Age of Worms (Inactive)

Game Master AoW_GM

Since the beginning of history, humanity has measured time in ages. Ages of Glory, of Dreams, and even of Great Sorrows mark the human tally of the years, giving a sense of order to the events of past centuries. But one age has yet to occur, an age of darkness, of decay, and of writhing doom. Witty bards and wrathful preachers know it as the Age of Worms, weaving it into the peripheries of their passion plays as a mythic era of destruction that could begin at any time. Astrologers, diviners, and servants of the fates know more. The canniest among them fear that the Age of Worms has already begun.


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Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

"Interesting...I wonder what happens if they're all lit? It must be a rather striking sight." The ratfolk hangs the indigo lantern in spectral order, between blue and violet.


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2
Undead_Narrator wrote:
Andros the Oread wrote:
Andros will escort the gnome with his torch to search the orange tunnel. He yells back to the party, "There's a shaft of sorts here leading up about 40'." He can see the top of the shaft with his darkvision. Can he estimate DC of climb check? Can he use the chain supporting the lantern or is he too heavy?
It's a DC 15 check if you use the chain (DC 25 without). It looks sturdy enough to hold your weight.

Good to know..in case it is needed. Andros moves back to the sarcophagus. If Cedric shared his insights.. "Maybe we have to move the sarcophagus' arrow from color to color, i.e. from orange to yellow." Does that require a check?


WC Map

Yes, Andros. The sarcophagus is quite heavy so it requires a DC 15 Strength check and up to two allies may assist you, if needed.


Male Human LG Cleric | Lvl 2 | HP 19/19 | AC 19 T 12 F 17| F +5 R +2 W +6 | Init +4 | Perc +9
Spells:
Bless, Bane, (open), Prot. from Evil
Powers:
Channel (6/6), Touch of Good (6/6)

Cedric waits at the sarcophagus as the others explore, but starts getting a little nervous as the group spreads out. He walks a bit closer to the entrances of the passages so he can cast detect magic and check the lanterns. He seems a bit relieved when everyone returns to the sarcophagus.

He listens to Rik describe the flameless torch in the green lantern.

Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17

Cedric listens to Andros' suggestion and does what he can to help.

Aid (Str): 1d20 ⇒ 13


Gnome Paladin | Lvl 2 | HP 22/22 | AC 19 FF17 T13 | F +9 R +5 W +5 | Init +4 | Per +1 | 2/3 | 1/1

"Maybe we can move it to point another way." Badbar agrees.

He lends his strength: aid another(str): 1d20 + 1 ⇒ (3) + 1 = 4


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

Rik keeps clear of the trio trying to turn the sarcophagus, lest they trip over him.


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

Andros hands Rik the torch and puts his back into pushing the sarcophagus from orange to green. With Cedric's help, he is successful!
Str check: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15


WC Map

You grind and feel the burn in your muscles as the party members turn the sarcophagus clockwise from orange to yellow. You hear an audible click under the platform, as the arrow now points to the yellow tunnel. A great rumbling from below the chamber can be heard as the circular stone at the end of the tunnel rises eight feet into the air, pushed up by a 5-foot-diameter metal cylinder that seems to arise from the ground itself. Seconds after it comes to a rest, two thin doors slide into the sides of the cylinder, revealing a small empty chamber.

It appears the chamber has only room for one medium sized person or 2 small creatures. Who steps in, if anyone?


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

Rik starts towards the cylinder but restrains himself. "That looks like some sort of elevator. Master Wilburforce and I could take it--" He is clearly enthused at the possibility. "--but we don't know what's beneath. Instead, let's check some of the other directions. We have torches, we can light the lanterns and move the sarcophagus around. Let's start with violet."


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

"The colors go in order. So we should try green next. Makes logical sense."


Gnome Paladin | Lvl 2 | HP 22/22 | AC 19 FF17 T13 | F +9 R +5 W +5 | Init +4 | Per +1 | 2/3 | 1/1

"Agree ... let's spin the dial further and see if anything else happens. Then we can enter into the secret chamber." Badabar says.

He throws his back into pushing the dial to the next position.

Aid Another(str): 1d20 + 1 ⇒ (15) + 1 = 16


WC Map

The three warriors try to shift the counter again, but it does not move, as it appears to have been locked in place. After a minute, however, it unlocks and you can move it again. No need for rolls as you eventually will make it.

You strain again and manage to push the arrow toward the green tunnel, again hearing an audible Click as the gears lock in place. Suddenly, you hear a cacophonous creaking of stone against stone merges from the ground below the green lantern, as the tunnel starts shaking a little. The sound intensifies and it appears something is going to give way!

Just watch and listen?


Male Human LG Cleric | Lvl 2 | HP 19/19 | AC 19 T 12 F 17| F +5 R +2 W +6 | Init +4 | Perc +9
Spells:
Bless, Bane, (open), Prot. from Evil
Powers:
Channel (6/6), Touch of Good (6/6)

Cedric watches the shaft by the yellow lantern to see what happens when the sarcophagus is moved away from it.

He looks a bit concerned when the tunnel starts to shake. "Maybe we should have explored the other chamber before moving the sarcophagus to the lit lantern," he says, looking at the others for what they are going to do. "I hope we haven't broken something."


Gnome Paladin | Lvl 2 | HP 22/22 | AC 19 FF17 T13 | F +9 R +5 W +5 | Init +4 | Per +1 | 2/3 | 1/1

"Is something going to give way?" Badabar asks as he cocks his head and listens.

profession(miner): 1d20 + 2 ⇒ (17) + 2 = 19

perception: 1d20 + 1 ⇒ (15) + 1 = 16


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

Rik puts the sarcophagus between himself and the green corridor, ready to dash further away if the floor gives way. "Get back! It might be a trap!"


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

Andros stays put near the sarcophagus. "Agreed, stay away from the green tunnel."


WC Map
Badabar Wilburforce wrote:

"Is something going to give way?" Badabar asks as he cocks his head and listens.

[dice=profession(miner)] 1d20 + 2

[dice=perception] 1d20 + 1

Badabar believes there is some instability with regard to the "elevator" and it sounds like it is jammed against the walls of the shaft and may collapse. True enough, 2 rounds later, the stone circle at the end of the tunnel on the ground and the elevator apparatus beneath it completely give way, clattering down the shaft until 2 seconds later, you hear it crash into the ground!


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

As the echoes of the crash die away, Rik peeks out from behind the sarcophagus. "Is everyone all right?"


Gnome Paladin | Lvl 2 | HP 22/22 | AC 19 FF17 T13 | F +9 R +5 W +5 | Init +4 | Per +1 | 2/3 | 1/1

"This place is apparently unstable. We'll have to be careful."

"Do we try turning the coffin again, investigate this collapsed shaft, or go back to the elevator that seemed to still work?"


Male Human LG Cleric | Lvl 2 | HP 19/19 | AC 19 T 12 F 17| F +5 R +2 W +6 | Init +4 | Perc +9
Spells:
Bless, Bane, (open), Prot. from Evil
Powers:
Channel (6/6), Touch of Good (6/6)

"So that something else doesn't happen, I think we should investigate this collapsed shaft. I wonder if having the lantern lit had any affect on the results. Hopefully, the mechanism will still work for the other passageways," he states as he moves with the others to investigate the whole in the ground.


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

"Look like Allustan was right about something under the cairn! Let's explore below, as long as it's stable. If one of you has a rope, I can hold it and get closer to the hole. I'm lighter than anyone else here, and I can see in the dark."


WC Map

The party's conversation is suddenly interrupted as, everyone, except Badabar, hears the skittering of thousands of insects making their way up the green tunnel's shaft toward them!

You estimate that you have a couple of rounds. What do you do?


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

Andros sheathes his kama, draws his alchemist's fire, and readies an action to throw it at the insects when they come within 10'. He shakes the flask with a smile. "Good to have these handy. Does anyone need a flask?"


Gnome Paladin | Lvl 2 | HP 22/22 | AC 19 FF17 T13 | F +9 R +5 W +5 | Init +4 | Per +1 | 2/3 | 1/1

After Andros explains that something is coming, Badabar pulls out his own flask of alchemist's fire.


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

My bad... "Thousands of insects coming, get ready. I hear fire works well on them!"


Male Human LG Cleric | Lvl 2 | HP 19/19 | AC 19 T 12 F 17| F +5 R +2 W +6 | Init +4 | Perc +9
Spells:
Bless, Bane, (open), Prot. from Evil
Powers:
Channel (6/6), Touch of Good (6/6)

Cedric also pulls out his alchemist's fire. "Should we move up to try to contain them in the passage or perhaps move back to the stairs? Right now being in the middle of the room allows them to come at us from multiple directions?" he says, looking a bit worried about what is about to come up out of the hole.


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

"Don't use all of your alchemist's fire at once unless the enemy is really tough. I can use bombs, and they're renewable."


WC Map

Two rounds later, a living geyser of beetles bursts from the shaft. They make for the party, eagerly attempting to devour the nearest person and move on to the next. The undulating blanket of beetles trails a thin coat of bright yellow acid in its wake.

Along with the beetles emerges a skittering aberration with six sharp legs sprouting from a central body that is little more than a disgusting eye.

Initiative:
:
Aberration: 1d20 + 3 ⇒ (13) + 3 = 16
Swarm: 1d20 ⇒ 13
Andros: 1d20 + 4 ⇒ (11) + 4 = 15
Badabar: 1d20 + 3 ⇒ (8) + 3 = 11
Cedric: 1d20 + 4 ⇒ (10) + 4 = 14
Rik: 1d20 + 3 ⇒ (8) + 3 = 11

Round 1: Initiative 16: Aberration
The aberration double moves with incredible speed and stops in front of Rik, its eye looking at the ratfolk as its legs skitter across the stone floor!

Andros and Cedric are up.
Map is updated.


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

Seeing as the swarm is still in the tunnel, Andros moves 20' west and comes up from behind the aberration. "You freak out me whatever the hell you are!" He rears back and tries to stun the thing with a punch!
Stunning Fist punch: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
DC 14 Fort save or be stunned.


Male Human LG Cleric | Lvl 2 | HP 19/19 | AC 19 T 12 F 17| F +5 R +2 W +6 | Init +4 | Perc +9
Spells:
Bless, Bane, (open), Prot. from Evil
Powers:
Channel (6/6), Touch of Good (6/6)

oof we are going to struggle with knowledge checks

"What is that!" Cedric says as the strange creature quickly move up to the group. Uncertain what the thing is or it's abilities, Cedric calls on Pelor to help the group fight it. Cast bless: +1 on attack rolls

Deciding that he won't need his alchemist's fire at the moment, he puts it away and takes a step towards the stairs to put more distance between him and the mass of beetles.


WC Map

The oread monk move up and kicks the aberration, damaging it and stunning it! A kick makes more sense than leaning down to punch it IMO.
Aberration Fort save: 1d20 + 3 ⇒ (9) + 3 = 12....fails, stunned this
Round! -9 hps!

Round 1 - Initiative 13 - Beetle Swarm
The skittering swarm double moves south!

Badabar and Rik to end Round 1 and then Andros and Cedric to start Round 2 as the aberration is stunned.


Gnome Paladin | Lvl 2 | HP 22/22 | AC 19 FF17 T13 | F +9 R +5 W +5 | Init +4 | Per +1 | 2/3 | 1/1

Badabar tosses his alchemist fire at the oncoming swarm.

fire: 1d20 + 4 ⇒ (8) + 4 = 12 thrown at square closest to me.

damage: 1d6 ⇒ 6

Then he grabs his axe.


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

I think that if you target a square you only do splash damage, but the splash weapon rules are weird--check out what happens if you miss with a splash weapon.

From the fumes left by the beetle swarm, Rik guesses that they'll be resistant to the corrosive fluid he usually throws. Instead, he steps away from the stunned aberration, drawing his own flask of alchemist's fire and hurling it at the closest part of the swarm.

Splash weapon attack vs. touch AC, including bless and range penalty: 1d20 + 5 + 1 - 2 ⇒ (7) + 5 + 1 - 2 = 11

Assuming that misses:

Miss direction: 1d8 ⇒ 3

I think that puts it in the square I've marked with an x. Fortunately, Rik gets a bonus to his splash damage, so the swarm takes 5 HP fire damage x 150% = 7 HP.


Male Human LG Cleric | Lvl 2 | HP 19/19 | AC 19 T 12 F 17| F +5 R +2 W +6 | Init +4 | Perc +9
Spells:
Bless, Bane, (open), Prot. from Evil
Powers:
Channel (6/6), Touch of Good (6/6)

Hoping to take advantage of the stunned creature but not in position to do much, Cedric moves around the sarcophagus and throws his dagger at it.

Ranged Attack (Silver dagger): 1d20 + 3 - 4 + 1 ⇒ (16) + 3 - 4 + 1 = 16into melee + bless
Damage (P): 1d3 ⇒ 3


WC Map

When you target a square, treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. Thus, Badabar's alchemist's fire hit AC 5 and deals 1 point of damage to the swarm.

Rik's bomb causes 7 damage to the swarm.

Cedric's throw misses the aberration.

Andros is up.


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

Round 2:
Andros takes a 5' south and flurries of blows with 2 kicks at the aberration, trying to eliminate one of the enemies.

Kick: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Kick: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Confirmation: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
No confirmation...11 damage+9 damage from prior kick=20 damage.


WC Map

The oread monk stomps on the aberration twice, but it still lives, although it is very bloody! -20 damage.

Round 2: Initiative 13 - Swarm

The beetle swarm's clicking intensifies as it moves west over Rik, biting him and spraying acid on him!
The ratfolk takes 1d6 ⇒ 5 damage from the bites and 1d4 ⇒ 2 acid damage. He must make a DC 11 Fort save or be nauseated. Total 7 damage.

Rik and Badabar to end Round 2.


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

DC 11 Fort save: 1d20 + 4 ⇒ (3) + 4 = 7

The ratfolk vomits up his last meal and staggers backwards out of the swarm.


Gnome Paladin | Lvl 2 | HP 22/22 | AC 19 FF17 T13 | F +9 R +5 W +5 | Init +4 | Per +1 | 2/3 | 1/1

Badabar moves up next to Andros and chops down at the aberration.

great axe: 1d20 + 5 ⇒ (9) + 5 = 14

damage: 1d10 + 1 ⇒ (8) + 1 = 9


WC Map

Badabar's attack strikes wide of the mark.

Round 3: Initiative 16 - Aberration

The wounded aberration spins, extending its sharp claws at Andros and Babadar, but both miss, with Andros dodging out of the way, and Badabar allowing the claws to scrape harmlessly off his armor!
Attack vs. Andros: 1d20 + 6 ⇒ (8) + 6 = 14
Attack vs. Badabar: 1d20 + 6 ⇒ (8) + 6 = 14

Andros and Cedric are up.


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

Round 3:

Andros takes a 5' step diagonal. He then flurries the aberration with 2 kicks.

Kick: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Kick: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Ugh...sad rolls.


Male Human LG Cleric | Lvl 2 | HP 19/19 | AC 19 T 12 F 17| F +5 R +2 W +6 | Init +4 | Perc +9
Spells:
Bless, Bane, (open), Prot. from Evil
Powers:
Channel (6/6), Touch of Good (6/6)

Seeing Rik sick to his stomach and with Andros and Babadar between him and the aberration, Cedric pulls out his alchemist's fire and throws it at the beetles.

Ranged Touch Attack (Alchemist's fire): 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage (F): 1d6 ⇒ 3

Crit?: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage (F): 1d6 ⇒ 6


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

Excellent shot, Cedric! And don't forget that you do an additional 50% damage against a swarm.


WC Map

Cedric's fire connects, as several hundred beetles burn to a crisp (-11 damage).

Round 3: Initiative 13 - Swarm:

The mindless swarms does not see allies - it just sees food! Thousands of insects rush forward overwhelming the severely wounded aberration, Andros and Badabar! The aberration squirms as the swarm bites and burns it with its acid; it falls on its back and is consumed by the swarm!

Damage on Aberration: 1d6 + 1d4 ⇒ (4) + (3) = 7 - DEAD
Damage on Andros: 1d6 + 1d4 ⇒ (1) + (2) = 3
Damage on Badabar: 1d6 + 1d4 ⇒ (5) + (2) = 7

Andros and Badabar must make DC 11 Fort saves or be nauseated for 1 round. Party is up after!


Gnome Paladin | Lvl 2 | HP 22/22 | AC 19 FF17 T13 | F +9 R +5 W +5 | Init +4 | Per +1 | 2/3 | 1/1

fort: 1d20 + 9 ⇒ (20) + 9 = 29

"Look out Andros!" Badabar cries as the beetles swarm over them.

He ducks back out of the swarm and clambers back on top of the tomb, expending some of his healing magic to counteract the beetle's acid.

LoH: 1d6 + 3 ⇒ (6) + 3 = 9


Oread Monk | Lvl 2 | HP 17/17 | AC 17 FF14 T16 | F +5 R +7 W +6 | Init +4 | Per +8 |Stunning Fist (DC 14) 1/2

Fort save: 1d20 + 5 ⇒ (8) + 5 = 13

Andros double moves back around the coffin.


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

"Maybe this will work...." Rik quickly compounds an alkahest bomb and tosses it at the swarm before retreating.

Touch splash attack, including bless: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Acid damage: 1d4 + 4 ⇒ (2) + 4 = 6 x150% = 9 HP.


WC Map

Rik's alkahest bomb destroys the swarm, as the beetles die a fiery death! Combat over.


Male Ratfolk Alch/2 | AC 17 T 14 FF 14 | HP 16/17 | F +4 R +6 W +1 | Init +3| Perc +8/+9 vs. traps|Sense Motive +1

The ratfolk relaxes, then winces in pain at his wounds. "Master Osric? The swarm attack hurt a lot. Could you help with that?"


Male Human LG Cleric | Lvl 2 | HP 19/19 | AC 19 T 12 F 17| F +5 R +2 W +6 | Init +4 | Perc +9
Spells:
Bless, Bane, (open), Prot. from Evil
Powers:
Channel (6/6), Touch of Good (6/6)

Cedric walks over to Rik to look at his wounds. "Oh my, that does look painful. Let me see what I can do," he says as he places his hands on the ratfolk's arm and calls on Pelor to give him the power to heal his companion.

CLW: 1d8 + 2 ⇒ (2) + 2 = 4 Spontaneous cast: lose Bane

He frowns when he sees that it hasn't helped much.

"Andros, are you also injured? Please come stand by me while I try to call on Pelor again to heal," Cedric says as he holds his holy symbol up and begins to pray.

Channel energy (healing): 1d6 ⇒ 5

He then walks over to pick up his dagger. "Well, hopefully there won't be any more surprises coming up from there. Should we go see what is down there?'

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