Crypt of the Everflame (PFS)
(Inactive)
Game Master
DoubleGold
Explore Kassen's tomb.
map
Inits:
Theadric: 5
Orywynn: 3
Asterion: 2
George: 2
Garg: 1
Karuut: 2
Male Halfling
Male Human Sorcerer(Arcane) 2
George smiles wide at the half-orc appointed to guard him, and leans on a wall, waiting for others to begin walking forward. "Least I can make m'self scarce if somethin' scary's comin' in the front!", he smiles, his fingers making a motion, beginning to form a snowball and then dissipating it.
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
Okay, I placed everyone on the map. Let's push this thing to a conclusion! We're so close!
DungeonMaster
okay, so you open the door and see 2 bat swarms. was going to update yesterday until Paizo glitched on me
init: 2 + 1d20 ⇒ 2 + (9) = 11 bat swarms
init: 5 + 1d20 ⇒ 5 + (8) = 13Theadric
init: 3 + 1d20 ⇒ 3 + (15) = 18Orywynn
init: 2 + 1d20 ⇒ 2 + (18) = 20Asterion
init: 2 + 1d20 ⇒ 2 + (2) = 4George
init: 1 + 1d20 ⇒ 1 + (19) = 20Garg
init: 2 + 1d20 ⇒ 2 + (1) = 3Karuut
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
Sorted Initiative
init: 2 + 1d20 ⇒ 2 + (18) = 20Asterion
init: 1 + 1d20 ⇒ 1 + (19) = 20Garg
init: 3 + 1d20 ⇒ 3 + (15) = 18Orywynn
init: 5 + 1d20 ⇒ 5 + (8) = 13Theadric
init: 2 + 1d20 ⇒ 2 + (9) = 11 bat swarms
init: 2 + 1d20 ⇒ 2 + (2) = 4George
init: 2 + 1d20 ⇒ 2 + (1) = 3Karuut
Hood pulls a flask of acid from his bandolier and tosses it in the midst of the swarm on the left side of the room.
acid flask, ranged touch attack: 1d20 + 4 ⇒ (3) + 4 = 71d6 ⇒ 5
miss direction, if necessary: 1d8 ⇒ 6
Male Halfling
Garg puts his weapon away and draws out his wand of cure light wounds.
"I can't do anything against these things."
(HP:11/12)(AC:19/FF:18/T:11)(F:+4/R:+1/W:+1)(Init:+3)(Perception:+1) Nagaji Paladin 1
Stepping over to one of the swarms,
Power Attack/Damage: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 6 ⇒ (7) + 6 = 13
Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|
Studied target on left swarm and cast divine favour
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
Nobody here equipped with flasks of acid? This could be a bad encounter! :/
Male Halfling
If we have to, we run into the next room, letting the bats fly away and fight whatever is in there.
DungeonMaster
Yeah, you can make a run for it if you wish. Also, it tells the stats in the book, but it says trait swarms and I cannot find the info, which I have to look up. Do swarms have a DR of some sort? I mean Orwynn killed an entire swarm in one hit, assuming his damage isn't reduced, though I believe swarms have immunities or DRs of some sort. And this is PFS, so I have to follow those rules. The book list defensive abilities and it says swarm traits, I have no idea if swarms are suppose to get damage reductions or not.
The swarms will be up as soon as I get clarification from someone who knows.
Male Halfling
Bat Swarm
Diminutive swarms are immune to weapon damage.
Edit: Swarm Traits
Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|
I have one flask of acid and thus why I'm enhancing my to hit plus parker has two listed. Will studied target and divine favour add their plus to damage to aoe?
DungeonMaster
okay so after the attack, they enter orywynns area. make some fort saves, 2 of them please then bottom of round 1, then top of round 2
Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|
Asterion takes a lask of acid out of his pack and careful throws at the swarm he used studied target on
Acid Flask Ranged Touch Attack: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (5) + 2 = 7
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
Having a few more vials of acid, Hood readies to throw another one at the swarms.
"Fire in the hole!"
ranged touch: 1d20 + 4 ⇒ (9) + 4 = 131d6 ⇒ 1
(HP:11/12)(AC:19/FF:18/T:11)(F:+4/R:+1/W:+1)(Init:+3)(Perception:+1) Nagaji Paladin 1
Fortitude: 1d20 + 4 ⇒ (13) + 4 = 17
Fortitude: 1d20 + 4 ⇒ (13) + 4 = 17
Orwynn disengages and heads down the hall on his turn.
Male Halfling
Garg will double move past Orwynn. Wand of CLW in hand.
Pitborn Tiefling | HP 25/25 | AC 18 | FF 12 | TCH 16 | Per +5 | Init +2 | F/R/W: 5/2/1
I have no acid/fire so I am useless
Male Halfling
"Anyone who can't hurt the swarms, make a run for it. Those with Acid, hit them once or twice, then move down here. Holler if you need healing. We'll fight off whatever is through this door, and shut the bats out."
Male Human Sorcerer(Arcane) 2
George takes a look at the flask of acid in his hands, then shouts, "I ain't trustin' my tossin' arm, but I'll give Masky here a shot with the second one, if he needs it!" as he closes his eyes and tosses the flask at the swarm.
Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 50% more, for 10 damage total
The flask crashes on the floor, splattering acid everywhere, as the bats let out an immensely high-pitched scream.
After a while, as the screaming stops, the sorcerer takes his hands from his eyes, opening the fingers one by one. "Did I git 'em?"
DungeonMaster
okay, so you are able to kill one swarm and make it to the next room without harm. In front of you, you see 2 statues, 15 feet beyond the statues, you see a pit that you can go around and then a door. the gray on the map is statues, while the black is a pit
Male Halfling
"Who needs healing?"
Garg will use the wand to heal up whoever needs healing from the swarms, then cast Detect Magic.
Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|
Asterion looks around the room seeing if he can find anything
perception: 1d20 + 9 ⇒ (5) + 9 = 14
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
"I don't need healing...thanks though," Hood says. He moves carefully into the room.
"I wonder what this place is..."
Everyone make sure you're healed! Looks like we're close to the end!
perception: 1d20 + 7 ⇒ (15) + 7 = 22
DungeonMaster
Theadric sees a trap, if you go past the statues, there is a switch tha t runs all the way across on the floors and the statues will push you into the black hole as they bull rush you. if no one here has disable device to roll, you have to think of a creative way of disabling the trap, like completely demolishing the statues somehow.
Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|
"I could acid splash the statue to pieces eventually or I have a light mace?
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
Hood nods. "I guess we can attack one and see what happens...I'm not sure how hard they are to destroy."
He smacks at the nearest statue, tentatively at first, and then trying to see how long it would take to destroy one.
not seeing disable device in this group...how far down can we go into the room before the trap activates?
lance attack: 1d20 + 4 ⇒ (1) + 4 = 5 damage: 1d6 + 2 ⇒ (1) + 2 = 3
lance attack: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d6 + 2 ⇒ (1) + 2 = 3
lance attack: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d6 + 2 ⇒ (6) + 2 = 8
lance attack: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d6 + 2 ⇒ (1) + 2 = 3
lance attack: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d6 + 2 ⇒ (5) + 2 = 7
lance attack: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d6 + 2 ⇒ (1) + 2 = 3
Male Halfling
Garg casts guidance on himself then runs as fast as he can between the 2 statues, and does a running jump over the pit.
Acrobatics: 1d20 - 5 + 1 ⇒ (10) - 5 + 1 = 6
He just barely makes it over.
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
Hood watches in interest as Garg runs into the room.
"Hey, usually I'm the one that does something crazy like that!"
Male Halfling
"Who do you think I learned it from?"
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
Hood grins from ear to ear.
DungeonMaster
okay, so you destroy the statues, eventually with weapon attack. Okay so 10 minutes later and there is nothing left of the trap, which is about how long that would actually take and acid did nothing to them considering stone would have acid resistance of some king.
Need marching order for this final battle, cast any preparation spells as necessary.
(HP:11/12)(AC:19/FF:18/T:11)(F:+4/R:+1/W:+1)(Init:+3)(Perception:+1) Nagaji Paladin 1
"I am fine with going first if the door is free of traps."
Male Halfling
Garg will cast Shield of Faith, and right before the door is open, cast Bless. He'll have his war hammer and shield at the ready.
+1 Attack and Save vs. Fear for all allies.
Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|
Astrrion casts divine favour on himself.. no 1st lvl spells left and then enters after Orwynn
per to find traps on door: 1d20 + 9 ⇒ (10) + 9 = 19
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
Hood cracks his knuckles.
"Let's do this thing!" he says once the others have cast their spells. He opens the door and walks in.
I put a proposed marching order...I put myself in front with Orwynn since we have some pretty solid ACs. Let's roll!
Male Human Sorcerer(Arcane) 2
"Heh!", chuckles Parker, seeing the rest ready to bring this to an end. "Just gimme a firing corridor, and it's all right's rain!", he says, peeking behind all the backs, snowball ready to blast somebody.
Male Halfling
Garg will be next to Theadric by the door. I didn't run and jump over the pit to be between the statues again.
DungeonMaster
Final combat
init: 0 + 1d20 ⇒ 0 + (18) = 18 the 4 skeletons
init: 6 + 1d20 ⇒ 6 + (19) = 25 skeleton champion
init: 5 + 1d20 ⇒ 5 + (19) = 24 theadric
init: 3 + 1d20 ⇒ 3 + (1) = 4 orywynn
init: 2 + 1d20 ⇒ 2 + (8) = 10 asterion
init: 2 + 1d20 ⇒ 2 + (14) = 16 george
init: 1 + 1d20 ⇒ 1 + (11) = 12 Garg
init: 2 + 1d20 ⇒ 2 + (2) = 4 Karuut
ignore the dicoloration, the different shades of brown mean nothing. If the square is blue, it means it is not a space
DungeonMaster
the skeletons move up and ready attacks for those who come into melee with them. theadric, you actually go before the 4 skeletons, so their readied attacks do not go off on you if you engage them in melee, though melee with the champion and his attack will go off
heroes are up
Male Halfling
After Theadric moves in, Garg will double move to the square to the left of the champion.
He can get there without provoking an AoO.
(HP:11/12)(AC:19/FF:18/T:11)(F:+4/R:+1/W:+1)(Init:+3)(Perception:+1) Nagaji Paladin 1
Moving forward to engage the champion with his morningstar,
"Unholy foe, face me!"
Power Attack/Damage: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 6 ⇒ (5) + 6 = 11
My portrait disappeared mostly but I am there.
Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12
"I'm so tired of undead I could spit!" Hood yells as he rushes the champion.
club: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d6 + 3 ⇒ (2) + 3 = 5
Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|
Asterion moves up next to hood and attacks
Elven blade: 1d20 + 5 ⇒ (12) + 5 = 171d10 + 5 ⇒ (1) + 5 = 6
DungeonMaster
sorry about those who got stuck, I forgot to bring image to front for some of you
okay, so you all move up and dmg the skeleton well. 17 dmg
the champions ready goes off. hit: 9 + 1d20 ⇒ 9 + (19) = 28 vs orywynn
ouch, and with his sword he deals him dmg: 1d8 + 5 ⇒ (2) + 5 = 7
George and Karuut are up
Pitborn Tiefling | HP 25/25 | AC 18 | FF 12 | TCH 16 | Per +5 | Init +2 | F/R/W: 5/2/1
I move 20' forward, eating the Aoo and THEN rage and attack the champion.
1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
DungeonMaster
okay, I was really tired, but orywynn is the only one that actually hit the skeleton champion, so it has 11 on it
Karuut misses.
I'll have George acid splash a skeleton hit: 5 + 1d20 ⇒ 5 + (16) = 21
dmg: 1d3 ⇒ 2 acid
Theadric is up
Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|
Orwynn have you used your smite evil yet?
(HP:11/12)(AC:19/FF:18/T:11)(F:+4/R:+1/W:+1)(Init:+3)(Perception:+1) Nagaji Paladin 1
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