The Whispering Cairn (Inactive)

Game Master Death-Lok

The worms crawl in and...stay

Wormcrawl Fissure

Wormcrawl Map Key:

1. Entrance to Wormcrawl Depths
2. Brazzemal's Aerie
3. Northern Lake
4. Southern Lake
5. Zulshyn the Lillend
6. Chimera Spire
7. Thessalar's Fortress
8. Earthcancer Gorge
9. Ktuss' Maw

Zulshyn
ZulshynCloseup
Current Map


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Black Tom wrote:
Since the elevator is only 10 times 10 feet wide, you will be considered squeezing if you try to go down all at once, but with Valgrim at the wheel, assisted by Rhiannon and Bubba, you should be able to pull it off.

I vote that we all try to squeeze on at the same time. I'd hate for half of the party to get into trouble at the bottom while waiting for the other half to make their way down.


Female Elf Alchemist (preservationist) 18

Vug looks at the lift rope skeptically. "Do you think it will take all of us? I don't want to f-f-fall..."


Male Half-Orc Bard 11

Definitely all get on at the same time.

"Svein says it is quite safe so I don't think we need to worry."


Female Elf Alchemist (preservationist) 18

"Okay, let's go!"

Vug squeezes on the lift with the others.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim squeezes on as well and helps with the wheel. If strength check is needed: 1d20 + 4 ⇒ (14) + 4 = 18


Male Half-Orc Bard 11

Bubba helps with the wheel.

Strength check:1d20 + 2 ⇒ (5) + 2 = 7


Male Human (mostly) Ex-cleric and Grumpy Cat

The veins bulging on Valgrim's forehead are not a pretty sight and the platform is creaking ominously as the chain rolls out and you sink downwards, but you manage to descend quite safely.

Slowly you winch yourselves down 200 feet, landing in a large chamber. Three short passages lead out of it, one to the north of the elevator and one to its east and west. Each ends in a marble doorway. The door to the north is marked with the symbol of a polished black shield. A pair of crimson banners flanks the door to the east, each marked with the symbol of a skull with chains attached to its empty sockets. The door to the west is free of all markings. To the south, the chamber opens into a vast domed hall. In stark contrast to the rough mine passages above, this place bears the mark of an expert artisan.

The black, marble tile floor glistens in the light of several glowing torches, while elaborate, carefully worked marble pillars and arches sweep over the chamber. Toward the back of the chamber, opposite the elevator’s door, is a large pool of dark liquid. A stairway carved into the curved wall around the pool ascends to a platform thirty feet above the pool. The chamber’s domed ceiling arches to a height of sixty feet over the pool’s surface.


Knowledge (religion) to recognize the symbols at the north and east doorways: 1d20 + 4 ⇒ (5) + 4 = 9


Male Human (mostly) Ex-cleric and Grumpy Cat

As the platform comes to rest on the floor you hear a voice exclaiming something in Infernal:

Spoiler:
"Who the hell is that?"
.

A warrior clad in chain mail, with chainmail masks and tabards sporting the familiar chained skull steps out from behind a pillar. At the same time you hear running steps to the east.

Time to roll for initiatives.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Does the sound of running lead toward or away from us?

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

EDIT: Knowledge (Religion) check on symbols on the doors: 1d20 + 2 ⇒ (16) + 2 = 18


Female Elf Alchemist (preservationist) 18

Init: 1d20 + 5 ⇒ (2) + 5 = 7

"Did anyone understand what he said? It sounded pretty nasty."


Initiative: 1d20 ⇒ 12


Male Half-Orc Bard 11

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19


Female Human Cavalier 8 (Order of the Dragon)

1d20 ⇒ 7


Female Human (Alryan) Inquisitor of Calistria 1 Rogue 1

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8


Male Human (mostly) Ex-cleric and Grumpy Cat

Bubba and Feres go first, then the warriors.

Crude map here. The green is the elevator, where you are squeezing, so I don't place you until you have a square to yourself.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

As a free action...Valgrim looks at Bubba and says, "Get the guy to the east first, if he's running away, he may be going to get more help! Trip him or something!"


Male Half-Orc Bard 11

"Yep" Bubba chases after the guy running away and tries to wrap his whip around his legs.

Moving to J12.

Trip attack: 1d20 + 3 ⇒ (6) + 3 = 9


Feres offers a quick prayer to Sarenrae and casts Create Water on the ground at the running warrior's feet. The stout priest quickly steps off the elevator in order to clear space for his friends (Move to square I-12).

Spell creates 4 gallons of water. In effect Feres is using Create Water as a poor man's Grease spell, so if it has any effect at all I would guess that it would have a much lower Reflex save DC than Grease.


Male Human (mostly) Ex-cleric and Grumpy Cat

The running man easily evades Bubba's whip and Feres's puddle of water. He runs to the door and pounds on it, then turns to face you. The other warrior produces a small object and shrouds himself in darkness, then throws it into your midst, reducing the light of Feres's spell and Vug's torch. Those of you that don't have darkvision have 20% miss chance in the darkness. Then he draws his greataxe and approaches.

You're up.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Nice try guys! Feres, quite creative!

Valgrim steps to I11, drawing his waraxe and says, "My friend, this darkness will not help you!" He then swings his weapon 2-handed. "Go help Bubba, I've got this one!"

Attack: 1d20 + 7 ⇒ (18) + 7 = 25; Damage: 1d10 + 6 ⇒ (8) + 6 = 14


Female Elf Alchemist (preservationist) 18

Vug picks up the item he hurled and puts it in a (light-proof) belt pouch. "That thing looks neat! I think I'll take a look at it later, though."

Then she unsqueezes herself from the lift.


Male Human (mostly) Ex-cleric and Grumpy Cat

Valgrim cuts down his opponent with one fell blow, while Vug picks up the pebble and stores it. Light returns.

Bubba, Feres, Chisora and Rhiannon to go.


Male Half-Orc Bard 11

Bubba tosses something small towards the man's feet.

Casting grease to cover squares N12 and O12.

Bubba then moves towards the man.

Up to M12

"I think he's expecting reinforcements."


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Did Valgrim learn anything with his Knowledge Religion check? See 3 posts ago.


Black Tom wrote:
Bubba, Feres, Chisora and Rhiannon to go.

Feres holds his action until after Chisora and Rhiannon act.


Female Human (Alryan) Inquisitor of Calistria 1 Rogue 1

Chisora races forward to support Bubluka, drawing her bow as she goes. Nocking an arrow, she aims past the Bard and lets fly at the man standing in front of the doorway.

Move to J12
Attack Warrior with Longbow: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 ⇒ 3


Male Human (mostly) Ex-cleric and Grumpy Cat

Chisora's arrow misses. Rhiannon delays. Feres?


Male Human (mostly) Ex-cleric and Grumpy Cat
Valgrim Twin-Axe wrote:
Did Valgrim learn anything with his Knowledge Religion check? See 3 posts ago.

Sorry, board ate my reply.

Knowledge (religion) 10:

Spoiler:
The skull with chains is the symbol of Zon-Kuthon, god of pain, while the black shield is the symbol of Norgorber, god of secrets (and murder).


Female Human Cavalier 8 (Order of the Dragon)

Rhiannon brings her crossbow up, and fires at the same target as Chisora
1d20 + 2 ⇒ (20) + 2 = 22
1d10 ⇒ 10

Confirm
1d20 + 2 ⇒ (16) + 2 = 18
1d10 ⇒ 9

Wow suck on that!


Male Human (mostly) Ex-cleric and Grumpy Cat

Chisora's bolt hits the man in the shoulder, and he lets out a maniacal laugh.

Feres is up, then the villain.


Feres steps up behind Chisora and, touching her on the shoulder, prays to Sarenrae to grant the inquisitor a bit of the Goddess' divine guidance.

Move action to step to square I-12; Standard action to cast Guidance on Chisora.


Male Human (mostly) Ex-cleric and Grumpy Cat

The badly wounded warrior tries to flee, but slips on the greasy floor and falls. He manages to clamber up and shrouds himself in darkness, laughing mirthlessly all the time.

You're up.


Male Half-Orc Bard 11

Does Bubba get an AOO with his whip while he gets up? It's not clear if a scorpion whip threatens since it does lethal damage. If so:

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Regardless Bubba tries to trip the guy when he stands up.

Trip attack: 1d20 + 4 ⇒ (2) + 4 = 6


Female Elf Alchemist (preservationist) 18

Vug draws one of her javelins and hurls it at the guard.

including PBS: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 3 ⇒ (1) + 3 = 4


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim searches the fallen guard for weapons, keys, etc..


Female Human Cavalier 8 (Order of the Dragon)

Rhiannon is the model of silent efficiency as she reloads and places another bolt next to the first.

1d20 + 2 ⇒ (18) + 2 = 20
1d10 + 2 ⇒ (5) + 2 = 7


Feres touches Rhiannon on the shoulder, praying to Sarenrae to grant the cavalier a bit of the Goddess' divine guidance.

Standard action to cast Guidance on Rhiannon; the cavalier now has a bonus of +1 to one attack roll, saving throw, or skill check within the next minute.


Female Human (Alryan) Inquisitor of Calistria 1 Rogue 1

Chisora smiles at the assistance from the Friar as she nocks another arrow and lets fly at the man as he tries in vain to escape.

Attack Warrior with Longbow (guidance): 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d8 ⇒ 4


Male Human (mostly) Ex-cleric and Grumpy Cat

Your concerted effort brings the second guard down.

You get 133 xp for your trouble. And I'd say that a scorpion whip does not threaten, just like a regular whip.

The guard carries a masterwork greataxe, a composite longbow (with arrows) and some sort of key, as well as 27 gp.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrims picks up the guard's stuff. "Well, we may have lost the element of surprise, so time to face the consequences." With key in hand, Valgrim tries to open the door that the guard was knocking on and draws his other waraxe as the door opens.


Male Human (mostly) Ex-cleric and Grumpy Cat

I suppose that Bubba will dismiss the Grease spell.

The key fits in the door. But do you have some kind of marching order as you enter?


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim, Rhiannon, Bubba, Friar, Vug, and Chisora.


Male Half-Orc Bard 11

Bubba does indeed dismiss the grease spell.

After further research on the message boards I reached the same conclusion about the scorpion whip: it does not threaten.


Male Human (mostly) Ex-cleric and Grumpy Cat

Map updated.

Please ignore the orange square. It's just meant to represent the door, and I'm too lazy to find another way.

A dozen suits of armor, ranging from battered leathers to rusted plate, line this chamber’s walls. The bleached white bones of human, dwarf, and orc skeletons contrast with the dark, bloodstained armor. The suits are carefully arranged, as if the dead were preparing to march for war. Each has a mace hooked to its belt, while bells of varying shapes and sizes hang from the armor on long, leather strips.

As you enter the room, eight of the skeletons move to attack, bells jangling. Roll for initiative. (The skeletons go on 22, so if you beat that, you can act before they do.)


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

"Friar, we need ye!"

Valgrim's initiative:1d20 + 1 ⇒ (6) + 1 = 7


Female Elf Alchemist (preservationist) 18

"Retreat, let them come to us, one at a time," Vug suggests.

1d20 + 5 ⇒ (10) + 5 = 15


Male Half-Orc Bard 11

Initiative: 1d20 + 1 ⇒ (16) + 1 = 17


Female Human Cavalier 8 (Order of the Dragon)

1d20 ⇒ 19

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