Crypt of the EverFlame (Inactive)

Game Master GM Sapphire Fox

Chronicle Sheets


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The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

Rishh lumbers into the chamber, and immediately examines the floor for tracks and clues as to what dwells down here.

Survival Check: 1d20 + 7 ⇒ (19) + 7 = 26

Survival +7 (+1 Rank, +3 Class Skill, +2 Wis, +1 Track)
*Add 2 if undead are involved (Favored Enemy)

Rishh continues to listen for the moaning while he checks for tracks

Take 10 - Perception = 10 + 8 = 18
*Add 2 if undead are involved (Favored Enemy)

If the moaning sounds humanoid, Rishh will call out to it...

"Do you require assssisssstance?"

Otherwise he will not.

Middle passage is okay as long as we don't need to rescue anyone.

The Exchange

Human Vigilante 1

The Slitheren Kid looks at the pedestal.

perception: 1d20 + 7 ⇒ (11) + 7 = 18

"Hey..as my friend Rishh said..anyone there?"

Silver Crusade

230524-19 | Female NG Human (Osirian) Cleric (Angelfire Adept) 1.0 | HP 11/11 | AC 16 T 10 FF 16 | F +4 R +0 W +4 | Init +0 | Perc +2 SM +2 | Speed 30 ft | Channel 2/8 | Active Conditions: Light

Yumna follows into the central chamber, bringing light with her.

"Toward the noise or away from the noise seem to be our only choices."

Grand Lodge

human cleric 1, HP14/14, AC 18, T 11, FF 17, F +4, R +2, W +2, Init +1, Perc +2

Towards the noise...I fon't relish the idea of leaving something to attack us from behind... Ander proposes as he follows the others.

Dark Archive

The floor bears an inscription spiraling out from the
pillar and written in Common. It reads: “To the south you
might take your ease, to rest and reflect on Kassen’s deeds.
To the east lies the wheel, to open the gate. To the west is
the resting place of Kassen, hero of the Fangwood.”

as slithren looks ofer the piller and the room.
eastern passage finds that
it begins to slope down a bit after leaving this chamber
and that water has collected in the corridor, growing
deeper as the passage continues. This is the source of the
dripping noise, as the ceiling appears to be leaking in
many places. a strange echoing gurgle comes from the east as well, but
it is relatively faint. To the south, nothing can be heard
or seen. To the west, the stench of rot grows stronger
the closer the you get to the mouth of the corridor, but
nothing can be heard from that direction

The Exchange

Human Vigilante 1

"East anyone?

Grand Lodge

human cleric 1, HP14/14, AC 18, T 11, FF 17, F +4, R +2, W +2, Init +1, Perc +2

Yes...one second... Ander says as he gets out a piece if parchment and writes down the message. So we can reference it if needed...

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

Rishh thinks quietly for a moment, and then announces

"I'm removing my armourssss..any enchantments available to take itsss place....judging from the noisessss...somethingsss in the waterssss"

Rishh Removes his backpack, Chain Shirt, and Hunga Munga X3, but he retains his MWK Bec De Corbin, his Barbed Vest, and Punching Dagger.

Rishh awaits a response to his query, but makes it clear that he intends to get wet...

Total Weight Carried reduced to 17 lbs.

MWK Bec De Corbin 12lbs
Punching Dagger 1lb
Barbed Vest 4lbs

Dark Archive

rishh what does that change your ac to if you taking off armor?

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

It will be:

AC 13 (+2 Dex, +1 Natural Armor)
Touch 12 (+2 Dex)
Flat-Footed 11 (+1 Natural Armor)

Dark Archive

Male N Human (Ustalavic) Wizard (Necromancer) 1 | HP: 9/9 | AC: 12 (12 Tch, 10 Fl) | CMB: -2, CMD: 10 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +1, SM: +1 | Speed 30ft | Command Undead: 7/7 | Spells: 1st 3/3 | Active conditions: None.

Bela will assist Rishh in his endeavor to undo himself of the cumbersome layers of protective gear. "There we go, good sir! Now, yes, it does sound like something lives down those horrid corridors so let us be on our toes!"

Not that time is an issue here, but having someone help you cuts the time it takes to remove armor in half ;)

Also, I'm down with going east.

Dark Archive

As you guys start to head east the corridor splits and heads north and south. By the time you reach eaither end of the corridors the water is 2ft deep.

So any small characters the water is difficult terrain. Anyone that is around 2 ft tall will need to be able to swim.

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

Rishh expresses his gratitude to Bela for his thoughtful assistance, and he heads for the North corridor.

He listens through the door...
Perception Check: 1d20 + 8 ⇒ (11) + 8 = 19
+2 bonus if Undead

He examines the door for traps

Perception Check: 1d20 + 8 ⇒ (6) + 8 = 14

Grand Lodge

human cleric 1, HP14/14, AC 18, T 11, FF 17, F +4, R +2, W +2, Init +1, Perc +2

Ander follows Rishh, ready to aid him if attacked.

Dark Archive

Male N Human (Ustalavic) Wizard (Necromancer) 1 | HP: 9/9 | AC: 12 (12 Tch, 10 Fl) | CMB: -2, CMD: 10 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +1, SM: +1 | Speed 30ft | Command Undead: 7/7 | Spells: 1st 3/3 | Active conditions: None.

"Ha. Prodigious size is not needed to best this watery corridor."

And so the wizard follows with arcane powers dancing on the tip of his fingers, waiting to be unleashed.

The Exchange

Human Vigilante 1

The Slitheren Kid follows behind

Dark Archive

When rishh listens at the door he can here the sounds of something crocking on the otherside. And the door is not trapped but ot is swollon in its door frame but it dont look like it would take to much abuse before it just falls over.

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

We find the source of the noisesssss, and it is probably an unfriendly! Let us dispatch it quickly and safely!

Rishh Takes a 5-ft step back from the door, and uses his polearm to bring the door down.

Silver Crusade

230524-19 | Female NG Human (Osirian) Cleric (Angelfire Adept) 1.0 | HP 11/11 | AC 16 T 10 FF 16 | F +4 R +0 W +4 | Init +0 | Perc +2 SM +2 | Speed 30 ft | Channel 2/8 | Active Conditions: Light

"We have not had much luck with safely so far," Yumna says as she steps back and grips her holy symbol.

Dark Archive

Rishh if you atking the door to bust it then i need a atk on the door. Or if your using it to push the door down then i need a str check

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

Attack Roll:
(+1 BAB, +2 STR, +1 Weapon Focus, +1 Masterwork)
Attack Door: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 3 ⇒ (3) + 3 = 6 Bludgeoning Damage (+3 [1.5 x Str bonus])

Dark Archive

Male N Human (Ustalavic) Wizard (Necromancer) 1 | HP: 9/9 | AC: 12 (12 Tch, 10 Fl) | CMB: -2, CMD: 10 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +1, SM: +1 | Speed 30ft | Command Undead: 7/7 | Spells: 1st 3/3 | Active conditions: None.

"You can do it, I believe in you, Rishh!"

Bela knew that the power of motivation was a kind of magic all of its own.

Dark Archive

The room is filled with water, probably as deep as the outside
corridor. The chamber is in an advanced state of decay, with
a gaping hole in the ceiling admitting a constant trickle of
water. The three stone sarcophagi in this room are almost
completely covered in a thick carpet of moss and fungus.

The water is 3 feet deep. Medium creatures treat each
square in this room as difficult terrain; Small or smaller
creatures must move through the water using their Swim
skill. Regardless of a creature’s size, the water hinders
any action requiring an Acrobatics check (increase the
DC by +2). The hole in the ceiling eventually leads to a
pond on the south side of Serpent Gorge, which is the
source of the water and the hungry creatures now living
in this room.

bela init: 1d20 + 2 ⇒ (5) + 2 = 7
rishh init: 1d20 + 2 ⇒ (13) + 2 = 15
yumna init: 1d20 ⇒ 1
slithren init: 1d20 + 4 ⇒ (18) + 4 = 22
ander init: 1d20 + 1 ⇒ (19) + 1 = 20
gm init: 1d20 + 1 ⇒ (13) + 1 = 14

Round 1
Knowledge nature to identify
Bokd may act
slithren
ander
rishh
Gm
Bela
Yumna

map updated

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

Move Action: Rishh hands his polearm to Ander for safe-keeping.

he whispers to the cleric
I may need it back if things get tricky... (free action)

Rishh readies his Punching dagger (Move action)

Question: Can Rishh tell if they are medium or small sized?

Rishh's knees collapse, and he submerges beneath the three feet of water.
(assuming a free action since it takes little time/effort, and his lack of buoyancy helps)

The Exchange

Human Vigilante 1

The Slithern Kid moves through his allies and tries to swim one of the stone coffins. He draws his rapier.

double move

swim: 1d20 ⇒ 12

Dark Archive

Slithren you make the swim dc and you are able to move 1/4 your move speed since you had to use your first move to get to the deep water.

Rish whats up with the knees thing?
They are medium size

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

it means hes dropping straight down into the water and submerging

Dark Archive

Ok just the way you wrote it wasnt sure

Dark Archive

if i dont here from ander tonight then he will be put on delay so we can keep moving.

Grand Lodge

human cleric 1, HP14/14, AC 18, T 11, FF 17, F +4, R +2, W +2, Init +1, Perc +2

sorry im late...slept in and site was acting wonky...

Ander slowly and cautiously moves forward, ready for battle.

on phone...router issues...please move me forward ty!

Dark Archive

Thre red moves up and bites at ander
atk: 1d20 + 3 ⇒ (5) + 3 = 8
Missing him

The blue moves up and bites at slithren
atk: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 + 2 ⇒ (4) + 2 = 6
grab: 1d20 + 3 ⇒ (8) + 3 = 11
Thr frog manages to take a chunk of ratkin but cant keep ahold of him.

The black sends out his tongue to try and get him some food.
atk tongue: 1d20 + 3 ⇒ (14) + 3 = 17
grab: 1d20 + 7 ⇒ (8) + 7 = 15
Hitting slithren and rapping him up in his tongue.

Round 1
Knowledge nat to identify
Bold may act
Slithren -6hp
Ander
Rishh
Gm
Bela
Yumna

Dark Archive

Male N Human (Ustalavic) Wizard (Necromancer) 1 | HP: 9/9 | AC: 12 (12 Tch, 10 Fl) | CMB: -2, CMD: 10 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +1, SM: +1 | Speed 30ft | Command Undead: 7/7 | Spells: 1st 3/3 | Active conditions: None.

"Giant frogs ... really now?! Begone, foul creatures!" and with a flourish, Bela conjures forth a splash of acid.

Move action: move
Std action: cast Acid Splash

Ranged Touch attack vs Black Frog: 1d20 + 2 ⇒ (7) + 2 = 9
Acid dmg: 1d3 ⇒ 3
Sleep has a 1 round casting time and I got this feeling they'll be gone before then.

Silver Crusade

230524-19 | Female NG Human (Osirian) Cleric (Angelfire Adept) 1.0 | HP 11/11 | AC 16 T 10 FF 16 | F +4 R +0 W +4 | Init +0 | Perc +2 SM +2 | Speed 30 ft | Channel 2/8 | Active Conditions: Light

Yumna advances down the hall and wades into the water to defend Slithren. He slices at the nearest toad of unusual size.

Scimitar: 1d20 + 2 ⇒ (3) + 2 = 5
S: 1d6 + 2 ⇒ (4) + 2 = 6

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision
APG - Barbed Vest wrote:
Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. Any creature swallows you it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage to no longer serve as a threat). The vest can only be worn over light armor or no armor.

Rishh (and Vest) swim underwater, and assume that he cannot be seen since the frogs appear to be above the surface.

Rishh swims over to the platform...sarcophagus...thingy..

swim check: 1d20 + 2 ⇒ (2) + 2 = 4

Then again...maybe not.

The Exchange

Human Vigilante 1

Rishh - FYI you're medium and don't have to make swim checks. The spaces are just difficult terrain.

GM are you still there?

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

In this case I wanted to swim voluntarily so I could be underwater and not be seen to avoid grappling AOO's, but things got crowded so it became moot...so here I am underwater lol and no place to swim to except to the platform or whatever it is. My main weapon is a reach weapon,
and Reach + Difficult Terrain = Bad combination (No 5 ft step and no room to keep weapon at correct range...so grappling seemed to be a good option with the water there to keep my grapple initiation concealed.

Silver Crusade

230524-19 | Female NG Human (Osirian) Cleric (Angelfire Adept) 1.0 | HP 11/11 | AC 16 T 10 FF 16 | F +4 R +0 W +4 | Init +0 | Perc +2 SM +2 | Speed 30 ft | Channel 2/8 | Active Conditions: Light

Since the water only provides Difficult Terrain effect (2x movement cost), it's < 4 ft deep and will not provide cover, as >=4 feet provides cover and applies a 4x movement cost.

Dark Archive

bela and yumna you both go to atk the frogs but miss and just splash up some water.

Round 2
Knowledge nat to identify
Bold may act
Slithren -6hp
Ander
Rishh
Gm
Bela
Yumna

Grand Lodge

human cleric 1, HP14/14, AC 18, T 11, FF 17, F +4, R +2, W +2, Init +1, Perc +2

Ander swings his blade at the frog beside him.

attack: 1d20 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (5) + 1 = 6Keep the faith, friends!

The Exchange

cover is not required to negate AOO's. Its a common sense matter of whether they can see underwater when they are in fact above the water. Its kind of like being outside of their field of vision. A perception check made as a reaction for instance could establish awareness when awareness is questionable. There are underwater mechanics for combat in place. They dont work the same as above water. But using those isnt my call.

Rishh stands up from swimming position and waits to see if any space opens up.

The Exchange

Human Vigilante 1

Slitheren tries to shoot the frog grappling him.

"Any healing guys?"

touch attack point blank: 1d20 + 7 ⇒ (7) + 7 = 14

damage: 1d6 + 1 ⇒ (5) + 1 = 6

Silver Crusade

230524-19 | Female NG Human (Osirian) Cleric (Angelfire Adept) 1.0 | HP 11/11 | AC 16 T 10 FF 16 | F +4 R +0 W +4 | Init +0 | Perc +2 SM +2 | Speed 30 ft | Channel 2/8 | Active Conditions: Light

Water:
Actually, it's not a common sense matter. The particular issue you're getting at is defined in the rules in several places. You need Concealment to Stealth, you need Total Cover to avoid attack, and the environmental rules for water tell you two things: water less than 4 ft deep is 2x water move cost and provides no cover, and, this is the 'common sense' detail specifically, you can see 1d8 x 10 ft through murky water. So even at the lowest roll, they (and us) can perfectly see through 10 ft of murky water.

"If you insist," Yumna drops the masterwork scimitar into the water and pulls out Slitheren's wand of healing, which she activates and touches the ratfolk on the shoulder.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Map: Those rectangles are sarcophagi that can be climbed on/over

The Exchange

Human Vigilante 1

"Thanks Yumna!"

Dark Archive

slithren shoots and scores a hit
ander misses as he swings his blade
rishh delays

red atks ander
atk: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 + 2 ⇒ (1) + 2 = 3
grab: 1d20 + 3 ⇒ (9) + 3 = 12
red takes a bite of ander and latches ander in his mouth.

black maintains his hold on slithren
grab tongue: 1d20 + 7 + 5 ⇒ (4) + 7 + 5 = 16+5 maintain bonus

blue goes in for another taste of ratkin
atk: 1d20 + 3 ⇒ (4) + 3 = 7
and misses

Round 2
Knowledge nat to identify
Bold may act
Slithren -6hp
Ander -3hp
Rishh
Gm black -6hp
Bela
Yumna

Dark Archive

Male N Human (Ustalavic) Wizard (Necromancer) 1 | HP: 9/9 | AC: 12 (12 Tch, 10 Fl) | CMB: -2, CMD: 10 | F: +2, R: +2, W: +1 | Init: +2 | Perc: +1, SM: +1 | Speed 30ft | Command Undead: 7/7 | Spells: 1st 3/3 | Active conditions: None.

Bela wiggles his fingers and unleashes a splash of acid at one of the hungry frogs. "Press on, comrades, press on!"

Std action: cast Acid Splash (ranged touch attack, acid dmg)
Ray Touch Attack vs Black Frog: 1d20 + 2 ⇒ (12) + 2 = 14
Acid Damage: 1d3 ⇒ 2

Dark Archive

bela unleashes some acid at the frogs and manages to strike the black one.
yumna drops her weapon and heals slithren up.

Round 3
Knowledge nat to identify
Bold may act
Slithren
Ander -3hp
Rishh
Gm black -8hp
Bela
Yumna

Grand Lodge

human cleric 1, HP14/14, AC 18, T 11, FF 17, F +4, R +2, W +2, Init +1, Perc +2

Ander slashes at the one beside him again.

attack: 1d20 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (6) + 1 = 7

The Exchange

Human Vigilante 1

Slitheren uses an alchemical cartridge and shoots the black one again, pressing the barrel on the frog.

touch attack: 1d20 + 7 ⇒ (5) + 7 = 12

damage: 1d6 + 1 ⇒ (6) + 1 = 7

The Exchange

|HP 5/12| AC 17, 12 touch, 15ff |Fort +3, Ref +4, Will +2| Init +2|| Percep: +8, Low-Light Vision

Rishh takes ready action to move into room when a non-threatened square opens up

Dark Archive

Round 3
Knowledge nat to identify
Bold may act
Slithren
Ander -10hp
Rishh
Gm
Bela
Yumna

Ander swings and cant get his blade to land a blow on the frog.

Slithren shoots the black at point blank range and splatters frog bits all over the place.

Rishh waits to move.

Red tries to bite ander
atk: 1d20 + 3 ⇒ (18) + 3 = 21
dam: 1d6 + 2 ⇒ (5) + 2 = 7
grab: 1d20 + 3 ⇒ (14) + 3 = 17
The red bites into ander and is able to hold on to him in his mouth.

Blue tries to bite slithren
atk: 1d20 + 3 ⇒ (12) + 3 = 15
But misses

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