Seraphimpunk's [core] Crypt of the Everflame (Inactive)

Game Master Seraphimpunk

[core campaign] pathfinder society Crypt of the Everflame.
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Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

What are we waiting for? Still incredibly busy at work, Goat Master?


>> horn level 1 << -- Way of the Wicked

nothing, just a busy day and forgot about you guys. i need to put a bell on you like a cat or something.

You open the door past the crypt, it opens onto a fifteen by thirty ft. room with a shallow reflecting pool dividing the 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.

you can see before you go in that the far side of the room ( though in shadow ) seems barred by a portcullis.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"Let's move up to the gate! Vanovar, you lead the way?"

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

does the damage to the murals look recent or old?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar walks on the left side of the pool towards the portcullis, keeping his eyes peeled for surprises.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


>> horn level 1 << -- Way of the Wicked

You can all tell that the damage here looks recent. It carries the sense of months, not decades or centuries.

As you move in towards the gate, examining the murals, you catch a glimpse of yourself in the reflecting pool, as you're looking into the water, or past it at the mural, and are drawn to look at the pool. You gaze into it, seeing a horrid, rotting reflection that slowly turns to murder the others in the room. you startle and scream, turning to flee towards the surface.

Cyrixs and Venja can't manage to keep their cool. While Vanovar, Rowanne, and Omorose, manage to regain some control of themselves and remain alert as the initial panic subsides.

Cyrixs and Venja were coming up last, by virtue of the others chiming in ahead of them. which is fine, as if they sit this out, they'll likely come in at some point once their characters are normal

Frightened for 1d4 ⇒ 4 rounds.

or not. oops.

dice:

k. engg dc 10: 1d20 ⇒ 19
k. engg dc 10: 1d20 ⇒ 13
k. engg dc 10: 1d20 ⇒ 13

will@rowanne: 1d20 + 2 ⇒ (11) + 2 = 13
will@vanovar: 1d20 + 4 ⇒ (12) + 4 = 16
will@venja: 1d20 + 2 ⇒ (6) + 2 = 8
will@cyrixs: 1d20 + 2 ⇒ (3) + 2 = 5
will@omorose: 1d20 + 1 ⇒ (18) + 1 = 19


>> horn level 1 << -- Way of the Wicked

As Cyrixs and Venja turn back, and start to flee

Vanovar's ears perk up, as the echo of the scream fades, and a tiny shriek shriek and the flapping of leather faintly reaches his ears, soon joined by a small sussuruss, that erupts into a glorious cocouphony as a shrieking wall of bats churn down a tunnel from the ceiling beyond the bars, and start to pour through the bars, smacking and cracking against them, and against you as they fly past, bunch up, or smack their way into you.

you've got a round or two to react, as Cyrixs and Venja flee. With Vanovar hearing the bats up ahead and warning you. 2 rounds of actions before the swarm arrives and i throw things into initiative.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar starts digging into his backpack, looking for his combustibles.

"All right guys, this might be problematic. Seems like I didn't buy these for nothing. Here, distribute these among yourselves, we might need these things."

Going to presume bat swarms and we know we can't damage them without AoE effects. Rowanne, I forgot which you borrowed from me earlier, but I bought two Alchemist Fires and two Acid Flasks.
I'll spend my turns digging out the remaining flasks and handing them out to the others. Not sure what else I can do.


>> horn level 1 << -- Way of the Wicked

you can manage to do that fine, in a hurry as you are probably, you rush and manage to distribute what you've got.

initiative:

vanovar: 1d20 + 2 ⇒ (16) + 2 = 18
venja: 1d20 + 2 ⇒ (18) + 2 = 20
cyrixs: 1d20 + 2 ⇒ (18) + 2 = 20
omorose: 1d20 - 1 ⇒ (13) - 1 = 12
rowanne: 1d20 + 5 ⇒ (10) + 5 = 15
bat swarm: 1d20 + 2 ⇒ (20) + 2 = 22

[r1]: [18: Vanovar], [15: Rowanne], [12: Omorose]

[r2]: [22:Bat Swarm], [20: Venja], [20: Cyrixs],

The swarm pummels Vanovar and Rowanne for 1d6 ⇒ 1 damage. Venja and Cyrixs continue running, having been fleeing for 3 rounds now.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Omorose looks in the pool.

That's so cool!

She takes one of the acidflasks from Vanovar and readies to throw it at the swarm as soon as she gets a clear shot.

"Everyone spread out and let them have it!"

To Hit: 1d20 - 1 ⇒ (16) - 1 = 15
Acid: 1d6 ⇒ 3
Scatter, 1=w, 2=nw, 3=n: 1d8 ⇒ 4

1 splash on the swarm?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Note to self: 10/11 HP

Vanovar lobs a vial of Alchemist's Fire at the swarm.
"Let's hope we can end this quickly! We can't afford too many misses, we have only four of these things. Well, three, now."

Ranged attack: 1d20 + 2 ⇒ (1) + 2 = 3

Does into melee apply? Think so, but not sure. Subtract 4 when necessary. Not that it matters in this case, since I fumbled it. Worst time to fumble ever.

"Er, two, I mean."

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

If you move away and ready for Rowanne to get out, you shouldn't have the -4. You should make a distraction check and the splash will probably hit!

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

"...AHHHHHHHHH!!!!!"

(second action)

"........AAAAAHHHH.....aaaahhhhhhHHHHHH!!!!"

(third action)

"...uh uh uh ..aahhhhh.....ahhh....."

( Is it alright to assume we will run through the parts we've already been through instead of running blindly into rooms and possibly triggering new encounters?)

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I think it's generally acknowledged that you flee from the source. Once you're out of view of the source, you stop running. Thus, you run back to the stairs or something, and after a round you stop running. You're still frightened, but you won't run away even more.
I was Frightened for minutes once, can you imagine what I might've triggered?

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Run away, Venja! All is lost! Oh woe, what has the world done to deserve such monsters. Are they out of their mind, these stupid monsters?

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

I seem to remember taking an alchemists fire from Vanovar earlier so I will use that to throw.

Rowanne takes a few steps back, out of the swarm.
"Incoming!"

ranged throw: 1d20 + 5 ⇒ (11) + 5 = 161d6 ⇒ 3


>> horn level 1 << -- Way of the Wicked

i wouldn't say into combat applies.

distraction@rowanne: 1d20 + 3 ⇒ (15) + 3 = 18
distraction@vanovar: 1d20 + 4 ⇒ (13) + 4 = 17

rowanne and vanovar clear out and throw. rowanne hits for 4 damage, omorose splashes for 1.

[r2]: [18: Vanovar], [15: Rowanne], [12: Omorose],

[r3]: [22:Bat Swarm], [20: Venja], [20: Cyrixs],

the bats fly around wildly taking the damage, still pummelling towards the exit of the room. pelting Omorose and Rowanne as they do

1d6 ⇒ 6


O & R need distraction checks to avoid being nauseated by being pelted with bats at the start of their turn. fort save.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Guys, I have one acid flask left, and I don't think it'll die from that, unless I get really lucky. Do we wanna risk it, or save it for later?"

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

fort: 1d20 + 2 ⇒ (20) + 2 = 22

"Rowanne, great throw! but not so great you lured those bats to me! My hair just got tangled!"

"Vanovar, pass the acid to Rowanne, she's the better pitcher!"

The alchemist fire will do an extra D6 secondary, so with the acid we might just make it!

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Might be easier for her to come to me, otherwise I'll still stand in melee with it and she'll take a -4.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

you'll need to come forward just a little bit, I only have a movement of 20 so I can only reach you where you stand with a double move.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar moves a few feet forward and extends the acid flask towards Rowanne. "Hey Rowanne, use this! I don't trust myself with it anymore after what happened a few seconds ago."

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

fortitude save: 1d20 + 3 ⇒ (5) + 3 = 8

Rowanne moves up to Vanovar but doesnt feel well enough to take the flask. "Thanks Vanovar, but I dont feel so good."

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"Keep distance guys!"

It's better to put it in a square next to your own, so the other character can pick it up with an empty square in between. We don't want two people in a single swarm attack.

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

"....those things are scary..I better hide here..."

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

What would your babushka say if you died here, Venja? It's not a good spot to die here, that's what she'd say. And why would you have to die, you know every letter of the alphabet. Even the 'Þ'. Who knows the 'Þ' these days? Nobody!


>> horn level 1 << -- Way of the Wicked

you back off and do the handoff.
the swarm flies off after.

Venja and Cyrixs calm down and are no longer frightened.
The swarm doesn't make it to them this round.

[r3]: [18: Vanovar], [15: Rowanne], [12: Omorose],

[r4]: [22:Bat Swarm], [20: Venja], [20: Cyrixs],


>> horn level 1 << -- Way of the Wicked

if nothing else, they've been fightened off and the encounter is over if you'd like. you can regroup and examine the portcullis.

the bars are too small for a Medium creature to slip through. It looks like tough iron. You think that maybe with enough time you might be able to bend two of the bars enough for a medium creature to slip through. but seems pretty tough.

not sure if anyone can meet he DC on a take 20. but possibly with assistance or special tools.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Let's see, I might be able to break this open, but it'll make enough noise to wake the dead. Not sure we want the attention of the entire crypt right now."

I have a STR of 18, so a +4. Maybe with some assists I might be able to open it.

Also, I never really got an answer to who wants to carry my spare Wand, I'm carrying both of them right now, that doesn't seem ideal.
Also also, anyone in need of some healing? Preferably from the half-empty wand first. I'm missing 1 HP, I think I can survive on that (hubris!).

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

I can carry the other wand, and use it to give myself a tap

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Cyrixs flexes his muscles

"After you"

and then spits into his hands

No healing needed right now, and also a strength of 18..so I should be able to assist you

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

I tap myself with the wand, healing five damage

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"I would appreciate some healing too!"

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

"Of course Omorose. Here you go." *tap*
tap you for five HP

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Once he's convinced it's safe to return, Venja does so...


>> horn level 1 << -- Way of the Wicked

hubris and an 18 str, yeah, you think you can do it if you take 20

options are: bend/break portcullis , frog room, or dead body room. You can see a bit through the bars, so i'll describe what you see:

This chamber has a number of recesses carved into the walls and a fissure in the ceiling. you can't see another entrance/exit nearby.

i don't remember if you'd peeked in the other passage at the roundabout. so i'll describe that one too:

The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads “Kassen’s legacy lives on with his people. Drink and be refreshed.”

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

that fountain sounds like it is part of the 'official' test, so I'm up for that one!

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Hem. If Kassen's legacy involves smashing adventurers silly with wooden shields, I'm not drinking from that fountain.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"I think that's the first time I heard you say no to a drink!"

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

"I could do with some clean water to wash off some of that zombie dust. That stuff is not nice."

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"To the fountain!"


>> horn level 1 << -- Way of the Wicked

its a lovely fountain. untouched by the death here, you feel kind of peaceful and calm in this little room. Looking around for a few minutes, you find no hidden niches, secret doors, traps etc. The fountain's water does radiate a conjuration magic.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"Doesn't radiate magic. I'll have a sip!"

Omorose uses her hand as a cup and takes a sip of the water, she then uses her wet hands to freshen up her face.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

"Oh fresh water!"

Rowanne uses the water to wash of most of the zombie dust clining to her.

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Ar you just going to stand there, Venja? While there is drinking to be done? Are you too shy, Venja, afraid of what they'll think if they see you drinking. Will they react like the others, thinking you are too sophisticated?

Venja takes his cup, fills it with water from the fountain, and drinks from it.


>> horn level 1 << -- Way of the Wicked
Goat Master wrote:

its a lovely fountain. untouched by the death here, you feel kind of peaceful and calm in this little room. Looking around for a few minutes, you find no hidden niches, secret doors, traps etc. The fountain's water does radiate a conjuration magic.

if you were hurt a bit before, you're fully healed. you feel completely rested, like the morning's troubles with the zombies and bats is all a thing of the past. does anyone still have a little strength damage or anything recover 1d4 points.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Reading fail. So do we recover cast spells as well? Or can we even prepare different ones?

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

"Ah, I feel so much better with all that gunk washed off! I am ready to continue on. Where shall we go next?"

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"Back to the portcullis!"

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

...I'll have to remember where this fountain is..it seems to have refreshed everyone who drank from it so far..wonder if it will run out..or only works on each person once..or maybe once a day..or maybe something else.."

Cyrixs will empty out his waterskin and fill it with fountain water

Once we've moved away from the fountain room

"Can anyone detect magic on this and tell me if the water is still magical?"

Cyrixs holds up his waterskin

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