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DougFungus' Crypt of the Everflame
Game Master DougFungus

The Crypt where Ekat Kassen was laid to rest has become an important part of the town's history. This year a group of hand selected individuals have been chosen to venture to the crypt and retrieve the Everflame in time for the autumn celebration.



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Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

AOO 1d20 + 4 ⇒ (20) + 4 = 24
Damage 1d8 + 3 ⇒ (7) + 3 = 10
Crit Confirm 1d20 + 4 ⇒ (11) + 4 = 15
Crit Damage 1d8 + 3 ⇒ (8) + 3 = 11

Lorant lashes out with his sword as the beetle tries to retreat. Then the soldier presses the attack. He steps forward and tries to crack the beetle's shell again with his sword. "For Kassen!"

5 ft. step to T-15

Sword 1d20 + 4 ⇒ (2) + 4 = 6
Damage 1d8 + 3 ⇒ (7) + 3 = 10


Init +4; Perception +6; hp: 23/23 AC 13(17)/12/11(15); F+3, R+3, W+4

Kerret gasps as he slumps against the wall, all but spent.

Pip, he mutters weakly. Someone needs to see to Pip

Hold action.


male halfling lvl3 rogue HP:23/23

I'm sorry, but what is the stabilize roll again? I can't seem to find it in the on-line document.


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

It's a CON check. DC 10+<your negative hp status>. So if you're at -2, then it's a DC12. -5 make it a DC 15.

Rule is here


Lorants sword lands the killing blow on the Beetle.

Hungry Beetle: 2600 XP/5 = 520XP/Person

If I'm not mistaken, everybody's total XP should be 1942XP. And just because I'm feeling particularly generous I'll be awarding each of you an additional 58XP because you're all so awesome.


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

Well, I certainly feel more awesome now!

I race over to Pip and use my Sacred Touch to stabilise him.

Do we gain our new hit points immediately?


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

PIP! Oh no! Kaylee cried out at the horrible burn marks on his skin. She had already spent the last of her healing on Lorant not seeing how badly Pip was injured. Fortunately Vastar was here to stop the bleeding. Fenris poked his head out of his carrying pouch sensing her distress. Hopping out, he perched himself atop Pip and stared at Kaylee. She could feel the calmness radiating off of him and looked up into his eyes. In a blinding second she felt an intense wave of knowledge almost overwhelming her mind. She began to grasp information about not only magic and arcana but even other worlds. She felt kindness from some otherworldly figure, distant yet familiar. Thankful she turned and laid hands on Pip, warm energy flowing into him. Thank you She whispered softly.

Healing Hex: 1d8 + 2 ⇒ (3) + 2 = 5


male halfling lvl3 rogue HP:23/23

stabilization vs DC13: 1d20 ⇒ 14
Thanks Lorant!


male halfling lvl3 rogue HP:23/23

Slowly opening his eyes and seeing everyone looking down on him with concern Pip says "I'm not dead!?! Thanks for helping....ugh...I feel ill."


Init +4; Perception +6; hp: 23/23 AC 13(17)/12/11(15); F+3, R+3, W+4

Invigorated by the victory, Kerret moves to the beetle's nest and prods at it with his spear, spreading the trash and offal out in the hopes that it might hide something of value.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Can't tell where the nest is, so if I don't have enough movement for that, just move me up to it. Thanks.


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

I'm glad you're okay again, Pip Kaylee says while shooing Fenris off of his chest. She helps the man to his feet and double checks to make sure he isn't feeling too sick.

Looking at the beetle, she feels a little remorse. She was about to have her babies... she says sadly to no one in particular.


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

And wolves take cattle because they're hungry. I shrug: Sometimes you have to protect yourself because animals don't know any better.

C'mon then Pip.

I send Erastil's healing energies surging through my hands and onto Pip's wounds.
Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

Lorant looks remorseful as Kaylee talks about the beetle. "It was just protecting itself, wasn't it?" He sighs. "It didn't really deserve to die."


male halfling lvl3 rogue HP:23/23

"Thanks guys...just feeling a little queezy. Being brought back from the brink of death really messes with my digestion!" Pip stretches, stands, and starts to check that all his parts are working again, moving his arms, hand, legs, etc.


Initiative:
Kaylee
Kerret
Lorant
Pip
Vastar

Descriptoion wrote:
With the realization of Pip's near death experience, each of the party members takes a second to look back and reflect on what they have learned so far. In doing so, the collective party feels stronger than ever as a result.
  • Kerret, I have sent you a PM.

  • Vastar heals Pip for 7HP.

Summary:

Pip gains 7 HP from vastars Cure Light Wounds Spell

NOTE:
Keep in mind that because you have gained a level does not mean that you get the same affects as resting. Any spells, hit points, daily usage abilities, etc... that you have used to date are not returned to you until you rest. Any new spells, HP and abilities you have gained from leveling up are added in addition to what you already have but anything used so far is not returned to you until you rest.

Round b-5 begins now

Maps have not been updated. Since nobody has realy moved I didn't want to have to go through all the trouble for this round.


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

Lorant moves to cover the corridor ahead as well as the stairwell?. He looks over his shoulder at the others. "Is he alive?" he points to the figure on the floor.

Move to U-15. Look down the corridor and the stairs. Is that a set of stairs?


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

Kaylee moves over to examine the body carefully. I'm not certain... she says as she expertly prods the body. Does anyone recognize him?

Move to S-15 to examine body Heal: 1d20 + 8 ⇒ (20) + 8 = 28 to recognize signs of life or cause of death.


Init +4; Perception +6; hp: 23/23 AC 13(17)/12/11(15); F+3, R+3, W+4

Kerret shrugs after poking through the refuse.

Nothing here, should we try the stairs, or that corridor to the south?


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

Guys, I should warn you, I only have the ability to channel a little of Erastil's power. I'll be running low on my ability to heal wounds pretty soon.


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

Looking up to Vastar, Kaylee wondered what her own limits were. She glanced around uncertain until she saw Fenris staring at her and then she knew. I have enough to heal each of you once as I did with Pip. But once I've healed you I cannot do so again until the sun or moon passes its position on the morrow.


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

We should check the hallway before taking the stairs. I don't want something following us down or blocking our way if we need out.


Initiative:
Kaylee
Kerret
Lorant
Pip
Vastar

  • Kaylee, you identify the villager as yet another of Kassen's inhabitants. He is covered with acid burns and scratches the same as the Beetle left on most of you. He has no possessions worth taking.

  • Yes it is a set of stairs

    Lorant moves to look down the closest corridor. There are a set of stairs leading down into a dimly lit corridor and then another set of stairs that lead directly back up again into another room.

Round b-6 begins now

Maps have been updated


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

Lorant nods at Kaylee. "Right, let's check this area up here first." He moves down the hallway and, if he doesn't see anything at the end, moves to the entrance of the next room.

Move to X-15, then to X-18 if no threats are seen.


male halfling lvl3 rogue HP:23/23

Pip stays right behind Lorant, checking for any signs of traps or hidden doors or passages as he moves.

check for traps: 1d20 + 8 ⇒ (8) + 8 = 16


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

Kaylee follows Lorant from a short distance, watching Pip as he scans the area ahead. Do you see anything, Lorant? she whispers as she looks down the next hallway into the next room. Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Follow behind Pip and Lorant, ending turn at X-16


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

I keep up the rear, pensively silent and constantly looking about with my bow in hand.


Initiative:
Kaylee
Kerret
Lorant
Pip
Vastar

Description wrote:

The remains of a small fire smolder in the center of this broad chamber, letting out a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.

The smoke in this chamber is quite harsh, causing eyes to water and breathing to become labored. Living creatures in this room take a –2 penalty on Perception checks and on attack rolls.

  • Kaylee moves to X-16.

  • Lorant moves to X-18. No immediate threats are seen.

  • Pip moves to X-17. Pip, I have sent you a PM.

  • Vastar follows up the rear of the group and finishing his movement at X-15.

Round b-7 begins now

Maps have been updated


Init +4; Perception +6; hp: 23/23 AC 13(17)/12/11(15); F+3, R+3, W+4

Kerret gives himself a shake and moves to the rear of the party, keeping an eye out for threats from the stairs.

Move to U 15
Perception: 1d20 + 6 ⇒ (17) + 6 = 23


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

Lorant squints through the smoke and slowly makes his way to the far side of the room, hoping to examine some of the things in the room.

Move to Z-20. Examine fire in Z-19 and equipment in Z-21.
Perception: 1d20 + 0 ⇒ (5) + 0 = 5


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

Kaylee slowly enters the room, chanting softly a simple prayer to allow herself to see auras. Fenris pokes his head out of his carry pouch and scans the room with her, his ears twitching as the smoke bothers his nose.

Move to X-20. Cast Detect Magic and scan room.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

I keep up the rear and peer into the gloom What's all this smoke? Should we put it out?

perception: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22


Initiative:
Kaylee
Kerret
Lorant
Pip
Vastar

Condition Reminder wrote:

The smoke in this chamber is quite harsh, causing eyes to water and breathing to become labored. Living creatures in this room take a –2 penalty on Perception checks and on attack rolls. Please remember to factor this into your rolls.

Kerret and Vastar do not suffer this penalty since they are not in the room.

Everybody check your PM's. Since your checks will all yield different results I will have to send them out individually.

  • Kaylee moves to X-20 and casts Detect Magic.

  • Kerret Moves to U-15.

  • Lorant through to Z-20.

    There is no equipment in Z-21. There is a pillar there. I know the maps can get kind of fuzzy at times.

  • Vastar remains where he is.

Maps have been updated

Round b-8 begins now


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

Kaylee takes a few seconds to stare at the flame. There is something unnatural about this she says as ponders what the purpose of the magic is and what it does.
Knowledge: Arcana: 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

I step into the smoky room.
"Something's not right in here, the shadows are moving separately to the flames." I point toward the fire, "And did you see that dagger? The key next to the fire is scorched and blackened but the dagger is unhurt inside the flames."


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

Lorant is getting ready to reach into the fire with his sword, when Vastar's comment stops him. "I was going to try to get the dagger out of the fire..." He stops, coughing at the smoke.

"Maybe we should put the fire out?"


male halfling lvl3 rogue HP:23/23

"I noticed the shadows as well Vastar!" Pip says as he moves closer to the fire. "Be careful...the dagger could be bait for a trap! Can someone cast detect magic? Let me check around the key and fireplace for any trap triggers."

Pip moves to Z-19 and inspects closer for any traps Perception: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

"Good thinking, Pip, I'll try that."

I cast detect magic and peer again into the smoke and gloom.


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

The fire or the dagger within the fire is the only thing magical that I see. Kaylee states as she continues to concentrate on the aura.


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

While the others decide what to do with the fire, Lorant reaches down and picks up the burnt key. "Hey that guy said we'd need a key, right?"

Move to AA-18 and pick up the key


Initiative:
???? Initiative: 1d20 + 2 ⇒ (5) + 2 = 7

Kaylee (Natural 20)
Kerret (23)
Lorant (19)
Pip (11)
Vastar (8)
???? (7)

Condition Reminder wrote:

The smoke in this chamber is quite harsh, causing eyes to water and breathing to become labored. Living creatures in this room take a –2 penalty on Perception checks and on attack rolls. Please remember to factor this into your rolls.

Kerret and Vastar do not suffer this penalty since they are not in the room.

  • Kaylee focuses on the magical aura coming from the dagger in the fire. Kaylee, I have sent you a PM

  • Lorant Korant moves to AA-18 and picks up the key.

  • Pip moves to Z-19 and continues to look for traps. Pip, I have sent you a PM

  • Vastar casts detect magic. Vastar, I have sent you a PM

Maps have been updated

Round B-9 Begins Now


Initiative +1, Perception +2 (+4 w/Fenris) Current AC 15, Current HP 13/20 (20/20 non-lethal)

The dagger is what is enchanted! she exclaims, happy to solve even a small mystery. Vastar, Pip, what is it that you say about the shadows? Are they moving towards us? Kaylee asks warily, searching the shadows for any hint of malice.

Should I roll another perception check to see if I notice the unusual shadow movements now that they been pointed out?


Its optional. If you do add a +10 since you are aware of the situation.


male halfling lvl3 rogue HP:23/23

"There doesn't appear to be any traps of any kind in here." Pip says as he dusts off his pants and wipes his hands on them at the same time.

Turning to Kaylee, he says "I can't really tell where they are moving...they just don't...they....they're just moving wrong. They don't follow the flicker of the flame."

After watching the shadows for a few moments, Pip looks at the group and says "So...how do we go about getting that dagger out of the fire?"


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

"Well, I can probably fish it out with my sword. But would it be better to put out the fire? Would that do something to the shadows?

Lorant glances around trying to figure out what Pip is talking about.
Perception: 1d20 + 2 + 10 - 2 ⇒ (1) + 2 + 10 - 2 = 11


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

Lorant, I think getting the dagger would be a good idea: it's a magical dagger! I don't have any magics that could put out the fire, do we have enough water?


Initiative:
Kaylee (3 Rounds)
Kerret (0 Rounds)
Lorant (4 Rounds)
Pip (2 Rounds)
Vastar (0 Rounds)
???? (Unaffected)

???? Stealth Check: 1d20 + 12 ⇒ (5) + 12 = 17

Kaylee Perception Check: 1d20 + 2 ⇒ (13) + 2 = 15

Kerret = Not In Room

Lorant Perception Check: 1d20 + 2 ⇒ (8) + 2 = 10

Pip Perception Check: 1d20 + 7 ⇒ (18) + 7 = 25 (Can See)

Vastar = Not In Room

Condition Reminder wrote:

The smoke in this chamber is quite harsh, causing eyes to water and breathing to become labored. Living creatures in this room take a –2 penalty on Perception checks and on attack rolls. Please remember to factor this into your rolls.

Kerret and Vastar do not suffer this penalty since they are not in the room.

Each passing second in this room is becoming more and more agonizing. The smoke makes your stinging eyes run tears and your throats close from inhaling the black smoke. Lorant, being exposed to this the longest is affected the most and begins to cough.

I'm starting the next round to keep the passage of time moving forward.

Lorant:
The shadows in this room flicker in a strange fashion. They don't seem to follow the movements of the dancing glow of the flame. Its almost as if they move of their own accord.

Maps have been updated

Round b-10 Begins Now


Human Mobile Fighter (hp 31/34; F+5, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions); AC 17, T 12, FF 15)

Lorant eyes the shadows for a second before he starts coughing from the smoke. Then he tries to cover his mouth with his shirt and uses his sword to reach the dagger and lift it out of the fire. He drops it on to the ground beside the fire.

Can I assume he can do that?"


He can.


Cleric of Erastil (current hp 21, total hp 21; F+3 R+3 W+6; AC18, t13, ff15, Initiative +3, Perception +7)

I hold my ground, Leave it for a while, Lorant, let it cool.


male halfling lvl3 rogue HP:23/23

Coughing and rubbing his eyes Pip says "Did someone pick up the key?" Pip pulls his shirt up over his mouth as well.

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