Daedalus' First Labrynth- Crypt of the Everflame (Inactive)

Game Master Daedalus the Dungeon Builder

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Nice, but thats damage not drain, right?


Blacklock wrote:
Nice, but thats damage not drain, right?

Yes, don't worry (too much, anyway)


Fort: 1d20 + 1 ⇒ (1) + 1 = 2

Blacklock takes a defensive stance against the darkness, bluffing to himself that he can run faster than the others.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Round 2

In the hallway, Phineas still coughs so badly that he can take no further action. He tries to motion to his allies to flee, but it's lost in a paroxysm of choking coughs.

No action for Phineas, but will not be nauseated after this round.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3
Brother Phineas wrote:
Daedalus, the Original DM wrote:
My bad. Forgot to mention the duration. Phineas is 'nauseated' for 1d4 rounds.
What's the worst that could happen in 12 seconds?

Shows what I know...


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Round 2

Fortitude save 1d20 + 4 ⇒ (20) + 4 = 24

Once more, Athromar resists the smoke incapacitating his allies.

And once more, he attacks the shadow with its immortal enemy, positive energy.

Channel Positive Energy - Harm Undead 1d6 + 2 ⇒ (2) + 2 = 4 - Will save DC 14 1/2 - No Turn Resistance applicable due to Sun Domain.


GM Screen:
1d4 ⇒ 2
Will Save: 1d20 + 5 ⇒ (20) + 5 = 25
Attack: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 4
Shadow: -5 HP

While Athromar's golden blast of light does wash more of the shadow away, it's not enough, as the killer continues to drain strength from Blacklock, leaving him straining to even hold his club, even as Cira and Phineas shelter in the hallway.

Round two done. Blacklock takes 4 more points of strength damage, putting him at 6 Str and to the point where just his gear puts him at a medium load.
Round three go!


Fort: 1d20 + 1 ⇒ (13) + 1 = 14

Now that I finally saved, going full defense to hopefully not get str damage killed...not looking good. Touch AC now 17

Blacklock finally stops dry heaving weakly, and manages to find an awkward defensive stance despite the energies of the shadow plane tearing at his essence.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Must Phineas save vs the smoke from his present position?


Phineas: Hmmm. I'll say yes, but only 1/minute, and you only take -2 to perception and attack from the smoke. You're fine for now, in other words. Unless, of course, the shadow decides to chase you ;)


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Recovering his breath and his wits, Phineas sees Blacklock getting slowly drained of vitality by the shadowy creature. He also sees Athromar bringing forth the positive energy of his deity, and seeks to do the same. He grasps the holy symbol round his neck and fervently calls on the good power of Erastil to rid his friends of this scourge.

Channel Positive Energy to damage undead. DC 12 Will save halves damage. No bonus against channel resistance :(

Channel: 1d6 ⇒ 2


Botting Athromar to move things along.

GM Screen:

Athromar Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Athromar Channel: 1d6 + 2 ⇒ (2) + 2 = 4
Shadow Will (Phineas): 1d20 + 5 ⇒ (16) + 5 = 21
Shadow Will (Athromar): 1d20 + 5 ⇒ (15) + 5 = 20
Cira Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Cira Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Shadow Attack: 1d20 + 4 ⇒ (3) + 4 = 7

Shadow HP: -8

While Athromar and Phineas work together, blasting the spectre with golden light, it still seems to shrug off the bulk of the attack. While Cira manages to stop coughing for a few seconds, long enough to send a crossbow bolt flying at the shadow. However, it clatters off the wall a few feet from the shadow's head. In any case, it distracts the creature, long enough for it to flinch involuntarily, allowing for Phineas to escape its grasp.

Round 3 done. The dice roller seems to want to kill someone. The shadow's been rolling wickedly good. Round four go!


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Frowning at the lack of effect, Phineas doesn't know how else to damage the spectral creature and tries once again. "Deadeye, we need you now more than ever. Help your servant protect his flock from this deadly foe."

Channel Energy once again...DC 12 Will for half

Channel: 1d6 ⇒ 6


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Round 4

Athromar adds his prayers to those of Phineas, "Sarenrae, aid us, return to the grae this shadow!"

Channel Positive Energy to Harm Undead 1d6 + 2 ⇒ (6) + 2 = 8


Blacklock stares down death in the face, knowing these could be his last moments, unsure of what fate awaits him to die in this manner. To die from this darkness, without a single visible wound?

He wants to run, wants to run real bad...but he knows whats right, he's gotta give it everything for the others. After all, he couldn't run if he tried...

Fort: 1d20 + 1 ⇒ (11) + 1 = 12

His nostrils bleed from the fumes but his other concerns allow his instincts to ignore the pain signal.

Total Defense another round


GM Screen:

Shadow Will v. Phineas: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Athromar Fort: 1d20 + 4 ⇒ (11) + 4 = 15
Shadow Will v. Athromar: 1d20 + 5 ⇒ (11) + 5 = 16
Cira Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Shadow Attack: 1d20 + 4 ⇒ (7) + 4 = 111d6 ⇒ 4
Shadow HP: -15

The shadow writhes in pain as the combined brilliance of Phineas and Athromar's channels. However, even with all the divine might presented, the specter still refuses to die. However, Cira's crossbow bolt does manage to find its way directly into the shadow's head, in what should be a finishing blow...
...only to pass harmlessly through the undead menace as though it doesn't even exist. Fortunately for Blacklock, though, the shadow dismisses him as harmless, and moves past the gasping beggar to instead attack Athromar. The cleric's armor does nothing to stop the shadow's attack, and he feels weaker as his own armor begins to weigh him down beyond normal.

The shadow has shifted its focus from Blacklock to Athromar, and dealt 4 points of Str damage to him. Round five is up!


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Despite the havoc this shade is wreaking on his allies, Phineas remains steadfast in his belief in the power of Erastil, Still gripping his wooden symbol the young acolyte calls forth the positive energy to harm the undead foe.

Channel: 1d6 ⇒ 2

Still a DC 12 Will for half. Maybe he'll fail a Will save. Maybe. Not the most compelling damage in the world.


GM Screen:

Shadow Will save: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Athromar Fort: 1d20 + 4 ⇒ (9) + 4 = 13
Athromar Channel: 1d6 + 2 ⇒ (3) + 2 = 5
Shadow Will Save: 1d20 + 5 ⇒ (1) + 5 = 6

While Phineas' channel does almost nothing, the shadow does look to be in a sorry state, just a few wisps of darkness at this point. When Athromar follows up, the final blast of golden light vaporizes the last vestiges of the specter, leaving the room empty once more.

...Except, of course, for the choking smoke.


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Athromar looks to his friends, "Let us pull back. We are likely too weakened to move forward further until we assess our health".


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

"There was something in that brazier, a dagger, I think." says Phineas, wanting to retrieve it before they group retreats from this room. Wrapping his cloak around his hand, and gasping for a large breath, Phineas rushes over to the brazier to retrieve the weapon, trying hard to not breathe any of the choking black smoke.

Is it possible for him to hold his breath and retrieve? If not, I'll roll a Fort save below

Phineas Fort, if needed: 1d20 + 4 ⇒ (10) + 4 = 14


You're fine- in about 10 minutes, the smoke will clear. In any case, you've already dealt with everything dangerous here.


Gazing at his hand slowly closing and opening, Blacklock drops "That blackness changed me somehow...I feel drugged. No, it isn't physical...its like my will isn't connected to my sinews anymore. That's where it struck, the hidden line between my mind and flesh..."


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Carefully using his cloak to protect his fingers from hot metal, Phineas removes the dagger from the brazier and then returns to the hallway, where the smoke is less.

"Not sure if this useful, but didn't want to leave it behind," he says shrugging. "Based on what Roldare said, I bet that key is useful too. It was a near run thing to retrieve them."


You all retreat from the room, returning to Roldare's room. The cobbler seems to have calmed down even more, and, while his mind is clearly shattered and cannot remember much of what to expect, he does tell you that you'll be going for a swim, and the 'keys and shields' are important. He keeps doing this, as well, muttering endlessly until asked to stop. With his help, you find some supplies in this room, including: a number of bedrolls, a pair of bullseye lanterns with 4 flasks of oil, 5 days’ worth of rations, two potions that are labeled as “healing,” and one potion labeled 'for illness.'


Blacklock dips a pinky in the illness potion, taking a tiny taste.

1d20 + 6 ⇒ (17) + 6 = 23 perception to ID


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

"I feel weakened as well. Well enough to keep going though I would prefer to rest if that is an option of course we cannot know if it is as we do not know what or why our foes have entered this place..."


Blacklock identifies the potion a a potion of lesser restoration.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3
Daedalus, the Original DM wrote:
Blacklock identifies the potion a a potion of lesser restoration.

Well placed...Just what Blacklock needs!


"All we know is that girl is in trouble..." mentions Blacklock, barely able to stand, slouched across one of Roldare's barrels. "...kidnapped by the damned. I think we owe it to her to push harder."

He lets his serious words hang on the air a bit before "I also know whatever this is feels like a mining charge blast in my mouth...you got any more, Rold?" he puts it down.

I was down to 6, if not mistaken. The potion can dispel magical effects or cure 1d4 ability damage, I assume the shadow's attack was the latter
Cure Ability Damage: 1d4 ⇒ 2

"If not, you better hand me that crossbow...I've got the might of a 4 year old girl after that shadow's touch..."


Blacklock wrote:
I was down to 6, if not mistaken. The potion can dispel magical effects or cure 1d4 ability damage, I assume the shadow's attack was the latter

You assume correctly. You're at 8 Strength now.


I'm all for resting if you guys want to, Roldare's room is probably a good spot. Didn't we also have pack animals though? At least one mule? Maybe camp outside and protect it considering what happened to the horses.


You did not have a pack mule or horse, so no need to worry about protecting it.


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

"While I agree with the sentiment Blacklock, we can't help the girl if we are dead ourselves. Phineas, your thoughts?"


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Feeling a bit sheepish, Phineas shrugs. "It touched me but only barely. Blacklock does not look good. I think we should rest here where it's relatively safe and see what tomorrow brings."

Not sure one point makes an incredible difference, but it also allows us to refresh spells and channels. Lesser restoration turns out to be a second-level cleric spell, darn it.


Blacklock reluctantly agrees.

Though his player wholeheartedly agrees. ;) Still, its only 1 point damage healed. Same modifier I can just carry a bit more.

Understand that lesser restore is higher. Instead of curing the damage, maybe theres another way to offset the penalty? If I can flank and another +2 my mod would be normal.


The night passes uneventfully (if a little uncomfortably), and you all wake up the next morning refreshed.

Where to now?


Organizing his pack in the morning, Blacklock mentions "I think we should check the stairs back there."

Unless the others object, he'll head that way cautiously.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Doh, wasted nat 20...needed that for later ;P


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Glad to be rid of the rather annoying Roldare again, knowing his companions are reduced in strength, Phineas follows along cautiously, hoping they have an easier day of it today.


As you leave Roldare, Cira comes up and says, "I'm going to stay behind and see if I can help Roldare recover. If he remembers anything else, I'll come running. Okay? Stay safe."

Exploring the stairs, they rise a short way, before descending again, opening into a spacious room. 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.”


Squinting through the darkness, Blacklock cracks another sunrod and surveys the scene "Hmm. Those are shields, alright. Something about this seems fishy...hold up a second."

He tosses a rock at one of the shields.


Blacklock's rock hits its target, and bounces off with a clunk, clattering across the floor.


GM, looks like there is no door on wall opposite statue, just an open hall? Want to peek down there.

Blacklock keeps his front towards the stature, but his back to the wall moving swiftly and quietly to the open corridor, tossing a glance inside.

edit:
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22


That was my bad; based on how the map was set, you couldn't see the door. It's fixed now.

Blacklock peers down the hallway, only to see a door just a few feet away. There is no motion in the room or reaction from the surrounding area.


Checks stairs or doesn't: 1d100 ⇒ 89 High does

Putting his belly to the floor near the ledge, Blacklock runs his hands down the side of the staircase, suspecting a hidden catch, or perhaps just from habit.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Blacklock finds no triggers or traps on the staircases.


"Hmm, overthinking it maybe. Let's just see about these shields..." bounding down the steps.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Phineas follows the plucky rogue into the room with the statue of Kassen. He has a reverent air about him as he looks around the room, honoring the founder of his hometown.

"Didn't Roldare say daggers and shields? Could these be the shields he meant?" Phineas will examine the statue more closely to see if the shield could be removed.


GM Screen:

Athromar Acrobatics: 1d20 - 3 ⇒ (9) - 3 = 6
Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Athromar Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Blacklock Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Phineas Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

As Blacklock reaches the bottom step, the statue begins to move, activating a pressure plate just in front of it, and a loud clacking sound fills the room as all the stairs turn 45 degrees, changing the staircase into a slide. While Phineas slides down the stairs, Athromar, having just started down the staircase, gets the worst of it, and he slides all the way down on his back as the statue steps forward at him menacingly!

Perception DC 15:
There is a small keyhole on the back of the statue.

Okay, so the statue is attacking. Phineas needs to make a DC 10 acrobatics check to avoid starting off prone (from sliding down the staircase). Round 1 go, party up!


Bet 1000 dollars I fail that...

Perception: 1d20 + 6 ⇒ (4) + 6 = 10 haha

"Guardian!" he steps forward and attempts to bludgeon the statue with his favored weapon...

Melee: 1d20 + 3 ⇒ (10) + 3 = 13 +1 bab -1 str +1 weapon focus +2 flank
dmg: 1d10 - 1 + 1d6 + 1 ⇒ (1) - 1 + (1) + 1 = 2 base-1 str +sneak +trait


Blacklock's swing, while enthusiastic, bounces off the creature's tough exterior without so much as denting the ancient wood.

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