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  1. - Top - End - #301
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "I'll try to follow, Lydia!" Frederick calls, as Jan and Marzena careen back into sight. "Take this!" he bellows, flinging the trident just as Marzena makes her own mad dash back to the relative safety of the party.

    Spoiler: Frederick, round 2
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    Frederick Strongarm
    M LG Half-Orc Paladin 6 (VMC Barbarian), Level 7, Init 1, HP 60/60, Speed 20
    AC 22, Touch 11, Flat-footed 24, CMD 21, Fort 9, Ref 5, Will 7*, CMB +10/+5, Base Attack Bonus 6/1, Power Points -/0
    Magic Falchion +1 +12/+7 (2d4+7, 18-20/x2)
    Warhammer +11/+6 (1d8+4, x3)
    MW Composite Longbow (+3 str) (40 standard arrows) +8 (1d8+3, x3)
    Full Plate +1, Heavy Steel Shield (+10 Armor, +2 Shield, +1 Natural, +1 Deflect)
    Abilities Str 19, Dex 10, Con 12, Int 10, Wis 8, Cha 16
    Condition Irrepressible: Cha isntead of Wis for charm/compulsion will saves
    Power Attack (-2 attack, +6 damage (two-hander))
    Uncanny Dodge
    Lay on Hands: 6/6 (2d6, removes fatigue, disease)
    Smite Evil: 3/3
    Divine Bond: 1/1
    Rage: 4/8
    Grace: 0/1
    Hero's Defiance: 1/1

    I'd like to assume Frederick took the last few rounds to free his hands- in my head the perception check was more hands-on than looking.
    Move to ready the trident. 5-foot step to E/10

    Once Marzena clears melee, throw the trident at the nearer invisible stalker
    (1d20+4)[12] returning trident (includes ranged increment penalties)
    (1d20+4)[23] CC
    (1d8+4)[12] damage
    (1d8+4)[10] crit bonus

  2. - Top - End - #302
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Round 2
    Spoiler: Map
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    Spoiler: Mechanics
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    Lydia tries to leap over a small break between floorboards but fails. She then fails the DC 20 Reflex save to catch the other side and avoid falling in the weapon-laden water. Miraculously all the discarded weapons fail to pierce her armor, leaving her wet and swimming, but not injured by the fall.
    • The water is calm (DC 10 Swim check to move half speed), so swim checks won't be too bad, but swimming risks 1d2 "attacks" from the weapons in the water. each round.
    • To climb out will require a DC 10 Climb check. As Lydia is adjacent to flooring that is still in one piece I will rule she can begin attempting this immediately. Failing by more than 5 will result in falling into the water and 1d2 attacks from the weapons, though.

    Olofire full attacks the invisible stalker nearest him, hitting it with two bites (!) and a claw. As an elemental it is not subject to flanking or sneak attack, just FYI. Olofire then steps back to A2.
    Jan fails to cast Glitterdust defensively. She loses the spell energy (as if casting the spell, it's gone for the day) but does not incur an AoO.
    Marzena moves, incurring an AoO from both stalkers. Both hit, dealing 14 total damage to her. She then casts Lightning Bolt. Both stalkers pass their saves.
    Frederick misses with his thrown trident and will have it back in hand at the start of his next turn.

    The stalkers disappear from sight to all except Jan as Marzena's earlier Glitterdust wears off.
    Olofire and Marzena are both attacked and hit. Olofire takes 10 damage and Marzena takes another 8 damage.

    Combat continues to devolve into chaos as the party struggles to make purchase. Lydia tries leaping to her friends but instead misses and falls into the water. She feels several pointy, sharp objects hit her armor, but none pierce it, leaving her wet and swimming, but not injured. Olofire strikes in a frenzy, but finds his attacks hitting something that feels a bit like airy gelatin or foam. He can't tell where vital spots are, even if the elemental assassins have any, and suspects he won't deal as much damage against them as he does against mortal foes. Frederick throws his trident and misses, Jan tries to cast a spell and fails, and Marzena takes two slams as she flies off (Jan still in tow!) and then evokes electric magic at the two attackers.

    Unfortunately, both elementals seem to flow around the lightning bolt, taking less damage than they might have, before the motes of light coating their outlines fade. "Look out! Oh wait, you can't! Hah!" cries one of the airy voices as the other snorts. Both Olofire and Marzena feel their invisible attackers slam into them, leaving no doubt that the two have split up to attack different targets...

    I will tell JWallyR/Jan where the invisible stalkers are via Discord.

    Begin Round 3!

  3. - Top - End - #303
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Round 3

    Coughing, Lydia surfaces and instinctively begins thrashing towards the nearest land - the shore behind her. She feels the sharp edges of submerged weapons scraping her breastplate as she hauls herself out, but none pierce her. Shaking wet hair out of her eyes, she spies Marzena being attacked by an invisible assailant. With a snarl, she prepares to thrust her spear at a foe she cannot see!

    Spoiler: Actions
    Show
    Climb out (result 14 in OOC).

    If Marzena looks "ok" (> 33% HP):
    Move to A/10. Unless Jan directs otherwise, and the initiative order works out, Lydia believes that the enemy is in C/9 so she's moving to threaten it with her longspear.

    If she has a standard action left after the climb, attack space C/9:
    concealment (1d100)[73]
    power atk (1d20+8)[13], dmg (1d8+8)[9], cc (1d20+7)[8] (20/x3), cdmg (2d8+16)[25]

    If Marzena looks "badly injured" (<= 33% HP):
    Move to B/11 and convert a Cure Moderate Wounds to cast on her for (2d8+7)[22] HP healed


    AoO if applicable
    power atk (1d20+8)[14], dmg (1d8+8)[14], cc (1d20+7)[18] (20/x3), cdmg (2d8+16)[25]

    Spoiler: Status
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    Lydia Constantine Human Cleric 7 LG HP 59 / 59 Speed ft Init 6 AC 23 Fort 7 Ref 5 Will 8 CMB +8 BAB 5 +1 Longspear +9 (1d8 + 5, x3)
    Longsword +9 (1d8 + 3, 19-20/x2)
    Heavy Mace +8 (1d8 + 3, x2) Str 16 (3) Dex 14 (2) Con 14 (2) Wis 17 (3) Int 12 (1) Cha 8 (-1)

    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  4. - Top - End - #304
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Jan glares balefully at the nearest of the stalkers. "Oh yeah? Let's see about that..." she murmurs, before attempting to cast once more...

    Spoiler: Actions
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    Casting Glitterdust, not bothering to do so defensively. If successful, hitting the nearer stalker.

    Concentration check if the foe manages to hit the real Jan: (1d20+13)[19] vs 12 plus whatever damage it does.

    Spoiler: Stats
    Show
    Janstina Silentall
    F Chaotic Good Gnome Sorcerer, Level 7, Init 8, HP 53/53, Speed 20
    AC 17, Touch 13, Flat-footed 15, CMD 12, Fort 5, Ref 5, Will 5, CMB 0, Base Attack Bonus 3
    Acidic Ray Ranged (1d6+1/2lvl, x2)
    Dagger Melee (1d3-2, x2, 19-20)
    (+4 Armor, +2 Dex, +1 Size)
    Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 23
    Condition Mage Armor: +4 AC, 1 hour
    Mirror Image: 3 images, ~7 minutes
    Last edited by JWallyR; 2021-10-01 at 09:02 PM.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  5. - Top - End - #305
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Round 3

    There you are!! And like a predator cornering it's prey, he charges the now visible elemental!

    Spoiler: Actions
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    Move to B,10. I will need to leap that small gap between rows 9 and 10, but that I believe I auto succeed with my +16 Acrobatics.

    Piranha Strike bite no flanking bonus added (yet?) (1d20+11)[23] CC (1d20+11)[31] Dmg (1d6+12)[13] Crit? (1d6+12)[17] Sneak Attack if applicable (4d6)[12]

    AoO Piranha Strike bite no flanking bonus added (yet?) (1d20+11)[14] CC (1d20+11)[23] Dmg (1d6+12)[13] Crit? (1d6+12)[14] Sneak Attack if applicable (4d6)[5]

    Spoiler: Character Stats
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    Dr. Olofire Lightouch
    Male N. Good Halfling Alchemist (Chir./Vivis.) 5/Unchained Rogue 2, Level 7, Init 7, HP 36/47, Speed 60 ft
    AC 24, Touch 18, Flat-footed 18, CMD 20, Fort 7, Ref 16, Will 3, CMB +4, Base Attack Bonus 4
    Masterwork Scalpel (dagger) +11 (not mutated, +13 mutated) (1d3, 19-20/x2)
    Sling (Bullets) +10 (not mutated, +12 mutated) (1d3, x2)
    only while mutated, Claw +14 (1d4+8, x2)
    Mithral Chain Shirt (+4 Armor, +6 Dex, +1 Size, +1 Natural, +2 Deflect)
    Abilities Str 10, Dex 24, Con 12, Int 16, Wis 8, Cha 9
    Condition Haste spell 2 rounds left
    -Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor 0/1
    -Panache 3/3
    -Spontaneous Healing 0/2 left today

  6. - Top - End - #306
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    As the trident magically returns to his hand, one of the creature's (glittering, outlined form) appears nearby. "Doctor! Here!" Even as he calls the words, Olofire approaches, and Frederick steps up behind it. Annoyed, but unwilling to leave trident and shield behind, he brings the short-hafted spear to bear against the windy foe.

    Spoiler: Frederick, round 3
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    Frederick Strongarm
    M LG Half-Orc Paladin 6 (VMC Barbarian), Level 7, Init 1, HP 60/60, Speed 20
    AC 22, Touch 11, Flat-footed 24, CMD 21, Fort 9, Ref 5, Will 7*, CMB +10/+5, Base Attack Bonus 6/1, Power Points -/0
    Magic Falchion +1 +12/+7 (2d4+7, 18-20/x2)
    Warhammer +11/+6 (1d8+4, x3)
    Returning, +1 Trident +12/+7 or +8 thrown (1d8+5, x2, RI 10')
    MW Composite Longbow (+3 str) (40 standard arrows) +8 (1d8+3, x3)
    Full Plate +1, Heavy Steel Shield (+10 Armor, +2 Shield, +1 Natural, +1 Deflect)
    Abilities Str 19, Dex 10, Con 12, Int 10, Wis 8, Cha 16
    Condition Irrepressible: Cha isntead of Wis for charm/compulsion will saves
    Power Attack (-2 attack, +6 damage (two-hander))
    Uncanny Dodge
    Lay on Hands: 6/6 (2d6, removes fatigue, disease)
    Smite Evil: 3/3
    Divine Bond: 1/1
    Rage: 4/8
    Grace: 0/1
    Hero's Defiance: 1/1

    Step to D/10 to "flank" - rolls do not include +2
    (1d20+16)[30] trident attack
    (1d20+12)[22] CC (32, x2)+
    (1d8+5)[10] damage
    (1d8+5)[9] Crit bonus

    (1d20+7)[24] iterative
    (1d20+7)[18] CC 27, x2)+
    (1d8+5)[11] damage
    (1d8+5)[9] Crit bonus

  7. - Top - End - #307
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Round 3
    Spoiler: Map
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    Spoiler: Mechanics
    Show
    Marzena began the round at 10/44 HPs, so Lydia moves to B11, converts a Cure Moderate Wounds, and casts it, healing Marzena for 22 HP. (Marzena is now at 32/44 HPs.)
    Jan casts Glitterdust on the Invisible Stalker in C10. The enemy fails its save, so is blinded.
    Olofire moves to B10 (incurring an AoO from the Invisible Stalker adjacent to him) and connects with his bite attack.
    The Invisible Stalker's AoO hits for 10 damage.

    Frederick steps to D10 and attacks twice with his trident, defeating the visible Invisible Stalker. Since it is an elemental outsider it does not leave behind a body and immediately dissipates into regular, inanimate air.
    Marzena uses Fortune on Olofire, followed by Cackle to extend the duration a second round. (Olofire now gets to roll twice once per round on a d20 for at least two rounds.)

    The remaining Invisible Stalker recognizes that Jan can see it and moves to hide. I will tell JWallyR the direction it went via Discord.

    The party rallies, healing Marzena, surrounding the suddenly visible (and blinded) Invisible Stalker, and cutting it down where it floats. "Nooooo! You stupid primes! Now who's going to stay with me...?" cries the remaining elemental assassin as Jan sees it streak away, presumably to hide.

    If Jan wishes to help follow the remaining elemental and direct the party to attack she can, either via direction and/or another Glitterdust spell. If that is the desire, begin Round 4. If not, the remaining Invisible Stalker won't try for one vs five, though it might try to push someone off the pathway into the water and play more hit-and-run tactics. You can try to communicate with it if you like, or try to kill it - your call.

  8. - Top - End - #308
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "Hah!" cackles Jan maliciously, as one elemental dissipates and the other flees, but something in its tone stays the glee in her large, wide-set eyes. "Marzena- get me out to see around the corner..." she murmurs to the battle-mage to whom she clings. In a louder voice, she calls to the fleeing elemental, "Serves you right for trying to sneak up on us, we're just tryin' to help people! But... if you'll just quit attacking my friends, maybe we can work something out?!?"

    Spoiler: Actions
    Show
    The intent is for Marzena to be near the wall opposite from the corner around which the stalker fled.

    Perhaps this is a Diplomacy check to parlay with the fleeing elemental? (1d20+12)[19]

    Spoiler: Stats
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    Janstina Silentall
    F Chaotic Good Gnome Sorcerer, Level 7, Init 8, HP 53/53, Speed 20
    AC 17, Touch 13, Flat-footed 15, CMD 12, Fort 5, Ref 5, Will 5, CMB 0, Base Attack Bonus 3
    Acidic Ray Ranged (1d6+1/2lvl, x2)
    Dagger Melee (1d3-2, x2, 19-20)
    (+4 Armor, +2 Dex, +1 Size)
    Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 23
    Condition Mage Armor: +4 AC, 1 hour
    Mirror Image: 3 images, ~7 minutes
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  9. - Top - End - #309
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    With no enemy in sight, Olofire darts back around the room with ease and unnatural speed until he reaches the door.

    Spoiler: Actions
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    Olofire while just use a double move, 120ft, to get in front of the door. I don't think I can get there in one move with out risking jumping over gaps and potentially falling.

    Spoiler: Character Stats
    Show

    Dr. Olofire Lightouch
    Male N. Good Halfling Alchemist (Chir./Vivis.) 5/Unchained Rogue 2, Level 7, Init 7, HP 26/47, Speed 60 ft
    AC 24, Touch 18, Flat-footed 18, CMD 20, Fort 7, Ref 16, Will 3, CMB +4, Base Attack Bonus 4
    Masterwork Scalpel (dagger) +11 (not mutated, +13 mutated) (1d3, 19-20/x2)
    Sling (Bullets) +10 (not mutated, +12 mutated) (1d3, x2)
    only while mutated, Claw +14 (1d4+8, x2)
    Mithral Chain Shirt (+4 Armor, +6 Dex, +1 Size, +1 Natural, +2 Deflect)
    Abilities Str 10, Dex 24, Con 12, Int 16, Wis 8, Cha 9
    Condition Haste spell 1 rounds left
    Fortune (roll one roll twice) 1 rounds left
    -Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor 0/1
    -Panache 3/3
    -Spontaneous Healing 0/2 left today

  10. - Top - End - #310
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Lydia retrieves her longspear and thumps it against the ground in exasperation, but seems in no hurry to chance the slippery planks again. "Heironeous curse these cowards!" She readies herself in case a foe should reappear, but lets the more nimble party members take the lead, for now. (total defense)
    Last edited by MuffinMan; 2021-10-15 at 08:44 PM.
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  11. - Top - End - #311
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Frederick glares angrily at the planks. At Jan's call, he looks up suddenly. "If you know what's good for you, you'll stay out of our way!" he barks, beginning to slowly traverse the planks.

    Spoiler: OOC
    Show
    Details to be determined, but I want to start crossing the planks while it's relatively safe to do so.

  12. - Top - End - #312
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "Bugger off you addle-coves! You won't get the dark from me one way or the other. Besides, you're already peeled and don't know it! I won't turn stag, but you'd best be finding me some nice garnish to make up for this, you berk!" responds the remaining elemental assassin, at first directing his words to Jan but then yelling off in the direction of the rest of the party. While it speaks common, the dialect is strange and a bit hard to follow...

    Spoiler: Linguistics DC 20, Knowledge (Planes) DC 20
    Show
    The air elemental sounds like it learned to speak common in the extra-planar city of Sigil, the Cage or City of Doors.

    A rough translation of what it meant is:
    You won't get any secrets from me one way or the other. Besides, you're already betrayed and don't know it! I won't betray anyone, but you'd best be finding me some nice bribe to make up for this, you fool!

    Olofire makes his way, unmolested, to the door and finds it unlocked. It's harder for the rest of the party to make it, but with Jan keeping a close eye on the invisible stalker and both Lydia and Frederick carefully taking their time, the party follows the halfling to look inside the next room.

    This large chamber is empty aside from two holes in the floor, one a jagged rip where the floor has fallen away, the other a perfectly square opening with a shaft leading down. The shaft is full of water after about 35 ft and a large wooden barrel bobs on the surface. A crude rope ladder descends to the surface of the water.

    The shaft is dark and completely unlit except for the light the party brings. From where you are it looks like the water is deep, requiring swimming. Either this is a dead end, or there is some way down this shaft, though no mechanism is immediately obvious. The barrel in the hole looks large enough to hold several medium sized creatures at once comfortably, if you can figure out how to get down there and either raise or lower the water level.

    Of course, there is also the matter of the Invisible Stalker's words and the prisoners (and possibly-dead doppelgangers) you've left behind in the cells. Finally, you could attempt to search any of the rooms you haven't yet. I've ruled the Invisible Stalker won't attack unless it can catch you individually, so you can go back to any of the previous rooms if you like.

  13. - Top - End - #313
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Frederick looks up sharply from where he traverses the perilous planks. Scowling, he grumbles something almost indiscernible "Hideous, lying cowards!" as he carefully places one gauntleted hand in front of the other on the slickened boards. He grumbles and grunts irritably, as the going is slow, but trusts his companions largely to protect him as he rejoins Olofire.

    Finally safe from the watery hazard, he rises to his feet once more before entering the room the doctor revealed. "Anyone know what that creature was rambling on about? I... didn't really follow it, to be honest." He glances from friend to friend, searching for some indication of understanding.
    Spoiler: OOC: Marzena Know(Planes)
    Show
    (1d20+16)[35] Edit. So she knows. Very much so. Note this: https://forums.giantitp.com/showsing...&postcount=191
    On Marzena's face, he finds it- in the form of sincere concern and... distrust? "It's not good," she says, simply. Frowning deeply, she meets Frederick's gaze evenly. "Sir Frederick, what do you draw?"

    The paladin blinks, joining her in confusion, before recalling the discussion from the night before. "I draw... the winged serpent!" he declares, emphatically. Marzena nods. "And I the Tyrant." They nod, and she turns next to the rest of the party one by one, ensuring that they all recall their phrases, her gaze trailed by Frederick's.

  14. - Top - End - #314
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "What, what are you looking at? Why are you- oh, blast it! It's the crow, I'm the bloody crow!" Lydia cries, stomping her foot in exasperation. "Those pests were invisible - that's the opposite of impersonating one of us! And the two who could do so are dealt with." She scowls, stepping forward to poke her light-bearing longspear down the darkened shaft. "We're no closer to understanding why, though, unless the answer is down there. They seemed to be guarding this place... shall we go take a look?" She surveys the team, pursing her lips in concern. "Erm, is anyone skilled at swimming? Just in case!"
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  15. - Top - End - #315
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Swim? Not great no.. At least not for being a snakebite..? Olofire begins to search the room looking for anything that might help get them down into the pool.

    Spoiler: OoC
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    Olofire will search the room for anything unusual or button, switches, traps???

    perception (1d20+11)[28] +1 vs. traps

    Spoiler: Character Stats
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    Dr. Olofire Lightouch
    Male N. Good Halfling Alchemist (Chir./Vivis.) 5/Unchained Rogue 2, Level 7, Init 7, HP 26/47, Speed 60 ft
    AC 23, Touch 17, Flat-footed 17, CMD 19, Fort 7, Ref 15, Will 3, CMB +3, Base Attack Bonus 4
    Masterwork Scalpel (dagger) +11 (not mutated, +13 mutated) (1d3, 19-20/x2)
    Sling (Bullets) +10 (not mutated, +12 mutated) (1d3, x2)
    only while mutated, Claw +14 (1d4+8, x2)
    Mithral Chain Shirt (+4 Armor, +6 Dex, +1 Size, +2 Deflect)
    Abilities Str 10, Dex 24, Con 12, Int 16, Wis 8, Cha 9
    Condition None
    -Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor 0/1
    -Panache 3/3
    -Spontaneous Healing 0/2 left today

  16. - Top - End - #316
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Olofire finds no traps, nor any way to drain the water so the party could enter the deeper portions of the warehouse (without swimming some to get down there).

    How would you like to proceed? Magic can do lots of things with a new day of spells, and there is both an unexplored (small) room and at least two captives that could be freed. You could also just swim/sink down and see how it goes...Finally there are two doppelgangers that could be better-secured and possibly questioned.

  17. - Top - End - #317
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    Farmerbink's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Frederick purses his lips thoughtfully at Olofire's report. "Spelunking in heavy armor seems unwise at best," he remarks. "I'll be more than happy to hold the rope, if anyone wants to try swimming around down there?" he offers, unsure if "offer" is the right verb in the first place.

  18. - Top - End - #318
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    Gwynfrid's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "Hmm... We took a few hits on the way..." Marzena muses. "We could continue, of course. But we could also free the prisoners, get them out to safety, and take a rest before coming back. What d'yall think?"

  19. - Top - End - #319
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "Discretion might be... wise," Lydia admits, though her dark expression betrays how she feels about any sort of 'retreat'. "With Heironeous' aid I can allow us to breathe down there, at least temporarily. It will take time to prepare, though - tomorrow with the morning's prayers. I propose we finish securing this level first, then deal with the prisoners and those things, and return to this waterlogged shaft on the morrow. What say you?"
    Last edited by MuffinMan; 2021-10-28 at 10:02 AM.
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  20. - Top - End - #320
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    DwarfBarbarianGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    I can agree with most of what you are suggesting Lydia. However, I do not believe we should leave anyone, or anything, unattended for an extended period of time. Do any of you have any way that we can let Tarquin know the situation without leaving the building? If not perhaps two of us can quickly return to the inn, let him know the situation, and then return. That way he at least knows, that should anyone else show up there appearing as any of us to notify the watch immediately.

    Beyond that, yes, we should also secure this level."


    Olofire looks about the group and the room, eyes darting suspiciously for any other form of treachery.

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    Farmerbink's Avatar

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Frederick nods, understanding the dilemmas. "That's a good idea, Olofire," he grumbles. "Let's free the captives first, and then send two or three with them to take them safely to the authorities and then inform Tarquin of the situation."

  22. - Top - End - #322
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    DwarfBarbarianGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Quote Originally Posted by Farmerbink View Post
    Frederick nods, understanding the dilemmas. "That's a good idea, Olofire," he grumbles. "Let's free the captives first, and then send two or three with them to take them safely to the authorities and then inform Tarquin of the situation."
    Frederick, I'm sorry my friend but I must insist we wait to free the prisoners. Let's feed them and give them good water. we can care for them while we're here, however Id rather not risk anymore treachery until we know everything is secure and they are also not out to get us."
    Last edited by Albinobrow; 2021-11-02 at 08:23 PM.

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    PaladinGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Jan peers quizzically "Oh, uh, 'I draw the Vision', right?" whispers the gnome, as she looks warily down the shaft into the water below. "And frankly, I'm at a loss. Swimming was never a passion of mine. I s'pose we might as well clear the rest of the area, see if there's somethin' we missed."
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

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    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    The party discusses things over the next several minutes, eventually settling on a bit of a plan. On their way past the remaining invisible stalker Marzena and Jan see a golden wand lying just out of the water below. A quick and agile swoop down and they carry it out into the cell block. It's magical, and after a bit of inspection they confirm it is a wand of Spiritual Weapon (26 charges).

    Once in the cell block the party needs to decide what they plan to say/do with the prisoners. The two doppelgangers are still there, having stabilized but not come back to consciousness. The man watches and mutters to himself, clearly not in his right mind. The young lady refuses to speak to you all (without some convincing) and has retreated as far back into her cell as she can with her back to the party.

    Returning to the entrance the PCs find the warehouse floor as they left it, the doors closed but not locked. (It won't take long to do something to block that entrance, if you wish to do so.) Entering the one uninspected room left they find what looks like an abandoned office. The dark chamber is absolutely packed with boxes and bookcases overflowing with ledgers and papers in no apparent order. Olofire takes his time searching the room and finds a ring discarded in a back corner. Marzena, Jan, and Lydia inspect the silver band and after some effort confirm it appears to be a ring of swimming, which will likely prove useful when the party decides to continue down the flooded shaft to the lower levels...

    Do you still wish to rest? If so, what do you do with the two doppelgangers (beyond placing them in different cells - which Frederick already did) and the other two prisoners? Do you try to change their attitudes towards you at all? If so, how?

  25. - Top - End - #325
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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "How fortunate!" Frederick exclaims. "With this we can-" he pauses suddenly, mid sentence, scowling at the silver band glimmering between Marzena's fingers. "Are you... sure that's what it is, and all it is? This seems.... entirely too convenient." He frowns deeply, glancing back and forth at the trio of magic users.

    "I'm afraid it would still take more than that for me to be confident, but It should at least offset my armor." Begrudgingly, he adds, "I can go first, if I'm our best choice."

  26. - Top - End - #326
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    ElfRangerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "As I said, I can give us all the ability to breathe underwater! Tomorrow." Lydia scowls. "And I can communicate with Tarquin to let him know of our status - tomorrow. So unless we fancy scurrying back to the inn, I propose we tie the enemies securely, set a watch, and take a rest before something else tries to kill us."
    Last edited by MuffinMan; 2021-11-08 at 08:33 PM.
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  27. - Top - End - #327
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    DwarfBarbarianGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Very well. Since nothing can be done until tomorrow, I would like to request that two of us go over to the inn and inform Tarquin that we will not be staying there tonight and leave immediately to return here. I don't want any more surprises for him there should someone looking like us appear again.

    I am willing to do either, stay or go. Whatever everyone is comfortable with. Frederick, Lydia, and Marzena, you three are the more martial minded of the group. What do you think? Any suggestions on how to best temporarily split the group? Or any better ideas?

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    "I sense hesitation among us, sir Frederick..." Marzena interjects. The battlemage's face is serious as she pulls her Harrow deck out of her scarf pocket and begins to shuffle it with amazing speed and precision, a dexterity no doubt honed by many hours of practice.

    "I have found, in such situations, that the best advice can be found in the cards." She reveals the top twelve cards of the deck in order, while muttering an incantation:

    "Nous voilą pris, tout d'un coup, d'un doute,
    Faut-il suivre du paladin le plan?
    Quels sont les dangers sur notre route?
    Que les cartes mettent fin au flottement."


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    Casting Divination to obtain advice regarding Frederick's proposal

  29. - Top - End - #329
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    NecromancerGuy

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    A moment later Marzena realizes her spell has failed and the divination won't give her a useful answer.

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    Default Re: Age of Worms - The Hall of Harsh Reflections

    Frederick frowns deeply as Olofire continues to express concerns for Tarquin. "I... do not mean to be doubtful, but these fiends have left me shaken. I cannot both stay to protect those here and use my blessings to be sure of Tarquin's message. I..." He takes a long moment to look around the gathered companions. With a heavy sigh, he continues. "I think Jan and I should go to Tarquin," he finally declares. Clearly still uneasy, he continues, "This place is one of subterfuge and secrets, where Lydia's resolve and Marzena's arcane will are sterner defenses than my blade and arms.

    Stay together and take no changes. You three will be safe, I think, for the time it takes us to reach our host and return.
    "

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