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

Game Master Daedalus the Dungeon Builder

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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 slides down or Athromar does? I'm assuming its me. But it's not clear from text above

Phineas lets out an exclamation of surprise as the stairs turn into a slide, but he is able to get turned around enough to just balance on his feet as the wooden creature swings at him. When the large statue turns to swing, Phineas can just make out something on its back.

"It's a keyhole," cries the young acolyte with urgency. "It's got a keyhole on its back. I think you have key Blacklock! See if it fits!" He then stands, ready to take a beating.

Acrobatics DC 10: 1d20 ⇒ 10
Perceptioin DC 15: 1d20 + 8 ⇒ (19) + 8 = 27

Not sure if Phineas gets a turn before the attack, but if so will take Total Defense for a +4 on AC


On next round could I use sleight of hand to insert the key?


Phineas: My bad; you both do. Anyone on the steps when the statue moves would fall. Sorry about the confusion.
Blacklock: Not with the construct moving the way it is. You'd need to hold it steady at least a little bit (i.e. grapple it) to have a decent chance of success. Now, that's not to say that it's impossible to use sleight of hand, but it would be really difficult.

The construct moves fluidly in response to Blacklock's attack, and a shield slams into him with a backhanded attack. Phineas, for his part, manages to avoid the heavy attack directed at him, but Athromar, staggering to his feet even as his companions are assaulted, gains a solid thwack for his trouble. The cleric responds with a shot from his crossbow, even though the bolt goes wide.

GM Screen:

Attack on Blacklock: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 4 ⇒ (6) + 4 = 10
Attack on Phineas: 1d20 + 5 ⇒ (11) + 5 = 16
AoO: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 4 ⇒ (6) + 4 = 10
Athromar attack: 1d20 + 1 ⇒ (2) + 1 = 3

Ouch! Blacklock has just had the worst luck recently, taking 10 damage. Athromar triggers an AoO from standing up and also takes 10 damage.


Alright, definitely a challenge. His AoO has a pretty good chance to KO me, heh.

He smacks his lips in disbelief, the taste of blood brings him back into the moment "Alright, Phineas! Here I go!" he drops his iron bar and flicks the key free from a hidden folded cuff, waiting for the right moment to ascend the golem...

grapple: 1d20 + 1 - 1 ⇒ (19) + 1 - 1 = 19


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

Knowing Blacklock is doing something risky, Phineas lunges at the big foe with his quarterstaff trying to distract it and aid Blacklock's grapple challenge and provoke an attack by the creature.

Phineas Aid DC 10: 1d20 + 1 ⇒ (13) + 1 = 14

Does Blacklock get a flanking bonus on his CMB? Attempt to Aid Another on Blacklock's grapple to give +2 to his CMB. Then move action to fall back provoking AoO in order to save Blacklock from taking one, theoretically. Hope I don't get too bad a beating...


Actually, because of how the rounds fall (initiative actually goes Phineas-Blacklock-Statue-Athromar), it's already used its AoO for the round. So, no need to worry about that (sorry, left that unclear).
Blacklock tenaciously grabs on to the construct, and even manages to narrowly hold on to his target even as it tries to buck him off. Athromar moves in and strikes a blow against the statue. However, the blow, like Blacklock's before it, doesn't even scratch the polished wood.

GM Screen:

Escape Grapple: 1d20 + 8 ⇒ (3) + 8 = 11
Athromar Attack: 1d20 + 0 ⇒ (15) + 0 = 151d8 - 1 ⇒ (2) - 1 = 1

Round three. The statue is grappled, and so far unharmed. It'll take one more grapple check to insert the key.


Thanks for the aid, and yeah...totally spaced on flank bonus!

Tab A into Slot B: 1d20 + 1 - 1 + 2 + 5 ⇒ (8) + 1 - 1 + 2 + 5 = 15 +5 from previous fail to break grapple, correct?

Mr. Butterfingers manifests himself in Blacklock's latest attempt, souring the morning.

Actually, with another aid from someone and the golem taking -4 dex from grapple lowering his CMD by 2 that may have actually succeeded


...I'll give it to you. Unfortunately....

Blacklock narrowly manages to insert the key into the keyhole. However, when the time comes to turn the lock, he finds that it won't budge- it's not the right key!


Blacklock is quiet a moment as he tosses and turns with the massive construction "Uhh...Phineas, we have a problem. This is a mortise lock, not an interchangeable core lock! This key is for something totally different!"


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 looks stricken as Blacklock tells him they have the wrong key. "Are you sure? If so, there must be another key elsewhere. We need to get out of here!"

He looks about for the best way out of this room given the stairs have turned to slides.

Phineas takes Total Defense once again, and takes a 5' step. Are the stairs still folded into slides? What is the check to climb that?


The stairs are a DC 10 Climb check to climb, and will remain a slide until you figure out how to turn them back. Of course, there may be another way to beat the statue. Hmmm... let's see...

Intelligence DC 10:
You recall that Roldare always mentioned the shields and keys together, as though they were one and the same.

EDIT: Ah! My bad! I used the wrong command.


Not sure whats up with that 154 roll

Int Check: 1d20 + 1 ⇒ (13) + 1 = 14

If that doesn't work, he'll go for the climb, securing a rope afterwards to pull up Phineas and Athromar

Climb: 1d20 + 7 ⇒ (10) + 7 = 17

Giving a hard, sweaty nod to Phineas, Blacklock retreats up the stairs.


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

Too frightened and exhausted to think much, Phineas sees the only chance of survival is to retreat out of here. Fully expecting to get clubbed in the head, he turns and makes for the slippery steps, trying to scramble up the rope left by Blacklock, but unable to get good enough traction to start.

Int DC 10: 1d20 ⇒ 1
Climb, rope: 1d20 - 3 + 5 ⇒ (4) - 3 + 5 = 6


Actually, Phineas, the rope would reduce the DC to 5, meaning you scramble up without too much trouble.

GM Screen:
AoO: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 4 ⇒ (8) + 4 = 12
Crit confirm: 1d20 + 5 ⇒ (4) + 5 = 9
Attack 1: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 4 ⇒ (1) + 4 = 5
Attack 2: 1d20 + 5 ⇒ (7) + 5 = 12
Athromar Climb: 1d20 - 4 ⇒ (15) - 4 = 11
AoO: 1d20 + 5 ⇒ (8) + 5 = 13
Crit Confirm: 1d20 + 5 ⇒ (4) + 5 = 9

Phineas, Blacklock, and Athromar all make it to the top.... safely. While Blacklock's quick climbing skills helped him evade the statue's clumsy blow directed towards him, Phineas isn't so lucky and takes a blow from the construct hard enough to, ironically, push him the rest of the way up the stairs. Athromar also takes a direct blow as he retreats, but it doesn't have much force behind it and he clambers his way up. As soon as the last person makes his way up, the statue returns to its initial position and the stairs clatter back into being just stairs.

Well, okay then. That round was almost very bad. As it stands, Phineas takes 12 damage and Athromar takes 5 (for a total of -15 so far), but everyone gets to the top in one piece, though bruised and battered. What next?


"You guys have any lamp oil? I say we roast this thing to topsoil..." is Blacklock's bright idea.

If not, he unfolds his carefully wrapped, delicate little tools to begin dissecting the unexplored door.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


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

Once at the top and safely away from the living statue, Phineas wipes the blood from his lip, cringing at the pain. He gently cradles his holy symbol and calls out to Erastil. "Deadeye, we have need of your grace. Send us healing energy to see us through this time of trial."

Channelx2: 2d6 ⇒ (5, 2) = 7

Use Channel 5/7 remaining, Phineas is now at 9/14 hp, enough to see what is next.


Blacklock finds no traps on the door to the north, and also determines that it's unlocked. Opening it reveals 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 northernmost half the statues are wrapped in leather padding.


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

"This doesn't look promising," says Phineas with a big sigh. "I imagine all these will take swings at us when we step through. Blacklock, if you please?" he motions to the beat-up rogue to see if there is a trigger for what must be a killer-trap of some kind. He speaks a quick Orison to Erastil, asking for divine guidance for this effort.

Cast Guidance on Blacklock, providing a +1 competence bonus on a single skill check for 1 round.


Cracking his knuckles "The doctor shall begin..."

Slowly and methodically he inspects the entire area. Starting with the first statue, he probes it tediously until certain it is safe to remove the longswords. Along the way he also checks the corridor with the same rigor.

Ill let GM roll where necessary since its probably a lot


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 shakes his head and also calls upon his Goddess to ease the party wounds.

Channel Energy 1d6 ⇒ 6

"Hmm, let's hope that is as bas as it gets here... If this was supposed to be a Rite of Passage that seems an awfully difficult obstacle to face..." He muses as Blacklock begins to probe the room keeping his eyes peeled for more danger which seems ever present here.


Sorry for the delay, classes are hitting harder than expected. I'll do my best to keep this game rolling as fast as I can. Map updated, as well. Sorry I forgot that earlier.

GM Screen:

Trapfinding: 1d20 + 6 ⇒ (5) + 6 = 11
Trap Attack: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 1 ⇒ (5) + 1 = 6

Blacklock finds no traps as he makes his way down the hall. However, as he passes the second set, he hears a distinct click coming from around him, and he twists out of the way as the statue to his left allows its sword to swing at him. Unfortunately, he fails to dodge the statue on his right, and the sword bites into Blacklock's shoulder, scoring a deep gash. The other statue's blades also fall down, leaving a pair of blades crisscrossed unevenly along the path, making it tricky to pass.

Blacklock fails to disable the trap and takes 6 points of damage, and the spaces between the statues are now considered difficult terrain. For the spaces between the two southmost sets of statues, the exposed blades require a DC 10 Acrobatics or Escape Artist check to avoid taking 1d4 points of damage. The northern statues have their blades wrapped in leather, and so do not require the check.


No reflex save vs traps?

Reflex: 1d20 + 5 ⇒ (15) + 5 = 20


Attack roll instead. It just barely hit your AC.


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 attempts to make his way past the deadly traps, "Even sprung traps are dangerous in this place!"

Acrobatics - 1d20 ⇒ 18

Luckliy, the Cleric is able to move past the exposed blades.
"Are you all right Blacklock?"


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

Groaning inwardly as Blacklock gets hit again, Phineas tries to move just a deftly through the criss-crossed blades. He asks Erastil for divine Guidance before ducking under. He sighs with relief as he slips under without incident.

Acrobatics DC 10, guidance: 1d20 + 1 ⇒ (12) + 1 = 13


"It's fine...its not gushing that bad. Tch...I knew that was going to happen and it still got me. I'm going to disarm this damned sentry in vengeance." smiling and taking the statues sword.

Normal longsword?


Blacklock manages to pry one of the swords out of the statues' grips- the rest are simply too stuck in the stone to be budged. It's oddly sharp considering its incredible age, and while it doesn't have a grip, it is a simple matter to wind a bit of leather around the hilt to make it quite usable.

Yes, normal longsword.

At the end of the hallway, there is an locked door. Opening it (Blacklock finds no traps) takes a few minutes, but reveals a new room. In the center of this new room is a large pool of clear water, fed by a fountain on the 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 of and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving only the sound of the fountain to break the silence pervading the crypt.


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

Arching an eyebrow a this new room, Phineas looks into the pool. "Roldare said something about needing to swim. Think this is the place?" Phineas is looking to judge how deep the water is and if there is anything, creature or item at the bottom. Is the water clear?

He again casts Guidance on himself to give a hand, curious what the spellcasting will do in the room, as well.

Perception, guidance: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23


Phineas looks into the water, his magic not seeming to do anything. The pool is incredibly deep, the limited light in the room barely penetrating 10 feet. Tossing a light into the water reveals a deep pool, and after about 40 feet, it comes to a rest on the bottom, surrounded by what looks to be dozens of identical keys.


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 prays for the ability to see auras and looks into the pool hoping to identify perhaps a key that glows.


"Pure acid, likely..." he half jests, dipping a chalky looking rod from his tools-kit into the liquid.

"Hmm, or poison perhaps...?" he also dips a slightly browned leaf, looking for any sinister reaction.


To all tests, the pool contains pure water, even safe to drink. Athromar's spell causes one of the otherwise unremarkable keys to glimmer with the faintest of magical auras.


Assuming Athromar points it out, Blacklock jumps in to grab it with a dagger in his mouth.

Swim: 1d20 + 3 ⇒ (16) + 3 = 19


While there's nothing in the way of Blacklock's swim down, when he reaches the bottom, he can't figure out which key it was- there's over a hundred keys down here, and they're all nearly identical and laying in mounds covering the bottom of the pool.

It'll require a DC 15 Int check from both of you to figure out a retrieval plan.


Dumbo McNobrains: 1d20 + 1 ⇒ (11) + 1 = 12

Blacklock seems to flounder around in the water, unable to understand Athromar's signals.


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 r his head looking for the right solution to this puzzle, but cannot make heads or tails of it. "Maybe you just start pulling all the keys out?" he suggests hopefully.

DC 15 INT: 1d20 ⇒ 10


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 attempts to coordinate retrieval with Blacklock.

Intelligence DC 15 1d20 + 1 ⇒ (16) + 1 = 17


Trying to break the impasse, Blacklock starts bringing sacks full of keys up to the surface, one by one.

Will go as long as constitution allows, for as many days as needed


Just saying, anyone who can detect magic can grab the key with no problem from the countless identical ones.


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:
Just saying, anyone who can detect magic can grab the key with no problem from the countless identical ones.

Oh, that wasn't clear from the description.

Helping Blacklock from the water, Phineas strips off his armor, weapons and backpack and jumps into the pool, casting Detect Magic just before he dips under the surface, trying to find the key and grab it before his air runs out. It takes the inexperienced swimmer a bit to get the hang of it, but eventually he makes the trip to the bottom and back.

Myriad Swim checks as needed:

Swim: 1d20 ⇒ 8
Swim: 1d20 ⇒ 3
Swim: 1d20 ⇒ 5
Swim: 1d20 ⇒ 15
Swim: 1d20 ⇒ 9
Swim: 1d20 ⇒ 16
Swim: 1d20 ⇒ 3
Swim: 1d20 ⇒ 17
Swim: 1d20 ⇒ 7


Sorry about that. Anyway, carrying on!

Phineas, his own eyes tuned to finding magical items, easily grabs the key from the bottom of the pool, retrieving it after just a few tries.


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

Dripping wet but pleased with the progress, Phineas gets dressed back in his armor and weapons, and girds his pack once more. "Well, that's two keys. Wonder how many more they'll be, and what they open. The one keyhole we've seen doesn't seem to fit the first one. Maybe it'll take this one?"

Phineas suggest exploring the unopened door to the south of this room, but eventually heading back to the shield-bearing statues.


"Are you sure that's the right key?" Blacklock grins and chides.

At the mention of the unexplored door he nods and rolls out the tools.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


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 stares at the key seeing it's distinctive glow, "Seems right to me".


The unexplored door has no traps on it, and, while locked, it opens with the key found in the shadow's room. Inside, a small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.

Map and soundtrack updated


Studying the mural "Right...how's that legend go again?"

Untrained History: 1d20 + 1 ⇒ (16) + 1 = 17


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 has been told the stories about Kassen since he was a lad, unfortunately he's just too shaken right now to recall any of them.

Know hist: 1d20 + 4 ⇒ (9) + 4 = 13


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 fear I never paid as much attention to the stories as I should have..."

Knowledge HX Untrained 1d20 + 1 ⇒ (10) + 1 = 11


As Blacklock starts mentioning key figures, you all remember the basic story with almost no difficulty. This mural depicts the founding of Kassen, a tale you have all heard many times.

Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 AR. While he fought with distinction, he soon realized that he wanted more from life and left the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassen’s Hold, grew and prospered. All that changed when a band of mercenaries came to Kassen’s and raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate the mercenary camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with these foes. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, the mercenary leader was slain and the rest were scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter the mercenary leader, his followers, and the townsfolk that lost their lives in the bitter struggle. They then placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.

GM Screen:

Blacklock Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Phineas Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Athromar Perception: 1d20 + 5 ⇒ (7) + 5 = 12


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

"It's a great story about sacrificing one's self in the service of others. Erastil would approve! No wonder we revere Kassen in the village. And no wonder they send us here to retrieve the flame every year."

Phineas, heartened by the story of his village's hero, enters the room and examines the bench. If it looks safe, he sits on the bench wondering if anything unusual will happen.

Perception, bench: 1d20 + 7 ⇒ (7) + 7 = 14

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