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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Male Human (mostly) Ex-cleric and Grumpy Cat

Proceeding carefully you manage to sneak a peek over a small hill, at a place where you can have a good view without being seen yourselves.

You spy the keep in the distance. It is built out of black stone and consists of a single ground floor with a tower. Large sharpened wooden stakes jut out of the hillside, pointing away from the keep (toward any potential attackers).

Next to the keep is a stockaded horse corral, partially embedded in the false hill. The doors to the stockade are open and a dead and partially dismembered horse is in the doorway.

It appears that the keep is being assaulted by lizardfolk. You see eight groups of five lizardfolk are arranged in strategic places around the keep, using bushes, large rocks, and dead trees as cover. Each has a club, large shield, and at least one javelin. Some of them are eating horsemeat, and at least one is eating a dead human soldier. Three dead lizardfolk are out in the open near the keep, attracting flies. A hundred yards beyond the most distant ground of lizardfolk is a broad swath of grassland, and beyond that is the Mistmarsh. It is impossible to reach the keep without passing the lizardfolk, and without the use of magic it seems a certainty that at least one of the lizardfolk will see anyone attempting to reach the keep, as there are no hiding places that lead all the way up to the keep.


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

The current situation worries Valgrim, with the keep under siege from the lizardfolk. His mind begins to race.

"Vug, Vulcan, any magic ye may have to get us into that keep without being noticed?"

"Bubba, what can ye tell us about these walking lizards? Not many of them in me clan's mountains. Need to know strengths, weaknesses, can they see in the dark, etc." Knowledge (local) roll.


Male Half-Orc Bard 11

"I can make up to three of us invisible."

Using Loremaster to take 20 on Knowledge (local): 20+7 = 27


Female Elf Alchemist (preservationist) 18

"And I can make two people invisible!" Vug pipes up. "That would cover all f-five of us. We'd still have to be careful, and I'm not sure how we would make our way out before tomorrow, but it's worth a shot."

"Maybe we could draw a f-few of the lizardmen over here f-first; you know, thin out the numbers f-for the defenders."

Just to clarify -- Allustan is not with us, right?


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

"Sure, Vug, what do ye have in mind? Be aware I be not very range-friendly."


Female Elf Alchemist (preservationist) 18

"Well...I didn't have anything really specific in mind. Maybe send up a f-few f-f-flaming arrows or something to lure them over this hill. We pounce on 'em, then turn invisible and enter the f-f-fort."

She seems slightly unsure of her own plan, but game for anything.


Male Human (mostly) Ex-cleric and Grumpy Cat

Bubba:

Spoiler:
Decades ago, the lizardfolk of the large swampland known as the Mistmarsh grew bolder in their attacks on nearby farms and trade routes. The onslaught prompted the construction of two new keeps, one at the east end of the marsh (Marsh Keep) and the other at the west end (Blackwall Keep). Fully garrisoned with militia and a spellcasting officer and run by nearby Modron, these keeps offered an extra element of defense against lizardfolk raids from the Mistmarsh. In the years that followed, lizardfolk attacks abated. The current assault is therefore a little unexpected.

Allustan is busy crafting something or other at the temple of Nethys, so you are on your own for now.


Male Human Sorceror (Stormborn) 18

"Subtlety isn't really my strongpoint although if we need to blast a way out I'm your man".


Female Elf Alchemist (preservationist) 18

First, Vug takes a minute to mix together some alchemical reagents from her pouch (including what looks suspiciously like grimlock hair) and soon she has two invisibility extracts ready to drink.

Then she says, "Well, here goes nothing, I guess."

She wraps some rags around the head of a few arrows and gets a small fire going, in preparation to firing her flaming signal arrows. There's still time to object...


Male Half-Orc Bard 11

"This isn't right. These lizardfolk have been quiet the past few years. Something must have stirred them up, we should try to capture one alive."

No objection here...


Female Elf Alchemist (preservationist) 18

"If we capture one alive, we can ask what the problem is. What language do lizardmen speak, anyway?"


"I can summon one or two earth elementals to help us," Feres offers. "They would only be here for about half a minute, but they might make for a good distraction and buy us enough time to get to the keep."


Male Human (mostly) Ex-cleric and Grumpy Cat

If you can formulate a plan and give me some idea of your buffs and relative positions, I can whip up a battle map and we'll see how it goes.


Female Elf Alchemist (preservationist) 18

Vug will give an extract of Enlarge Person to Valgrim and an extract of True Strike to Bub (if he wants it). Once everyone's ready, she'll fire a flaming arrow as far towards the lizardmen as possible (in a big arc, presumably). She'll wait a couple of minutes to see if they're sending any lizardmen towards the hill; if not, she'll try it again.

If they're sending a big group (e.g. more than 8, say), she'll suggest drinking/casting invisibility and making a run for it; otherwise, she'll suggest fighting and trying to take a prisoner.

Vug will also prepare an extract of Levitate, in case someone needs to float inside (invisibly) and get the garrison to open the gate.

Are the lizardmen surrounding the fort, or are they massed on one side?


Feres will wait to see how the lizardfolk respond to Vug's flaming arrows. If/when lizardmend begin to approach the party's position, Feres will cast Shield of Faith on himself for total AC 20. If more than 8 lizardmen approach, Feres will cast Summon Monster III to summon 1d3 small earth elementals to attack them.


Male Half-Orc Bard 11

Bubba also waits to see what the lizardfolk do. If they approach he drinks the truestrike elixir.


Male Human (mostly) Ex-cleric and Grumpy Cat

The lizardfolk have the keep surrounded, and are assembled in small groups of five. One such group breaks off to investigate Vug's flaming arrows. Roll for initiative.


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

Initiative: 1d20 + 2 ⇒ (9) + 2 = 11


Initiative: 1d20 ⇒ 8


Male Human Sorceror (Stormborn) 18

1d20 + 2 ⇒ (5) + 2 = 7


Female Elf Alchemist (preservationist) 18

1d20 + 3 ⇒ (10) + 3 = 13


Male Half-Orc Bard 11

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2


Male Human (mostly) Ex-cleric and Grumpy Cat

Bubba downs his elixir and Feres casts Shield of Faith as the lizardfolk bear down upon you. Valgrim is hit by a morningstar for 3 points of damage, while a couple of javelins miss Vug and Vulcan.

You are up. Crude map here.


Male Human Sorceror (Stormborn) 18

Vulcan raises a hand, a bolt of scorching heat lancing from his palm to streak towaerds the javelin thrower.

Ranged touch1d20 + 2 ⇒ (8) + 2 = 10
4d6 ⇒ (5, 3, 1, 2) = 11

You've gotta be kidding me


Female Elf Alchemist (preservationist) 18

Vug tosses a bomb at the lizardman in front of Valgrim, shaping the blast to avoid Valgrim and Feres.

with PBS, into melee: 1d20 + 7 + 1 - 4 ⇒ (18) + 7 + 1 - 4 = 223d6 + 3 + 1 ⇒ (3, 6, 4) + 3 + 1 = 17, 6 splash damage (Ref DC 15 for 1/2)


Round One:

Feres slashes his scimitar at the lizardman standing in front of him.

Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
EDIT - Roll to confirm potential critical hit:
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Male Half-Orc Bard 11

Bubba starts chanting.

Inspire Courage +2


Male Human (mostly) Ex-cleric and Grumpy Cat

Vulcan scorches a lizard man in the back row, while Vug's bomb detonates, obliterating one lizardfolk and singing two. Feres cuts down one of them.

Two lizardfolk down, one staggered, and Valgrim still to go.


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 moves to P32, incurring the AoO, and the proceeds to cleave the 2 lizardmen conveniently standing next to each other!

Attack on P31:1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Damage: 1d12 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Attack on O31: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Damage: 1d12 + 12 + 2 ⇒ (8) + 12 + 2 = 22

HPs: 51/54
AC: 19

Wow...2 20s! Too bad it's wasted on lizardmen!
Confirmation roll: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Additional Damage on P31: 2d12 + 24 + 2 ⇒ (10, 7) + 24 + 2 = 43
Total on P31: 69
Confirmation roll: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Additional Damage on O31: 2d12 + 24 + 2 ⇒ (2, 2) + 24 + 2 = 30
Total on O31: 52!


Male Half-Orc Bard 11

"Don't kill 'em all Val!" as Valgrim cuts two lizardfolk in half with one swing.


Male Human (mostly) Ex-cleric and Grumpy Cat

Valgrim storms ahead and sends pieces of lizardfolk spraying in all directions. The last survivor turns tail and runs like it's being chased by a gar, screaming at the top of his voice. There is considerable more interest among the rest of the lizardfolk now, but you have a round or two before they arrive.

And yeah, you get 400 xp each for that massacre.


Female Elf Alchemist (preservationist) 18

How many are coming? 10 or 20 or more?

Vug says: "Let's meet at the main gate. F-father F-f-feres -- why don't you take this levitating elixir? Then you can f-float inside the f-fort and ask them to open the gate quickly so that we can get inside with your smooth talking and whatnot."


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

"That was fun! Let more of the lizardfolk come!"


Male Human (mostly) Ex-cleric and Grumpy Cat

There are about ten lizardfolk coming towards you. I kind of pity them.


If it looks like Feres has two rounds before the lizardfolk reach the group, he will cast Bull's Strength on Valgrim and then Summon Monster II to summon a small earth elemental to aid in the upcoming battle.

If there is only one round of prep time, Feres will hold off on the spell for Valgrim and only cast Summon Monster II.


Female Elf Alchemist (preservationist) 18

Seeing as the first group of lizardfolk kind of fizzled, Vug will hold off on the "invisibility + run" plan and drink her mutagen of dexterity instead.


Male Half-Orc Bard 11

"Don't slip guys!"

Bubba casts grease on the 10x10 square in front of Valgrim and Feres.


Male Human (mostly) Ex-cleric and Grumpy Cat

Two rounds later ten lizardfolk appear and attack.

I think we could use some new initiative rolls. The lizardfolk go on 19. Updated the map here. I didn't put Feres's elemental on the map, as I am assuming that it is hiding in the ground somewhere. You can place it wherever you like.


Female Elf Alchemist (preservationist) 18

1d20 + 5 ⇒ (3) + 5 = 8


Male Human Sorceror (Stormborn) 18

Vulcan casts shield as the party waits for the lizirdment to approach.

Int1d20 + 2 ⇒ (5) + 2 = 7


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 got a 5 for initiative roll! Not coming up for some reason!
1d20 + 2 ⇒ (3) + 2 = 5
Ok, there it is!


Initiative: 1d20 ⇒ 9


Male Human (mostly) Ex-cleric and Grumpy Cat

I'll just assume that the lizardfolk beat Bubba's initiative.

The lizardfolk advance, and slapstick ensues as they enter the Greased area, with warriors tripping all over each other. Some of the lizardmen manage to avoid the slippery area, but none of them manages to connect, either with morningstars or thrown javelins. The last lizardfolk hangs back and starts casting a spell.

Revised map here

Your turn.


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

"I got these two, Friar, you get the other two!"
Valgrim cleaves again at the 2 lizardmen in front and to the right!

Attack on R33: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d12 + 12 ⇒ (9) + 12 = 21
Attack on Q33: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d12 + 12 ⇒ (9) + 12 = 21
AC: 19
HP: 51/54


Female Elf Alchemist (preservationist) 18

Vug hurls a stink bomb straight at the spellcaster.

with PBS: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 123d6 + 3 + 1 ⇒ (2, 6, 6) + 3 + 1 = 18, 6 splash damage in a 5' radius (Ref DC 15 for 1/2), nausea for 1d4+1 rounds in a 10' radius (Fort DC 15 negates)


Male Half-Orc Bard 11

For some reason I was unable to submit a post yesterday...
Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Bubba tries to trip one of the lizardfolk coming form the right (T35).

Trip attack: 1d20 + 9 ⇒ (11) + 9 = 20 +20 if still under the effect of the true strike elixir


Male Human (mostly) Ex-cleric and Grumpy Cat

Valgrim obliterates two more of the lizardfolk, while Bubba brings one down with a deft twitch of his whip. Vug hits the spellcaster squarely with a bomb, and although she resists the noxious fumes the pain makes her lose concentration.

Feres and Vulcan to go, then the lizardfolk.


Valgrim, don't forget that Feres cast Bull's Strength on you before this wave of lizardfolk arrived, so you have a +4 bonus to your Strength.

Round One:

A short squat humanoid-shaped creature of dirt and stone, faceless save for two glowing ruby eyes, explodes up from the ground next to the lizardfolk spellcaster. With a mighty swing of its arm the elemental creature slams its rocky fist at the lizardfolk spellcaster.

Summoned small earth elemental emerges in square Q-30. Elemental's standard action to attack lizardfolk spellcaster.
Elemental's Slam Attack: 1d20 + 6 + 1 - 1 ⇒ (8) + 6 + 1 - 1 = 14 (earth mastery, power attack)
Elemental's Damage: 1d6 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12 (power attack, earth mastery)

Feres takes a step to the side and slashes his scimitar at the lizardfolk not caught in the area greased by Bubba.

5-ft step to square O-34. Standard action to attack lizardfolk in square O-33.

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male Human Sorceror (Stormborn) 18

Determined to finish the caster Vulcan levels the wand of Magic Missile at her.

1d4 + 1 ⇒ (1) + 1 = 2


Male Human (mostly) Ex-cleric and Grumpy Cat

The spellcaster backs off and heals herself, while the fallen lizardfolk scramble to their feet to come to her aid. One of them hits the elemental for 3 points of damage.

The rest of them close in. Valgrim, Bubba and Vulcan are all hit for 3 points of damage. The lizardfolk in front of Feres and Valgrim tries to rise (triggering AoOs from both of you).

Your turn.

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