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  1. - Top - End - #1
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2013
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    USA
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    Male

    Default IC Age of Worms: Trans-Atlantic Party

    At a perfumed arcade known as the Emporium, Governor-Mayor Lanod Neff rubs shoulders with common laborers awaiting an appointment in the Veiled Corridor. In an adjoining antechamber, snakes and exotic dancers gyre to a sonorous weave of cymbals and seductive pipes. A floor below, a gaggle of grasping miners presses against the windowed door of a darkened cell, impatient for a glimpse of a two-headed calf.

    Out in the street, a gang of rowdies screams obscenities at a crumpled halfling, kicking it as if scrambling for a ball. Their drunken laughter echoes off shuttered windows and bolted doors.

    In a tower-flanked fortress across the shadowy square, filthy men with nothing to lose shout hymns to St. Cuthbery, clutching to their idealism and principles like cornered animals. Their wild-eyed chief minister smiles as he draws a cat-o-nine-tails across his bare back, awash in their adulation and the spirit of his god.

    But it's just another night in Diamond Lake...

    --------------------------------------------------------------------------

    The setting for the initial adventure in the Age of Worms is Diamond Lake, a corrupt mining town (barely a muddy smudge on the map) three days ride from the fabulous free city of Greyhawk. Diamond Lakeís inhabitants are predominantly minors and laborers, desperate folk who toil in lightless depths for a pittance while corrupt mine managers live in relative largesse, ruthlessly scheming to undermine one another and protect their piece of the action. When not working, everyone celebrates along the ďVein,Ē a seedy road lined with alehouses and brothels. Overall the village is a sooty, sullen place prone to unpleasant bursts of violence and passion.

    A small garrison of about sixty militia soldiers is stationed here, to defend the mines (not the miners) from bandits and rogue lizardfolk from the southern swamps. Rival cults share the same flock of potential converts only because the timing is not yet right for outright warfare. Things are not safe in Diamond Lake, and a right-thinking person would have every reason to want to get out of town as soon as possible.

    The uplands surrounding the town are rife for adventure, however. Full of ancient tombs and burial cairns of long-dead cultures, anything could be out thereÖ


    Spoiler: The Faces of Diamond Lake
    Show
    Diamond Lake (small town): Conventional; Alignment - Neutral; Population - a bit more than 1,000; 800 GP limit; (96% human, 2% halfling, 1% gnome, 1% other races).

    Governor-Mayor Lanod Neff (a lecherous philanderer eager to solidify his power and keep the mine managers in line)
    Sherrif Cubbin (Neff's pocket police chief; as corrupt as his boss)

    Allustan (Neff) (the "smartest man in town," Lanod's brother, a respectable wizard, trained in the city of Greyhawk; an appropriate mentor for a PC spellcaster)

    The Mine Managers
    Balabar Smenk (most ambitious and manipulative, owns 4 mines compared to each of the others' 1 mine each)
    Chaum Gansworth (youngest manager, working to unite the other managers against Smenk)
    Ellival Moonmeadow ("The Prince," the only elven manager, owns the only local silver mine, sees himself as above the rest of the "rabble" in town - which is probably true of the other mine managers)
    Gelch Tilgast (lost his stranglehold on Diamond Lake to Balabar Smenk about 10 years ago, very resentful)
    Luzane Parrin (only female mine manager, recently became a widow, courted by Balabar Smenk - whom she has rejected repeatedly)
    Ragnolin Dourstone (only dwarven manager, reputed to have betrayed his own clan for a bribe)

    The Emporium
    Zalamandra (matron of the house, brilliantly combined forces with a professor Montague Marat - since departed - and his traveling sideshow and curiosity collection, has survived ten years in charge of the most profitable place in town to separate men from their coin - quite an achievement)
    Shag Solomon (quaggoth aristocrat, "gentlemanly wild man," tells clever stories in the opium lounge)
    Chezabet (fortune teller, uses Harrow deck, seductive performer but not a prostitute)
    Kurlag (half-ogre bouncer)

    Lazare of "Lazare's House" (former dragonchess champion of Greyhawk, purchased a mine in Diamond Lake 20 years ago, lost it to Balabar Smenk, still hates the man publically)

    Kullen of "The Feral Dog" (seething albino half-orc thug)

    The Visiting Adventurers
    Auric (male human gladiator, wears a red/black girdle topped with a haunted female face - the Champion's Belt of the Greyhawk arena)
    Khellek (male balding, dark-haired human wizard, plays dragonchess at "Lazare's")
    Tirra (female elven archer, enjoys throwing daggers at "The Feral Dog")

    Spoiler: Locations of Interest in Diamond Lake
    Show
    "Entertainment"
    Emporium (combination brothel, opium den, freak show, and gambling den, by far the most successful - and sometimes disgusting - display of vice in town).
    Lazare's House (relatively cultured nightspot, focused on dragonchess games and private trysts between prospective lovers)
    Feral Dog (cover-free competition with the Emporium and Lazare's, attracts the poorest laborers, hosts dog fights and is periodically subject to late-night brawls and knife fights between patrons, hosts a regular dagger-throwing contest)
    Midnight Saulte (by-the-numbers house of ill repute, frequented by soldiers)
    Spinning Giant (raucous, two-story tavern, popular with the garrison, named for "Flailing Felanore" a dim-witted giantess captured 40 years ago who has since died)
    Rusty Bucket (popular restaurant, used to serve fish till the lake went bad, owned by Chaum Gansworth, considered neutral ground for mine manager politcs)

    Inns
    Jalek's Flophouse (very poor quality lodging)
    Able Carter Coaching Inn (part of a network of inns, connected with a regular coach-service connecting Diamond Lake to many nearby destinations)

    "Houses of Worship"
    Church of St. Cuthbert (Jierian Wierus, head priest, dislikes Valkus Dun)
    Chapel of Heironeous (part of the garrison, led by Valkus Dun, a likeable soldier/priest who cannot stand Jierian Wierus despite their common ideas on how to improve Diamond Lake)

    Shops
    Tidwoad's (cantankerous gnomish jewler)
    General Store (run by an amiable man named Taggin)
    The Captain's Blade (efficient melee weapon shop, run by Tyrol Ebberly - a weapon fanatic and enthusiast of adventurers' exploits)
    Venelle's (bowyer, friend of the Bronzewood Lodge)
    Osgood Smithy (Manlin Osgood is coarse but friendly, the best blacksmith in the region - easily recognized "O" makers mark on all products)

    Residences
    Tilgast (fine grounds, high quality stable-service provided)
    Governor-Mayor's Manor (Neff) (visitation is by appointment only)

    Other
    Greysmere Covenant (dwarven mining/shipping business)
    Smelting House (run by Banazel - the area's only alchemist)
    Diamond Lake Boneyard (managed by the church of Wee Jas - church is outside of town)
    Menhirs (Bronzewood Lodge) (an old stone ring often visted by residents of the Bronzewood Lodge, sacred to druids and rangers, rumored to be a relic from thousands of years ago)
    Old Observatory (once housed an order of monks obsessed with celestial bodies, now abandoned)

    Spoiler: Points of Interest near Diamond Lake
    Show
    Twilight Monastery (creepy order of monk/assassins, honors the night sky and prophecy, led by "Izenfen the Occluded," has a bad history with Diamond Lake)
    Cairn of the Green Lady (devoted church of Wee Jas, honors and protects the tomb of a fallen saint of the church, lies across the Diamond Lake from the mining town of the same name, led by the priestess Amariss)
    Bronzewood Lodge (small group of druids/rangers who venerate Obad-Hai, an old-faith neutral deity of nature)
    Grossetgrottel (gnomish village-warrens, loose confederation, very suspicious of non-gnomes)
    Cairn Hills (rough wilderness, picked-over of relics and artifacts of thousands-of-year old deceased civilizations)
    Mistmarsh (south of the Cairn Hills, lizardfolk infested wilderness, primary reason Diamond Lake has a garrison)

  2. - Top - End - #2
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Oct 2013
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    Default Re: IC Age of Worms: Trans-Atlantic Party

    A Player's Introduction to Diamond Lake

    The ramblings of Knuckston Grizzlebeard, common miner and regular patron of the Feral Dog Tavern, a week before his death by a falling girder in the Tilgast Mines:

    So, you wanna know what life is like in Diamond Lake? Hells man, why would you want ta give a s+%@ about this place? Itís a piss hole. My old bones sweat their last in those mines, and Iíve got nothing to show for it except a case of gout and the hacking lungrot.

    You ainít going away are, ya?

    Well then, sit down. . . Iíll talk to ye about the sights around here, but itíll cost ya a few rounds . . . the Good Dwarven stuff too, you cheapskate.

    Okay, where was I? Diamond Lake, a s@**hole like no other. . .

    Spoiler: Politics
    Show
    Governor-mayor Lanod Neff is the head cheese around here. Heís been appointed by Greyhawk itself because his father was a head cheese and got him started with a position at the Garrison that he didnít deserve. Now, he sits in his massive manor house on the hill overlooking the town. Itís constantly under construction, mostly so Neff can try to outclass the other bigwigs in this berg.

    The man himself? Hells! Heís a lying, cheating philanderer who spends more time chasing tail than doing any real work. He lines the pockets of his cronies to stay in power, and pays off that sheriff to keep him and his boys in line.

    If it werenít for his brother, Allustan Neff, Lanodís body would have been dumped into a dry mine years ago by the other power brokers in town. Allustanís a pretty powerful Wizard, probably the smartest man in town. I heard that back in Greyhawk, he had designs on being the head of a wizardís academy, but fell out of favor and was forced into retirement. Since he was born and raised here, he ended up back where he started. I like to think he may have ran away from the big city with his tail between his legs, but, um . . . donít tell anyone I told you that.

    Anyway, the law around here, if you wanna call it that, is a big old bastard named Sheriff Cubbin. Itís no secret heís in the pocket of the Mayor, and spends his time drinking and carousing in the various cathouses. When he got elected Sheriff, we laughed in our cups and threw darts at his head, until he arrested us all with his private battalion of cronies. Son of a b#!@@. . .

    The only other law in town is the Garrison, ran by Colonel Tolliver Trask. He runs about 60 men in the old keep, but the snots never bother to step foot inside the town proper. Mostly, they patrol the miles of wilderness outside of town, and pray to their self-righteous god of honor. Truth is, Trask doesnít care a lick for Diamond Lake, and he keeps his men out of our affairs. Heís just here to make sure his precious metropolis Greyhawk donít get attacked from our direction. If anything really bad happens here, the gates of the keep will shut so fast that any honest wage earner standing in the wayíll get dashed against the walls.


    Spoiler: Business
    Show
    The mines are everything here, and Iíve been breaking my back inside of Ďem for 30 years. The mine managers come and go, and deeds exchange hands over blackmail, gambling, and even downright murder and theft. At least thatís the rumor. It a tough business and I can say that through it all, Iím still here, digging away to line the pockets for every backstabbing son-of-a-b%~&@ that ever owned a mine.

    Right now, there are six mine managers, who are considered to be the ones that matter in town. They have the chink to ignore the law, and hire their own thugs to keep order in their respective areas of business. They fight with the mayor sometimes, but for the most part they donít do much but bicker amongst themselves for every scrap of ore they can squeeze out of the hills.

    You want a rundown of who they are? Whatís the point of that? It wonít last. . .

    Ah . . . the hells with it . . . keep the ale coming. . .

    Right now, the comer is Balabar Smenk. He is a fat, lecherous bastard who got his start from his old contacts in Greyhawk. He spends his time gambling, drinking, and scheming up new ways to take over this entire town. The mayor hates him, mostly because heís scared. Smenk owns 4 mines right now, and is poised to get more. Balabar may have just enough of the town in his pocket to stage a coup of his own, but heís usually too powdered up with perfume and sweaty finery to think about lifting a sword.

    Of course, this has really pissed off Gelch Tilgast. Right now I work for the old fart, but it may not last. Before Smenk come into the picture, Gelch reigned over this berg for years like a petty lord, and now heís getting a taste of what itís like to be on the outs. Iíve even heard rumors that heís trying to get support from other mine managers to fight off Balabar Smenk, but thatís probably hogwash. Tilgast doesnít know which way is up these days, and they sure as hell wouldnít deal with him after the way heís backhanded them over the years.

    Heís still better off that Luzanne Parrin. She inherited her mines from her mother, who died in the Red Death when she was still a pup. Now, twenty years later, sheís almost bankrupt, and itís no secret that sheís sleeping with Chaum Gansworth to try and protect her own skin. Sheíll be broke soon.

    Chaum Gansworth has been in town for a while, and keeps a pretty low profile. Other than the fact that heís sleeping with Luzanne, there ainít much to tell. He does own the Rusty Bucket, and has dinner there quite often. I guess his mines are doing okay, but then again . . . how the hell am I supposed to know?

    The same can be said for the other two mine managers. Oneís an elf, some prancing panty waste named Ellival Moonmeadow. He only owns one silver mine, and doesnít have anything to do with regular townsfolk like us. He just hangs out with his fellow elves, doing . . . well, whatever it is elves do when theyíre together. Haw ha!

    The other one is a dwarf, named Ragnolin Dourstone, whoís been here ever since I can remember. Like most Dwarves, he does well for himself in the mining profession, and has handpicked a number of spots to start new mines, all of them pretty damn successful. So far, neither Tilgast nor Smenk has managed to dent his business one bit . . . though theyíve both tried their best over the years.

    In addition to the mines, all six mine managers share a single smelting house, located near the old piers. Itís pretty much monopolized by the city council in Greyhawk, and run like a tight ship. The chief smelter, Vulgan Durtch, is a recluse, and the entire operation resembles a fortress with no windows, and no unguarded entrances. They had to step things up a bit security wise, after one of the mine managers sabotaged a rivalís shipment. I hear there is an "alchimist" working there too, goes by the name Banazel...


    Spoiler: History
    Show
    Well, I canít really go back all that far. My memory gets a little fuzzy when I think back to the old days. . . I do know that the area near the lake was run by some uppity feudal lord a long time ago. He built a keep, which currently houses the Garrisonís men. There are also a couple of old fences in the cairn hills where he tried to get his farming subjects to grow carrots and potatoes. I wonder how many of the idiotís subjects starved to death!

    Well, his sons started exploring the cairns and old gravesites that litter this whole area. I guess they found quite a bit of loot from the olden days . . . and I donít mean 50 years ago. I mean really old days. Hundreds of years ago.

    Anyway, all this loot attracted the attention of Greyhawk, and pretty soon they bought off the noble kids and annexed this whole area for themselves. They hired a group of adventurers to explore it all, and sucked every last treasure dry from those old tombs.

    That would have been the end of Diamond Lake, except prospectors and surveyors came in and took measure of the land. Itís still s*$# for growing anything but weeds, but wouldnít you know they discovered a massive cache of silver lodes and massive veins of iron under the hills, including the one weíre sitting on right now?

    Now, years and years later, itís said that that weíre the cornerstone of Greyhawkís ore supply. Not like theyíd pass any of that wealth onto common laborers like us, you understand. When I was a kid, getting a meal was as easily as casting a line in the Lake. Now, the smelting house and associated runoff has polluted the water so much, the merchants have to send off to Greyhawk just to get a week-old, salted flounder.

    As far as recent history goes, there ainít much to tell . . . honest folk are still getting screwed and the wealthy are still getting richer off of our sweat. Letís see. . .

    Thereís an old ring of stones out in the boonies, called the Menhirs. Itís visited by Rangers, Druids, and other freeloaders. No one knows who built it, but they say the worn stone have been there for centuries.

    The Old Observatory used to be a haven to some scholarly Monks, who used to prance about and read off astrology. They packed up shop when I was just a kid, and since then itís pretty much sat abandoned.

    Then, of course, about 19 years ago, a pretty bad plague called the Red Death swept through and killed a good many of us. I lost my sister to the Boneyard, and me sonís still got vapors and canít make a living. I even had it myself, but itís werenít too bad on me. I did get a pretty lumpy scar from it on the back oí my head though. You wanna see it?

    No? Ah well. . .


    Spoiler: Entertainment
    Show
    Thereís nothing like spending a dayís wage in Diamond Lake. We may not get much in the way oí housing, sanitation, or any of that frilly city crap that doesnít do any good anyway . . . but we do have entertainment in spades.

    If you have the money, the Emporium is the place to be. Itís run by a lady of the night, Zalamadra, and sheís got a whole cadre of the sweetest ladies you ever saw at her disposal. They sit in perfumed glory in the upstairs area she calls the Veiled Corridor. There arenít any veils there that Iíve seen, but then again, Iíve never asked for one. Thereís also a Den on the top floor where you can obtain the use of other substances that twist your mind around and make you talk funny, if youíre into that. There are plenty of games of chance, and a very interesting freak show downstairs full of dangerous and exotic creatures. Just last week, I heard a rumor that a crazed demon child escaped its cage and went on a fiery rampage. They havenít caught it yet, and Iím keeping a sharp lookout. They say its hide has magic designs on it, and Iíll bet its worth a few pennies to its owners. I have a boot dagger handy in case I run into the thing.

    If you like boredom, you can always visit Lazareís House. Itís a fancy, high class place with a steep price. I remember when Lazare managed a mine in town, until his wife got sick and he was bankrupted, selling everything to that bastard Smenk. Inside his place, thereís no music, no dancing girls, and no fun. I heard everyone sits at tables and plays Dragonchess, a game with over 40 pieces and a multilevel board. Lazare used to be a champion, and has somehow pushed his habit on some of the upper crust. Itís a snore, but at least you can gamble on it.

    If you find yourself a little light of chink, there are a few other places you can visit for fun. The Midnight Salute is a pretty cheap place to get some female action, but they cater heavily to the Garrisonís crowd. If youíre looking to get drunk or do some low-end betting, thereís the Feral Dog, where you can see some pit dogs tear each other to pieces, and get into a bar brawl or two. It can get rough, even for a guy like me, but itís worth it because they donít charge you to get in. Your other choice among the chaff is the Spinning Giant, but the other patrons are usually garrison soldiers, so you have to be tolerant of drunken chants and men who like to slap each other on the butt. They donít tolerate stealing or bad manners, and there isnít a card game to be found anywhere in the vicinity.

    If youíre just hungry for some food, you can go to the Hungry Gar. The chef there is a pretty decent cook, but thereís only so much you can do with snared rabbits and deer meat. One alternative is the Rusty Bucket, which has a pretty decent common room as well.

    Finally, if information of the outside world is your cup of tea, many out-of-towners stay at the Able Carter Coaching Inn. The main thrust of the business is running coaches and supplies back and forth to Greyhawk, Blackwall Keep, Elmshire, and other parts west. Boarders from all over stay there, mostly for short term business, so a good conversation about Greyhawk and other part oí the world are in good order there. Plus, if youíre willing to pay, theyíll take horses too.

    Nine Hells, you can always do what I do. You can always spend thirty years of your life slaving away to Gelch Tilgast, only to see your life get poured down the drain when he sells the mine to Balabar Smenk in a few years. Smenk pays two coppers cheaper, and you work a longer shift. Bastards.


    Spoiler: Shops
    Show
    There are plenty oí places to get business done in Diamond Lake. You got something to buy or sell, you can most likely procure your needs right here.

    Letís see. . . we got Tidwoadís Jewelry, run by a uppity gnome of the same name. He cheated my mother out of her jewels for half their worth, so I canít vouch for his honesty, but you should see his collections in the window Ė whew! . . . He swears that his shop is burglar proof, and so far, no oneís taken him up on the challenge. Iíd like a few of those baubles for myself, thatís the honest truth.

    The General Store is where you can pick up just about any mundane equipment youíd ever need. Taggin runs it pretty reasonable, and has all the supplies you need to travel overland for a month, or survive a mountain climb. He stays outta peopleís business, and sticks to his own outfit.

    If youíre looking for weapons, Tyrol Ebberly has a good shop. He claims to be a watch captain in Greyhawk, but be mustíve done something wrong to end up here. He has a few artifacts from the Cairn hills that heís found. If youíre interested his place is called The Captainís Blade.

    Venelleís contains some of the finest bows in the land. Venelle herself is happy to sell anything she has, if she can locate it through all the clutter oí her shop. I took up bow hunting myself once, and stood all day in a tree stand, on her advice. The only thing I caught was a damned cold.

    Manlin Osgood. . . now thereís a man I can hang a reputation on. Heís a right fellow and an able drinking companion, if his headís right. He doesnít bluff at cards, heís always ready with a backslap and a handshake, and he makes the finest masterwork armor in the region. A few from Greyhawk come to Osgoodís Smithy special, just to access his team of apprentice blacksmiths.

    Thatís about it. There are other places in town to get things, but I wouldnít recommend it. When your life depends on a wooden girder underground, you better make sure the right hands set it up, if you catch my meaning.

    In Diamond Lake, itís better to be gouged by an honest exploiter than outright cheated by a thief, so stick to those places I mentioned . . . you should be fine.


    Spoiler: Churches
    Show
    There are a few churches in town that have gained a following, but I wouldnít recommend any of Ďem. The best church for me are the Halls of the Veiled Corridor, where you can tithe your money for a cause thatís worthy of your coin, and get a little bit of sweetness besides.

    However, if you insist, you can go to the Church of Ct. Cuthbert, right on the center of town. The sermons there are full of piss and vinegar, led by Jierian Wierus, whose favorite activity is to flog his own backside with a cat-o-nine-tails, and go to the seedy parts of town to convert others to do the same. His following is 150 strong and growing.

    If theyíd make you feel welcome, you can go to the garrison and sit at the Chapel of Heironeous. Itís mostly full of soldiers, who like to puff themselves up with honor before riding around the countryside in their fancy armor. Valkus Dunn is the righteous bastard in charge, preaching about public do-goodery, but doing nothing about it. He opens the service up to the public, but no one goes except men who swing swords for a living.

    If you like nature, you can traipse out in to the boonies to visit the Bronzewood Lodge. Its run by a cleric of Obad-Hai who likes to scare people about bogeymen in the hills, but I canít imagine why theyíd sit out in the middle of nowhere with nothing to entertain them. Trying to fill the coffers so he can get back to real civilization is my guess.

    Thereís also a Temple of Wee-Jas around here somewhere, called the Cairn of the Green Lady, but you wonít see them much unless you go the Boneyard and visit the graves they tend to. When my Suzie died from the Red Death, they took her thin, deformed bones and washed her up real pretty. Then they stood around and gave a little speech about mortality and life, but I didnít have a penny to give Ďem. They went ahead and did it for free.


    Anyway, thatís pretty much a good rundown of Diamond Lake for ya. You wasted enough of my time, so get out of my face and stop asking questions. I got a few coppers left in my pocket, and I want to get to the Emporium to see that damned two-headed mule again . . .


  3. - Top - End - #3
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Idle chatter around the town speaks of a trio of well-dressed adventurers who are frequenting the taproom of the ďFeral Dog,Ē Diamond Lakeís most notorious tavern. They speak with confidence of hard-won battles during their trek from Greyhawk and their intentions to explore the long-abandoned ďStirgenest CairnĒ on the lakeís distant shore. While it sounds exciting, natives to Diamond Lake know that cairn is often explored by the communityís youth; it is always found empty and completely harmless.

    But not all the tombs in the area are so harmless. Another cairn, found within a dayís ride of town, lies near an old iron mine that was abandoned about 50 years ago. The mineís charter lapsed when its manager died a few years later. Situated in a sort of no-manís land, the tomb was all but forgotten, its yawning entrance overgrown with weeds and choked with debris. When a curious teenager rediscovered it a decade ago it became a sort of community secret held by Diamond Lakeís youth. It used to be something of a coming of age rite for children to disappear into the cyclopean entrance to prove their bravery. They would dare each other to spend a night within its depths, with bragging rights to those few who succeed. When a local girl vanished one night while sleeping in the cairn six years ago, the games became more cautious, but never quite stopped. When the wind hits just right, haunting, almost magical tones emerge from the depths of this forlorn hole. Those in the know call it the ďWhispering Cairn.Ē

    While no one in town will tell the visiting adventurers of the follow of their ďexpeditionĒ (the money is too good!), rumors have circulated amongst the townsfolk of valuables to be found in some of the hidden passages and graves of the other tombs in the area. And of these tombs, the best kept secret (so far) is the Whispering Cairn. In a hellhole like Diamond Lake, any chance at a profit is a chance to get out, and worth taking. Perhaps a local ďexpeditionĒ to the tomb would prove to be that chance.


    (Auric, Khellek, and Tirra, the three adventurers from Greyhawk City)

    Everyone gets together to go out to the predetermined starting place. About a mile from the entrance to the Whispering Cairn is an old, abandoned iron mine. Just outside the mine itself is a ruined mine office, left after the mine ran dry about fifty years ago. Rumor has it that this building is up for grabs from the local land office (for a small price), and its location on the outskirts of town near the tomb makes it an ideal base camp for expeditions into the cairn.

  4. - Top - End - #4
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
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    Default Re: IC Age of Worms: Trans-Atlantic Party

    The party sets out from Diamond Lake without incident, making their way to the old, abandoned mine office near the Whispering Cairn. The land is rough and rocky, with hills and ravines all over. About a half-hour outside of town you turn off the trail and cross country towards where the building should be. Another several minutes and you see it.

    The modest dwelling squats upon the crown of a small hill. While the rough stone walls of the first floor look mostly intact, the second floor has completely collapsed. A half height wall rings the house, bit it too is in a state of severe disrepair. Rubble and dense weeds choke the yard. You don't see any signs of life around, but know better than to assume anything. You should check inside and make sure it is safe before entering the cairn.


  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    Nov 2013

    Default Re: IC Age of Worms: Trans-Atlantic Party

    Arkiana pulls the hood off her cloak for the first time since the party departed. Her hands pause over her scars. Sighing, she picks her way through the weeds towards the house.

    Spoiler: Rolls
    Show
    Familiar Perception (1d20+8)[24]
    Arkiana Perception (1d20+2)[21]
    Knowledge Local (1d20+8)[12] to know anything about the house.
    Arkiana Stealth (1d20+4)[12]
    Spoiler: Active Characters
    Show

  6. - Top - End - #6
    Troll in the Playground
     
    PaladinGuy

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    OOOOoooOOOOh, looks SPOOKY! giggles Jan. I wonder what's inside!!!

    Jan follows Arkiana, very deliberately mimicking her careful steps while clearly making no effort to be stealthy.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Arkiana stops moving. Slowly turning her head, her one good eye glares down at Jan.

    I wouldn't have thought of causing such a cacophony while approaching a strange dwelling where just about anything could be living. How clever... It is a wonder you are still alive. I know you are a gnome, but I would expect, at least, some instinctual reaction that lends itself to SURVIVAL.
    Last edited by Untarr; 2014-04-09 at 06:49 PM.
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    Troll in the Playground
     
    PaladinGuy

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Jan takes one look at Arkiana's disapproving glare and pouts before taking a few steps back, rolling her eyes, and very deliberately NOT saying anything.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  9. - Top - End - #9
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    I appreciate you letting me join you and your friends Arkiana, but are you sure that this is a good idea? Dr. Olofire looked around worried about what he might see in the windows of the house. He walked up slowly trying not to disturb the growth around the house. He tried to discern what type of weeds they were to give him something else to concentrate on.

    Spoiler: Mechanics
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    Perception (1d20+6)[14]
    Knowledge (Nature) (1d20+7)[23]

  10. - Top - End - #10
    Ogre in the Playground
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    No. But bringing the gnome was not my idea...

    Arkiana shakes her head...
    Last edited by Untarr; 2014-04-09 at 08:52 PM.
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    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Lyr suppresses a gasp as Arkiana draws back her hood to reveal her scars. He's heard about them secondhand from Olofire and Frederick, but this is his first time seeing them himself.

    Not for the first time, he feels a pang of regret as he thinks, I should have been there. And not for the first time, he feels a flash of anger towards the strange little fellow who is their most recent companion. He calls himself a doctor, and while Olofire might very well have saved Arkiana's life, still Lyr can't help thinking that if only someone more ... competent... had been there, things might have been different. Someone like me...

    Jan's outburst brings him back to reality. Readjusting the chained blade on his shoulder, he trudges up with his staff to join the others at the entrance to the building. Studiously not looking at Arkiana, he addresses her casually, "Something's different about you today... don't tell me, new hairstyle?"

    Spoiler: Rolls
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    Perception (1d20+2)[13] around the building
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  12. - Top - End - #12
    Titan in the Playground
     
    Farmerbink's Avatar

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    Frederick sighs heavily as he passes through the opening in the dilapidated wall, his head falling to survey the weedy yard and unkept building before him.I will be... displeased if anything worse than disrepair has come to this place. After what they did to my home...

    Spoiler: perception
    Show
    (1d20-1)[8] (lol, I forgot how bad my perception checks were going to be on this guy.... :( Also, since this is the first roll, and nothing of import has happened (or anything at all, for that matter), I've slightly adjusted my ability scores to be less.... bad. NO MORE CHANGES!


    After a brief shake, he raises his head sharply, and turns to face the group.

    I don't know if I ever told you all; this was where I first learned to swing a blade.

    Eyes slightly glazed as he stares into the middle distance, Frederick -seemingly out of habit- draws the great blade from its sheathe across his back. Shifting his gaze back to the front door, he continues.

    Well, the place isn't going to investigate itself. Come on, then.

    Oh, and don't even try the stairs, they wouldn't hold me when I weighed 60 pounds less and wasn't armored. Heh.

    Leroy, wait here.


    He unconsciously lifts his left hand to his lower back as he strides forward intently, great sword held firmly at his side.

  13. - Top - End - #13
    Ogre in the Playground
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    The corners of her mouth curl up revealing a half-hearted smile at Lyr's comment. Quickly suppressed, you would question she had even smiled at all. Her face set like a stone, she follows Frederick into the house.
    Last edited by Untarr; 2014-04-09 at 10:27 PM.
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    Firbolg in the Playground
     
    NecromancerGuy

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    The ground is very rough except for a small footpath worn from the gate to the door of the building (difficult terrain except along this path). Dr. Olofire looks closely at the weeds but notices nothing out of the ordinary about the plants. He does see signs of something else, though. It looks like the plants have been stomped on a lot recently.

    After making it halfway across the yard a loud buzzing noise can be heard coming from around the house. Frederick remembers an old well can be found over there and is about to say something Arkiana and her scorpion familiar gasp and she points at the left-hand corner of the building. A moment later everyone can see four tiny insectoid creatures with two sets of wings and a needle-sharp proboscis come flying straight towards the party!

    Roll initiative and give me your first round actions. Based on your posts the PCs are in the following walking order: Arkiana, Jan, Lyr, Olofire, and Frederick. You are not surprised and can act normally. The creatures look like they will close to melee range during their turn.

  15. - Top - End - #15
    Ogre in the Playground
     
    ElfRangerGuy

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    Round 1

    Spoiler: Initiative
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    (1d20+4)[21] (reposted b/c it didn't roll the first time)


    Spoiler: Statblock
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    Lyrindethos Al'thallenon
    M CN Half-Elf Cleric, Level 1, Init +4, HP 10/10, DR -, Speed 40
    AC 15, Touch 12, Flat-footed 13, CMD 15, Fort +3, Ref +2, Will +4, CMB +3, Base Attack Bonus 0, Action Points -
    reach Flying Blade (-) +1 (+5 opportunity) (1d12 + 4, x3)
    Quarterstaff (-) +3 (1d6 + 4, x2)
    Spiked Gauntlet (-) +3 (1d4 + 3, x2)
    Studded Leather (+3 Armor, +2 Dex)
    Abilities Str 16, Dex 14, Con 13, Int 10, Wis 15, Cha 10
    Condition None
    Daily Use Abilities
    Channel Positive Energy 0 / 3
    Bit of Luck 0 / 5
    Agile Feet 0 / 5


    "What the-" Dropping his staff, Lyr draws the chain-blade from his shoulder and moves into position between Arkiana, Jan, and the insects. "Stay behind me!"

    Spoiler: Actions
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    Move action to draw and move action to move. If I go first, get in position between the insects and the casters, for sweet attacks of opportunity. Otherwise gets 15ft away, just outside of flying-blade range
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  16. - Top - End - #16
    Ogre in the Playground
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    Round 1

    Spoiler: Character Status
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    Arkiana VanDuren
    Female Lawful Neutral Elf Wizard, Level 1, Init +10, HP 7/7, DR 0, Speed 30
    AC 14, Touch 14, Flat-footed 10, CMD 12, Fort +1, Ref +4, Will +4, CMB -2, Base Attack Bonus 0, Action Points N/A
    - Ray of Frost (-) +4 (1d3+1, 2x)
    (+4 Dex)
    Abilities Str 7, Dex 18, Con 11, Int 18, Wis 14, Cha 7
    Condition None
    Familiar: Greensting Scorpion
    3/3 HP NonLethal DMG: 0
    +2 Fort, +2 Will, +3 Ref
    AC 18, Touch 15, FF 15

    Stealth[+19], Perception[+ 8], Climb [+7]

    60 ft. Darkvision, M Speed, Empathic Link, Improved Evasion, Share Spells


    Her cloak billowing, Arkiana quickly steps off the path and into the weeds. Raising her hand up, she fires a ray of ice out of her outstretched palm.

    Spoiler: Combat Actions
    Show

    Initiative (1d20+10)[14]
    Ray of Frost
    (1d20+4)[14] Attack vs Touch
    (1d20+4)[22] Confirmation
    (1d3+1)[4] Frost Damage


    Spoiler: For Robert
    Show
    How far away are they? I think my spell will work, but I'm not sure. I'm going to try to AoE them next round, but I need a little help with positioning so I don't fry someone else.
    Last edited by Untarr; 2014-04-10 at 05:38 AM.
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  17. - Top - End - #17
    Ogre in the Playground
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    Spoiler: Knowledge: Nature
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    (1d20+8)[12] to identify and remember any relevant combat information
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  18. - Top - End - #18
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Spoiler: Initiative
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    (1d20+4)[20]


    Spoiler: Statblock
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    Dr. Olofire Lightouch
    Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 1, Init +4, HP 13/13, Speed 30 ft
    AC 17, Touch 15, Flat-footed 13, CMD 13, Fort +4, Ref +7, Will +1, CMB -1, Base Attack Bonus 0
    Scalpel (dagger) +5 (1d3, 19-20/x2)
    Sling (Bullets) +5 (1d3, x2)
    Leather Armor (+2 Armor, +4 Dex, +1 Size)
    Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
    Condition None


    "What is that?!" Dr. Olofire grabs his scalpel unsure of where to go or what to expect.

    Spoiler: Actions
    Show
    Move action to grab scalpel. Standard Knowledge (Nature) (1d20+7)[11] to recognize what these creatures are. Keeping eye out for opportunity to flank, or for them to lose their DEX bonus to AC somehow.

  19. - Top - End - #19
    Titan in the Playground
     
    Farmerbink's Avatar

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    Spoiler: Statblock
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    Frederick Strongarm
    M LG Half-Orc Paladin, Level 1, Init +0, HP 12/12, Speed 30
    AC 17, Touch 10, Flat-footed 17, CMD 15, Fort +3, Ref +0, Will +1, CMB +5, Base Attack Bonus 1
    Masterwork Greatsword +6 (2d6+6, 19-20/x2)
    Warhammer +5 (1d8+4, x3)
    Longbow (40 standard arrows) +1 (1d8, x3)
    mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor)
    Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
    Condition None


    Spoiler: Init
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    (1d20)[9]


    Spoiler: for Rob
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    Umm.... Did you put our walking order to be the order in which we posted? Starnes clearly wrote "follows Frederick into the house," and I fully intended to be up front. :(


    Frederick quickly sheathes his great sword, and steps forward, leaving space between himself and Lyr. He locks eyes with the elf for just a moment before drawing his shield and war hammer. I second that motion! Let us see just how frightening this tiny foe is!

    Spoiler: actions
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    Move action to sheathe the great sword. Next move action to ready the war hammer and shield while moving into position? (I kinda thought I was already up front)

  20. - Top - End - #20
    Troll in the Playground
     
    PaladinGuy

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    Spoiler: Statblock
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    Janstina Silentall
    F Chaotic Good Gnome Sorcerer, Level 1, Init +4, HP 11/11, Speed 20
    AC 13, Touch 13, Flat-footed 11, CMD 9, Fort +2, Ref +2, Will +1, CMB -3, Base Attack Bonus 0
    (+2 Dex, +1 Size)
    Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
    Condition None


    Jan gives a gasp/squeak of surprise/excitement as she sees the bugs round the corner. As she points and shouts Watch out!!, a greenish ray springs from her outstretched finger...


    Spoiler: Combat
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    Initiative: (1d20+4)[8]
    Attack: (1d20+3)[5]
    Damage: (1d6)[3]
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  21. - Top - End - #21
    Firbolg in the Playground
     
    NecromancerGuy

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    Round 1

    In a blur of motion Lyr and Frederick move to the front to protect the party. While both Arkiana and Jan's bolts miss and Olofire waits to grab a flanking position the creatures buzz in to attack. Lyr's strange weapon lashes out, missing the first attacker but slashing two more right out of the air! Frederick swings with his hammer, but the creatures are too small and fast for him. One of the tiny fliers tries to land on Lyr and fails. The other gets an opening, lands on Frederick, and shows its mosquito-like nature by impaling its long proboscis into the paladin. The big man feels his lifeblood being sucked out through the wound! Finally Olofire steps into the melee, looking for an angle to attack the biter attached to his companion.

    Spoiler: Olofire and Arkiana
    Show
    You both recognize the stirges as nasty bloodsucking things. They are known to drain blood till they are sated (usually four rounds of feeding), flying away afterwards. They often carry diseases too.

    Two enemies remain, one grappling with Frederick (attached and draining blood) and one flying around Lyr. Olofire and Frederick can effectively flank the one attached to the paladin. Frederick takes 1 Constitution damage this round and can get free by either attacking the stirge and killing it (while attached to him it has a lower AC) or succeeding in a grapple/Escape Artist Check against it.

    Spoiler: Combat mechanics
    Show
    Lyr - Moves in between stirges and casters, 3 attacks of opportunity
    (1d20+5)[8] attack (AC 16), (1d20+5)[13] to confirm a crit on natural 20 for triple damage, (1d12+4)[11] damage (miss)
    (1d20+5)[25] attack (AC 16), (1d20+5)[16] to confirm a crit on natural 20 for triple damage, (1d12+4)[9] damage (hit)
    (1d20+5)[24] attack (AC 16), (1d20+5)[10] to confirm a crit on natural 20 for triple damage, (1d12+4)[7] damage (hit)
    Olofire - Draws scalpel and moves for a flank (delaying move till after the stirges move), recognizes them as stirges (attack, blood drain, diseases)
    Arkiana - Misses with Ray of Frost, recognizes them as stirges (attack, blood drain, diseases)
    Frederick - Sheathes greatsword and draws hammer/shield, attack of opportunity
    (1d20+5)[13] attack (AC 16), (1d20+5)[12] to confirm a crit on natural 20 for triple damage, (1d8+4)[7] damage (miss)
    Stirges - charge and attach/blood drain
    (1d20+7)[10] touch attack Lyr (Touch AC 12), grapple on hit, 1 Con damage, (1d100)[13] diseased (miss)
    (1d20+7)[8] touch attack Lyr (Touch AC 12), grapple on hit, 1 Con damage, (1d100)[46] diseased (dead before attack could happen)
    (1d20+7)[19] touch attack Frederick (Touch AC 10), grapple on hit, 1 Con damage, (1d100)[47] diseased (dead before attack could happen)
    (1d20+7)[10] touch attack Frederick (Touch AC 10), grapple on hit, 1 Con damage, (1d100)[45] diseased (hit, not diseased)
    Jan - Misses with Acid Bolt SLA

  22. - Top - End - #22
    Ogre in the Playground
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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Round 2

    Spoiler: Character Status
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    Arkiana VanDuren
    Female Lawful Neutral Elf Wizard, Level 1, Init +10, HP 7/7, DR 0, Speed 30
    AC 14, Touch 14, Flat-footed 10, CMD 12, Fort +1, Ref +4, Will +4, CMB -2, Base Attack Bonus 0, Action Points N/A
    - Ray of Frost (-) +4 (1d3+1, 2x)
    (+4 Dex)
    Abilities Str 7, Dex 18, Con 11, Int 18, Wis 14, Cha 7
    Condition None
    Familiar: Greensting Scorpion
    3/3 HP NonLethal DMG: 0
    +2 Fort, +2 Will, +3 Ref
    AC 18, Touch 15, FF 15

    Stealth[+19], Perception[+ 8], Climb [+7]

    60 ft. Darkvision, M Speed, Empathic Link, Improved Evasion, Share Spells


    STIRGES! They'll drain your blood and leave you a disease as payment. Best we get that off him quickly.

    She raises her hand fires another bolt at the un-attached Stirge.

    Spoiler: Combat Actions
    Show
    Ray of Frost
    (1d20+4)[11] Atk vs Touch
    (1d3+1)[2] DMG
    Spoiler: Active Characters
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  23. - Top - End - #23
    Troll in the Playground
     
    PaladinGuy

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Round 2

    Jan gawks at her own finger for a moment before remembering that there's a fight going on! Letting out a gleeful cackle, she points at the loose bug emphatically, relishing the surge of energy as it explodes from her finger!

    Spoiler: Combat
    Show
    Acid Ray:
    Attack: (1d20+3)[10]
    Damage: (1d6)[4]
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

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    Ogre in the Playground
     
    ElfRangerGuy

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    Round 2

    Spoiler: Statblock
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    Lyrindethos Al'thallenon
    M CN Half-Elf Cleric, Level 1, Init +4, HP 10/10, DR -, Speed 40
    AC 15, Touch 12, Flat-footed 13, CMD 15, Fort +3, Ref +2, Will +4, CMB +3, Base Attack Bonus 0, Action Points -
    reach Flying Blade (-) +1 (+5 opportunity) (1d12 + 4, x3)
    Quarterstaff (-) +3 (1d6 + 4, x2)
    Spiked Gauntlet (-) +3 (1d4 + 3, x2)
    Studded Leather (+3 Armor, +2 Dex)
    Abilities Str 16, Dex 14, Con 13, Int 10, Wis 15, Cha 10
    Condition None
    Daily Use Abilities
    Channel Positive Energy 0 / 3
    Bit of Luck 0 / 5
    Agile Feet 0 / 5


    The stirge buzzing about too close for his blade, Lyr shifts the chain to his left hand and punches at the pest with his spike-enclosed fist. Then, noticing both women preparing to fire, he skips back away from the bug and re-grasps his chain-blade.

    Spoiler: Actions
    Show
    Attack with spiked guantlet at (1d20+3)[12] for (1d4+3)[5] damage. Then use Acrobatics at (1d20+1)[12] to avoid an attack of opportunity while moving. Move to put 15ft between stirge and Lyr (enough for another AoO), preferentially staying between it and the casters. EDIT: And if difficult terrain would prevent Acrobatics, activate "Agile Feet"! XD
    Last edited by MuffinMan; 2014-04-10 at 09:09 PM.
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  25. - Top - End - #25
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Spoiler: Statblock
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    Dr. Olofire Lightouch
    Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 1, Init +4, HP 13/13, Speed 30 ft
    AC 17, Touch 15, Flat-footed 13, CMD 13, Fort +4, Ref +7, Will +1, CMB -1, Base Attack Bonus 0
    Scalpel (dagger) +5 (1d3, 19-20/x2)
    Sling (Bullets) +5 (1d3, x2)
    Leather Armor (+2 Armor, +4 Dex, +1 Size)
    Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
    Condition None


    That's right! I dissected a few back in school! They are particularly vulnerable right... HERE! Dr. Olofire moves a little closer and jabs his scalpel into the stirge still attached to Frederick.

    Spoiler: Actions
    Show
    Moves to flanking position on grappling stirge. Stabbity Stab stab!
    Scalpel attack (1d20+5)[23]
    Damage scalpel (1d3)[1] + sneak attack (1d6)[1]

  26. - Top - End - #26
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Round 2

    Frederick throws his flail to the ground, bellowing, BAH! WANT SOME SKIN, DO YOU!? HAVE IT THEN!

    Using his now empty hand, he reaches up to the creature drawing blood from his neck and crushes its torso against his chest. As his blood squirts out of the creature's crumpled corpse, he flings it to the ground and spits.

    Stupid animal. I hope you're happy.

    With a final stomp on the now lifeless corpse, he turns his attention to Olofire. With a pleasant (?) smile, he comments: I do appreciate the effort, my small friend.

    Spoiler: Mechanics
    Show
    As per grappling damage: (1d3+4)[7] Since it has 5 HP, and I'm pretty sure Trey nailed it for 2, I took some liberties with the RPing ^_^

  27. - Top - End - #27
    Firbolg in the Playground
     
    NecromancerGuy

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    Round 2

    Lyr drops one end of his flying blade and punches at the remaining stirge. He misses and steps to the side up the trail. Olofire stabs the stirge attached to Frederick, doing a sizable amount of damage to the creature. Arkiana and Jan miss with their respective magic rays, while Frederick dramatically squishes the stirge attached to him. Finally, the remaining stirge looks for easier prey and flies in to attack Arkiana, attaching itself to her exposed arm and draining some of her blood!

    Spoiler: Combat Mechanics
    Show
    Lyr Ė Misses with spiked gauntlet attack, moves away without incurring an attack of opportunity (stirge are tiny, cannot reach)
    Olofire Ė Deals 2 damage to the stirge attached to Frederick
    Arkiana Ė Misses with Ray of Frost
    Frederick Ė Obliterates the stirge attached to him
    Stirges Ė Moves and attacks Arkiana, incurring no attacks of opportunity (Lyr had to drop one end of his Flying Blade to attack with the spiked gauntlet and Frederick threw down his flail)
    (1d20+7)[21] Touch Attack (Touch AC 14), attaches, deals 1 Con damage (hits)
    Jan Ė Misses with Acid Bolt


    Lyr and Frederick cannot make attacks of opportunity (Lyr had to drop one end of his two-handed weapon to strike with his gauntlet, and Frederick dropped his flail to kill the stirge attached to him). Lyr does not incur an attack of opportunity for his movement because the stirge is tiny and cannot attack out of its own square. Arkiana takes 1 Constitution damage from the stirge and is grappled by the foul creature.

  28. - Top - End - #28
    Ogre in the Playground
     
    ElfRangerGuy

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    Round 3

    Spoiler: Statblock
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    Lyrindethos Al'thallenon
    M CN Half-Elf Cleric, Level 1, Init +4, HP 10/10, DR -, Speed 40
    AC 15, Touch 12, Flat-footed 13, CMD 15, Fort +3, Ref +2, Will +4, CMB +3, Base Attack Bonus 0, Action Points -
    reach Flying Blade (-) +1 (+5 opportunity) (1d12 + 4, x3)
    Quarterstaff (-) +3 (1d6 + 4, x2)
    Spiked Gauntlet (-) +3 (1d4 + 3, x2)
    Studded Leather (+3 Armor, +2 Dex)
    Abilities Str 16, Dex 14, Con 13, Int 10, Wis 15, Cha 10
    Condition None
    Daily Use Abilities
    Channel Positive Energy 0 / 3
    Bit of Luck 0 / 5
    Agile Feet 0 / 5


    Lyr curses as he misses an opportunity while the bug goes whizzing by. Seeing it latch onto Arkiana, too close for him to risk swinging a blade, he drops the chain and charges the creature, winding up a powerful blow!

    Spoiler: Actions
    Show

    Charge and attack, using Agile Feet if necessary. Swinging a blade on a 10 ft chain at a Tiny creature grappling a squishy ally doesn't seem too smart... Thus, drop the blade and attack with spiked gauntlet at (1d20+5)[10] for (1d4+3)[7] damage.
    EDIT: If the flanking bonus applies that'd be a 12... enough to squash an overgrown mosquito?
    Last edited by MuffinMan; 2014-04-11 at 01:47 AM.
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  29. - Top - End - #29
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Age of Worms: Trans-Atlantic Party

    Round 3

    Lyr smacks the stirge off Arkiana's arm, killing the little bloodsucker in the process.

    Spoiler: Lyr's mechanics
    Show
    So far you haven't had to use your Agile Feet ability. Once we are using the maps that will be clearer.

    End of combat

    Made of smooth stone blocks, the old building stands in shambles. Thick vines creep up the side and most of the windows are broken. The front door hangs open, barely on its hinges, under a sagging and partially collapsed porch. You cannot see much into the building, but Frederick remembers a bit about the layout inside:

    The first floor of the manor consists of five chambers. Frederick remembers that the largest of these is the living room, part of which had collapsed when he trained here as a lad. A staircase in the living room leads to the remains of the second floor. There is a sizable dining room adjoining the living room, with a kitchen and cellar part that. Directly to the right of the living room is the old manager's abandoned office.

    It is hard to guess how much of the building is in good repair and impossible to know if it is occupied. How do you proceed?

  30. - Top - End - #30
    Ogre in the Playground
    Join Date
    Nov 2013

    Default Re: IC Age of Worms: Trans-Atlantic Party

    Welcome home....I guess.

    Arkiana walks up to one of the windows and places a green scorpion just inside of it.

    Bigby should be able to let us know if there is anything dangerous inside.

    Spoiler: Familiar Scouting Rolls
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    (1d20+19)[34] Stealth
    (1d20+8)[20] Perception

    The scorpion can communicate feelings through the Empatic Link ability. Have the scorpion move throughout the house.
    Last edited by Untarr; 2014-04-11 at 06:42 AM.
    Spoiler: Active Characters
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