Crypt of the Everflame 5e conversion (Inactive)

Game Master Koldoon

As the end of the harvest season approaches, Kassen prepares for its annual Quest. Each year the town sends its dignitaries to the crypt of its founder to recover the eternal flame, in a spirit of renewal. Some years adventurous youth get to go instead, braving the dangers of the journey as a rite of passage to adulthood. Rumor has it, this is the year—your year.


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Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

I'm ok for Rankev to hold the treasure. Except that magic dagger. Either Cole or Fin should carry it, in case we face another creature that needs a magic weapon. cheers


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Cole takez the Potion of Heroism.

This may come in handy. Fin, ya ought to keep hold of that dagger.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Fin takes the dagger and gets ready to lead when the group is ready.


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Excellent. The only pathways not yet taken are the door to the north west, or if you were to backtrack all the way to the entry and take the door to the west from the entry chamber where you were first attacked by the skeletons. Let me know what you want to do!


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

door to the north west


A8AA97

North west please!!


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

Aldelenna heads to the northwest door, and gives a good listen to see if she can hear anything behind it. Likewise she checks to see if it is locked.

Perception: 1d20 ⇒ 12


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Aldelenna:
The door appears to be unlocked. Despite straining to hear anything, even through Rankev's inevitable running commentary, you hear nothing beyond the door.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Fin sets his hunting trap in front of the door, in case they need to retreat backwards. Then, he opens the door leading the troop.


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The door opens, and Aldelenna's dancing lights reveal a long corridor. On either side, flanking the passage, are a series of alcoves, holding a row of statues on each side. The statues are designed to resemble your town founder, Kassen, and each one holds a long sword in front, perhaps in some archaic salute. The sharp blades of roughly half the swords are wrapped in leather padding.

The map on Roll20 will be updated shortly if it is not already. Cole, has your difficulty been resolved or do you need me to post an updated screen shot of the adventurer's map on google docs as well?


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan packs up his hunting trap waiting for a statue to animate. Then, he'll lead the troop down the hall.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Same issues...link does not work for me. Sorry...


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

"Pits full of pillows..." Aldelenna says, and then points at the leather wrapped swords on the statues. "Seems to me like Roldare and his friends were trying to soften this place for us, which makes me think these statues are another trap. Why else wrap the blades in leather?" Aldelenna steps carefully looking around for pressure plates or tripwires that might be used to set off some swinging statue blades.

Investigation: 1d20 + 2 ⇒ (15) + 2 = 17


A8AA97

Would there be space behind the statues (between them and the wall) for a gnome-sized figure to sneak by?


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Aldelenna:
You identify a plate about halfway through that doesn't seem right. It seems like if someone were to step on it, something would be triggered. You suspect, based on the wrappings that it would cause the swords to swing downward, not only injuring anyone in the paths of the blades, but also creating a hazardous bladed hallway to traverse, since it appears each statue would have to be manually reset. The leather wrappings are consistent with some of the supplies you found with the horses and the deceased townsfolk. It seems like they must have been halfway to making this hallway only painful and bruising instead of lethal.

Venssa:
You suspect that you might be able to avoid any danger that way, though it is a narrow path and would require an acrobatics check to squeeze by. But none of your friends are slight enough to get through that way.

Cole: I will try to post an updated map to the google doc tonight.


A8AA97

"I might be able to get by these statues myself if you want me to take a look ahead and see if there is anything that warrants the rest of you hazarding this hallway?"


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Cole: That map is posted. Google doc link to map.

Venssa studies the hallway. As someone who has sheltered in burrows and caverns for much of her life, she has a keen sense of place within the burrow. That translates well enough for her to guess that you've come pretty close to a full circle with only one or two rooms between the end of this hallway and the door on the western wall of that very first entry room.

There must be another door somewhere, perhaps whereever this hallway leads, that goes to the center of the tomb, and, if the mad ramblings of Roldare were understood, to a second level of the tomb below. But it may be as easy to get there by going quickly through already traversed hallways rather than taking the time to disarm, trick, or otherwise squeeze through this harrowing hallway.


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Finlogan is stopped by Aldelenna, who is determined to check for traps before you head down the hall. Gratefully it seems, as she is quite sure the hallway is indeed trapped.

Venssa seems to be occupied puzzling over the spaces between the statues and the walls, and making quick phantom sketches on the ground, as though trying to help her picture something.

Cole seems inclined to wait for Aldelenna to finish her work.

Rankev is strangely quiet...

Let me know what you want to do folks. This is a friendly push.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Hearing about the plates in the floor that Aldelenna found, Finlogan will lead down the hall very cautiously watching for triggers. He points any out to the group.


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

"Careful Fin! There's a pressure plate about halfway down the hallway. I'm positive these leather-wrapped statues aren't just here for looks. Let me take a look at it." Aldelenna says, and then creeps up slowly and carefully to the trap mechanism. She, once again, pulls out her small tool set and looks for the best way to disarm the trap's trigger.

Dexterity Check with tool proficiency: 1d20 + 4 ⇒ (5) + 4 = 9

Here's hoping someone Helps me so I can get Advantage!

Dexterity Check with tool proficiency, Advantage?: 1d20 + 4 ⇒ (18) + 4 = 22


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Cole aids Aldelenna in her attempts to disarm the traps, as he chooses the appropriate tool for her use at any given time in the process.

Here, lass, try this one on that lever there, once ya expose it.


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With a little timely help from Cole, Aldelenna is confident that she has managed to disable the trap! There is a moment when the careful work on the pressure plate threatens to slip for a moment under the heavier armored members of the group, but you manage to traverse the hallway, which leads you to another door.

It is unlocked.

Aldelenna:
If you decide to listen, the room is as quiet and still as the hall. The smell of the dead wafts through even under the heavy door.


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To keep things going I'm going to assume some action here. We can retrofit this if necessary.

Aldelenna indicates, quietly, that she hears nothing beyond, but all of you note the smell and have been attacked by too many dead things to feel completely comfortable with simple quiet... for indeed, the dead can be so very quiet.

Finlogan sets his trap, and with Cole ready behind him, opens the door. The precautions prove unnecessary.

This chamber is large, much like the one with the statues from which you came, but it is on a single level, with a large pool, mostly drained, in the center. On the wall, feeding the pool at barely a trickle, is the figure of a weeping maiden holding the slain body of a man too well represented throughout the tomb for you to mistake as anyone but Kassen, despite the fact that the figure is missing its head.

A single corpse, ripe and beginning to smell, is face down near the pool. The figure is holding a bag, half full of keys now scattered across the floor. From his position, you can guess that the undead that haunt the tomb slew him from behind as he was scattering the keys into the pool.

A voice booms from the darkness: "Magic is the key."

Other than the pool, the corpse, and the keys, the room is empty. There are two doors on the southern wall (you entered through the westernmost of these), as well as a door on the east wall.

Aldelenna or Rankev:
Either of you can readily identify the voice as the result of a magic mouth spell.

The pool:
The pool is actually quite deep, perhaps 40 feet, though it looks to be about half empty. At the bottom, visible only because of the metallic glint, are a number of keys.

The corpse:
While approaching carefully is prudent, it turns out to be unnecessary. The corpse is another villager, this one an older one-time protege of Holgast, the town mage. The poor villager appears to have been struck dead from behind in a single wicked clawed wound that tears through his back and rips through his now rotting organs.

The keys:
The bag of keys is about half full. Between the bag, the floor, and the pool, there are perhaps 100 keys total of varying shapes and sizes.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan collects his trap and advances into the room with shield and magic dagger ready.

He looks around the pool, corpse and keys.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

"Okay, this "puzzle" is just insulting. "Magic is the key?" Seriously. Obviously the key we need to get further into the crypt is going to have a magical aura." Aldelenna says, with an air of indignance. "Sadly I don't have the capability of casting any spells that detect magic. Rankev, do you?!" She asks, pulling her oft-misbehaving wisp of red curls behind her slightly pointed ear, and then kicking over the corpse of the dead Kassenite. It is clear that the continued mixture of actually dangerous undead, amidst the sometimes foiled attempts of their own people to soften the place, has clearly rankled her nerves.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Cole enters and examines the corpse.

Investigation: 1d20 + 2 ⇒ (10) + 2 = 12

Cole tries to determine what beast could have caused thd injury killing the villager.

Survival: 1d20 + 4 ⇒ (11) + 4 = 15


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

"Didn't we find a key already? Anywhere obvious where it might fit?" Fin offers while searching.


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Cole:
Other than the bag of keys, the corpse is unremarkable save for the injury leading to rotting more quickly. The wounds are consistent with the clawed fingers of the ancient looking skeletons. Sadly you fear he died in agony as his guts and internal organs were eviscerated by the claws from the inside out.

Finlogan:
You suspect Aldelenna is right about the trial. Probably the intent was for the pool to fill and to have to swim to the bottom to find it. You have already found one key, in the smoke filled area where you fought the shadow. You know it did not fit the door to the treasure room, maybe it opens the more eastern of the two southern doors.

Aldelenna:
Half rolling the corpse over with a foot, it's impossible to fail to note that he was a customer, a good tipper who was too shy to ever share his name. He was the sort of reliable customer who might blush and tip heavily from just the slightest kiss on the cheek or any affection really. The room feels cold and lonely.

Rankev shakes his head. "Aye. You have the right of it, fair lady. But I fear we shall not know the truth of it. I never had the knack for detection of magic, and for us sorcerous folk, the knack is the power." He glances at the pool again. "We can hope your skills solved this one for us already. A magic key for a magic treasure—if we're lucky that was the way of it. I dislike these foolish games. Did they die just to make us play at being heroes?"

Was Venssa investigating anything in particular?


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

This body looks like it was clawed from the inside out, like the skeleton clawed its way out.


A8AA97

I was hoping she had detect magic, but alas she does not!!

Venssa glances over the body and looks at the keys.

"It does seem very silly. Risking their lives just to make this trip more of an adventure...what is the purpose?"


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

”As opposed to trying all these keys, do you want to try that key we found in that door over there. If it doesn’t work, then we’ll have to go diving for keys”

“Ranked, can you ask your guys to give this guy a proper burial?” Finlogan suggests.


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

Seeing the face of the body as she kicks it over, Aldelenna recognizes a quiet, kind, generous regular at the Seven Silvers, and suddenly the room gets colder, lonelier, more doom and gloom, and less adventure. "Damnit." She mumbles a curse under her breath, but keeps her face calm and confident; she does not want her companions to know how frustrated she really is. "Well, maybe it's time we take a short rest, and see if any of the magic items that were placed in that treasure room can benefit?"

So I'm clear, I'm saying let's find a secure spot, maybe even the treasure room itself, and take a short rest so we can try and attune to the magic items we've already picked up. Maybe one of them will help with our current predicament? If not, perhaps they'll at least come in handy moving forward. I'm not sure what the heck to do about finding a magic key hidden among hundreds of regular keys without the ability to cast the spell detect magic.


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Rankev nods at Finlogan's suggestion, whispers a question to Venssa about where she thinks they are, and goes to the door in the east wall.

"Attero! Stop that lazing about! We have a body in here that needs burying. No, not one of us! How dare you suggest we be so careless! Send in the boys to remove the poor man and give him a proper rest with the others."

Rankev's servants come in at the ageing Attero's direction, and remove the body. The youngest looks very pale as he sees the wounds, which are rather more gruesome than those from the entry hall.

The smell in the room improves quickly once the body is removed, though a subtle stink of rot lingers.

Using the key on the eastern door on the south wall:
The key fits and unlocks the door. Listening at the door reveals nothing but an ominous silence.

I don't have a problem with ruling that you retreat to a safe location for a rest and then return here. There is only one injured character (Cole), who would need to decide whether he wants to use a hit die to heal or if he wants to save that resource.

Resting information on flute:

Instrument of Illusions (Flute)
Wondrous item, common, (requires attunement)
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Resting information on horn:

Horn of Silent Alarm
Wondrous item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Resting information on scroll:

Snare
1st-level abjuration
Casting Time: 1 minute
Range: Touch
Components: S, M (25 feet of rope, which the spell consumes)
Duration: 8 hours
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself with a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

I will use the HD on a short rest.

HD: 1d10 ⇒ 8


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Rested and more confident in the abilities of your new items, you have returned to the room with its half-empty pool.

The single remaining unexplored door on the west side of the southern wall must surely lead to the center of the tomb, and then down. That is where Roldare's missing sister Dimira is sure to be. Frightened and alone, with only this 'voice of death in ancient mail' for company, she must be terrified and hungry.

Locked door:
As mentioned previously, the door is locked, but the key you found in the room filled with all the smoke does unlock it.

Rankev looks into the pool. "A fools errand, this. Even if we could gather them all, none of us can determine the correct one. I hope Alde had the right of it and that this key was to the treasure her skill had already granted us." He scatters the keys strewn on the floor with a swift kick. "They have us playing games and died for it. And next is a poor frightened lass."

Holding aloft the potion he took from the treasure room, Rankev grins broadly. "I have a surprise for this voice of death. Fire, fire and more fire. I'm done with games."

He seems ready to burst through the door himself, but instead glances at Finlogan. "Best to continue with caution, as much as this bastard deserves to burn."


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Cole, let me know if you need a write up for the potion of heroism

As certain Jedi movie obligations will have me occupied this afternoon with my goddaughter, the following should cover what happens next:

Listening at the door:
There is no sound at all from beyond the door, just an ominous silence.

Entering the room:
The door swings in quietly and Aldelenna's dancing lights quickly slip past Finlogan to illuminate the space. The chamber is dusty, about fifteen feet square, with a bench in the center, placed so that when seated you can view a faded mural that covers the far wall. The mural is intensely detailed, despite being faded, and it was clearly crafted with care. It depicts the town founder, Kassen, with his blade piercing the chest of the mercenary leader that had hounded the town at the time of its founding. These figures stand alone, in the center of a scene of carnage, with dead mercenaries and villagers scattered around them.

A single passage continues south from the room.

Is there stuff to notice:

Finlogan perception: 1d20 + 5 ⇒ (14) + 5 = 19
Cole perception: 1d20 + 4 ⇒ (5) + 4 = 9
Venssa perception: 1d20 + 2 ⇒ (1) + 2 = 3
Aldelenna perception: 1d20 ⇒ 13
Rankev perception: 1d20 + 2 ⇒ (12) + 2 = 14

Finlogan studies the painting. It seems rather odd, but the mercenary and Kassen are both wearing oddly shaped medallions on simple gold chains. While not identical, they are extraordinarily similar.

The passage south:

The passage south continues about twenty-five feet past the room and comes to a door.

Whew! That's a lot. Looking forward to seeing what you make of it.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan, now comfortable leading, pushes into the room after hearing nothing at the door. He cautiously advances to let the group enter the room.

When he studies the room, something looks odd. "Look at the painting. The mercenary leader and Kassen are both wearing oddly shaped medallions on simple gold chains. While not identical, they are extraordinarily similar."


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

A short summary on the Poition of Heroism would be great. I will copy it into my profile.


A8AA97

"Hmmm...have you ever seen anything like them before...maybe in the town?"

The gnome asks as she looks at the painting.


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Information on Potion of Heroism:

For 1 hour after drinking it, you gain 10 Temporary Hit Points that last for 1 hour. For the same Duration, you are under the effect of the bless spell (no Concentration required). This blue potion bubbles and steams as if boiling.

To save you from having to look up bless
A bless spell has the following effect: Whenever a target of the bless spell makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.


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Rankev studies the image. "Nay, lady. I've seen many images of Kassen, hero that he is to the town. But ne'er a one as has the like of this medallion." He gets close to the image and then shakes his head as though to clear it.

"Kassen is long dead. Let us not lose ourselves so much we join him. The missing lass must be terrified, surrounded by undead as killed her neighbors, her friends. Like as not she thinks her own brother dead. This is just more games. Remember it, I shall, but neither shall I dwell upon it."

Kassen's medallion:
None of the townsfolk in the party have seen an image of Kassen with the medallion before, though it could be that it simply wasn't prominent without the clearly similar medallion on the mercenary to draw attention to it.


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

"Aye, I agree with Rankev, we've seen everything noteworthy here, let's move on." She prods Finlogan with her rapier, gently, to get him to take the lead down the adjoining passage.


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The passage runs south about twenty five feet, turns east and comes to a door. It is solid wood and when tested proves to be unlocked.


A8AA97

Venssa follows along, keeping a close watch on the walls and ceilings for anything that might prove to be dangerous to the party.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan takes the lead. Sets his trap. Listens to the door. And slowly opens the door.


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This circular room is dominated by a stone pillar in the center that supports the wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses it on the southern side.

Dozens of arrows jut from holes in the pillar, facing in every direction.

There is a door in the south wall.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

"Um, that thing looks like a trap." Finlogan states the obvious of the arrow bush. He looks around for the triggers, like in the floor as per his Indy films.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

Indy films? I'm guessing that was a phone autocorrect...

"Careful Fin, that definitely looks like a trap." Aldelenna says and then looks around in the most logical places for a trigger mechanisms as well.

Investigation: 1d20 + 2 ⇒ (17) + 2 = 19


A8AA97

I think he means Indiana Jones films

Venssa too looks around for anything that might set the trap off.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17


Character Sheet Female CG Half-elf Bard 3: College of Lore | Rapier +4: 1d8+2 (P); Dagger +4: 1d4+2 (P); Light Crossbow +4: 1d8+2 (P) | | HP: 18/18 | AC: 13 | Saving Throws: Dex +4, Cha +6 | Init: +3 | Passive Perception 14; Darkvision 60' | | Speed 30ft | Bardic Inspiration 4/4 | Spells: 1st 4/4; 2nd 2/2 | Inspiration ( )

There are Indiana Jones movies in Golarion? Wow, I didn't even know they had the technology for moving pictures... :P

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