Da’gret.

Strevlik, on the other hand, is a halfway decent swimmer even in his armour…

Another series of ripples (these ones almost like small wavelets) disturb the surface of the pool.


Spoiler:

Overwhelmed in his frenzy, the boar thrashes through the water in pursuit
Swim 16+8 = 24
30' in pursuit, double move
Breath Counter: 36 max / Used 6
Rage Counter: 7 max / Used 2


Da’gret:

Spoiler:
You swim fearlessly after the retreating vortex.

The ‘alcove’ is in fact a short passage which opens up into another small chamber (also flooded). In the centre of the chamber is a swirling column of dirty water, particles, sand, small pieces of stone and other bits of debris spinning around at an enormous rate.

If you choose, your movement can bring you to within ten feet of this vortex.


DM Moth

Spoiler:

The boar paddles in eying the funnel. If this were the woods he would cautiously circle such a threat to gauge its strength, but here he can only try to close the distance while boiling with fury.

I have played cautious non-melee types for too long... When I think barbarian rage I think charging in even if that is insanely reckless. But I'm not sure where the line between that and suicidal is :) I'm going for it either way. 15' away is fine, because I can then close with a move action next round.


Male Human (Suloise/Oeridian) Cleric 3
Boland 'Bowls' Karendum wrote:

As time passes and Boland finishes preparing the rope and wine-skins, he begins to get worried, wandering if something has happened to the half-orc. "Ah, p-perhaps we should venture in and make sure he's ok?" he suggests, looking primarily at Brashen.

"Whoever goes should keep the rope tied to themselves and take some air. If they get into trouble, they can pull on the rope and we will haul them back as fast as we can? I can use some magic to help light the way for you..."

Andolphas nods in agreement. "Those ripples don't look good, and he's been down there too long... He must be struggling against something... And I hate to imagine what..."


Da’gret:

Spoiler:
Without warning the cloud of debris stops spinning. The heavier pieces sink slowly to the floor, whilst the lighter particles continue their dance at a slower pace. In the centre of the cloud you again spot the vaguely humanoid patch of clear water – before it hurtles forward, slamming itself into you with great force for 7 points of damage.

Your turn.


DM Moth

Spoiler:
Da'gret grunts with the impact and spasms back and forth jerking his tusks around wildly. Wildly, not accurately.

Bite: 3+9 = 12, -2 water, -1 PA = 9
AC 13

Whoops. Maybe I overplayed my hand there on the hope that one more hit would kill this thing since it tried to run away. Now one more hit will kill this poor pig!


Male Human Fighter / 3

'I can go if needed but im not a very good swimmer, so may not be much help. If someone else is better suited to the water then i while anchor the rope here and pull them back if needed.'


Male Human (Suloise/Oeridian) Cleric 3
Brashen Trell wrote:
'I can go if needed but im not a very good swimmer, so may not be much help. If someone else is better suited to the water then i while anchor the rope here and pull them back if needed.'

Andolphas shakes his head coolly. "Not I..."

Grand Lodge

Technically Da'gret has been in less than a minute, but it still holds that the ripples are troubling. The length of time tells you nothing about whether he is in trouble or not, but I just thought I should state for the record that it hasn't been all that long. We'll see how bad of trouble he's in when Mothster checks in.


Waiting for Strevlik to check in, but I’m going to assume he’s been getting ready to follow his friend Da’gret into the water – divested himself of some of his heavier equipment, taken Boland’s proffered light-source (which is?) and taken hold of the rope (which is how long?).


Da’gret:

Spoiler:
Despite your frenzied fury, you do not manage to strike the watery blob again.

The thing whips and swirls about, and slaps another watery appendage at you …

… which hits …

for 5 points of damage.
Now, when you said one more hit kills you … how bad a shape exactly does that leave you?
Your turn, assuming you’re still able to act.


The ripples have all but subsided now. No sign of Da'gret.


Mothman

Spoiler:

Da'gret reels with the blow, knocked senseless momentarily. In that slow floating moment it first occurs to him that he is hurt. Hurt bad. The boar expands outward into his normal brutish half-orc self and grabs for a vial tucked into his belt.

Well- I'm not exactly dead, but close enough to it that it might be a moot point.
-Da'gret is at 0 hp. If he stops raging, he will be at -4. He can't cast spells because he is raging.
-However, he does have a potion of clw. A swift shift and a drink will get him out of incapacitated, but will surely provoke an AoO. As a side note, I don't know how you drink a potion underwater or what that would do to your ability to hold your breath. No mention in the rules as far as I know.


Moth

Spoiler:
I realize Da'gret is about 95% likely to bite it. He is a sitting duck, very easy to hit, and any hit will do him in. Strev might manage to save him but it isn't likely. Whatever damage he takes will put him to negatives, but at the same time end his rage which will start him out from -4. So anything 6 damage or above is auto lethal, but if it is less Strev won't have time to fight and tow Da'gret back. No worries. If he bites it I'll make a more sociable character and be ready to roll when the opportunity arises. Also- we don't overlap hardly at all in posting time except on my days off, do we? I see your new posts at 5:30-6am when I wake up, but I never have time to reply before work.


Da’gret:

Spoiler:
Uh … yeah, you’re kind of stuffed. Pretty much anything you do will either cost you a hit point, putting you into negatives, and/or provoke an AOO – and I’ve been getting fairly good attack rolls for this thing so far. The only thing on your side is the fact that it appeared to retreat from you earlier – so if you flee and survive the AOO it might not follow.

Strangely enough, going unconscious or into negatives does not end your rage as far as I am aware, so if you do go to –1 you’re not auto-dead. The rules appear to be silent (so far as I can see) on drinking potions under water, whether doing so would lose your held breath, and whether going unconscious looses your held breath. I’m going to say you can drink a potion and keep your breath held (though it uses two rounds worth). I think once unconscious you’d probably need to start making Fort saves.

I’ve talked to Strevlik’s player (who’s been unable to post for a few days) off-line, and there’s a rescue plan in motion…


NPCing Strevlik:

Strevlik drops his pack and weapons apart from his dagger, take the light in one hand and the rope in the other and dives into the water. Once down, he looks around for Da’gret. Swim: 14+4 = 18. Spot: 12+8 = 20. Hold breath: 22 rounds.

Strevlik:

Spoiler:
You swim down the submerged stairs and a small underwater passage that opens up into a large chamber containing several pillars and alcoves. The water is murky, filled with floating particles.

There is no sign of Da’gret – but the water is swirling fast around the entrance to an alcove or passageway on the east side of the chamber.


Male Human Fighter / 3

While waiting for his companions to respond, Brash has been tying one of the lengths of hemp rope he bout around his waist, either to help him anchor strev or so he himself can dive in and have the others hold the other end of the rope rope use 14+2=16
Brash doesnt want to waste anymore time, so if strev still hasnt made a move to jump in he will take the light source and jump in, taking a dagger with him, and one of the air water skins on his belt. If Strev wants to go in Brash will pass him the other end of the rope. Also ive got another 50ft length, might be an idea to give strev that one and while he goes in tie the 2 lengths together


Male Human Ranger / 2

Strevlik will swim towards the passage, looking for Da’gret. Swim: 8+4 = 12


Brash, yeah, you can tie the two ropes together. I’ll assume that in the time you were waiting you worked out some sort of signal (eg, two tugs on the rope means pull Strevlik back in or something).

Strevlik:

Spoiler:
You swim towards the passageway … make a listen check.


Male Human (Suloise/Oeridian) Cleric 3

"Pray I shall not need to utter their last rites sooner rather than later..."


Male Human Ranger / 2

Listen: 8+8 = 16


Out of town till Monday evening.


Male Human Wizard/3

Retrospective: Sorry, tried to post mid last week and my home internet played up.

Boland quickly finds a piece of debris in the room and whispers some arcane words over it, causing it to glow with a magical light. He passes it to Strevlik. "This should grant you light for the next 20 minutes or so. If you need darkness, simply cover the stone."

Then, as the ranger is about to depart he calls out "Wait! I should have thought of this earlier!" Rummaging around in his belt pouch, he pulls forth a small piece of copper wire, and, pointing at Strevlik, and then Brashen in turn, he speaks the words to another spell.

"We should now be able to communicate over distance - you will hear my voice as a whisper in your head, and likewise anything you whisper will be heard by myself."

As Strevlik dives in and disappears out of sight, the tension growing within Boland continues to gnaw at him. He fidgets and paces nervously around the room, constantly glancing back towards the surface of the water. After a minute he cannot contain himself any longer. "Strevlik, can you hear me? what's happening? Is Da'gret there?"

Casts Light on a stone, and then message on Strevlik & Brashen.

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