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 Half-Orc Bard 11

Bardic Knowledge (dungeoneering): 1d20 + 2 ⇒ (13) + 2 = 15

"Careful now, that stuff seems somehow familiar but I can't quite place it."


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

Knowledge(dungeoneering)1d20 + 4 ⇒ (5) + 4 = 9

"Looks like normal mold to me, but you could be right. Which way we going?"


Female Elf Alchemist (preservationist) 18

"Wow! That stuff looks neat! More interesting than dumb eyeball monsters, anyway," Vug says as she walks over and dips her finger in the orange sludge and gives it a sniff.


Male Half-Orc Barbarian 2 (2462 XP, 2 hero points)

Urg, who had been about to emphasize steering clear of the sludge, shouts "NO!!!"

Too late, of course.


Male Human (mostly) Ex-cleric and Grumpy Cat

Actually the sludge isn't that bad. It is very nourishing and tastes a bit like gravy. The mold on the other hand causes Vug Vang 10 points of nonlethal (cold) damage as it sucks out her body heat.


Female Elf Alchemist (preservationist) 18

Vug staggers back, shivering wildly.

"Cold goo! Who would have thought of such a thing? Do you think we can harvest some? The possibilities are endless!"

She pulls out an elixir and drinks it. The shivering stops and she looks considerably better afterwards.

1d8 + 1 ⇒ (8) + 1 = 9


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've got rations, if you're hungry, elf. No need to eat mold!"


Female Elf Alchemist (preservationist) 18

"I didn't eat it!" Vug protests indignantly. "I just smelled it a little bit. Do you really think I would go around, tasting random substances that I f-found on the f-f-floor? I've tried it before, and believe me -- it's not an experience I wish to repeat."


Female Human (Alryan) Inquisitor of Calistria 1 Rogue 1

"If it's cold, just drop some fire on it and burn it away and lets be done with it. I want to get through this place as quickly as possible and stopping to sight see ,ould isn't my idea of fun," says Chisora gruffly from the rear.
"Not that floating eyeballs and windy faces are really my idea of fun either," she adds to herself.


Male Human (mostly) Ex-cleric and Grumpy Cat

The sludge and mold only covers the right side of the room, so you can ignore it if you want to explore to the left. Also seeing it in action jogs Bubba's memory granting a +2 circumstance bonus to the Knowledge check.

The strangler and the mold are worth another 200 xp to you.


Male Half-Orc Bard 11

"Ah, now I remember! It is brown mold, fire will only make it grow - we need to use cold to kill it."


Female Elf Alchemist (preservationist) 18

"Okay, let's move on. How about the left passage?"

Vug starts off to the left, carefully avoiding the brown mold this time.


Male Half-Orc Barbarian 2 (2462 XP, 2 hero points)

"I'll take the lead."


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

"Right next to you, with me waraxe in me hand!"


Male Human (mostly) Ex-cleric and Grumpy Cat

The gray pillar contains an alcove on the right hand, one that were not visible from the entrance. It contains a basin at about 4 feet of height, which is overflowing with the orange sludge, but you give it a wide berth and explore the left side of the room.

Beyond the portal you see a wide chamber (30 feet, and 20 feet deep) that must once have been the living quarters of an important figure. A large stone slab that suggests the shape of a bed rests against the east wall, under a huge bas-relief of a robust, long-nosed bald humanoid figure with outstretched hands. The figure wears a lovingly sculpted wind-tossed robe that gives him the appearance of a triumphant god. A glyph that looks like a stylized arrow marks an amulet worn around the figure’s neck. Wardrobes and dressers seemingly carved from the stone walls look to have been ransacked a long time ago.

On the back side of the gray pillar there is a dry fountain with a spigot set at about 8 feet in height, looking somewhat like a shower. There is also a door in the wall opposite.


Male Half-Orc Barbarian 2 (2462 XP, 2 hero points)

Is the door open?


Male Human (mostly) Ex-cleric and Grumpy Cat

Yes, and the small room beyond is just a lavatory, fortunately old and dry.


Feres moves cautiously into the living quarters chamber and studies the bas-relief of the large humanoid figure, paying particular attention to the glyph on the amulet around the figure's neck. "I wonder what this symbol means..." he wonders aloud.

Knowledge (arcana) roll if appropriate: 1d20 + 4 ⇒ (1) + 4 = 5


Male Human (mostly) Ex-cleric and Grumpy Cat

It's similar to the glyphs that you already found, but seems to represent a different name.

Atop the stone slab a constant breeze seems to form the shape of a bed, a sort of cushion of air.

There are no visible exits and nothing that looks valuable. The entrance to the room opposite is covered in moldy sludge, and that's the only unexplored room that you can see. Do you want to stay and search for secret doors or will you ride the elevator back 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

Valgrim walks around the room to see if his stonecunning lets him find anything.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Male Human (mostly) Ex-cleric and Grumpy Cat

As a matter of fact Valgrim notices a crack in the east side of the grey pillar. Further examination reveals a hidden catch which when released makes a large section of the east side of the pillar slide upwards into the ceiling.

Under it lies a crushed skeleton wearing shiny silver chainmail that appears to have survived the accident. It is also carrying a leather sack that looks badly mangled. Inside it there are three crushed statuettes of buildings but also three that are still in excellent condition — a grand palace, a slim spire with eight connected smaller towers of different heights, and what looks like a grand stadium.

On the wall of the newly revealed alcove there are a set of pegs, where a few items of equipment hang, namely two wands in leather cases and a pair of glasses. The rest of the pegs are empty.


Female Human (Alryan) Inquisitor of Calistria 1 Rogue 1

Standing out in the main room, Chisora notices Valgrim's dealings with the pillar and she wanders over intrigued by his discovery. Looking down at the crushed body though makes her wary and so before anyone touches anything in the opening, she has a quick look around for any trap which might be lurking around.

Perception Check: 1d20 + 6 ⇒ (4) + 6 = 10
Well that's disappointing :/


Female Elf Alchemist (preservationist) 18

"Good eyes, Valgrim!" Vug squeals as she moves over to look at the eyeglasses. "If these items are magic, I can brew an elixir to identify them. I don't have one right at the moment, however."


Male Half-Orc Bard 11

"Let me examine them!"

Bubba examines each one in turn concentrating deeply on them.

Casting detect magic om the chainmail, statuettes, wands and glasses.

Oops, no ranks in Spellcraft.


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 admires the craftsmanship of the statuettes. "Ok, unless we have some cold magic, we leave and go back upstairs and turn the coffin again, correct?"


Male Human (mostly) Ex-cleric and Grumpy Cat

The chainmail, wands and glasses are magical, but the statuettes are not.

And Valgrim is indeed correct.


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

With no mage or sorceror with ray of frost, we have no cold magic.

Valgrim heads back upstairs via the elevator, waits for the party, and then turns the coffin to the next slot to see what happens.


Male Human (mostly) Ex-cleric and Grumpy Cat

As you turn the sarcophagus to point toward the green lantern, a cacophonous grinding of metal against stone is heard from that direction.


Female Elf Alchemist (preservationist) 18

But we don't see anything different?


Male Human (mostly) Ex-cleric and Grumpy Cat

No, nothing seems to be happening, although you feel the ground of the corridor rumble slightly, as if something was about to give way.


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 waits a minute (10 rounds) to see if anything happens. If nothing, he turns the coffin.


Female Elf Alchemist (preservationist) 18

Vug cheerfully suggests: "Maybe we should take a step back. You know, in case rocks start f-falling on our heads!"

She walks back a short distance to watch what will happen.


Feres watches the proceedings, his face bearing a slightly confused expression.


Male Human (mostly) Ex-cleric and Grumpy Cat

After only two rounds something seems to give and the stone circle and the contraption below it clatter noisily to the floor far below.

Perception 10:

Spoiler:
A moment after the crash subsides you hear the
skittering of thousands of insects making their way up the shaft toward you.


Perception: 1d20 + 4 ⇒ (13) + 4 = 17

"Uh, guys? It sounds like A LOT of insects are coming up that shaft!" Feres warns his companions, hefting his scimitar and shield.

If Feres has time, he will cast Guidance on his companions in the following order: Bubba, Valgrim, Vug, Urg, and then himself (he knows that Chisora also knows Guidance).


Female Human (Alryan) Inquisitor of Calistria 1 Rogue 1

Perception Check: 1d20 + 6 ⇒ (18) + 6 = 24

Chisora's head whips around towards the corridor. She the looks over at Friar Feres and agrees. "Yes. A lot of insects."
She sees Feres start to cast and nods to herself at his wisdom, mumbling the necessary word to give herself some guidance in the coming encounter before pulling out her Hanbo and casting a glowing light upon it.

Cast guidance on herself and then light on her Hanbo.

Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Chisora will be in M12


Male Human (mostly) Ex-cleric and Grumpy Cat

This may actually be a good time for you to state your positions, as well as rolling for initiative. You have a round or two to prepare yourselves.

Here is a very crude map of the relevant part of the room, with the blue representing the shaft (although it is only 5 feet wide) and the grey the sarcophagus.


Initiative: 1d20 ⇒ 9
Feres is in M-14
Prep. Round 1: Cast Guidance on Bubba
Prep. Round 2: Cast Guidance on Valgrim


Female Elf Alchemist (preservationist) 18

init: 1d20 + 5 ⇒ (18) + 5 = 23

Vug readies an action to throw a bomb as soon as a cloud of insects are in view.


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

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

Which way is the lantern with the wind trap on top?

"People, don't know what me axe is going to do against a lot of insects. It may be best to find some high ground!"

Valgrim heads to that lantern.


Male Human (mostly) Ex-cleric and Grumpy Cat
Valgrim Twin-Axe wrote:
Which way is the lantern with the wind trap on top?

That would be the corridor to the right of the one you are facing.


Male Half-Orc Bard 11

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Bubba is in H14. He is waiting for the insects to appear and to see what happens with Vug's bomb,


Male Half-Orc Barbarian 2 (2462 XP, 2 hero points)

Whoa. I just got here to find that something strange is developing. We found chainmail, wands and glasses that are magical, and statuettes which aren't magical, but are probably valuable... yet no one showed any interest. Why did no one take them?

Perception = 1d20 + 4 ⇒ (7) + 4 = 11
Initiative = 1d20 + 2 ⇒ (2) + 2 = 4

Urg clutches his axe, knowing that it will do no good. Nevertheless, he stands his ground, next to Vug. "If nothing else, maybe I can draw the insects to me, keeping them away from the rest of you. Insects are quite fond of biting me, you know."


Female Elf Alchemist (preservationist) 18
Urg Legbreaker wrote:
Whoa. I just got here to find that something strange is developing. We found chainmail, wands and glasses that are magical, and statuettes which aren't magical, but are probably valuable... yet no one showed any interest. Why did no one take them?

I just assumed that we took the loot.


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

So did I...Valgrim examined them and since he never said he put them back....

For DM:
Valgrim will wait to see the insects next to the chain. If they look like the swarm of beetles in The Mummy, he will start climbing. Climb check: 1d20 - 1 ⇒ (13) - 1 = 12


Male Human (mostly) Ex-cleric and Grumpy Cat

Yes, I assumed that you took the loot, too.

After two rounds (enough for Feres to cast Guidance twice) a living geyser of metallic black beetles erupts out of the shaft. After them comes a weird abomination, which looks somewhat like a medium-sized spider, except that its body looks more like one huge disgusting eyeball.

The beetles make a beeline for Urg, but not before Vug gets to throw her bomb at them. Chisora can act too, and then it is the beetles (and the monster).


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 looks down the hallway. If he sees the eyeball monster, he will come back and help. If not, he will start climbing.


Female Elf Alchemist (preservationist) 18

attack (w/ PBS): 1d20 + 7 ⇒ (5) + 7 = 12
damage (w/ PBS): 1d6 + 4 ⇒ (2) + 4 = 6, 4 splash damage (Ref DC 13 for 1/2)

Note: versus swarms, area attacks do 1.5x damage.

Grrr...another crappy bomb attack roll...


Male Human (mostly) Ex-cleric and Grumpy Cat

The swarm makes a beeline for Urg and Vug, spreading a thin coat of bright yellow acid in their wake, but not before Vug throws her bomb at it. Unfortunately it goes wide. The splash leaves some dead beetles on the floor though. Urg and Vug take 1 point of damage each and the acid stings for 2 points (Fort 11 halves). Vug and Urg need to make Fort 11 saves to be able to act in this round.

Chisora delays as the other monster skitters up to Chisora, avoiding the swarm. It slashes at her with a razor-sharp leg but she manages to avoid it.

You are up. The map is updated above.

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