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BrOp's Age of Worms Adventure Path: The Whispering Cairn (IC)

D20Dazza said:
"Before we take the lid we should see if it will rotate any further and if so what effect the action may have on the other alcoves" Fixit says mechanically "But yes, once we are sure that the sarcophagus does not open any other areas I will aid you in removing the lid"

"Or close the opening our friend Rial is about to climb down into....Let us open it now to peek in first."
 

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lotuseater said:
After the last spider has been killed, Mulch lowers his sword and says, "Well, things have turned interesting, to say the least." While the others are busy investigating the hole, Mulch takes the time to examine his wound and cast a healing spell on it. (OOC: CLW, to replace his shield of faith slot.)[/COLOR]
OOC: Cure Light Wounds cures 5 hp of damage.
 



"Well, I don´t have a strong opinion on that" says Rial, who´s finding that hanging from a ceiling can be tiresome after while and likes the opportunity to rest.
 


Sniffer, Mulch, Fixit and Kerwin Renegal make their way over to the sarcophagus which is currently pointing towards the northernmost corridor with the green lantern. After they briefly check to see how the lid might be opened, they decide that it can probably just be pushed off. Moving over to one side of the sarcophagus, they each push as hard as they can. It sticks a bit at first, but soon slides easily. Once it opens enough, the group peeks in, only to find it completely empty. In fact, it looks as if nothing was ever in this container.

Just as they are about to give up, two small openings appear on the far side of the sarcophagus, and great, green gouts of flame pour out, engulfing the faces of the unsuspecting explorers.

His long years in the military serve Sniffer well as he ducks under the lip of the sarcophagus, shielding him from the brunt of the fire. On his way down he accidentally knocks Mulch out of the way as well. Fixit, standing a bit back from the group sees his partners' reactions and gets out of the way as best he can. Kerwin is not as lucky, and receives the full heat of the flames. (OOC: Sniffer Reflex save 17 + 4 = 21, success, Sniffer takes 2 hp of fire damage, bringing him to 7 hp; Mulch Reflex save 13 + 0 = 13, success, Mulch takes 2 hp of fire damage, bringing him to 9 hp; Fixit Reflex save 11 + 1 = 12, success, Fixit takes 2 hp of fire damage, bringing him to 5 hp; Kerwin Reflex save 1 + 2 = 3, failure, Kerwin takes 4 hp of fire damage, bringing him to 5 hp; because of the natural 1 on his roll, Kerwin's spiked chain also makes a saving throw against the fire 16 + 2 = success, all of the damage is soaked up by its hardness, although it is hot to the touch)
 
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Mulch - Cleric

Mulch leaps away from the coffin as fast as his stout body allows. He feels the singe of the flame lick his posterior, but for the most part is none the worse for wear. But when he learns that nothing is inside the coffin, he grows crestfallen. "I guess all the treasure must be down that hole."

The dwarf then checks his companions and looks to see if anyone needs any of his healing magic.
 
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D20Dazza said:
"Before we take the lid we should see if it will rotate any further and if so what effect the action may have on the other alcoves" Fixit says mechanically "But yes, once we are sure that the sarcophagus does not open any other areas I will aid you in removing the lid"
OOC: And Fixit did indicate in the above post that he would help with the sarcophagus so he should be making a save as well.
 

"Remind me to never be curious again, lets us climb down and see Rial. I will climb down last and I can help anyone who may have problems.

OOC: CLimb &/or use rope +6
 
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