Crypt of the Everflame (Inactive)

Game Master Stetrix

Character Sheets

Inner Sea Map > Kassen

Kassen Map

Map to Crypt

Treasure

Crypt of the Everflame Level 1

Crypt of the Everflame Level 2


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Opss forgot to do an action with the wolves...

Realizing they tried to bite off more than they can chew, the two remaining wolves break off combat and flee into the woods to lick their wounds, just as Cela grows into an enormous druid. Sekkim rushes in with his sword, but the wolves move too quickly for him to hit.

Out of Combat!

The rest of the night goes by uneventfully and you pack up camp the next morning spellcasters had time prepare cast spells or change them as you want).

You have no problems following the map and continue your jorney through the southern Fangwood. Early in the day, their trail leads to the shores of Gray Lake, where you plan to refill your waterskins and take a brief rest. The trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water.

GM Stuff:
Anaba Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Buchart Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Cela Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Fernleaf Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Rolande Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Sekkim Perception: 1d20 - 1 ⇒ (20) - 1 = 19

You see (and smell) the form is the decaying body of a man. You spot a masterwork short sword near the body and a coin pouch with 87 gp inside. The coins look newly minted from the capital city of Tamran; they bear the likeness of Forest Marshal Gavirk, nominal leader of Nirmathas. The remaining gear is ruined from exposure. He has several large holes in his torso.

KN Local DC10:
A DC 10 Knowledge (local) check reveals that this man is not from Kassen—his clothing is in poor condition from exposure, but it is obviously of a kind purchased in larger cities.

KN Heal DC15:
A DC 15 Heal check ascertains that this man has been dead for a few months. He was attacked by a gigantic serpent. It left huge bite marks all over the bandit’s upper torso, and its poison made the corpse unsuitable for other scavengers.

You find nothing else move on?


Move on!


healing kitty
curelightwounds: 1d8 ⇒ 8

Dark Archive

M Halfling Rogue L2

I would like to collect the gold and the masterwork short sword. Any way this would work as a one-handed weapon for me and do 1-6? Is it nicer than anything I have? I will take it along regardless simply due to its value.

Do any religious types want to bury the body? Take it back to the town where the coins came from?


that was incorrectly formulated but it would have been more effective than needed if i added the pluses...

moving on.. south!


If it will not take too long i will bury body...i assume we have time...

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th

Fernleaf this is a medium masterwork shortsword 1d6 you can use it one handed without penalties or twohanded with some will rule smith that

Cela no problem healing Kitty to full with your memorized spells after combat. You have all your memorized spells now after resting last night.

After a little work and a few prayers you lay the dead man to rest before continuing your journey.

will update later today am away from my PC

-Posted with Wayfinder


Bury him and then move along.


Leaving the Gray Lake behind, you travel for about 3 hours to reach the valley that contains the Crypt of the Everflame. The trees in this part of the forest are very old and quite gnarled. The weather makes the journey even more miserable, as a cold rain begins to fall 1 1/2 hours into the trek. The trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. The cold rain has made the ground slick and treacherous. Your map indicates the Crypt should be somewhere at the bottom of the ravine. How do you want to proceed?


Cautiously I would assume.


What do you mean by cautiously? Please be more specific.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I have rope. Do you? We can rig something so we don't leave them behind.


What say ye adventurers? How should we navigate down this slick slope as to avoid injury? Should we tie off our ropes as safety lines and have Fernleaf tie off to the next solid spot down the way, bring the party down save one so they can untie and come down and repeat until safely at the bottom?


You tie off a few 50' sections of rope and set so you can retrieve them after you descend down the ravine. Even with the ropes, navigating the slope takes half an hour, and everyone must make three DC 10 Acrobatics checks to avoid sliding down the slope. You all receive a +2 bonus for using the ropes except Kitty - Sorry no opposable thumbs.
Make your three checks please!

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I'll go first and set ropes.

Climb: 1d20 + 7 ⇒ (13) + 7 = 20

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I will also set up a belay for those without any aptitude for climbing...yet!

Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16


Three checks! You can use either Climb or Acrobatics - one more Buchart. your 2/3 of the way down.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Once two or three of us are down, belay down excess gear. Hold on to weapons!

Climb: 1d20 + 7 ⇒ (8) + 7 = 15


Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21


Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22


Buchart and Rolande lead the way helping lower all the gear. Rolande you made the check since you have +8 and +2 from the ropes. FYI: A skill check does not auto fail on a 1, and on a 20 does not auto succeed. So you can be all Legolas down the hill...with the +2 from ropes.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Rolande and I will prepare to deliver wedgies at the bottom. Pun intended!


acrobatics: 1d20 - 4 ⇒ (17) - 4 = 13

Dark Archive

M Halfling Rogue L2

I will assist and tie off ropes, help move things along. I will come up the rear and bring the ropes and etc. with me. I do have grappling hooks if needed.

Climb: 1d20 + 3 ⇒ (10) + 3 = 13
Climb: 1d20 + 3 ⇒ (10) + 3 = 13
Climb: 1d20 + 3 ⇒ (13) + 3 = 16


we can just lower kitty unless he can climb or if someone can featherfall him or shrink etc


Cela, Roll for Kitty he has +7 so good on a 2 or better (3 rolls).
Also 2 more rolls for yourself your 1/3 of the way down. you are actually at only -2 because of the rope.


acrobatics: 1d20 - 2 ⇒ (17) - 2 = 15
acrobatics: 1d20 - 2 ⇒ (10) - 2 = 8

rolls for kitty

acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25
acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19


i scream a little as i fall the last little bit...

Dark Archive

M Halfling Rogue L2

If halflingly possible, I will try to grab Cela...

Sleight of Hand: 1d20 + 5 ⇒ (6) + 5 = 11

style points for creativity?

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th

Cela make a reflex save please. Kitty skitters down the ravine easily

-Posted with Wayfinder


reflex: 1d20 + 2 ⇒ (12) + 2 = 14

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th

Cela loses her grip on the wet rope and slides down the last section through some thorny thickets and lands hard on some rocks. ouch!: 1d6 ⇒ 6

-Posted with Wayfinder

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th

Seeing Cela's hard slide Anaba and Sekkim warily eye the incline . Let's see those rolls!

-Posted with Wayfinder

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

The belay was meant to stop falls as someone at the top helps to lower you down, but...I should have been more descriptive.

Scarab Sages

Male Gnome Wizard Illusionist Specialist Lv 12th

Sorry it's a slippery slope. Climbing is dangerous work. Something went wrong and Cela got injured.

-Posted with Wayfinder

Silver Crusade

I thought that they sent their kids here? There's got to be an easier way down or the mayor's town would have a deficiency of kids.


Well 16-18 year olds . The rain has made this much more dangerous than normal. Using the rope makes it much easier and the belay limits it to a 10' fall so max damage 1d6. Also you have to fail 2 saves (one is DC8). There maybe another entrance, but your not sure where. There is a deficiency of 6 right now... Are you coming down?

Silver Crusade

Shrugging, Sekkim tightens down his gear and starts down the slope, nimbly gripping the rope.

Acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21
Acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22
Acrobatics: 1d20 + 4 ⇒ (9) + 4 = 13


Sekkim makes it to the bottom of the ravine easily. Looking back up only Anaba remains. She looks down and considers whether to keep her heavy armor on or remove it to improve her chances down the treacherous slope. +5 climb without it or -1 with it on what is your pleasure?

Silver Crusade

If I encouraged you to take it all off I hope you would not take that the wrong way. You'll be down at the bottom in a bit... I've never felt the need for the stuff myself.


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Begrudgingly I decide to remove my armor.
I am going to belay the armor down first and then head down myself.
Be careful with my armor. It's very important to me.
Let's do this!

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


Anaba removes her armor and cautiously makes it down the slick embankment without any problems. Once everyone is down the ropes are collected, armor put back on and gear secured. You move down the gully and find an an archway of stone Picture of Entranceis set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them. The cold rain continues to fall creating a small stream through the floor of the ravine.

KN Heal DC10:
DC 10 Heal check reveals that the animals outside were slain 2 days ago with crude blades or perhaps claws.

Anaba Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Buchart Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Cela Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Fernleaf Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Rolande Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Sekkim Perception: 1d20 - 1 ⇒ (6) - 1 = 5

The horses and ponies were obviously laden with gear and supplies, but most of the saddlebags look empty. As you wonder why you were not given horses and directions for a less precarious route, you see what looks like a skeletal hand sticking out from underneath one of the horses. What do you want to do?

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Do we see and tracks and can we tell what killed the horses, i.e. does it look like weapon wounds or claw/fang wounds?


Need someone with the heal skill to make a heal check (DC10 in the last post) to determine how the horses were slain. Although "you see what looks like a skeletal hand sticking out from underneath one of the horses..."

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Well, I am going to open the door further to get a look at the room. I will cast light on a stone to toss into the room first.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

"Well, I think it was safe to assume that we were going to see more zombies and skeletons. They have become downright common."Buchart says this with the same cockiiness and over cofidence that can be heard from every kid that's seen a little action.

Dark Archive

M Halfling Rogue L2

I will attempt to meld into the shadows and begin a careful alert patrol of the area outside of the door (not entering yet).

Stealth: 1d20 + 9 ⇒ (3) + 9 = 12

I am looking for any skullduggery or hijinks. Also, I am trying to locate myself in position for a flanking attack for whatever comes at us next.


Buchart tries to push the door open and tosses in some light, but finds the door quite heavy. Strength check please Buchart.

Fernleaf looks about, but finds no skullduggery or hijink readily apparent, only Buchart trying to open the heavy door, dead pack animals one of which has apparently crushed somekind of skeleton (assuming there is more than just a hand under the beast. He positions himself near the door prepared to stab anything that comes out.


Anaba should help out with the door! I will have weapon in hand and cover them. I also have a flare cartridge loaded in my secondary weapon.

Silver Crusade

Have these kids been missing long enough for anything to skeletonize? Something does not add up here.

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