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About This Game

Welcome friends to Age of Worms. The Age of Worms Adventure Path (or simply Age of Worms) was the second Adventure Path for the Dungeons & Dragons role-playing game, published over twelve installments from July 2005 through June 2006 in Dungeon magazine. A campaign designed to take player characters from 1st to 20th level, Age of Worms was given an Honorable Mention in the "Best Adventure" category of the 2007 ENnie Awards.

Game System

D&D 5e

Detailed Description

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In a sullen mining town called Diamond Lake, cultists beholden to the Way of the Ebon Triad walk widdershins around an ancient pool, chanting time-lost rituals to summon a tripartite god. Three days to the south, where the hills meet the fetid shores of a great swamp, a tribe of lizardfolk gathers to raid a human fortress, whipped into frenzy by a zealous black dragon. The hills crawl with undead creatures infested with wriggling green worms. Hulking abominations in the distant Rift Canyon undulate with paroxysms of near-forgotten obedience to a long-absent lord. They sense with excitement the impending return of their wicked sovereign. Kyuss stirs in his prison outside reality.

The Age of Worms is at hand.

 

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Can you and your fellow adventurers stop the Age of Worms from happening?

Travel to a ghost-haunted jungle city, a bloodsoaked gladiatorial arena, and a tyrannical bandit kingdom. In a metropolis of wizards and thieves you’ll square off against a mad mind flayer and his doppelganger thralls. Other villains follow—enraged giants, hideous ulgurstasas, the inscrutable avolakias, and of course dragons (sometimes more than one at the same time).

In the end, the characters will have averted a major disaster, and you the player will have memories that you will cherish forever.

Yet as with most complex and brilliant plans, the future holds plenty of opportunities for disaster.

What will your future hold?

This now becomes your story....

Join us for this epic level 1 - 20 adventure.

 

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Theme: High Fantasy Epic
Campaign World: Greyhawk
Starting Level: 1st

“The joys of the rich man are nothing, as they who hang around with sinners, scoffing at the simple paths of righteousness. Their delights are a pittance compared to eternity, and their rewards shall be devoured by the wriggling powers of darkness. They seem as trees along a riverbank bearing luscious fruits, but I tell you: they are plagued from within by blind, consuming things that eat without mercy and leave nothing behind. Not a one of them will be safe on the day of final judgment, when the slithering darkness feasts upon them. We tread toward a red day, full of writing doom and a dread feast of bloated, ravenous hunger. Dark times is coming. Slithering times, when the clouds snuff the sky and the austerity of flesh is the path of salvation. Be ready, and prepare your body for the coming Age . . . an Age of Worms . . .” - Jierian Weirus, Priest of St. Cuthbert.

Welcome friends to Age of Worms. The Age of Worms Adventure Path (or simply Age of Worms) was the second Adventure Path for the Dungeons & Dragons role-playing game, published over twelve installments from July 2005 through June 2006 in Dungeon magazine. A campaign designed to take player characters from 1st to 20th level, Age of Worms was given an Honorable Mention in the "Best Adventure" category of the 2007 ENnie Awards.

Before we get into the details of the campaign, I would like to lay out my expectations.

  1. Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live. Age of Worms is notorious for being a hard AP. It will take all your wits to survive.
  2. I'm a storyteller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together. I also allow a lot of Kobold Press 3rd party material to give my players more options than what is allotted by the base 5e system.
  3. Unless I tell you otherwise...assume you can play with the scenery to help craft the story. I expect each of you create interesting scenes, don't just walk into a room, roll the dice, and ask what you found. Tell me what you are saying, and doing, and what your ultimate goal is. If I need a dice roll, I will ask for one.

 

 

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Character Creation & Play Guidelines
Get the File by Clicking Here

Age of Worms Player's Guide
Get the File by Clicking Here

Character Submissions: You will also need to start a thread in the applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.

 

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Application Deadline: February 9th, 2024 midnight (US Central Standard Time)

Post Requirements: Minimum posting rate of two to three times per week.

Party Size: Looking for 4-6 players.

Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!

 

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  1. What's new in this game
  2. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 "You are quite knowledgeable in many ... unexpected fields," remarked Allera politely while still looking around. Nothing popped up but she liked that feeling of a "second vision" and thought the effect of soft glowing of her own eyes under the spell quite intriguing too. She squinted at the lever. "We do need to rest but... would you be able to hold your curiosity for so long? Not sure I can. Of course, we can spend time in speculations what is behind the door." Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  3. PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 Thodin smiles and says, "Outstanding Sunny. You found the release. Those dwarves were very clever." "Don't know anything about Class 2 or 3. When everyone is ready, pull the lever and reveal what's inside this central pillar, yeh? Or... or wait!" The dwarf thinks of something. "Do we want to take a little rest in this bedroom, before opening that secret door?" Mechanics Main Hand Empty Off Hand Shield Use Object - Move - Action - Bonus Action -
  4. Sunny Suel Barbarian 1 16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1 Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2 Rage: OX The slender neck of the whiskey bottle delighted the barfly, until the light revealed it for what it truly was. "Heyo! Guys! I found a lever down below the grates, but I'm not sure what class it is. What was the difference between class 2 and class 3 again?" failing to recall a natural philosophy lecture they gave all the fort defenders which was supposed to cover basic siege engineering. Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks.
  5. Dungeons & Dragons 5e with DM BWatford Allera emerged from the chamber, her presence a silent beacon to the others gathered by the shadowed drain grates. Meanwhile, Sunny, with a heart pounding in anticipation, fought the urge to delve into the unknown, awaiting the scouting team’s signal. The tension of inaction was a tangible specter haunting her every moment. The grates, with their iron bars crisscrossing like the gates to an underground realm, beckoned to Sunny with an irresistible siren call. They conjured memories of a grand wine cellar nestled within a fortress atop distant hills, its vaulted ceilings echoing with the promise of hidden delights. The statuesque blonde crouched, her movements deliberate, as she sought the familiar comfort of spirits. The flickering torchlight in her grasp danced over the grates, casting an amber glow that transformed every shadow into the silhouette of a whiskey barrel, its aged contents whispering secrets of a rich, golden past. Yet, the whiskey remained elusive, a mere mirage in her hopeful quest. However, nestled just beyond the reach of the grate, a lever beckoned—slender enough for a deft hand to grasp. Its purpose was a mystery, an enigma wrapped in the stone and darkness of their subterranean confines. THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of ) 8:33 pm MoondayMonday the 9th of ReapingJuly, 595 CY Lingering Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks. Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. Has a Everburnig Yellow Lantern. ALLERA Has -2 on strength-based attacks, damage, checks, and saves. Is concentrating on detect magic (7 minutes remaining) ARMANDO Has -2 on strength-based attacks, damage, checks, and saves. RIFFRAFF Has -2 on strength-based attacks, damage, checks, and saves. SUNNY Has -2 on strength-based attacks, damage, checks, and saves. Has a torch lit (39 minutes remaining) DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 0/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 1/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 5/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1
  6. I know I wrote up something yesterday for Armando, but I apparently didn't post it. I'll check my other laptop when I get home tonight to see if it's just sitting there waiting for me to hit the correct button.
  7. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 Allera did not try to search for something in particular but instead moved along the room to check if anything was giving away the magical aura. Her first stop was by Thodin to look at the suspicious spots. But she intended to cover the whole room eventually. Mechanics Main Hand: Empty Off Hand: Empty Action: "Detect Magic" as a ritual. Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  8. Sunny Suel Barbarian 1 16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1 Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2 Rage: OX Sunny struggled to resist further explorations and interactions until given the all clear by the scouting team. The wait was killing her. The barred grates finally got the better of her, reminding the Suel of a vaulted wine cellar from that fort up on the hills. The tall blonde knelt down in search of booze. Holding the torch directly over the bars, she peered deeply down inside both of them to see what she could see. Regardless of reality, every shadow and stone was instead the curved rim of an untapped aged whiskey cask. Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks.
  9. PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 Thodin calls out, "when you are done checking around the corner, can you come inspect this central pillar here. There's a dark stain that looks like liquid flowed from under the wall into the grates." He starts looking himself with low expectations. Mechanics Main Hand Empty Off Hand Shield Use Object - Move - Action - Bonus Action -
  10. Dungeons & Dragons 5e with DM BWatford Thodin approached the grates in the alcove, noting their prolonged dryness; not a trace of moisture was visible. Yet, there was a dark stain where some liquid had once trickled from beneath the central pillar into the grates. Upon closer inspection, he was unable to determine the nature of the liquid. Armando edged past the dwarf, his curiosity reaching its peak as he moved just enough to glimpse what was around the corner, and it was unexpected. A dry fountain rested against the south face of the central pillar. This fountain, with its low basin and a wall spigot standing about 8 feet tall, resembled a shower and was clearly designed for beings much taller than a gnome. Opposite the dry fountain, a door was set into the southern wall of the chamber. Shortly after, Riffraff joined the gnome, looking towards the fountain. Allera courageously entered the chamber and seated herself on the stone bed. Although it was not the epitome of comfort, it sufficed for her needs as she commenced her ritual to sense any magical auras. After completing the ritual, she informed her companions that she detected no magical auras nearby. THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of ) 8:30 pm MoondayMonday the 9th of ReapingJuly, 595 CY Lingering Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks. Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. Has a Everburnig Yellow Lantern. ALLERA Has -2 on strength-based attacks, damage, checks, and saves. Is concentrating on detect magic (10 minutes remaining) ARMANDO Has -2 on strength-based attacks, damage, checks, and saves. RIFFRAFF Has -2 on strength-based attacks, damage, checks, and saves. SUNNY Has -2 on strength-based attacks, damage, checks, and saves. Has a torch lit (42 minutes remaining) DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 0/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 1/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 5/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1
  11. PC Half-elf Wizard 1 AC: 15 (Mage Armor) | HP: 8/8 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 5/5 | Spell Attack: +5 | Spell DC: 13 Arcane Recovery: 1/1 | DM Inspiration: 0/0 Allera studied the bas-relief. "Architect... Probably. Though those people were also inventors and used magic. I wonder why they lived underground... And how come no one above knew about them." The room looked safe enough and she fully agreed that it was a good place to take a rest. "Give me a few minutes I will check if some magic is left around here." She risked sitting on the bed-resembling stone and concentrate on the spell summoning magical vision. Then looked around to see if anything changed. Mechanics Main Hand: Empty Off Hand: Empty Action: "Detect Magic" as a ritual. Bonus Action: Move: Manipulate: Your one free object interaction goes here.
  12. Sunny Suel Barbarian 1 16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1 Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2 Rage: OX The tools called out to Sunny. The large 6 ft level looked especially attractive to the half-drunk wastrel. Rather, looked attractive to that subconscious, primal killing frenzy slowly baking within her...the one slowly climbing towards the light where all the brains to bash dwelled. Images of grasping the long tool with both hands and shattering the ribcages of 4-headed skeletons flickered behind her lids. Images of the heavy lead plumb bobs, tossed one hand after the other into the summoned demonic servants of mad mages grasped at her fingertips, like a puppeteer pulling them closer to the forgotten smith's peg board. Chisels were thick, cold iron daggers to puncture the bloated masses of tentacles creeping around the next corner. But Riffraff's warning, and her earlier bumble with the stone trap stayed her hand. Like the thief, she would wait until scouting was complete to claim her 'treasure'. Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks.
  13. RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 5/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 Thodin's comments made total sense to the ratboy, and Riffraff nodded vigorously in response. "Yes, yes...a builder of sorts" he agreed, "It would make sense that there could be hidden compartments, and the tools would be important to him, so that's a good place to look! However, if he built this tomb, then let's assume he built more than a single trap...how 'bout I finish checking round the corner before we start treasure hunting!" Slowly he continued south, still paying close attention to the floor, walls and ceiling as he moved and stopping as he got to the next corner. Mechanics Main Hand: dagger Off Hand: Empty Action: Search for any more traps Bonus Action: none Move: S S S Manipulate: none Notes: -2 on STR saves,att,dam, ab.ch After this I'm happy to take a short rest
  14. Armando Railwalker Gnomish Warlock AC: 13 (leathers) | HP: 9/9 | Initiative: +2 | Passive Perception: 11 Spell Slots: 1st 1/1 | Spell Attack: +4 | Spell DC: 12 DM Inspiration: 0/1 The soft shuffle of Armando's footsteps joined the others in the opening. He peered at the supposed bedchamber with a queer eye and a tilt of his head. He'd seen some rough times in life and there wasn't always a bed to call his own, but he could not imagine choosing to sleep down here regularly. The invitation of such a night's rest sounded profoundly uncomfortable. But there was more to it, he pondered as Thodin further voiced similar observations. This room had been the first one derelict of traps of creatures -at least so far- and thus perhaps it was meant to be near such things. A man with enemies may require such things. Armando thought about what kind of enemies would push him to live in the depths of a tomb and the idea made him mentally shiver. Too curious for his own good, the gnome peeked around the next corner to see what lie just south of the grate-in alcove. Mechanics Main Hand: Empty Off Hand: Empty Action: Casting Eldritch Blast Bonus Action: Move: Moving to the spot E of Allera Manipulate: drop weapon
  15. PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 Thodin offers the obvious, "Looks like a bedchamber of an architect. And, pillagers apparently have already visited. Besides looking for traps, that bed slab, those tool hangars, and behind those built-in drawers might hide compartments or releases for secret doors." He hopes those more clever than himself can find something useful or valuable. For his part, the dwarf moves to and squats over the drains examining the leftover deposits to try to ascertain if anything besides water drained into the grates and how long ago it might have been. "After a good search, maybe we could rest here until the effects of the poison gas pass? But, we'll need to investigate beyond the next turn of the hallway first." Mechanics Main Hand Empty Off Hand Shield Use Object - Move Sx4, W Action - Bonus Action -
  16. Just a heads up, I will be on vacation May 5th - 13th (Beach Trip) so there will be no updates during that time. Although I still will be available sporadically on the discord.
  17. Dungeons & Dragons 5e with DM BWatford Thodin advanced to the position near Riffraff, handing the torch to Sunny. Riffraff edged forward to peer around the corner, only to discover Sunny at his side, the torch's glow dispelling the shadows. The chamber to the east... Living Quarters The expansive chamber likely served as the living quarters for a figure of significance. A substantial stone slab, hinting at the form of a bed, lies against the north wall, beneath an immense bas-relief. This depicts a sturdy, bald humanoid with a pronounced nose and hands outstretched. The figure is adorned in a wind-swept robe, sculpted with care to convey the aura of a victorious deity. An amulet, bearing a glyph resembling a stylized arrow, hangs around the figure's neck. Wardrobes and dressers, which appear to be hewn directly from the chamber walls, show signs of having been plundered long ago. Alcove to the west.... Sunny glanced into the western alcove, which housed grates on the floor and various architectural tools hanging above on pegs. Among these tools were rusted chisels, hammers, plumb bobs, squares, compasses for drawing circles, levels, mallets, and saws. Notably, a few pegs were conspicuously empty. The alcove seemed to serve dual purposes: a storage area and a showcase reflecting the owner's skill. It appeared that the alcove itself, an architectural feature, may have been embellished with the very tools that brought it into existence, representing the enduring cycle of creation and utility in ancient craftsmanship. THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of ) 8:20 pm MoondayMonday the 9th of ReapingJuly, 595 CY Lingering Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks. Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. Has a Everburnig Yellow Lantern. ALLERA Has -2 on strength-based attacks, damage, checks, and saves. ARMANDO Has -2 on strength-based attacks, damage, checks, and saves. RIFFRAFF Has -2 on strength-based attacks, damage, checks, and saves. SUNNY Has -2 on strength-based attacks, damage, checks, and saves. Has a torch lit (52 minutes remaining) DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 0/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 1/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 5/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1
  18. Sunny Suel Barbarian 1 16.14.16.8.10.10 | init +2 | AC 15 | HP 15/15 | HD 1 Animal Handling +2, Athletics +5, Intimidation +2, Perception +2, Performance +2 Rage: OX As the dwarf extended a helpful flame, the schizophrenic blonde reacted with paranoia and desire on an primal level. Sunny snatched the torch quick, bellowing a big "Heyyoo" like a chorus of ale-guzzlers might offer a familiar face entering the bar at 1 am. As the others inspected mysterious holes and stinky mold, the Suel listened to the crackles of pitch...expecting a voice to emerge. The light revealed an assortment of odd instruments...some which called to Sunny more strongly than the dancing fires... Poison Effects: -2 on strength-based attacks, damage, saves, and ability checks. Sunny will inspect by sight alone these 'architectural tools' for more details.
  19. RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 5/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 Riffraff hardly heared Thodin approach, so focussed was he on the niche and its drains. "Yeaaah...traps...could be" he agreed, caught up in the job "We need to keep our eyes open for any possible triggers!!" Slowly he moved south, paying close attention to the floor, walls and ceiling as he moved. As he reached the corner of the wall he paused and peeked around. Mechanics Main Hand: dagger Off Hand: Empty Action: Search for any more traps Bonus Action: none Move: S S S Manipulate: none Notes: -2 on STR saves,att,dam, ab.ch After this I'm happy to take a short rest
  20. PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 Thodin concludes, "right. So with no magical cold, that way is closed. Riffraff, what's the other way look like?" The dwarven miner walks closer to the hallway's entrance next to Riffraff. Seeing the floor grate, he says, "that's a fairly big drain. Probably a trap in here that fills the tunnels with water. More reason to check." "Sunny, want to carry my torch again?" He offers. Mechanics Main Hand Torch Off Hand Shield Use Object - Move - Action - Bonus Action -
  21. You have plenty length of rope to get to the egg, the issue was that an unseen servant would set the mold off, and it only has 1 hit point and because of the item being small boulder size and egg shaped it would need a complex cross tie that a single mage hand could not pull off. Now you might be able to do it with two mage hands, but you would still have to get pretty close to be within 60 feet (every other diagonal is 10 feet). It was also mentioned that if it is an egg, pulling it off the stand may break it. The only reason it was answered on discord is because that is where the question was asked. I thought everyone was on there. Sorry if that was not the case.
  22. Ah! So, Discord is officially part of the game. Ok, no ropes.
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