The Order of the Stick: Utterly Dwarfed
The Order of the Stick: Utterly Dwarfed - Coming in December and available for pre-order now
Page 1 of 40 123456789101126 ... LastLast
Results 1 to 30 of 1195
  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default DrK's Age of Worms OOC pt6


    A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the Age of Worms, an era of darkness, decay, and writhing doom.

    So... As the last of the games I'm starting up this year the famous Age of Worms!

    A brief 16
    Spoiler
    Show

    1. Its D&D 3.5 obviously

    Character creation
    2. Stats are 28 pb
    3. Starting at level 1
    4. Average wealth for class
    5. 1 flaw/ 1 trait. If the flaw is not relevant I reserve the right to say "no"
    6. NO Homebrew. No fixes.
    7. Max hps at level 1. Rolled for the others
    8. Alignment: Not evil
    9. Multiclassing: Rules are in effect
    10. Available sources
    Spoiler
    Show

    Players Handbook I + II
    Complete Warrior/Arcane/Divine/Scoundrel/Mage
    Frostburn/Sandstorm/Stormwrack
    Tome Magic (Pact magic / Binder only)
    Races Stone/Wild/Destiny
    Magic Item Compendium / Spell Compendium
    Magic Incarnum

    Anything from other sources you may request but may be "no". Small things like a feat or a spell are more likely then say a class.



    Player Expectations
    Spoiler
    Show

    Be polite
    4-5 Posts per week reliably
    In it for the long haul (ideally you'll have been in a game for > 1 year already)
    If you're going to be absent e.g work/ holiday let me/OOC know and we'll be fine


    Last Thing
    Spoiler
    Show

    Two options for style of game...
    1/ My normal: Mid-op with relaxed "rule of cool" style and an effort by me to limit player death

    2/ A higher op more challenging style with player death a distinct possibility (Age of Worms is pretty tough).

    Could people please vote




    The town of Diamond Lake has never been a place to dream of, but it's home. At least for now.

    Diamond lake is a muddy smudge on the map of the hills east of the fabulous Free City. The area's inhabitants are predominately miners and laborers, serious folk who spend most of their lives toiling below ground. When not working, the miners celebrate along the Vein, a seedy road lined with ale houses and brothels. Overall, the village is a sooty, sullen place prone to unpleasant bursts of violence and passion. But Diamond Lake holds plenty of opportunities for adventure, for the uplands surrounding the town are rife with the ancient tombs and burial cairns of long-dead cultures.

    Idle chatter around the village speaks of a trio of richly dressed adventurers who frequent the taproom of the Feral Dog, Diamond Lake's most notorious tavern. The confident heroes of the Free City spoke of hard-won battles on their journey to Diamond Lake, and of their intention to explore the long-abandoned Stirgenest Cairn on the lake's distant southeastern shore. You, the PCs, being natives of Diamond Lake, know that cairn is oft explored by the community's youth, who always find it completely empty of marvels and perfectly harmless.

    Not so another cairn within a day's ride of the village. This cairn lies near an iron mine that went dry about 50 years ago. The mine's charter lapsed when its manager died a few years after the ore did. Situated in sort of a no-man's land, the cairn was all but forgotten, its yawning entrance overgrown with weeds and choked with debris. Rediscovered by a group of curious children a decade ago, the cairn was at first a community secret held by Diamond Lake's youth, who dare each other to disappear into its cyclopean entrance to prove their bravery. But one such time, when the wind was just right and a haunting, almost magical tone emerged from the depths of the forlorn tomb, one of the group of children stepped foot inside at the encouragement of their peers and never was seen again.

    The adventurers, now boasting in the Feral Dog, bring back bad memories for you all of that night. Dire oaths were sworn, and promises that the children you once were intended to take to your graves. Some of you may have grown apart in the years since, but the talk of the cairns brings you all back to the Feral Dog, sitting around a table and talking of everything except what is on your minds most...


    Chapter 1. The Whispering Cairn

    THe whispering Cairn was a maze of tunels where the band of would be heroes encountered terrifying swarms of acid spitting beetles, ancient traps made by the wind warriors, the ancient Vaati, outsiders dedicated to Law. Insie a fake tomb with rainbow lanterns they discovered a passage up to a locked door that would only open if they recovered the bones of a small boy - Alistair Land who had died many years before. The party - and especially the young and idealistic Constablle Conlon travelled to the Land farm nearby where they found suggestions that a necromancer had dug up the bones and encountered an owlbear that was killed and a baby Dukethat Talsien adopted and still lies in the old mining cottage that the party had been using as a base. Back in the village the sheriff suggested Smenk and his gang of criminals may be involved and they met Allustan the wizard approached them curious about the cairn and pointed them towards the old observatory where a necromancer named Filge had taken up residence. Battling undead and weird macabre statues and zombie dinner parties they reached the top of the observatory and met Filge. They defeated the necromancer who confirmed it was Smenk and his gang who stole the bodies, although Smenk was concerned of an evil cult, "The Ebon Triad" in one of the mines. Then they let Filge go and restored the Land Family bones. The ghost boy was true to his word and opened the door for them. The returned to the tomb and found the true tomb, an amazing structure depicting the battle between the Wind Dukes and the forces of Chaos led by the wolf spider. They also discovered the tomb of Zosiel the architect who had constructed the cairn. Mirriana still wears his jeweled diadem and they carry a potent artifact they found a talisman of the sphere!. Returning to Diamond Lake she meted out justice to Smenk's thugs. Executing the savage half orc Kullen and seeing the rest of the gang sent to the salt mines of Iuz.


    Chapter 2. The three faces of Evil

    After speaking with Allustan the party headed towards the dourstone mines to investigate the rumours of the evil cult of the Ebon Triad. They were joined by Allustan's student Claire (a good necromancer) as Leila the anima mage and Bernard the rogue left. In the caves underneath the mine they found a nightmarish dark cathedral to evil gods and 3 nests of evil ruled over by an vile cult magus known only as the Faceless one. The first set of caves was a Temple of Hextor ruled by a priest named Theldrik. The fighting was fierce and the heroes almost died but they persevered and eventually killed all the Hextorian cultists and captured their leader Theldrik. The second set of tunnels was a maze of dank rocks where Talsien trampled through like a bull. Here the foe was grimlocks and a cult dedicated to the savage Erthnul. THey were soon defeated and they found mad writings about an upcoming apocalypse, a rise of darkness and an Age of Worms that would wipe out the light. This it seemed was the goal of the Ebon triad cult. Venturing into the third temple is the dark temple of Vecna, built it as a maze the heroes slew kenku cultists and rescued the halfling ranger Lan who still travels with them. They found the strange and truly evil Temple of Vecna and there confronted the evil Faceless One, a dark and powerful mage and defeated him. Although the alchemical fumes and the like gave Hal strange new powers. Also an insight into the Age of Worms to come should the Cult of the Ebon triad have its way. Even in victory there came a dark shriek as Thedlrik's soul was consumed and fro the dark pool in the underground cathedral arose a vile creature. An avatar of the Ebon God with the worst bits of Erythnul's savagery, Vecna's magic and Hextor's military might. I could not however match the might of Kavaki and was killed! Ending the threat of the Ebon triad to Diamond Lake

    Chapter 3. Encounter at Blackwall Keep

    After the victory in the mine there are some changes in Diamond Lake as Smenk and Dourstone are hung for the dark God involvement. They met Allustan who was concerned about the green worm they had found with Filge, the Ebon Triad and rumours of undead in the hills. He asks the party to go to nearby Blackwall Keep to speak with Marzena - a battle mage friend of his.

    They walk to Blackwall to find it under siege by lizard folk, although not enough to stop the party cutting their way in. Sadly Marzena has been taken by the lizards deeper into the marsh. The hero's cut their way back out and head to the lizard lair. In the lizard lair a disgusting poo monster almost killed them. They then encountered the lizards but in a positive turn of events befriended the lizards after one of them turned out to be infected by a dread worm of Kyuss. The shaman - Hiska - brokered a peace with Mirriana and Hal to agree to leave the "pink skins" in peace if the party would kill the chief who was in thrall to a black dragon.

    Happy to agree the party surge onwards where they find the purple scaled chief and his minions barbecuing a captured shoulder with a battered and bloodied Mazrena and more soldiers tied up in the corner. THe battle commences as club meets trident and Talsien rampages around trampling all and sundry as Claire's necomrancy cripples as many as possible. A terrifying battle cry of "THE AVALANCHE HAS DROWNED YOUR CHIEF! NOW THE SNOWY TSUNAMI IS RACING FOR YOU!" from Goat as he kills the chief. It doesn't take long before the battle is over. The lizards are defeated and the prisoners freed and healed where possible. Marzena the Mage grateful to Allustan's "heroes" that have come and saved her. While she is glad to be saved she points down the corridor deeper into the nest, "Lizards are taken down there by the King. There is screaming and when they come back they are changed. A great evil is happening here..." Here words bolstered by Hiska the shaman once more begging you to save the eggs. A truth that is sorely needed as they find the egg cave with a massive black dragon egg in the middle that in the light they can see worms swimming within it! A battle breaks out with 3 black dragonspawn as the party defeats them with Hal's lightning blade, Lan's new lizardman trident and Goat's club whilst Claire burns the dragon egg, fire consuming the worms before they can infect all the lizard's eggs. Marzena saved and the lizard's now free of the influence of Kyuss Worms and the Black dragon their work is done and the agree to help Marzena back to the keep before heading to the great Free City of GreyHawk to meet Marzena and Allustan's mentor - Eligos the Sage for advice on the sudden uprising of evil.


    Chapter 4. Hall of Harsh Reflections

    With the rumors of an Age of Worms, an apocalyspe spawned by a minor undead godling named Kyuss abounding the party headed to the Free City of Greyhawk with the writings of the Faceless One from the mines and the dead worm from Filge (and Hal looking forward to catching up with Filge once they reach the city). The city when they reached it was packed with all that is civilization surprising Tal and Goat. As they walked through the streets the others were surprised as well when a chimera escaped from a caged being transported to the arena. In the face of the magical and melee power it didn't last long and the crowd cheered you on suggesting you fight in the Champion's Belt games in a few weeks. Finding Eligos proved easy as you met doomsayers en route and explained how you had come to be there. Eligos seemed interested and concerned and suggested lodgings in the "Crooked House Inn" while he consulted his books. The party explored, some heading to the impressive pyramid of mages, Goat seeing the huge arena and meeting the imposing Lord Loris Raknian who invited him to fight in the arena. After shopping the party reconvened in the Crooked House inn when a pair of look-alike Mirrana and Hal's walked in and stabbed poor Tarquin the owner - neither lasts long in the combat backed by Claire's power and the the faces of Mirriana (who killed herself!) and Hal fade to weird blank faced grey dopplegangers, one carrying a key with an octopus design. Saving Tarquin he points them towards the "Sodden Hold" a long abandoned warehouse near the river docks. The warehouse is easy to find but inside the boxes are alive as mimics attack - in the aftermath a frsutrated Claire leaves the party to continue making sure to hand over the Talisman of the Sphere to Mirriana for safe keeping. Further in the warehouse they find some prisoners in cells, but two are tricksy dopplegangers who fight hard until Goat's impressive battlecries and club kill them. Then in the cells they find help and maidens in distress. The wizard is called Merrick who seeks too help you fight the cult of shapechangers that have caged him whilst the woman is a Snow Elf noble. Sadly Brave Halsephaeus also takes his leave mere minutes after Claire. Continuing to explore they headed through a destroyed and broken flooded storeroom fighting invisible stalkers before finding an elevator down to a water filled underground maze. In the maze they discovered the doppleganger lair! Although first they had to get past the pet giant octopus. With Elithas's acidic song helping they defeat it and move into the strange maze. Spiked pit traps, dopplegangers posing as orphaned children, and a roomfull of mirrors bar their way but with swords and music they chop their way through. Mirriana smashing all of the mirrors guaranteeing a century of bad luck but revealing the heart of the doppleganger lair and a strange symbol on the iron door.
    In heart of the lair the greater doppleganger lord disguised as Allustan stood but the mirror beyond revealed its true alien nature before Lan's trident smashed the priceless magical artifact. Other lesser cult followers joined the battle and the battle was fierce but eventually the heroes prevail and the cult is destroyed. However in the looting, clues lead to a power beyond the cult hidden in the sewers of the city. The clues lead to a series of fungus filled purple glowing grottoes and mind thrall drow and a naga that the party handily chop through and reach the heart of the cult - an alien lair of ogranic rock and stone carved by none other than an illithid. The first room contains a strange and hostile stone brain but as Mirriana shields herself from psionic influence she uses her power of the sword to shatter it into stone chunks. More strange alien rooms have a lab with a tank filled a weird clawed octopoid creature and the Mindflayer master's treasure trove of arcane curios guarded by a vrock demon. The mindlfayer speaks to them all then, introducing himself as Zyrxog and his wish to kill them all!
    The battle in its temple is fierce as the beast is both a mind flayer and powerful sorcerer and guarded strange organic/metallic constructs - one a squidllike beast, the other a 4 armed mantic like beast. THe battle costs much and at the end with the flaming magics fading sadly both Julienne and her archer friend Ellithas lie dead, bodies burnt beyond recognition and Talsien's mind forever effected by the cloynig alien touch of the Mindflayer. As they loot the mind flayer's secret lab, a note is discivered suggesting that the plot againt them may run deeper than they thought! And in a secret diary clues about the plots of Kyuss once mre and a vile artifact know as the apostolic scrolls.

    "Zyrxog,
    I have a problem. You with your particular skills could handle it. There are some adventurers new in town that have disrupted some of my "business partner's" interests further East. They are a goliath named "Goat", a human woman named Mirriana Conlon, a halfling vagabond name Lan, a savage looking creature called Talsien and an elven noble called Halsephalus. Please kill them for me. If you can do so I'll give you an extra 5% on our transaction.

    - Lord "R"



    Chapter 5. The Champion's Belt

    In the aftermath of their victory against the mindflayer the party are hollow after the death of the bard and leaving of both Claire and Halsephus. Although Goat is inspired by news of the upcoming CHampion's Games at the Grand Arena where a Lord Raknian invites him to compete. Fate judges that a good idea as Eligos the Sage invites the party to see him. The days exporing Greyhawk are good for most even as Mirriana struggles with her loss. Goat focuses on the excitment of the games even seeing the trio of adventurers - Auric, Khellek and Tianna that they first saw weeks before in Diamond Lake epxloring Cairns, but legendary as The Leatherworks" and the previous arena champions. In a quiet Temple Mirriana also meets a mysterious women named Celeste that piques her interest. Later taht evening at Eligos's house they meet the mysterious Celeste again and the sage explains his fears about the artifacts they had brought to the city. THe worm a "kyuss" worm and his worries that if the Ebon Triad is on the move and allied with the minor cult of Kyuss that something dark could be afoot. Particularly with "Lord R" acquiring a copy of the diabolical Apsotolic Scrolls! The sage has discovered much and explains that Raknian was once a champion now fallen from favour but runs the game. Aquantances such as Theldrik and Garras (the Priests of Hextor under the DIamond Lake mines) suggests a dark hear and the scrolls could allow one to summon a creature of evil and drown the Free City in undead and death. At this point Eligos asks the party if they could enter the games to try and find the scroll and stop Raknian plans.


    TBC page 40 IC2



    Player Character Race Class XP Init HPs AC (base) FF, Touch Saves (base) Perception
    RCGothic Mirrianna Human Cleric/ Crusader/Ruby Knight Mystara TBD +5 ~78 26 FF 25 T 16 +9/4/11 +4
    Redzimmer Merrick Human wizard/binder/anima mage TBD +1 ~33 19 FF 18 T 12 +7/9/11 +2
    Starbin Landhal Tundra Halving Scout/shooting star ranger TBD +5 78 20 FF 20 T 15 +10/13/7 +16
    DrK Zarina Human melee/wizard/gish TBD +2 94 19 FF 17 T 12 +10/9/7 -2
    Ghoostfot Elkist Talphrin Half Drow Paladin / Spirit shaman TBD +2 22 22 FF 22 T 10 +15/11/14 +9

    The fallen/Lost
    Bernard the changeling rogue
    Leila the mage

    Claire
    Halsaphus v.2
    Julienne and Elithas
    Kavuloia the Mighty Cleric of Kavaki
    Talsien "mind talker" and warshaper
    Navarra

    Diamond Lake

    Spoiler
    Show




    @ Players
    - Please post your background and a link to your PC in your first post and choose a colour. I need a linke to Talsiern's sheet the one I have doesn't work.
    - Please let all players post before the chatting starts (so all the payers are on the 1st page! )


    The tale so far....
    IC thread 1
    IC thread 2
    IC thread 3


    The ramblings....
    OOC thread 1
    OOC thread 2
    OOC thread 3
    OOC Thread 4
    OOC Thread 5

    Old Recruitment... (we keep losing arcane casters!)
    Level 8 (possibly no selection)
    Level 6 re-recruitment (Julienne/Elithas)
    Skill monkey wanted (Lan)
    Arcanist wanted (Claire)

    Birthdays
    Goat: Sunday the 23rd of Goodmonth
    Hal: Starday the 15th of Coldeven
    Tal: Godsday the 11th of Harvester
    Mir: Earthday the 20th of Patchwall
    Lan: Freeday the 7th of Growfest
    Zarina: Starday the 3rd Coldeven

    Equivalent:
    Goat: August 29th
    Hal: March 20th
    Tal: September 14th
    Mir: October 28th
    Lan: April 8th
    Zarina: March 3rd

    Spoiler: Free City of Greyhawk
    Show



    Spoiler: Map Key
    Show

    The Grand Citadel

    GC1 The Grand Citadelís Wall and Towers
    GC2 Battle Gate and Gate House
    GC3 The Great Blockhouse
    GC4 Half Circle Wall
    GC5 Prison Blockhouse
    GC6 The Redoubt
    GC7 Stables
    GC8 Courtyard

    City Gates

    CG1 Highway Gate
    CG2 Marsh Gate
    CG3 Cargo Gate
    CG4 St.Cuthbert's Gate
    CG5 Wharfgate
    CG6 Duke's Gate
    CG7 Druid's Gate
    CG8 Black Gate
    CG9 Garden Gate

    Artisansí Quarter

    A1 Guildhall of Architects &Stonemasons
    A2 Metalsmiths' Hall
    A3 Artisans' Quarter City Watch Station
    A4 Carpenters' Guildhall
    A5 Performing Artistes' Guildhall
    A6 Guildhall of Leatherworkers, Weavers &Tailors
    A7 Fruit of the Mill
    A8 New City Fountains
    A9 Guildstation of the Nightwatchmen
    A10 Grand Tent
    A11 Halmaster's Hall
    A12 The Fat of the Hog
    A13 Laborers' Union Hall
    A14 Eridok's Expedition Provisions
    A15 Maldin and Elenderi's Shop
    A16 Residence - Dorshak Krane
    A17 Darred Hebbren's tower
    A18 The Wild Goose
    A19 The Broken Staff
    A20 The Nine of Swords
    A23 Able Carters Coaching House

    Clerkburg

    C1a Grey College - Hall of the Dean
    C1b Grey College - College Hall
    C1c Grey College - Timber Hall
    C1d Grey College - Iolavai House
    C2 The Great Library of Greyhawk
    C3 The Old Mill
    C4 The Black Dragon Inn
    C5 Jewelers' &Gemcutters' Guildhall
    C6 University of Magical Arts
    C7 The City Mint
    C8 New Mill College
    C9 The Bardschool
    C10 Bridge of Entwined Hearts
    C11 The Savant Tavern
    C12 Free City Arena
    C13 Clerkburg City Watch Station
    C14 The Roc &Oliphant Tavern
    C15 University of the Flanaess
    C16 Guild Station of the Nightwatchmen
    C17 The School of Clerkship
    C18 Gnarleyhouse
    C19a Students' Quarter residences
    C19b Students' Quarter residences
    C19c Students' Quarter residences
    C19d Students' Quarter residences
    C19e Students' Quarter residences
    C20 Guildhall of Lawyers and Scribes
    C21 Temple of Celestian
    C22 Boardinghouse - room of Talasek Thraydin
    C23 Residence - Derider Fanshen
    C24 Residence - Elraniel Tasmarien
    C25 Temple of Boccob
    C26 Residence - sage

    Foreign Quarter

    F1 Mercenaries' Guildhall
    F2 Silver Dragon Inn
    F3 Sages' Guildhall
    F4 Blue Dragon Inn
    F5 Ahlissan Merchants' Headquarters
    F6 Moneychangers' and Pawnbrokers' Guildhall
    F7 City Workhouse
    F8 The Pit
    F9 Cartographers' Guildhall
    F10 Foreign Quarter City Watch Station
    F11 Translators' Guildhall
    F12 Red Serpent Restaurant
    F13 Guildstation of the Nightwatchmen
    F14 Burrow Heights
    F15 Nyrondese Traders' Hall
    F16 Little Ket
    F17 Temple of Rao
    F18 The Silver Garter
    F19 Temple of Trithereon
    F20 Fallen Mage Townhouse
    F21 The Whistling Fish
    F22 Residence - Gruenab
    F23 Abandoned Bathhouse
    F24 Residence - Kardis the Sage
    F25 Residence - Sir Lemajen Sterrich
    F26 Porbell's Pawnshop
    F27 Residence - Kelas Arnad
    F28 The Grey Tower of Loz Toron
    F29 Residence - Harm Bumastus
    F30 Warehouse of Morton Hammel

    Garden Quarter

    G1 City Botanical Gardens &Well
    G2 Otto's Residence
    G3 The Nymph and Satyr Inn
    G4 Sacred Temple of St.Cuthbert
    G5 High Tower Tavern &Hostelry
    G6 Star of Celene Inn
    G7 Garden Quarter City Watch Station
    G8 Gold Dragon Inn
    G9 The Grand Theatre
    G10 Temple of Pelor
    G11 The Golden Phoenix
    G12 Temple of Zilchus
    G13 Chapel of Fharlanghn
    G14 Sanctum of Heironeous
    G15 Residence - Adarian Herbifrage, Sage
    G16 Temple of Istus
    G17 Residence - Judge Porthos
    G18 Residence - Kiri &Marie
    G19 Residence - Barlo Millrose
    G20 Residence - Aestrella Shanfarel
    G21 Residence - Phillidor
    G22 Embassy of Furyondy
    G23 Patrician's Club
    G24 Lord Silverfox's Manor
    G25 Royal Opera House

    High Quarter

    H1 Embassy of the Duchy of Urnst
    H2 Lord Henway's Menagerie
    H2a Henway Family Manor
    H2b Grey Manor
    H2c The Aviary
    H3 Wheel of Gold Gambling House
    H4a Embassy Circle Manor
    H4b Embassy Circle manor
    H4c Embassy Circle manor
    H4d Embassy Circle manor
    H4e Embassy Circle manor
    H4f Embassy Circle manor
    H5 The Lord's Tomb
    H6 Residence of Fioranna Aielestriel
    H7 City Guard Barracks
    H8 Nightwatchmen's Guildstation
    H9 Courts of Justice
    H10 City Gaol
    H11 Diplomatic Residence
    H12 Residence - Stivak Dorbreddin
    H13 Wizards' Guildhall
    H14 Lord Mayor's Palace
    H15 Residence - Org Nenshen
    H16 Residence - Jallarzi Sallavarian
    H17 Residence - Glodreddi Bakkanin
    H18 The Tomb
    H19 Bluto House

    Outskirts

    O1 City Cemetary
    O2 Lord Wheatsmill's Manor
    O3 City Slaughterhouse
    O4a Caravan Park
    O4b Caravan Park
    O5 Merchants' and Traders' Guild Livery
    O6 Millstream Effluent
    O7 Stone Ring
    O8 Lord Wainwright's Manor
    O9 Grey College Observatory
    O10a Caravan Warehouse
    O10b Caravan Warehouse
    O10c Caravan Warehouse

    River Quarter

    R1 River Quarter City Watch Station
    R2 The Green Dragon Inn
    R3 Low Seas Tavern
    R4 The Wizard's Hat Inn
    R5 Guildstation of the Nightwatchmen
    R6 Tarnek McGloogan's Warehouse
    R7 The River Rat
    R8 Temple of Pholtus
    R9 Gobayuik's Undertakers
    R10 West City Warehouse
    R11 Barge Inn
    R12 The Dogtail Inn
    R13 The Maned Lady
    R14 The Sea Willow
    R15 Abandoned house

    Slum Quarter

    S1 World's End Tavern
    S2 False Duke's Stables
    S3 Beggars' Union Guildhall
    S4 Temple of Ralishaz
    S5 Assassins' Guildhall
    S6 Garraldson's Locksmithy
    S7 Dragon Turtle Tavern
    S8 Left Hand Inn
    S9 Fedroot's Daggerarium
    S10 Old City Well
    S11 Chapel of Ulaa
    S12 Flophouse

    Shacktown

    ST1 Shrine of StCuthbert
    ST2 Sawmill

    Thievesí Quarter

    T1 Turin's Servant Agency
    T2 Whitehorse Inn
    T3 Old City Watch Station
    T4 Merchants' and Traders' Union
    T5 Madame Serena's Fortunetelling
    T6 White Dragon Inn
    T7 Guildstation of the Nightwatchmen
    T8 Gold Digger Tavern
    T9 Brass Dragon Inn
    T10 Chapel of Olidammara
    T11 Shrine of Beory
    T12 City Orphanage
    T13 Public Bathhouse
    T14 Fischer's Locksmithy
    T15 Common Crypt
    T16 Millrose Brewery
    T17 Madame Zaccaruso's Rooms for Rent
    T18 The Cindered Augur
    T19 Nyrondal House
    T20 Halfhock's Pawnshop
    T21 Old City Great Hall (Thieves' Guild)
    T22 Phoenix Boarding House
    T23 City Depot
    T24 Hariad's Jewelry
    T25 The Hanged Man Inn
    T26 Esteemed Chapel of Norebo
    T27 Vesper's Pawnshop
    T28 Mama Esther's
    T29 Odd House
    T30 Fish Processing Warehouse
    T31 Mill/Grain Warehouse
    T32 Produce Warehouse
    T33 abandoned warehouse
    T34 abandoned residence
    T35 Great Burn Court

    Wharves

    W1 Temple of Xerbo and Osprem
    W2a Office of the Cargo Inspectorate &Warehouse
    W2b Office of the Cargo Inspectorate &Warehouse
    W2c Office of the Cargo Inspectorate &Warehouse
    W2d Office of the Cargo Inspectorate &Warehouse
    W3 Dockers' and Wharfmen's Union Hall
    W4 Pilots' &Seamen's Guildhall
    W5 Wharves City Watch Station
    W6 City Warehouse
    W7 The Free Traders office &warehouse
    W8 Temple of Procan
    W9 Eridok's Warehouse (see A14)
    W10 Snagtooth Shipbuilding
    W11 Residence - Fionor Clawhand
    W12 Alliance of Tenha Workers'
    W13 Abandoned smuggler's warehouse

    Last edited by DrK; 2018-09-15 at 01:57 AM.
    Thanks to Emperor Ing for the nice Avatar

  2. - Top - End - #2
    Titan in the Playground
     
    ClericGuy

    Join Date
    May 2011
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    In it to win it!

    Landahl Snowstrider
    Spoiler: Crunch
    Show
    Tundra halfling Mystic Ranger (Shooting Star) / Scout
    Level 8/4, Init +6, HP 78, Speed 30ft
    AC 21, Touch 16, Flat-footed 16
    Fort +11, Ref +15, Will +8; BAB +11/+6/+1
    Abilities Str 12 Dex 20 Con 12 Int 13 Wis 14 Cha 8
    Racial Abilities +2 Dex, -2 Str; Small (+1 attack, +1 AC, +4 Hide, 1/2 wt equipment, 3/4 carrying); 20ft move; +2 Jump/Listen/Move Silent/Survival; +1 all saves [racial]; +2 save vs fear; +1 attack w/thrown weapons
    Feats Point Blank Range (+1 attack/damage w/in 30 ft); Tactile Trapsmith (Use Dex mod for DD & Search); Precise Shot (No penalties shooting into melee); Swift Hunter (Classes stack for FE and Skirmish); Improved Skirmish (+2d6 damage/+2 AC w/20' move); Travel Devotion (1/day, gain swift action per round - 1 min); Extra Favored Enemy (Constructs +2)
    Class abilities Skirmish (+3d6 dam, +3 AC w/10ft move; +5d6 dam, +5 AC w/20ft move); Trapfinding (detect DC20/magical traps); FE: Arcane Hunter (+2 att/dam/skills); Undead (+4 att/dam/skills); Constructs (+2 att/dam/skills); Wild Empathy (+4 Dip vs animals); Track (+14); CS: Rapid Shot (gain 1 extra shot, -2 to all shots); Battle Fortitude (+1 Fort/Init); Uncanny Dodge (can't be flatfooted); Fast movement (+10ft); Trackless Step (doesn't leave tracks); Bonus Feat; Weavespeak (1/day, sending to Mystra divine class); Bonus spells (1st, 2nd); Improve Spellcasting (CL 6); CS: Manyshot (2 shots w/standard action)
    *FE: vs Bluff, Sense Motive, Listen, Spot, weapon damage
    Skills Hide (9) +19; Move Silently (12) +19; Search (12) +17; Spot (12) +16; Listen (12) +16; Disable Devices (12) +17; Tumble (15) +22; Survival (7) +13; KS: Nature (7) +10; KS: Geography (6) +7; Jump (5) +10; Climb (3) +4; Balance (3) +10; ; KS: Dugeoneering (1) +2; KS: Arcana (2) +3; Sense motive (1) +3
    Flaws Murky-eyed
    Languages Common, Halfling, Dwarf
    Favored Class: Ranger
    Weapon Att Dam Size Crit Range Wt Type Notes
    MW composite longbow +18/+13/+8 1d6+1 Ranged x3/20 110ft 2 P MW, Str +1
    Short Sword +1 +14/+9/+4 1d4+2 Light x4/19-20 - 1 S Kaorti resin shadow hand
    +1 trident +10/+5/+0 1d6+2 1-hand x2/20 10 2 P +19/+14/+9 when thrown, returns
    +1 Javelins of force +19/+14/+9 1d4+2 Ranged x2/20 30 1ea P +10/+5/+0 in melee, force
    Armor Type AC Dex Pen Spell fail Speed Weight Notes
    +1 mithral shirt Light +5 +6 -0 10% 30ft 5 MW, magic
    Equipment pack; bedroll; winter blanket; map case; 5x fish hooks; 2x flint & steel; 20x chalk; mug; silk rope; signal whistle; water skin; whetstone; 10x tindertwig; ice chalk; insulating gel; furs; mw thieves tools; 20x silver arrows; 10x adamantine arrows; 30x cold iron arrows; 4x nets
    Magic items efficient quiver, +1 mithral shirt, everburning torch, +1 returning trident, darkweave adventurer's outfit, ring of the darkhidden (invisible to dark vision); scout's headband (+2 Spot; 3 charges/day - 1=Darkvision 1hr; 2=see invisible 10min; 3=true seeing 1min); darkweave vest of resistance +1 (+1 saves, +1 [circ] hide in shadows); gloves of endless javelins; Truedeath crystal (+1d6 vs undead, ghost touch); Lifekeeping crystal (+3 [comp] vs energy drain/inflict/death effects); Quicksilver boots (2/day move full speed as swift; over liquids, gain conceal vs AOOs); Horizon Walker chronocharm (2/day, move 1/2 speed as swift; no AOOs); Laughing Rogue chronocharm (1/day reroll disable device check), 3x alchemists fire; 1x CSW potion (5th); 1x CMW potion; Darkness domain draught (Gain domain powers for 24 hours, with spells)
    Money179gp, 5cp

    Spoiler: Fluff
    Show
    Spoiler: Description
    Show
    Landahl Snowstrider is tall for his kind and possessed of the lean ruggedness that most of the halflings of his tribe displayed ... although it may seem different to those used to a more happy-go-lucky type of halfling. His shoulder-length black hair is usually tied into a tail, with wisps usually slipping free around his face periodically. His eyes are like chips of blue ice - hard and piercing. He favors long sleeves and pants, used to the cold weather of his homeland. However, underneath his clothes, his upper torso is covered with tattooes, each marking specific accomplishments he achieved through his tribe.

    He tries to keep all of his gear with him, never knowing when he'll need something ... or when he'll have to move out. Most of his possessions are in his pack, which he'll set aside during battle, if necessary. One of his prized gifts is a plain-looking quiver that was magically enhanced to store extra equipment, ensuring that he rarely is without his bow ... or the right arrow for the job.

    Across his back, he carries a blade almost as long as he is, the hilt wrapped in white fur and sinew. He wears a dual-sided cloak, suitable for stealthy travel during the day or night. In general, Landahl appears to be ready for whatever the world can, and will, throw at him.

    Spoiler: Personality
    Show
    Landahl is not a particularly outgoing, personable individual. The Abbor Alz do not lend themselves to happy-go-lucky individuals, and years of fighting giants has taken its toll on the scout.

    However, he is not introverted, nor mute - he simply lacks the patience for idle chatter and half-hearted pleasantries. He speaks his mind bluntly, and often will engage in meaningful discussions with his companions. Just do not expect gossip, or idle speculation about the weather ... he'll clearly let you know when a storm is coming.

    Spoiler: Background
    Show
    Lan grew up in Diamond Lake, along with the others. But after the horrors he and his friends experienced in the mines, he left after a few months, wanderin to the east. He found a new home in the Abbor Alz mountains - it was harsh, severe, and deadly, but it became home. In such a hellish environment, few would ever see the cold beauty of the first sunrise after a snowfall, nature's crisp blanket of snow untouched by mortals. Nor would they last long enough to witness a summer sunset on the Long Lake, the last rays of the day sparkling like diamonds on the still mountain waters. Yes, the land was dangerous, and not for the faint of heart; but with time and experience, one learned to avoid most of them.

    Landahal Snowstrider learned quickly to survive; but it was a lonely life, with few to share it with. He found meager work as a tracker, scout and guide ... when adventures or merchants had need of a skilled man they called upon him ... as they did during his last trip into the mountains.


    Lan watched the group of hobgolins for a few more moments before melting back into the early morning shadows. Sniffing the air, feeling the crunch of the snow, he shook his head. While the sky was clear now, a storm was coming soon ... and in the Peaks, that meant trouble. However, there was nothing he could do about it, so he headed back to his own camp as quickly as he could. It took him a little over half an hour to return to his companions. "Looks like they've linked up with another group. Now there's ten hobs, six asleep, four on guard duty. Something big in the center, but couldn't see it ... just hot breath. No signs of prisoners, unless they're in that pile."

    The huge half-giant fingered his axe, grinning in anticipation. The holy warrior nodded as he stood and pulled forth a large, glittering curved blade. "Let's take it to them while we have the advantage of daylight." The twin snow elves, one an archer and the other a bladeswoman, looked at each other and shrugged. The final member of the group was somewhat of a contradiction in terms - a glacier dwarf fire mage. He started chanting, encasing himself in a semi-transparent suit of banded armor, and waved to the others to move out.

    Lan cleared his throat with a growl. "Hold yer arses a minute! I'm all for ambushing this lot, but give me a little more time and I can learn some more about our victimes, and avoid any surprises."

    The champion pondered for a moment, then looked at the half-giant who looked about to burst. Gazing at the sun, he shook his head. "No. The risk is too great to wait. We must attack before they decide to kill the prisoners."

    With a grunt of exasperation, Lan shook his head, pausing for a long moment before he finally motioned for the others to follow. He muttered to himself that something felt wrong, but he wasn't going to undermine Daltaan. Besides, there was always a chance that the champion was correct, and Lan was wrong.

    Yeah, right.


    Lan ran through the trees, his breathing like the huffing of a dire lion, loud and harsh to his own ears. He kept glancing back past the lumbering dwarven mage, trying to spot the flying magi. Of course, their pursuer could turn invisible, so his efforts were probably wasted. The ambush had started out well enough, with four of the hobgoblins falling quickly to the group. However, when the 'leader' cast off his disguise and turned out to be an ogre mage, things took a turn for the worse. It had gutted the barbarian and ripped one of the twins apart with barely any effort. To his credit, Daltaan called for the others to retreat while he took rear guard ... but the triumphant roar echoing across the valley mere moments later didn't bode well for his survival. Borgrim had made it out, but between a dwarf and a halfling, there was little chance they could outrun their pursuit ... it just meant they would die tired.

    As they passed a large outcropping, covered in snow and ice, he slowed down and held his hand up, signalling to Borgrim to stop. Sniffing the air and looking around, he studied the outcropping a bit more. After a moment, he could see an opening in the rocks, hidden from the casual glance. But something else, near the entrance, caught his attention, too, and he smiled. Grabbing a branch, he motioned Borgrim closer and started to whisper as he worked on their tracks. The ogre moved forward, now visible, as the three remaining hobgoblins trailing behind. The group approached the outcropping and would have passed it, but something drew the ogre mage's attention. Looking down, he saw the tracks of his prey continuing on past the rocks, but something had disturbed the snow heading to the outcropping. Staring for a moment, the ogre snarled as he saw the faint lines of magic in the same direction, confident they had reached the endgame. "Poor, poor, half-men ... trying so hard to hide. Do you think I am a fool? Do you think me STUPID?"

    His voice rose to a roar, but a moment later, he disappeared from sight and flew towards the now visible opening in the outcropping. Landing lightly near the entrance, he peered in carefully, looking for the halfling and dwarf. Suddenly, a huge hand reached up from the snow and grabbed his foot. Startled, he glanced down to see a body, preserved in ice, holding onto his leg. As he stumbled back, the thing rose from the ground, standing at least as tall as the ogre mage. One-on-one, he would have easily escaped the creature, blasted it to bits with his magic. But when the second entombed body rose up behind the monster, the ogre magi was pulled down into the hardened ice, kicking and screaming in rage the entire way.

    It was an easy thing for Lan and Borgrim to finish off the fleeing hobgoblins, and return to their camp to recover the artifact they had been searching for. Ironically, despite Daltaan's concerns, the two found no survivors to save - all the signs suggested they have been eaten long before.



    Lan and Borgrim returned to town once the quest was done. They worked together for a bit, but when the threat of the giants arose, Borgrim returned to his people to bring word and aid back. Lan decided he had enough of the mountains for a bit, and a yearning came to return home, and face the demons that had driven him away in the first place. Thus it was that Landahl Snowstrider returned to Diamond Lake, wondering what he would find in the small lake town ...
    Last edited by Starbin; 2018-07-24 at 11:24 PM.
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  3. - Top - End - #3
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    Mirriana Conlan
    F LN Human Cleric8 / Crusader1 / RKV2 Level 11 (CL11)

    Spoiler
    Show
    Init 5, HP 35/78, DR -, Speed 40L/30M/30*H
    AC 26, Touch 16, Flat-footed 25, Fort 9, Ref 4, Will 10, Base Attack Bonus +9/+4, Action Points 0/
    Lesser truedeath +1d6 vs Undead, Ghost Touch +1 Longsword +1M (1d8+4, 19-20/x2)
    Shield Bash +0M (1d4+3, x2)
    Masterwork Composite (3) Longbow (40) +1R (1d8+3, x3)
    +1 Full Plate, +2, Shield Specialization +2 Heavy Steel Shield (+9 Armor, +5 Shield, +1 Dex, +1 Natural)
    Abilities Str 16, Dex 12, Con 14, Int 12, Wis 17, Cha 10

  4. - Top - End - #4
    Firbolg in the Playground
     
    redzimmer's Avatar

    Join Date
    Sep 2007
    Location
    Vancouver, BC
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    And still standing, despite all his best efforts

    Merrick O'Fey
    Male N Human (Onnwal) Wizard/Binder/Anima Mage, Level 3/1/7, Init 3, HP 32/32, Speed 30
    AC 23, Touch 14, Flat-footed 22, Fort 7, Ref 9, Will 11, Base Attack Bonus 4
    Quarterstaff +5 (1d6, x2)
    Ranged Touch Spell +6 (-, x2)
    25% chance to avoid critical hits or sneak attack damage Twilight Mithral Chain Shirt of Light Fortification +1 (+5 Armor, +4 Shield, +1 Dex, +3 Misc)
    Abilities Str 10, Dex 13, Con 11, Int 17, Wis 10, Cha 14
    Condition Acererak Bad Pact
    Balam Good Pact
    Shield (Negates magic missile attacks) 8 minutes
    Spellbook:
    0- All
    1- Lesser Orb of Sound, Lesser Orb of Electricity, Shield, Charm Person, Protection From Evil, Ray of Flame, Wall of Smoke, Magic Missile, Color Spray, Sticky Floor, Feather Fall
    2- Protection From Arrows, Resist Energy, Web, Invisibility, Knock, Spider Climb, Gust of Wind, Baleful Transposition
    3- Heroism, Halt Undead, Prismatic Mist, Clairaudience/Clairvoyance, Greater Mage Armor, Haste, Hold Person, Fireball, Greater Mighty Wallop, Mass Snakes Swiftness, Protection From Energy, Evard's Menacing Tentacles, Fly, Displacement, Dispel Magic
    4-Charm Monster, Dimension Door, Mass Resist Energy, Otiluke's Resilient Sphere, Evard's Black Tentacles, Greater Invisibility, Stoneskin
    5-Dismissal, Break Enchantment, Teleport, Overland Flight, Hold Monster, Wall of Stone, Shadow Evocation
    Born Freeday, the 14th of Readying.
    Last edited by redzimmer; 2017-10-12 at 06:03 PM.
    Merrick O' Fey sketch by Craysion

    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. Please contribute!

  5. - Top - End - #5
    Titan in the Playground
     
    ClericGuy

    Join Date
    May 2011
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    So no save and Spot 25 wonít catch anything ... Lan continues to be the worst scout. Ever!
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  6. - Top - End - #6
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Quote Originally Posted by Starbin View Post
    So no save and Spot 25 wonít catch anything ... Lan continues to be the worst scout. Ever!
    DC32 was that one. Traps are tricky!
    Thanks to Emperor Ing for the nice Avatar

  7. - Top - End - #7
    Firbolg in the Playground
     
    redzimmer's Avatar

    Join Date
    Sep 2007
    Location
    Vancouver, BC
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Suddenly a gaze attack of cold is a good thing.

    What?!

    I said "suddenly a gaze attack..."

    My face is cracked? Hey, up yours, buddy!
    Merrick O' Fey sketch by Craysion

    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. Please contribute!

  8. - Top - End - #8
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    I'm composing a post, but it has a recitation in it and I'm trying not to disappoint.

  9. - Top - End - #9
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Quote Originally Posted by RCgothic View Post
    I'm composing a post, but it has a recitation in it and I'm trying not to disappoint.
    We shall wait with baited breath. THe recitations are normally very good! If its a passive buff like that I'll advance the bad guys tomrorow regardless.

    @ Starbin

    Elemental is an elemenatal
    THe Salamander is a Evil/Lawful oustider with arcane SPA's

    Speaking of that
    Zarina Know Devotion
    Know (planes) (1d20+22)[39]
    Know (nature) (1d20+21)[33]
    Thanks to Emperor Ing for the nice Avatar

  10. - Top - End - #10
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    Sorry for the delay. Forum ate a post and I've been ill today. Will try and sort a post out tomorrow morning UK time.
    Last edited by RCgothic; 2017-10-15 at 04:55 PM.

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

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    Manoeuvres (9d5)[5][3][1][4][4][1][5][1][4](28)

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

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    Reflex (1d20+7)[25]

    Both actual attacks are a miss. Glad I got that spell up in time!

  13. - Top - End - #13
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Quote Originally Posted by RCgothic View Post
    Sorry for the delay. Forum ate a post and I've been ill today. Will try and sort a post out tomorrow morning UK time.
    Unlucky on the illness. I liked the recitation post! Thanks
    If in doubt always use the spell compendium version.

    Quote Originally Posted by RCgothic View Post
    Reflex [roll0]

    Both actual attacks are a miss. Glad I got that spell up in time!
    Good stuff for Mirriana! No baking for her.
    Thanks to Emperor Ing for the nice Avatar

  14. - Top - End - #14
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    Just a shame I didn't WRT Merrick to before the bad guys like I was strongly inclined to do! Mirriana would have taken no damage at all!

    And thanks. The are a few things I aim for in a recitation:
    1) Try and squeeze in some cultural references from the real world. In this case Tenacious D and the Lord of Balrogs.
    2) Relevant Foes.
    3) That are defeated by knowledge or magic.
    4) The hero of the passage gets maimed or killed horribly.

  15. - Top - End - #15
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Quote Originally Posted by RCgothic View Post
    Just a shame I didn't WRT Merrick to before the bad guys like I was strongly inclined to do! Mirriana would have taken no damage at all!

    And thanks. The are a few things I aim for in a recitation:
    1) Try and squeeze in some cultural references from the real world. In this case Tenacious D and the Lord of Balrogs.
    2) Relevant Foes.
    3) That are defeated by knowledge or magic.
    4) The hero of the passage gets maimed or killed horribly.
    All solid themes for a recitation!

    Zarina refkex (1d20+11)[24]
    Thanks to Emperor Ing for the nice Avatar

  16. - Top - End - #16
    Firbolg in the Playground
     
    redzimmer's Avatar

    Join Date
    Sep 2007
    Location
    Vancouver, BC
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Reflex (1d20+9)[24] vs DC 18

    Balam re-roll (only if I fail the first time) (1d20+9)[16] vs DC 18

    I have never been clear on Concentration checks. Do I need to do one if I cast the spell after I've been damaged?
    Last edited by redzimmer; 2017-10-16 at 05:08 PM.
    Merrick O' Fey sketch by Craysion

    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. Please contribute!

  17. - Top - End - #17
    Titan in the Playground
     
    ClericGuy

    Join Date
    May 2011
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Ref vs 18 - (1d20+15)[25] Hoping for the best
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  18. - Top - End - #18
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    Quote Originally Posted by redzimmer View Post
    Reflex [roll0] vs DC 18

    Balam re-roll (only if I fail the first time) [roll1] vs DC 18

    I have never been clear on Concentration checks. Do I need to do one if I cast the spell after I've been damaged?
    No, only if you're damaged whilst casting. It mosty comes up with casting times longer than a full round, AoOs or readied actions.

  19. - Top - End - #19
    Firbolg in the Playground
     
    redzimmer's Avatar

    Join Date
    Sep 2007
    Location
    Vancouver, BC
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Good. Because I don't think I can make a 46 or a 23 on a Concentration roll.
    Merrick O' Fey sketch by Craysion

    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. Please contribute!

  20. - Top - End - #20
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    I think we missed Stegyr's turn last round. We got three posts, but Merrick posted early.
    Last edited by RCgothic; 2017-10-17 at 08:43 AM.

  21. - Top - End - #21
    Titan in the Playground
     
    ClericGuy

    Join Date
    May 2011
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    True ... and three of us will have to delay until after the enemies if we want to take advantage of haste.
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  22. - Top - End - #22
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    No, Merrick is casting a quickened Haste as well as Protection from energy. That's still part of Merrick's first turn.

  23. - Top - End - #23
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Goes....

    Round 1
    Mir, Lan (both done),Tal (missed so far)
    Fire baddies
    Zarina (to go), Merrick - resist fire and Haste!

    Round 2
    Mir (hasted), Lan (normal), Tal (normal) - all still to go.

    I'll post Zarina and then round 2 Mir and Lan can go. Then Tal can fit in when Stegyre reappears
    Thanks to Emperor Ing for the nice Avatar

  24. - Top - End - #24
    Titan in the Playground
     
    ClericGuy

    Join Date
    May 2011
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Ah .. that makes a bit of a difference. Thanks for the clarification!
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  25. - Top - End - #25
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Quote Originally Posted by Starbin View Post
    Ah .. that makes a bit of a difference. Thanks for the clarification!
    Unlucky on the rolls. Something's never change!

    Just waiting on Mirriana and Tal (although he's not posted anywhere for a couple of weeks)
    Thanks to Emperor Ing for the nice Avatar

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

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    I was going to WRT Tal. I don't think we're going to win this fight without him so it's worth waiting. He had been online - needs a private message perhaps?

  27. - Top - End - #27
    Titan in the Playground
    Join Date
    Jul 2011
    Location
    UK
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Quote Originally Posted by RCgothic View Post
    I was going to WRT Tal. I don't think we're going to win this fight without him so it's worth waiting. He had been online - needs a private message perhaps?
    Post your action Inc. the WRT, I'll NPC Tal later today and send him a PM
    Thanks to Emperor Ing for the nice Avatar

  28. - Top - End - #28
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    Sorry for the delay. Found myself in one of the central England's few remaining notspots for a few days. Any response from Stegyre?

  29. - Top - End - #29
    Firbolg in the Playground
     
    redzimmer's Avatar

    Join Date
    Sep 2007
    Location
    Vancouver, BC
    Gender
    Male

    Default Re: DrK's Age of Worms OOC pt6

    Some time has passed. He's not posted for a couple weeks now.
    Merrick O' Fey sketch by Craysion

    Plot Hooks. Campaigns and Encounters - an aid for DMs in a hurry. Please contribute!

  30. - Top - End - #30
    Titan in the Playground
     
    RCgothic's Avatar

    Join Date
    Jun 2011
    Location
    UK

    Default Re: DrK's Age of Worms OOC pt6

    But last activity was yesterday.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •