The Ancient GM's page

194 posts. Alias of Mythicman19.


1 to 50 of 194 << first < prev | 1 | 2 | 3 | 4 | next > last >>

You look in and the room covered in black coated walls has a sheen to them. Other than the room and the exit across you don’t see anything else.

Ok then, let’s try for once every two days. With any quicker being simply a bonus.

You poke the coffin and move the bones but see no hidden traps or mechanisms, there doesn’t seem to be anything in the coffin to suggest a hidden compartment or trap.

Brightberry you detect magic, after a moment of concentrating you get a feeling that it’s very strong necromancy magic that’s has left a strong aura in the area.

My apologies for the inconsistency, neither of you are problems in posting schedule. I am open to switching to once a week, my posting ability has been suspect and it’s my fault. I’m going to update after getting a look at notes and what not.

If more people think once a week is a more appropriate then feel free to speak up. At the moment I’ll work to continue a post everyday at the moment.

Been sick this week, my apologies. I’ll try to get an update sometime during the weekend.

You pop it open using the small opening left there from a previous person's attempt. The massive lid with a grinding of the stone slides off and you see inside a skeleton in cob web robes that have fallen apart over time into simple strands.

Bob peers down the hallway half expecting more undead but sees only darkness at the end of a hallway awaiting him.

You find no traps on the large sarcophagus, and no plant matter has managed to work its way yet, the stone remaining largely uncracked by roots.

You head back and the the bodies of the goblins seem to have been shifted their weapons no longer there, though nothing else is different. And as you make your way to the room where the lordling was you find the dead bodies still on the floor and don’t move as you approach.

;) well feel free to pluck out the eyes and see what happens. Though you have only gone through half the ruin. And there are still secrets that remain hidden.

@atar, a reflavor of weapon is fine with me.

You all Walk back to the ruins and ready your weapons as you enter. You walk in again amid the dusty and drab ruins. You are just at the entrance.

You all wake up the next morning stiff but much less hurt. Some with hangovers that’s slow the mind. But you all gather in the common room early the next morning with the sun just barely up.

You go up to the keep and as you approach you see several guards talking behind an old wooden portcullis. You hear about a group on the outskirts of town that had attacked a caravan on the road and how there is talk that they will be going out to stop them, since if it gets too bad someone will come her to make sure they get dealt with.

The goblin wearing what appears to be woven grass smiles and says in a pretty decent common, “I pick them, they grow near the bramble. He uses them to brew, I get silvers for what I can find. Do you know how to find these hops?”

Update to come tomorrow, very long weekend of drill.

You all after an hour or two of selling your loot, you all come back to the tavern after bidding Cornelius goodbye. You come back and over a few tankards of ale you relax for the night getting some much needed rest after a hard day of fighting. During the evening you see a couple different characters come in; a goblin who gives the barkeep a bundle of herbs, a man who comes and drinks some wine in a corner, and a half Orc who orders a dinner and sits by the fire eating.

Will have post the morning when I get a chance, this week has been rough with work especially with drill this weekend.

If you do that would be interesting. I can put the link at the top along with the map link.

you can roleplay if you wish or we can fast forward it. It’s your choice I’m fine with either. Just let me know what you plan on selling.

that’s a fine explanation, better than what I would have thought up.

Cornelius nods and pulls out a small red vial. “This is a potion that will help heal. It’s all I thought but I assumed it would be for emergencies. It may suit you better in your spelunking than on myself.”

He takes a second after setting it on the table to think holding a finger to Atar to wait. “Well he is the one who keeps the town relatively calm. And maybe he knows something about the ruins his keep is on top off. But I differ to your choice of action since I’m not used to this sort of atmosphere.”

“Unfortunately I do not, though the wealthy are known to collect things you could try the keep. The uhh leader of the town lives in it he may have some interest in the old coins.”

Cornelius listens intently but his eyebrows scrunch close as if in deep thought at your words. When the coins are produced he takes and studies them for a moment and after about a minute he shakes his head.

“Though interesting these coins are not anything I’m searching for. They seem to be several hundred years old. From early Chelaxian Empire not Azlanti, though it seems your adventurer went into these ruins even then, which helps to support my theory they are Azlanti.”


You listen to the the old man chat on and on about the coin but as he handles it all that you can think about is your old chateau and the fact that coin like you is from a different time, seemingly out of place.

You all head back to the tavern to find Cornelius you walk in to see the older half eleven gentleman reading a bowl of soup. As you walk in he looks up and his face brightens with a smile. “Ah you’ve returned! I new I hired the best ones for the job, tell me how deep did the ruins go? How much did you find? What did you see??” .

The tavern has a few other people in it but between an early dinner for some and quiet conversation for others not much is happening. You do see the bartender Eddars relaxing and sipping an ale at the bar seemingly bored while the owner Shankar is busy helping in the kitchen.

She looks up and smiles at you guys, she props her head up on her hands. When you produce the ring she motions for it to be given to her, she spends a second inspecting it.

“Well the main concern is proof of death, but with this ring and your testimony it might be enough. I’ll give you your money for the honest work. You say he was reanimated? Sounds strange, but I’ve heard stranger.”

She leans back and whispers something to the man next to her who goes off for a second coming back with a hefty sack that rings with coin.

“If and when you go back into those ruins take a look around. I’m sure other idiots have gotten themselves killed down there, might have a bounty or two on their head.”

Your entry into the hall this time is one of curiosity. With eyes on this time seeing the blood and wounds you’ve faced, the air is a bit different. Geniveev Sits at the table now looking over some documents as you enter you see some people sparring in the middle of the hall throwing fists at each wildly. For a moment it seems like one of them is going to win till an unexpected haymaker knocks him out cold.

For level ups you may roll or take half+1, and yeah understandable with feat tax rules, it adds a lot of possible modifiers at start to keep track of.

The sword and armor are of modern design fashioned in the Brevoy style, while you do remember that the nobles are not here. The Blue Basilisks were associates of Lord Bitrost.

You guys manage to grab everything with a little bit of loot management and make your way or of the ruins, as you come out it’s mid afternoon and the sun is on its way down but you have plenty of hours left in the day. You make your way towards the Blue Basilisk Hall bloodied and tired. As you do you think on just how dangerous your trek was and the fact you survived boosts your confidence. You all level up!

You come to the door the carved wooden head above it, anything you guys would like to do before walking in?

doctor said it’s just a cold with teething, so all is good.

You examine the room and find out the two normal undead two longswords still in their sheaths, and two chain shirts with what comes to 120 gold. You find on the Lordling some fine clothes though ragged and a little dirty. And a silver ring with what you recognize as the Bitrost family crest.

I will get you the results of your search later today, last night was difficult as the baby is teething and possibly sick.

You stab the creature but the blade seems to be to thin to do damage. But as you back up Bob comes in and with one swing cuts it down. And with that the undead no longer are a threat.

The lordling sneers as the other zombie smacks Atar and looks at the rest of you and
charges at Trakas going for the kill.

As he steps forward both Bob and Trakas swing on the undead one going high and one low.

Trakas readied attack: 1d20 + 4 ⇒ (17) + 4 = 211d10 ⇒ 2
Bob reduced attack: 1d20 + 3 ⇒ (16) + 3 = 191d10 + 3 ⇒ (5) + 3 = 8

Trakas swings low and cuts into the creatures leg, yet it somehow continues on until bob with one swipe cuts from shoulder to midsection cleaving it in two. The Lordling stops for a second and the answer that was on his face disappears and a small smile shows before, the body falls apart. Undeath no more.

everyone is up, one left!

The pod and rock both go long hitting the far side of the hallway in you caution to avoid your new allies.

The other zombie now without food runs in towards Atar seeing no snack closeby.
saves: 1d20 ⇒ 101d20 ⇒ 16

It plods forward and goes to swipe at Atar. 1d20 + 4 ⇒ (20) + 4 = 241d6 + 4 ⇒ (1) + 4 = 5
Crit confirm: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 4 ⇒ (3) + 4 = 7
that could have been bad.

The zombie’s swing though is to strong for Atar’s parry and he is smacked across the face by the undead arm, ringing his bell.

Immana, Lordling, Everyone else.


Zombie A 7 damage
Lordling 21 damage

The slash from Trakas cuts deep and you see it’s flesh give way to the now magical sword. Doing more damage than you’ve seen in a bit. Seizing the opportunity Atar jumps in stabbing the creature in the neck nearly breaking it as it’s shoved off the blade. It looks over menacingly with what you can see almost as hatred in its eyes.

I’m assuming our leshy friend sends a rock it’s way, though I’ll wait a little before I act on it.


Zombie A 7/? Hp
Lordling 21/? Hp

The lordling steps forward snarling like a wounded animal. Goes to strike at the one who’s been harrying him behind the wall.

acrobatics, reflex: 1d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (11) + 3 = 14
wack: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 3 ⇒ (3) + 3 = 6

He goes to swing his fist at Trakas missing and smashing it into the stone with a sickly cracking sound.

everyone but Immana may go.

Thank you for the heads up, much appreciated

I assumed the AOO you had this turn went to the zombie that tried to run past you since the lordling has cover on your attacks. They’ve managed for the most part to pass their saves between the acrobatics to avoid the reflex save and the then reflex save.

You loose the arrow at him bob and it hits the lordling in the chest but it doesn’t seem to faze him. Trakas you swing your sword it leaving a slight shimmer as you channel some magic in it. Though due to the wall you can’t get a good angle and it just misses.

The other zombie swings at Immana craving flesh.
slam: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 4 ⇒ (3) + 4 = 7
Though you easily dodge out of the way of its clumsy swing.

Immana, Lordling, everyone else.

Atar did 5 foot step back so there is a gap to maneuver in too.

Hope everyone is having a happy holidays!

my bad forgot to delete that one, but it is dead. You move to the zombie still standing then since you can make it if that’s all right with you.

You dodge through the melee darting through the swirl of steel to get to Atar’s side calling forth a blade of water. You step up and swing at the zombie slashing at it clearing off a chunk of flesh.

The lordling climbs up in the grease an angry look on his face. And let’s put a growl as he heaves a fist at the new person.

acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7
reflex: 1d20 + 4 ⇒ (9) + 4 = 13
slam: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 3 ⇒ (4) + 3 = 7

His arm slams into Immana dealing 7 bludgeoning damage. But the moment his hand comes back around Atar snags it and pulls him in skewering him on his sword leaving a pretty visible wound on the Lordling.


Lordling 10/?
Zombie 1 redead
Zombie 2 7/?

Trakas, Brightberry, may go. Bob you can adjust what you want to do since things have changed a bit. Atar great crit!

Immana goes next then the lordling then the group for reference. My bad forgot to repost initiative. As well as AOO’s from Atar and Trakas at the zombie standing up and and the one moving past.

Atar’s AOO, zombie 2.: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 201d6 + 2 ⇒ (5) + 2 = 7
Traka AOO, zombie 1: 1d20 + 4 ⇒ (19) + 4 = 232d10 ⇒ (10, 1) = 11

Atar seeing the zombie stand up skewers the knee of it finding someway to harm the seemingly robust zombie, while as the other zombie shambles past and goes down the hall. Trakas spins and swings his blade sideways cutting the zombie’s leg off, Causing it to fall and as it looks up at Bob it’s head is taken off, killing it.

updated status:

Lordling 5/?
Zombie 1 redead
Zombie 2 2/?

Atar you kip and in a flourish skewer the eye of the lordling. Though it doesn’t seem as effective as you’d expect it to be, though it still hurts it.

The zombie on the ground goes to stand as the other tries to move past to attack Atar nearly slips but somehow manages to not fall, and seeing the rest of the group continues on towards bob, taking a rock to the gut from Brightberry and then a sword slash from Bob.


Acrobatics in grease 1: 1d20 ⇒ 20
Acrobatics in grease 2: 1d20 ⇒ 6
Reflex: 1d20 ⇒ 15


Lordling 5/?
Zombie 1 4/?

All good, the holidays are a busy time.

I’d say that you can withdraw, but since withdraw is a full round action that allows you to move double your movement and since you are prone, you would only move 10 feet. Though you would not provoke any attacks of opportunity.

You all ready yourself for them to come. While Trakas you manage to take the hand of the creature right off, your sword cutting through its flesh like butter. It looks up and eyes you with menace in its eyes.

Just need Atar before the zombies may go.

The lordling corpse lets out a moan as it sees you all retreat and charges at Atar.

reflex 1: 1d20 + 3 ⇒ (17) + 3 = 20
reflex 2: 1d20 + 3 ⇒ (4) + 3 = 7

But the magic grease on the floor causes him to slip in his advance. On the ground he grabs at your foot Atar trying to trip you, provoking an attack.

AOO: 1d20 + 6 ⇒ (17) + 6 = 231d6 ⇒ 1
You skewer his jaw expecting a bite but his hand goes for the grab.

Trip: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
Grabbing your leg and pulling you off your feet.

Everyone but Immana May take their turn.

You all sprint away, back into the silenced room. The echo as you run vanishing as you enter the room.

The two others shamble one trying to get a bite out of the tielfing man.
reflex saves first z: 1d20 ⇒ 20
reflex saves first z: 1d20 ⇒ 9
reflex saves second z: 1d20 ⇒ 20
idk whats gotten into these dice but they are wild
The corpse as it draws close to Atar is stabbed by Atar but it seems to barely affect it. But as you withdraw your blade the creature slips and falls flat. The second moves behind the prone comrade.

Immana, then Lordling, the everyone else.

Trakas seeing everyone walk into the next hallway follows along.

Bob as you walk towards the bodies you see them twitch and begin to move, the lordlings body slumped over the side stiffens and straightens turning its face toward you, it looks dried and dead with glassy eyes.


Bob: 1d20 + 4 ⇒ (16) + 4 = 20
Atar: 1d20 + 4 ⇒ (12) + 4 = 16
Immana: 1d20 + 3 ⇒ (6) + 3 = 9
Brightberry: 1d20 + 2 ⇒ (19) + 2 = 21
Trakas: 1d20 + 3 ⇒ (17) + 3 = 20
Lordling: 1d20 + 3 ⇒ (20) + 3 = 23
Friends: 1d20 ⇒ 10

Lordling, Bob, Trakas, Atar, Brightberry, zombie friends, Immana.

The lordling steps toward you bob and tries to slam with his arms.
Slam: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 3 ⇒ (6) + 3 = 9

As you three walk over to Bob and cross into the highway your footsteps return as well as your breathing. It seems you are no longer silenced.

Bob as you walk into the hallway your footfalls return with a reassuring rhythm.

You see in this room a large stone diss in this chamber which supports a great sarcophagus. The lid once carved in an image of a sleeping warrior is cracked in two and lies askew. Three bodies lie on the top over the side of the sarcophagus and next to the side on the steps.
the silenced room is on the first floor if you could put your tokens up there please.

Trakas you determine that the archway in is the beginning of the silenced area.

As you guys go to talk, no sound escapes your lips. You say the words but no sound is heard. Your spell fizzles out with no verbal component to power it.

The statue as you look it over appears clear of traps. Though as you near you feel a sense of dread edging into you. no mechanical effect on you. Just a feeling.

You don’t see any traps on the statue, as well as no footprints in the dust. You make your way eerily through the chamber without issue and look back at the statue the orange gems of the statue glowing in the magical firelight.

1 to 50 of 194 << first < prev | 1 | 2 | 3 | 4 | next > last >>