GM Mainer's Crypt of the Everflame (Inactive)

Game Master Mainer


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Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

Ash looks at Roldare with a sad smile I know how you feel, if anything does happen trust me when i say it gets better. Keep your mind, be brave it's what she would want yes? Ash pulls out a bedroll and a thick winter blanket laying down for the night Wake me for last shift, if i'm not up already.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy wakes up feeling rather refreshed considering the circumstances. He begins dismantling the barricade and says, "So we ready to do this? The swim Roldare spoke of, I believe it is behind the door in the first room of the crypt. Or we could continue this way and see where that leads us. What do you guys wanna do?"


Inside the Crypt - - Sir Bleeparolo's Map

For some perspective, I have added a map of the areas you have been to so far.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Ah! I hadn't realized there was a hallway between the pac-man maze and the room were are now in.

"I'm not much of a swimmer. Let's try the other areas first."

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"If you're all okay with trying the door we just passed on our way here, we can head there now. It's just around the corner." And with that Fonzy lights his torch and gathers his things. Awaiting confirmation and for his party to be ready.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

Very well then, let's move there's work to be done.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Belasara readies her things once the group has decided on a course of action. After she packs and breaks her fast with a bit of trail rations, she eyes Roldare critically for a moment, then addresses him. "You'll be fine here on your own. Right?" she asks, partly to judge his mental state and partly to find out whether he intends to wait in the room for their return.

Sense Motive: 1d20 ⇒ 15

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

The group cautiously makes their way to the door around the corner from where they spent their night. With Fonzy leading, he's keeping his eyes peeled for anything that may seem out of place. As they come to the door, he inspects it every way he knows how before seeing if it's locked. But waiting to open it.

Disable Device if locked: 1d20 + 8 ⇒ (19) + 8 = 27

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Inside the Crypt - - Sir Bleeparolo's Map

"I'll be alright," Roldare says. "To tell the truth, nothing much has really come along but you folk. Even the bones stopped looking after a while." He sounds shaky, but he adds "And if something does come, I'll just barricade the door shut. There's plenty of food and drink here. If someone gets hurt or you decide you need a rest, come on back for a spell."

Belasara:
You get the sense that Roldare is still suffering from some shock. He'll probably be fine to stay where he is, and without weapons, should he relapse into his prior insanity, he'll at least be able to cause minimal harm.

***

Of the two hallways, you quickly discover that one leads to a door that does not open, despite your best efforts. The second door, however, opens quite easily.

Travelling from the "pac-man" room to Roldare's room, the first hallway is the one that you cannot get through. the hallway closest to Roldare's room has the open door.

The room that the door opens to is mostly empty, except for the body of a villager in its center. Perched atop the corpse is a man-sized brown and yellow beetle, trying to push the corpse into the corner where a pile of trash and filth awaits.

Upon entering the room, the beetle turns and flares it's wings at you, mandibles clicking. Currently, Fonzy and whoever is directly behind him are the only one's that see this giant insect, but the clicking noise is audible to everyone.

For simplicity's sake, we'll say that you can get past each other and into the room with relative ease.

Initiative Order: Bolded may act
Fonzy
Belasara
Ashling

Beetle
Sir Bleeparolo

GM’s Secret Rolls:

Fonzy Initiative: 1d20 + 7 ⇒ (13) + 7 = 20
Belasara Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Sir Bleeparolo Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Ashling Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Giant Bombadier Beetle Initiative: 1d20 ⇒ 9

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

As quickly as he can Fonzy fires off two quick shots toward the bug. Then steps back outside the door, out of the bug's line of sight. Screaming as he runs by his group, "Back to the room! Back to the room! Big scary beetle bug!"

Longbow Shot #1: 1d20 + 5 + 1 - 2 ⇒ (5) + 5 + 1 - 2 = 91d8 + 1 ⇒ (2) + 1 = 3

Longbow Shot #2: 1d20 + 5 + 1 - 2 ⇒ (19) + 5 + 1 - 2 = 231d8 + 1 ⇒ (4) + 1 = 5

Perception to recognize corpse: 1d20 + 5 ⇒ (3) + 5 = 8


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Bela draws her father's longbow and nocks an arrow as Fonzy clears the doorway. The sheer size of the beetle draws her up short, and for a moment she can't decide whether to fire on it or follow the archer back they way they came. "Gods, what is that?!"

The beetle's clacking mandibles and aggressive posturing decides for her, and she looses her arrow at the overgrown insect.

Longbow: 1d20 + 2 ⇒ (19) + 2 = 21 +1 if beetle is within 30'.
Damage: 1d8 ⇒ 3 +1 if beetle is within 30'.

Knowledge (Nature; Untrained): 1d20 ⇒ 19


Inside the Crypt - - Sir Bleeparolo's Map

Belasara:
These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs. You've also seen smaller beetles (the really tiny ones) shoot an explosive substance, but you're not sure if larger beetles have this same ability.


Inside the Crypt - - Sir Bleeparolo's Map

Not hearing from Ashling, so I'm going to swap her and Sir Bleeparolo in the initiative order. Sir Bleeparolo, you're up before the giant beetle!


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

Sorry, my internet's been wonky lately

They're just bugs, Ash states calmly, drawing her sword and attacking.

attack: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 1 ⇒ (5) + 1 = 6


Inside the Crypt - - Sir Bleeparolo's Map

The giant beetle raises up on it's hind legs, screeching, mandibles clacking. It scuttles on the body before leaning back, it's maw gaping. Suddenly, a spray of acid jets forth from the bug, covering Ashling and Belasara.

DC 13 Reflex save for half damage.

Acid Spray Damage: 2d6 ⇒ (5, 1) = 6

It's attack complete, the beetle's legs dance around. Currently it has 2 arrows sticking out of it, and a gash from Ahsling's attack is leaking a strange yellow-green goo. It's doubtful that the bug can stand much longer.

Sir Bleeparolo is up, then it is everyone else's turn.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

The beetle has taken some damage though, right? Did Ash, Bela, or me hit him?


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Fonzy Tenderleg wrote:
The beetle has taken some damage though, right? Did Ash, Bela, or me hit him?

From this I am guessing yes:

GM Mainer wrote:
Currently it has 2 arrows sticking out of it, and a gash from Ahsling's attack is leaking a strange yellow-green goo. It's doubtful that the bug can stand much longer.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Varkha! Circle around behind!" Sir Bleeparolo shouts. The wolf surges forward and moves around behind the beetle.

Varkha will move 20', ending up beside Ashling.

Sir Bleeparolo smashes at the beetle with his morning star.

morning star: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d8 + 2 ⇒ (6) + 2 = 8


Wolf 3HD | HP 23/23 | Init +2 | Per +5 S.M. +1 | AC 16 : T 12 : FF 14 : CMD 14 | Fort +5 : Ref +5 : Will +2 | Bite +3 (1d6+1 plus trip)

Varkha growls and snaps at the beetle.

bite: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 1 ⇒ (1) + 1 = 2
trip?: 1d20 + 3 ⇒ (16) + 3 = 19


Inside the Crypt - - Sir Bleeparolo's Map

The dynamic duo move forward to attack the giant beetle, but Sir Bleeparolo's morning star bounces off of the insect's tough exoskeleton. Vharka bites and grabs onto one of the beetle's legs, pulling, but ends up being shaken off.

The beetle lets out a yell, and as terrible as it seems, it is no closer to death than it was a few seconds ago.

Initiative Order: Bolded may act
Fonzy
Belasara
Ashling

Beetle
Sir Bleeparolo/Vharka

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy darts back into the room firing another arrow at the beetle.

Longbow: 1d20 + 5 + 1 - 4 ⇒ (11) + 5 + 1 - 4 = 131d8 + 1 ⇒ (6) + 1 = 7

Idk how I missed that. I'm going to blame it on the extremely long day I had yesterday.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Reflex Save: 1d20 + 2 ⇒ (13) + 2 = 15

Quick reflexes and her knowledge of what the smaller bombardier beetles are capable of keeps Bela from taking the brunt of the damage from the insect's acid spray. But the acid burns on her hands clearly affect her accuracy, causing her next arrow to go wide of the beetle.

Longbow (Point-Blank Shot): 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage (Point-Blank Shot): 1d8 + 1 ⇒ (4) + 1 = 5


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

move action to activate studied target

reflex: 1d20 + 6 ⇒ (9) + 6 = 15
attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d8 + 2 ⇒ (1) + 2 = 3

Ashling dodges a majority of the acid, the liquid barely burning her hands as she continues to attack


Inside the Crypt - - Sir Bleeparolo's Map

The beetle screeches and lunges forward to bite it's most recent attacker, Ashling. The warrior maiden easily blocks with her sword, deflecting the sharp mandibles to the side.

The beetle is oozing goo quite heavily now, but still it stands, defiant and ready to defend it's nest.

Initiative Order: Bolded may act
Fonzy
Belasara
Ashling
Beetle
Sir Bleeparolo/Vharka

Secret GM rolls:

Beetle Attack: 1d20 + 4 ⇒ (9) + 4 = 13


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

GM: I see you made a separate icon for Varkha. I put him under Sir Bleeparolo, since I am riding him.

Sir Bleeparolo nudges Varka to the south.

He calls to Ashling. "Ashling! Get on the other side of it!"

Then he says to Varkha, "ვარხას! დაველოდოთ იგი მეორე მხარეს და თავდასხმა!"

Sylvan:
Varkha! Wait until she is on the other side, and attack!

5' step south, then ready an attack when Ashling moves to flank or attacks.

Readied Attack +2 Flank: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Wolf 3HD | HP 23/23 | Init +2 | Per +5 S.M. +1 | AC 16 : T 12 : FF 14 : CMD 14 | Fort +5 : Ref +5 : Will +2 | Bite +3 (1d6+1 plus trip)

Varkha nods and moves to the side.

5' step south, then ready an attack when Ashling moves to flank or attacks.

Readied Attack +2 Flank: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Trip?: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy takes two more shots back to back at the beetle.

Longbow #1: 1d20 + 5 + 1 - 4 ⇒ (14) + 5 + 1 - 4 = 161d8 + 1 ⇒ (3) + 1 = 4

Longbow #2: 1d20 + 5 + 1 - 4 ⇒ (12) + 5 + 1 - 4 = 141d8 + 1 ⇒ (5) + 1 = 6


Inside the Crypt - - Sir Bleeparolo's Map

@Sir Bleeparolo: That makes so much more sense than what i was thinking.

Sir Bleeparolo and Vharka prepare to flank the beetle with Ashling, but while waiting Fonzy unleashes another torrent of arrows. One of the arrows scatters off the back of the beetle, but the other finds a chink in the beetle's armor. With a gurgled scream, the beetle collapses on top of the body it had previously been consuming.

With the plight over, you have the chance to examine the room. It's difficult to see, but beneath the garbage and muck that's accumulated, you can see carvings on the wall.

Before you lie two paths. A door that opens to the south and deeper into the tomb, and stairs that ascend to the east.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy lights his torch and begins searching the room. First taking a look at the body, then the carvings on the wall.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Not sure if check is needed for carvings.


Inside the Crypt - - Sir Bleeparolo's Map

The body is chewed up and covered in acid. Any feature it had that could be used for identification was destroyed by the beetle.

@Fonzy: Was the perception check for the body or the walls?

Anyone else want to do anything while in this room?


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

Ash gives her own quick look around the room
, before readying to proceed
taking ten for 15 on perception

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

It was for the body. I didn't know if you wanted a knowledge or Perception for the walls.


Inside the Crypt - - Sir Bleeparolo's Map

This room is covered in garbage. While you know the carvings are there, perception on the carvings would be to see if anything stands out. I will also allow a knowledge (History) check to read the carvings.

As Ashling survey's the room, she notes nothing exceptional about the carvings on the wall.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Gods, what a mess."

Sir Bleeparolo looks around to try and see if there is anything interesting here.

Perception (beetle): 1d20 + 7 ⇒ (16) + 7 = 23
Perception (walls): 1d20 + 7 ⇒ (14) + 7 = 21

Knowledge (history) untrained: 1d20 + 1 ⇒ (9) + 1 = 10

He looks down at Varkha. "სუნი არაფერია საინტერესო, ვარხა?"

Sylvan:
"Smell anything interesting, Varkha?"


Wolf 3HD | HP 23/23 | Init +2 | Per +5 S.M. +1 | AC 16 : T 12 : FF 14 : CMD 14 | Fort +5 : Ref +5 : Will +2 | Bite +3 (1d6+1 plus trip)

Varkha sniffs around.

Perception (beetle): 1d20 + 5 ⇒ (12) + 5 = 17
Perception (walls): 1d20 + 5 ⇒ (9) + 5 = 14


Inside the Crypt - - Sir Bleeparolo's Map

Sir Bleeparolo:
You're used to seeing the carvings that are on every wall in this tomb, but there's one that stands out to you. The mark of the Knights of the Black Bough. It's the first time you've seen it on these walls. As you study the area around it, you realize there is a story along these walls. It depicts the last Knight of the Black Bough to walk these halls.

Following the story along the walls, you watch this knight fight alongside his companions. You see him take down bandits, fighting deeper and deeper into the tomb until his wounds bring him down. The images depict a burial, bringing you to a life size carving of the gnome holding a morning star.

However, a closer examination shows you that there's an indent in the wall wrapping around the carved handle of the morning star.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Sir Bleeparolo chuckles. "Hmmm... what do you know. Does anyone think this carving looks like me?"

"This seems to be a record of the Kingts of the Black Bough... or at least one of them. It shows him falling in battle, and being buried here. Well, now at least I can prove that the Knights are real and not just an invention of my father's as everyone seems to think."

"Wait, there seems to be an indentation here..."

Sir Bleeparolo looks at the odd indentation behind the handle of the depiction of the morning star, and then looks at his own morning star. He then tries to stick the handle of his morning star into the indentation. If that does nothing, he tries one of the points of the morning star.

"Fonzy... you're good with this sort of thing. What do you think?"

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Hey! Looks like your dad wasn't crazy after all Bleepy! Wow! A real knight! That's pretty cool."

Should Bleeparolo fail. Following Bleepy's motions and realizing there was something off about the morning star in the carving Fonzy begins running his hands over the indention pressing on anything that might give way. Then uses his own morning star to try and fit it in like a puzzle piece in every position he can think.

Perception on indention in case it's trapped.: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Disable Device to trigger indention or disable trap: 1d20 + 8 ⇒ (3) + 8 = 11


Inside the Crypt - - Sir Bleeparolo's Map

A closer inspection of the carving shows that there is enough space for someone to grab onto the handle of the carved morning star.

Fonzy:
There are no mechanisms or any indication of a trap that you can detect

[Spoiler=Perception (Morning Star Carving) DC 20] This "carving" doesn't seem to be a carving at all, or at least not one of stone. In fact, as you look at the handle, you notice it's hardened and seasoned leather and the points are metal.

Sir Bleeparolo DC 15 Wisdom Check:
It occurs to you that you may know an incantation that can identify what may be happening here. While it won't tell you the exact nature of the curious situation, it will let you know whether it is magic in nature.

If you cast detect magic, you will see a magic aura outlining the morning star.
You can look at the perception check spoiler.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy looks back at Bleeparolo as he grabs the handle and gives it a tug. "Guess we could have started with that. No surprise we aren't known for our wit." He says with a big smile as he waits to see what happens.

Perception Morning Star: 1d20 + 5 ⇒ (1) + 5 = 6 It's on a wall, apparently.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Wisdom: 1d20 + 1 ⇒ (17) + 1 = 18

Sir Bleeparolo ponders for a moment. Then he mutters something and makes a pass with his hands. His eyes begin to glow faintly.

"Ah! Apparently this is magical. It looks like a tiny version of a real morning star."

spellcraft to identify magic item: 1d20 + 5 ⇒ (15) + 5 = 20

If Sir Bleeparolo doesn't detect any dangerous magic, and Fonzy doesn't detect any traps (Fonzy, you can always take 20 if you are willing to spend 2 minutes), then:

Sir Bleeparolo pulls out his bootlace, and threads the loop behind the handle of the morning star. Then he pulls.


Inside the Crypt - - Sir Bleeparolo's Map

To both Fonzy's hand and the bootlace, the morning star doesn't react.

Sir Bleeparolo:
There is a slight surge in the aura of the item that Sir Bleeparolo notices due to his magical sight as his hands get closer to the handle. You don't identify any dangerous magic. In fact, you sense that this magic is set to only react to a certain condition.

I want to make sure I've described this accurately, the carving is of a gnome similar in size to Sir Bleeparolo, and the 'carving' of the morning star is the size of the average morning star.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Somehow I think this is meant for me to pull. Stand back..."

Sir Bleeparolo, now fairly certain there isn't a trap, tries to pull the morning star free of the wall.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy runs to the opposite side of the room just as Bleeparolo places his hand on the morning star.


Inside the Crypt - - Sir Bleeparolo's Map

There is a flash of magic as Sir Bleeparolo grips and tugs at the morning star. Dust and stone crumble around where the weapon had been set as a voice fills the chamber.

The enemy rises to attack again,
To destroy the land of Kassen.
Heroes brave and fighters bold
Make use of these weapons of old.
Our legend shall be renewed again
As we fight with you to protect Kassen.

Despite it's apparent age, this weapon is in marvelous condition. As you heft it, you see the gnomish script engraved on it above the crest. 'The Black Bough.'

As Sir Bleeparolo examines the weapon, the group is left to decide which way to continue? Deeper into the tomb, or further exploration to the west?

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"I'm not gonna lie Bleepy, that was by far the coolest thing I've ever seen in my entire life. You guys decide where we go. I'm willing to go either way."


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Belasara takes an awe-filled glance around the chamber after the disembodied voice fades. "Do you think this has something to do with the dreams we had?" It certainly seemed, to Bela, as if the spirits of the founders had more in mind for them than simply obtaining​ the Everflame. Indicating the door to the west, Bela says, "Should we see what lies beyond here before venturing deeper into the crypt?"


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

It's possible, dreams have meaning. Though i'm beginning to think they were visions, rather than dreams... Ash states having had little to say about the current events. We should explore this...i feel that something is wrong, The trial has never gone like this.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"So let's see what's at the top of the stairs then? If it's just another room we could take a quick peek."
Just as Fonzy says this he creeps to the top of the stairs to see what he can gather of the next area. Being extremely careful not to go completely into the next room.

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17


Inside the Crypt - - Sir Bleeparolo's Map

With Fonzy leading the way, the group travels up the stairs and through a tunnel. It doesn't take long before you emerge in another room, covered in the carvings that are scattered across each and every wall.

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.”

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