Qwerty's Crypt of the Everflame (Inactive)

Game Master qwerty1971

MAPS and Stuff
Chronicles


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MOLG// WOTW// Murder's Mark

for some reason it was showing no updates for me
Irelia destroys the creature with her disrupt spell.
Much of the gear in this chamber has been burned. Next to the fire is a scorched key. Near the fire is a burnt body. The party sees a glint of metal in the fire itself. The smoke from the fire makes the room very cloudy and after a while begins to burn the back of your throats. You realize staying in this room longer than necessary will be hazardous to your health.


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

"That could have gone very wrong very quickly if we had no magic at our disposal. Let's grab whatever is valuable and leave this room."
With that Irelia moves towards the exit of the room, leaving the others to gather the valuables.

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 grabs the scorched key next to the fire.

Seeing the glint of metal in the fire, she takes a bone club she has been carrying and uses it to move some logs until she can retrieve whatever is in the fire. She does all this in haste in an effort to get out of the room quickly.

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,

Wanderlei drives to see through the smoke and flames, to identify whats in the area, then bolts ASAP

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


MOLG// WOTW// Murder's Mark

Silva sees Necress fishing for a dagger in the fire

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

Did Necress manage to get the dagger out of the fire? If she did..

Rye coughs and backs out of the room


MOLG// WOTW// Murder's Mark

Necress manages to get the dagger out of the fire and the party quickly leaves the smokey room.
Assuming the party does detect magic and spellcraft on the dagger they discover it is a +1 dagger.

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,

Thank you Irelia. You're right, without your magic, things could have really gotten ugly... I guess there are some uses for magic The dwarf says begrudgingly.

Anyway, let's go and explore the western part of this place. Maybe we'll stumble across that crazy guy's sister.

assuming everyone is good with that,
Silva will move west and actively detect traps.

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 grumbles. "Filthy coward of a monster! I'll remember that..."

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)

"Well that's what you get for resisting my help!" Necress says to the air.

"Now rot here for eternity for all I care!" she yells, then joins the others in the west hallway.

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 coughs some more and when he feels his breathing is normal again he follows after Wanderlei.


MOLG// WOTW// Murder's Mark

Silva leads the group towards an unexplored area on the map. A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.

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

"This does _not_ look safe to enter. Anyone have any way to deal with what looks like a trap...other then to walk in there and get turned into a porcupine?"

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.

"Well don't we have that flame we came all over for? Can't we just leave?"

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)

"Any volunteers to go in first? This doesn't look friendly," Necress says.

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,

No that wasn't the right fire. Anyway, that pillar looks pretty important.Silva says to Tametomo.

Wanderlei hammers an Iron Piton into the wall, ties about 100 feet of rope around himselfs and walks to the southern side.

He then looks across the bridge and around the room searching for levers and buttons.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

He sighs for a moment and then turns around and addresses the party. I'm probably the most acrobatic person here. If there's any reason to go that pillar, I'll cross the bridge. You can hold the rope and haul me up. Otherwise, lets try this door to the south

If he sees anything of interest he'll try to slowly cross the bridge and move to the pillar. If not, he'll direct everyone to the door on the south side.


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

anyone have a new character for Silva? :p
Irelia looks a little bored from behind and mentions. "There was another passage you know? "

-Posted with Wayfinder

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,

Am I being too overbearing? Or too slow? This is like my third PBP game, so I'm getting used to it.

I guess we can explore the other passage. By all means, lead the way. The exasperated Dwarf says.

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

No problem with overbearing or slow.....but this might not have been the best move to walk into a room which has the feel of a trap with arrows pointing everywhere though...but we'll see what happens

Rye stands ready to pull Wanderlei back in case something bad happens

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 gets her wand of healing ready, in case of need...


MOLG// WOTW// Murder's Mark

Silva makes it to the center of the room and nothing happens. He notices a door to the south and discovers it is locked. Near the west door he sees a tower shield on the ground with many arrows knocked into it. The shield appears old.

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.

Doh! >_< I thought it was the right fire, well, I role-played perfectly my PC without willing it. Sorry about that. :)

Tametomo nods at the dwarf, still reflecting on that information.

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 follows the others into the room cautiously as it appears safe.

"South?" she asks.

perception (deaf): 1d20 + 6 ⇒ (15) + 6 = 21

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,

I had faith in my reflexes... Although I'm not out of the woods yet.

The door to south is locked Silva says to everyone. There is an old tower shield with numerous arrows in it near the western door. Can anyone use a tower shield?

Silva then does his best to scan the area for traps.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

-2 if Stonecunning doesn't apply here.

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

"Use the tower shield as protection from arrows", Chella says. "Is there something special on the pillar? Can you open the west door?"


MOLG// WOTW// Murder's Mark

Silva notices there is a trap on the pillar n the center of the room that when activated shoots out arrows in every direction. He also notices that for some reason the pillar is loaded with blunt arrows.

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,

This looks like a trap the villagers might have set up for us. One of them might still be here Wanderlei says, pointing out how the arrows are all dulled.

I'm going to check the west door and figure out whats going on. I can't use it, but I'm going to check if there's anything underneath that tower shield

With that, Silva ambles over to the tower shield and flips it over. If he spots nothing, he'll try to open the door to the west.


MOLG// WOTW// Murder's Mark

there is nothing under the tower shield except dust.

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 what Wanderlei encounters on the other side of the door to the west..ready to provide back-up when/if needed

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 draws his longbow and is ready to strike at anything that's a threat to Wanderlei.

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)

"It seems there is nothing in here..." Necress observes. "Let us try this door to the south," she says as she opens 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,

Wanderlei yanks open the door leading west.


MOLG// WOTW// Murder's Mark

Silva inspects the western door and discovers the door can be opened from the western side (other side f the door). Necress discovers the southern door is indeed locked.

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.

"We should turn around, going through the entrance." states the archer, putting back his longbow on his shoulders.

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

"Well if the door to the south is locked, lets try the key we got from the fire and see if that opens it"


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

Irelia yawns pointedly.
"I told you we should have taken the other path from the start..."

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)

I guess let's go back to the first room and head west?

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.

Yup!

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,

I'm down. P.S. sorry for lack of posts. Real life stresses have been running me ragged.


MOLG// WOTW// Murder's Mark

under the impression the party goes back to the entrance where they fought the skeletons and goes west through the closed door in the upper left part of the map?
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 o" 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.

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

"Well, ...that was helpful. Anyone here have magic? Or a key that just happens to be magical?"

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 stays silent for a while after the voice spoke, a little bit surprised. "Roldare talked about the fact that we will need to go for a swim if I remember right", she then says. "Perhaps, it is here?"

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.

"Irelia, do you have anything that could help us? You're the fancy-one-shot-kill-shadow-with-magic woman..."

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)

Having not heard the voice, Necress stands in confusion, unsure what her companions are discussing.

She does look around the room for anything her eyes might catch.

perception (deaf): 1d20 + 6 ⇒ (18) + 6 = 24


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

"Well if magic is the key, the key might be magic. Stand back." Irelia says and casts a cantrip that makes her detect magical aura's. She looks around the room and in the pool. If she see's one she will direct her party members on it.


MOLG// WOTW// Murder's Mark
Deaf Lady wrote:
Having not heard the voice, Necress stands in confusion, unsure what her companions are discussing.

that made me spill my drink

Irelia casts detect magic and surmises there is a faint magic source in the pool.

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,

Wanderlei grunts at the mention of more magic.

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

"Well, let's go take a look at the pool"

Rye starts to move to the edge of the pool and take a look in.

If nothing jumps out to attack him motions for Irelia (and the others) so come closer as well


MOLG// WOTW// Murder's Mark

The pool of water appears deep although it is difficult to determine how deep since the pool is very dark. The darkness negates seeing the bottom of the pool. The magic detected is at the bottom of the pool.

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 scans the area and finds a small stone.

The oracle casts light on it and tosses it into the pool.

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