GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


3,601 to 3,650 of 7,002 << first < prev | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | next > last >>

Been distracted on this end, but let me know when you are ready to move on


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Ready to go. (Kilthan will wear the leather until we're out, just for the lack of AC penalty)


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"Should we camp in the morlock den? That mean character probably was given plenty of distance given ferocity and smell."


Kilthan climbs back up drop drops a rope for everyone. Checking out the wide crack in the wall where the feral morlock came from he finds a bloodstained burlap sack. Inside is:

200 gp
A preserved head of a female dark elf
and a wand

You are pretty sure if you tried to rest in here you would get no sleep due to its cramped nature.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

As much as we need rest, I do believe that we must press on. Otherwise, we may face a lot more traps and tricks since these evil creatures know that we have now invaded their den.

Spellcraft: 1d20 + 15 ⇒ (13) + 15 = 28 <-- checking out the wand


Aarakess discovers it is a wand of cure light wounds with 38 charges


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"Well, Tohall can heal using this new wand. Let me try to see if I can get accustomed to it."
UMD: 1d20 + 11 ⇒ (18) + 11 = 29

We use Tohal's plan to use the wand, but Justin uses the first charge to get used to the wand (gain the +2 UMD bonus). With two heal wands, we can have Ingrid hold one now.

After being healed, we can move on. I think we need to climb high to continue.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"Sounds good, my mutagen lasts a while!"

GM, my mutagen lasts 40 minutes, please let me know when you think it's gone.

Also apparently alchemist's can use wands and staves (spell trigger items), just not scrolls (spell completion items). Did not know that until a friend pointed it out to me. Just in case we come across another at some point.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Tohall heals himself... (wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7, wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6, wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7)

and then heals Dryn (wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8

And Kilthan (wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4, wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

And Aarakess (wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4

"There we are. We all should be good enough, health wise to continue." the man comments.

Status:
HP: 10/31 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: cold iron sickle +4 (1d6+1)
Conditions: Grappled, strangeled
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless©, bless , magic weapon, magic fang(d)
(2nd level, DC 16) bull's strength©, bull's strength©, Grace, Hold Animal(d)
Channel Energy (2d6, DC 13) 4 of 5 remaining
Predator’s Grace 7 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)
Wand of Cure lights wounds charges remaining 36 of 50


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess smiles at Tohall: Thank you, that definitely feels better. Nonetheless, she looks down at her ripped, torn and bloodied robe.
I think I need to find a stronger material to make my clothes out of with this group.

Once she is to the top of the wall she looks around.

Does the narrow passage lead to the feral morlock's space and then to where the archers were? Or are the archers the other way across the rope bridge?


make sure to update your hp Tohall!


Aarakess, the narrow passage indeed leads back to where the archers were that are now dead. This rope bridge leads further into the morlock caverns.

You are now above where you fought the last of the chokers and the female morlock

The rope bridge sways slightly, stirred by the almost imperceptible movement of air in this cavern. It consists of three length of rope arranged in a V-Shape. The lower point of the V serves as a foothold, while the upper arms allow one to hold steady as they cross.

Doing a quick inspection the bridge looks well maintained, though very wobbly.

If you wish to cross whomever is first must state at which speed they will cross (1/4 speed, Half, or full and if they will use one or two hands to brace themselves while crossing. At 1/4 speed with 2 hands anyone can cross without an acrobatics check. Moving at that rate it will take 2 rounds to cross the bridge


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess looks to the others.

Perhaps Kilthan should go first, but we can tie him off with a rope so that he will not strike the ground below if he were to fall.


HP: 9/9 AC:16:13:13 Saves:3:5:2

"I think we should check the rope bridge before we cross it."

Ingrid checks the bridge
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Engineering: 1d20 + 4 ⇒ (18) + 4 = 22


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Healed, Dryn readies her crossbow and keeps an eye out as they consider, watching for any signs of danger. "I'll keep an eye out!"

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Dryn'taka Devilschild wrote:

Healed, Dryn readies her crossbow and keeps an eye out as they consider, watching for any signs of danger. "I'll keep an eye out!"

[dice=Perception]1d20+6

Aren't you supposed to open your eyes first?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

All the cool kids keep watch with their eyes closed!


Ingrid check out the bridge, and it is still well maintained if not wobbly. Not trapped as far as she can tell.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin follows with weapons slung so he can carefully use all limbs.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan says, "If it ain't gonna fall away, then off I go."

Perception: 1d20 + 10 ⇒ (1) + 10 = 11


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Just because Dryn is walking around with her eyes closed does not mean that Kilthan has to do the same.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Someone cursed my virtual d20s. I swear.


If you wish to cross whomever is first must state at which speed they will cross (1/4 speed, Half, or full and if they will use one or two hands to brace themselves while crossing. At 1/4 speed with 2 hands anyone can cross without an acrobatics check. Moving at that rate it will take 2 rounds to cross the bridge

How would you like to cross Kilthan? And if anything other than 1/4 speed with 2 hands, please roll acrobatics


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Seeing as I'm untrained... I'll take it slow (unless I can default to climb?)

Kilthan says, "Keep your bows ready, I'll try to cross.."


HP: 9/9 AC:16:13:13 Saves:3:5:2

"To bridge is good and has been well maintained.
It's well made, but not the most solid bridge."

The bridge made me think of a previous mention of bridges


GM Blood:

Initiative Kilthan Hammerstone 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (13) + 2 = 15
Initiative Justin D'Rite 1d20 + 0 ⇒ (16) + 0 = 16
Initiative Tohall 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Monster 1d20 + 8 ⇒ (4) + 8 = 12
Perception Ingrid 1d20 + 16 ⇒ (17) + 16 = 33

Kilthan Hammerstone wrote:
Kilthan says, "Keep your bows ready, I'll try to cross.."

Justin next in line pulls out a bow to cover Kilthan. As Kilthan gets about halfway, Ingrid sees with her darkvision some morlocks about to attack and yells out a warning!

Kilthan you do not see the morlocks yet as your light doesn't travel far enough. A full action will get you to the other side


The ground here is Difficult Terrain. If you wish to cross the bridge, you must state at which speed they will cross (1/4 speed, Half, or full) and if they will use one or two hands to brace themselves while crossing. At 1/4 speed with 2 hands anyone can cross without an acrobatics check otherwise one must be made. Moving at the rate without a check will take 2 rounds to cross the bridge

Quote:

Round 1

Initiative Order - Kilthan, Justin, Dryn'taka, Ingrid, Tohall, Choker, Aarakess

Morlock Stats AC 17 T 14 FF 13


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Even in low-light? Should have dim to 40', no?

Kilthan says, "Bloody wonderful.", and tries to rush to the other side before he becomes a dwelven pincushion.


GM Blood:

Kilthan Perception: 1d20 + 10 ⇒ (13) + 10 = 23

I'm assuming you don't have a light on you since you are using both hands to cross? Previously it was stated that Justin carried a everburning torch and Tohall had a light source at the back and you carried sunrods. Is that right?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Rnd 1 Justin
Justin sees the Morlocks and begin to invoke the blessings of Iomedae after grabbing his holy symbol and his everburning torch.
More useful than his pathetic archery--cast bless duration 10 rounds.

"Ingrid, use the largest pea on the fireball necklace. Kilthan, don't get too close."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess reaches up and scratches Auxilium's chin.
Fly like the wind my friend and touch a spot at the top of the next cavern.

With that, Aarakess calls upon her patron to bring light to the situation. Auxilium flies out of the tunnel and across the chasm sticking to the shadows as much as possible. The brave little owl then touches a spot in F13 bringing light to the area.

Standard action: Cast Light

Auxilium as a speed of 60' which should be more than sufficient to move around the chasm without being in the direct firing line of the Morlocks.

Stealth(Auxilium): 1d20 + 15 ⇒ (4) + 15 = 19


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I had a light spell cast on me earlier, I thought? Perhaps I'm thinking of something earlier....


Ok, for simplicity and keep things moving, lets say you had light cast on you by someone before crossing...

Kilthan, focused on not falling off the bridge then peering ahead, hears Ingrid's call out. Looking up he just barely makes out the hidden figures int he hallway due to the good perception roll. Springing into action he makes it across the bridge Since you were using both hands that last half of the bridge is a full round action so no shield or weapon out at this time

Justin knowing a fight is coming casts bless. Aarakess goes after the morlocks and with Kilthan having light on may or may not change her action

Also note where everyone is standing, with the turn in the tunnel, not everyone can see across


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin casts bless (STD) and move to let Ingrid up to toss.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

(Fyi: Tohall has an ioun torch that would be out in any darkness. He could not see otherwise. Anyone who would want to use it that is ahead in the group is welcome to.)


HP: 9/9 AC:16:13:13 Saves:3:5:2

Toss? I don't know that term.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

From earlier post of Justin's, was hoping you would employ the necklace of fireballs here.


1 person marked this as a favorite.
Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

AAAAARRRRRGGGGG - PAY ATTENTION!!!!!!!!


HP: 9/9 AC:16:13:13 Saves:3:5:2

The Engineer and Lawyer in me don't like super vague.

Ingrid uses the necklace, throwing the bead behind the targets so Kilthan is uneffected.
Who knows explosion might throw some over into the crevas


Ingrid throws a bead at the morlocks, burning the three morlock

Fireball! 5d6 ⇒ (6, 2, 3, 2, 2) = 15

Morlock #1 reflex 1d20 + 9 ⇒ (20) + 9 = 29 vs DC 14
Morlock #2 reflex 1d20 + 9 ⇒ (8) + 9 = 17 vs DC 14
Morlock #3 reflex 1d20 + 9 ⇒ (9) + 9 = 18 vs DC 14

Tohall and Dryntaka are up, even though they have no line of sight as of yet.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 1

"Kilthan, be careful!" Dryn rocks back and forth, annoyed she can't see what's going on wishing the others would start across.

Delay


The morlocks move in to attack! The morlock attack using their weird cramped, but effective formation while the third morlock closes as well.

Morningstar Morlock #1 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage 1d8 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6

Morningstar Morlock #2 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 *Hit*
Damage 1d8 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12


The ground here is Difficult Terrain. If you wish to cross the bridge, you must state at which speed they will cross (1/4 speed, Half, or full) and if they will use one or two hands to brace themselves while crossing. At 1/4 speed with 2 hands anyone can cross without an acrobatics check otherwise one must be made. Moving at the rate without a check will take 2 rounds to cross the bridge

Quote:

Round 2

Initiative Order - Kilthan, Justin, Dryn'taka, Ingrid, Tohall, Choker, Aarakess

Morlock Stats AC 17 T 14 FF 13


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"Ingrid, keep up the fireball barrage. I am so clumsy, I should go last across. Dryn, you need to keep the bombs coming."

Rememeber, bless in effect (9 rounds to go) (+1 to hit)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I think you have the wrong monsters, but I assume that you mean morlocks and not chokers as the enemy.

I am going to delay as I cannot do much of anything until I can see someone or something. My only real option is Fortune on Dryn or Justin to help with the archery.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan grits his teeth and pulls the masterwork greataxe from his back, knowing he has time neither to equip his shield or to finesse things.

On the plus side, since they're swarming me, they're all within 20' of the light spell affecting Kilthan...

Mwork Greataxe (PA) vs Morlock #2: 1d20 + 7 ⇒ (20) + 7 = 27 {includes bless and masterwork bonus} Unexpected, but threat.
Confirmation: 1d20 + 7 ⇒ (15) + 7 = 22 Wow. Ok then.

Critical Damage (Greataxe, Power Attack): 3d12 + 30 ⇒ (9, 6, 12) + 30 = 57

Kilthan snarls as he pulls the massive axe through the Morlock that struck him, glaring at the other and smiling grimly as he readies a backstroke.

Status: 31/46 hp; AC 18/12/16 {Adaptation, shieldless}


The ground here is Difficult Terrain. If you wish to cross the bridge, you must state at which speed they will cross (1/4 speed, Half, or full) and if they will use one or two hands to brace themselves while crossing. At 1/4 speed with 2 hands anyone can cross without an acrobatics check otherwise one must be made. Moving at the rate without a check will take 2 rounds to cross the bridge

Quote:

Round 2

Initiative Order - Aarakess (Delay), Kilthan, Justin, Dryn'taka (Delay), Ingrid, Tohall (Delay), Morlock

Morlock Stats AC 17 T 14 FF 13

Fixed monster label in initiative and moved Aarakess to front of round to make round management easier


After the morlocks move in Kilthan he pulls out the greataxe and severs a morlock in two. The other two morlocks now seem unsure in their victory over the dwelf they ambushed.

Is it averages finally evening out for Kilthan, or his last critical for another year or so? :)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

One word - Improved Critical. Ok, two words.

I have always wanted to play a two-handed fighter using a heavy and light pick. With multiple attacks per round and an x4 multiplier, I think that it could be quite fun.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Gods, I hope it's the former and not the latter, GM.

3,601 to 3,650 of 7,002 << first < prev | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Blood's Age Of Worms (Group 2) All Messageboards

Want to post a reply? Sign in.