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View Full Version : Savage Age of Worms - Chapter 1



Rowenn552
2017-12-16, 08:57 AM
https://image.ibb.co/nBL2hw/76_EC8333_5491_4_D4_E_82_D3_43_C4_FB04291_B.jpg



In years long before, a great evil writhed and squirmed just below the surface. Vanquished and forgotten to time it slumbered.
Now, adventurers gather while unbeknownst to them powerful agents of the darkness toil to bring about a new... Age of Worms

Rowenn552
2017-12-16, 08:58 AM
https://image.ibb.co/diXDh6/3_C5_DFB0_F_55_D6_4_ACB_9_E86_19_F93_F6_B0_BCF.jpg

Chapter One: The Whispering Cairn

Starring:
Ionbound as Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs), divine Immortal Seeker of the Evening Glory
Gryffydd65 as Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4), the roguish Halfling warrior bearing his grandfather’s heirloom blade
Ybn1197 as Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ), Elven Priest, Blessed of Heironeous, and Hero of the Third Rank
Aristarkos as ... soon to be determined (https://docs.google.com/document/d/1fcu2xw_pzPmSYNW-FetIPoDHVoMqw7tZDY9e78-DLtY)

Links:
OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms)
Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Rowenn552
2017-12-16, 09:19 AM
https://image.ibb.co/cGpTh6/279_AF9_D0_9_FD3_452_C_8_CA6_85_BDC4_CFA3_F9.jpg

Diamond Lake, once a beautiful village named for the crystal waters along its shore. Nestled in amongst the rolling Cairn Hills and three days ride from the Golden Free City of Jannisport this small village once bustled with adventurers, archaeologists, wealthy vacationers, and scholars.
That all ended when the main export, treasure from the surrounding burial mounds of over a dozen cultures, dried up. But where one industry flounders another thrives. Ancient pottery, tapestries, jewelry, gems, and arms and armor were not the only things hidden away in the surrounding countryside... raw iron and silver as well were to be found.

And so a new industry started up, that of mining the land. Silver to quench the thirsts of the wealthy in the Free City and iron to fuel the war machine and arm the Free City’s soldiers against the orc tribes to the Southwest. The last war ended two years prior, a bloody affair, that saw the militias and armies of the Free City and her allies victorious over the scattered tribes. Save for rare skirmishes there is tense peace although the lords of the City are ever prepared for more conflict.

Over the years the quaint little village of Diamond Lake has gone from a shining mark on travelers’ maps to that of a muddy smudge to be avoided. The oldest of the population can remember, just barely, when Diamond Lake was something more. Once the managers came with their countless miners in tow: ruffians and thugs, prisoners on work release treated not much better than slaves, and the desperate, just trying to make ends meet, the village had changed forever.
A massive smelting house was erected on the edge of the lake. An eyesore against the once serene skyline, spitting noxious yellow fumes into the sky and pouring waste and runoff into the lake polluting the once crystal waters to a dark putrid grey. A once bountiful fishing industry now ended in the name of progress and greed.

Warehouses along the waterfront now hold raw ore or have been converted into flophouses and slums to house miners, the destitute, and the junkies. Many longtime villagers have moved off and away, some of their own volition and others ousted by more unscrupulous methods to create new homes for the miners.

In recent years Diamond Lake has devolved into a ruthless place of despair and desperation.
There isn’t a night that goes by without a barroom brawl nor a week without a murder.
The miners working underground for a week at a time barely scraping by, the money paid them flowing back into the dens of sin and vice on their return.
No one ever gets ahead in Diamond Lake save for the constantly scheming and backstabbing mine managers.

And here, in this place of lost hope you find yourselves.
Two of you seeking your next big break after a time on the road, word of work and pay have brought you here; another, a healer, drawn here to Diamond Lake to aid these sad people with the teachings of your faith; the last, after having sent numerous letters, finally being accepted as an apprentice under the great Allustan the Wise, Wizard of the Free City...

Ionbound
2017-12-16, 11:05 AM
Alessa strolls down the road into Diamond Lake, a slight smirk on her face. The last job had gone well, and work here was said to be plentiful. She looks around, then walks towards the local Inn, looking for a place to rest her head for the evening.

Rowenn552
2017-12-16, 02:44 PM
@Alessa and Abernathy,

The road has been rough and your travels fruitless. With near empty purses you have taken the words of other travelers and made course for Diamond Lake. The word is that there’s always work in the mines and while it isn’t as glamorous a life as adventuring the pay from a week or two of some hard labor should be enough to see the both of you back on the road.

The air is crisp and hints at a coming snow which begins to fall around dusk. You continue along for a time as the moon begins to rise debating on where to set up camp when the sounds of boisterous laughter carry weirdly across the solemn countryside.
Hurrying along the road you crest a hill to see the village of Diamond Lake ahead perhaps a mile away and the large lake for which it’s named spread out to the south. Nearer is a large stone keep that stands silent vigil.
The promises of a warm bed and meal keep you pressing on.

To your right, high above you, braziers burn bright atop the keep’s towers while soldiers in heavy furs huddle around the fires for warmth. Long banners flap lazily in the cold beeeze: some, silver with a blue border, a strong pearl white hand gripping a lightning bolt, Heironeous the Archpaladin; the others, a golden city set against the backdrop of green and white stacked chevrons, The Golden Free City of Jannisport. In a different time you both marched under these banners in the plains to the southwest....
You pull your cloaks tighter against the chill and carry on against the falling snow.

With each crunching step the sounds of the Diamond Lake nightlife grow louder. Boisterous, loud, crude. Alessa mentions that this main drag is colloquially named “The Vein” which leads into the village proper. As the two companions go they pass a group of five staggering drunk men, some hard and some doughy but all singing the same off-key ale house tune, tankards in hand as they giggle and enter a home at the beckoning of a woman from a window.
Here along The Vein you see the prologue to what Diamond Lake has to offer you: shady stares from hard men with daggers behind their backs, languid come-hithers from women and boys of ill repute, but also, ahead a priest in white bearing the silver and red cross of St. Cuthbert tearing off bread for a destitute mother and her children.
He leads them along further into town and you follow along behind up into the village square where he takes them off to the left to a large stone building and in through the tower flanked entrance. The doors open to a fiery sounding sermon which is accompanied by an equally warm rush of air from inside. You’re also given a glimpse of the interior, of the congregation singing along, shirtless men and women their backs bleeding as they lash themselves along with their head priest. Another attendant appears in the doorway, she smiles and nods and then closes the heavy wooden doors silencing the sounds of prayer and the smacking of leather against flesh...

Before you can react to this there is a sharp cry that sounds across the open square drawing your attention. There across the way are three drunkards cursing and kicking a Halfling they’ve knocked down. The small curly haired man squirms and yelps with each impact.

Small groups have begun to gather outside of a few establishments. A handful of hard looking men stand outside of a large squat building filled with raucous noise with mugs in their hands who laugh and point, mocking the helpless Halfling.

Another group, more sophisticated in manner and dress, stands idly by outside of a en equally sophisticated building of attractive stone and dark timber whispering and murmuring their disapproval but doing no more. Among this group are two Elves.

A large half ogre brute with arms like tree trunks crossed over his equally massive chest stands in the shadows on a porch of a gaudily painted and decorated three story building of chipping purple, black, and pink paint. Multi-colored pennants festoon the eves and flap in the wind.

But of these groups no one makes a move to help the small man. The drunkards laugh and look around spilling ale and then focus on Abernathy. One of the louts smacks a buddy and says, “Oi Toddy! Lookit we got here! A fresh’n *har har har*!”, he laughs stupidly and ‘Toddy’ kicks the Halfling once more before stepping over the child-like figure and cracks his knuckles, “Aye, and now that we’ve warmed some. Well then son!”, he calls over to you, “Don’t be goin’ nowheres, I do believe we’s got business!”, all three of the men laugh at that and they begin to cross the square towards the both of you...


https://image.ibb.co/dqX4N6/A72_D8_BD4_1597_494_D_8_D91_1065_DECB1_B01.jpg

This pic is for reference more than anything else else. Abernathy and Alessa are located at the Blue O while the violent drunks are at about the Red X.

You don’t know what each of these buildings are specifically in the square yet but here’s the breakdown:

1: The gaudy purple, black, and pink building with the half-ogre out front. The sign shows, “Zalamandra’s Emporium”. The building is loud and all of the lights are on.
2: The sophisticated crowd outside the sophisticated building. Handsome stonework and dark timbers both carved in flowing designs. A sign shows in flowing script burnt into the wood Elven lettering, below that in common, “Lazare’s House”. It is far more quiet than its neighbors but obviously occupied.
3: Here stands the drunken louts egging on the assault. Behind them is the raucous laughter, singing, and cheers of your typical low cost ale house. For coppers you could be sure to have a mug of ale, a burning hearth, and a warm meal yet questionable meal. You might also find a knife in your back so sit against a wall if you can.
The sign shows a picture of a wild dog pouncing with its hackles raised and teeth bared, carved into the sign, “The Feral Dog”.
4: The fortified temple of St. Cuthbert. Home to the joyous prayers and self flagellating congregation and their head priest.
5: A simple yet elegant sign out front of this closed shop shows simply, “Tidwoad’s”.
6: Light from the open doorway of this large single floor building splays out around the figure of a thickset bearded man in a quilted gambeson. He chews on some juicy fruit and watches the men beating the Halfling. On his chest is some sort of badge and hanging from his thick leather belt is a cudgel. Behind the man can be seen rows of cells... This is the law?
Yes, this would be the Sheriff’s Office.
7: You can’t quite make out what’s in this building but there are no lights and no sound. The sign shows a backpack and, “Sundries...”, then under that, “...for your every need.”
8: A nondescript building that appears to be closed, “The Hungry Gar”.



Alessa and Abernathy,
Welcome to Diamond Lake.

Now what do you do?

Ionbound
2017-12-16, 05:48 PM
Alessa looks at the scene in front of her, then says to the drunks, "Evening, lads. I suppose you're looking for a fight? You'll find none here."

Rowenn552
2017-12-17, 07:57 AM
Alessa looks at the scene in front of her, then says to the drunks, "Evening, lads. I suppose you're looking for a fight? You'll find none here."

”Ho Ho girly, d’you often speak for the half-man?”, snickers the lead tough, a muscular man with bruised face and close cropped brown hair - Toddy he was called.
”Hey Ras get a Load o’ thiff.. thisth...” , he shakes his head in frustration working for the word, ”This!”
Also, very drunk.

The man ‘Toddy’ refers to is tall and wiry with long black hair. This man stayed to the rear but has begun to advance with his fellows. He says nothing in response.

The final man, a fat chap with a jowly face, laughs stupidly at Toddy’s remark, ”Thas a good one Todrik, that is!”

The group of thugs stops a few paces away sneering at the two of you. Behind them the Halfling stands up tentatively, he’s all covered in snow and makes eye contact with the both of you. He’s bruised and beaten, a big welt swelling up around a twinkling eye and then he’s bolting away with little crunches of fresh snow under his little feet.

Toddy speaks up again, ”No fight, did that look like a fight?”, he tosses a thumb back at where the Halfling was, ”Nah we’d just lookin’ for some evenin’s entertainment’s sh’all. A second game of kick-a-halflin’!”.

Once again the trio burst into loud stupid drunken laughter. At this range though you can see that two of the men, Todrik and Ras, are pretty beat up themselves. They’re covered in scabbing wounds and actually have some splotchy oozing bandages on them as well. They’ve been in some sort of scuffle recently, it’s hard to say if these guys were the victors or not.

”So lass, how’s about you kindly shove off out the way so me and the boys can have a go about wit’ our game? Yeah?”

Alessa and Abernathy,
What do you do?


So you got some angry drunks here that are, despite your civil efforts, looking for a fight.
There are potential solutions through roleplay however more likely you’ll need to make a skill roll of some sort: Persuasion or Intimidation.

There’s also The always tried and true beat em up method.
I’ll leave it up to the two of you but know that the situation is getting tense.

If you’ve ever been around some people that get drunk you’ll know this type, kind of scary and intense. They’re joking!.... only they’re not?... too intense of stares and holding eye contact... that’s what this is like.

Also, Alessa, you put those scabbing wounds and cuts bruises on these two
guys (Ras and Todrik) at about a week old. Healing (http://orokos.com/roll/577604): 1d4 2 1d6 4


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg


Alessa Lyriaen, Parry 7, Tough 6(1), Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6
Abernathy, Parry 7, Tough 5(1), Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

GM Bennies remaining = 2
M=Mook, E=Extra, T=Tough, WC=Wild Card
[E] Todrik, Parry 7, Tough 6
Agi d4, Smt d4, Spt d6, Str d8, Vig d8
[E] Ras, Parry 5, Tough 5
Agi d8, Smt d6, Spt d4, Str d6, Vig d6
[M] Jowly guy, Parry 4, Tough 6
Agi d4, Smt d4, Spt d4, Str d8, Vig d8

Ionbound
2017-12-17, 08:57 AM
Alessa shakes her head as she takes her hand off her sword, raising it to show she means not harm as she says, "Lads...You really don't want to be doing this. I don't want to hurt you, Abernathy...Probably doesn't want to hurt you. Just go home and sleep it off, okay?"

Persuasion: [roll0]+Wild Die: [roll1]=6.
Intimidate: [roll2]+Wild Die: [roll3]+1 from Ace (see roll thread)=12.

I'm going to roll both, but use whichever you think is more appropriate.

Rowenn552
2017-12-17, 09:54 AM
Alessa shakes her head as she takes her hand off her sword, raising it to show she means not harm as she says, "Lads...You really don't want to be doing this. I don't want to hurt you, Abernathy...Probably doesn't want to hurt you. Just go home and sleep it off, okay?"

Persuasion: [roll0]+Wild Die: [roll1]=6.
Intimidate: [roll2]+Wild Die: [roll3]+1 from Ace (see roll thread)=12.

I'm going to roll both, but use whichever you think is more appropriate.

Almost as if finally noticing the blades on Alessa’s belt and the daggers adorning Abernathy, Todrik takes a half step and stops sort of slipping in the snow and spilling ale on himself.

The nearby groups laugh at that, including the sophisticated group although it’s more hushed with hands covering mouths and criticisms that carry over the snow
of ’how embarrassing...’ and things of that sort.

Todrik pulls a hiss through his teeth and snaps a look back at the assembled watchers. He straightens up, his eyes on the swords of Alessa, ”Yeah lads let us be off then. Claire’s should be open fer business.”
He and the others stumble off then past and back along The Vein down the way you had come into town.

The constable or deputy or sheriff or whatever he is takes another juicy bite of his imported fruit, looks at you both and steps back inside the warmth of his building.

The others outside mumble and grumble and pull cloaks tighter laughing at the evening’s scene and reenter the establishments they had previously stepped out of leaving you standing alone in the cold open square.
The sounds of merriment issuing forth from various locations.

It would seem that Todrik, Ras, and the jowly fellow are not the most well liked.

So, what do you do?


Alessa: Local History (http://orokos.com/roll/577607): 1d4o4 2 1d6o6 9 = Raise
With a minute to think about it here’s what Alessa can recall about the nighttime establishments from her travels about this area...

1: Zalamandra’s Emporium- Home to a menagerie of creatures on display for a price -a freak show of you will-.
Also offers exotic massages and opium.
2: Lazzare’s House- A quiet gaming parlor specializing in Dragonchess.
3: The Feral Dog- A raucous ale house where the roughest tend to congregate. It doesn’t hurt that this location doesn’t have a cover fee for entry.
15: The Spinning Giant- off the map A private drinking hole catering to the Garrison soldiers.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg


Alessa Lyriaen, Parry 7, Tough 6(1), Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6
Abernathy, Parry 7, Tough 5(1), Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

[size=2]GM Bennies = 2
M=Mook, E=Extra, T=Tough, WC=Wild Card

gryffydd65
2017-12-17, 11:41 AM
Abernathy looks over at the fellow Halfling , "Come on we need to get him out of this cold , do you know of any where warm and safe ? "

Rowenn552
2017-12-17, 04:39 PM
Abernathy looks over at the fellow Halfling , "Come on we need to get him out of this cold , do you know of any where warm and safe ? "

It’s not difficult to track the beat Halfling down especially in the fresh snow.

You find the poor guy a little north of St. Cuthbert’s fort-temple huddled in between two buildings. He’s breathing hard and flinches when you arrive but upon seeing who you are recognition dawns across his face.
His cheeks and nose are red from the cold and his one eye is swollen but he shivers out, ”Th-th-thank you! Thhhank y-y-you for helping m-m-me. I th-think they would have k-k-killed me had y-you n-not shown up. My n-name is Thierry Cur-cur-lyf-foot....”..., that’s all he is able to get out before passing out from the cold and his wounds.

Alessa recalls that The Able Carter Coach company (headquartered in the Free City) runs satellite inns around the area, one of these being located in Diamond Lake near the waterfront and just east of the main square.
The respectable Able Carter company proved too expensive for yourselves to use their services out here. However of what you’ve seen of Diamond Lake’s offerings so far the Company’s inn would be the safest place to find shelter... should you be able to afford it.

~The Able Carter Coach Inn,
You scoop the small unconscious Halfling up and transport him to where the inn should be. Snow continues to fall but the torches along The Vein keep the darkness at bay guiding your way out of the square where you quite easily find the inn.
Two armed and cloaked guardsmen wearing the colors and patches of the Able Carter company greet you outside. Taking notice to the unconscious Halfling, one helps you up the stairs and inside of the fine building... to the loud chatter of another half dozen Halflings in fine night garb arguing with the night manager.

It’s near impossible to make out what’s going on between all of the voices yelling over each other but it’s obvious that they’re worried about something when you catch, ”Thierry, he’s gone you tall oaf! He’s yay high with curly brown hair. I woke to use the *ahem* facilities when I noticed him not in his bed...”, and then you lose the conversation.

At the gush of cold air from your entrance though the attention of the assembled is drawn to you with gasps and cheery eyes. And then suddenly you’re surrounded by adulating Halflings that usher you to a nearby sofa by the hearth.
”By Yondalla’s bounty! It’s Thierry! Thank you so very much for finding our cousin... but what happened to him and if we may ask, who are the both of you?”
Another Halfling pipes up to the agreement of his fellows, ”No doubt some lout from this awful place.”, then to both of you, ”My apologies if you are from here but by my appraisal you two are the most heroic folks I’ve seen since we stepped from our coaches. Our thanks be to you, do you have rooms here? I’d be more than eager to pay your way for what you did for us and our cousin. Too damned cold to be outside and my conscious would not let me have you find yourselves bedding down at Jalek’s”



https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1), PP 10
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

GM Bennies = 2
M=Mook, E=Extra, T=Tough, WC=Wild Card

Rowenn552
2017-12-18, 12:51 PM
Abernathy and Alessa,
The older curly mustachioed Halfling continues his praise while the rest of the Curlyfoot clan administers to their recovered cousin by the fire.

In the sudden absence of the flurry of activity about the two of you you finally take notice to an Elf in the common room. He has stood silently to the side of the front registration counter but now you see him and both of you recognize the face of Eldrin Fenwraek Blessed of Heironeous or to some, Hero of the Third Rank, due to his prudent yet valorous deeds during the last war.

===================

Eldrin,
You’ve most recently arrived in Diamond Lake upon the request of your superiors in the Free City temple to aid the Chapel of Heironeous in the militia garrison.
Your new commander, the Glorious Valkus Dun, or more simply Father Dun to the congregation, heads up the small priesthood here. Unfortunately due to the sudden snowfall the coach could not complete its trip and the driver called for a stop at the Able Carter Inn.

So there you were checking in when a rabble of Halflings swarmed over the place crying and cowling for a lost relative. The poor night manager was overtaken and caught blindsided by the verbal barrage of all the voices. And then fortuitously? Coincidentally? Whatever you’d like to call it, there were two of your allies from the war!
Together as well although you don’t recall them having served in any of the same battalions or armies.... but there they were, Abernathy and Alessa.

In the hustle and bustle they hadn’t noticed you until just now...



Swell the joyful music and cue the reunion scene? :P




https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4 (w/ Staff 5(1)), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 2
M=Mook, E=Extra, T=Tough, WC=Wild Card

gryffydd65
2017-12-19, 11:22 AM
Abernathy turns to the Halfling , "Why yes , we would be honored to accept your kind offer.Please don't go outside in less than groups of four , for your safety . "

Abernathy then turns to Eldrin "Old friend , how have you been ? And what has brought you to this forsaken mud pit?" He grabs Eldrin's hand shaking it. "Come let us have a drink and a meal . "

ybn1197
2017-12-19, 11:38 AM
"Abernathy my friend. I have been well. And you? It's obvious adventuring suits you Alessa for my eyes are gifted with seeing the two of you hale and hearty. As for me, I was on my way to the Free City, called there by my superiors to assist in tending to the spiritual needs of the soldiers there. Alas, the weather has turned against us and the carriage could take us no further. We intend to bunk here till the way has cleared and we can continue."
Eldrin looks past Abernathy for a second at the halflings. "Of course I will share a meal and drink with you but first let me look towards your new found friend. It seems as if he needs some healing ministrations at the moment."
Eldrin makes his way over to the injured halfling to check his injuries. Seeing the group holding his unconscious body, Eldrin greets them. "Do not be concerned, I come in peace. I am a follower of Heironeous and can not stand the sight of the injured. I have come to see to his wounds," he says while pulling out his healers kit.

Ionbound
2017-12-19, 11:54 AM
Alessa rolls her eyes as Eldrin arrives on the scene, not sharing her comrade's care for the man as she steps back from the halfling and allows him to heal the injured fellow. Instead she focuses on the care that the Curlyfoots are showing and smiles to herself as she takes a seat and relaxes in the fire's warmth.

Rowenn552
2017-12-19, 01:44 PM
The curly-mustachioed elder takes Abernathy’s hands and shakes them gratefully while nodding, ”Excellent wisdom, thank you. We shall be more careful during our stay here and I will speak to nightman about your rooms, he can tally the bill to our group’s.” The Halfling joins his family.

Eldrin lays out his healing poultices and salves and begins ministering to Thierry’s wounds and bruises. It is simple work and he should recover in some days time, he’ll be sore for sure, but he will be ok.

The night manager remarks somewhat reluctantly while holding out his hands in a sign of helplessness, ”The kitchen is closed for the evening lady and gentlemen.”, he looks about everyone and the scene and he gets a troubled internal struggle look about him, then adds, ”...but I ehhm I suppose I could wake our cook. One moment.”
The night manager escorts you into an unremarkable on-site tavern that’s been added to the main Inn and then shuffles away...

...Some time later,
Seated in the Able Carter Inn tavern with a fire burning nearby, you eat some rather uninspired roast duck and drink of warm spiced cider. The night manager unsuccessful in his attempts to wake the cook has taken it upon himself to work the kitchen. His efforts are fine, not the best, but definitely appreciated regardless.

***As our reunited comrades chat away and catch up on the past couple of years the camera pans past them to the window and the falling snow outside... off towards the dark distance... and in the night wind there is a weird whistling whisper that sounds farrr away...***

===================

In the morning the group takes breakfast back in the tavern, the cook now on duty, serving fire-toasted bread, eggs, bacon, and accompanied with a light ale. Far and away much better than the night manager’s attempts at cooking who you find still on duty slack-armed, baggy-eyed and grumbling about good help... it would appear that his relief has not arrived for the day.
Despite the excellent breakfast a reedy man with slicked down shiny black hair and a whistly nose sits nearby complaining loudly enough about, well, just about everything.

While you eat, a cold blustery draft enters the place, and a bushy bearded man in a heavy tanned leather coat and furs with a frost dusted skunk fur cap enters along with wisps of snow. He’s got a backpack and snow shoes over one shoulder.
He calls out to the cook, ”Hey Henrique! Those Free City adventurers have returned from the Stirgenest Cairn!...”

At the sound of that Alessa and Abernathy’s ears perk up. Alessa is quite aware of the stories of treasure filled burial cairns that had dotted these hills. Word was they had all dried up though. If adventurers from the Free City were here seeking treasure, perhaps those rumors were untrue... perhaps valuables still filled one of those ancient tombs. If that were a possibility it would definitely beat a week or more slaving away in a dark mine for a handful of silver....
The human and Halfling continue to listen in while Eldrin watches them curiously...

”Aye tis true. They returned empty handed though.”, says the furred man now taking a seat and dropping his gear to floor with a thump. The cook, Henrique, a hard muscled bearded and bald man, has taken to the bar and now pours a pint for the other. They continue to gossip.
”They’ve come back to restock they have. I’ll tell you what though they won’t be finding anything in the Stirgenest. Where they should be looking though is the Whispering Cairn. I don’t think anyone’s been there in years save for youngsters daring each other to test their mettle. See how far they can go before chickening out!”, both of the men have a good laugh at that.

”I was planning on offering myself as a guide out to the place today. I suspect if they’re to find anything left of value in these hills it would be there. And to be quite honest with ya Henrique I’ve been there myself... quite spooky, I left in a hurry and haven’t been back since. Those Free City folks look quite capable though. That Auric wears the champion’s belt of the arena ya know.”

The burly cook whistles through his teeth at that and the two continue on....


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Ionbound
2017-12-19, 02:05 PM
Alessa grins as she hears that and says, "What do you say, Ab? Want to go by there tomorrow and check it out? Might be worth some gold."

ybn1197
2017-12-19, 02:19 PM
Eldrin, knowing Alessa's feeling towards him, sheepishly asks more to Abernathy, "With the weather holding up my ability to report to the garrison, would you mind if I accompany you? Seems little else to do around here while I wait for the weather to change."

gryffydd65
2017-12-20, 09:33 AM
"Tomorrow , what about today ? You heard the man,he wants to take a group out today , let's go, I don't want to be stuck in this dismal town any longer . " Abernathy proclaims as he starts to rumble through his supplies .

Rowenn552
2017-12-21, 09:25 AM
(Copying this over from OOC chat)

Also just some elaboration on these rolls and the costs of failure.
When you roll you roll your Skill die (Persuasion or Survival in these cases) and a Wild Die. Treat the results separately. If the max face value appears then the Die has exploded and you roll it again adding the new value to the result. This can continue happen until something other than the max value appears. (1d6: 6, reroll: 6, reroll: 4 = 6+6+4; total = 16)


I’m very much in favor of failing forward also so:

The Persuasion roll: Persuasion rolls are used to effect an NPC’s reaction towards you. So this guy has no care in either direction towards you, he’s just Neutral. So TN4 base gets you up to Friendly, he’ll help you but he’ll want paid.
While a Raise (scoring 4 over the TN, so rolling an 8 in this case) will get this guy to Helpful, he’s be excited just to be part of the journey. He might even join you inside believing you to be quite capable.

Even at feeling Neutral towards you he’d probably help you out but you’ll need to make it worth his while. He’s going to want some treasure that’s found.

If you aren’t happy with a roll you can spend a Benny to reroll. If you fail, as mentioned, he may still help you but he’ll want something in return for his effort.

The Survival roll: Heading out on your own will require a Survival roll TN4 to navigate the local wilderness by map. The results of the Survival roll will determine time spent traveling and the Usage dice that everyone needs to roll. It will also determine how the travel effects Alessa.
Usage dice drop to the next die type down on a roll of 1 or 2:

Raise = you get there, made good time (only took a day), and found some food along the way.
Roll Usage die for rations with advantage.
Alessa rolls Vigor TN4 @+0 for Fatigue (Anemic hindrance).
Success = you get there, it’s about a day and a half travel in this snow.
Roll your Usage die for your rations.
Alessa also needs to make a Vigor TN4 @-2 for Fatigue (Anemic hindrance).
Fail = you get there, but you got a bit lost and off course. It took you a little longer.
Roll your Usage die for your rations with disadvantage.
Alessa also needs to make a Vigor TN4 @-2 for Fatigue (Anemic hindrance).
Crit Fail (Snake Eyes) = It takes you 2 full days in the snow and the cold. You get significantly lost and encounter some hazards along the way but you do get to the Cairn.
Roll your Usage die for your adventuring gear.
Roll your Usage die for rations with disadvantage.
everyone rolls Vigor TN4 @-2 for Fatigue, Alessa rolls @-4 (Anemic hindrance and exposure).

Additionally, Eldrin has the Loyal hindrance. He wouldn’t want to let down his old comrades and traveling companions would he? If following the hindrance then I’d compel at least one Benny used to reroll a poor result (fail or crit fail). You’d reroll and take the better of the two like normal (or more depending on how many bennies you spend rerolling!).
Of course this only applies if you go the Survival, do it yourself route with Eldrin blazing the trail.


So with the above option to get to the Cairn what do you folks want to do?
You can still bounce around town if you want and take in the sights of Diamond Lake and her esteemed citizenry :P

Whenever you’re ready though, whoever would like to can set the course and make a roll and we’ll move on from there.

Ionbound
2017-12-21, 09:37 AM
Alessa nods and whispers, "Fair enough, Ab. Watch me work."

With that she stands up and walks over to the man offering out his services as a guide and says, "Hello there! You wish to work as a guide, yes? It just so happens that my friend and I were looking to do a bit of exploring ourselves. But we don't know the area very well. I'm sure a strong and knowledgeable guy like yourself would be willing to help, right?"

d8 Persuade: [roll0]-Total of 13 with Ace.
Wild: [roll1]

Rowenn552
2017-12-21, 12:11 PM
Alessa nods and whispers, "Fair enough, Ab. Watch me work."

With that she stands up and walks over to the man offering out his services as a guide and says, "Hello there! You wish to work as a guide, yes? It just so happens that my friend and I were looking to do a bit of exploring ourselves. But we don't know the area very well. I'm sure a strong and knowledgeable guy like yourself would be willing to help, right?"

d8 Persuade: [roll0]-Total of 13 with Ace.
Wild: [roll1]

The two men look at Alessa as she interjects herself into their conversation. They raise their eyebrows at each other and the cook, Henrique, busies himself cleaning the counter for a while listening in before getting back to the kitchen; the fur capped man in tanned leathers sort of twists and leans back on his stool to face Alessa.

Alessa, you can see that this guy is older in his upper years. He’s got wrinkles around his eyes and more gray than black in his bushy beard. His skin his hard looking and tan, he definitely spends his time out in nature. He removes his skunk cap and offers a hand while flitting a glance back at Abernathy and Eldrin.
”Aye so you heard me say. You may have also heard me mentioning I was going to be trying to catch up with the adventurers from the Free City. They’ve been out to the Stirgenest Cairn looking for treasure and have recently returned. I’m sure you’ve heard that, it was quite exciting news when they arrived but I doubt they’ll find much there.”, he takes a pull from his mug and wipes his mouth, ”I was going to offer my services to them, but I could have time perhaps to help you folks out.”

He follows Alessa back to the table, waving farewell to the musclebound cook, and looks you all over, appraising you, ”Adventurers yourselves I reckon? I’ve seen your sort. Been here a long time I have, seen all kinds come and go. I assume you’ve got the same aspirations as our visitors from Jannisport, and overhearing me speaking about the Whispering Cairn to Henrique, I don’t suppose I can guess what’s on your mind?”, he says with a warm smile.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

ybn1197
2017-12-22, 09:32 AM
Eldrin weakly smiles at the furrier before quickly turning to look at Abernathy and Alessa. He was used to working in an orderly environment, being told what to do and when. This was clearly out of his regimented experience.

Ionbound
2017-12-22, 11:07 AM
Alessa smiles warmly back and says, "I doubt you can but needless to say it does involve the Whispering Cairn. I don't suppose you'd already be ready to depart?"

Rowenn552
2017-12-23, 08:35 AM
Alessa smiles warmly back and says, "I doubt you can but needless to say it does involve the Whispering Cairn. I don't suppose you'd already be ready to depart?"


Fester hooks a thumb back at his gear, ”That’s about all I need. Let me recover my traveling companion and we can be on our way.”

===================

It does not take much time into the wilderness and away from Diamond Lake before you realize you are in capable hands with Fester Trollump and his pack mule, Queen Anne.

A native, and obviously familiar with the land, Fester guides you along the snowy landscape making several short side treks to check traps he’s set up. The furrier explains along the way that he does a brisk business in the Free City selling badger pelts on monthly trips.
He adds, ”Sometimes, I have been lucky enough to catch more exotic critters for those in the city. Wealthy folks wishing to fill their menageries with dangerous beasts to display for their equally wealthy friends.”, he chuckles and smiles, ”City folk... always trying to one-up each other. Good money for me though.”

Although the early day brings some warmth, the sun reflecting bright and cheery off the snow causing it to begin to melt, the weather takes a turn towards the early evening bringing freezing wind and a light snow. Despite your excellent guide, the trip to the Cairn is cold and hard travel. Eventually sometime mid morning of the following day you arrive to a hilly and white area of no special features, ”Ah ha! Well here we are!”, exclaims the bushy furrier.

His demeanor changes abruptly though as he looks forlornly around for a while almost seeming to remember something. Alessa you can sense sadness in the man when he sort of sighs, ”It has been some long years since I’ve come here last.”, he pauses for a bit in thought and adds, in his usual tone, ”Well the tomb is here somewhere.. all of this snow doesn’t help much. If I recall, it was somewhere around there.”, he points at... well, at snow really... if the older man was discerning a difference between that area of snow and the next it was lost on yourselves.

Luckily within perhaps ten minutes of searching Abernathy clambers up a slippery slope of fresh soft powder to take a better look around the area. A fortuitous small-footed step later and a wall of more settled snow dislodges, collapsing with a fwoomph.
When the cloud of sparkly frost settles, a very snowy-covered Abernathy stands atop a now revealed bare hillock, just below him, heavy folded over brush partially conceals a massive yawning monolith-framed portal; The Whispering Cairn.


https://image.ibb.co/fDj0kR/AFB5_F212_54_B6_4656_9_E5_A_7_A75_E927_A31_A.jpg
The Whispering Cairn, snowy and in your case sans the man in red...

Your bellies flutter with excitement at what secrets... and riches this place must hold!

Smiles are shared when a haunting sound issues forth from the dark entrance tempering your excitement.
A haunting sibilant whisper, incomprehensible yet promising unknown dangers...

Fester’s smile turns sour as he stammers, ”P-Perhaps... Perhaps I will set up camp outside. Come now Queen, come along.”. The old guide leads his mule away and to the side and begins to busy himself with setting up the bedrolls, tents, and other such, leaving yourselves alone outside of the newly revealed tomb....

You have arrived at The Whispering Cairn!
So first off everyone roll your Usage die with Advantage (roll twice and take the better result) for your Rations. On a 1 or 2 the die type drops down one step.

Secondly, Ionbound, roll Vigor TN4 at +0 for Alessa. The travel was still rough but with your guide it wasn’t as bad as it could’ve been. Still, Alessa is Anemic and travel and the elements are rough on her. A fail equals a level of Fatigue. Fatigue is a separate track from Wounds. It represents all sorts of different things that aren’t quite an axe blow, a spear trap, the claws and fangs of a beast, or some hurtful spell.
They’re more like nausea, bumps and bruises, hunger, sleep deprivation, things like that. At your third Fatigue you pass out from exhaustion.
Regardless of the causes they work sort of the same as Wounds, for each level of Fatigue you suffer an ongoing -1 penalty to all future Trait rolls (Attributes and Skills).

Third, Fester would probably rather not go inside the tomb but if you’d like you could potentially talk him into joining you.

Fourth, Eldrin,
Your keen eyes are able to see into the gloom of the entrance a bit. How does that work for you? When provided some light how does Eldrin perceive what others would find as just black darkness? I have no preset idea of how lowlight vision works... maybe it’s different for each individual. I’m not Eldrin so I’m curious what it looks like for him.

There is no obvious danger awaiting inside. Peering into that 20-ish foot wide entrance you see just a dusty floor and a long corridor that stretches straight ahead. Two halls branch off on either side near the end of your enhanced vision. Along the two walls set in around waist level is a straight band of geometrical patterns that continue on deeper into the tomb past the limits of even your sight.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 4
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Ionbound
2017-12-23, 12:11 PM
As the hike goes on...And on...And on...Alessa starts to feel in increasingly poor health. By the time they reach the cairn, she's white as a sheet and breathing heavily. She looks at the entryway for a moment, then falls to a knee, breathing deeply but slowly as she says, "I...Uh...Need to take a breath for a second...if that's okay."

Rowenn552
2017-12-24, 09:18 AM
As the hike goes on...And on...And on...Alessa starts to feel in increasingly poor health. By the time they reach the cairn, she's white as a sheet and breathing heavily. She looks at the entryway for a moment, then falls to a knee, breathing deeply but slowly as she says, "I...Uh...Need to take a breath for a second...if that's okay."

So Alessa has reached this Cairn potentially filled treasure and dangers... everyone knows how stories of this sort go.

She’s winded from the travel and yes she could rest for a few hours and remove the Fatigue. No harm, no foul, except rolling your Usage die for Rations, and the level of Fatigue goes away. No more -1 to rolls for now.

Buuut, Alessa’s a Curious soul right? If she plunges ahead into that unknown despite her Fatigue I’ll give you a Benny. You’ll lose the Fatigue eventually but I’ll tell you when that happens.

So what’ll be?
No Fatigue and no Benny or a level of Fatigue and an extra Benny?

gryffydd65
2017-12-26, 11:22 AM
Abernathy climbs down the cairn, he looks at the others. "Come on, let's go I want to know if there's any treasure down there." He instinctively reached for his grandfather 's dagger . He moves quietly down the tunnel .

Ionbound
2017-12-26, 07:16 PM
Alessa nods, still pale but having regulated her breathing and says, "Yeah! Let's go. I wanna see what's down here too."

Rowenn552
2017-12-26, 11:28 PM
Rations w/ advantage: Alessa, Abernathy, Eldrin; Random Event (http://orokos.com/roll/579736):
Alessa: 2#1d6 5 3
Abernathy: 2#1d6 6 6
Eldrin: 2#1d6 1 3

Everyone’s rations are still fine. :)

Random Event: 1d100 53

A torch is lit and the group enters the yawning entrance of the tomb.
The flickering light reveals ancient chipping paint of what could only have been the most vibrant of purples and yellows that adorn the upper and lower halves of the walls. These once brilliant colors are bisected by a mosaic band of geometric shapes that continues along the wall and further into darkness.

The strange sibilant whispering continues to echo softly, seemingly from all around yourselves as you continue onward. The worked stone floor is covered in a thin layer of dust which has been disturbed here and there. Eldrin easily identifies this as the footprints of a group of wolves; three to be exact with one much larger than the other two. The footprints lead farther away into the tomb.

Roughly 50 to 60 feet inside you come to two alcoves, one to the east and one to the west about 20 feet deep. This must be what Fester had been talking about when he mentioned Diamond Lake’s youth using the place as a way to test each others’ courage. Here, carved and chipped into these ancient walls like graffiti on a city building are countless names and initials.
In the West alcove is an old bedroll as well. The old roughspun crumbles at the touch. Among the belongings of whoever was here is a small knife, some wood shavings, and a block of wood partially and crudely carved into the shape of a bear.

The wind whips up outside suddenly and at the same time the whispers become almost human-like howls that roll down from deeper inside of the tomb. At this coincidental timing of unnatural and natural sounds each of your attention is drawn to the geometric mosaic band, and the pipe holes hidden within the design. Inspecting these closer and waiting a moment for a gust of wind outside confirms that these are the source of the eerie whispering sounds.

The edge of your torch’s light shines upon two more alcoves to the east and west about 30 feet deeper into the tomb and twice as long as the first two.
The eastern alcove has collapsed in; mounds of rubble blocks your path and it would easily take weeks of digging to get through there.
To the west however at the rear of the passage is a slightly raised dais with the remains of a strange arcane apparatus. Only a third of the device remains, an ovular shape that reminds you of a large dressing mirror. There are runes carved into the stone face but also along a slot running the length of the interior curve. A large rune the size of a human head is carved into the base. Scattered about the stone floor around the broken device are shiny black stone-like shards.


https://image.ibb.co/eEA6QR/CD3_E1123_C641_4_F90_86_A7_BD21_E6_E84_A90.jpg

The main passage extends even farther eventually widening into darkness.

What do you do?

https://image.ibb.co/ehWMzw/6_D948899_1952_4_E1_F_AB0_D_15_BE8_B287_EA9.jpg

Current Position: Everyone at Area #2 / #3.

So far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Dark, unexplored

Farther ahead up the main passage (Area #4) you can hear the padding of animal feet on stone. There’s also a slight smell of wet dog and rot.

Far up ahead in the darkness you have noticed a weird green flickering. It reminds you of a muted torch light but it’s weird looking how it moves.. it’s green too which in itself is pretty strange. It’s just sort of a thin horizontal flickering line pretty far up ahead on the other side of this dark unexplored chamber (Area #4).

Farther ahead up the main passage (Area #4) you can hear the padding of animal feet on stone. There’s also a slight smell of wet dog and rot.

Low-light Vision: You can see that the main passage opens up into a large chamber with two wide wings to it. The geometric bands running along the walls of the main passage give way to old flaking wall sized frescoes in the large chamber ahead (Area #4). Despite what you hear and smell you do not see a source.

Beyond that, barely perceptible, is a weird green flickering light low to the ground (almost 100’ straight away from your current position).


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 4
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

gryffydd65
2017-12-30, 02:10 PM
"Hey I'm going to scout ahead,I need to see what that strange light is?"he says curiously moving tòwards area 4.

ybn1197
2018-01-03, 10:49 AM
Your keen eyes are able to see into the gloom of the entrance a bit. How does that work for you? When provided some light how does Eldrin perceive what others would find as just black darkness? I have no preset idea of how lowlight vision works... maybe it’s different for each individual. I’m not Eldrin so I’m curious what it looks like for him.

There is no obvious danger awaiting inside. Peering into that 20-ish foot wide entrance you see just a dusty floor and a long corridor that stretches straight ahead. Two halls branch off on either side near the end of your enhanced vision. Along the two walls set in around waist level is a straight band of geometrical patterns that continue on deeper into the tomb past the limits of even your sight.

I have always played it as part of the iris of the eye. As if it was able to pull in more ambient light. So I would be able to see everything muted like we would normally see at twilight. Shadows are deeper and forms are more fuzzy but others couldn't be able to discern things.


"Hey I'm going to scout ahead,I need to see what that strange light is?"he says curiously moving tòwards area 4.

Eldrin reaches out to stop Abernathy. In a low voice he says "Hold. Those prints I saw as we entered, their wolven owners are moving about up there. We need to approach cautiously."

Ionbound
2018-01-03, 11:14 AM
Alessa shrugs and says, "Wolves are more scared of us than we are them. Besides..." She walks up to the apparatus, and gently runs her finger along the rune-shape, "I'm really curious what this is? What do you think, Ab?"

gryffydd65
2018-01-03, 11:38 AM
"I don't know anything about strange sculptures , but I do know about fighting . " Abernathy pulls out two throwing daggers and moves near to the statue . "Come on you whelps, time to meet your maker." He yells towards the wolves .

Rowenn552
2018-01-03, 04:23 PM
Abernathy’s challenge echoes out into the solemn hall mingling with and overcoming the sibilant whispers. He ducks into the alcove putting the dead end and broken statue at his back.

Alessa and Eldrin already aware of the padding hear it stop and then begin again. A clicking of toenails on stone fills the darkened silence to the north which is replaced by low rumbling growls. Green eyes flash in the torch light as Alessa and Eldrin join their comrade.

In moments two scrawny hungry looking wolves pad into the dim flickering light cast by your torch. Your shadows dance across the shaggy beasts when a third larger form steps into view behind them. A monster of a wolf, it bears a ragged scar that runs down the center of its face.
Their hackles raises and their snouts wrinkled in nasty snarls they snap and growl as they pace towards you...


See OOC for more info on combat

General Notes:
Lighting: no mods
@Abernathy: +1 to Attack rolls vs W3 (size)
@Alessa and Eldrin: -1 to Attack rolls vs W1,2 (size)

Initiative:
I’m giving you guys Initiative for this first round as you’ll have had time to prepare yourselves.

In fact if you want to buff yourselves feel free to cast a spell.
Abernathy if you’d like, while there isn’t a target in sight I’ll allow an Aim (+2 to Throwing Attack) prepped here and ready to go with one of your throwing knives.

So you’re getting a prep round followed by being able to act first in this combat.



Low-Light Vision: Eldrin can see briefly, snarling wolves creeping south through the darkness towards the group before ducking back into the alcove with the others.

https://image.ibb.co/kitOpw/C75_BDD15_0174_4_BD3_A081_02_DDBECE7817.png
Key:
Al = Alessa (Purple)
Ab = Abernathy (Blue)
El = Eldrin (Green)
W1 = Skinny Wolf
W2 = Skinny Wolf
W3 = Big Bad Wolf

Current Positions:
Everyone at Area #2.

So far, elsewhere around,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Dark, unexplored, Ab mentioned green light to the north. Now that it’s been pointed out it’s noticeable by all


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 4
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card
(E) Emaciated Wolves x2
Parry 5, Tough 4
* W1
* W2
(T) Large Wolf
Parry 6, Tough 6, Wounds 0/3
* W3

ybn1197
2018-01-04, 10:00 AM
Eldrin will prayer for Heironeous to gird him in his holy armor to combat the wolves and continue his holy work.

AB (Miracle) Armor (http://orokos.com/roll/581484): 1d10o10 2 1d6o6 11
If I read this right and the DC for the spell is 4 then I succeed with a raise giving me +4 protection from the spell.

Eldrin then draws his sword and prepares to fight W2

gryffydd65
2018-01-04, 11:30 AM
Abernathy carefully aims at the closest wolf . Throwing a dagger . He will then draw his grandfather ' s dagger and get in a fighter stance .

Use one Benny on the throw.
1ď8
1d6
Damage 1d6
+1d4

Ionbound
2018-01-04, 11:37 AM
Alessa draws her blades, whispering a prayer of wrath to Evening Glory. The goddess doesn't respond, though, and Alessa looks disappointed and saddened by the lack of change to her weapons, but remains determined, waiting for the wolves to be within striking range.

ybn1197
2018-01-04, 02:02 PM
Eldrin lunges at the nearest wolf, hoping to score a hit with his long sword.

Fighting (http://orokos.com/roll/581565): 1d4o4 2 1d6o6 2
Yeah, that wasn't worth it.

Ionbound
2018-01-04, 03:36 PM
After a moment, Alessa's blades ignite with the sickly green fire of the underworld and she smiles, reassured, and rushes at the wolf, blades swinging down at the critter's neck in an x-like fashion.

Attack 1: [roll0] [roll1]
Attack 2: [roll2] [roll3]

Rowenn552
2018-01-05, 09:02 AM
Following the cry of Abernathy, Alessa and Eldrin joined their companion in putting a wall to their backs. Wolves were known to circle and strike and who knew how many lingered in the darkness.

In the mere moments it took the hungry beast’s to arrive our heroes prepared themselves with steel and spell: Abernathy lining up a dagger toss, Alessa wreathing her blades in the sickly green flame of the underworld, and Eldrin, priest of the Archpaladin, calling forth an ethereal suit of plate armor crackling with electricity to protect him.

A quick whistle and blur followed by a yipping cry from the first wolf revealed a dagger in its flank. Quick as a flash Abernathy had another dagger, his Grandfather’s dagger, in his hand.

Eldrin advanced on the second wolf to appear bringing his blade across in a slash but the hungry wolf was too quick and dodged the blow...

...leaving itself open for the swift flashing green cross slash from the immortal seeker, Alessa.
Two dull thuds followed the two perfectly placed symmetrical slashes. The wolf fell, its head laying a few handspans away, separated from the whole.

There was a growl and flash of teeth and the remaining two wolves rushed forward driven by hunger.

Abernathy’s original target shakes off the pain of the dagger and bounds forward towards the Halfling. It lashes out twice viciously at the dagger fighter’s legs! Abernathy deftly dodges the emaciated wolf’s lunges.

Shaken?: Spirit (http://orokos.com/roll/581721): 1d6o6-1 4, Success: W1 unshaken.

Attack #1: Fighting d6-1 (Wild Attack +2 atk/dmg, -2 Parry) = Fighting d6+1 (http://orokos.com/roll/581809): 1d6o6+1 6, Miss!

Attack #2: Fighting d6-1 (Wild Attack +2 atk/dmg, -2 Parry) = Fighting d6+1 (http://orokos.com/roll/581811): 1d6o6+1 3, Miss!

Back near the junction the larger wolf howls and leaps at Alessa gnashing its teeth at her arms and face!
The big wolf grabs a hold of Alessa’s right arm pulling her off balance. She can feel the teeth clamp down and then the scarred wolf begins to shake its head biting and tending her arm!

Attack #1: Fighting d8 (WA +2atk/dmg, -2 Parry); damage (http://orokos.com/roll/581820):
Fighting: 1d8o8+2 14, Raise
(On a Raise the wolf can ‘worry’ a foe. They grab hold of a limb, clamp down, and shake and pull.
Treat as a grapple. While grapple maintained wolf does automatic damage.)
Damage: 2d8o8+2 9 vs Alessa’s Tough 6(1) = Shaken.

Attack #2: Special Attack: Worry (http://orokos.com/roll/581826): 2d8o8 14 vs Alessa’s Tough 6(1) = Shaken and 2 Wounds!


The wolves go last in this first round of combat. The following initiative order is for Round 2 which follows the wolves’ actions.

As you can see Initiative changes each round in Savage Worlds. If anyone’s curious I use Random.org and the deck shuffler found there. I draw 54 cards which includes both Jokers and then copy that into a document.
Card draw order goes:
players (alphabetical)
enemy groupings (M, E, T)
and lastly enemy Wild Cards.

Gryffy I’m assuming you are going defensive here with the ‘Fighter Stance’ comment in your last post. That bumps your Parry to 9... very high.

ROUND 2!
Initiative:
Wolves - King of Hearts
Abernathy - Queen of Hearts
Alessa - Four of Clubs
Eldrin - Three of Diamonds

So the wolves go back to back, ending out round 1 and starting again in round 2.

You guys are up!

We have:
W1 attacking Abernathy.
W3 clamped down on Alessa’s arm doing some significant damage.

@Ion,
Lots of info coming, bear with me and blast away with questions in OOC if you need to!
* First thing, Alessa is Shaken and has two Wounds incoming. You can spend a Benny to make a Vigor roll and attempt to Soak these. The Target Number is 4 and you’ll prevent a number of wounds from actually occurring for a success and each raise.
Alessa is fatigued so you make this Vigor at -1.
Example: Vigor and Wild Die both at -1; TN4 prevents 1 Wound, a roll of 8 would Soak both Wounds.
Additionally if you Soak all incoming Wounds then you’re not Shaken as well.
* Secondly, after deciding on Soaking or not if you’re still Shaken you’ll need to make a Spirit roll to break that effect. Apply any appropriate mods such as remaining Wound penalties and your fatigue. The TN is 4 for this.
Success = able to act.
Failure = only able to move (at half pace) and defend but you’re grappled here so you’re sort of stuck in a bad place.
You do have the option of burning another Benny should you fail this Spirit roll to automatically break Shaken and act.
* Lastly!, Your arm is in that wolf’s Mouth! Ouch! It’s got you good. If you’re Shaken you don’t have many options in this situation other than to yell for help.
If you break the Shaken effect you can either attack with your off hand at -2 (minus any other mods from Wounds and fatigue) as you’re being jostled around or you can try to break free.
To break free you’ll need to make an opposed test: the better of your Strength or Agility (applying any negative mods from wounds and fatigue) vs the following TN: Clamp test (grapple check) (http://orokos.com/roll/581844): 1d8o8 6.
* If you succeed, cool, you’re free but all you can do is defend and move at half pace.
* If you succeed with a Raise (TN10), you’re free AND get to act. Grapples are rough, I know, sorry.

@Gryffy,
The wolf before you is at Parry 3 to be hit.

@Eldrin,
The big wolf grappling Alessa is at Parry 4 to be hit.


General Info:
Lighting Condition: Lit (no mods)
Abernathy:
* +1 to Attack rolls made vs W3 (the big wolf)
B]Alessa[/B]:
* -1 to Attack rolls vs W1 or 2 (the smaller wolves)
* -1 to all trait rolls (Fatigue)
* +2 to Damage Mh/Oh, Smite - Duration 2 rds.
* Grappled by a wolf! See above!
Eldrin:
* -1 to Attack rolls vs W1 or 2 (the smaller wolves)
* Toughness 11(6), Armor Power - Duration 2 rds.
W1:
* Parry -2 (wild attack) = 3 this round.
W3:
* Parry -2 (grappling) = 4 this round.



https://image.ibb.co/eWqSjw/D2_A4569_C_CCE9_4_B9_E_8_D24_27_C08_BD35_A2_B.png
Key:
Al = Alessa (Purple)
Ab = Abernathy (Blue)
El = Eldrin (Green)
W1 = Skinny Wolf (engaged w/: Ab)
W2 = Skinny Wolf (Dead)
W3 = Big Bad Wolf (grappling: Al)

Current Positions:
Everyone at Area #2.

So far, elsewhere around,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Dark, unexplored, Ab mentioned green light to the north. Now that it’s been pointed out it’s noticeable by all


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card
(E) Emaciated Wolves x2
Parry 5, Tough 4
* W1 -
* W2 - Dead
(T) Large Wolf
Parry 6, Tough 6, Wounds 0/3
* W3

ybn1197
2018-01-05, 10:05 AM
Eldrin twists around and swings at the big wolf holding Alessa's arm in its mouth.

Fighting (http://orokos.com/roll/581874): 1d4o4 6 1d6o6 1
Long Sword Damage (http://orokos.com/roll/581875): 2d4 7

ybn1197
2018-01-05, 10:25 AM
Exploding Damage (http://orokos.com/roll/581895): 1d4o4 6

gryffydd65
2018-01-07, 12:45 AM
Abernathy swings with his grandfather's dagger at the wolf aiming at it's side as it moves past him. He then swings his second dagger at the rear leg.

[roll0]
[roll1]
[roll2]+[roll3]+1

[roll4]
[roll5]
[roll6]+[roll7]

ybn1197
2018-01-08, 11:54 AM
Mundane Healing
Healing Check (http://orokos.com/roll/582840): 1d8o8+2 4 1d6 4

Magical Healing
Magical Healing (http://orokos.com/roll/582843): 1d10o10-1 6 1d6o6 13

Rowenn552
2018-01-08, 05:16 PM
The combat with the wolves is over. Two lay slain while the third larger one was injured and ran away outside.

Alessa has received 2 Wounds from her recent mauling but Eldrin tends to her arm.



Mundane Healing
Healing Check: 1d8o8+2 4 1d6 4

Magical Healing
Magical Healing: 1d10o10-1 6 1d6o6 13

See OOC but that’s actually made at +0. Alessa’s Wounds (-2) and Eldrin’s Healer edge (+2) cancel out.
The mundane healing was actually a Healing 2 and Wild 4 so that would heal 1 Wound.
The magical healing after total mods was at +1 for a 7 and 14.
That Wild Die result alone would heal all of the Wounds.




(1d10)[9]
(1d6)[4]
(1d6)[5]+(1d4)[4]+1

(1d10)[6]
(1d6)[5]
(1d6)[2]+(1d4)[4]

Abernathy hit with his offhand anyway because the wolf’s parry was lowered to 3.
When attacking with both hands Abernathy still receives a -2 to the offhand attack (he isn’t ambidextrous).
Two weapon fighting essentially goes,
Normal: -2 MH / -4 OH (-2 multiaction penalty to both and -2 offhand penalty to the offhand)
W/ Ambidextrous edge: -2 MH / -2 OH (-2 multiaction penalty to both, no offhand penalty due to Ambidextrous edge)
W/ Two-fisted edge: -0 MH / -2 OH (no multiaction penalty; -2 penalty to offhand)
W/ Both edges: no penalties to either hand.
Think of it like the 3.5 feats Ambidextrous and Two-Weapon fighting.

Also you scored a Raise with your MH and aced your dagger damage. If the +1 is from Trademark Weapon that actually applies to your attack roll, the Fighting roll for that particular weapon.

Just for giggles here’s the +1d6 from the raise on the Fighting roll and the exploded 1d4:
Raise and Aced d4 (http://orokos.com/roll/582894): 1d6o6+1d4o4 4
Terrible rolls but another 4 Damage, regardless a 1 would’ve sufficed :)

Shadows dance in the ancient tomb while Alessa’s pained cries mingle with yelps, growls and howls.
In the end two wolves lay slain on the cold stone floor and the third wolf is driven away: One beheaded by Alessa’s dual flaming blades; one slashed and stabbed by Abernathy’s flashing daggers; and the large wolf cut along its side and given a new scar by Eldrin’s longsword.

A brief check with Fester outside confirms the nasty wolf escaping out into the woods. Your guide and his mule seem fine and he holds up a sturdy hand axe to show he is prepared should the beast return.

Eldrin tends to Alessa while Abernathy, driven to learn the source of the green light advances cautiously forward into the tomb.
The others join him shortly...

The chamber from which the wolves came from is large and smells of wet fur and rot. The geometric banded pattern on the walls along the main hallway running north and south eventually gives way to flaking gold paint of swirling design. It gives you thought of abstract clouds or something. Focusing on it for too long causes a slight dizziness or feeling of vertigo.
In this large chamber the whispers are as loud as if some ghostly crowd is hissing in your ears. Here in this chamber the whispers have gone from creepy to threatening. The artisans of the tubing to create this effect out of the wind must have been masters of their craft.

The strange green light seem to north wavers as if a light seen underwater. Weird shadows are cast nearby caused from the green light filtering through the spiderweb choked hallway. Through that tangle of silk can be seen a wide staircase leading down (to Area #7).

Two passages branch off of this chamber (Area #4) to the East (Area #5) and to the West (Area #6).
To the East is a semi collapse of the passage similar but not fully like in the eastern passage just south of you. Abernathy notices a space to enter through the tipped column and rubble. Here is where the scent of wet fur and rot is strongest; the wolves’ den.
To the West a long hallway ends in a wide raised fresco painted onto the north, west, and south walls of the passage. The flaking and faded paint are intended to give you the impression of standing before a series of seven passages, each one ending with a glowing lantern of a different color: Red, Orange, Yellow, Green, Blue, Indigo, and Violet.

Cutting through the spiderwebs and traveling further North down the 20’ wide and 30’ long staircase brings you deeper into the tomb towards the green light and into a massive chamber... a chamber with seven branching passages. Almost every one of these ends in an unlit colored-glass lantern. Immediately across from you as you enter is a green glowing lantern. The fresco from the earlier passage depicted this room but here the red and indigo lanterns are missing. In this huge space there is only silence save for the scuffing of your boots on the stone; the whispers are not heard here.

The light from this green lantern flickers and dances about the room, reflected and refracted off of the multi-faceted glass and crystal of the domed ceiling some thirty feet above you. The effect is dizzying. In the center of the room, directly below the highest point of the dome, is a large white marble sarcophagus with a bas-relief of a bald somewhat alien looking man in robes.


https://image.ibb.co/ioLBXR/0294_F39_C_F7_DA_436_A_80_CA_5892_D0_A26601.jpg

There are also two ancient looking skeletons on the floor: one in crumbling singed leather armor and clothing near the sarcophagus and another with broken leg bones nearby the blue lantern.

What do you do?

Please do respond to any of this asynchronously. I’ve just given you a plethora of areas to search and investigate.

To Each of you,
With your next post please queue me up some Notice rolls. I’ll take 3 from each of you.
Thanks!



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Ionbound
2018-01-08, 07:21 PM
The banefires fade from Alessa's blades as she lets Eldin tend to her wounds. Once he's done, she stands up and investigates the corpses and the sarcophagi, curious as to what their meaning might be.

ybn1197
2018-01-09, 10:18 AM
Seeing that Alessa has recovered from her wounds, Eldrin will proceed down the green lit hall.

gryffydd65
2018-01-09, 10:26 AM
Abernathy immediately starts looking at the stone coffin , climbing up to see the details on the lid.

3 notice rolls.
1d4
1d4
1d4

Rowenn552
2018-01-09, 06:16 PM
In the tomb the adventuring companions get to work investigating their surroundings...

Abernathy clambers atop the ancient marble sarcophagus...

Poking and prying about the top of the sarcophagus with your dagger you notice something about the raised base it rests upon.
It is in the shape of a stylized arrow with the point at the figure’s head and a shaft extending out past the feet a bit.
Currently the sarcophagus is pointed at the orange lantern.

Beyond that, and made easier by your current vantage, you can see that the dust on the ground in a circle immediately around the sarcophagus is lighter than elsewhere. Hopping down to inspect closer you can see slight scratches on the stone floor as well.
You suspect that this sarcophagus can be spun.

Alessa joins Abernathy at the sarcophagus before taking a look at the piles of bones of past looters...

You join Abernathy for a bit while he does his thing and then move to inspect the two skeletons. The first, closer to the sarcophagus, wears singed and burnt clothing. A style perhaps in fashion 20 years prior it crumbles at the touch.
There is a coin purse that becomes ash and 10 gold coins softly *tink* to the ground. The rest of the gear is ruined.

The extra bit here though is that you pick up some residual magic on the pile of bones. It’s very faint and old.
Using your Detect Arcana power would reveal more info... Faith -2 (-1 Fatigue (this will soon be gone), -1 Casting Modifier)

Walking down the passage to the gallery of the blue lantern reveals the following:
* The passage ceiling is roughly 10’ high and ends in an alcove where a blue glass lantern hangs from a thick chain. The walls are themed with some great battle painted in various hues and shades of blue depicting demons fighting beings similar to that of the man on the sarcophagus. The chain that the blue lantern hangs from continues on up into the darkness above you; you can’t see where the chain attaches. Quickly looking inside the other alcoves reveals a visible ceiling that the lantern chain attaches to, shadowy, but visible.
* Back in the blue lantern alcove you also notice a roughly 5’ diameter circle carved into the floor directly under the lantern. The other alcoves have this circle as well under their lanterns (or in the case of the Red and Indigo alcoves, where the lantern would be).
* Finally, the pile of bones in the blue alcove has its legs shattered as if falling from a great height. Your torch light gleams off something blueish-purple from under the skeleton. Moving aside the bones reveals scattered black shards like you found around the broken device earlier as well as this:
*
*
https://image.ibb.co/joWJCR/B550_CC0_F_A3_E3_4784_AD60_9_DA23_D69250_E.jpg

The Indigo lantern. Well it would appear that the looter didn’t get very far.

And Eldrin who wanders into the gallery of the green lantern...

The ceiling of the passage leading into the alcove of the glowing green lantern is roughly 10’ tall. This opens up in the alcove to about 40’ high where the chain that the lantern hangs from attaches to.

The walls of this alcove are painted in hues and shades of green and depict a great battle between demons and figures that resemble the man on the sarcophagus.

You find the green lantern glowing solidly, it does not flicker. Touching the glass tentatively reveals that the lantern is cool to the touch. It would appear that someone has placed a continual light enchantment upon it.

You also notice a 5’ diameter circle carved into the stone floor directly below the hanging lantern. It looks pretty deep. A quick check in the nearby alcoves reveals a similar circle carved into the yellow alcove and the orange alcove, however, the circle in the orange alcove is much more shallow and superficial.
You quickly run around to each alcove and discover the following:
* R: shallow circle
* O: shallow circle
* Y: deep circle
* G: deep circle
* B: shallow circle
* I: deep circle
* V: shallow circle

Hmmm... curious...




https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

ybn1197
2018-01-10, 09:58 AM
In the tomb the adventuring companions get to work investigating their surroundings...

And Eldrin who wanders into the gallery of the green lantern...

The ceiling of the passage leading into the alcove of the glowing green lantern is roughly 10’ tall. This opens up in the alcove to about 40’ high where the chain that the lantern hangs from attaches to.

The walls of this alcove are painted in hues and shades of green and depict a great battle between demons and figures that resemble the man on the sarcophagus.

You find the green lantern glowing solidly, it does not flicker. Touching the glass tentatively reveals that the lantern is cool to the touch. It would appear that someone has placed a continual light enchantment upon it.

You also notice a 5’ diameter circle carved into the stone floor directly below the hanging lantern. It looks pretty deep. A quick check in the nearby alcoves reveals a similar circle carved into the yellow alcove and the orange alcove, however, the circle in the orange alcove is much more shallow and superficial.
You quickly run around to each alcove and discover the following:
* R: shallow circle
* O: shallow circle
* Y: deep circle
* G: deep circle
* B: shallow circle
* I: deep circle
* V: shallow circle

Hmmm... curious...


Eldrin will take note of whatever paintings are on the wall of the side chambers as well while checking the circles.

Rowenn552
2018-01-10, 11:22 AM
Eldrin will take note of whatever paintings are on the wall of the side chambers as well while checking the circles.

Cool, yeah. Each alcove pretty much shows the same-ish scene but just painted in the respective colors of that lantern’s coloring.

Additionally and I forgot to add this, it goes for anyone in general, but the colored lanterns can be removed. There’s just a brass colored metal hoop at the top of them and the chains end in a hook.
They hang at about eye level for a medium height Human and can just be lifted off.

gryffydd65
2018-01-12, 10:19 PM
Abernathy climbs down, "Hey, this thing moves." As he pushes the sarcophagus toward the green lantern.

Ionbound
2018-01-12, 10:31 PM
Alessa picks up the Indigo lantern as she hums, "Well, you didn't get far did you?" After taking what's left of the gold on the corpse she carries the lantern back to it's alcove and hangs it there, one part wondering if that one change anything and one part thinking that the tomb should be restored to it's original state.

Rowenn552
2018-01-14, 07:49 AM
While Alessa helps in restoring the room to its previous state by returning the Indigo lantern back into the Indigo painted alcove Eldrin produces some paper and begins to copy the frescos depicting the battle in green.

Meanwhile, Abernathy begins to spin the sarcophagus. It isn’t as hard as it would seem but it does bring a sweat to the little guy’s forehead. The sarcophagus moves, the head swiveling from the orange passage to point at the yellow one and clicking for a second before it is pushed past to face the green passage and Eldrin.

There is a faint rumble and tremors that Abernathy and Alessa can feel along the ground in the chamber.
It’s just very brief and then they stop.

Eldrin however can be seen to shake and wobble in the green alcove.
It sounded like something really big just broke underneath you. Like under the ground. Taking a step you trip a little over something. Looking down you can see that the circle cutout on the ground under the lantern has raised an inch.

So there’s this 5’ diameter round stone that was part of the floor that is pushed up a little bit now. You can see that Abernathy is looking around and also that the sarcophagus has been spun and is pointing at you and this green alcove.




https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

ybn1197
2018-01-16, 02:30 PM
Eldrin shouts out to Abernathy. "Hey! A little warning next time." Eldrin picks himself up and dusts himself off before taking a closer look at the cutout. Does it look like it could be raised further? "Can you twist that back to the yellow one? I want to see what this cutout will do in response."

Rowenn552
2018-01-17, 08:15 AM
Spinning the sarcophagus back towards the yellow passage and lantern is no more difficult than before.

When it leaves the green passage there is once again a rumbling along the ground and for Eldrin still in the green alcove a rocking sensation with a lot of clatter underground below him.
The circular cutout struggles and then recedes back into the floor flush with the stone work again.

Meanwhile for Abernathy and Alessa they see a 5’ diameter circular stone cylinder spin up out of the floor of the yellow alcove from under the yellow lantern. The cylinder stands about 6’ tall and moments after emerging from the ground a line of yellow light splits down the center from top to bottom. Two equal halves slide away revealing an open internal chamber filled with a soft yellow light.
The chamber looks like it could fit one medium sized person easily.

What do you do?



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

gryffydd65
2018-01-18, 10:58 PM
Abernathy moves towards the opening. "Come on let's go, we just found a secret opening."

Rowenn552
2018-01-20, 04:05 PM
Abernathy, curious and quick, enters the space inside the stone column in a wink. As he inspects the inside for anything untoward the doors quickly slam shut sealing him away before the whole column spins back down into the ground.

You have a sensation of falling as you’re inside of the compartment.
It’s only a moment, maybe 20 seconds?, and then it feels as though the compartment has stopped moving and then the doors open.

The soft glow from inside the column chamber washes out a little into the room you find before yourself... it is definitely a different room and you do not see Alessa or Eldrin.

Large bas-relief images of tall ten foot tall androgynous figures adorn the walls. These look much like the figure from the sarcophagus and you find yourself stepping into the new chamber to inspect them. The sculptor has obviously made them to appear as though in reverence of the viewer. They stand with hands cupped and held out, some in prayer, some kneeling, all with looks of adoration and adulation.
Some of the figures hands, fingers, and heads have been cut or broken off. Most likely from earlier treasure seekers.

Then the doors slide shut on the strange elevator and it spins back up and out of sight. With the elevator gone you realize that light is softly illuminating the area from the walls here as well just like it had been from the elevator.
The only way out of here is at the opposite side of the room. There is a tall arched tunnel there that has been mostly blocked by a large stone. You can see darkness near the top however where the stone has not totally blocked the passage. It looks like you could squeeze through easily, a medium sized person could do it with some effort.

Eldrin and Alessa you struggle with the circular stone for a minute or so to no effect when suddenly it begins to spin up. Once it stops, the doors open again.
Abernathy is not inside.

What do you do?

Yb and Ion, if you cram into the space in the stone column then see above at the Spoiler for Abernathy and proceed from there. Your characters will find him down below.

If instead Alessa and Eldrin do something else. Have at it and we’ll go from there.



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

ybn1197
2018-01-22, 02:55 PM
Eldrin will enter the column and wait for either Alessa to enter as well or for the column to move on its own.

Rowenn552
2018-01-23, 02:10 PM
Alessa and Eldrin uncomfortably cram into the tube and with a slam the doors close. A brief sensation of falling and a moment later they arrive in a chamber to see Abernathy on top of a large stone blocking the path about 15’ away and roughly 18’ high.

He appears to be peering through a small dark space unblocked by the stone where an arched lintel comes to a peak.

Along the walls are tall (8-9’) carved depictions of androgynous figures like the one from the sarcophagus above. Some figures stand and some kneel, but all of them look down in admiration and adulation at the viewer. There is also a soft ambient light produced from the walls with no discernible source.




https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Ionbound
2018-01-23, 09:51 PM
Alessa pauses briefly before curiosity gets the better of her and she piles in. As she looks at the statue she whistles happily and says, "These are rather nice. I wonder who built them...And why they look at the entrant so happily."

Rowenn552
2018-01-24, 12:07 PM
Alessa pauses briefly before curiosity gets the better of her and she piles in. As she looks at the statue she whistles happily and says, "These are rather nice. I wonder who built them...And why they look at the entrant so happily."

Alessa also notices, now that she is closer, besides the vandalism of previous treasure seekers, that these sculptures may be the most flawless that she has ever seen.
As well the stone walls, ceiling, and floor are solid and unmarred by seams of any kind.


~Meanwhile,
Atop the stone block Abernathy can faintly see past the arch and into the next area.
It appears to open into a 10’ wide hall that stretches away and out of sight.

As you all inspect this new area the elevator doors slam shut and it spins back up and out of sight.
A moment of panic and a quick search reveals a well concealed button on the wall. A single press later and the elevator returns.

[B]What do you do?[/SPOILER]


The space is tight for a medium sized humanoid but passable. It will take some time, doffing gear, tying it up, squeezing through, and pulling your gear through to you but definitely doable.
You know that if you were chased back here for some reason you would be stuck unless you quickly dumped your adventuring packs.


You’re an elf. You’re probably pretty old right?
Give me a Knowledge History. If you don’t have that skill you can make it untrained at d4-2.

ybn1197
2018-01-25, 02:44 PM
You’re an elf. You’re probably pretty old right?
Give me a Knowledge History. If you don’t have that skill you can make it untrained at d4-2.

Knowledge: History (http://orokos.com/roll/588239): 1d4o4 3 1d6o6 1

Rowenn552
2018-01-26, 10:41 AM
Knowledge: History (http://orokos.com/roll/588239): 1d4o4 3 1d6o6 1


I’m going to give you a circumstantial +2 for being an Elf and a priest of Heironeous.
Final result = 5

So Eldrin you recall, vaguely, legends of a Great War many millennia ago. Mentions were made in books read from the great library within the Temple of the Silver Light of a war waged between a Queen of Chaos and her army of demons against the Lords of Aaqa.

It was fairly glossed over and details were left out, but ultimately the Lords of Aaqa won despite great losses.
Judging by the depictions of valiant battle on the part of the androgynous figures and the sculptures of same it would appear that the Whispering Cairn could be a tomb dedicated to one of these Lords of Aaqa.

ybn1197
2018-01-26, 01:23 PM
Eldrin turns to the others. "I vaguely recall reading about the legends of a Great War many millennia ago. Mentions were made in the books I read from the great library within the Temple of the Silver Light of a war waged between a Queen of Chaos and her army of demons against the Lords of Aaqa. It was fairly glossed over and details were left out, but ultimately the Lords of Aaqa won despite great losses.
Judging by the depictions of valiant battle on the part of the androgynous figures and the sculptures of same it would appear that the Whispering Cairn could be a tomb dedicated to one of these Lords of Aaqa. I believe we should tread warily as reverently."

Ionbound
2018-01-26, 05:17 PM
Alessa just wanders between the statues, flitting back and forth as she examines them, happy to just enjoy the presence of their beauty as she tries to figure out what they mean.

Rowenn552
2018-01-30, 08:59 AM
At Eldrin’s ominous words the group pushes on deeper.

Together and with each others’ help they scale the tall stone blocking the only exit to the room. Shuffling their gear about they are able to squeeze past the narrow opening under the arch. It is tight but the adventurers pass the threshold into the next area.

Leaving behind the welcoming chamber of the supplicant statues the three companions clamber down into a 10’ wide hallway of darkness. When the first of the group sets foot on the stone floor however, soft light glows from alcoves on either side of the passage 10’ away.

Investigating this they find more statues similar in physical appearance to that of the sarcophagus above and to the statues in the previous room. The light also reveals a swirling design etched into the walls and soft wind seems to play in this hallway.

Within the alcoves tall androgynous figures in lavish and ornate robes carved in meticulously lifelike detail are found. These figures stand tall with calm faces offering out cupped hands. As before there is some vandalism, a lost finger or toe.

Also reaching this first section of alcoves causes another set of alcoves to illuminate 10’ further ahead. The same as before can be found here and once again another set of alcoves illuminate 10’ further.
To Alessa and Eldrin it reminds them of figures offering something to the viewer, there is a sense that something is missing here.
Abernathy, curious as can be, discovers that here is a soft breeze blowing within each set of cupped hands.

As you reach the third set of alcoves the light from the first set goes dark but ahead in a large chamber a new light, soft and dim, appears on a dull grey stone. The stone is quite wide and takes up the center of the chamber. A quick look inside the new room reveals wide openings to chambers to the east and west. It is also suddenly very cold here.


Looking ahead at the grey stone to your right side down that way past the stone you can see a strange slickness covering the stone floor and walls. The air grows colder in that direction than to the way left of the grey stone.

@Alessa and Abernathy
As you all ponder which path to take the two of you hear a strange shuffling on stone from behind you in the hall you just came from.
Instinctually turning to the sound you both see a tiny shadowy shape(?) scurrying out of sight and away from you as if to exit the area.

Interrupting Eldrin’s description of the anomaly down the right of the stone and drawing his attention to the hallway behind yourselves.
He gasps suddenly as he sees this with his impressive elven sight...


https://1.bp.blogspot.com/_DOGdbcvTBcc/R0C4_qW2riI/AAAAAAAAAK0/5o2d3NGVJcw/s320/Lurking+Strangler+10.JPG



So you have two paths to choose from but you also noticed this weird disembodied eyeball thing slithering away in the hallway behind you...

I want to mention that you don’t *have* to enter combat here if you don’t want to. Whatever this thing is, it’s attempting to leave the area.

If anyone moves on it we’ll enter Initiative.



What do you do?



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.


https://image.ibb.co/m0dVuR/D90_EDDDC_E850_4_CF9_A5_B8_5144068656_B6.jpg


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

ybn1197
2018-01-30, 12:21 PM
Eldrin gives the thing a quizzical look and then turns back to the others. "I think we should push on and proceed to the left to avoid whatever it is clinging to the rocks ahead."

gryffydd65
2018-01-31, 11:32 AM
Abernathy immediately moves towards the left passage . "Come on , let's go, oh this is much better than battle. We might be famous one day . "

Rowenn552
2018-02-02, 09:54 AM
Leaving the strange retreating creature behind you round the left side of the immense stone column. As you do this and venture forward slowly two more soft glowing lights spring to life.

One comes from your right from within an alcove along the eastern side of the column.
The second comes from within the room that opens further eastward.

The Alcove,
The alcove is rather shallow as what appears to be a large floor to ceiling column of a similar grey stone as the main central fixture seems to have dropped down.

The soft glow here comes from the short walls of the alcove. They illuminate a seam between this perfectly fitted column within the alcove. A broken skeletal arm in dusty chain mail and rotted cloth pops out from under this column.

It would appear a former adventure seeker fell prey to a trap set by the original inhabitants...

====================

The Room,
The light to the east reveals a large chamber that vaguely looks like a bedroom or master’s quarters.

Expertly crafted and nearly hidden drawers carved from the stone walls themselves are pulled out, some hanging empty while others lay stacked on the floor, all of them looted long ago.

As in the tunnel before with the statues with outstretched hands there is also a slight breeze in this room. The breeze seems to come from a long flat slab of grey granite that by all accounts suggests it is a bed. At the head of this ‘bed’ carved from the wall is an immense bas-relief of a figure in lovingly carved flowing windswept robes. It is tall, thin, and bald with a longish nose. The androgynous figures hands are outstretched over the bed, welcoming.
At its neck is a pendant inscribed with a runic symbol roughly like an arrow.

===================

Further south around the main column in the central gallery area, another light pops into being along the grey column’s southern wall.
Here there is a recession in the ground and a spigot like fixture. It appears to be some sort of shower.

Just south of this is an open door and a stone privy.

===================

All the way around the large central column on its western side it begins to get cold again and Eldrin confirms the brown-mustard slickness growing in that area.
It looks to be some sort of mold or fungal growth and it is blocking another alcove of the central column and the entrance to a western room.

What do you do?


Alessa and Abernathy I’ll give you two a chance to id the growth since you’ve been adventuring for a bit.
Make a Smarts check at -2.

Also ignore the directions on the compass on the map. North is top of the map, south is bottom and so on.
Of note though is that the symbol depicted as the map’s compass is the symbol that’s carved into the angelic-like figure’s necklace above the bed in area 2.



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 1/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

gryffydd65
2018-02-02, 09:44 PM
Abernathy looks at the mold.


"I don't like this stuff at all. " He says scraping the mold .
[roll]1d6
Ok i tried using phone and tablet. I can't remember which one worked. Maybe wife's phone.

Rowenn552
2018-02-03, 09:25 AM
Abernathy looks at the mold.
[roll0]

"I don't like this stuff at all. " He says scraping the mold with his dagger.

Don’t forget your Wild Die (d6)!

In this case it’s also at -2 but it could turn out for you. You also have bennies to spend if you want to reroll.

Rowenn552
2018-02-06, 06:21 AM
Eldrin and Alessa watch on as Abernathy approaches the edge of the growth along the stone floor west of the central column.

As he reaches the area lights turn on along the western facing wall of the column revealing a sort of basin filled with a very unappetizing orange vomit like substance. The mold growth is pretty extensive over here and some has creeped into or perhaps out of that basin.

The western chamber lights up as well but in there it is like daylight, it’s very bright. From what Abernathy can see it appears to be some sort of sculptor’s workshop but the angle is poor and he can only get a glimpse of a few large blocks of marble and the edge of a table covered in tools.

It is very very cold and as he kneels down and touches the mold with his knife he can feel the heat being drawn out of himself.

@Abernathy,
Make a Vigor roll TN 4 or take a level of Fatigue.

gryffydd65
2018-02-06, 10:24 AM
Abernathy tries to moves away as the warmth starts to leave his body.

[roll0] vigor
[roll1] wild

ybn1197
2018-02-06, 10:56 AM
Seeing Abernathy, Eldrin will move to assist him away from the mold.

Rowenn552
2018-02-06, 11:12 AM
Abernathy cannot recall experiencing anything such as this before, and shivering and teeth chattering, he returns to the others.

Alessa doesn’t know what this mold could be either. Perhaps someone in town would be able to identify it. Eldrin remembers hearing of a wizard who lives in town, Allustun was his name.


Smarts (tough) Knowledge (Dungeoneering); fatigued (http://orokos.com/roll/591873): 1d4o4-3 0 1d6o6-3 1

===============

Just then there is an immense crash from elsewhere in the tomb. The sound is muffled, definitely not from in this section that you’re currently in. The ruckus is enough to shake the walls and ground causing dust to shake loose from the ceilings and your balance to wobble.

You immediately remember a similar sensation but smaller from in the chamber above with the sarcophagus. For Eldrin he had felt the terrible grinding of something below the alcove of the green lantern...

===============


So you can choose to pass this mold but it will require Vigor tests to get by it into the chamber and then once again to get past it and exit the room.

Now there has also been this loud crashing and shaking sort of to the east/northeast of you.

what do you do?

Rowenn552
2018-02-06, 12:46 PM
Seeing Abernathy, Eldrin will move to assist him away from the mold.

Eldrin assists Abernathy away and while he can feel the chill as well he reaches the Halfling far enough away to not suffer any ill effects.


Looks like we crossposted Yb!

I’ll assume that Eldrin doesn’t get close enough to the mold to be affected by it.

So basically from what you can gather, this stuff sucks up heat, which is making the surrounding area really chilly. When you get too close to it drains you as well.

So and i said earlier you *can* choose to cross it but it will require a Vigor check each time you pass over it or for each round you’re in/immediately around it or take a level of Fatigue. Once you’re out of Fatigue then it becomes Wounds. So it would take quite a few rounds of exposure to really be troubled by it.

Rowenn552
2018-02-07, 03:18 PM
Alessa concentrates on her curved blade and after a brief utterance it sparkles and gleams with frost and an icy edge.

Stepping forward cautiously she slashes into the mold and like a wave spreading across the surface of the stuff from the point of the strike it changes in color from mustard to black.

At the same moment the icy sheen on the sword dissipates leaving the metal sweaty and wet. Almost immediately the room temperature noticeably warms.

===============

Inside the western chamber,
This western chamber is very obviously the workshop of a sculptor. Tables lay scattered with ancient stone debris, hammers and chisels, vises, large spinning wheels and grindstones.

Large blocks of untouched marble stand along the western wall while a partially complete sculpture stands at the north wall.
It is finished down to the waste. It depicts a muscled and bald androgynous figures as seen throughout the tomb. Its face looks victorious and it holds a rod (a petrified wood rod with six cuts depicting seven segments). It is similar to the figure on the sarcophagus but obviously meant to be someone else.

To the south is a squat red metal pedestal. On the pedestal is a large black onyx egg shaped boulder (about the size of Abernathy). On the face of the stone cut into the surface is an equilateral golden triangle with a golden line cut across each leg of it.

Besides the tools and the furniture and the gold in the egg this place looks to have been looted thoroughly.

gryffydd65
2018-02-09, 11:45 AM
"Thank you so much, you saved me , what was that sound , come on let's go see." He said excited as he made his way toward the sound.

Ionbound
2018-02-09, 09:05 PM
Alessa shrugs as she sheathes her blades and says, "Eh think nothing of it. It's how it goes." She makes her way forwards, approaching the statue and frowns as she looks at it, eventually reaching out and grasping the rod it is holding, curious to see if it is loose at all.

Rowenn552
2018-02-11, 07:27 AM
Alessa shrugs as she sheathes her blades and says, "Eh think nothing of it. It's how it goes." She makes her way forwards, approaching the statue and frowns as she looks at it, eventually reaching out and grasping the rod it is holding, curious to see if it is loose at all.

It is loose and is easily removed. The rod is roughly 5’ long with notches at irregular lengths that create seven different segments along the whole.
The rod itself is a deep dark brownish red, straight, and polished to a shine. You suspect that maybe it is a placeholder for something else, regardless it would make a fine staff or whacking stick.
Or finding the right customer, sold for some profit.

Meanwhile Abernathy mentions going to check out the loud crash and then there’s the sound of more rocks. Much closer this time, a grinding, scraping sound and all of your attention is drawn to the black boulder on the red pedestal as it unfolds itself into a roughly humanoid anthropomorphic form.

It sits there quite squat with jagged black rocks jutting out over eyeless cavities, it’s mouth a seam along angular ‘face’. It’s chest bears the golden triangle symbol and it ponderously shifts its gaze between the three of you.

It begins to speak you guess, it’s mouth moves and it has a low deep gravelly voice.

What do you do?

Looks like the owner of this place had an earth elemental. It seems quite lethargic and is addressing you. These things speak Terran but if you also know Primordial you could get through a conversation.

I don’t think it makes total sense to just say yeah I know these unless you can also come up with a fun or interesting reason why.

Rowenn552
2018-02-14, 08:23 AM
The stout form of the earth elemental hops down from its red podium with a clatter. Still grumbling it stomps forward towards Abernathy and barks some sort of gravelly sounding remark before giving the Halfling a push to the chest.

It hurts.
This is a being made of stone and it staggers the little roguish warrior back a step.

More importantly though is the look on the elemental’s face. If it could show surprise that’s what you see as it looks from Abernathy to its own arms. Its brow turns down then and its ragged maw turns up in a cruel smile. It says something very low and menacing.

It holds its arms out before itself and the uneven surface begins to shift across both of them turning its arms into massive jagged clubs of shiny jet black stone.

Then it raises them to strike at Abernathy...

What do you do?

ybn1197
2018-02-14, 02:34 PM
OCC: Does the symbol on the elemental's chest mean anything to Eldrin?

Rowenn552
2018-02-14, 03:56 PM
OCC: Does the symbol on the elemental's chest mean anything to Eldrin?

If you have Knowledge: Arcana, History, Planes then you could roll one of those.

Otherwise it’s going to be untrained, d4-2 (your d6 Wild Die is also at -2).

Hmmm actually you recalled the picture yeah?
Make the roll as Smarts with your Wild Die.

Ionbound
2018-02-14, 10:16 PM
Alessa is suddenly struck by an idea as she presents the rod at the elemental and shouts, "HALT! STAY STILL!" hoping that it's some kind of control device for the elemental...Or at least to draw the creature's attention away from Abernathy.

Rowenn552
2018-02-15, 06:58 AM
Alessa is suddenly struck by an idea as she presents the rod at the elemental and shouts, "HALT! STAY STILL!" hoping that it's some kind of control device for the elemental...Or at least to draw the creature's attention away from Abernathy.

The elemental spares you a quick glance and then does a slow double take. If a rock could look surprised then this thing is surprised. Its attention is on the rod in Alessa’s raised hand.

Its spiky stone arms shift and become still jagged and uneven but much less hreatening and it kneels. It still is shooting Alessa a malevolent glare and grumbling all gravely under its non-existent breath.


Well that worked out. Imagine this thing as a sort of earth elemental version of Kreacher from Harry Potter. It’s being subservient but you know it’s a nasty being and it’s cursing you and saying all sorts of nasty things. This thing is probably a real jerk.

You don’t know if the rod is legit or not but as of now the elemental believes it is and is behaving.

There isn’t any immediate threat so I would allow a ritual and use of a Benny to gain temporary access to the power Comprehend Languages.
Either Alessa or Eldrin can spend a Benny and make their spellcasting roll as usual. The ‘ritual’ part just means casting takes 10-15 minutes.
TN 4 will get you the ability to communicate, TN 8 will allow everyone to benefit.

Also if Abernathy wants to leave and investigate the crashing sound from a little bit ago he can do that if he doesn’t want to hang around to chat with this angry rock dude.

gryffydd65
2018-02-15, 09:13 AM
Abernathy immediately moves away from the elemental, he instinctively unsheathes his grandfather's dagger. He heads towards the crashing sound.

Rowenn552
2018-02-20, 11:21 AM
Together, with Alessa brandishing the segmented rod, the group circle away from the curmudgeonly earth elemental. It pivots on one knee, still in a subservient stance, to face Alessa, glaring.

Leaving the elemental behind in the workshop murmuring unkind things that turn to stomping and thrashing about that echoes after our heroes as they return to the elevator.

Here they find the elevator gone but pressing the hidden stone on the wall returns it to their level.

One by one they return to the chamber of rainbow lanterns and swirling ethereal green light. The familiar voice of Fester quavers through the darkness from the entrance of the tomb, “... I-i-is everyone safe? Are you all ok in there?”

You also see some changes to this main chamber. For one, the stone floor and walls are pitted now as if by tiny acidic burns. To your left, within the green alcove, the floor has given way leaving behind a dark jagged hole. The light from the green lantern above the hole reveals pitting similar to that all around the main chamber on the stone and stonework leading down. Curious for sure but it makes suitable handholds for climbing.
The light only shines so far but Eldrin’s keen sight can see to the bottom (some 60ish feet below) where the alcove floor has collapsed down to. The floor below is littered with rubble and broken stone but this new passage down seems to open into a chamber.

What do you do?

((OOC: Moving things along. The earth elemental is still in the workshop under the yellow lantern. It didn’t give chase, it didn’t attack fully, it’s just there and angry.
You can always go back to interact with that thing should find a means to communicate. Eldrin knows there is a wizard in town named Allustun. Maybe the golden triangle symbol would mean something to him.

Fester, your guide that got you out here, is calling in from the entrance to see if everyone is ok.

In the main chamber with the branching halls to the colored glass lanterns, the floors and walls look like they’ve been splattered by acid. Small pits and pockmarks cover the area.
As well the floor within the green alcove has collapsed in. Similar pitting on the walls of the pit combined with the mash of stones from the collapse allows for a slow but safe descent.))

gryffydd65
2018-02-21, 11:34 AM
Abernathy checks out the acid splashes, trying to figure out where they came from. He then starts to rotate the sarcophagus to the green later alcove.

Rowenn552
2018-02-21, 05:37 PM
There is no obvious sources that could have caused the spatters. Turning the sarcophagus towards the green alcove takes more effort than it did turning to the yellow one earlier.

As the sarcophagus grinds into position there is a gust of wind that ushers up from the hole in the alcove.

You hear Fester again, I-I’m coming in! I-I’m warnin’ ya, I have an axe! Darn it Fester, get a grip of yourself old man, it’s probably just them folks... probably... alright, come along now Anne, come along.”

ybn1197
2018-02-22, 02:25 PM
Eldrin moves to the opening of the chamber so Fester can hear him. "We're fine in here Fester. Just a close call or two." He then moves back to the sarcophagus to see if anything has occurred with Abernathy's movements of it. If not, Eldrin will proceed down the newly formed opening.

Rowenn552
2018-02-23, 07:44 AM
Eldrin moves to the opening of the chamber so Fester can hear him. "We're fine in here Fester. Just a close call or two." He then moves back to the sarcophagus to see if anything has occurred with Abernathy's movements of it. If not, Eldrin will proceed down the newly formed opening.

”Ah Eldrin, yes good! Good to hear you’re still alive!”

You can hear relief in the older man’s voice. Hesitant footfalls and clops on stone from his mule Queen Anne echo nearer until he comes into view. Weird green light plays across his confused features.


”There was a loud crashing sound and then...”, he pauses trying to put his thoughts into words, ”...a swarm of shiny green-black beetles. They hissed and skittered off into the woods but the snow melted as they went.”

He adds nervously, ”Scared Queen Anne quite good!”, to which the mule chuffs and shakes her head, ”Alright Alright, scared me good.”, he smiles patting the mule’s long face.

Looking around the green lit rainbow lantern chamber warily, ”Well if you need anything we’ll be right outside. The snow’s melting pretty good and camp is about done. I’ll have somethin’ cooking for when you return.”

And with that, Fester leads Queen Anne back out of the tomb, there is quickness to their feet that wasn’t there when they entered.

===================

Eldrin begins to scale down the new hole under the green lantern. The climbing isn’t tough, there’s plenty of places to grab and put your feet, but it is a little slow going.

It brings you down into the top sort of rounded out area of a 20x15 chamber. The rounded out section you suspect is where the elevator would have moved up and down. As in the area under the yellow lantern the walls are carved with bas-relief figures like that depicted on the sarcophagus.

The figures here however have a different expression many stand with crossed arms while others wag accusing fingers, but all look down upon the viewer with stern gazes. There are many more as well they stand shoulder to shoulder or slightly staggered giving the impression of many unhappy and displeased superiors crowding the viewer.

It is a wholly different vibe than the figures depicted under the yellow lantern. Those all showed reverence and supplication towards the viewer. They had softer eyes and seemed to look up to while still looking at the viewer.

While not a dwarf, Eldrin, you can plainly see that the master craftwork of the stone walls and ceiling here are missing. It’s worked, sure, but definitely not meant to impress anyone.

There is more of that pitting and many of the reliefs have melted stone features. Many miss limbs and even heads. There is also a sharp acrid smell in the area.

On the floor a large arrow-like glyph points south down the only exit. Lighting is provided again from unseen sources but much much dimmer. You can see that the southern hallway leads to an intersection.

To the...
West: the acrid smell is stronger accompanied by soft skittering. A quick peek around the corner reveals orange gunk along the walls and ceiling. Shiny green-black beetles scrabble about and swarm around a orange gunk covered podium along the west wall of this 35x30 room.

East: ...silence... peeking around this corner reveals a similarly shaped chamber as that to the west although there is no orange stuff in here. There is however two rows of eight stone slabs. On two slabs are peacefully resting bodies. A large beetle (size of a dog) ambles about drunkenly. To the Far East side standing atop a slightly raised stage is a tall and imposing warrior. The warrior appears to be made of a red stone, its eyes stare down at the slabs with a stern look. Its appearance is that of the bald headed androgynous figures in robes, although this one is quite muscular and has its hands atop one another on the bottom of the haft of a large cylinder headed greatclub also of that reddish stone.

South: Eldrin can see farther south into the darkness, dark water at the extent of his elven vision. It is just below floor level but seems to have flooded whatever chambers exist to the south.

What do you do?

((OOC: I will assume that Alessa and Abernathy join Eldrin. They see and smell all of the same things.

If you wanted to converse with Fester feel free to do so, it will obviously be out of sync.

Also the arrow glyph on the floor here pointing south out the exit matches that that was etched into the necklace on the statue above the bed-like slab of stone that was over in the other area under the yellow lantern. Whew run-on sentence!

I will get a map up a bit later.))

gryffydd65
2018-02-25, 11:31 AM
"Oh I don't like the looks of those beetles or the big one, let's see where the southern one goes." Abernathy says looking at his friends .

Rowenn552
2018-02-26, 11:41 AM
Quickly darting past the intersection you leave the dim light from the entry chamber and step into darkness. Without a light source available Eldrin’s enhanced vision does not help.

Treading carefully forward into the dark with one hand to the wall you feel it angle outward and then your hands are brushing against small protrusions and odd shaped metal objects.

The air feels damp here. You know further ahead there is water but you haven’t reached that yet nor do you quite know how far away it is from your current position.

Looking back from where you came the dim light from the entry chamber extinguished leaving you all in complete darkness. The only sounds breaking the silence is your breath... and heavy footfalls from somewhere further behind you.

What do each of you do?

((OOC: So I’m just going to roll with everyone moving forward with Abernathy going south. You’ve reached a small open space not much wider than the hallway was but with things on the walls. It’s cooler here, not as cold as where the mold was, but cooler and wet feeling. Like a damp chilly basement.

As you leave the area of the entry room with disapproving relief sculptures the light there goes out. Some kind of magical sensor/light situation going on throughout this whole place. But anyway you’ve left that behind and have been plunged into darkness.
So, you can light a torch or a magicky character can burn a Benny and I’ll say create some light if they’d like.

Oh yeah, heavy footfalls further behind you!))

Rowenn552
2018-03-01, 06:39 AM
*THOOM THOOM THOOM*

The heavy thumps continue and then pause...

*CRASSSHHH*

There is a cacophonous crash that reverberates through the darkness and then...

*THOOM THOOM THOOM*

And then you are all left in the dark silence again.

gryffydd65
2018-03-02, 08:29 AM
Abernathy quickly turns towards the booming sounds. His hand gripping his grandfather's dagger, he moves silently along the wall. "Come on." he whispers to the others.

Rowenn552
2018-03-04, 08:36 AM
With hands against the wall you all turn and move quickly through the darkness back the way you came. As you reach the intersection the dim light comes back to life.

To the left the beetles seem to be in a wid frenzy skittering about. To your right in the chamber with the statue you can see that the once drunken looking dog-sized beetle has become a glowing green splatter upon one of the stone ‘beds’.

The same glowing green ichor can be seen on the statue’s hammer as it stands once again upon its stage staring sternly ahead.

What do you do?

gryffydd65
2018-03-04, 11:04 AM
Abernathy moves towards the eastern room staying along the wall and away from the statue that splattered the drunken bug.

Rowenn552
2018-03-05, 09:49 AM
Abernathy moves towards the eastern room staying along the wall and away from the statue that splattered the drunken bug.

You slink into the chamber to the east sticking to the wall. As you go though you feel your eyelids droop and a yawn forming in your lungs.

You're halfway into the room when this feeling of exhaustion hits you. You notice the two sleeping figures here are in fact corpses that have had their heads smashed.

((OOC: Ok cool, so I will assume that Alessa and Eldrin are with Abernathy. For the time being Gryffy I think it’s just you and me until the others find some time.

So Abernathy needs to make a Spirit roll TN4 here to avoid a level of Fatigue. I’ll roll for Ion and Ybn unless they chime in sooner.
For each round, we’ll say for each post (which represents a round of action) incorporate a Spirit roll TN 4 keeping in mind that each level of Fatigue incurs a -1 penalty to the roll.

Also what is Abernathy’s goal here? Just to check the room out or was there something else he was interested in?))

gryffydd65
2018-03-05, 11:14 AM
Abernathy turns back to exit as this strange feeling of exhaustion hits him.
[roll0]
[roll1]

ybn1197
2018-03-05, 01:37 PM
Exhaustion (http://orokos.com/roll/600514): 1d10o10 5 1d6o6 1

Eldrin assists Abernathy. "Come my friend, let us get you out of this strange magic." Once Abernathy is safely away from the effects of the exhaustion, Eldrin will continue to search the area.

Rowenn552
2018-03-05, 08:01 PM
Eldrin presses ahead while Alessa and Abernathy step back towards the intersection to watch on.

Eldrin, checking about the area quickly you see that the two headless men in fine red leather armor have a white eight pointed star (sort of resembling a compass rose) stitched onto their left breast.
One of the men also has a silver ring which Abernathy would probably appreciate.

Meanwhile Alessa and Abernathy both at the intersection hear a skittering sound behind you. You turn in time to see a large dog-sized beetle spin, flare its wings in a buzzing flurry, and point its glowing green abdomen at the two of you. You’re able to react as it sprays a stream of caustic smelling green liquid at both of you!
Behind it a carpet of smaller beetles begin to skitter forward.

Eldrin you turn in time to see this but are hit with another wave of exhaustion...

((OOC: Alessa’s Spirit roll vs Fatigue:
Fatigue (http://orokos.com/roll/600631): 1d8o8-1 0 1d6o6-1 6, Success!

Both Alessa and Abernathy make their Notice rolls to notice the big beetle and can act.
First, Alessa and Abernathy, make Agility rolls TN 4 to avoid the beetle’s acid splash.
Success = no damage, no additional effects.
Failure = Acid (http://orokos.com/roll/600637): 2d8o8 5 damage.
On Agility Failure,
Abernathy would be Shaken.
Alessa would not be effected.
Both are covered in Acid that deals 2d4 damage for 1 additional round.

Eldrin,
Make another Spirit TN 4 or suffer a level of Fatigue before you act.

Abernathy,
If you are Shaken from the acid you’ll need to make a Spirit TN 4 before acting. If that fails you can spend a Benny to auto-succeed and act normally.

ENEMIES
[E] Big Beetle- Parry: 5, Tough: 6(2)
Beetle Swarm- Parry: 4, Tough: 7 (Special)))

gryffydd65
2018-03-05, 08:58 PM
Abernathy rolls [roll0] agility
[roll1]

Rowenn552
2018-03-05, 10:00 PM
Abernathy rolls [roll0] agility
[roll1]

Feel free to attack if you’d like. See above post for enemy stats.

ybn1197
2018-03-06, 07:14 AM
Fatigue (http://orokos.com/roll/600791): 1d10o10 4 1d6o6 4

Does Eldrin have a clear shot with his bow?

Rowenn552
2018-03-06, 11:23 AM
Fatigue (http://orokos.com/roll/600791): 1d10o10 4 1d6o6 4

Does Eldrin have a clear shot with his bow?

Yep!

TN 5 (considered small)

Forgot about ranged when I posted stats... generally ranged TN is a 4 for human sized target (modified by size, range, lighting, and cover and/or prone). I’ll remember to add that target number in the future.

ybn1197
2018-03-06, 11:51 AM
Shooting his Bow (http://orokos.com/roll/600850): 1d6o6 5 1d6o6 4

Damage from Bow (http://orokos.com/roll/600851): 2d6o6 8

Rowenn552
2018-03-06, 01:52 PM
Eldrin looses an arrow that catches the acid spraying beetle in the rear causing it to chatter and flail about oozing glowing ichor from its abdomen!


((OOC: Eldrin’s shot causes the Beetle to be Shaken. One more hit surpassing its Toughness will drop it.

Enemy update-
Big Beetle: Parry 5 (4 to Abernathy), Tough 6(2), Ranged TN 5 (4 to Abernathy)
Shaken

Beetle Swarm: Parry 4, Tough 7 (Special)))

gryffydd65
2018-03-06, 02:36 PM
Abernathy swing with both his daggers at the big bug.
1d10
1d6

1d10


Damage [roll]1d4+1
1d6 strength

Damage 1d4
[roll1]

Hmm just can't figure out what I am doing wrong

Rowenn552
2018-03-06, 09:43 PM
Abernathy swing with both his daggers at the big bug.
[roll0]
[roll1]

[roll2]
[roll0]

Damage [roll3]
[roll4] strength

Damage [roll5]
[roll1]

Hmm just can't figure out what I am doing wrong

((OOC: Checking rolls.
***EDIT: Yep, ginsu’d!

Will update in the morning for the swarm.))

Rowenn552
2018-03-07, 09:42 AM
In the mere moments following the large green beetle’s attack it is pierced by a well placed arrow launched from the Elven priest’s bow before being summarily chopped to bits by the halfling’s flurry of blades!

Glowing green ichor spatters the dim hall providing an eerie bioluminescent light.

In that luminous green a shiny undulating wave of hissing beetles swarms over the ragged corpse of the fallen, Abernathy, and Alessa!

Alessa slashes futilely at the swarm of small spitting insects before stomping vigorously!
Fighting, Damage (Strength alone) (http://orokos.com/roll/601093): 1d10o10-1 1 1d6o6-1 1 1d6o6 1

Spending a Benny to reroll that garbage attack.
Fighting and damage (unarmed wild attack) (http://orokos.com/roll/601094): 1d10o10+1 4 1d6o6+1 5 1d6o6+2 3

Still pretty awful. She smashes some beetles but not enough to really do anything to the swarm as a whole.

The immortal seekers boots smash down and down again coming up each time with glowing goo on the soles but the beetles persist!
They begin to clamber up Abernathy and Alessa, hissing and biting with caustic stings!

These beetles are a swarm and so do an automatic 2d4 to everyone in the area.

Beetle swarm damage (Ab, Al) (http://orokos.com/roll/601095): 2#2d4o4 10 4
Abernathy takes 10 Damage, is SHAKEN and suffers 1 WOUND.
Gryffy, you may choose to try to Soak this Wound if you want to. To do so you spend a Benny and make a Vigor TN4. If you succeed you don’t take the Wound *and* as that would Soak all the incoming Wounds you would also *not* be Shaken.

If you don’t choose to Soak the Wound then you will need to make a Spirit TN4 to act on your turn. You will also be at -1 to all future rolls because of that 1 Wound.
If you fail on your Spirit roll you may only take free and move actions and defend (defending won’t help against the swarm though).

My suggestion? Try to Soak the Wound. You have a ton of bennies.

Alessa takes 4 Damage, no effect.

===================

Round 2!!
Initiative
*********
Abernathy - Red Joker
Eldrin - Queen of Spades
Alessa - Eight of Hearts
Beetle Swarm - Five of Clubs
*********
Abernathy gets a Joker!
Everyone gets a Benny *and* Abernathy is +2 to ALL rolls for round 2.
((This bonus is not applied to the Soak roll if attempted but *would be* applied to the Spirit roll if you accept the incoming Wound or fail on the Soak.))

OUR HEROES ARE UP FIRST!!

ybn1197
2018-03-07, 01:56 PM
Eldrin drops his bow and picks up his quarter staff before moving over towards the swarm, swinging for the bleachers with his staff.

Fighting (http://orokos.com/roll/601174): 1d4o4 9 1d6o6 1

Damage (http://orokos.com/roll/601176): 2d4o4 15 1d6o6 3

Rowenn552
2018-03-07, 02:49 PM
Eldrin drops his bow and picks up his quarter staff before moving over towards the swarm, swinging for the bleachers with his staff.

Fighting (http://orokos.com/roll/601174): 1d4o4 9 1d6o6 1

Damage (http://orokos.com/roll/601176): 2d4o4 15 1d6o6 3

The sound of wood thwacking and squelching against stone and bug resounds through the halls as Eldrin throws himself at the swarm of beetles.

His efforts disperse the nasty buggers as whatever remains skitter off and away in all directions into the darkness. The adventurers find themselves alone and in peace for now amidst a now glowing green spattered hallway. The large beetle sits carved apart before you all, its abdomen slowly going dark.

With the flurry of action over, what do you do?


Nice!
Gotta love those exploding dice :)

So you are all sort of in the intersection but probably closer to the beetles’ former chamber. Ahead of you where they came from is covered in a sort of orangeish paper mache like stuff that covers most of the surfaces. It’s sort of built out and you suspect it was the beetles’ nest/home area.

In the Southwest corner of the room three vaguely human sized lumps covered in this orange stuff can be seen.

ybn1197
2018-03-07, 02:51 PM
Eldrin moves to check the vaguely human sized lumps. He is assuming this is some form of cocoon and anything in it is already dead but it is best to check.

Rowenn552
2018-03-08, 11:56 AM
Eldrin moves to check the vaguely human sized lumps. He is assuming this is some form of cocoon and anything in it is already dead but it is best to check.

The orange beetle mache is quite rigid but breaks away in chunks with a little effort. Inside the orange cocoons are indeed three desiccated corpses in aged red leathers. Each bears the same white eight pointed stars on their left breasts as the headless corpses did across the way.

((Anyone checking around can make a Notice roll))

Gryffy,
You *did* take a Wound unless you choose to try to Soak it <see above in earlier combat spoiler>.

For speed, Ybn, can I get Healing (+1) and/or Faith (-1) rolls TN4 to use just in case Gryffy doesn’t Soak/fails at the attempt.

Thanks!

ybn1197
2018-03-08, 12:06 PM
Healing (http://orokos.com/roll/601467): 1d8o8+3 5 1d6o6 1

Notice (unskilled) (http://orokos.com/roll/601469): 1d4o4-2 0 1d6o6-2 1

gryffydd65
2018-03-08, 05:10 PM
Eldrin presses ahead while Alessa and Abernathy step back towards the intersection to watch on.

Eldrin, checking about the area quickly you see that the two headless men in fine red leather armor have a white eight pointed star (sort of resembling a compass rose) stitched onto their left breast.
One of the men also has a silver ring which Abernathy would probably appreciate.

Meanwhile Alessa and Abernathy both at the intersection hear a skittering sound behind you. You turn in time to see a large dog-sized beetle spin, flare its wings in a buzzing flurry, and point its glowing green abdomen at the two of you. You’re able to react as it sprays a stream of caustic smelling green liquid at both of you!
Behind it a carpet of smaller beetles begin to skitter forward.

Eldrin you turn in time to see this but are hit with another wave of exhaustion...

((OOC: Alessa’s Spirit roll vs Fatigue:
Fatigue (http://orokos.com/roll/600631): 1d8o8-1 0 1d6o6-1 6, Success!

Both Alessa and Abernathy make their Notice rolls to notice the big beetle and can act.
First, Alessa and Abernathy, make Agility rolls TN 4 to avoid the beetle’s acid splash.
Success = no damage, no additional effects.
Failure = Acid (http://orokos.com/roll/600637): 2d8o8 5 damage.
On Agility Failure,
Abernathy would be Shaken.
Alessa would not be effected.
Both are covered in Acid that deals 2d4 damage for 1 additional round.

Eldrin,
Make another Spirit TN 4 or suffer a level of Fatigue before you act.

Abernathy,
If you are Shaken from the acid you’ll need to make a Spirit TN 4 before acting. If that fails you can spend a Benny to auto-succeed and act normally.

ENEMIES
[E] Big Beetle- Parry: 5, Tough: 6(2)
Beetle Swarm- Parry: 4, Tough: 7 (Special)))
Abernathy spends a Bennie to succeed .1d6 vigor
1d6 wild

gryffydd65
2018-03-08, 05:15 PM
Abernathy spends a Bennie to succeed .[roll0] vigor
[roll1] wild

Hope this works

Rowenn552
2018-03-08, 06:59 PM
Hope this works

No worries! Let’s assume that Eldrin tends to the little stinging bites after the fight. :)

I had a slow day at work that day and just updated a bit too quick.

I’m more interested in what you all are doing currently and what your next move is.

The dark southern hall is all that’s left besides this beetle room. While in the dim intersection Eldrin can see that that southern area of this tomb appears to be flooded.

gryffydd65
2018-03-09, 04:23 PM
Abernathy looks at his friends , "I for one, do not like swimming in unknown waters . So let's go back up and see what the other colors will achieve . "

ybn1197
2018-03-13, 11:04 AM
Eldrin

"I agree. We can always come back if nothing pans out with the other areas."

gryffydd65
2018-03-14, 10:19 AM
Abernathy heads back up to the main chamber .

Rowenn552
2018-03-14, 02:33 PM
The three of you return back the way you came leaving the dark flooded area alone for now.

Climbing back up into the shimmery green chamber of colored lanterns Abernathy moves back to the sarcophagus and begins to rotate it again. It is currently pointed towards the green lantern and hallway.

Rotating it towards the blue lantern and hallway does nothing.

Rotating it towards the indigo lantern and hallway however causes the circular stone carving on the ground to spin up like it did from under the yellow lantern.
The door on the strange stone column hisses open and inside the small area can be seen an old sack and pile of bones.

Rotating further towards the violet lantern causes the indigo to swivel back down. Nothing happens in the violet chamber.

Moving it back towards the indigo chamber causes the stone column to swivel back up and out of the ground again.

What do you do?

Sorry posted later than mentioned, forgot I had a meeting and a long drive back from it.

So anyway just a reminder that this area has 7 short branching hallways ending in lanterns hanging from chains.

-The red lantern is missing.
-The green lantern seems to have some sort of light enchantment on it so that it continually glows.
-The indigo lantern *was* missing but Alessa found it amidst an old skeleton with broken leg bones directly under the blue lantern. She put it back to its rightful place in the indigo hall.

Also earlier while investigating these chambers you noticed that torchlight revealed (just barely) a ceiling in each chamber except for the blue one. Or at least that’s what Alessa had seen.

Eldrin though can see that the ceiling in the blue chamber rises about twice as high as the others. It is just a bit beyond what torchlight and normal eyesight would reveal.
Also it looks like up near the top along the east side of the wall there is an opening. To reach it you would need to climb the chain of the blue lantern and then swing or jump across.



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

ybn1197
2018-03-15, 12:38 PM
Once it is back to indigo, Eldrin will visually search the sack and pile of bones before psychically searching the bag.

Rowenn552
2018-03-15, 01:03 PM
Eldrin checks out the cavity in the stone and can make out some small lumps inside of the sack.
The skeleton however upon closer inspection is utterly shattered. It is an ancient pile of broken bones.

Sorry I should’ve given that to you in the original post.

If you’re wary of the cavity you can try to fish stuff out of it with your staff with an Agility TN4.
Otherwise you’ll have to get in there to get it out.



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

gryffydd65
2018-03-17, 12:14 PM
"Let me climb up the blue chain and have a little looksie, and then I will let you know if we should proceed . " Abernathy says to his friends .

Rowenn552
2018-03-18, 09:43 AM
While Eldrin and Alessa wait below, Abernathy climbs the thick chain that the blue lantern hangs from.

Abernathy,
As your eyes adjust to the gloom, about fifty feet up from the ground just about at the ceiling and directly across from you, you can make out the opening of a dark ten foot wide passage.

It would take you no effort to swing across.

What do you do?



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

gryffydd65
2018-03-19, 06:32 AM
Abernathy swings across to the dark opening. He pulls out his grandfather's dagger . He waits listening for anything coming towards him before telling the others to come up .

Rowenn552
2018-03-19, 10:30 AM
Abernathy swings across to the dark opening. He pulls out his grandfather's dagger . He waits listening for anything coming towards him before telling the others to come up .

Once inside the passage the meager light from the chamber below is gone leaving you standing in darkness. You wait and listen for a moment satisfied with the quiet that nothing is waiting for you.

==========

Eldrin and Alessa,
Wherever you are at in the main room on the ground floor you can hear Abernathy shout down that it’s all clear up top.

((OOC: Regarding the hallway above the blue chamber,
This goes for Abernathy or anyone that joins him. You could continue down the hallway but it’s pitch black just a few feet from the opening and you can’t be sure how far it goes. Lighting a torch would be recommended however you could keep a hand on a wall to guide you along through the dark if you wanted.

Remember that gear is abstract so ‘Lighting a Torch’ is basically a roll on your Adventuring Gear Usage Die.))



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

gryffydd65
2018-03-20, 08:15 AM
Abernathy calls to the others "Come up and bring some light , there is a passage . "

ybn1197
2018-03-20, 01:55 PM
Before proceeding to follow Abernathy, Eldrin attempts to fish the sack out of the cavity.

Fishing Sack out of Cavity (http://orokos.com/roll/606248): 1d6o6 9 1d6o6 3

Rowenn552
2018-03-20, 04:11 PM
Before proceeding to follow Abernathy, Eldrin attempts to fish the sack out of the cavity.

Fishing Sack out of Cavity (http://orokos.com/roll/606248): 1d6o6 9 1d6o6 3

You very deftly remove the sack and hear the jingle of coin as you do so.

Nothing happens inside of the cavity of the stone column. Within the sack you find a bunch of loose coins as well as two small gems; a ruby and a sapphire.

In a few moments Eldrin and Alessa join Abernathy in the hallway above the blue lantern.

A torch is lit revealing a 10’ wide carved stone hallway. Abernathy and Alessa can make out up to 30’ and another 30’ beyond where it gets darker and darker. From what you both can see it is a bare stone passage.

Eldrin you jump slightly however as you can see that the end of the tunnel ends in a massive face staring back at you!

The face takes up the entirety of the wall and resembles the same as the androgynous figures you’ve seen all over this tomb so far. Your stomach flutters momentarily at the sudden shock but you quickly realize it is a masterful bas-relief and not a real face.

What do you do?

((OOC: All in all you find 37gp, 20sp, and the two gems worth roughly 50gp each.

You now find yourselves facing down a large face... or well Eldrin can see this at least about 100’ away.))



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Rowenn552
2018-03-22, 09:27 AM
@Rosabel,

These damned woods and this damned snow. A howl of wind sweeps by causing you to pull your cloak tighter.
You lost the group of adventurers you were following, yeah rumors had spread quick of a second group in town, this consisting of a woman in fine (yet worn) wear with white hair and two swords, one broken; a Halfling covered in knives and daggers; and a Elven priest of Heironeous. All of them stranded at the Able Carter Coach Inn just east on The Vein.

You spotted them early in the day gathering supplies with Fester Trollump and his old mule Queen Anne. Fester is a well respected trapper, the guy even manages to catch some really exotic things out in the wild...

...Really exotic actually. Your throat catches as you start to wonder if this was a good idea after all. And then you hear sudden hissing and spitting and the sizzle of snow and ice melting from ahead. You peer through some brush to see a carpet of shiny black and green beetles skittering across the sparkling white landscape. Past them you can see Fester looking startled and trying to calm Queen Anne.

The beetles emerge from a large snow covered cave framed by heavy carved stones. As the beetles go the snow melts in there path until they’re gone. Shortly after Fester enters with his mule calling for someone inside.

You follow quickly and stay behind the anxious man easily. You enter and the memories flood back as you see the many names, initials, and symbols of Diamond Lake’s youth carved and scrawled onto the ancient walls. You find yourself tracing your fingers over two symbols, those of Trent and Brandon... and then a few steps further in, your own. It was only a few steps really but you were the bravest. Now those boys are in a mine somewhere trying to make ends meet for their family.

Fester shouts again and the whispers begin to echo out towards you sending a shiver down your spine. While you were lost in thought Fester had gone out of sight. You steel yourself quickly move on very shortly coming to the bodies of few dead, scrawny wolves all cut up. Behind them is a strange broken stone sculpture or something with little shards of broken black glass scattered around it. The stone is carved with little symbols.

Once again you hear, just barely, the sound of Fester’s voice talking to someone. You continue north and see a wavering green light far ahead as if shining from underwater. Then clopping hooves slowly returning, hollow and very distant sounding but you had adapted to your hearing somewhat. Quickly darting to a dark alcove across the passage you wait and watch Fester and his mule go by back towards the exit.

With quick and quiet steps you make your way forward towards the green light and enter a large area with walls carved in swirly patterns. Here the howls and echoes grow in volume to a point that you can hear as if someone was speaking to you plainly. To the west, your left, is a stage where a fresco is painted on the walls showing seven colorful chambers ending in glowing lanterns: Red, Orange, Yellow, Green, Blue, Indigo, and Violet.

Back north, the shimmering green light leads down a wide staircase. Thick broken cobwebs lay strewn about. The staircase brings you to a huge and silent room lit by the dizzying shimmer of the green light refracted thousands of times by the mirrored bowl shaped ceiling. At the center of the room is a stone sarcophagus with a bas-relief of a tall bald androgynous figure. Oddly the sarcophagus is pointed toward the southeast. Around the perimeter of this room are seven short hallways leading to colored lanterns matching the fresco from earlier. All of the lanterns are in their place save for the red one but only the green lantern is glowing.

Besides that there is a broken hole under the green lantern, an old skeleton in scorched leathers in the main area just east of the sarcophagus, an old skeleton with broken legs under the blue lantern, and finally where the indigo lantern is (the sarcophagus is pointing in this direction) a column of stone has risen from the ground with a small open cavity revealed. On the floor of that small cavity is a pile of crushed bones.

And then you very barely make out voices, from the darkness above the blue lantern...

What do you do?

((OOC: Ok so Rosabel is now in the rainbow chamber unbeknownst to Alessa, Abernathy, or Eldrin who are dealing with a strange thing themselves.

Astarkos feel free to interact with anything up to this point if you want to. I don’t mind responding to things nonlinearly.

Alright folks, take it away!))



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Aristarkos
2018-03-22, 11:57 AM
Rosabel tries to still her breathing and starts to look for all available shadows and dark corners to hide in. Cold is still slightly numbing her gloved fingers but she keeps still enough, or so she hopes. She angles her head so she can use her good ear but to little avail, the voices of these foreign daredevils are too hard to make out, especially with their slightly off accents and with her hearing being what it is. Rosabel sighs inside. She needs to get closer to them. They are undoubtedly well prepared to take on a place like this, or at least they should be. Also, Rosabel would expect a few of them, especially the priestess, to be able to read any hieroglyphs or texts that may show up. Information is key to handle a place like this. It is time she made her move.

Darkness is normally not in short supply in a tomb like this, were it not for the strangely colored tunnels she had to pass through. Also, as the adventurers are bound to carry torches or lanterns or even magical sources of lightning she has to weigh her options clearly and try to get as close as she can to overhear them. Luckily for her, she may just be able to use the few light sources to her advantage in this case. The tomb is rather big and the light carries only so far. Hopefully the darkness will be that much more impenetrable to those standing in the light, hopefully they won't think of looking if she can stalk silent as a cat.

Time to put one foot in front of the next.

OOC
As I am a brand new user on these forums I cannot include links for another few posts, which means no links for the orokos.com site. For what it's worth I promise I will not falsify my rolls until I am allowed to put links here.

Stalking and spying on the adventurers
1d8o8: 5 [1d8o8=5]
1d6o6: 2 [1d6o6=2]
+2 Thief bonus for sneaking, unless that just applies to urban environments.

ybn1197
2018-03-23, 01:40 PM
Eldrin explains to the others what he has seen at the end of the hall and that the hall itself extends out to 100 feet. "There is still a bit of hall left," Eldrin says his hand to his chest after the fright he had. "We should explore the purpose of the hall. No one builds a hall that traverses 100' and does nothing else."

Rowenn552
2018-03-23, 07:38 PM
Alessa says, ”Agreed, Eldrin. If we go I suggest we take our time. A hallway hidden near the ceiling with a massive face carved at the end of it? That’s pretty suspicious.
What do you think Ab?”

Rowenn552
2018-03-23, 07:41 PM
((OOC: Eldrin and Abernathy can make Notice rolls TN 7 to detect the newcomer sneaking up on them. Success means you hear something, most likely a jingle or swaying of the chain.))

gryffydd65
2018-03-23, 11:59 PM
"You're right, we need to be careful. "Abernathy says as he slowly puts his left hand against the left side of the wall.

[roll0] notice
[roll1]

Rowenn552
2018-03-24, 08:28 AM
((OOC: Hope you don’t mind Yb but I’m just going to roll your Notice to keep things moving.

Alessa and Eldrin (http://orokos.com/roll/607341):
Alessa: 2#1d6o6 16 3, success with two raises!

Eldrin: 1d4o4-2 0 1d6o6-2 5))


Abernathy, as you begin to edge along the wall with the torchlight at your back you suddenly feel a hand on your shoulder.

Turning, you see Alessa holding a gloved finger to her mouth, ”Shhh something’s coming.”, she whispers and points back towards the opening and the chain.

As you all ready yourselves the face of a girl emerges....

What do you do?

==========

Rosabel,
You continue your silent climb up the chain as quiet as can be. Despite your efforts though, as you crest the threshold, you find yourself staring at three armed and ready folks.
A pale girl in tricorn hat holding a torch and broken sword in her hands, a Halfling ready to toss a dagger or two, and a priest of Heironeous with staff and sword.

What do you do?

==========

((OOC: Hey! You’re together! Albeit strangers in a strange place.

Feel free to take some time to RP it up here and get acquainted. ))

Aristarkos
2018-03-24, 10:13 AM
Rosabel stalks the group for a while, careful not to make mistakes. She would normally be confident in her abilities but now she is not so sure of herself as one of the adventurers, a young woman, seems to spot her with an almost eerie perception. As the adventurers turn around Rosabel spots the pointed ears on two of them. They are elves! She has heard of these rather queer folk who keep mostly to themselves but never actually met one. They are supposed to have an uncanny ability to spot things, but this level of awareness is simply ridiculous. Rosabel sorely hopes she was just unlucky or she will never try to steal from a foppish elf ever.

It is time to think quick, it is time to not arouse suspicion. Rosabel suppresses a sigh and looks at them straight on.

"It takes a lot of guts to tread here", she says, meeting their gaze. "I sure hope you know what you are doing before meddling with that giant face."

It's now or never. If they turn hostile she hopes she can just rush down the chain and escape quicker than them.

(( OOC If it is alright, I'd like to make a common knowledge roll for this place to see if I know anything important about it that I can present to them as a peace offering, me being a local and them being foreigners

Common knowledge:
1d8o8: 6 [1d8o8=6]
1d6o6: 4 [1d6o6=4]

Rowenn552
2018-03-24, 12:56 PM
(( OOC If it is alright, I'd like to make a common knowledge roll for this place to see if I know anything important about it that I can present to them as a peace offering, me being a local and them being foreigners

Common knowledge:
1d8o8: 6 [1d8o8=6]
1d6o6: 4 [1d6o6=4]

((OOC:
@Aristarkos,
Cool yep so for sure you’ve been at least to the entrance before, your name or what you use as a name is carved into the wall.
You also know that surrounding Diamond Lake are the Cairn Hills which have been treasure hunted to the point of emptiness. That treasure used to be the main export of your little town but that was decades ago, before the mines opened and everything went to crap. This Cairn though was considered haunted and eventually forgotten about.

Old tales of would-be treasure seekers circulated of traps throughout the place, moving statues, animated faces, magical fire, pulverizing stone all guarding a hidden wonder behind a puzzle. You can’t be certain of the ‘wonder’ or the puzzle but the pile of crushed bones, the scorched corpse, and the old skeleton with broken legs at the bottom of the shaft you scale now all ring true of traps.

Maybe even you came here in the past alone. Steeled yourself and entered... climbed this chain before and saw that shadowed face at the end of this tunnel, you remember its eyes spinning and flashing colors, its mouth beginning to open, and then you noped right on back down that chain, that was that, and you ran back to Diamond Lake and hadn’t returned since.
Maybe that was a bad dream though...

~~also as a note Alessa is actually human :)
She just happened to be very perceptive this time around!))

Aristarkos
2018-03-24, 02:39 PM
((OOC:
@Aristarkos,
Cool yep so for sure you’ve been at least to the entrance before, your name or what you use as a name is carved into the wall.
You also know that surrounding Diamond Lake are the Cairn Hills which have been treasure hunted to the point of emptiness. That treasure used to be the main export of your little town but that was decades ago, before the mines opened and everything went to crap. This Cairn though was considered haunted and eventually forgotten about.

Old tales of would-be treasure seekers circulated of traps throughout the place, moving statues, animated faces, magical fire, pulverizing stone all guarding a hidden wonder behind a puzzle. You can’t be certain of the ‘wonder’ or the puzzle but the pile of crushed bones, the scorched corpse, and the old skeleton with broken legs at the bottom of the shaft you scale now all ring true of traps.

Maybe even you came here in the past alone. Steeled yourself and entered... climbed this chain before and saw that shadowed face at the end of this tunnel, you remember its eyes spinning and flashing colors, its mouth beginning to open, and then you noped right on back down that chain, that was that, and you ran back to Diamond Lake and hadn’t returned since.
Maybe that was a bad dream though...

~~also as a note Alessa is actually human :)
She just happened to be very perceptive this time around!))

((OOC: Oh right, sorry about the confusion of her race, I didn't want to pry on their character sheets too much and just jumped to conclusions seeing her picture :) Though Rosabel probably thinks the elf among them was the one to notice her, as a way to handle her shame of being caught.))

gryffydd65
2018-03-25, 10:15 AM
"Hello, I hope the man outside is still alive ? Or we will have to kill you . Speak child or have you lost your tongue . " Abernathy says reaching for his grandfather 's dagger .

Aristarkos
2018-03-25, 12:04 PM
"Hello, I hope the man outside is still alive ? Or we will have to kill you . Speak child or have you lost your tongue . " Abernathy says reaching for his grandfather 's dagger .

Rosabel tries to ignore the irony of being called "child" by a man almost half her size and maintains her gaze on the party, still clinging to the chain and ready to quickly descend. In this tense moment she barely feels the numbing cold on her fingers.

"Fester still lives", she says. "I may be a sneak but I am not a murderer, thank you very much."

"So", Rosabel continues, "Would you allow me a sliver of your time before you go to join the many skeletons in this hallway?"

Rowenn552
2018-03-25, 02:24 PM
Alessa sheathes her blade and places a hand on Abernathy’s arm to restrain him, ”The girl is but one to our three.”, and with an appraising eye adds, ”Quite capable as well to have snuck up on us as far as she did. Let’s hear her out, she may have something useful to share.”

Alessa lifts the torch a bit higher, ”First, What is your name girl and what do you know of this place?”

==========

((OOC: Feel free to describe what Rosabel looks like.))

Aristarkos
2018-03-25, 02:59 PM
Rosabel decides it is time to meet their trust with her trust and steps forward to the platform. It will be harder to escape their wrath now, better hope she can trust these people.

"You can call me Rosabel, of Diamond Lake. I have ventured these halls before, though never in the company of others. I can tell you right away that you won't find treasures outside of the giant face, and I can tell you that it is a death trap of highest rank if the heaps of skeletons did not give it away. If you would, could you tell me what skills you might leverage against that thing?"

((OOC: Rosabel has a picture on the character sheet already, a young girl with red hair. Besides that, she has a thin and agile body and moves with grace and ease. Her eyes are shifty and generally untrusting, seeming to analyze everyone she meets. An astute observer will notice that she always angles one side of her head slightly towards those she speaks with, which might lead them to assume that she is deaf on one ear.))

gryffydd65
2018-03-26, 10:30 AM
"If it was a death trap, how did you exscape the face then?"" Abernathy says looking at Rosabel . The halfling nervously grabs another dagger . "What else do you know about this place ? "

ybn1197
2018-03-26, 10:51 AM
Eldrin looks quickly at Abernathy recognizing the wisdom of his question. If she knew about the trap then either she faced it and got away or she witnessed someone activate it. Eldrin balances the staff in the hollow of his shoulder and grasps his holy symbol, praying to his god to cast a spell upon the girl.

Eldrin is simply praying, he has no intention of casting a spell upon the girl but doesn't want her to know that.

Aristarkos
2018-03-26, 04:35 PM
Rosabel gets a nervous feeling seeing the halfling grab another dagger and not backing down. She then gets unsettled when the elven man starts to chant something. This was not a great idea.

"Look", she begins. "I regret not announcing myself before getting up here, and as a result you are a bit nervous right now. For what it's worth, know that I mean you no harm and I do not have a gang of bandits waiting to ambush you."

Rosabel is on the verge of running away as the elf chants. She has rarely confronted these servants of gods before. She wonders what chance she would stand against a man with a god on his side.

"As to your question", she continues. "Yes, I did enter here, long ago. The face started to animate, its eyes swirling with reddish light. Whatever you do to that thing, you do it methodically. You have to be very careful and very professional. Good thing I embody both of those virtues, how about you?"

((OOC: Do I get a chance to call the bluff of the elf priest? If so, here is my Notice roll:
http://orokos.com/roll/608062
1d6o6: 2 [1d6o6=2]
1d6o6: 5 [1d6o6=5]
(-2 if hearing is important to the roll)

Also, I know Savage Worlds normally doesn't allow social skills to be used against other players, but just in case you allow it I will roll Persuasion as well to how the things my character said in the above post went over with the group:
http://orokos.com/roll/608072
1d6o6: 5 [1d6o6=5]
1d6o6: 11 [1d6o6=11] ))

Rowenn552
2018-03-26, 06:54 PM
”Well then, since we all seem to be here for a similar reason and you have the most experience...”, the silver haired girl looks to her companions, then back to the newcomer and smirks, ”... if there’s no complaints from my companions how about you lead the way?”

==========

((OOC: While it is true that social skills don’t ‘work’ against other PCs I will ask Gryffy and Ybn to take the Persuasion roll into consideration. I’ll treat the roll as how sincere Rosabel comes across if that works for you Aristarkos.

The girl, Rosabel, seems sincere and no threat to the three of you.))

Haha I like that, good bluff

Aristarkos
2018-03-27, 02:33 AM
Rosabel strives to maintain a neutral face as she regards the others. She is not comfortable inviting herself to anything, unless it's the locked home or fat purse of some rich fop. But circumstances force her to do this. If she must escape Diamond Lake she cannot brave the open roads alone. Likewise, if she must stay in Diamond Lake for another while she could sure use some backup. Maybe these adventurers are what she's looking for.

So, she must take the risk that those adventurers really are the do-gooders they seem. She has to see if there is honor amongst adventurers, because there most certainly is no honor amongst thieves in her gloomy town.

"I can take the lead, if you would let me", she says and starts taking her first steps, making sure to keep her distance to the little nervous man with the knives. She suspects the others will object to her, so she leaves this window of time for them to do so before she ventures forth.

Rowenn552
2018-03-27, 06:52 AM
Alessa steps in behind Rosabel and the group begins to walk. Slowly you go towards the, unseen to most, face at the end of the tunnel.

It doesn’t take very long for Abernathy and Eldrin to notice long thin gouges and scratches along the stone floor and walls. Just a handful of them. Quickly retreading their steps back, the scratches go back to the lip of the entrance to this tunnel.

Moving slowly forward you see they begin at about 40’ feet in.

You remember from your dream, or was it a locked away memory(?), either way it was roughly halfway down this hall when the face seemed to come to life and then you bugged out. You don’t really know what it does exactly but you know it activates shortly ahead.

Aristarkos
2018-03-27, 07:25 AM
"Halt!" Rosabel says, raising her hand against the others. "I think this is where the face activates. If you'd give me a moment."

Rosabel steps forward and starts to look intensely at the floor for pressure plates and at the wall for runes or something out of the ordinary. If this is indeed an arcane trap her options are rather limited. If it is a mechanical trap then at least she has some amount of training for handling it. She sniffs the air, gently taps her way forward and tries to touch the walls. Then she grabs some rocks, debris or bones from ground and tries to throw them at various points in the hallway to see if the face reacts to it.

((OOC: Notice roll to discover a trap:
http://orokos.com/roll/608308
1d6o6: 5 [1d6o6=5]
1d6o6: 2 [1d6o6=2]
+2 Thief bonus vs traps
-2 if hearing is important))

Rowenn552
2018-03-27, 06:45 PM
Rosabel calls for a halt and pokes around a bit. She definitely looks capable as she gets to work with her tools, poking here and tapping there.

Despite her effort she comes up empty on any switches or plates or devices. Eldrin watches through the gloom and as the rock lands.... nothing. The face doesn’t respond.

Rosabel is positive that stepping much further down the hall will activate the huge face and whatever it does though.

So, what do you guys do?



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Aristarkos
2018-03-28, 08:21 AM
Rosabel sighs and turns to the others.

"So this is definitely where the face will trigger should we go further," she says. "I have searched in vain for a trap trigger of some kind, but if there is one I cannot find it. That means there's a big chance the trap is magical in nature. I can go ahead and try to be methodical with it, or if you have a handy trick of dispelling magic that will probably work as well. Either way it will bar the way forward until dealt with."

gryffydd65
2018-03-28, 10:09 AM
"Is it a death trap? If not tie some rope to me and I will venture forward by myself . " Abernathy tells the others as he rummages through his bag.

ybn1197
2018-03-28, 01:48 PM
((Waiting for GM's input on rolls))

Aristarkos
2018-03-28, 03:30 PM
"If you are certain about this," Rosabel says, "then go ahead."

She thinks about her own acrobatic ability but decides it would be prudent to let the little man go at it. Maybe he is as capable as she is. And if not, then at least he should be light and easy to pull back, and she can take this moment to observe what's going on with that trap.

She stands ready to help the others tie the rope to the halfling and then hold on to it.

Rowenn552
2018-03-28, 04:46 PM
((Waiting for GM's input on rolls))

((OOC: Apologies Yb! I just realized I didn’t quote Aristarkos. Rosabel’s Notice rolls, while very good, weren’t high enough. The trigger is pretty tough to discover but from prior experience she *does absolutely know* you’re about to trigger this face trap.

Unless I missed some rolls from you as Eldrin.

For everyone I’m going to hold here for Yb to get a response in.

The scene currently stands with Abernathy getting himself tied up and ready to venture forward.))

ybn1197
2018-03-29, 11:10 AM
((Waiting for GM's input on rolls))

((Please disregard this. I thought I was responding to the latest post however it seems I missed half a page of posts. I'll read them quickly and post something ASAP.))

ybn1197
2018-03-29, 11:43 AM
Eldrin approaches Abernathy and says in a low voice, "Are you sure of this? We have only this girl's word about a 'trap.' She could be lying about there being a trap. Or she could be lying about not finding the trip. She may know where it is and is waiting to see us set the trap off. Heironeous is a straight forward god so he has not graced me with any miracles that would allow me to find this 'trap' so if you insist on this course of action, please be careful my friend."

Rowenn552
2018-03-29, 02:28 PM
Alessa frowns and shrugs as she double checks her ropework around the halfling, ”El speaks true but I trust the girl’s word.”, she says quietly and then seemingly satisfied with the rope she bobs her head side to side slightly and adds, ”Up to you Ab, want to see what this face does?”

A short distance away but busy continuing to tap about for a trigger is Rosabel, seemingly oblivious to the hushed conversation.

=========

((OOC: ok, just making sure you’re all good with this setup.

Abernathy is tied with a rope.
Everyone is standing back while Alessa and Eldrin hold the rope ready to pull Abernathy out of danger.

If that sounds good then we will proceed.))



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Aristarkos
2018-03-29, 05:53 PM
Rosabel stands aside, painfully reminded of her bad ear. But she doesn't need to hear what they say to realise they are uncertain of her and probably do no trust her. She lets out an inaudible sigh. SHE wouldn't trust her. A parasite living off the hard work of others, good only to be slapped and abused and...

And she tries to drop those thoughts. She needs friends. Better yet, she needs backup who would stand up to her when in trouble. But if she does not show her willingness to help them, why would they help her? She has to volunteer.

"Listen," she says, "the halfling is brave, but he doesn't need to risk himself on my word. I can do it. I know you do not trust me, so allow me to venture forth, with a rope tied to me, and I will risk it. It's a sign of goodwill from me. A fair deal, wouldn't you say?"

gryffydd65
2018-03-29, 09:00 PM
Abernathy looks at the young woman. "I will go. I certainly understand how you want to prove yourself, but I was a soldier and I will not let you take the risk. I am a halfling and my luck is told in songs and we come out of this rich as all heck, they will sing songs."

Aristarkos
2018-03-30, 02:03 AM
Will you live on in song when there are no halflings here to carry your legend for you?, Rosabel thinks but eventually she relents, allowing the halfling to carry on with his plan and intent on studying whatever will come out of that ominous face.

"If that is your wish. I will of course help the group to hold on to the rope," she offers, grabbing a piece of the rope.

Rowenn552
2018-03-30, 07:03 AM
Alessa, Eldrin, and Rosabel,
You watch Abernathy take probing tentative steps forward into the hall. Instinctively you find yourselves gripping the rope tighter in anticipation for whatever comes next.

Abernathy, you’re a brave little guy and lucky to boot. They always say fortune favors the bold and that phrase didn’t fall flat every gods damned day on the bloody fields against Lo’Thul and her gathered tribes.

But that was then and today you face down a dark hall, a stone face, and the unknown.

You brace yourself and begin to walk forward, every sense on edge, the hairs on your neck standing erect. It’s one thing to blunder into a trap, that’s happened, it’s no fun, *but* it’s part of the gig yeah?
This time though, if you believe this girl, which despite yourself you sort of do, or at least her warning about this hall, you are walking yourself right into... something...

And then at about that moment you hear a sliding of stone over stone but so perfectly aligned to sound smooth and precise. And then the gloom gives way to two red lights that grow and begin to flash quickly through various other colors. As the light grows and illuminates the long hallway you can all see that it comes from the eyes of the stone face, and Eldrin who has been able to see what’s been happening, you watched the mouth open revealing a sealed door.

The eyes though! As they roll about wildly in their stone sockets they change in color bathing the hallway in a chaos of colors! It’s dizzying and hypnotic and is that air? A breeze like on a windy day begins to rush down the hall which very very quickly increases in intensity as it HOWLS down the hall. Your clothing and gear whip about you as you strive to maintain control and balance!

Abernathy you’re knocked about to the ground and instinctively drag a dagger across the floor a few inches before realizing... those scratches from earlier in this hall! Dammit!
You’re able to pull yourself back to your feet before the multi-colored lights begin to take sway!

====================


So, here’s the trap :)

The wind is *intense*. You’re not fighting through it as each round it increases in intensity, you can only manage to hold your ground (STR test TN 6, first round) or escape back the way you came.

That means going down the chain, which will be a STR TN4 or AGI TN4 to jump over, grab it, and scurry down. Choose whichever stat you’d like.
Failure means a 40 foot drop (ie 4d6 damage), sooo don’t forget you have those bennies!
I’ll let you know that I am pretty soon going to reset them as well back to whatever your base is. There’s a bit more to go but I wanted to let you have that in mind.

But first, you have to resist that weird effect from the hypnotic colors of the rolling eyes!
Spirit TN 6 to resist being paralyzed. If you succeed on that you’re free to attempt escape.

And finally! Everyone can give me a Smarts roll...




https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Aristarkos
2018-03-30, 08:06 AM
((OOC: Smarts roll as requested by the GM:
http://orokos.com/roll/609302
1d8o8: 3 [1d8o8=3]
1d6o6: 4 [1d6o6=4]))

Rowenn552
2018-03-30, 09:56 AM
((OOC: Smarts roll as requested by the GM:
http://orokos.com/roll/609302
1d8o8: 3 [1d8o8=3]
1d6o6: 4 [1d6o6=4]))

Oop sorry!

Everyone must make all of the rolls. The trap is triggered halfway down but effects everyone in the hallway.

So,
1) Spirit vs TN6,
-Success = you can act.
-Failure = you are paralyzed.

2) If you can act then,
Strength vs TN6 to hold your ground (although the wind doesn’t seem to be dying down but rather increasing in intensity)
*OR*
Strength or Agility vs TN4 to escape back down the chain to the blue lantern. Failure will result in 4d6 damage (the skeleton With the broken legs below you has some significance now as to what happened to that poor soul.)

3) The Smarts vs TN4 is just some clue that you will glean from this experience.

Thanks and sorry for not being more clear.
Good luck on the rolls!

gryffydd65
2018-03-30, 10:41 AM
Abernathy
Smart
[roll1]
Strength [roll2]
[roll3]
Agility [roll4]
[roll5]
Spirit [roll6]
[roll7]

[Roll]1d8

gryffydd65
2018-03-30, 10:44 AM
Abernathy
Smart [roll0]
[roll1]
Strength [roll2]
[roll3]
Agility [roll4]
[roll5]
Spirit [roll6]
[roll7]

[roll0]
Hope this works see first post max on spirit so rolled again .
Final scores smart 4
Strength 4
Agility 4
Spirit 16

So I can act, climb down safely and see the clue

Aristarkos
2018-03-30, 11:36 AM
OOC: Spirit vs hypnosis
http://orokos.com/roll/609331

Used a benny to make a reroll:

http://orokos.com/roll/609332
1d4o4: 3 [1d4o4=3]
1d6o6: 2 [1d6o6=2]

Rosabel is paralyzed.

ybn1197
2018-03-30, 01:11 PM
Eldrin

Spirit vs. Hypnosis (http://orokos.com/roll/609354): 1d10o10 5 1d6o6 4

Throw a benny

Spirit vs. Hypnosis (http://orokos.com/roll/609355): 1d10o10 1 1d6o6 1

What a waste of a benny :smallfurious:

Rowenn552
2018-03-30, 02:04 PM
Alessa’s Rolls,
Spirit; Agility; Smarts; wild dice (http://orokos.com/roll/609358):
Spirit: 11 2
Agility: 3 10
Smarts: 3 5

She succeeds on all three.


==========

Abernathy Succeeds on all of his rolls.

Rosabel and Eldrin unfortunately are caught in the hypnotic effect of the eyes!


Colored light flashes madly throughout the long hall covering everyone with its
hypnotic effect.

Abernathy,
As you turn to run you feel the wind pick up behind you nearly carrying you past your allies far faster than you could’ve moved on your on.
You grab the chain and clamber down with aplomb.

Alessa,
Seeing Abernathy running towards her, yells over the wind to Eldrin and Rosabel, unaware of their dilated eyes as they stare into the pattern of colors,”GO NOW, HE’S FINE!”, and turns to run one hand on her hat as both Eldrin and Rosabel go tumbling past!

Alessa is already beyond the point of helping as she leaps for the chain...

~On the chain~
Alessa clings to the thick chain slightly above Abernathy as the howl of the wind funnels through the hall and down the tunnel buffeting them on their descent!

Alessa calls to Abernathy, ”EL AND THAT GIRL FROZE UP AND GOT TOSSED TOWARDS THE EDGE!”


==========


The wind blows you both down to the ground and 30’ down the hallway towards the chain... and the perilous fall.

Ok so what this means is one more chance to make these rolls:
Spirit TN6,
Strength OR Agility TN4,
*and*
Smarts TN4 but take a +2 to that one for falling to the hypnosis.



==========



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Aristarkos
2018-03-30, 03:36 PM
Spirit vs hypnosis:
http://orokos.com/roll/609378
1d4o4: 3 [1d4o4=3]
1d6o6: 5 [1d6o6=5]

I spend one more benny

http://orokos.com/roll/609379
1d4o4: 2 [1d4o4=2]
1d6o6: 11 [1d6o6=11]
(whew!)

Agility roll:
http://orokos.com/roll/609381
1d10o10+2: 9 [1d10o10=7]
1d6o6+2: 4 [1d6o6=2]
(result includes +2 bonus from Acrobat Edge)

Last but not least, Smarts roll:
http://orokos.com/roll/609382
1d8o8: 5 [1d8o8=5]
1d6o6: 5 [1d6o6=5]
+2 from the bonus you gave us

ALSO - I succeed with a raise on the acrobatics roll, is there any way I can make that benefit Eldrin? If not, all cool, just wondering.

Rowenn552
2018-03-30, 04:21 PM
Spirit vs hypnosis:
http://orokos.com/roll/609378
1d4o4: 3 [1d4o4=3]
1d6o6: 5 [1d6o6=5]

I spend one more benny

http://orokos.com/roll/609379
1d4o4: 2 [1d4o4=2]
1d6o6: 11 [1d6o6=11]
(whew!)

Agility roll:
http://orokos.com/roll/609381
1d10o10+2: 9 [1d10o10=7]
1d6o6+2: 4 [1d6o6=2]
(result includes +2 bonus from Acrobat Edge)

Last but not least, Smarts roll:
http://orokos.com/roll/609382
1d8o8: 5 [1d8o8=5]
1d6o6: 5 [1d6o6=5]
+2 from the bonus you gave us

ALSO - I succeed with a raise on the acrobatics roll, is there any way I can make that benefit Eldrin? If not, all cool, just wondering.

Yeah sure!
If he fails, Rosabel is able to grab him all circus performer-like.

***Edit: Just realized that makes Eldrin’s rolls unnecessary.
I will advance things one last bit tonight before the weekend.

Rowenn552
2018-03-30, 07:49 PM
Above Alessa and Abernathy the lithe form of Rosabel flits through the air, grabbing the chain and twirling around in time to catch Eldrin’s outstretched hand.

Together the heroes escape the prismatic eyes and howling winds.

Down below, wind rushes into the main chamber but disperses harmelessy in the larger open area. Here our adventurers stare wide eyed at each other and begin to look around the wavering green lit room...

Red, orange, yellow, green, blue, indigo, and violet. The eyes flashed all of those colors but green.

What do you do?


==========



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 4
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Aristarkos
2018-03-31, 01:43 AM
"That was rough," Rosabel says. "But you all seem to be in good shape despite it all. Whether you wish for quick respite or want to press on right now, I volunteer to take point and try to detect any more death traps before stepping into them."

gryffydd65
2018-04-01, 10:20 AM
"I am okay with you taking point if that is your wish , you have proved your self and I will make sure you get a 1/4 split from this point on." Abernathy said to Rosabel .

Aristarkos
2018-04-01, 02:19 PM
Rosabel looks at the halfling and nods. Whatever the others say, hearring acceptance from the feisty halfling is really something.

She finds herself a little dumbstruck. Did I just save the life of someone? she thinks, glancing at the elven man. She had reached out to grab him. Would he have succeeded on his own though, and she merely helped? She will never know the answer to this, a fact that's already beginning to haunt her.

"Before we go on I would appreciate getting your names though. I can't keep calling you 'halfling', 'elf' and... 'human girl' all the time."

Rowenn552
2018-04-01, 04:47 PM
((OOC: Just so I’m being clear on the Smarts successes.
The eyes of the stone face flashed all of the colors of the lanterns save for green, which coincidentally is the only lantern that is lit.

You also recall a certain fresco just up the stairs painted on a wall displaying all seven lanterns lit.

A problem though is that you are missing the red lantern although it occurs to you that the indigo lantern was found amidst the old remains of a former looter. Perhaps the red lantern remains as well on a victim to the tomb’s defenses. To your knowledge you have fully explored the tomb with the exception of the submerged area in the halls under the green lantern.

ybn1197
2018-04-03, 12:33 PM
"My thanks for your timely catch. My name is Eldrin, priest of Heironeous. I suggest we light the remaining lanterns and begin our search for the missing red lantern. Maybe then we can pass those faces."

Aristarkos
2018-04-03, 12:41 PM
"Well said," Rosabel says and nods. "As I said before, I am Rosabel. I am a... freelancer here in Diamond Lake. If you would have me I am most honoured and will contribute what I can. My first suggestion is that we do not light the lanterns before finding the missing one. You never know what esoteric standards of exactness are required with places like these."

Hearing no objections to her taking point, she takes point. She heads for the submerged part of the dungeon, beneath the green lantern. While doing so she looks out for more traps and surprises. Whatever they may find here in this dark and dank place, Rosabel is at least certain that it can be no worse than the average tavern in Diamond Lake.

((OOC: If a Notice roll is required, I'm rolling for one now:
http://orokos.com/roll/610845
1d6o6: 3 [1d6o6=3]
1d6o6: 2 [1d6o6=2]
+2 if finding traps is important, -2 if hearing is important.))

gryffydd65
2018-04-03, 01:21 PM
"I am Abernathy , you can call me Ab, I will back you up as much as possible , although I do get excited and tend to take the lead, curiosity is my down fall, I just have to know what is on the other side of any door." He says looking anxious to get started .

Rowenn552
2018-04-04, 08:18 AM
”And I am Alessa Lyriaen, a pleasure.”

The howling from above the blue chamber continues on even as you descend back down under the broken floor of the green lantern.

On the way Alessa pauses to look at the green lantern, ”Hmm... you’re still lit. I think you’ll be coming with us.”
She gingerly removes the green lantern and passes it to Rosabel.

Back underground you pass through the acid pitted halls and slink past the ancient carvings of scowling figures. As you go whatever detects you sets off lights but with the green lantern in hand you are bathed in its emerald glow regardless.

Passing the T intersection Rosabel sees the crew’s former handiwork, one large beetle the size of a dog lays dead as well as many smaller normal sized beetles smashed all about. The walls and floor are scarred by acid.
To the other side in a large chamber lined with bed-like stones, at the far end, stands an imposing red stone statue with a hammer. It doesn’t move but Eldrin, Alessa, and Abernathy push ahead further south with shakes of their heads.

Eventually you come to a small circular chamber. Lining the walls are many pegs and hanging from them are many ancient stone-working tools.
Some odd collector may find value in them but otherwise they are agreed upon to be worthless by Abernathy and Rosabel.

The hallway continues further south until you finally reach the water’s edge. Green light reflects off of the dark placid water. It appears that here steps would have led down deeper into this section of the tomb but it has become submerged nearly to the ceiling of this lower level. There is but a two inch gap from the ceiling to the top of the water, enough to recover your breath, but just barely...

Alessa says with a sarcastic grin, ”Well then, here we are. Anyone feeling like a nice cold dip in some dark water in an ancient tomb?”

What do you do?


As discovered much much earlier, this green lantern has no discernible flame. It is suspected to be enchanted, and a quick dip in the water confirms that it will not be extinguished so easily.

So whoever decides to take a dip, or if everyone agrees to swim, the light will work for you in the water.

Also no swim rolls necessary. I’m going to assume that everyone knows how to swim, swimming skill rolls will be called for under duress if that were ever to come up. However, obviously in water you’re going to want to dump your gear/clothing before getting in though. If you feel the need for weapons, Small will work as would piercing.


==========



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Aristarkos
2018-04-04, 10:24 AM
Once more it is time to prove myself an asset, Rosabel thinks. I have a bounty on my head, but hopefully this group of adventurers will not turn me in or give me up if my skills, and loyalty, are worth more to them than the bounty on me would be.

"I'm going in," Rosabel says. "I can scout ahead and come back to report my findings. I think it would be far more efficient than all of us going in at once. Especially if the tunnels fork and split multiple ways."

She looks at the rope Abernathy carried and a thought strikes her.

"I'd like to tie that rope to me as well. If I'm under duress and want you to pull me back as fast as you can, I will frantically tug the rope."

((OOC: Unless there are objections from the other characters, Rosabel will remove all her gear except some rags, a dagger tied to her waist and the lantern.))

ybn1197
2018-04-04, 10:49 AM
Eldrin

"Sounds to me like a viable plan."

Rowenn552
2018-04-05, 06:50 AM
Rosabel preps for the dive, stripping down, taking a dagger, and the lantern. Alessa lights a torch for herself, Abernathy, and Eldrin as Rosabel eases herself into the cold dark water.

The green light is penetrating though and illuminates a staircase leading down. With the rope secured the girl of Diamond Lake pushes off into the unknown.

It isn’t long before the rope grows taut preventing further progress forcing her to return to tie another in place to give more slack.
What she discovers in that eerie green light is a large depressed central area supported by four columns. On each inner facing side of the columns are what appear to be ornately worked shower spigots.

Out of reach without the additional length of a second rope however are two rooms, shadows stretch away from the columns and out into the open passages; one leading to the east and one to the west.

Returning to the others a second rope is tied into place. With new length to the tether Rosabel heads back out. Swimming down she must make a decision... which way to go, east or west?


==========



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card

Aristarkos
2018-04-06, 02:12 AM
East or west? Rosabel can barely think throughout the numbing cold, hoping the others will appreciate what she does for them. It is more or less up to a coin toss, so she decides on a whim to swim west and hopes there is little more water to go at this point.

Rowenn552
2018-04-06, 11:42 AM
Abernathy and Eldrin,
Outside the water the two of you hold the rope while Alessa holds a torch aloft. Together you all watch the girl return to her task. She quickly becomes nothing more than a green glow in the dark water and then she is gone.

Moments later though you begin to feel frantic tugging on the rope!

What do you do?


==========

Rosabel,
Scrounging what air you can in the narrow space between the slick ceiling and the water you slip back down and continue to your right into a smallish room.

The glow of the lantern fills the space with its green light. Inside the room is not much more than four stone benches. Seated on one of the benches though is a bloated figure in a flowing red robe with its hands folded on its lap. Patches of long straggly hair float in the water about the corpse’s pale scalp.
As the light enters the room and falls upon the corpse it turns its head... and rotting face fixing you with its wild eyes.

The thing screams hollowly in the water and in a flash the hugely bloated figure is swimming frighteningly quick, snapping its jaws, and tearing at you through the water with its long ragged fingernails!

What do you do?


==========


Abernathy and Eldrin,
you guys are feeling Rosabel in distress!
As established, the rope is there in case something happened.

Strength checks! TN4, each success and raise will aid Rosabel should she choose to swim back.
Otherwise you’ll just be pulling her out.

If you choose to, you *can* swim in to see what’s going on but with your clothes on you’ll need to make Swim rolls (d4-2 otherwise) to get to her. Remember that you only know she’s in distress but not to what extent, no idea how far away she is, and it’s also pitch dark.

*****

Rosabel,
So I don’t recall if there’s a holding breath rule but I’m going to rule that you can hold your breath a number of rounds equal to your Vigor die when doing nothing or just casually swimming. A single round is something like 6-8 seconds.
While under duress or actively doing something halve that number. When you’re out of breath you’ll need to make an increasingly difficult Vigor roll each round and before you start to drown in earnest.
It probably won’t make it that far but just being totally transparent :)

So for you that would normally equal 6 rounds (36 - 44 seconds) of underwater activity... however, frantically trying to swim away from or fight a living corpse underwater is going to reduce that to 3 rounds.
You are roughly 5 rounds away from the others moving at half speed.

You have two options: Swim or Fight
If you Swim to escape: make a Swim roll TN4 modified by the number of successes and raises (max +4) from Eldrin and Abernathy.
A success = moving 3”
A raise = moving 6”
A fail = an attack from the corpse

If you choose to Fight: you’re in combat then, hope you’re lucky and can take the thing out quickly.
It’s stats are listed at the bottom of this post. It’s only an extra sooo you could potentially drop it with a lucky explosion or two.

Initiative
=======
Rosabel vs the corpse
=======
Rosabel - Nine of Hearts
Bloated corpse - Three of Spades

Rosabel is up first!
However, you need to make a Fear test! (Spirit vs TN4, success = no effect; fail = Shaken by this frightening sight (free and move actions) *and* you lose a round of breath immediately from the sudden shock of this disgusting, water-logged corpse that is swimming and clawing and gnashing its teeth in your direction ohmygod-ohmygod-ohmygod!

This fear test is before Initiative so if you get Shaken by it you’ll get your normal Spirit test to break that effect.



==========



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6

Rosabel of Diamond Lake (https://docs.google.com/document/d/1fcu2xw_pzPmSYNW-FetIPoDHVoMqw7tZDY9e78-DLtY)
Parry 5, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 1
Agi d10, Smt d8, Spt d4, Str d6, Vig d6
[/size]
GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card
[E] Bloated Corpse - Parry 5, Tough 8(1)

Aristarkos
2018-04-06, 03:44 PM
Rosabel nearly chokes with fear at the sickening being clawing and biting at her and she nearly loses control of herself but forces herself to flee from that thing. Her swimming is as poor as her fighting ability, but at least if she flees she will get some aid from those up above, or so she hopes.

Time to do or die.

((OOC: Rosabel rolls Spirit vs fear:
http://orokos.com/roll/611762
1d4o4: 3 [1d4o4=3]
1d6o6: 2 [1d6o6=2]

Spends her last Benny:
http://orokos.com/roll/611763
1d4o4: 3 [1d4o4=3]
1d6o6: 8 [1d6o6=8]

Rosabel tries to swim to safety:
http://orokos.com/roll/611766
1d4o4: 2 [1d4o4=2]
1d6o6: 7 [1d6o6=7]))

gryffydd65
2018-04-09, 08:27 PM
Abernathy pulls with all his might on the rope. If there is a problem, he will strip down and swim to help.

ybn1197
2018-04-10, 07:56 AM
Eldrin pulls on the rope with all the strength he can muster but a cloistered life, even for one devoted to Heironeous, does not prepare one for massive feats of strength.

STR check (http://orokos.com/roll/612791): 1d4o4 2 1d6o6 3

Rowenn552
2018-04-10, 10:02 AM
Abernathy and Eldrin,
((OOC: STR rolls... Strength: Ab and El (http://orokos.com/roll/612831): 2#1d6o6 5 3 1d4o4 2 1d6o6 2
Abernathy- 5 and 3
Eldrin - 2 and 2, we rolled nearly the same thing I would’ve deferred to yours if they had been better. Oh well all we needed was one success which Abernathy has provided!

One Success added to Rosabel’s swimming bringing her 7 to an 8. That’s a Raise! She is able to move the full 6”))

Working together the Halfling and Elf go hand over hand pulling the tether!


==========

Rosabel,
Swimming as fast as you can you feel the rope around your waste yank and see the line ahead go taut. The rope was a great plan and you know these new comrades are attempting to assist you.

You zip through the water knowing full well the fate you will receive should the horror at your feet overtake you.

You can feel a jagged nail just barely scrap along your foot but you dare not spare a glance, and then, another sudden tug and you’re away from it.

Not much further to go!


==========


Abernathy and Eldrin,
You guys can see, just barely, the green glow off in the distance of the water.

If you choose to go in you’ll need to make a Swim check at -2 if you have leather armor.
Otherwise continue with the Strength rolls!

Rosabel,
You’ve managed to keep ahead of the ghoulish creature so far with the assistance of your new comrades.

You have 2 breaths remaining and 3 lengths of movement left to go!

New Initiative coming up, since those of you outside the water can see the light (but still not quite what’s happening) I’m going to deal you in as well.


==========

Initiative, Round 2
=======
=======
Bloated corpse - King of Spades
Eldrin - Jack of Diamonds
Abernathy - Eight of Clubs
Alessa - Five of Hearts
Rosabel - Five of Clubs
=======

The corpse goes first!

Rosabel you hear a warbling crowing sound under the water as you feel the horrid creature reach for you!

Your leg burns as the ghoulish thing grabs your calf burying it’s broken finger nails into the skin. Blood begins to seep and fill the area. As well you can feel a burning sensation creeping up through your leg from the wound.
You can feel your muscles beginning to tighten up and go numb!

((OOC: Wild Attack Claw; damage (http://orokos.com/roll/612836):
Attack (claw) 1d6o6+2 6, hit!
Damage: 2d6o6+2 8, Shaken

Rosabel is Shaken.
Rosabel also needs to make two Vigor rolls at TN4.
The first Vigor is to resist Paralysis. Should you fail the Vigor you will still be able to breathe and see but you won’t be able to move your body. The effect will end when you are dealt a Joker or Heart card for initiative.))

Ok, the ghoul has taken its action so everyone else is up!



==========



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6


Rosabel of Diamond Lake (https://docs.google.com/document/d/1fcu2xw_pzPmSYNW-FetIPoDHVoMqw7tZDY9e78-DLtY)
Parry 5, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 1
Agi d10, Smt d8, Spt d4, Str d6, Vig d6
[/size]
GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card
[E] Bloated Corpse - Parry 5, Tough 8(1)

ybn1197
2018-04-10, 10:16 AM
Eldrin continues to pull on the rope.

Do you need another STR check?

Rowenn552
2018-04-10, 12:37 PM
Eldrin continues to pull on the rope.

Do you need another STR check?

((OOC: yessir, If Eldrin is a pullin’ go for that STR. Even if Rosabel gets paralyzed or doesn’t break Shaken (and hence unable to make a Swim roll this round) you pulling will continue to help to get her out of the water.

Remember that you have bennies, I think Eldrin has 4 remaining.))

Aristarkos
2018-04-11, 03:18 AM
Rosabel tries to steel herself for the immense pain rushing through her. She is barely able to resist going completely numb from the pain, cold and exhaustion.

((OOC:
First vigor roll
http://orokos.com/roll/613113
1d6o6: 4 [1d6o6=4]
1d6o6: 3 [1d6o6=3]

Second vigor roll, which I don't think you specify what it's for but it was a rather good one!
http://orokos.com/roll/613115
1d6o6: 17 [1d6o6=17]
1d6o6: 5 [1d6o6=5]

Last but not least, roll to unshake:
http://orokos.com/roll/613116
1d4o4: 1 [1d4o4=1]
1d6o6: 3 [1d6o6=3]

I fail it unfortunately. If you were serious about giving me a bonus benny earlier I'd like to use it to unshake right now. Otherwise I just don't roll my swimming skill due to shaken-ness, right?

Rowenn552
2018-04-11, 05:28 AM
Rosabel tries to steel herself for the immense pain rushing through her. She is barely able to resist going completely numb from the pain, cold and exhaustion.

((OOC:
First vigor roll
http://orokos.com/roll/613113
1d6o6: 4 [1d6o6=4]
1d6o6: 3 [1d6o6=3]

Second vigor roll, which I don't think you specify what it's for but it was a rather good one!
http://orokos.com/roll/613115
1d6o6: 17 [1d6o6=17]
1d6o6: 5 [1d6o6=5]

Last but not least, roll to unshake:
http://orokos.com/roll/613116
1d4o4: 1 [1d4o4=1]
1d6o6: 3 [1d6o6=3]

I fail it unfortunately. If you were serious about giving me a bonus benny earlier I'd like to use it to unshake right now. Otherwise I just don't roll my swimming skill due to shaken-ness, right?


((OOC: Yeah the second Vigor is a delayed effect, but excellent roll!
And yepper I was serious about the Benny. You currently have 1 to use.))

ybn1197
2018-04-11, 12:14 PM
Eldrin continues to pull on the rope.

STR (http://orokos.com/roll/613214): 1d4o4 9 1d6o6 1

Aristarkos
2018-04-12, 11:47 PM
((OOC: Yeah the second Vigor is a delayed effect, but excellent roll!
And yepper I was serious about the Benny. You currently have 1 to use.))

((OOC: When it is Rosabel's turn she will burn that benny like bacon to immediately unshake and make a swimming roll. I suppose I might as well roll it preemptively right now:
http://orokos.com/roll/613760
1d4o4: 1 [1d4o4=1]
1d6o6: 2 [1d6o6=2]
Well, drat.))

gryffydd65
2018-04-13, 10:28 AM
Abernathy pulls on the rope

[roll0] Str
[roll1]

Rowenn552
2018-04-13, 11:09 AM
Abernathy and Eldrin,
Together the two adventurers continue pulling on the rope, Abernathy trusting in his arms and Eldrin drawing on his faith in Heironeus.
The rope continues to pile up foot after wet foot.

The torch light moves and grows dimmer as Alessa passes her two companions and enters the dark water.


==========

Rosabel,
The burning sensation fades to the back or your mind... escape, you must escape.
That is all you can think of as you thrash away from the ghoulish creature!

So close! You see some splashing ahead in the lambent green glow, a shadowy figure with long hair splaying out in the water. Green light glints off of a shiny broken blade and you recognize the form as Alessa.


==========


I’m taking Gryffy’s last post as consent that he would be taking Abernathy in personally to help Rosabel.
Meanwhile Eldrin hulks out and makes short work of the rope bringing Aristarkos’ roll of 2 up to a 4, for a basic success!
Adjusted the narrative. Use gryffy’s Roll as the success for round 3. Rosabel still keeps her +1 to Swimming from the effort.

Rosabel,
The ghoul is hot on your heels. Blood seeps into the water behind you clouding in the green light around he horrid visage of the rotting thing grasping at you, gnashing its teeth to end your life here in this submerged tomb... to make this tomb your tomb.

You have 1 breath remaining and 2 lengths of movement left to go!




==========

Initiative, Round 3
=======
=======
Rosabel - King of Diamonds
Eldrin - Queen of Hearts
Abernathy - Eight of Hearts
Alessa - Four of Hearts
Bloated corpse - Two of Spades
=======

This round you guys are up first and the ghoul is last! Fortuitous!
Gryffy, I’m using your roll for this round. I don’t want to diminish the success because we crossposted.
You’re off the hook until next round, but this thing will be on you guys soon.

Ok so if Rosabel scores a Raise on her Swimming check she will have made it out of the water *and* will be 3” of movement out of reach from the ghoul.

So that’s a pretty good situation to be in. Anyway, Yb and Aristarkos you guys are up!



==========



https://image.ibb.co/e7aL96/4_A2_CB12_C_7_E54_44_D9_BFEF_187_EBA4_F3_FA0.jpght tps://image.ibb.co/dndLRm/CE929_B5_C_4782_4_FBC_8_A19_908_D7_FBAC5_A1.jpg

The Whispering Cairn so far,
#1: Initials carved into the walls leading up to and within the alcoves.
#2: The broken apparatus and black stone-like shards.
#3: The cave-in
#4: Large chamber, walls covered in swirling chipped designs. Source of the whispers which are loud and foreboding in this place.
#5: Sort of cave-in. Small place where wolves could come and go; their den.
#6: Raised dais spans width at rear of western passage. Faded wall fresco that depicts 7 hallways ending in glowing lanterns of various colors: red, orange, yellow, green, blue, indigo, and violet
#7: Massive chamber that Area #6 depicted in paint. Large marble sarcophagus in center of chamber.
Seven short hallways branch from the main chamber five of them ending in colored lanterns.



https://image.ibb.co/jVSsG6/E3_F1_C93_C_C873_4730_88_E5_9_BE5_A7_BC6_D75.png

#1: The alcove with the skeletal arm and the trap column
#2: The master bedroom
#3: The shower. Just south of this is a door leading to a small chamber and privy.


https://image.ibb.co/nGUK76/B8657_FCE_2_D48_4_D38_98_BB_3_BBC4_D9242_A5.jpg

OOC Thread (http://www.giantitp.com/forums/showthread.php?544252-The-Savage-Age-of-Worms) Dice Thread (http://www.giantitp.com/forums/showthread.php?544604-Savage-Age-of-Worms&p=22660826#post22660826)

Alessa Lyriaen (https://docs.google.com/document/d/1QS9Px0rZp-b9BMgX_ZuHVMPL3wnCEuMNQt4gp5l7vvs)
Parry 7, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 3
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Abernathy (https://docs.google.com/document/d/1VnVL80CQWArphCXyGlLg5BPJ1_N0Ehjz1HX4wIIkvF4)
Parry 7, Tough 5(1)
Wounds 0/3, Fatigue 0/2, Bennies 6
Agi d8, Smt d4, Spt d8, Str d6, Vig d6

Eldrin Fenwraek (https://docs.google.com/document/d/1dfwzyUUz75BMsb-akPSx1lv1FjjFDiU8T0dTAlwLkUQ)
Parry 4, w/ Staff 5(1), Tough 7(2)
Wounds 0/3, Fatigue 0/2, Bennies 5
Agi d6, Smt d8, Spt d10, Str d4, Vig d6


Rosabel of Diamond Lake (https://docs.google.com/document/d/1fcu2xw_pzPmSYNW-FetIPoDHVoMqw7tZDY9e78-DLtY)
Parry 5, Tough 6(1)
Wounds 0/3, Fatigue 0/2, Bennies 1
Agi d10, Smt d8, Spt d4, Str d6, Vig d6
[/size]
GM Bennies = 3
M=Mook, E=Extra, T=Tough, WC=Wild Card
[E] Bloated Corpse - Parry 5, Tough 8(1)

Aristarkos
2018-04-13, 01:30 PM
Rosabel speeds through the water, never even realizing she could swim so fast. Her heart pounds aggressively and her limbs cruise through the water mechanically as she steadily approaches her friends. Almost there, almost there...

((OOC: I made a pretty good swimming roll, if you discard the failure on my actual skill die...
http://orokos.com/roll/613921
1d4o4: 1 [1d4o4=1]
1d6o6: 8 [1d6o6=8]))

Rowenn552
2018-04-15, 10:50 AM
Rosabel emerges, wet and bleeding from her right calf. She has a shocked look on her face and is pale.

The green light of the lantern floods the dim hallway and Alessa rushes out after the frightened girl sloshing and drenched. She hisses, ”It’s coming!”, before rounding back on the dark water and drawing her second blade.

=====

Abernathy and Eldrin,

What do you do?

(( The ghoul has not emerged but you can trust that it’s close.

If you’d like to hold on your actions go ahead and narrate what that looks like and then tell me what you plan to do, make the rolls ahead of time along with an Agility check.

Holding an action works like this pretty simple example:
You’d say, “When the thing pops out of the water I’m going to attack it”.
You’d test your Agility vs its own to see who acts first. You’d also make any Fighting and Damage rolls as well. ))

gryffydd65
2018-04-18, 10:26 AM
Hold action when the creature pops out of the water Abernathy will throw a dagger .

Agility [roll0]
[roll1]

Throwing [roll2]
[roll3]

Damage [roll4]

ybn1197
2018-04-18, 12:56 PM
Holding action till the thing emerges from the water, then attack with long sword.

Agility (http://orokos.com/roll/615342): 1d6o6 4 1d6o6 5

Attack (http://orokos.com/roll/615343): 1d4o4 2 1d6o6 7

Damage (Str+d8) (http://orokos.com/roll/615346): 1d4o4+1d8o8 6