GM PDK's PFS RPG Crypt of the Everflame (Inactive)

Game Master Purple Dragon Knight

COMBAT MAPS!!!
Area Map
Town Map
Trails
NPCs

Init Rolls:

[dice=Spark]1d20+1[/dice]
[dice=Alezandaru]1d20+5[/dice]
[dice=Aroden]1d20+2[/dice]
[dice=Bram]1d20+2[/dice]
[dice=Findlefarb]1d20+2[/dice]
[dice=Konner]1d20+6[/dice]
[dice=Brother Antonidas]1d20+3[/dice]
[dice=###]1d20+00[/dice]
[dice=???]1d20+00[/dice]


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Grand Lodge

male human swashbuckler(rondelero)3, HP 31/231 AC 20, T 15, FF 15, F +2, R +7; W +3, Init. +6(+8); Perception +7

Good eye, Spark. Perhaps they served together in the military? Kind of curious, now...

Grand Lodge

Human:
NG male human vigilante 2 | Speed 30 ft | AC 19, T 15 FF 14 | hp 17/17 | Fort +2, Ref +7, Will +4 | Init +6 | Percep +6 | CMD 16 | Conditions: none

perception: 1d20 + 5 ⇒ (13) + 5 = 18

"Yes, keeping an eye out is a good idea. And none of you recall seeing this already in passing through here? Did anyone in town have a similar amulet?"


Knowledge Checks

At the end of the hallway you find a one-way door that can only be opened from its western side - YOUR side - but you note that there's a mechanism that would close the door automatically after entering the room unless held open.

Do you open this door?

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

"Greenblade, can you disable the mechanism so the door will not shut behind us?
We could just wedge the door open but I think disabling it is a safer option."

Grand Lodge

Male Dwarf Barbarian (Invulnerable Rager) 2 | HP 21/25 (4 NL) | AC 18 T 12 FF 16 | Saves: F: +5 R: +2 W: +2 | CMD: 17 | Init: +2 Percep: +6 | SM: +1

I'll wait to see what Greennlade does. If the mechanism isn't on this side I'll open the door and hold it for him.

-Posted with Wayfinder


Knowledge Checks

The mechanism isn't on this side. Bram: upon opening the door you see a central pillar in the middle of a pit. After a few seconds, the pillar starts rotating and starts shooting dozens of arrows everywhere in the room! (make a dexterity check, DC 15, to close the door in time before some of these hit you!)

Grand Lodge

Male Dwarf Barbarian (Invulnerable Rager) 2 | HP 21/25 (4 NL) | AC 18 T 12 FF 16 | Saves: F: +5 R: +2 W: +2 | CMD: 17 | Init: +2 Percep: +6 | SM: +1

I'm not sure if I'm still injured from when I fell down entering the Crypt. Assuming that I am.

Bram sees the arrows fly, and moves as quickly as his injured ankle will let him.

Dex: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 11

Grand Lodge

Human:
NG male human vigilante 2 | Speed 30 ft | AC 19, T 15 FF 14 | hp 17/17 | Fort +2, Ref +7, Will +4 | Init +6 | Percep +6 | CMD 16 | Conditions: none

"I doubt I can disable that, unfortunately. Is there another way around?"

Since the finding that Vigilante cannot disable traps, I am basically shut out from doing trap finding. Let me know if I've misread this!

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

Anyone with Disable Device can disable mundane (mechanical) traps. Or jam doors.
Only those with the trapfinding class ability can disable magical traps. The Mummy's Mask campaign trait that gives trapfinding is not PFS legal.
At the moment, however, we have a spinning pillar shooting arrows to deal with.


Knowledge Checks

One arrow manages to slam harmlessly into Bram's helmet (narrowly missing his nose) before he closes the door! (and 3 more hit loudly into the closed door)

blunt arrow vs. Bram: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 ⇒ 5 nonlethal damage.


Knowledge Checks

You all hear arrows thud into the closed doors for a full minute, after which the noise stops.

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

"Is it done now? Can we open the door?"

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

"I believe so."
Aroden will open the door just a crack and check (so hopefully getting cover from it if needed). If no arrows shoot, he will open the door further.


Knowledge Checks

As you open the door, you first see hundreds of destroyed blunt arrows on the floor everywhere. Then, the pillar starts rotating again, but now you hear a series of clicks and hollow 'twangs' instead of seeing arrows come out of it. The shooting pillar appears depleted of arrows.

Grand Lodge

Male Dwarf Barbarian (Invulnerable Rager) 2 | HP 21/25 (4 NL) | AC 18 T 12 FF 16 | Saves: F: +5 R: +2 W: +2 | CMD: 17 | Init: +2 Percep: +6 | SM: +1

Bram will get out his healing wand.

"Those arrows smart! I'd be much obliged for a bit o' healin'

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Grand Lodge

male human swashbuckler(rondelero)3, HP 31/231 AC 20, T 15, FF 15, F +2, R +7; W +3, Init. +6(+8); Perception +7

Luckily, they were blunt...still not exactly a tickle, but at least they don't stick in you....right, Bram?Konner says, trying to make a little light of the situation.


Knowledge Checks

Where are you going?

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

"There seems to be a door south of the statue of Kassen, though if it is a construct it could be guarding that door.
There is also a door south of the arrow pillar. I imagine we'll want to check both eventually, so I am fine with either way."

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

Let's try the one south of the pillar first... just in case the other is protected by that statue somehow, let's save it for later."

Grand Lodge

male human swashbuckler(rondelero)3, HP 31/231 AC 20, T 15, FF 15, F +2, R +7; W +3, Init. +6(+8); Perception +7

Aye...south sounds the better way to go, Spark. I'll go first. Konner heads south first, careful of his step as he goes. im on phone...could someone move me please and ty!

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

SPark will move with Konner, keeping pace with the swashbuckler.


Knowledge Checks

After a short passage you arrive in a large chamber. A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room that leads down to a lower level of the crypt. Anyone listening at the stairs can hear the sound of dripping water and a low, distant moaning.

As you enter the room, bloody human skeletons drag themselves from behind the pillars, reaching for you all with long claws.

Spark: 1d20 + 1 ⇒ (16) + 1 = 17
Alezandaru: 1d20 + 5 ⇒ (7) + 5 = 12
Aroden: 1d20 + 2 ⇒ (14) + 2 = 16
Bram: 1d20 + 2 ⇒ (4) + 2 = 6
Findlefarb: 1d20 + 2 ⇒ (1) + 2 = 3
Konner: 1d20 + 6 ⇒ (7) + 6 = 13
Brother Antonidas: 1d20 + 3 ⇒ (13) + 3 = 16
Bloody Skeletons: 1d20 + 6 ⇒ (10) + 6 = 16

Round 1:
Spark may go;
then my bloody skeletons go;
then everyone else

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

Spark draws her earthbreaker as she rages and charges the one to the west.

to hit: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
dmg if hits: 2d6 + 2 + 2 ⇒ (3, 5) + 2 + 2 = 12

to confirm crit: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
xtra dmg if crits: 4d6 + 4 + 4 ⇒ (3, 2, 5, 2) + 4 + 4 = 20

hope that 16 hits its flatfooted ac... I want to obliterate one into bone shards, lol


Knowledge Checks

Skeleton 1 is now a paste of bone and blood.

Vs. Spark:
Skeleton 2: 1d20 + 2 ⇒ (17) + 2 = 19 for 1d4 + 2 ⇒ (3) + 2 = 5[HIT!]
Skeleton 3: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 2 ⇒ (4) + 2 = 6[HIT!]
Skeleton 4: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 2 ⇒ (3) + 2 = 5[MISS!]

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

Foresight 3/7: 1d20 ⇒ 9
Not quite good enough. Needed a 10 to cast defensively.
Aroden moves directly up to the skeleton, then steps east (single move, making sure to provoke an AOO on the movement).
Hoping it does not have Combat Reflexes, he then calls upon his godly might (Arcane Reservoir) and casts Burning Hands, catching all the skeletons but not Spark.
DC 15 for half: 3d4 ⇒ (1, 3, 1) = 5
Needn't have worried about catching Spark with a damage roll like that.


Knowledge Checks

AoO claw: 1d20 + 2 ⇒ (2) + 2 = 4 [miss]

Aroden burns all the skeletons! they fall to the ground. But the bones are still somehow oozing blood...

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

"I could use a little healing here!" Spark says, raising her earthbreaker again to hopefully bash more bones you didn't say 'out of combat', so I'm assuming she can't actually act yet, just ready to! lol


Knowledge Checks

combat over but bones are oozing blood..m knowledge religion please

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

Aroden may or may not know anything about these things.
Religion: 1d20 + 8 ⇒ (5) + 8 = 13
Aroden's wand currently has 38 charges (started with 45, 7 I think used so far). I am perfectly happy for Brother Antonidas to use that on Spark.

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

she has her own in actuality, but she wants to smash some bleeding bones before they reactivate if that's what they might do,

Spark smashes some bones

coup de grace on one of the skellies that's still bleeding: 6d6 + 6 ⇒ (6, 1, 1, 3, 6, 6) + 6 = 29

Grand Lodge

male human swashbuckler(rondelero)3, HP 31/231 AC 20, T 15, FF 15, F +2, R +7; W +3, Init. +6(+8); Perception +7

Konner will get out his mace and smash bones along with Spark. What are those things? Bones that bleed? Never heard of those before...Konner says as he looks around, checking for more skeletons. perv: 1d20 + 5 ⇒ (9) + 5 = 14

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

just an fyi, if the 'bleeding bones' are actually just people in skeleton suits, that should be kinda obvious now that they're on the ground, right?

Grand Lodge

Male Dwarf Barbarian (Invulnerable Rager) 2 | HP 21/25 (4 NL) | AC 18 T 12 FF 16 | Saves: F: +5 R: +2 W: +2 | CMD: 17 | Init: +2 Percep: +6 | SM: +1

Bram looks around the room, axe at the ready if any other threats should arise. His knowledge of the undead is somewhat limited...


Knowledge Checks

Aroden: these are bloody skeletons, with the following special ability:

Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to thereafter resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

Would we need one vial per skeleton, or could we get them all with one vial?

If the former, Aroden will suggest dumping them down the well with the keys.


Knowledge Checks

Doesn't say so if you mash it up good in one pile and toss any amount of positive energy in the resulting mess we'll call it a day. Stairs at the end. Going down?

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

Did we see a door next to the statue? That looks like the last room on this floor to check out.

Aroden did see that the stairs were trapped but nobody has disarmed that trap yet.


Knowledge Checks

no one has gone down to inspect behind the statue but by the looks of the map...

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

"We should go investigate the room with the statue some more. Disarm the trapped stairs if we can, and explore the door in the south wall. I can make someone invisible for a few moments if we are worries about opening the door activating the construct."
Can cast Vanish at CL3.

Grand Lodge

male human swashbuckler(rondelero)3, HP 31/231 AC 20, T 15, FF 15, F +2, R +7; W +3, Init. +6(+8); Perception +7

I'll open the door.... I'm fairly nimble in case if something happening... Konner says as he heads tiwards the door

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None

"Wait, let Greenblade disarm the trap first."

Grand Lodge

male human swashbuckler(rondelero)3, HP 31/231 AC 20, T 15, FF 15, F +2, R +7; W +3, Init. +6(+8); Perception +7

Fair enough....after you, sir.


Knowledge Checks

Botting: Alezandaru says that there is no way to disable whatever mechanism is built in the stairs, but that it is connected to the construct standing immobile on that platform at the bottom; most likely the stairs will collapse, fall or transform in two gigantic slides if the construct steps off its platform. As long as the party is all at the bottom when the construct steps off, the party won't be separated.

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

"HOw do we get the construct to step off?"


Knowledge Checks

Why don't you guys walk downstairs and find out? I think you guys are reading way too much into that 1st level dungeon, considering the traps so far have dealt nonlethal damage. I'm not saying be stupid, but I think you are being way too careful for this evergreen dungeon, and this lack of risk taking is taking it's toll I think as this is taking way too much time than it should.

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

"Well if we don't have anyone who can disable this trap, we can always just set it off and see what happens... "

Spark heals up first... either getting someone to use her wand on her, or with cure light potions:

clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (1) + 1 = 2

Spark goes down the steps... or at least starts doing so. Cautiously perhaps, but down nonetheless.

taking the 2 charges off the wand, but if no one can use it on her, let me know and I'll restore the 2 charges and remove the potions from inventory


Knowledge Checks

I'm gonna go ahead and bot everyone to move downstairs, using the order of march established at the beginning. My next post will be tomorrow with an initiative count! :)

Grand Lodge

Male Dwarf Barbarian (Invulnerable Rager) 2 | HP 21/25 (4 NL) | AC 18 T 12 FF 16 | Saves: F: +5 R: +2 W: +2 | CMD: 17 | Init: +2 Percep: +6 | SM: +1

Sounds good - sorry for not being more proactive myself!

Scarab Sages

M Human Wizard (Exploiter) 7 | HP 51/51 | AC13 T13 FF10 CMD 17 | F+9/R+10/W+10| Per +11 | Init +7 | Reservoir 6/9 | Prescience 4/4 | Active: None
"Spark" wrote:


taking the 2 charges off the wand, but if no one can use it on her, let me know and I'll restore the 2 charges and remove the potions from inventory

The wands can be used by Brother Antonidas, who may still be around, and Findlefarb, who is definitely gone. Do we bot Findlefarb? Does he vanish?


Knowledge Checks

After you all go down the stairs near the construct, it steps off its platform and animates. The stairs flip 45 degrees as it does so, creating smooth slides that would be hard to climb...

Round 1 -
All of you are up;
Kassen's Golem is dead last.

(rolled init already but the boards ate my post... the golem was last)

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