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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Sovereign Court

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

Emil side steps the beast and smiles, You today you die. Today I live.

AoO: 1d20 + 3 ⇒ (4) + 3 = 7
Standard Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Crit Confirm: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 3 ⇒ (7) + 3 = 10 Crit Damage?: 1d8 + 3 ⇒ (2) + 3 = 5

Emil jabs at the monster, getting it off balance before driving his longsword through its chitinous thorax.


With a mighty swing 'Emil the Fragrant' crushes his bloody opponent!

All three bloody skeletons lie still in front of you. Emil's recent target doesn't just lie still but lies still in multiple parts of the room.

Now what?
Head down the stairs or retrace your steps and attempt to disable the remaining unopened door on this floor?

The Exchange

Male Human (Shoanti) Level 5, #-3

"Bloody great work, my friends," chimes in Xull, "Any chance we can clear out this level before heading down? I'm sure none of you would be into the more felonious activities like opening locked doors, but if someone could attempt to muddle through the motions we can be surer to leave no enemies behind us as we delve deeper into the crypt."

Somewhat out of breath (for once) Xull pokes around the remains.

The next perception check I need to make, in case I'm too busy sunning myself on the pebbly shores of England: 1d20 + 3 ⇒ (8) + 3 = 11


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 clears his throat and casts a quick glance at his companions.

"I can try to get it open. I have some experience with locks and things."

He starts the walk back to the locked door and then turns and points at Emil. "Also, still not a burglar. My business is traps, not doors."

Taking 20 on DD to open the door, but I don't actually have a set of thieves' tools. Because Jormel's not, you know, a burglar! So... 27 on disable good enough?


@Jormel, close but no cigar!


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

Stepping back from the door, Jormal stretches his hands out as if to say 'see, not a burglar.'

"No good. Any other takers?"

Sovereign Court

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

Push aside, "burglar".
Emil will take a full defensive position and open the door, hiding behind his shield as much as he is able. AC 22 for this...

The Exchange

Male Human (Shoanti) Level 5, #-3

"Well, if we can't get through it, at least there's the hope that no-one else can get out of it. I take it we've used every key we can find. Let's just hope the Everflame (or whatever it's called) isn't in there. I say we push on to the lower levels and see if we can't avoid death a little while longer."

With that, Xull strides purposefully to where he thinks he remembers the staircase downwards was.


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

Still rooms on this level, and one contains helpful items


@Emil, no traps. Try a Str check to open.
@All, up to two can assist with DC 10 str check.


Forgot Emil is MIA for a short period. Fool, will you bot him?

The Exchange

Male Human (Shoanti) Level 5, #-3

Since no-one jumps to Emil's aid, and with Eve in her weakened state, Xull decides to run back and try to help:

Strength check to assist: 1d20 - 1 ⇒ (19) - 1 = 18


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

With a sigh, Jormel jumps in with his shoulder to the door. "What I wouldn't give for a burglar..."

Str: 1d20 + 2 ⇒ (11) + 2 = 13


Emil grunts loudly as he pushes on the door.

str: 1d20 + 3 ⇒ (2) + 3 = 5


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

str: 1d20 ⇒ 18

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

guidance str: 1d20 ⇒ 16


As Emil:
Str check: 1d20 + 3 ⇒ (18) + 3 = 21

And with a great grunt the bold adventurers crash open the door with a collective flourish!

Yay.

This long corridor is 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 roughly half the statues are wrapped in leather padding.

Map updated.

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

"Someone blunted the pit traps, maybe they have done the same here? Ranger?"

Detect magic, guidance on ranger, and aid perception.

1d20 + 5 ⇒ (8) + 5 = 13


perception with scent: 1d20 + 8 ⇒ (9) + 8 = 17


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

Cracking his knuckles and relaxing his neck, Jormel steps forward.

Going to walk forward nice and slow, taking 20 on perception so I don't stick my face into a deathtrap.
Disable Device when relevant: 1d20 + 8 ⇒ (6) + 8 = 14


You find the pressure plate (noted with T on map) yet are unable to disarm.


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 carefully checks the statues, making sure not to stand in front of any blades, to see if the longswords are attached to them or easily removable.

If they can be removed, he (still carefully!) disarms the statues on the northern side of the pressure plate, leaving the swords on the sides of the hallway.

He then takes one of the brooms from earlier - Fool probably still has one, anyway - and prods at the pressure plate.

The Exchange

Male Human (Shoanti) Level 5, #-3

Perhaps fatefully, Xull thinks too late to properly interject... "Since it can be so easily avoided, are you sure that prodding it is such a good idea?"

Xull ducks down and hides behind a statue as best he can (his attempted location is where I've moved his marker on the map). I really hope that the pressure plate doesn't animate these statues, Xull thinks to himself, moments before Jormel touches the broom to the plate.

Hi, I'm in Spain at the moment. The WiFi in the hotel here is absolute rubbish. Will be back home in Houston as of Monday and will post much more regularly then. However, I'm at an internet café right now doing some emails and this. As such, this will likely be my last post until I get back unless I get a chance at the airport. Sorry for the delays thus far, and for the next (shorter) one!


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 stops mid-prod, looks over his shoulder, and shrugs.

"Probably."

Caution to the wind, Jormel prods the trap's trigger. Common sense be damned.

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 twitters his fingers nervously, fearing for the safety of his broom.

any time the front line comes back towards me I will tap them with guidance


Taking 20 to disarm I assume.

Jormel's boldness and perseverance disables the trap and no one is hurt by the blunted or not blunted trapped statues. Jormel then deftly reviews the door ahead and does not find any traps.

Opening the door like curious cats, one half of this lofty chamber has a lowered floor, with stairs on either side to reach the bottom. Standing opposite the door is a tall wooden statue of Kassen grasping a gigantic wooden shield in each hand. One of the shields is inscribed with the
word “home,” while the other reads “family.”

DC 15 Arcana:
You deduce this is a wood golem

The Exchange

Male Human (Shoanti) Level 5, #-3

Xull creeps somewhat embarrassed out from where he was cowering behind the statue. Trying to make up for his prior lack of bravery (and temporary acquisition of sanity), Xull enters and surveys the room.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Upon spying the statue (and perhaps more besides)...

Knowledge (Arcana): 1d20 + 5 ⇒ (12) + 5 = 17

... Xull backs off cautiously, "My friends, if so I may call you by now," he begins, "It falls to me to inform you that the statue of Kassen over yonder is in fact a golem. It may animate at any minute, if it has not done so already. Please exercise caution while poking around it!"


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

"Then let's be cautious."


Ever loquacious Xull enters the room, detailing all he sees but the other timidly bold adventurers stand perfectly still. One could cut the trepidation with a knife...

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

For the record, I have no Know Arcana

Fool slides in, detecting magic and observing the scene.


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 followed the others into the room, still brandishing Fool's broom. He stops when Xull mentions the horrible deathtrap hidden in plain sight.

"I'm sure the golem is only here to stop burglars and the like. Why would Kassen put a statue of himself that kills people coming to celebrate his life?"

He stopped at the edge of the raised platform, slowly watching for any signs of movement.

"But just to be sure... how do we turn something like that off?"


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

"If we are lucky it might have an off switch."

Sovereign Court

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

Should we be prepared to set it on fire if it animates? Emil generally looks at the wooden statue in distain, greatly preferring a metal golem to be his defense.

Yeah, I am back on solid land!


Welcome back sir. I trust your experience on the floating city was enjoyable?

The Exchange

Male Human (Shoanti) Level 5, #-3

"I'm not sure Kassen was the one who put the statue here. However, history is rife with stories of people who want those who honor them to be tested first. Only the worthy and all that. Why, it was Cassius the Conquered who insisted upon..." Xull goes on for quite some time.

"In any case," he continues eventually, "I believe that Emil is right. Fire would be the most effective against this thing should it come to life. I have a spell that may help in that regard. However, it seems to be quite still for now. Shall we move on?"


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

"You know that idea does have one flaw, it's that the golem would be a flaming golem burning us as it beats us."


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

"Yeah, but I'm getting real tired of this testing s**t. Traps and dead things and golems and gods know what else." Jormel sets his pack down and fishes out a pair of torches. He offers them forward to his companions with a grin.

"If anyone asks, we fought valiantly and struck the beast down with an amazing display of skill. Now someone light me up."

Didn't we also find lantern oil somewhere? If we picked that up, we should totally use that.

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

"I've got two pints of lamp oil that we found earlier."

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

since my magic is useless against golems, I will ready the oil. I suspect its immune to fire as well so at least our actions aren't wasted since im already ineffective

The Exchange

Male Human (Shoanti) Level 5, #-3

@Fool: did you mean "vulnerable" to fire, not "immune"? If a wood golem is immune to fire, I'm returning whichever bestiary it appears in!

Xull helps his companions to make ready the fire. He will then stand so that he can light the flammable materials in front of him while simultaneously striking the golem in the cone as he prepares to cast his favorite spell.

"This spell," Xull says with a grin, "Got me out of some serious trouble back when I was a merchant. I was tied in a cart and had no idea what power ran through my veins. Fortunately, neither did my captors. I escaped with some timely flames applied to my hempen bonds."

Xull scratches his beard for a moment, contemplating the situation. "It may be that this guardian is not intended to attack us - or intended to attack us later. It may be that the best way to defeat it is using the Everflame itself. After all, it would be quite the coincidence to have a wooden guardian for a tomb renowned for its fiery contents if they weren't related in some way."

"Golems are reputed to be very tough to defeat. I'm not sure we'd have it in us to beat it if it were to attack. Inanimate it may be right now, but if we set it aflame we may trigger a condition required to awaken it. Does everyone still want me to have at it with magical fire?"

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
Xull wrote:
@Fool: did you mean "vulnerable" to fire, not "immune"? If a wood golem is immune to fire, I'm returning whichever bestiary it appears in!

golems are frequently immune to magic and to energy types from the magical treatment. How useful is a wood golems that is vulnerable to fire? That being said, if you looked it up I would consider that bad form.

The Exchange

Male Human (Shoanti) Level 5, #-3

Not looking it up... assuming wood is vulnerable to fire, even in golem form!

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

I'll move in to within 30'. Use my hex to see if it works. And then either move/move or move/cackle until I can get within 10 feet then hit it with oil as ranged touch. Repeat.


Please place your ending moves upon the map.

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

I'll misfortune hex him from the lower doorway from outside the room. Dc 14 will save. Its supernatural, not a spell, and has no subtypes.

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

"I have a good friend Leroy who always thought it was best to just rush in."


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

Holding the two burning torches, Jormel couldn't help but notice a distinct lack of anyone else volunteering to get close to the damn thing. He gestured to Emil with one of the torches.

"Hey, Emil - going to make the burglar do all the work?"

The Exchange

Male Human (Shoanti) Level 5, #-3

Based upon what I wrote, I've placed myself where I would have to be.

"Xuuuuuuuuuuuuull Jenkins!"

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

S x 10 & w.

The Exchange

Male Human (Shoanti) Level 5, #-3

Xull looks around bemusedly. "Huh. I was expecting something to happen by now. I guess it must be safe after all."

Alas, poor Xull didn't realize that golems sleep on the weekend. Come Monday, who knows...;-)

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