PbP GameDay 2: Crypt of the Everflame [PFS] Gameplay (Inactive)

Game Master Signboy77

Crypt Map


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Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Seeing Rayne's arrow pass through the creature, Vitor grabs a flask of holy water from his bandolier and pours it on the creature.

Ranged Touch Attack, Inspire: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 2d4 + 1 ⇒ (4, 1) + 1 = 6


Signboy77's PFS Scenario-rama

Mini Update!

Rayne's arrow flies through the shadow and strikes the far wall, chipping a bit of stone from the wall. Jerrik begins a pep-talk to inspire his comrades and Vitor splashes holy water on the shadow, causing it to squeal with pain.

Argus, since I'm saying that the shadow is visible, you can retcon your action - you don't need to do the perception check.

Argus, Ferris and Ezren up.

Shadow: 6

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Argus watches the arrow fly through the creature.

"Hmmm, this will teach me to not bring some holy water with me. Hopefully this works just as well. Incoming Fire, Vitor"

Pulling a vial from his pouch, Argus throws it at the shadow.

Ranged Touch, Alchemist Fire: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage: 1d6 ⇒ 3 Vitor will take 1 point of splash, sorry about that, next heal is on me.

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

Anyone say anything about what it is? Ezren doesn't have Kn: religion.

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3
Ezren, Grizzled Wizard wrote:
Anyone say anything about what it is? Ezren doesn't have Kn: religion.

Not yet. Probably need Farris? to make the check.

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Knowledge (religion): 1d20 + 4 ⇒ (5) + 4 = 9

Farris briefly wishes he had paid more attention in the more violent of his religious lessons. The stories of ghosts and zombies and stuff always left him feeling creeped out and disturbed, so he tried to avoid reading those books as much as he can. "Uh... I don't know what it is!" he tells the group, "but I think it must be a ghost or something!" Ghosts were the ones that you couldn't hit with normal weapons, right?

Assuming it's some kind of undead creature by how Vitor's holy water had affected it, Farris enters the room and brandishes his holy shield. The fire's embers flicker and jump towards him as he channels the burning heat of Sarenrae's wrath at the shadow monster.

Channel Energy: 1d6 ⇒ 5 Will DC 14 for half

Grand Lodge

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Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

A ghost? Doesn't look a thing like my father...

Ezren double moves into the chamber.


Signboy77's PFS Scenario-rama

So, I tried to look up how alchemist's fire would affect incorporeal creatures. All I could find in the messageboards dealt with alchemist bombs (the class feature) for sake of argument, I'll say that flasks of alchemist fire are treated the same way. Essentially, 1/2 Damage. And Argus, I believe the inspire courage adds damage to splash weapons as well, so your alchy fire did 4 damage (well, really two because of the 1/2 damage rule), and 2 splash damage to Vitor (sorry Vitor).

Will, Channel Resistance: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

The shadow is harmed by Farris' energy channeling, but is able to withstand much of the holy energy. Argus fights shadow with fire and manages to singe the creature, Ezren catches up with the rest of the group.

The shadow reaches down to touch Vitor with it's deadly touch.

Incorporeal Touch: 1d20 + 4 ⇒ (15) + 4 = 19 The attack doesn't specify, but since it is called "Incorporeal Touch", I assume it is vs. touch AC.

STR Damage: 1d6 ⇒ 5

Ouch, I'm sorry Vitor.

Rayne, Vitor, Jerrik, Argus, Farris, Ezren
Shadow: 10

Everybody Up

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Yeah I guess I kinda wondered how the alchemist fire would work. Half damage seems good.

"Blasted thing just won't die again. I think this is one for the old man and Farris."

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik stops his performance, letting the lingering affects take care of the job for the next two rounds. What can we do? We are not equipped for these types of things!

Jerrik tries to shoot a cold iron arrow at the creature since it's all he has to offer!

Bow: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3 for Cold Iron Arrow: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

Alas, Ez switched out magic missile. :-(

load light crossbow and shoot into melee: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
damage: 1d8 ⇒ 2

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

"Try a cure wand!" Farris calls out to Jerrik. "Or anything that's not normal weaponry! I have some holy water - here, take it!" He reaches back with his left hand to grab a small vial of water hanging suspended from his backpack, the glass engraved with Sarenrae's ankh, and holds it out for the others to take. Meanwhile, he continues to flood the shadow creature with holy energy. "Begone, abomination of darkness! The light shall prosper here!"

Move action to draw holy water and hold it out.
Channel: 1d6 ⇒ 6 Will DC 14 Half

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Rayne will delay.

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

HIs arms feeling like lead, Vitor struggles to pulls out another flask of holy water and dump it on the shadow.

Ranged Touch Attack: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Holy Water!: 2d4 + 1 ⇒ (2, 4) + 1 = 7

Unfortunately, his arms are so weak he can't even hold them out long enough to pour it on the shadow and merely splashes it!


Signboy77's PFS Scenario-rama

Will, Channel Resistance: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

Ezren's bolt simply flies through the shadow as does Jerrik's arrow. However, Farris is able to channel positive energy, causing the shadow to squeal in pain, but it is apparent that the shadow resists some of the damage.

The shadow, sensing where the holy energy has been emanating from, floats forward and tries to attack Farris.

Incorporeal Touch: 1d20 + 4 ⇒ (4) + 4 = 8

But Farris is able to avoid the shadow's pointy finger.

Rayne - do you want un-delay?

Rayne, Vitor, Jerrik, Argus, Farris, Ezren
Shadow: 13

Everyone UP.

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Nope, stay in delay. Can't do much here.

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Maybe take the holy water that Farris is offering...? I'm handing it over because I can do something besides use it, heh. Or aid another, even? Something creative with the firepit? ANYTHING is better than standing around doing absolutely nothing.

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

It would help if I paid attention and saw that. :)

Rayne steps over, taking the holy water from Farris and drops it on the creature.

Ranged Touch: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

2d4 + 1 ⇒ (3, 4) + 1 = 8


Signboy77's PFS Scenario-rama

Rayne grabs Farris's offering of holy water and splashes it on the shadow, causing it to wail loudly. The shadow seems to erupt in a bright blue flame and is gone in a flash - leaving no evidence of it's existence.

Great work on that. I was worried - but you guys came prepared with the holy water. Feel free to search around the room. Poor Vitor - not sure if anyone's got a way to heal him up.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

I'm glad you fellas came prepared for such a calamity. Jerrik decides to examime the room, in particular the fire that is causing all the smoke. Let's take 10 for a 16 Perception.


Signboy77's PFS Scenario-rama

Though the fire is burning low, there is still a strong heat coming from it. You notice a dagger among the embers.

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

"Yea, good thinking. I was not ready for that."

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

What have we here? Taking his rapier, Jerrik will try to remove the dagger from the fire so it can be more easily handled.

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

Ezren has been muttering to himself for a while now. Stupid pre-fab packages the Society hands out...need to give the idiot who came up with those a piece of my mind...

I know it's FIVE DAYS, but does it make sense to rest in an effort to get Vitor's strength back up?

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

I'm okay with resting, but five days seems a bit much.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Can't remember but can't the heal skill be used to improve that some?

Argus moves over to Vitor, "Sorry about the singeing, thought the fire might do a bit more to that thing."

Silver Crusade

Male Half-Orc Cleric 1
Stats:
HP: 9/9 || AC: 19, touch: 11, flat-footed: 18 || CMD: 13 || Fort: +4, Ref: +2, Will: +6 || Init: +1 || Perception: +3

Using the Heal skill to provide long-term aid and 24 hours of rest would allow him to recover 4 points of Str damage. Not too shabby.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

If need be we could try that, however our mission does seem to be a bit time-sensitive as there is a damsel in distress. If you guys want to rest we can.


Signboy77's PFS Scenario-rama

That's up to you guys. Roldare may like the company.

Jerrik reaches to get the dagger and is able to pull it from the hot embers; however, he burns himself a little on the embers for 1d6 ⇒ 4 points of damage.

After it's cooled enough, Ezren notices it has a magic aura and has a +1 enchantment on it.

The smoke from the low flame is becoming irritating to your eyes and lungs.

Let me know how you would like to proceed. As you can see, there is a stairway to the west out of this chamber's exit, and then there is a door on the western wall of the first room.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Ouch, even by using my weapon to reach it? Ooof.

Wand of CLW on self: 1d8 + 1 ⇒ (3) + 1 = 4

Ugh, I gotta get some air. Anybody wanna use that nice dagger? If not I'd be happy to use it.

Once outside Jerrik will check out the door to the west. Perception for traps and such: 1d20 + 6 ⇒ (9) + 6 = 15


Signboy77's PFS Scenario-rama

Yikes, Jerrik. I missed that. No damage. My bad.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

No problem. If anyone needs healing there's 4 points of it. If not I'll use it for the next time.


Signboy77's PFS Scenario-rama

Before Jerrik's Perception, I forgot something.

On the floor near the fire pit, Jerrik also spots a small key. Though scorched a bit by the flames, the key is in good working order.

As there is no other exit in the room with the fire pit, Jerrik walks up to the stairway west of the room's entrance. He does his best to peer down and concludes that the stairs do not go down very far, only about 10 feet.

Okay, so the options: 1) Rest. (24 hour rest would be possible in this scenario) 2) head down the stairs (red ring) 3) head back to the crypt's entry and try the door on the western wall. (other red ring)

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

If we're able to use Heal to get Vitor back up to a reasonable Strength score, my vote goes for a rest.

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

IF we rest. A single rest should be fine. Vitor's current STR is 8, but he uses Weapon Finesse, so it only effects his weapon damage.


Signboy77's PFS Scenario-rama

So, an 8-hour rest with a successful Heal Check (DC 15) will allow Vitor to recover 2 points of STR. Bringing him back up to 10.

So, is that what you want to do? If so, roll Heal checks (My guess is that Farris has the highest Heal skill, but everyone else can assist.

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

Heal Aid: 1d20 ⇒ 20

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Might not hurt to get Vitor a little bit of help. We are in a bit of time crunch due to the girl.

"I think we need to finish exploring this level before we head down. Wouldn't want anything blocking the steps once we got down there."

Grand Lodge

Male human Wiz1 | hp 7/8 | Init +2 | AC 12, T 12, FF 10 | CMB +0, CMD 12 | F +3 R +2 W +3 | Prcptn +1 |

Heal check aid another: 1d20 + 1 ⇒ (7) + 1 = 8
Ezren looks at Vitor's alleged wounds, but ultimately throws up his hands. There's no blood or anything. I'll bet he's not even really hurt. Why, back in my day...


Signboy77's PFS Scenario-rama

Okay, so resting for 8 hours - adjust your spells accordingly.

Roldare opens the door to you asking, "Where's my sister?" As he sees how Vitor is limping, he immediately lets the party in.

"What was it out there that did this?" He asks. Roldare offers some assistance as well, but Rayne proves himself to be quite resourceful in helping Vitor regain some of his strength. After 8 hours of rest, Roldare grows impatient and encourages you to, "Keep looking for my sister - I know she's still alive... she's got to be."

Please ensure that you update your character runners with appropriate HP. So: the stairs, or the door at the entryway. Oh, there's another door you can access by heading west from the "Pit Maze" that you navigated earlier.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

I'll continue to say that west door that I tried to examine before we decided to rest.


Signboy77's PFS Scenario-rama

Jerrik, I assume you mean the door in the western wall of the entry hall?

Well rested, the party heads back to the crypt's entry-way - navigating through the pit maze. Once back in the room, they notice the piles of bones of the skeletons that they had defeated a few hours before.

Jerrik takes a look at the door and determines that it is not trapped in any way. Also, it is not locked.

By the way, who is carrying the key found in 'shadow' room?

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

I guess I could carry the key unless somebody else would rather have it.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Might as well hold onto it Jerrik, that and the dagger.

Argus looks over at Rayne, "So Rayne, want to lead the way, or should I? I won't be able to spot any traps, but it sounds like the traps have been filled with pillows."

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

"I can lead. Wouldn't want to keep the lady waiting."


Signboy77's PFS Scenario-rama

Rayne opens the door, ready for whatever foul horrors may be on the other side. What he finds is... nothing. In the center of this 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 off and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence.

You see two doors in the southern wall of this room - both of which are locked.

Liberty's Edge

Human Slayer 9 - HP: 60/98 - AC 24 T:17 FF:18 - Perception +23(Trapspotter +27) Fort +12, Reflex +15, Will +8 (+2 vs Fear, +1 vs ongoing effects)

When Rayne realizes that the doors are locked, he looks to Jerrik. "See if it works for one of these."

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik nods to Rayne but decides to cast Detect Magic before entering the room. If he detects nothing, we will move to the closest door, check it for traps,: 1d20 + 6 ⇒ (3) + 6 = 9 and if it seems safe enough he will see if the key that they had found will open it.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Moving in behind Rayne, ready for what might be behind the door. Argus is almost disappointed to see nothing waiting for them.

Slowly he moves toward the pool, tensing as the voice booms through the room.

"By the hammer, could they be any more melodramatic?"

Sorry if I missed it, but who is Kassen?


Signboy77's PFS Scenario-rama

I may not have made it clear enough, but Kassen is the founder of the village (Kassen), and it is his body that is laid to rest in this crypt.

Jerrik senses magic emanating from the pool. Looking into the pool with a light source, the pool appears to be about 40 feet deep. The bottom of the pool is covered with keys.

Anyone fancy a swim?

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