Qwerty's Crypt of the Everflame (Inactive)

Game Master qwerty1971

MAPS and Stuff
Chronicles


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Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress points at the zombies.

"Destroy them," she states flatly.

perception (deaf): 1d20 + 6 ⇒ (9) + 6 = 15
k: religion: 1d20 + 6 ⇒ (2) + 6 = 8
heal: 1d20 - 1 ⇒ (18) - 1 = 17


Skeleton | HP 5/5 | AC 16; Tch 12; FF 14 | F +0; R +2; W +2 | CMB+2; CMD 14 | Speed 30 ft | Init +6 | Scimitar:+0 (1d6) | Perc+0

The northern skeleton moves to comply, but only manages to claw at the walls.

claw1: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (1) + 2 = 3
claw2: 1d20 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (4) + 2 = 6


Skeleton | HP 5/5 | AC 16; Tch 12; FF 14 | F +0; R +2; W +2 | CMB+2; CMD 14 | Speed 30 ft | Init +6 | Scimitar:+0 (1d6) | Perc+0

The skeleton to the south also has problems connecting.

claw1: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 2 ⇒ (1) + 2 = 3 I guess this is vs. flat-footed...maybe the second one hits?
claw2: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (2) + 2 = 4

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Heal: 1d20 + 3 ⇒ (17) + 3 = 20
Knowledge (religion): 1d20 + 6 ⇒ (9) + 6 = 15

"Beware, those are plague zombies,", the cleric says. "Their slam attacks carry the zombie rot disease and when they die they explode in a burst of rotting, infected flesh. All creature next to them could contract the zombie rot disease."

While saying that, she draws her crossbow and loads it.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva is reluctant to engage in melee combat with the zombie after hearing Chella's advice.

He steps between the two skeletons and readies an action to bull rush any zombie that gets within melee range.


MOLG// WOTW// Murder's Mark

One of the skeletal minions manages a hit against a zombie.

The two zombies in the back move forward and all of them attack the skeletal pets.
ATK: 1d20 + 4 ⇒ (8) + 4 = 12..DMG: 1d6 + 4 ⇒ (5) + 4 = 9
ATK: 1d20 + 4 ⇒ (3) + 4 = 7..DMG: 1d6 + 4 ⇒ (2) + 4 = 6
ATK: 1d20 + 4 ⇒ (1) + 4 = 5..DMG: 1d6 + 4 ⇒ (4) + 4 = 8
ATK: 1d20 + 4 ⇒ (11) + 4 = 15..DMG: 1d6 + 4 ⇒ (2) + 4 = 6
all misses

Party is up

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo goes right behind Rye and fires at the middle zombie.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Heal: 1d20 + 1 ⇒ (5) + 1 = 6

Longbow Round 1: 1d20 + 7 ⇒ (3) + 7 = 10 for Arrow: 1d8 + 1 ⇒ (5) + 1 = 6

Longbow Round 2: 1d20 + 7 ⇒ (15) + 7 = 22 for Arrow: 1d8 + 1 ⇒ (3) + 1 = 4


Skeleton | HP 5/5 | AC 16; Tch 12; FF 14 | F +0; R +2; W +2 | CMB+2; CMD 14 | Speed 30 ft | Init +6 | Scimitar:+0 (1d6) | Perc+0

The northern skeleton flails uselessly.

claw atk: 1d20 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (4) + 2 = 6
claw atk: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (5) + 2 = 7


Skeleton | HP 5/5 | AC 16; Tch 12; FF 14 | F +0; R +2; W +2 | CMB+2; CMD 14 | Speed 30 ft | Init +6 | Scimitar:+0 (1d6) | Perc+0

While the southern one also struggles.

claw atk: 1d20 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (4) + 2 = 6
claw atk: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 2 ⇒ (5) + 2 = 7

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Same deal as before. Wait for the skeletons and zombie to fight, bull rush anything that gets close to me.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

From the back line Irelia throws spears of positive energy at the zombies.

I believe I missed one round, posted two attacks in case.

ranged touch: 1d20 + 1 ⇒ (14) + 1 = 151d6 ⇒ 4
ranged touch: 1d20 + 1 ⇒ (9) + 1 = 101d6 ⇒ 5

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Chella fires a bolt at the zombie in front of her and reloads her weapon.

light crossbow: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 ⇒ 2
confirm critical: 1d20 + 2 ⇒ (11) + 2 = 13
Additional damage: 1d6 ⇒ 5

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Diseased you say? I'm with Wanderlei on this..let the skeletons and ranged people deal with them"

Rye will ready an attack for when a zombie comes close enough

Readied attack: 1d20 + 8 ⇒ (13) + 8 = 21
Slashing damage if hit: 2d6 + 7 ⇒ (5, 4) + 7 = 16


MOLG// WOTW// Murder's Mark

Necress' southern skeletal minion manages to tear into the southern zombie with two strikes almost rendering the southern zombie out. Tametomo manages to strike the next zombie with an arrow, while Chella wings the zombie to her front (did not confirm) and Irelia shoots positive energy at the northern zombie.
ATK N: 1d20 + 4 ⇒ (12) + 4 = 16..DMG: 1d6 + 4 ⇒ (5) + 4 = 9 hit
ATK MN: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6..DMG: 1d6 + 4 ⇒ (1) + 4 = 5
ATK MS: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13..DMG: 1d6 + 4 ⇒ (1) + 4 = 5
ATK S: 1d20 + 4 ⇒ (10) + 4 = 14..DMG: 1d6 + 4 ⇒ (1) + 4 = 5

Tracked:

north-4
middle north-2
middle south-4
south-11
top skeleton destroyed.

Party is up

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva Moves Next to Chella and readies a Bull rush maneuver should anything get within five of him or Chella.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Try to control them once we loose a few skeletons?"

Rye mouths to Necress


Skeleton | HP 5/5 | AC 16; Tch 12; FF 14 | F +0; R +2; W +2 | CMB+2; CMD 14 | Speed 30 ft | Init +6 | Scimitar:+0 (1d6) | Perc+0

The skeleton to the south continues its claw assault, but doesn't manage to scrape its fellow undead.

claw: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 2 ⇒ (6) + 2 = 8

I'll leave the top open for PCs to get in there...the skeletons are more like meat shields than good combatants...you guys will do much better!

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress nods at Rye.

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Heartened by the success of her attack, Chella fires again at the zombie.

Light crossbow: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 ⇒ 2

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

What's the penalty for chucking a melee weapon at a creature. Silva wants to take out his battleaxe and hurl it at the closest zombie. He is proficient with the axe, being a dwarf and all.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"It really starts to smell here, let's get done with these quickly!"

ranged touch: 1d20 + 1 ⇒ (8) + 1 = 91d6 ⇒ 4


MOLG// WOTW// Murder's Mark

Chella and Irelia miss with their ranged attacks.
With the top skeleton no longer blocking their way, the zombies up top move forward to attack the next in line...
ATK N: 1d20 + 4 ⇒ (13) + 4 = 17..DMG: 1d6 + 4 ⇒ (6) + 4 = 10 hit
ATK MS: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5..DMG: 1d6 + 4 ⇒ (6) + 4 = 10
ATK S: 1d20 + 4 ⇒ (15) + 4 = 19..DMG: 1d6 + 4 ⇒ (4) + 4 = 8 hit

Silva:
It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll.


Skeleton | HP 5/5 | AC 16; Tch 12; FF 14 | F +0; R +2; W +2 | CMB+2; CMD 14 | Speed 30 ft | Init +6 | Scimitar:+0 (1d6) | Perc+0

Once again, the northern skeleton seems confused by attacking other dead creatures, and flails wildly.

claw1: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (3) + 2 = 5
claw2: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (4) + 2 = 6


Skeleton | HP 5/5 | AC 16; Tch 12; FF 14 | F +0; R +2; W +2 | CMB+2; CMD 14 | Speed 30 ft | Init +6 | Scimitar:+0 (1d6) | Perc+0

As does the southern skeleton.

claw1: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (6) + 2 = 8
claw2: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 2 ⇒ (3) + 2 = 5

Can't roll over a 10 with these guys! 3 rounds of whiffs!

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress slings a stone at one of the zombies, but misses badly.

sling: 1d20 + 3 ⇒ (2) + 3 = 51d4 ⇒ 4

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva takes out his battleaxe and hurls it at one of the approaching zombies but he misses the mark.

Axe throw: 1d20 - 1 ⇒ (8) - 1 = 71d8 + 3 ⇒ (1) + 3 = 4

plus +3 for strength minus four for not being a ranged weapon correct? Nobody can roll above a 10 lol.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"Those skeletons are kind of in the way..." Irelia says frustratingly as her positive energy rays miss continuously.
ranged touch: 1d20 + 1 ⇒ (14) + 1 = 151d6 ⇒ 6


MOLG// WOTW// Murder's Mark

Irelia blasts the first zombie at the top.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"Whoop! That is how it is done!" Irelia says proudly.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo shrugs at Irelia's remark and fires an arrow at the middle skeleton.

Longbow: 1d20 + 7 ⇒ (17) + 7 = 24 for Arrow: 1d8 + 1 ⇒ (2) + 1 = 3

I assume Tametomo now fires blunt arrows as he understood that was the only way he could hurt the skeletons.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Pretty sure the skeletons are ours? We are fighting the zombies...most of the time you need slashing weapons for zombies

Rye continues to ready in case a zombie comes close enough, hoping the ranged people and the skeletons can take care of the diseased zombies

"..I have to remember to pick up some ranged weapons..."

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Chella delays her action

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Can Silva use aid another to help Tametomo aim his arrows? If so, he'll do that by helping him steady his bow or something. If not, He'll take out his MW Temple sword and ready a swing.


MOLG// WOTW// Murder's Mark

The zombie that was killed explodes with disgusting remnants scattered from him...no member is adjacent so no worries
The zen archer strikes at the center zombie but it still stands...
The zombies continue to press their attacks vs the remaining skeletons...
ATK MN: 1d20 + 4 ⇒ (3) + 4 = 7..DMG: 1d6 + 4 ⇒ (1) + 4 = 5
ATK MS: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7..DMG: 1d6 + 4 ⇒ (5) + 4 = 9
ATK S: 1d20 + 4 ⇒ (15) + 4 = 19..DMG: 1d6 + 4 ⇒ (6) + 4 = 10 hit and skeleton destroyed.

Tracked:

north-destroyed
middle north-2
middle south-7
south-11

party is up...

at this point i would recommend some of you to change your dice...

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

As her skeletal minions are destroyed, Necress again reaches out to the dead. A sensation like fingernails on a chalk board runs up the spine of each Pathfinder.

"Do not fight me if you wish me to help you!"

Command Undead, DC 15 Will save. I can control up to 6 HD of undead (I only have 1 HD now). All within 30' need to make a save.


MOLG// WOTW// Murder's Mark

WIL MN: 1d20 + 3 ⇒ (1) + 3 = 4
WIL MS: 1d20 + 3 ⇒ (13) + 3 = 16
WIL S: 1d20 + 3 ⇒ (16) + 3 = 19

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

You're right, Rye. Thanks for that, I was a bit lost.

Tametomo goes on firing arrows but sees the northern zombie acting weird after Necress' words so he targets the middle one (MS).

Longbow: 1d20 + 7 ⇒ (9) + 7 = 16 for Arrow (slashing): 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Seeing the northern skeleton has stopped acting aggressively toward the party, Silva breaks formation and tries to head to the far side of the room, in hopes of finding something he can use to fight the zombies or at the least, retrieve his battleaxe.

double move, head north.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Waiting on Chella and Rye?


MOLG// WOTW// Murder's Mark

[ooc in interest to the 4th July weekend coming up we shall speed this along to get everyone a post in before they travel or imbibe.[/ooc]

Tametomo manages to hit the zombie in the middle. And while everyone keeps their distance from the impending zombie explosions, the party manages to destroy the plague zombies with ranged weapons.
Although the zombie bandits carry nothing of value, a recess in the southeast corner of the room contains one of their packs. Sitting atop a large bloodstain, this pack holds some rotten rations, a map (detailing the area and pointing out the entrance to the crypt), a potion of cure moderate wounds, a pouch with 13 gp, and a small
handbill (of a type typically found posted in taverns). Although faded, the handbill clearly reads as a notice of employment, telling all those interested to meet at “The Ranger’s Lament” a popular bar in Tamran, the capital of Nirmathas. The handbill does not mention a time, date, or who the employer might be.

Looking into the room to the south. A shallow reflecting pool divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress points for undead, one skeleton and one zombie, to proceed to the room to the south and take the lead. She casts detect magic on the pool to see if anything might be hidden within.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva retrieves his battleaxe and will head South the instant the party is ready to continue.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye waits to see if anything of interrest turns up in the room before following after the others


MOLG// WOTW// Murder's Mark

Necress detects magic emanating from the pool, but the water is dark due the dim conditions. [A DC 26 to detect in the pool if anyone wants to try.[/ooc] The far end of the room there is a partially raised portcullis that looks like it was raised recently.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

After hearing there's something magical in the pool Rye carefully takes a long look

Take 20 for a 20, with darkvision...so dim light conditions shouldn't effect me that much ..or Wanderlei can take 20 for a 28, also with darkvision

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva takes 20 on perception with darkvision, for 28!

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

While her companions take a look at the pool, Chella looks thoughtfully at the zombies bodies lying on the floor. "These men belonged to the same group as the ones found near the lake and in the frog room," she says. "They came from Tamran in Nirmathas and were hired to find and enter this crypt, maybe to steal valuables. What I don't understand however is why and how these have been turned to undead."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress nods as she reads Chella's lips.

"Maybe they were here to make things easier...someone put pillows and blunt arrows in the traps. But then maybe something went very wrong...these all cry out to me, but they do not say how they were turned undead. But they will help us uncover this mystery."

How are we doing on party resources? Do we want to take a rest before we tackle whatever these last rooms might hold? I, for one, only have 1 channel left.


MOLG// WOTW// Murder's Mark

Wanderlei and Rye both look into the pool...

for the little man and the orc blood:

Rye WIL: 1d20 + 6 ⇒ (20) + 6 = 26
Silva WIL: 1d20 + 5 ⇒ (12) + 5 = 17

and both see their own reflection in the pool but as a rotting, horrid reflection. Suddenly their Reflections turn towards the other members of the party and begin to tear them apart. Murdering them where they stand. Horrified, the two men avert their gaze from the pool, turn to their companions and see they are fine and oddly looking at the two of them. They look back at the pool and see that their reflections are now normal...and do not detect anything magical in the water other than the water...that feels corrupted.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

I saved most of my spells so I should be fine on resources :)
"Hmm yes it is troubling. Though normally this quest would be easy enough. Something clearly went wrong. Perhaps these looters did something that caused the undead to rise here... Perhaps a cursed item? There are plenty of stories about mummies waking up and haunting those who loot their temples in the east."

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