Crypt of the Everflame (Inactive)

Game Master Rostam

Room 2


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You stand at the center of Kassen’s town square. The bells atop the Temple of Erastil toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. After a few moments, a murmur passes through the crowd as it slowly parts to let Mayor Uptal through. He leads the way with a tarnished silver lantern. Behind him, an old pony drags a cart laden with backpacks and supplies. Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk.

“Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen’s tomb and retrieve the flame to keep this community safe for another winter?”

The mayor pauses his ritual speech and looks at your small group, alone in an opening surrounded by the rest of the towns folk, awaiting an answer.


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

Withdrawing a torch from the bag he just ever so casually had packed for today and holding it lazily in front of him, Greysor strides forward.

"Wells, I reckon I could give it a go. Got nothing else to do today," he winks to the crowd, to knowing smiles from his friends and sighs from those not so enamoured by him.


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

Marguerite looks quizzically at Arnama Lastrid and mouths "This?" while tilting her head toward Uptal. When Arnama nods vigorously, Marguerite looks up at the elf next to her.

"You too?"

Without waiting for a reply, Marguerite steps forward "I'm game. You may not recognize me, but I was born here"

She shrugs her backpack more comfortably over her left shoulder and looks straight into Uptal's eyes.

"I have a right to do this, and you can't stop me."

"That should get them talking, and maybe Arnama can find our more while I'm off on this quaint little ritual"


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

Wonderful raises an eyebrow at the mayor’s speech and then at the two who have already volunteered in the endeavor.

Still haven’t figured out why we do this every year. Who went last year? What happened? Ah well.

She raises in her hand, nominating herself as well.

Why did I just do that? She had planned on attending the ceremony briefly and then heading off to Sasha’s, who was due to give birth any day now. Ah well. What’s done is done. Shouldn’t take too long, I would think.


Fighter 1 [HP 15/15] [AC 17/12/15] [F +4/R +2/W +0] [CMB +5; CMD 18] [Init: +2] [Perc: +0]

After pausing a moment to see if anyone else volunteers, a well muscled young woman raises her hand from the middle of the crowd.

"If I am needed, I will go."

She then tries to weave her way through her neighbors, making apologetic murmurs as her large frame jostles those she passes.

"Sorry, sorry, 'scuse me, woops, sorry..."


The mayor hands the group the following items

50 feet of hempen rope
box containing tinder
three tindertwigs
a labeled potion of cure light wounds
three torches
a grappling hook
a small bottle of
local brandy.

The mayor once again speaks to the townsfolk. “I present to you the brave heroes who will follow in Kassen’s footsteps to retrieve the Everflame! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have the eternal fire.” With that, the mayor points to the south, the direction of Kassen’s tomb. The townsfolk begin waving goodbye with cold, solemn looks on most of their faces.

The group heads out, making good time before entering the Fangwood. The narrow path winds through the raking claws of the trees, now bare of their leaves, which crunch loudly underfoot.

After a couple of hours the group notices that up ahead, a fallen tree trunk blocks the path. Suddenly a trio of snarling humanoids leaps up from behind the log, all greenish
skin and fearsome tusks, bellowing vulgar challenges.

Please roll initiative checks and post your actions. Normally I would roll your initiative but the forum update is pushing me for time tonight. The combat map can be found at this link. Please move your characters as required. I will create a link at hte top of hte page tomorrow, just trying to get the game moving atm.


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

initiative: 1d20 + 3 ⇒ (4) + 3 = 7

Marguerite stops well back from the ugly things


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Greysor steps into range and lets fly a bullet from his sling into the closest foe.
Sling: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 ⇒ 1


Fighter 1 [HP 15/15] [AC 17/12/15] [F +4/R +2/W +0] [CMB +5; CMD 18] [Init: +2] [Perc: +0]

Initiative : 1d20 + 2 ⇒ (7) + 2 = 9

With a nervous look at her smaller companions, Mabya quickly move to place herself between them and the creatures, drawing her sword as she does so.


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Wonderful pulls the shortspear over her shoulder from behind her back and moves toward the foes in sight, nodding to the tough looking woman coming up along side her.


:: An Ambush ::

Red Init: 1d20 ⇒ 6
Green Init: 1d20 ⇒ 10
Cyan Init: 1d20 ⇒ 5

Given a moment, you recognize these creatures as orcs.

Greyson lets fly a sling bullet, which seems to hit the shoulder of the lead orc.

Mabya and Wonderful step forward, drawing weapons, trying to shield their companions.

Dice Rolls, Don't Open:

Will Save Greyson: 1d20 + 1 ⇒ (7) + 1 = 8
Will Save Wonderful: 1d20 + 5 ⇒ (20) + 5 = 25
Will Save Mabya: 1d20 + 0 ⇒ (16) + 0 = 16
Will Save Marguerite: 1d20 + 1 ⇒ (3) + 1 = 4

For Mabya and Wonderful:

You two notice the sling bullet went through the "orc", and you recognize all three orcs as an illusion. Because of this you do not actually take any damage from the attack rolls below, you need to even react to the illusions.

All three orcs charge at Mabya and Wonderful, great axes swinging. The blows land hard, fast and devastating.

Attack Red, Wonderful: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d12 + 4 ⇒ (12) + 4 = 16
Attack Green, Mabya: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage: 1d12 + 4 ⇒ (3) + 4 = 7
Attack Cyan, Mabya: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d12 + 4 ⇒ (4) + 4 = 8

Initiative

Round 1 - Greyson, Wonderful, Mabya, Marguerite, Orcs
Round 2 - Greyson, Wonderful, Mabya, Marguerite, Orcs

If you name is in bold, you're up. Marguerite please take actions for both round 1 and two as there seems to be some confusion over what to do.


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

"Heh, excellent" Greysor mutters as he wraps around the back of the group, dropping his sling and backpack to the ground and drawing his rapier.


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

Round 1 {cyan orc}
Marguerite drops her bow by the bush as she draws her longsword and moves to the west(left) side of the orc.
When she reaches the orc she uses a two-handed power attack
longsword, 2h, PA: 1d20 + 3 ⇒ (2) + 3 = 5

Round 2 {cyan orc}
longsword, 2h, PA: 1d20 + 3 ⇒ (9) + 3 = 12
dmg: 1d8 + 7 ⇒ (8) + 7 = 15

That ought to distract him from Mabya! Nothing like a sword swishing past your ear to get your attention


Fighter 1 [HP 15/15] [AC 17/12/15] [F +4/R +2/W +0] [CMB +5; CMD 18] [Init: +2] [Perc: +0]

With a slightly confused look, Mabya takes one hand off her sword and reaches out, waving her arm back and forth through the space the (red) orcs body takes up.

"Um... I don't think these orcs are orcs."


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

"What in the Lady's?...

Confused, Wonderful shakes her head, stops speaking, and rams her spear toward the chest of the, er, orc? in front of her.

Shortspear: 1d20 + 2 ⇒ (20) + 2 = 22
Crit Confirm: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


:: An Ambush ::

More Rolls you Shouldn't Look At:

Marguerite Will: 1d20 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Greysor Will: 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24

The orcs present easy targets, your weapons dealing tremendous wounds. How they remain standing is something beyond you.

For Mabya, Greysor, Wonderful:

Greysor has just realized these are all illusions. The three of you can see all of your attacks passing through semi transparent orcs, hitting nothing but empty air.

Marguerite seems to have not noticed this yet. And whatever is driving the illusions is trying to deter her the most.

Any and all damage the three of you have taken can be ignored,
for it was fictitious.

Seeing their previous attacks being ineffective, the orcs shift over, trying to center their attacks on one target at the flank. Marguerite is in danger of being over whelmed by the blows.

Red vs Marguerite: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d12 + 4 ⇒ (8) + 4 = 12
Green vs Marguerite: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d12 + 4 ⇒ (8) + 4 = 12
Cyan vs Marguerite: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d12 + 4 ⇒ (4) + 4 = 8
Cyan vs Marguerite crit?: 1d20 + 5 ⇒ (13) + 5 = 18
Crit? Damage: 1d12 + 4 ⇒ (8) + 4 = 12

The orcs blows rain down. She can feel one blow land 12 damage taken by Marguerite, and then another much more powerful one land 20 more damage taken by Marguerite She is below negative con, which is where you straight up die.
.

.

.

.

.

.

As Marguerite feels death steal over her, the orcs fade into nothingness and none of you can find wounds on your body.


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

Greysor casts around, searching the area for the source of the illusions, while holding his rapier at the ready in one hand and a vial of acid in the other.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Fighter 1 [HP 15/15] [AC 17/12/15] [F +4/R +2/W +0] [CMB +5; CMD 18] [Init: +2] [Perc: +0]

Mabya rushes to Marguerites side and shakes her shoulder.

"Stranger, do not die, they were figments! You are unhurt! Please!"


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

Wonderful lets out a long sigh.

Just an illusion. I knew this whole trip would be a farce. Old town traditions. Probably some old, washed up wizard trying to recap some of the glory days.

She quickly scans the area to see if anyone is nearby that would have cast this illusion.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7


:: An Ambush ::

I had intended the "none of you can find wounds on your body to" to indicate that Marguerite was up, functional and uninjured. I will be more clear next time.

Taking a quick look around, you can not find the source of the illusion.

Let me know if there's anything else you like to do here.

:: Continued Travel ::

With the incident dealt with, the party moves on. The trek is long and arduous, with the forest becoming thicker and more menacing as the day wears on.

As night approaches you find a decent spot to camp. The ground is level and relatively free of rocks and there are thickets on three sides to help shield you from the weather and sight.

PLease let me know what your plans are. You can camp, continue onward (may cause fatigue, etc), try to find a different spot. Up to you guys.


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

"Uff! How did I end up lying here? And what happened to those orcs? There should be some bodies to examine!"
Marguerite sits up, shakes her head, then tries, somewhat unsteadily to stand up

"Thanks for the shake, soldier. I might have lain here all afternoon otherwise. What's your name, by the way? I'm Marguerite."
Marguerite takes a swig of water from her waterskin before brushing the dust off her clothes, then walks back about 20 feet to pick up her bow before she leaves.

She also walks along the edges of the path, looking very very carefully for traps, triggers, or other unnatural objects in the vicinity. She covers about a 15 ft border on each side of the path, going around behind the fallen tree that is blocking the right branch and backtracking about 100 yards along their previous path

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

<Time Passes>
Some hours later, she stops again for water
"How about we stop for the night? I think we'd all be more able to deal with that tomb starting fresh in the morning. And this looks likely as a camp spot.

Marguerite looks around, wary of the thickets surrounding the open area.
If we stop for the night, I'm going to spiral out from the site for a good 100 yards looking for tracks, traps, and other strangeness. That was one weird illusion, and nobody would do that and then forget about us.


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]
Marguerite DuBois wrote:


"How about we stop for the night? I think we'd all be more able to deal with that tomb starting fresh in the morning. And this looks likely as a camp spot.

"Sounds good, Wonderful says, adding sarcastically, "we don't want to run into any more dangers on our, er, quest."

Seriously, though. This farse is such a waste of time. I should have just stayed with Sasha, in case she went into labor. She shrugs, and then says aloud without really meaning to, "Fate has willed it.


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

"You can see the future, priestess? and know what the Fates will?"
Marguerite narrows her eyes and looks more closely at the cleric, taking in the age of her clothes and the symbol she carries.

"You look young for a seer. "
Marguerite smiles a wry grimace.

"Well, at least young from my perspective. How should we address you, seeress?"

"And are you suggesting that traveling through the night would be a better idea? I'm willing to listen to reasons, but pushing for more than a day without rest doesn't seem to make much sense."


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]
Marguerite DuBois wrote:

"And are you suggesting that traveling through the night would be a better idea? I'm willing to listen to reasons, but pushing for more than a day without rest doesn't seem to make much sense."

Oh, no. Rest certainly is fine by me. As for the address, you can just call me what everyone else does in Kassen. Wonderful.

Wonderful raises her eyebrows toward the half-elf as if to say "And you?"


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

Oh, you're Wonderful! Arnama said you might be able to help me find some information about my mother. Or at least you might know who to send me to.

You can call me Marguerite. Or ഡെയ്സി in Elvish.

Marguerite bites her lip and looks hesitant.
She doesn't look old enough to have been in Kassen then. But perhaps her teacher was training at that time. Or the priestess at her temple may have old records

In any event, let's get some food and shelter set up, and we can choose a schedule for the night watches. And I think it would be a bad idea to put the fire across the front of the clearing. Too easy for an archer to fire at us while we are blinded by the flames.

Whoever set that illusion is not likely to forget us. And it may just be a warning trigger for someone up ahead. Do you know how much further we have to go to reach the crypt?


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

"I'm Greysor, if anyone was wondering. And I'm all for a rest, as long as we're careful about it. I'll go have a look around, just to make sure we are alone here."

Greysor wanders around the edge of the clearing, checking for tracks or any other signs of strangers.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Survival: 1d20 + 1 ⇒ (10) + 1 = 11


:: A nights rest ::

The group settles in for the night, having determined that they seem fairly alone. Studying the map for a bit, they look to only be a half day from the crypt.

I need the three of you to decide on the order of the watch and roll a perception check please. I will use the watch order you decide on now in the future unless told other wise.


How shall we split the night? I'm glad to take the last watch, if everyone else is ok with that. Does it make any difference to anyone what order we watch?

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

"I'll take second watch then."

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

"Guess I'm first then."
Wonderful wonders what shenanigans the lot will stumble up on in the morning, or if there will be any more tricks any time soon.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


:: On Second Watch ::

The first watch goes by smoothly and Wonderful wakes Greysor for his turn. The first half of Greysor's watch goes just as well. The only noises being from small creatures and the forest being otherwise peaceful.

A bit more than half way through the second watch however, Greysor can hear a low growling coming from the open side of the camp site. He is unable to pinpoint the distance, but after a few more moments it sounds closer.


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

"WAKE UP LOUTS, TROUBLE'S HERE! Greysor shouts as he leaps to his feet and lights the torch sitting beside him, rapier ready in his other hand.


Marguerite opens her eyes and looks around.
she can see 120 feet in all directions from his torch
Perception: 1d20 + 10 ⇒ (15) + 10 = 25


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

Wonderful tries to rouse herself from sleep.

Didn't I just close my eyes?

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

Correction:
Marguerite can see 40+40=80 ft from the torch (160 diameter circle)


:: On Second Watch ::

Greysors cry is enough to wake Marguerite and Wonderful. You will both start your turns prone.

Initiative Wonderful: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Greysor: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative Marguerite: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Red Wolf: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Blue Wolf: 1d20 + 2 ⇒ (11) + 2 = 13

Out in front of the campsite, two wolves appear. One of them rushes forward towards Greysor and bites his leg, but fails to drag him to the ground. Greysor takes 7 damage.

Wolf with Charge: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Trip Attempt: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

DC 10 K(Nature) Check:

The wolves appear to be starving

Initiative

Round 1 - Red Wolf, Greysor, Marguerite, Blue Wolf, Wonderful
Round 2 - Greysor, Marguerite, Wolves, Wonderful

Those in bold are up. If you can make the listed K(Nature) check feel free to read the spoiler. I have added the map as a lnk above the campaign tab.


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

K(Nature): 1d20 + 1 ⇒ (15) + 1 = 16

Greysor cries out as the wolf tears into his leg, ripping away and lunging around to place the immediate wolf between himself and the second one, knowing that he probably can't take another hit like that. As he manoeuvres, he swipes at the wolf with his rapier.

Rapier Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Rapier Damage: 1d6 ⇒ 1

"I could use a little help here!" he shouts to his companions.


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

Marguerite stands up and looks toward Greyson, and sees the farther wolf, lurking in the shadows beyond the light of the torch.
K(nature): 1d20 + 4 ⇒ (8) + 4 = 12

"We've got a hungry pair of wolves here."

She draws her bow and aims at the farther wolf

Longbow: 1d20 + 4 ⇒ (13) + 4 = 17
Dmg: 1d8 + 3 ⇒ (7) + 3 = 10

As the arrow flies, she takes a 5-foot step to put the campfire at her back.

"Wonderful, Greyson's bleeding badly"


:: On Second Watch ::

Greysor's strike misses its mark, probably due to being distracted. Marguerite's arrow flies true however, creating a large wound in the wolf.

As it cries out in pain, in charges toward the source. The wolf savages Marguerite, but she manages to stay on her feet. Marguerite takes 7 damage.

Wold w/ Charge: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Trip attempt: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Initiative

Round 1 - Red Wolf, Greysor, Marguerite, Blue Wolf, Wonderful
Round 2 - Greysor, Marguerite, Wolves, Wonderful

If your're in bold you're up. And I wish I could roll this well as a player...


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

Wonderful launches herself to her feet, muttering "Not today, Lady. Not yet," more begging than telling.

Wonderful channels energy around herself, healing Greysor.
Channel Energy: 1d6 ⇒ 6


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

Greysor guardedly steps towards the wolf attacking Marguerite, lunging with his rapier, hoping to drop the wounded wolf as quickly as possible so that his companions can help him deal with the other.

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 ⇒ 3


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

Marguerite drops her bow and pulls out her longsword
Holding it in both hands, she makes a powerful lunge at the injured wolf in front of her
Longsword 2H, PA: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

As blood pours out of the wounded animal, she says, "That should solve THAT problem"

Looking around, she sees the wolf that attacked Greysor.

If the blue wolf is dead:
She steps over the body of the wolf, and moves into position to strike the red wolf on her next turn. I've moved her token to the new position.

If the blue wolf is not dead:
She remains where she is, and I'll move her token back to where she made this attack


:: On Second Watch ::

Standing Wonderful channels energy into the group. As the wave of energy washes over her allies, she realizes it also washes over her foes.

Greysor steps over and strikes the wold, dealing it an irritating wound. Pulling our her blade, Marguerite swings and cuts he head off the wolf.

With only one enemy nearby, the remaining wolf bites at Greysor missing by quite a bit.

Red vs Greysor: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d6 + 1 ⇒ (4) + 1 = 5
Red Trip vs Greysor: 1d20 + 2 ⇒ (16) + 2 = 18

Initiative

Round 2 - Greysor, Marguerite, Wolves, Wonderful
Round 3 - Greysor, Marguerite, Wolves, Wonderful

Lets see if you can finish the wolf this round.


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

Wonderful pulls her spear over her shoulder, and in one fluid motion hurls it at the wolf.

Penalty already included
Shortspear: 1d20 - 3 ⇒ (7) - 3 = 4
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

Greysor deftly steps around the wolf, attempting to avoid its flashing claws and teeth. With the wolf trapped between him and Marguerite, he stabs at it's unprotected flank, shouting "Get the bloody thing!"

Acrobatics to avoid AoO: 1d20 + 7 ⇒ (19) + 7 = 26
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Flanking
Damage: 2d6 ⇒ (3, 3) = 6 Sneak Attack


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

Still wielding her sword with both hands, Marguerite makes a powerful attack on the wolf in front of her

Longsword, 2H, PA, flanking: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Damage: 1d8 + 7 ⇒ (4) + 7 = 11


:: On Second Watch ::

The blows from Greysor and Marguerite are enough to slay the last wolf.

If your foes deceased, you have time to tend to your wounds and return to sleep.


Cleric of Pharasma 1 [HP 13] [AC 18/12/16] [F/R/W +4/+2/+5] [CMB +2; CMD 13] [Init: +2] [Perc: +4]

Wonderful quickly surveys the area, making sure there are now more lurking predators, and then heads over to Marguerite and Greysor.

"Everyone alright?" Sorry about healing that wolf there, but I knew I wouldn't be able to get to you in time."


Half-elf Ranger 2 | HP 22/24 (nonlethal -6) | AC 18/13/15 | CMB +5| CMD 18| F:4 R:6 W:1 +2 vs enchantment; immune sleep| Init +3| Per +11

"It's just a scratch. I'm fine."

"Did you get enough rest? Why don't you both grab a bit more sleep while I take the last watch"

After picking up her discarded bow, Marguerite inspects the bodies of the wolves, noting their emaciated condition.

She then walks the perimeter of the camp, looking for any signs of other predators, recent use, and especially looking for a low, sturdy branch.

Once people go back to sleep, she swings herself up on the branch and settles in for the remainder of the night.

Watching the turning of the stars, every hour she descends to walk around the campsite about 20 feet from the ring of stumps and branches that mark the boundary, occasionally throwing another branch on the fire, and using the flare to scan the deeper woods.


HP: 8/9 | Init +7; Perception +5; Sense Motive +5 | AC/T/FF 16/13/13 | F+1 R+5 W+1

Greysor says with a slight smile "Thanks for the help there, for a second I thought you both were going to... leave me to the wolves" YEAAAAAAAAAAAAAH

Greysor reclines back onto his bedroll, pulling his hat down over his face and is soon quietly snoring, the handle of his trusty rapier just inches from his outstretched hand.

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