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  1. - Top - End - #121
    Ogre in the Playground
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    Oct 2017

    Default Re: Savage Age of Worms - Chapter 1

    Abernathy looks at his friends , "I for one, do not like swimming in unknown waters . So let's go back up and see what the other colors will achieve . "

  2. - Top - End - #122
    Bugbear in the Playground
     
    ybn1197's Avatar

    Join Date
    Apr 2005
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    Bawlmer, Md.
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    Default Re: Savage Age of Worms - Chapter 1

    Eldrin

    "I agree. We can always come back if nothing pans out with the other areas."
    Lily: What's happening?
    The Doctor: No idea. Do what I do; hold tight and pretend its a plan.

    Note to all my players and Game Masters: I am not online Fridays after 3:00 pm EST till Mondays around 7:00 am EST.

  3. - Top - End - #123
    Ogre in the Playground
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    Oct 2017

    Default Re: Savage Age of Worms - Chapter 1

    Abernathy heads back up to the main chamber .

  4. - Top - End - #124
    Dwarf in the Playground
     
    Planetar

    Join Date
    Jul 2017

    Default Re: Savage Age of Worms - Chapter 1

    The three of you return back the way you came leaving the dark flooded area alone for now.

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

    Rotating it towards the blue lantern and hallway does nothing.

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

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

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

    What do you do?

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

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

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

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

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


    Spoiler: The Maps
    Show

    Spoiler: The Ground Level
    Show

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


    Spoiler: Below the Yellow Lantern
    Show


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



    Spoiler: The PCs
    Show
    Alessa Lyriaen
    Parry 7, Tough 6(1)
    Wounds 0/3, Fatigue 0/2, Bennies 3
    Agi d8, Smt d4, Spt d8, Str d6, Vig d6

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

    Eldrin Fenwraek
    Parry 4, w/ Staff 5(1), Tough 7(2)
    Wounds 0/3, Fatigue 0/2, Bennies 5
    Agi d6, Smt d8, Spt d10, Str d4, Vig d6

    Spoiler: The Bad Guys
    Show
    GM Bennies = 3
    M=Mook, E=Extra, T=Tough, WC=Wild Card


  5. - Top - End - #125
    Bugbear in the Playground
     
    ybn1197's Avatar

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    Apr 2005
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    Bawlmer, Md.
    Gender
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    Default Re: Savage Age of Worms - Chapter 1

    Once it is back to indigo, Eldrin will visually search the sack and pile of bones before psychically searching the bag.
    Lily: What's happening?
    The Doctor: No idea. Do what I do; hold tight and pretend its a plan.

    Note to all my players and Game Masters: I am not online Fridays after 3:00 pm EST till Mondays around 7:00 am EST.

  6. - Top - End - #126
    Dwarf in the Playground
     
    Planetar

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    Jul 2017

    Default Re: Savage Age of Worms - Chapter 1

    Eldrin checks out the cavity in the stone and can make out some small lumps inside of the sack.
    The skeleton however upon closer inspection is utterly shattered. It is an ancient pile of broken bones.

    Spoiler: OOC
    Show
    Sorry I should’ve given that to you in the original post.

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


    Spoiler: The Maps
    Show

    Spoiler: The Ground Level
    Show

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


    Spoiler: Below the Yellow Lantern
    Show


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



    Spoiler: The PCs
    Show
    Alessa Lyriaen
    Parry 7, Tough 6(1)
    Wounds 0/3, Fatigue 0/2, Bennies 3
    Agi d8, Smt d4, Spt d8, Str d6, Vig d6

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

    Eldrin Fenwraek
    Parry 4, w/ Staff 5(1), Tough 7(2)
    Wounds 0/3, Fatigue 0/2, Bennies 5
    Agi d6, Smt d8, Spt d10, Str d4, Vig d6

    Spoiler: The Bad Guys
    Show
    GM Bennies = 3
    M=Mook, E=Extra, T=Tough, WC=Wild Card


  7. - Top - End - #127
    Ogre in the Playground
    Join Date
    Oct 2017

    Default Re: Savage Age of Worms - Chapter 1

    "Let me climb up the blue chain and have a little looksie, and then I will let you know if we should proceed . " Abernathy says to his friends .

  8. - Top - End - #128
    Dwarf in the Playground
     
    Planetar

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    Default Re: Savage Age of Worms - Chapter 1

    While Eldrin and Alessa wait below, Abernathy climbs the thick chain that the blue lantern hangs from.

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

    It would take you no effort to swing across.

    What do you do?

    Spoiler: The Maps
    Show

    Spoiler: The Ground Level
    Show

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


    Spoiler: Below the Yellow Lantern
    Show


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



    Spoiler: The PCs
    Show
    Alessa Lyriaen
    Parry 7, Tough 6(1)
    Wounds 0/3, Fatigue 0/2, Bennies 3
    Agi d8, Smt d4, Spt d8, Str d6, Vig d6

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

    Eldrin Fenwraek
    Parry 4, w/ Staff 5(1), Tough 7(2)
    Wounds 0/3, Fatigue 0/2, Bennies 5
    Agi d6, Smt d8, Spt d10, Str d4, Vig d6

    Spoiler: The Bad Guys
    Show
    GM Bennies = 3
    M=Mook, E=Extra, T=Tough, WC=Wild Card


  9. - Top - End - #129
    Ogre in the Playground
    Join Date
    Oct 2017

    Default Re: Savage Age of Worms - Chapter 1

    Abernathy swings across to the dark opening. He pulls out his grandfather's dagger . He waits listening for anything coming towards him before telling the others to come up .

  10. - Top - End - #130
    Dwarf in the Playground
     
    Planetar

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    Jul 2017

    Default Re: Savage Age of Worms - Chapter 1

    Quote Originally Posted by gryffydd65 View Post
    Abernathy swings across to the dark opening. He pulls out his grandfather's dagger . He waits listening for anything coming towards him before telling the others to come up .
    Once inside the passage the meager light from the chamber below is gone leaving you standing in darkness. You wait and listen for a moment satisfied with the quiet that nothing is waiting for you.

    ==========

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

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

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


    Spoiler: The Maps
    Show

    Spoiler: The Ground Level
    Show

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


    Spoiler: Below the Yellow Lantern
    Show


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



    Spoiler: The PCs
    Show
    Alessa Lyriaen
    Parry 7, Tough 6(1)
    Wounds 0/3, Fatigue 0/2, Bennies 3
    Agi d8, Smt d4, Spt d8, Str d6, Vig d6

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

    Eldrin Fenwraek
    Parry 4, w/ Staff 5(1), Tough 7(2)
    Wounds 0/3, Fatigue 0/2, Bennies 5
    Agi d6, Smt d8, Spt d10, Str d4, Vig d6

    Spoiler: The Bad Guys
    Show
    GM Bennies = 3
    M=Mook, E=Extra, T=Tough, WC=Wild Card


  11. - Top - End - #131
    Ogre in the Playground
    Join Date
    Oct 2017

    Default Re: Savage Age of Worms - Chapter 1

    Abernathy calls to the others "Come up and bring some light , there is a passage . "

  12. - Top - End - #132
    Bugbear in the Playground
     
    ybn1197's Avatar

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    Apr 2005
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    Bawlmer, Md.
    Gender
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    Default Re: Savage Age of Worms - Chapter 1

    Before proceeding to follow Abernathy, Eldrin attempts to fish the sack out of the cavity.

    Fishing Sack out of Cavity: 1d6o6 9 1d6o6 3
    Lily: What's happening?
    The Doctor: No idea. Do what I do; hold tight and pretend its a plan.

    Note to all my players and Game Masters: I am not online Fridays after 3:00 pm EST till Mondays around 7:00 am EST.

  13. - Top - End - #133
    Dwarf in the Playground
     
    Planetar

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    Jul 2017

    Default Re: Savage Age of Worms - Chapter 1

    Quote Originally Posted by ybn1197 View Post
    Before proceeding to follow Abernathy, Eldrin attempts to fish the sack out of the cavity.

    Fishing Sack out of Cavity: 1d6o6 9 1d6o6 3
    You very deftly remove the sack and hear the jingle of coin as you do so.

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

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

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

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

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

    What do you do?

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

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


    Spoiler: The Maps
    Show

    Spoiler: The Ground Level
    Show

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


    Spoiler: Below the Yellow Lantern
    Show


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



    Spoiler: The PCs
    Show
    Alessa Lyriaen
    Parry 7, Tough 6(1)
    Wounds 0/3, Fatigue 0/2, Bennies 3
    Agi d8, Smt d4, Spt d8, Str d6, Vig d6

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

    Eldrin Fenwraek
    Parry 4, w/ Staff 5(1), Tough 7(2)
    Wounds 0/3, Fatigue 0/2, Bennies 5
    Agi d6, Smt d8, Spt d10, Str d4, Vig d6

    Spoiler: The Bad Guys
    Show
    GM Bennies = 3
    M=Mook, E=Extra, T=Tough, WC=Wild Card

    Last edited by Rowenn552; 2018-03-20 at 05:11 PM.

  14. - Top - End - #134
    Dwarf in the Playground
     
    Planetar

    Join Date
    Jul 2017

    Default Re: Savage Age of Worms - Chapter 1

    @Rosabel,

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

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

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

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

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

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

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

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

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

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

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

    What do you do?

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

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

    Alright folks, take it away!))


    Spoiler: The Maps
    Show

    Spoiler: The Ground Level
    Show

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


    Spoiler: Below the Yellow Lantern
    Show


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



    Spoiler: The PCs
    Show
    Alessa Lyriaen
    Parry 7, Tough 6(1)
    Wounds 0/3, Fatigue 0/2, Bennies 3
    Agi d8, Smt d4, Spt d8, Str d6, Vig d6

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

    Eldrin Fenwraek
    Parry 4, w/ Staff 5(1), Tough 7(2)
    Wounds 0/3, Fatigue 0/2, Bennies 5
    Agi d6, Smt d8, Spt d10, Str d4, Vig d6

    Spoiler: The Bad Guys
    Show
    GM Bennies = 3
    M=Mook, E=Extra, T=Tough, WC=Wild Card

    Last edited by Rowenn552; 2018-03-22 at 10:27 AM.

  15. - Top - End - #135
    Pixie in the Playground
    Join Date
    Mar 2018

    Default Re: Savage Age of Worms - Chapter 1

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

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

    Time to put one foot in front of the next.

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

    Stalking and spying on the adventurers
    1d8o8: 5 [1d8o8=5]
    1d6o6: 2 [1d6o6=2]
    +2 Thief bonus for sneaking, unless that just applies to urban environments.
    Last edited by Aristarkos; 2018-03-22 at 12:12 PM.

  16. - Top - End - #136
    Bugbear in the Playground
     
    ybn1197's Avatar

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    Bawlmer, Md.
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    Default Re: Savage Age of Worms - Chapter 1

    Eldrin explains to the others what he has seen at the end of the hall and that the hall itself extends out to 100 feet. "There is still a bit of hall left," Eldrin says his hand to his chest after the fright he had. "We should explore the purpose of the hall. No one builds a hall that traverses 100' and does nothing else."
    Last edited by ybn1197; 2018-03-23 at 01:41 PM. Reason: Changed color
    Lily: What's happening?
    The Doctor: No idea. Do what I do; hold tight and pretend its a plan.

    Note to all my players and Game Masters: I am not online Fridays after 3:00 pm EST till Mondays around 7:00 am EST.

  17. - Top - End - #137
    Dwarf in the Playground
     
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    Default Re: Savage Age of Worms - Chapter 1

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

  18. - Top - End - #138
    Dwarf in the Playground
     
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    Default Re: Savage Age of Worms - Chapter 1

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

  19. - Top - End - #139
    Ogre in the Playground
    Join Date
    Oct 2017

    Default Re: Savage Age of Worms - Chapter 1

    "You're right, we need to be careful. "Abernathy says as he slowly puts his left hand against the left side of the wall.

    (1d4)[1] notice
    (1d6)[3]

  20. - Top - End - #140
    Dwarf in the Playground
     
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    Default Re: Savage Age of Worms - Chapter 1

    ((OOC: Hope you don’t mind Yb but I’m just going to roll your Notice to keep things moving.

    Alessa and Eldrin:
    Alessa: 2#1d6o6 16 3, success with two raises!

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


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

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

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

    What do you do?

    ==========

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

    What do you do?

    ==========

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

    Feel free to take some time to RP it up here and get acquainted. ))
    Last edited by Rowenn552; 2018-03-24 at 08:30 AM.

  21. - Top - End - #141
    Pixie in the Playground
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    Default Re: Savage Age of Worms - Chapter 1

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

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

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

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

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

    Common knowledge:
    1d8o8: 6 [1d8o8=6]
    1d6o6: 4 [1d6o6=4]
    Last edited by Aristarkos; 2018-03-24 at 10:21 AM.

  22. - Top - End - #142
    Dwarf in the Playground
     
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    Default Re: Savage Age of Worms - Chapter 1

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

    Common knowledge:
    1d8o8: 6 [1d8o8=6]
    1d6o6: 4 [1d6o6=4]
    ((OOC:
    @Aristarkos,
    Cool yep so for sure you’ve been at least to the entrance before, your name or what you use as a name is carved into the wall.
    You also know that surrounding Diamond Lake are the Cairn Hills which have been treasure hunted to the point of emptiness. That treasure used to be the main export of your little town but that was decades ago, before the mines opened and everything went to crap. This Cairn though was considered haunted and eventually forgotten about.

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

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

    ~~also as a note Alessa is actually human :)
    She just happened to be very perceptive this time around!))
    Last edited by Rowenn552; 2018-03-24 at 01:53 PM.

  23. - Top - End - #143
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    Default Re: Savage Age of Worms - Chapter 1

    Quote Originally Posted by Rowenn552 View Post
    ((OOC:
    @Aristarkos,
    Cool yep so for sure you’ve been at least to the entrance before, your name or what you use as a name is carved into the wall.
    You also know that surrounding Diamond Lake are the Cairn Hills which have been treasure hunted to the point of emptiness. That treasure used to be the main export of your little town but that was decades ago, before the mines opened and everything went to crap. This Cairn though was considered haunted and eventually forgotten about.

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

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

    ~~also as a note Alessa is actually human :)
    She just happened to be very perceptive this time around!))
    ((OOC: Oh right, sorry about the confusion of her race, I didn't want to pry on their character sheets too much and just jumped to conclusions seeing her picture :) Though Rosabel probably thinks the elf among them was the one to notice her, as a way to handle her shame of being caught.))

  24. - Top - End - #144
    Ogre in the Playground
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    Default Re: Savage Age of Worms - Chapter 1

    "Hello, I hope the man outside is still alive ? Or we will have to kill you . Speak child or have you lost your tongue . " Abernathy says reaching for his grandfather 's dagger .

  25. - Top - End - #145
    Pixie in the Playground
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    Default Re: Savage Age of Worms - Chapter 1

    Quote Originally Posted by gryffydd65 View Post
    "Hello, I hope the man outside is still alive ? Or we will have to kill you . Speak child or have you lost your tongue . " Abernathy says reaching for his grandfather 's dagger .
    Rosabel tries to ignore the irony of being called "child" by a man almost half her size and maintains her gaze on the party, still clinging to the chain and ready to quickly descend. In this tense moment she barely feels the numbing cold on her fingers.

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

    "So", Rosabel continues, "Would you allow me a sliver of your time before you go to join the many skeletons in this hallway?"
    Last edited by Aristarkos; 2018-03-25 at 12:48 PM.

  26. - Top - End - #146
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    Default Re: Savage Age of Worms - Chapter 1

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

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

    ==========

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

  27. - Top - End - #147
    Pixie in the Playground
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    Default Re: Savage Age of Worms - Chapter 1

    Rosabel decides it is time to meet their trust with her trust and steps forward to the platform. It will be harder to escape their wrath now, better hope she can trust these people.

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

    ((OOC: Rosabel has a picture on the character sheet already, a young girl with red hair. Besides that, she has a thin and agile body and moves with grace and ease. Her eyes are shifty and generally untrusting, seeming to analyze everyone she meets. An astute observer will notice that she always angles one side of her head slightly towards those she speaks with, which might lead them to assume that she is deaf on one ear.))

  28. - Top - End - #148
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    Default Re: Savage Age of Worms - Chapter 1

    "If it was a death trap, how did you exscape the face then?"" Abernathy says looking at Rosabel . The halfling nervously grabs another dagger . "What else do you know about this place ? "

  29. - Top - End - #149
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    Default Re: Savage Age of Worms - Chapter 1

    Eldrin looks quickly at Abernathy recognizing the wisdom of his question. If she knew about the trap then either she faced it and got away or she witnessed someone activate it. Eldrin balances the staff in the hollow of his shoulder and grasps his holy symbol, praying to his god to cast a spell upon the girl.

    Spoiler: Rowenn552
    Show
    Eldrin is simply praying, he has no intention of casting a spell upon the girl but doesn't want her to know that.
    Lily: What's happening?
    The Doctor: No idea. Do what I do; hold tight and pretend its a plan.

    Note to all my players and Game Masters: I am not online Fridays after 3:00 pm EST till Mondays around 7:00 am EST.

  30. - Top - End - #150
    Pixie in the Playground
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    Default Re: Savage Age of Worms - Chapter 1

    Rosabel gets a nervous feeling seeing the halfling grab another dagger and not backing down. She then gets unsettled when the elven man starts to chant something. This was not a great idea.

    "Look", she begins. "I regret not announcing myself before getting up here, and as a result you are a bit nervous right now. For what it's worth, know that I mean you no harm and I do not have a gang of bandits waiting to ambush you."

    Rosabel is on the verge of running away as the elf chants. She has rarely confronted these servants of gods before. She wonders what chance she would stand against a man with a god on his side.

    "As to your question", she continues. "Yes, I did enter here, long ago. The face started to animate, its eyes swirling with reddish light. Whatever you do to that thing, you do it methodically. You have to be very careful and very professional. Good thing I embody both of those virtues, how about you?"

    ((OOC: Do I get a chance to call the bluff of the elf priest? If so, here is my Notice roll:
    http://orokos.com/roll/608062
    1d6o6: 2 [1d6o6=2]
    1d6o6: 5 [1d6o6=5]
    (-2 if hearing is important to the roll)

    Also, I know Savage Worlds normally doesn't allow social skills to be used against other players, but just in case you allow it I will roll Persuasion as well to how the things my character said in the above post went over with the group:
    http://orokos.com/roll/608072
    1d6o6: 5 [1d6o6=5]
    1d6o6: 11 [1d6o6=11] ))
    Last edited by Aristarkos; 2018-03-26 at 04:36 PM.

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