DM Jelly's Price of Immortality Trilogy (Inactive)

Game Master Jellyroll

Crypt
Acquired Equipment

Init:

Emil:[dice]1d20+2[/dice]
Fool:[dice]1d20+1[/dice]
Jormel:[dice]1d20+3[/dice]
Eve:[dice]1d20+2[/dice]
Xull:[dice]1d20+2[/dice]


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Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Standing motionless at the door, Jormel peered around the room, looking for any obvious means of activating - and, more importantly, deactivating - the horrible death-inflicting device in the middle of the room.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11 Figures. I really need to stop using my good luck in situations where I could just take 10 or something.

Slowly - and still not moving any more than he needs to - Jormel lets go of the door and lets it close itself. Breathing a sigh of relief, he looks at the others, slowly shaking his head.

"I really think Emil should go first."

The Exchange

Male Human (Shoanti) Level 5, #-3

Do the arrows face out from the pillar, or towards it? Mainly, I want to know if they'd been fired at the pillar or have been set to fire from it.

Xull sidles up beside Jormel, "Looks like we're finally making some progress. Any clue as to what happened here?"

With a glance around the room, the perfumed sorcerer decides the best option is to check for magical auras.

"∆∑†Êdž ∏ÅGÏÇ"

Detect magic and continues to keep the spell active while they explore the room - but Xull won't walk anywhere that someone else hasn't already. We can't expect all the traps to have pillows at the bottom.

"Ooh, look Jormel, another door for you to inspect!" exclaims Xull, "Maybe that one is the one that needs the magical key."


So is the door open or closed?
Is Xull in the room by himself?
@Xull, the arrows are blunted and facing out
@Jormel, you see nothing which indicated deactivation
Anyone have Disable Device?


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

I say jam both of them open

The Exchange

Male Human (Shoanti) Level 5, #-3
DM Jelly wrote:
So is the door open or closed?

The door as I imagine it is still open, with either Xull or Jormel standing in the doorway.

DM Jelly wrote:
Is Xull in the room by himself?

Xull will be one square behind Jormel, unless someone else wants that spot. Essentially cowering behind him. Xull is well aware of his limitations when it comes to his lack of reflexes and brawn. So, no, Xull is not in the room by himself. He's either just out of it, or just in it. I've updated the map to reflect being behind Jormel. @Jormel, feel free to move me next time you move, too.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Unfortunately for his desire to live another day, Xull and the others appeared to have little intent of letting Emil disarm the trap with his face. Jormel heaves his pack from his shoulders and pulls out a hammer and two pitons.

"Spring-loaded doors be damned, I guess." Slowly but surely, he hammers in a pair of iron spikes to jam the door wide open.

Which also meant that where he was standing was no longer safe from a surely very, very painful volley of arrows. Sadly, he grabbed his pack and looked back at his traveling companions for their sage advice.

"I don't suppose anyone has any idea what triggers that thing? I'd really rather not test it to find out..."

I've got DD at +7, but I probably can't disarm it without getting next to it. Which will probably set the stupid thing off. Also, are the arrows from floor to ceiling, or would it be possible to hit the deck and crawl?

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Emil just stands, picking his teeth with his dagger, and watches Jormel. Even when he starts to investigate the trap, he offers no help only to mutter, Time you earn your keep burglar. When Jormel glowers at him, Emil just looks away pretending to have said anything.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Fool offers the ranger a swig from his applejack to steel himself.

guidance

He squirts some in his own mouth from the wineskin, then another for good luck.


As the team decides what to do the trap arms itself and looses it's first volley!

According to the map, Jormel is the only one in the line of fire. With that said:

1d4 ⇒ 2
adding +2 to Jormel's AC for conceal: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18NLD: 1d8 ⇒ 3
adding +2 to Jormel's AC for conceal: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24NLD: 1d8 ⇒ 6
During his attempt to bar the door Jormel hears a very loud stone and metal "Cruuunch, click" then sees hundreds of arrows being fired throughout the room!
Two make it into the hallway strait for the clever burglar...

Jormel, please take 9 pts non lethal damage.

The contraption continues firing round after round...


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

"Got back in here" Eve yells as she keeps the door open.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Jormel turns to face Emil, a little incredulous that someone called him a burglar. He'd never burgled a thing!

"Hey, I'm no-"

Something hard struck him in the back. He spun back towards the trap to find it'd turned itself on. The ranger muttered a quick curse, took another blunted arrow to his chest, then dropped to the ground and crawled around the corner as quickly as he could.

The breath knocked out of him and a bruise as big as his head welting up on the small of his back, he rolled onto his side and grinned. "Well, that could have gone better. Consider it disarmed..."

I can't seem to move Jormel, but I'm moving one to the left.


After one minute you no longer hear the contraption firing.

Boldly peaking into the room you notice that all three doors in the room are now open.

The Exchange

Male Human (Shoanti) Level 5, #-3

"Well, I guess that's one way to disable a trap!" Xull smiles a little, "Are you alright friend? I haven't the skill to tend to you, but surely someone else here does. Eve?"

Emboldened by hearing what he assumes to be all available arrows already fired, Xull steps cautiously into the room and has a look around.

"Best to check for magical auras as well... ∆∑†Êdž ∏ÅGÏÇ"

Xull makes a perception check to search room: 1d20 + 3 ⇒ (2) + 3 = 5, and then casts detect magic before walking clockwise around the room's perimeter.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

"The trap is likely mechanical, let's see if it's out."


The room is filled with 1000 blunt arrows strewn across the floor.

Nothing magical and the mechanical trap is now defunct.
Unless you'd like to reload the contraption which would make it 'fully operational'.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Pulling himself to the wall, Jormel propped himself up and gave a feeble thumbs-up.

"I'm good. Just... Yeah. Give me a minute."

The Exchange

Male Human (Shoanti) Level 5, #-3

Carefully avoiding the arrows on the floor, Xull opens the southern right-hand door. Surely this one can't be trapped, too?

To illuminate the way: "¬ÎG‡†" [ooc]light

"Anyone else want to head down here first? I'm not the most observant of sorcerers..."


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

"Let's check the door on the far side first as this door over here seems to be a one way door."

The Exchange

Male Human (Shoanti) Level 5, #-3

@Eve: Haven't we already explored that set of rooms and passages?


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Also, the west/bottom door may or may not be stuck open. I hammered two pitons into it, though it was never confirmed nor denied that it actually worked. That's a rousing endorsement for working in my book!

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Fool walks behind, silently detecting magic and moving his dancing lanterns around. He occasionally holds up his left and right hands making an L sign, and choosing the correct one, nods to himself and follows along.


The doors are all 'propped' open.

Looking into the room beyond the southern door a continuous carving of mourners runs along the walls leading to a staircase on the south side of the room.
This chamber contains a staircase which possibly leads down to lower level of the crypt. Anyone listening at the entrance to the room can hear the sound of dripping water and a low, distant moaning.

The Exchange

Half-Goblin

With grim resolve, Emil moves to open door. He first checks with his party to make sure they are ready...once all ready, full defense, and open door

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Dangit, stupid goblin doppleganger

The Exchange

Male Human (Shoanti) Level 5, #-3

Eventually, Xull notices Emil looking at him expectantly, "Oh, yes, by all means let's go. Should be fun! Hopefully we'll find something other than another trap down there."

Xull straightens out his suit while waiting for the others to show their readiness.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Standing up and brushing off the dirt, bruises, and shame, Jormel grabs his things and jogs to catch up with everyone else before they leave him alone in the darkness. Strange things happened in the pitch black darkness - the same things that turned that fellow in the closet completely crazy.

Xull wrote:
Hopefully we'll find something other than another trap down there.

"I certainly hope so..."


For those in the room, please roll perception check.

DM:

Stealth: 1d20 ⇒ 11

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3
DM Jelly wrote:

For those in the room, please roll perception check.

** spoiler omitted **

Which room?

perception: 1d20 + 5 ⇒ (1) + 5 = 6


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Agreed which room?


"Fool" - Corvid Rhonabwy wrote:
DM Jelly wrote:

For those in the room, please roll perception check.

** spoiler omitted **

Which room?

[Dice=perception]1d20+5

The intended room mentioned above is the room which looks more like a ziggurat than a circle, if you can see the map of course.

Or, one could say, "the next logical room into which one would enter" yet one should not assume whilst grave robbing.
Possibly another might say simply, "the next room". Yet another one would phrase it as "not the west nor the east and certainly not the existing." Neither of these being what you are looking for so I suggest referring to the map, thinking of a large not-so-common-place Mesopotamian or a western Iranian plateau temple like structure and heading to that room.

Cool?


YET!
If you choose not to enter that room simply don't roll.

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Perception Check: 1d20 + 3 ⇒ (20) + 3 = 23


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Totally hiding in the back. If I take 3 damage I'm unconscious...

The Exchange

Male Human (Shoanti) Level 5, #-3

How about "the room with the ominous looking creature portraits in it"?

Not one to be out of the action, Xull crowds into the room and peers around.

Perception: 1d20 + 3 ⇒ (13) + 3 = 16

EDIT: Posted that simultaneously with Jelly. Those icons obviously appeared after the perception checks... leaving my comment in there for posterity.

FURTHER EDIT: Jelly's post has now disappeared, making my comment most mysterious. Again, leaving for posterity.


**edited

Brave Emil, Xull the Loquacious Locomotive, Fool the 'DMDLish' and Jormel Squirrel-bane boldly head into the aforementioned room. Not the circle room but the other room we talked about earlier, there in front of you. Not behind. Square templeish like.

With keen ears and sharp eyes the four room enterers see bloody human skeletons dragging themselves from behind pillars, hungrily reaching towards living flesh with long vicious claws.

Map updated. If you disagree with your icon's new placement feel free to adjust.

You have a surprise round.

Initiative:Bloodies,
Room enterers or otherwise know as the Bold Adventurers!

Init:

Emil:1d20 + 2 ⇒ (4) + 2 = 6
Fool:1d20 + 1 ⇒ (4) + 1 = 5
Jormel:1d20 + 3 ⇒ (6) + 3 = 9
Eve:1d20 + 2 ⇒ (7) + 2 = 9
Xull:1d20 + 2 ⇒ (9) + 2 = 11
Bloody skeletons1d20 + 6 ⇒ (7) + 6 = 13

The Exchange

Male Human (Shoanti) Level 5, #-3

Xull calls out in the black tongue of necromancy, attempting to banish the foul essence of these undead abominations.

"∂Χ®ÜP† ÜÑ∂Æ∂" disrupt undead

Ranged touch attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage if successful: 1d6 ⇒ 4

"My fellows, it appears my aim is a little off. Perhaps you might be so kind as to lead the charge in my stead," Xull coughs into his hand to hide his embarrassment.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Misfortune on the rear right. DC 14 will save.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Grabbing one of the blunt arrows in his quiver - and suddenly wondering where someone got the thousands of blunted arrows needed to arm that stupid trap - Jormel takes aim at the nearest of the skeletons.

Atk: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 Dmg: 1d8 + 1 ⇒ (1) + 1 = 2

Not sure if I can see the nearest skeleton from where I'm standing. If that's the case, I'm actually shooting at one of the ones in the back at -1/-1 for the lack of point-blank.


@Jormel, you'll need to subtract four from your shot as you're firing through a crowd.
Even with the -4, you hit.

Will Save: 1d20 + 2 ⇒ (11) + 2 = 13


"Ha, ha"

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Emil draws his blade and dashes into the room and targets the first bloody skeleton.
With a yell he tries to smash them...
Attack w/ Longsword: 1d20 + 3 ⇒ (1) + 3 = 4
But is obviously taken aback by the horrible amount of blood...


Eve around or shall we bot?


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Sorry about that

Eve moves in an attacks one of the bones

atk: 1d20 + 2 ⇒ (18) + 2 = 20 Crit
dam: 1d10 + 0 ⇒ (2) + 0 = 2
Crit: 1d20 + 2 ⇒ (9) + 2 = 11 Nope
dam: 1d10 + 0 ⇒ (1) + 0 = 1


Eve moves in and attacks, hitting the foremost bloody skeleton and shakes it soundly to the ground.

Swinging both claws the foremost of the remaining duo attacks Eve and...misses completely, Causing an AoO...Emil, your response?
Claws!: 1d20 + 2 ⇒ (8) + 2 = 10Dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Claws!: 1d20 + 2 ⇒ (8) + 2 = 10Dmg: 1d4 + 2 ⇒ (1) + 2 = 3
The furthest moves forward to harangue Emil yet is befuddled and...
Claws!: 1d20 + 2 ⇒ (19) + 2 = 21Dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Claws!: 1d20 + 2 ⇒ (4) + 2 = 6Dmg: 1d4 + 2 ⇒ (3) + 2 = 5
Claws!: 1d20 + 2 ⇒ (18) + 2 = 20Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
Claws!: 1d20 + 2 ⇒ (11) + 2 = 13Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
...sadly misses.

Init: The party is up!

DM:

Skel 1 - dead
Skel 2 -
Skel 3 -


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

I really hate the STR damage

The Exchange

Male Human (Shoanti) Level 5, #-3

Not wanting to repeat myself, but not knowing what else to do...

Xull calls out in the black tongue of necromancy, attempting to banish the foul essence of these undead abominations, and hopefully repair his tarnished image...

"∂Χ®ÜP† ÜÑ∂Æ∂" disrupt undead

Ranged touch attack into melee: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Damage if successful: 1d6 ⇒ 2


Yes Eve but you dropped one despite your weakened state.

Xull, not to be out done, curses one of the foul creatures with arcane language and as the ray connects, the bloody skeleton writhes in pain.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Pulling another of the blunted arrows, Jormel jumps in front of Fool so he can get a better shot. Steadying his aim, he targets the one swinging wildly at Eve. She was tough, he knew, but her strength still had not fully returned. He'd hate to see a friend die, or something.

Atk: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 Dmg: 1d8 + 1 ⇒ (2) + 1 = 3
+1 for PBS included, possibly a -4 for shooting through people again?


yes but you hit anyways.
Eve's attacker suddenly crumples to the ground as Jormel "William Tell" Vallin smashes it's head in with a blunt arrow!

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