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

Game Master Seraphimpunk

[core campaign] pathfinder society Crypt of the Everflame.
>> Game Map <<


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

as red's have 1 and 2 hp, i'll call them red 1 and red 2 hp for this post
Red 1 claws uselessly at Rowanne, burning with a hatred for the living. While Red 2 attempts to step off the ledge, and approach Omorose while tries to disrupt its tether to this world. It hops down, and lunges at her with its half intact scimitar, drawing blood and tearing part of her robe.
@omorose takes 2 slashing dmg

dice:

red1vs.rowanne w/sword: 1d20 + 0 ⇒ (7) + 0 = 71d6 ⇒ 1
red1vs.rowanne w/claw: 1d20 - 3 ⇒ (18) - 3 = 151d4 + 1 ⇒ (3) + 1 = 4

acrobatics DC 5: 1d20 ⇒ 9
red2vs.morose w/sword: 1d20 + 0 ⇒ (14) + 0 = 141d6 ⇒ 2


[r2]: [17: Venja], [13: Omorose(-2 dmg)], [12: Green], [8: Rowanne], [8: Vanovar]
[r3]: [19: Cyrixs (-8 dmg)], [18: red],

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 |

Aren't you worried that that skeleton is a little close, Venja? Shouldn't you smash its brain in? Or at least, where it used to be?

Venja takes the advice of the angels to heart, and brings down his heavy mace in a surprisingly effective crushing movement.

Heavy Mace, Crack the cranium: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 2 ⇒ (6) + 2 = 8
Confirmski: 1d20 + 2 ⇒ (5) + 2 = 7 Unlikely


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

confirmski unecessariski

Omorosi compells B1ue to attack, scratching the other one's bones, but largely doing no damage. One of them slips past Vanovar's defenses, cutting him across his leg. Rowanne brings her club down, shattering another
5 dmg at vanovar

dice:

g-linxVSvanovar-scimitar: 1d20 + 0 ⇒ (19) + 0 = 191d6 ⇒ 4 we're seeing it threat right?
g-linxVSvanovar-claw: 1d20 - 3 ⇒ (10) - 3 = 71d4 + 1 ⇒ (4) + 1 = 5

g-rechtVSvanovar-scimitar: 1d20 + 0 ⇒ (8) + 0 = 81d6 ⇒ 3
g-rechtVSvanovar-claw: 1d20 - 3 ⇒ (8) - 3 = 51d4 + 1 ⇒ (1) + 1 = 2

g-linxVSvanovar-scimitar-confirm: 1d20 + 0 ⇒ (15) + 0 = 151d6 ⇒ 2

[r2]: [8: Vanovar (-5 dmg)]
[r3]: [19: Cyrixs (-8 dmg)], [18: red], [17: Venja], [13: Omorose(-2 dmg)], [12: Green], [8: Rowanne],

Scarab Sages

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

claw=B&S

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 think Vanovar and me are up right?

Cyrixs starts to use his newly found club to beat a rhythm on the floor.

"We.... will..."

"We ....will!"

"Hit you!"

(Starting inspire courage for a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)

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)

Broken weapons have a crit range of 20 (CRB, p. 565-566). Scimitar would only do 4 damage. I don't really see how I get 5 damage, as the scimitar hit for 4, unless there are some modifiers I don't see.
Also, apologies for not posting, wanted to post last night, but the website was borked.

Vanovar grits his teeth as he gets hit and grins at the skeleton. "Ah, so there's still some fight in you left. Good, you're gonna need it."
Five-foot step to flank with Omorose's skelly.
Attack roll, including flank and Competence: 1d20 + 4 + 2 + 1 ⇒ (17) + 4 + 2 + 1 = 241d8 + 7 ⇒ (2) + 7 = 9

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 five foot step so we have a potential flank next round. I moved the dead skeleton on the map, as I could not find a way to make my picture apear on top of it. If someone knows how to, feel free to move it back

Seeing her foes nearly defeated, Rowanne swings with all her conviction behind it. "Begone foul creature!"

attack, inspire courage included: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 191d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6


>> horn level 1 << -- Way of the Wicked
Omorose Mosi wrote:
claw=B&S

oh that's new to me. so that's the difference between Talons and Claws. interesting.

in that case that one it attacked is destroyed. he wasn't the one that damaged vanovar, and yup, broken so doesn't threaten on the 19 [thought it was a misprint on the stat block, not having the threat range, i don't deal with broken weapons that often ], 4 dmg, [was just misreading the claw damage as the scimitar damage, i so rarely get to damage you]

looks like after vanovar's attack then all but the controlled skeleton are taken care of, and you can tend to yourselves after combat.


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

the packs on the bodies in the room that were killed recently contain a large pillow and two quivers ( each containing 10 more blunted arrows). the other pack holds 2 days worth of rations, a full waterskin, and a pair of smokesticks. the skeletons possess broken scimitars and broken chain shirts.

perception dc 15:
the wailing noise seems to be coming from the east

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 takes out his Wand of CLW and taps himself once with it, then Cyrixs twice. (Charges: 47/50) (Assuming we can take 5 on CLW.)

Vanovar rummages around in the packs, then grunts, "More pillows. Hmm. Hey, a smokestick, that might be useful. Rowanne, catch," as he throws the quivers at Rowanne. "And by Gorum's greatsword, could someone please tell that thing to stop wailing?"

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Who's going to take the smokesticks?
And yeah, with an AC of 19, the skellies would have a hard time hitting. Their best bet was two claws, I guess. :P

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.)

"Thanks for the healing, I feel better now and ready to move on"

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 glances at Omorose's new skeletal friend.
"Neat trick. You sure we can trust it? It seems well-behaved enough, but even lapdogs bite their masters every once in a while."

Scarab Sages

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

"Well, if we meet its original creator it might turn on us, but otherwise we should be good! It has no intelligence whatsoever. For instance it was attacking with its scimitar as it would have in life, while his boney claws are actually more dangerous!"

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 |

Phew, I'm glad that's over. I could really use something to strengthen the nerves. Venja says, I wonder what's in the waterskin.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

What wailing? I wasn't wailing.

Just look at him, Venja. He doesn't make excuses for anything. He just stands there and commands as he pleases. You, you're frightened to death of what these people might think of you. And he, he just commands as he pleases, Venja! Just like that!

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)

Again, if you feel like I'm dominating the scenario, feel free to say so. I'd like to keep things moving, and my character's quite brash, so I tend to dominate. It's funny, because that's totally not who I am when I roleplay in person. >_>

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
Vanovar Taleishin wrote:
Again, if you feel like I'm dominating the scenario, feel free to say so. I'd like to keep things moving, and my character's quite brash, so I tend to dominate. It's funny, because that's totally not who I am when I roleplay in person. >_>

Its fine with me, keept thigns moving. As long as you stay away from the glue :P

"What's with all those pillows anyway? And where did these skeletons come from? Does anyone know if there were people originally buried here?"

Rowanne catches the blunt arrows. "Thank you Vanovar."

Perception: 1d20 - 1 ⇒ (19) - 1 = 18
"I dont know where that wailing comes from, sounds like it is coming from the east."

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.)

"We'd better check it out then?"

Scarab Sages

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

"Bones will take the lead!"

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 think we can only reach the door from the ledge. East is the left door. I have already positioned myself. Lets form the congaline of death!

"Yes, lets check it out. I have no idea what is making that noise. Lets hope its a survivor."

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)

"If there's a survivor cooped up here for two days, maybe sending a skeleton in to greet him isn't the best idea ever."

I also had a response to Rowanne's question about dead people in crypts, but it came out more rude than I intended. >_>

Scarab Sages

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

"Sounds more like a trap than someone trapped"

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 shrugs.
"Sure, if you say so. I'll follow Bones's lead, then. Still doesn't mean I trust him, though."


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

perception: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

This large chamber contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms.

must update map after work. realized i copied the GM view of the map when setting up the drawing. so don't be surprised if i deactivate the view link later to "clear the board" behind the screen later, womp womp.

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 follows Bones into the room, looking around for interesting stuff. He's still not convinced that searching for a possibly scared witless person with a walking skeleton is a good idea, but he doesn't want to press the issue unless other people chime in.


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

the sound of the wailing can be heard louder in here, but it doesn't sound like its coming from this room. four rows of pillars block sight. bones needs to know to go left or right.

if its easier you can use the scribble or line tools to draw the path you'd like bones to explore. you may also do a perception check if you'd like in the room, you have time so you can guidance

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)

In my playgroup, the motto is "always go right," so I'll head right until I find something interesting. The door, probably.
If I'm allowed to take 10, I hit Perception 18 with Guidance.

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

"If you guys go right, I will explore left."

I'll take the left. If I am allowed to take 10, I will have a perception of 10 with guidance :P

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 will follow at a safe distance and wait for the conclusions of the exploration


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

At about that point, Vanovar notices something funny with the floor B1ue is about to step on, so he calls a halt and Omorosi halts B1ue with a thought

examining it closer, you can see the floor is designed to fall out. the stone much more brittle there, likely a fragile limestone, slightly newer than all the rest of this crypt.

can anyone disarm ? it appears to span a five ft. section.

There's also a lever in the wall.

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)

"Huh. Watch out guys, I found a suspicious-looking set of tiles. Might be more. Stand back, I'm going to try something dangerous."
Vanovar first throws the lever to see if it does anything. Then he retraces his steps, grabs one of the brooms and tries to stomp on the tiles with the backside of the broom.

I don't think anyone of us has Disable Device.


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

reflex save, DC20. +4 circumstance bonus: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15

You try and crack the broom against the tile, with enough force to shatter it. it takes a lot more force than you expect, and you end up overbalanced as you crack it open, ending up tipping over and falling into the pit. Fortunately you hit something, something surprisingly soft and fluffy. theres a spray of white, downy warm snow around, and as your vision clears you see feathers, brown and fluffy, white and fluffy, falling back down to the stone ground. you shake yourself off as you get up from the exploded pillow stack you landed upon.

damage: 1d6 ⇒ 1 nonlethal.


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

rowanne@perception: 1d20 - 1 ⇒ (19) - 1 = 18

Moving further down the hall to the left, Rowanne spots a similarly discolored tile in the floor, and notes 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)

From still inside the hole, Vanovar yells out, "Guys, I've found out what those pillows were for. Watch out for the funny tiles, they're pitfalls. If anyone could help me out, that'd be grand."

I think my pack contained rope and a grappling hook. *Checks.* Only a grappling hook, but I have a rope and grappling hook of myself, so that's good. If the DC to climb out is 10, I can make it with a take 10 (ACP of -3, STR of +4), otherwise someone needs to pull me up. >_>

Vanovar digs in his backpack again and ties his grappling hook to a length of rope, casts Guidance on himself, and throws it out of the pit. He gives a few tugs to see if it holds, then slowly clambers out.

Attack roll with grappling hook: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10

If at all possible, I'd like to climb out on the other side, so I don't have to cross it again after climbing out.


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

believe i said there were three brooms, if anyone else would like to avail themselves. it provides a +4 circumstance bonus to springing the trap yourselves, since you don't have disable device.

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 can hand over my broom if necessary, I also have a longspear that could function as such.
Could I jump over any sets of tiles with a take 10, provided I have a 10-foot running start? There's some funkyness with interpretations of "base land speed" (see this and this), but if I interpret this correctly, I should be able to clear 5-feet holes when I take 10 (-3 ACP, +2 DEX, DC is 5 with a running start) (this phrase being key in my interpretation: Your speed is determined by your race and your armor (see Table: Tactical Speed). Your speed while unarmored is your base land speed. My movement is slower because of armour, but it doesn't give me a penalty to Acrobatics, because that's not my base speed.)
Anyway, I'd like to map out the place and note if there are any more traps, still taking 10 on Perception (17, 18 if I keep casting Guidance). I'll go back to the previous room and grab some skeleton bones. I'd like to put those on the dangerous floors as a marker for the rest.


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

your slower speed in armor would give you an additional -4 penalty on jumping. penalties / bonuses to speed effect jumping bonuses. if you got hasted/expeditious retreat/longstrider, you'd get a bonus to your speed. i'd factor your effective speed for bonuses as your speed after armor / encumbrance is factored in. You can of course, take off the armor. Even with the net -7 from ACP and speed, +2 dex, you'd still hit DC 5 with a running start.


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

You explore the rest of the room, finding no creatures, but two more switches, and several more pit traps.

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

"Watch out, I also found some of those weird tiles. Let me see if I can break them."

As my club is just a piece of wood, I'll use that to try and smash the tiles

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 flip some switches!"

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 waits and watches the people that seem to know what they are doing do their thing.

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

assuming the ? marked tiles are suspicious tiles, I marked the path I am taking towards one of the levers. Once I get there I pull it. Because: Lever.

Scarab Sages

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

"Flip the switch on my signal. Three, two, one, NOW!"

Omorose and her skeletal minion flip the switches.

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

*flip*


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

all three switches at once! no!? you're going to blow us all up!

the gears clink and crack as the first swtich is thrown, as the others are thrown, something clicks, and the door in the south ( top of the map ) opens up. You celebrate, and start to move back around the clear path to the door, and find that 6 seconds later, the switches fall down again, the door shutting.

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 goes back to the locked door.
"Hm. Okay, do that again, but now I'll keep the door open. If the door's open, it won't lock, right?"

If at all possible, I'd like to wedge something in between the door and the doorframe, so it'll stay open after we've passed. Say, some leftover skeleton bits or something.

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

Rowanne flips the switch again, keeping her hand on it this time, to see if it flips back with force. If nothing can be wedged in the door, then perhaps they can keeping the levers down by tying something heavy to it.


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

the door unlocks, and you hold it open. though the switches reset in a few seconds, you have the door and its open. You can usher everyone through, and try and pin it open with a piton, but you're not sure how long it might hold against the counterweight on the door.

the door leads to a hallway. the wailing is much louder, it sounds like its coming from the end of the hallway, from a door, to the south. There's a host of bones strewn on the floor down the hallway, many of which are cracked and broken.

marked on the map the door the sounds are coming from

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)

"So, check out the wailing straightaway, or check the other rooms for surprises? Frankly, the sooner the howling stops, the better the chance of me not bashing the howler's head in."

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 agree. Either there is a survivor, human or animal, and we need to save it as quick as we can. Of if it is some kind of foe, lets dispatch it so I can think straight again.


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

apprroaching closer, it does sound a bit human, like a cry of grief. occasionally interrupted by sobbing. from behind the door.

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