DM Deinol's Crypt of the Everflame

Game Master deinol

Crypt of the Everflame by Jason Bulmahn


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Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Drawing an arrow from his quiver, Yarroth sends the deadly shaft towards the wooden construct.
Attack-Ranged: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Kerren moves away from the statue wincing in pain and draws his short bow.


Yarroth's arrow shatters against the tough wooden statue, leaving it seemingly unharmed.


Male Human Fighter 3

Looking bewildered, Anton picks himself up from a prone position and readies his shield and longsword. "Great! A big wood statue is trying to kill us now - this just keeps getting better and better."

If getting up from prone is a full round action, then assume the following goes to the next round of combat.

Attack 1d20 + 3 ⇒ (1) + 3 = 4

Anton tries swinging for the back of the statue's legs, but it moves away before he can connect. "Just like chopping a tree down - a big, nasty, moving tree with shields."

Does anyone have anything flammable, like lamp oil, or spirits?

Liberty's Edge

Sorin's AC is actually 14 (+1 dex, +3 studded lthr). The generator program dorked up and didn't add the armor in. So with the charge penalty I am at 12 for the first round. I think that I just barely squeeked by without getting hit this first round.

Liberty's Edge

Muscles straining and eyes bulging in fury, Santoval brings his sword around in a great arc to hack at the legs of the statue.

Attack 1d20 + 6 ⇒ (15) + 6 = 21
damage 2d6 + 6 ⇒ (6, 1) + 6 = 13


Male

Santoval - I thought that AC seemed surprisingly low.
Anton - It takes a move action to stand up, so your failed attack will be for this round. You and Santoval can be flanking it though.

Santoval cuts deeply into the statue's leg. Another blow like that will topple it.

To hit Santoval 1d20 + 5 ⇒ (13) + 5 = 18
To hit Santoval 1d20 + 5 ⇒ (7) + 5 = 12
Damage Santoval 1d8 + 4 ⇒ (6) + 4 = 10

The statue relentless pounds at Santoval with the shields. He dodges one blow but is caught by another powerful slam. If there were some way to get the shields away from the statue, it would be much less effective.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Dropping his bow, Yarroth swing his shortsword out and attempts to strike at the creature.

Attack-Melee: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Seeing Yarroth's arrow break on the statue Kerren drops his bow and pulls out a flask of oil. Is that a move or a standard or full round action?

Is my torch lit or do I need to light it?


pulling it out was a move, you can light and throw as a standard. You asked for the torch earlier, so I assume it was already lit.


Kerren will light the flask and throw it at the statue.
1d20 + 2 ⇒ (17) + 2 = 19
I'm not sure how much damage it does.


Fire damage: 1d6 ⇒ 1

Kerren's oil flask splashes over the statue. The fire starts small, but begins to quickly spread across its wooden body.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Seeing the fire spreading, Yarroth moves away from the wooden statue and takes up his bow once again.

Liberty's Edge

Santoval shakes his head, slightly dazed by the blow from the statue's shield, and falls back a step. After a second, the gleam is back in his eye, and as the flames begin to lick up the side of the statue, Santoval lets out a gutteral growl, dodges a blow from a shield and hacks at the statue's legs.

Attack 1d20 + 6 ⇒ (7) + 6 = 13

The firelight confuses Santoval as he swings, the greatsword's arc missing the wooden form and contacting the flagstones, sending sparks skittering between the statue's feet.


It's a big wooden statue. It's AC is only 13, so you hit.
Santoval's Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Santoval's blow nearly topples the flaming statue, but it remains standing.

To Hit Yarroth: 1d20 + 5 ⇒ (10) + 5 = 15
To Hit Anton: 1d20 + 5 ⇒ (17) + 5 = 22
Damage Anton: 1d8 + 4 ⇒ (8) + 4 = 12

The statue relentless pounds at its opponents, nearly catching Yarroth with a shield and smashing Anton hard.

Fire damage: 1d6 ⇒ 5

The flames spread across the statue's body. The deep cuts along its legs become brittle from the flames and snap, the torso falling motionless to the ground. The two shields clatter as they skid away from it on the floor.


Kerren backs away from the statue.
"We did it!"
"Right? It's not moving... right..."


Male Human Fighter 3

Anton looks dazed and on the verge of consciousness after taking the full brunt of the statue's shield bash.

"Uhhhng...I feel terrible."

He leans up against a wall and slumps down into a sitting position, watching the smoldering statue.

"Santoval, if you still have those healing draughts, now might be an opportune time."

HP = 3. I'm glad I took Toughness as a feat!

Liberty's Edge

hp=4

Coming out of his rage, and panting from exertion, Santoval is silent for a few moments. Blood drips from his nose, and he clearly is favoring his entire left side.

"I am not doing that well either. Here is one of the three that we have. I am loathe to use one myself. Are there any other options?" Santoval asks as he hands over one of the potions to Anton.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"I still have a potion as well. I, unfortunately, do not have any other healing abilities, but perhaps our new friend might?"
Yarroth looks over to Kerren. "And by the way, Kerren, quick thinking with the oil and fire!!"


Kerren's gaze of the burning statue is pulled away at the sound of his name.

"Yes, I can help. Though not for Santoval... until tomorrow. I won't be able to help anyone else until tomorrow.

Oh wait, I can help Satoval too."

Kerren touches everyone's wounds with a soft yellow light surrounding his hands. The light travels over the wounds like a wave of water.
Healing hex for Anton 1d8 + 1 ⇒ (4) + 1 = 5
Healing hex for Yarroth 1d8 + 1 ⇒ (8) + 1 = 9
Healing hex for Kerren 1d8 + 1 ⇒ (5) + 1 = 6
Cure light wounds for Satoval 1d8 + 1 ⇒ (3) + 1 = 4

"My other abilities have no effect on a statue, I'm not sure how much help I'll be with my club." Kerren smiles weakly.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Hold off on the healing hex for Yarroth, I am not injured..yet..lol

Liberty's Edge

hp:8

The dribble of blood from Santoval's nose has ceased, and he looks a bit better after the wave of warm healing energy passed through his body.

"Thank you Kerren. To be honest man, just keep us alive, be a good councilor, and lend your club-arm when you are able, and you will make an excellent comrade-in-arms."

Santoval claps Kerren on the back in approval.

"Shall we see what was so special about this statue? Perhaps there is something important about the shields?"

Perception 1d20 + 5 ⇒ (2) + 5 = 7

DM, do you mind a re-post of the room layout now that the baddie is dead? I am not sure what the exits were from the room. Thnx


The room is divided into an upper section in the north and a lower section in the south. There is a door in the north wall and a door in the south wall. You came in through a stairway that leads down from the upper north east corner of the room.

The shields are crude tower shields, weighing 60 pounds each. Unwieldy in melee, but could provide total cover to two people against ranged attacks. One reads "home", the other "family".

The burnt cinders of the statue appear to be normal wood, it must have been animated by a magical force.


Kerren smiles at Santoval's words.

"Those are big. They'd be great if we were ever going to storm a castle."

Yarroth healing withheld, but that was a great roll. Maybe the DM will let me keep if you still need healing today. ;)


Male Human Fighter 3

Anton looks at the healing potion Santoval gave him ponderously, and then corks it back up and puts it in his pack.

"Santoval, it looks like our new friend has given us the luxury, at least for now, to save these for another time."

"Whenever you all are ready to proceed, I will follow."


I tend to not allow saving rolls. It skews people's actions if they know what they are going to roll in the future.

North Door (upper) or South Door (lower)?

Liberty's Edge

"I get the feeling that we should continue downward into the bowels of this place. Whatever has caused the carnage here may be down wherever the heart of the tomb is...besides, we still need to get the Flame, and I bet it is further in."

Santoval moves to the south door and listens for any activity.

Perception 1d20 + 5 ⇒ (20) + 5 = 25

If there is no obvious activity on the far side, Santoval will open the door.


Kerren will stay near the back of the party but not be last.

"If you need it I can place some light farther than a torch. Just let me know."

DM, No worries. ;}


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"I agree. Let us delve deeper into this place. That girl has to be somewhere!"


This small chamber has a table on the opposite side of the room. On top of this table are a number of items, plus a small note.

There are no other exits to this room.

Note:

You have done well to reach this far. Take these as rewards for your heroism!

Items:

  • Masterwork Greatsword
  • Masterwork Composite Longbow (Str +2)
  • Masterwork Longsword
  • wand of cure light wounds (10 charges)
  • a scroll of augury

Liberty's Edge

"I feel my greed overriding my paranoia...this is a beautiful weapon!" Santoval exclaims as he lifts the greatsword from the table, and gives it a few test swings. In the light the acid etched blade seems to swirl and move as the sword cuts the air.


"I can't use any of the weapons but I can use the wand. It should come in handy seeing as how things have been going. Is it alright if I use the wand?"

Liberty's Edge

"Fine by me Kerren, I wouldn't know which end to point with anyways..." Santoval says with a grin.


Male Human Fighter 3

Anton picks up the longsword and hefts it in his hand. "This weapon is finely balanced, an expert smith must have made it. Thank Desna somebody is looking out for us!"

"I'm with Santoval - let's continue on deeper into the crypt. As they say, it gets worse before it gets better...I hope."

Anton takes up a marching position behind Kerren, in order to protect the healer from sneak attacks and the like.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Looking over the bow, Yarroth shrugs and slings it onto his back. He takes up position just before the witch, keeping an arrow at the ready.


I updated the rough map. I assume you head up to through the north door in the statue room next.

The door opens to a long corridor flanked by a row of human statues, set into alcoves on each side. The statues look like Kassen, and each one holds a longsword out in front of it. The blades of the northern half of the statues are wrapped in leather padding. The corridor ends in another door to the north.

Liberty's Edge

"Wonderful...more statues."


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"Ummm...I think we should keep away from the ones on the north side...they must be padded for a reason."

Is it possible to search for a trap trigger, even if you do not have trapfinding?? I think my next level will go to rogue..LOL


Kerren casts dancing lights and sends it down the corridor to door at the other end.
"Let's take a look at what's at the other end."

Liberty's Edge

"This is starting to be like a kobold warren back home. Trap after trap, every five feet...at least these traps haven't been poisioned...or rubbed with garbage and spoiled meat."

Santoval squats down and while talking, starts searching the floor and walls for possible trap triggers.

Perception + Kobold's Neighbor 1d20 + 7 ⇒ (8) + 7 = 15

"And you think that you would be able to smell the traps before you saw them...but the whole warren always stunk of guano and lizard barf. It was enough to make a man dizzy from the fumes."


Dice Rolls:

Anton Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Kerren Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Yarroth Perception: 1d20 + 8 ⇒ (1) + 8 = 9

You don't notice anything unusual along the corridor.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Yarroth moves forward slowly, keeping his distance from the statues as he moves down the hallway.

Liberty's Edge

Santoval follows, reasonably certain that the hallway isn't trapped.


To Hit Yarroth: 1d20 + 10 ⇒ (8) + 10 = 18
To Hit Santoval: 1d20 + 10 ⇒ (18) + 10 = 28
Damage Yarroth: 1d8 + 1 ⇒ (7) + 1 = 8
Damage Santoval: 1d8 + 1 ⇒ (4) + 1 = 5

As Yarroth reaches the middle of the hallway between two statues, he hears the click of a pressure plate. All the statues on along the corridor swing their swords down, catching Yarroth and Santoval off guard. After the trap finishes, the swords remain down, blocking the path. It will take some nimble maneuvering to get past the blades without leather padding (the southern half of the hall, requires Acrobatics or Escape Artist check.)


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

I think I need that healing now Kerren!! LOL

Badly beaten by the trap, Yarroth curses and tries to work his way down the rest of the hall.
Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20


"None of the traps we were going to make would hurt anyone like that. These traps must have been put here by someone else. Maybe that shadow figure I saw. No one mentioned these traps from last year."

"Give me a minute or two to work my way down to you Yarroth."

Kerren will get on his belly and try to squiggle under the swords.

Dex roll 1d20 + 2 ⇒ (10) + 2 = 12


It should be noted that the leather wrapped swords on the north side of the hall would have been non-lethal damage. It is more likely that the villagers hadn't finished setting up this trap before the attack.

Liberty's Edge

Nearly pinned beneath one of the swords, Santoval groans, then starts working his way out of the forest of swords.

"Well that hurt. I am sorry, I didn't see the pressure plate."

Escape Artist 1d20 ⇒ 14


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Yarroth smiles grimly. "No worries. I did not see it either. I think I will take more time in examining these traps and pitfalls."


Anton Acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13

You reach the other end of the hallway without incident. You inspect the door and find nothing unusual about it. It leads to a new room, you enter from the south west corner. There are columns in each corner. There is a door in the east wall and another in the south east.

In the center of this room is a large pool of clear water, fed by a fountain on the north wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence.

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