Crypt of the Everflame PbP (Inactive)

Game Master Wilmannator

Crypt of the Everflame for GM Damo's PbP Superstars. Crypt Lower Map.


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Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

Remembering his lesson from the other skeletons, the brute drops his scythe and draws the knobby club he also carries, swinging it in a crushing downward chop at 'Jerry'. "Why won't you die?" He exclaims in exasperation.

Club: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 6 ⇒ (1) + 6 = 7


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Ophiucus advances upon Elvis and unapologetically belts him with his flail. Rotted bones fly everywhere. Much to Ophiuchus' relief, the brittle bones are just what they appear to be: rotten. No spores erupt into his face. The skeleton doesn't fall and explode.

I don't know, you have one room filled with exploding human plague balloons and your players get paranoid...

The wayang waggles his wand at Bob the skeleton and looses a bolt of energy. The blast causes Bob's head to fall off, and splash in the water. The skeleton's body follows. Moments later, its head floats back up to the surface and bobs gently along with the waves caused by the commotion.

In the meantime, Strong Brute's blow crushes Jerry's collarbone, along with several ribs. Jerry returns to the land of the watery dead, a grateful smile on his face.

Next up: Rouindantaimi, Hamilton, Vox, Einhardt

Combat table:

<= ! means your action, go for it!

Active Global Conditions: Water: difficult terrain for small creatures, +2 acrobatics DC for all.

Defeated: Bob, Elvis, Jerry.

Round 1:

  • Ophiuchus <= acted, flagellation
  • Roundantaimi <= !
  • Hamilton <= !
  • Strong Brute <= acted, gold, Jerry, gold
  • Vox <= !
  • Einhardt <= !
  • Jaender <= acted, Bob-seeking missile
  • Skeletons


N Female Wolf (4HD) | HP: -7/26 | AC: 18 (AC 24 moving through threatened squares) (14 Tch, 15 Fl) | CMB: +4, CMD: 19 (+23 vs. trip) | F: +6, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | | Speed 60ft | [/ooc] | [ooc]Active conditions: Snake (animal aspect)

Einhart attempts to run around the skeleton beside her (chewbacca), in order to set up a flanking attack with Vox. Once in position, the wolf waits for the young man to step opposite her and attack.

Einhardt performs two acrobatics checks because she is attempting to move out of two threatened squares. Into G5 and then into F6. Then the wolf will hold her attack action until Vox is set up in flanking.

acrobatics(move through threatened square1): 1d20 + 8 ⇒ (7) + 8 = 15
acrobatics(move through threatened square2): 1d20 + 8 ⇒ (19) + 8 = 27

If either acrobatic check fails, Einhardts AC is 16 vs. attacks of opportunity against her.

Grand Lodge

Male NG Human Hunter 4 - PFS# 141231-3 | HP: 20/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 18 | F: +5 [+10 for cold conditions], R: +6, W: +3 | Init: +2 | Perc: +9, SM: +0, Knowledge(dung +5) (geo +6) (nat +6) | | Speed 30ft | Animal Focus: 4/4min | lvl 2 Spells: 2nd (2/day)—spider climb, versatile weapon; 1st (4/day)—CLW, endure elements, entangle (DC 13), faerie fire | Wand of CLW-charges: 13/50 | Active conditions:

As the wolf speeds around the skeleton and ends up behind hit, Vox steps five feet forward and swings his lucerne hammer with all his might.

attack(lucerne hammer vs. chewbacca): 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
damage: 1d12 + 4 ⇒ (4) + 4 = 8

and poops the bed...


N Female Wolf (4HD) | HP: -7/26 | AC: 18 (AC 24 moving through threatened squares) (14 Tch, 15 Fl) | CMB: +4, CMD: 19 (+23 vs. trip) | F: +6, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | | Speed 60ft | [/ooc] | [ooc]Active conditions: Snake (animal aspect)

After Vox's attack misses wide, the wolf lunges forward, attempting to clamp her jaws upon the skeleton.

attack(bite vs. chewbacca): 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
damage: 1d6 + 1 ⇒ (1) + 1 = 2


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Sorry, buddy, the +2 DC to acrobatics check means she fails.

Skeleton AoO, claw: 1d20 + 2 ⇒ (13) + 2 = 15

Luckily, her boosted AC does the trick!

The skeleton takes a swipe at Einhardt, but she sucks out of the way and runs past. Einhardt pulls out several of Chewbacca's ribs with one powerful bite, but the dead man seems not to notice.

Next up: Roundantaimi, Hamilton

Combat table:

<= ! means your action, go for it!

Active Global Conditions: Water: difficult terrain for small creatures, +2 acrobatics DC for all.

Defeated: Bob, Elvis, Jerry.

Round 1:

  • Ophiuchus <= acted, flagellation
  • Roundantaimi <= !
  • Hamilton <= !
  • Strong Brute <= acted, gold, Jerry, gold
  • Vox <= acted, pooped the bed
  • Einhardt <= acted, ribs for dinner
  • Jaender <= acted, Bob-seeking missile
  • Skeletons

Silver Crusade

M Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20 | Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1
Ammo/Wands:
Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9

Roudantaimi steps on the bones that recently-walked-but-do-not-walk-no-more, and takes aim at the skeleton fighting with Einhardt.
MW musket, PBS, into melee: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Damage, PBS,FA: 1d10 + 1 + 4 ⇒ (7) + 1 + 4 = 12

"'Sticks and stones may break their bones, but a bullet will work also...'" the small gunfighter giggles at the thought.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Roundantaimi's bullet strikes Chewbacca in the sternum. It seems to be the lynchpin of the skeleton's body as bones fly everywhere in all directions. "All the kings horses and all the king's men, won't be able to put Chewbacca together again..."

Hamilton can't reach Arthur from where he's standing, and so takes a tactical move over to the bones of Bob.

Arthur AoO vs Hamilton, claw: 1d20 + 2 ⇒ (9) + 2 = 11

Arthur takes a swing at Hamilton, but the not-yet-rejuvinated slayer ducks the clumsy blow with a scowl on his face. Standing on the crumbling bones of the dead, Hamilton brings his bardiche around, knowing it's not the most effective weapon for the undead and...

Hamilton attack: 1d20 + 4 ⇒ (8) + 4 = 12

... alas, the strength to wield it comfortably has not returned to his muscles. His blow strikes the water with a mighty splash.

Arthur claw 1: 1d20 + 2 ⇒ (11) + 2 = 13
Arthur claw 2: 1d20 + 2 ⇒ (10) + 2 = 12

Arthur the skeleton menaces Jaender with his claws, but is unable to penetrate the magical protections surrounding the wayang. He favors the diminutive sorcerer with a grin.

William claw 1: 1d20 + 2 ⇒ (5) + 2 = 7
William claw 2: 1d20 + 2 ⇒ (14) + 2 = 16

Arthur's buddy William is similarly unable to land a blow on his opponent, Vox, and instead just smiles broadly.

It is official: the GM Damo roll good is over. 6 attacks and not 1 hit.

Next up: Ophiuchus, Roundantaimi, Hamilton, Strong Brute, Vox, Einhardt, Jaender

Combat table:

<= ! means your action, go for it!

Active Global Conditions: Water: difficult terrain for small creatures, +2 acrobatics DC for all.

Defeated: Bob, Elvis, Jerry, Chewbacca.

Round 1:

  • Ophiuchus <= acted, flagellation
  • Roundantaimi <= acted, lyrical destruction
  • Hamilton <= acted, axe in the water, not the bones
  • Strong Brute <= acted, gold, Jerry, gold
  • Vox <= acted, pooped the bed
  • Einhardt <= acted, ribs for dinner
  • Jaender <= acted, Bob-seeking missile
  • Arthur <= acted, all teeth, no claws
  • William <= acted, pleasantly inept

Round 2:

  • Ophiuchus <= !
  • Roundantaimi <= !
  • Hamilton <= !
  • Strong Brute <= !
  • Vox <= !
  • Einhardt <= !
  • Jaender <= !
  • Arthur
  • William

Silver Crusade

Male NG Nagaji Oracle (Battle Mystery) 4 | HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4 | Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

Too far away to hit anything. Moved and ready an action

Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

The brute weaves his way through his companions, consternation evident. He raises his club in both hands as he approaches 'William', simply saying, "Die! Again..."

Going clubbing with William: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 6 ⇒ (4) + 6 = 10


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Hey guys, something happened to the battle map this morning when I was updating it. I'm not sure what exactly, but Elvis got moved over Arthur and it looked like he was dead. I'm going to take the liberty of fixing Ophiuchus' move (since he stated he wanted to hit something). The next part will happen the same pretty much no matter what happens, so I'm going to skip through quite a bit in the interest of advancing the plot.

Ophiuchus moves forward to bravely menace Arthur, the skeleton facing Jaender.

Ophiuchus flail: 1d20 + 3 ⇒ (17) + 3 = 20
Ophiuchus damage: 1d8 + 3 ⇒ (2) + 3 = 5

His flail strikes true and Arthur simply goes to pieces.

William tries his best to party with the energetic and strong brute, but it simply is way too much clubbing for the underfed party-goer. Poor William barely manages one last grin before he is completely clubbed out and sinks to the bottom of the murky water.

All is still, and the battle seems over. However, the activity has revealed that there are actually two more skeletons, one in each pit and scraping at the sides. Since it is about twenty feet down and the skeletons can't swim up, and you would have to swim down to meet them (arrows won't work through that much water), it is perhaps best to just leave them.

Hamilton has other opinions, however, and insists that Jaender shoot them. The gun has difficulty damaging the creatures after penetrating the water, but it only takes about three shots each (don't cross it off, the villagers will reimburse your ammo), and the skeletons move no more.

Vox continues forwards, and (once his companions have checked the area for any traps) turns the enormous wheel. It takes almost a minute of huffing and puffing, even with help from the strong brute, but eventually a clinking and a loud *CLUNK* is heard echoing in the far off area of the dungeon.

Someone surely heals Einhardt back to full from the wand, in light of the dangers they face: Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7

The brave and undamaged (by the skeletons) adventurers continue, carefully through the rest of the dungeon. They wisely avoid the strange blue fungi, realizing that nothing of value at all can be found by going into that room. They sagely hold their noses as they pass through the congealing putrescent mass of popped zombie-pimples and eventually make their way to the southern entrance. As standard procedure, before opening the door, the companions all cast resistance upon one another.

A shallow reflecting pool divides this long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction.

Strong brute enters first...

Strong Brute perception: 1d20 + 4 ⇒ (5) + 4 = 9

... followed by Vox and Einhardt...

Vox perception: 1d20 + 6 ⇒ (18) + 6 = 24
Einhardt perception: 1d20 + 1 ⇒ (9) + 1 = 10

However, none of them notice that the reflecting pool has a more malign purpose until too late. (Perception DC 26 is ridiculous for 1st levels, but I guess you do have to look at it to notice it, and looking at it is the trigger...)

The trio's gazes are drawn inexorably to the pool. In its milky black waters, they see themselves slowly decay. Their skin turns pallid, taking on the appearance of death. Their cold, black eyes turn upon their companions and they set upon them with unholy delight - ripping, rending, eating and calling out to the abyss in exultation as their friends' blood covers their rotting bodies.

Strong Brute will save, DC 11: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Vox will save, DC 11: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Einhardt will save, DC 11: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Unholy hell! Fire my dice roller. I know I made it official that it was over, but I really wouldn't mind if my "roll good" came back.

The three companions are gripped with terror at the images they have seen and turn to flee as fast as they possibly can, back the way they came.

Strong Brute flees for 1d4 ⇒ 1 rounds.
Vox flees for 1d4 ⇒ 3 rounds.
Einhardt flees for 1d4 ⇒ 1 rounds.

As they pass, anyone may make an "AoO" combat maneuver to attempt to stop them if you like. Just let me know who you are making the maneuver against, and what it is.

I've positioned you all in the new marching order, and Strong Brute, Vox and Einhardt are where they were when they first failed their save (no fleeing yet).

Please also post if you have a strategy for dealing with the pool of fear. Let me know individually when / if you move into the room.

Silver Crusade

Male NG Human (Kellid) Slayer 5 | HP: 42/42| AC: 22 (14 Tch, 20 Fl) | CMB: +8, CMD: 21 | F: +5, R: +6, W: +4 | Init: +2 | Perc: +9 [+11 vs Traps), SM: +9 | Speed 20/30ft | Shirt Reroll: 1/1 | | Active conditions: None.

Trask will ready to grab anyone that runs by him. He will then attempt to tell them back to battle.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Cool, since she's the fastest, the first companion to run past is actually a wolf... I'm going to assume you're on 16 STR (12 STR after drain + potion) - I can't remember the exact combination.

Hamilton grapple vs Einhardt: 1d20 + 5 ⇒ (20) + 5 = 25

Hamilton tackles the poor, frightened wolf to the ground and holds her there until the fear passes. He may or may not mutter something about wolves needing to be fiercer than that and needing to get back into the fight.

Anyone grabbing the other two?

To early to say that my "roll good" is back, but yay! 20. At least my "roll bad" streak is over.

Silver Crusade

Male NG Nagaji Oracle (Battle Mystery) 4 | HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4 | Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

"What is going on there, I cannot see. Big man that sings, can you move over? I can't see anything? Why are you screaming like a little girl? Is there something that is living and should be living? Ouch!! Pretty wolf why did you run into me? Oh no, big man wh"

Ophiuchus is abruptly interrupted as the frightened party members barrel past him.

"Hold on ... Stop. ok I am going to hug you now like Mr. Trask did the wooden statue."

Ophiuchus drops his weapons and attempts to 'hug' Vov:

Grapple attempt: 1d20 + 3 ⇒ (19) + 3 = 22

"Shhhh, everything is ok now. Let me tell you a story my mother once told me. There once was a little nagaji that tried to milk a goat. When he got to the barn, all he saw were pigs. The little nagaji said, 'Where did all the goats go'. Isn't that a nice story?"

As he drops his items, his shield flies under Einhardt, and his flail bounces from one wall to the other wall and back again.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Ophiuchus manages to wrangle Vox to the ground, soothing the insensibly terrified man.

Roundantaimi grapple (Jaender aid) vs Strong Brute: 1d20 - 1 + 2 ⇒ (17) - 1 + 2 = 18

Amazingly, with help from some of Jaender, Roundantaimi manages to bring the much larger Strong Brute down. Vox strugles for a little while longer than the other two, but eventually manages to calm down.

Everyone lies on the floor in the artificially lit entry way. The stench from the room they're in almost makes them consider running into the room with the horrifying reflecting pool. They resist however, until they are able to come up with a better plan than just walking past it and hoping for the best.

So, what is that plan? You can, of course, walk into the room at any time. As per usual, I will roll all saves. Also, Hamilton reckons with enough time he (and/or Jaender) could "disable" the magical trap by somehow concealing the waters from view. It would most likely take trial and error, though, and he would have to first look into the waters and overcome his fears.

ie. Disable device 26, you must save as soon as you get near. On a successful save, you don't need to make another save. If you fail, you still need to roll again (after all, you never overcame your fear, you just ran from it).

Silver Crusade

M Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20 | Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1
Ammo/Wands:
Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9

Awwwww, Cyrus'd... And I rolled 20 on the Grapple check! :)

Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

The man struggles to throw the smaller ones off of him, but calms almost immediately. His face darkens with embarrassment as he looks to his companions. He has no real desire to go back in the room, but knows they must to continue.

He steels himself, ready to proceed if that is the consensus.

Silver Crusade

Male NG Nagaji Oracle (Battle Mystery) 4 | HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4 | Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

"What, you are afraid of the water? Why would you be afraid of the water? We are all heroes and we have all been in water before. Don't you remember when I dove to the bottom of the well, and retrieved the magic key then you pulled me back up? I was scared of the dark, but I was not scared of the water. You are scared of seeing the water? Well why don't you close your eyes? Then you can't see where you are going? Oh, I see, you can't see. You would be blind like flying rodents. What if you covered the water with oil, and then you cannot see yourself in it. Of, you could throw things into the water so it makes ripples. I like to skip stones. One time ..."

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Jaender listens as Ophiuchus rambles on until one detail catches his attention.

"You were afraid of what you saw in the water?" Jaender says a bit incredulously.

"There must be foul magic afoot then." He says matter of factly, looking the three up and down, as if to say that these hardy souls wouldn't be afraid of any physical confrontation, considering what they had already been through.

"Well then. Get ready to stop me if I fall prey to the same thing as them. I'm going to see just how bad this really is."

And with that, he turns resolutely towards the room. He quickly re-casts resistance on himself, then stomps into the room, determined to beat whatever is in there.

taking the liberty to roll my will save, and crossing my fingers. Please dis-regard and re-roll if you want to roll it for me.

Will Save w/resistance: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12

What was that DC again? Get ready to catch a sprinting, terrified wayang!


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

As he enters the room, Jaender fist tries not to look in the pool. Foul magics tug at his mind, however, and before he knows it, he is staring into its milky waters. Jaender sees his own reflection change. His teeth become vampiric... no, wait... ghoulish - and his flesh becomes a pallid blue. All he feels is hunger, he turns on his friends and...

...comes back to his senses. It is only the reflection that is turning on his friends. As shocking as the imagery is, it is only that. The brave wayang is able to tell the reflection from reality, and the disturbing pool no longer seems so terrifying.

Disable device: 1d20 + 8 ⇒ (8) + 8 = 16

First, Jaender tries to muddy the waters with the guts from the plague zombies. However, they just fall to the bottom and produce an even more horrifying effect.

Disable device: 1d20 + 8 ⇒ (6) + 8 = 14

Next, the small sorcerer tries to create enough ripples in the water to stop the images. Again, though, the illusion becomes all the more disturbing for his efforts.

Disable device: 1d20 + 8 ⇒ (15) + 8 = 23

Pulling out spare pillows and bedding, Jaender next tries to cover the waters of the pool. The waters prove too voluminous, however, and eventually the sodden bedding sinks to the bottom leaving the surface unmolested. The images, while still frightening, do seem a little more... comfortable.

Disable device: 1d20 + 8 ⇒ (7) + 8 = 15

In frustration, Jaender actually urinates into the pool. Defiling a corrupt water source is not the way to go, however, and all that happens is the image of his undead, ghoulish self takes on more of a jaundiced pallor. He also inadvertently makes everyone's bedding smelly as well as wet.... not that, with the zombie guts already at the bottom, the bedding smelled great anymore anyway.

Disable device: 1d20 + 8 ⇒ (18) + 8 = 26

At last, the angry wayang figures the dungeon is sloping (right?) and that the water will run out of the room. He carefully chisels out and removes a base stone from the pool, and the water promptly drains into the room with the sarcophagi and rinses some of the zombie filth elsewhere in the dungeon. As soon as the waters leave the room, they become inert (albeit disgustingly dirty). Emptied of its waters, the accursed pool loses its power.

You are free to travel the room! The portcullis at the southern exit has been raised (presumably by Vox and Strong Brute's efforts earlier). I'll update the map later tonight.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Map updated!

This chamber has a number of recesses carved into the walls and a fissure in the ceiling.

A dozen sarcophagi line this room. All are empty, but show recent signs of disturbance - visible in the deep dust even from the doorway. The roof contains row after row after row of bats hanging upside down. The same seismic event that let the water in to the eastern rooms of this lower level must have let the bats in here. While everyone "knows" that bats are blind, even the slightest sound is liable to set them off...

Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

The brute feels more cautious than ever after the latest episode, waiting for a more learned member of the party to give instructions before he will proceed.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

"Shhh.... Everybody quiet!" Jaender says in hushed tones.

"I don't know how we are going to get past them, but maybe I can sneak in and see what is next... I'll be right back."

Jaender winks at the group, pulls his hood over his head and every so slowly, slinks into the room full of bats to see what he can see, and see what doors might lead out of the bat room.

Stealth: 1d20 + 14 ⇒ (16) + 14 = 30

Woohoo! good time for a good roll!

Tiptoeing carefully, he walks through the room, inspecting as he goes, eventually coming to the next door, taking his time to do a careful search. Once there, he attempts to open the door quietly and see what might be on the other side before carefully heading back to his companions.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Ever so quietly, Jaender slips through the room with the bats peeking at the room beyond. He greases up the door hinges with lantern oil, opens the door in absolute silence and peeks out.

The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.

As he turns around and creeps back to his companions, Jaender notices several of the bats cocking their heads at the ever so slight breeze that entered the chamber...

Perception: 1d20 + 15 ⇒ (20) + 15 = 35 My "roll good" is back, and who gives a bat +15 percetption?!?! Guess they only needed +10.

... and a seething mass of screeching, flapping hell falls down upon his head.

No surprise round. I let you get past the door before rolling the perception check mainly to get my last spurt of Photoshop in. :-) The swarm passed no matter what.

Initiative rolls:

Hamilton initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Jaender initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Ophiuchus initiative 1: 1d20 + 3 ⇒ (12) + 3 = 15 | Ophiuchus initiative 2: 1d20 + 3 ⇒ (19) + 3 = 22
Roundantaimi initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Strong Brute initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Vox & Einhardt initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Bat swarms initiative: 1d20 + 2 ⇒ (9) + 2 = 11

Depending on who you are, at least 4 rounds remaining on the resistance train.

**EDIT** Fixed the combat table. Somehow copied it from my notes app only part-way through. Also, updated your positions on the map. Feel free to look up swarm traits, by the way. Most of it is just the mechanics of fighting a butt-load of creatures, so I rule that "everyone" knows. This is a swarm of diminutive animals. Fleeing is an option... ;-)

Next up: Ophiuchus, Roundantaimi, Strong Brute, Hamilton

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: None.

Round 1:

  • Ophiuchus <= !
  • Roundantaimi <= !
  • Strong Brute <= !
  • Hamilton <= !
  • Bruce
  • Wayne
  • Jaender
  • Vox
  • Einhardt

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

"Yeeaaa!!!! I thought I was sneaky! Stupid Bats, Burn!!!" Jaender instinctively ducks as he begins to prepare to cast his spell.

Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

The young man looks on in dismay as the bats flap around in a maelstrom of winged fury. He looks to his fellows for directions, as his scythe seems quite useless against such an enormity of the beasts.

Delay until given instructions. As long as they aren't ridiculous or crazy, go ahead and assume Strong Brute carries them out, GM Damo.

Silver Crusade

Male NG Nagaji Oracle (Battle Mystery) 4 | HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4 | Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

"Oh my. How many bats do you think there are little man who spits fire? So many they want to kill us. Of course. Can we out run them? I will stand in their way. The rest of you, run to the safety of the next chamber. Merian, I will come to you soon. Be ready."

"Bats, if you hurt the pretty wolf I will bite all your heads off."

Moved on map - welcome back


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

I've just updated the swarms to each be 4 distinct 5x5 squares, since they can form up any which way they like. I'll play them as mindless as I can, though - so we'll see how this goes.

Strong Brute stands ready to whisk his lighter comrades away at any moment should they require. The bats seem to take no notice of Ophiuchus' approach and continue to screech and form into two single many-headed, many-winged entities.

**EDIT** In anticipation of alchemist's fire and burning hands some things to note about swarms in general and the flying swarm in particular:

  • You may throw alchemist's fire at the roof or wall to hit the flying swarm. However, since gravity exists, this would still damage someone in those squares. You only have to hit one of the swarm's squares to do damage, however.
  • You may target burning hands through a friendly square without damaging the friendly by shouting "DUCK!" as a free action and shooting it into the air somewhat.
  • The ceilings are approximately 10 ft high, except the fissure which extends to the surface (and runs across the direct middle of the room).
  • Swarms don't get AoOs, so you can move through them without penalty, or suffering an attack. Think of it as putting your arms in front of your face and just running screaming "Leeeeeeroy Jenkins!" or similar and somehow making it through unscathed on the other side. This works even if you start on a swarm space. ie. You can just move out of the swarm. Handy for Jaender, I'd imagine (otherwise, they're very distracting to a spell caster).

Next up: Roundantaimi, Hamilton, Strong Brute (Delaying)

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: None.

Round 1:

  • Ophiuchus <= acted, moved into the line of fire
  • Roundantaimi <= !
  • Hamilton <= !
  • Strong Brute <= DELAYING
  • The Bruce
  • The Wayne
  • Jaender
  • Vox
  • Einhardt

Silver Crusade

M Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20 | Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1
Ammo/Wands:
Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9

"Ick, bats! And MANY OF THEM! Burn them, smoke them, gas them, something! Ahh, I do have fire, too. Fire in a bottle, excellent! How do I use it? Ah, here's instructions... 'Warning! blablablabla... throw towards the enemy' Perfect, I got it now!

Roudantaimi retrieves a flask filled with Alchemists' fire from his bag.

Move action to retrieve the item, so cannot move and throw this turn. Ready action to throw the bottle if the swarm moves next to Roudantaimi

Jaender is our main weapon against the swarms, so keeping the swarms off him would be a great idea. Can two swarms occupy the same space? If yes, must the distraction be saved for every swarm? If someone can move to F1 or G1, then the Bruce-swarm would most likely attack him and wouldn't reach Jaender. Unfortunately, I think Wayne will get him no matter what.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

@Jaender: Strong Brute is in the best position to move and move before the swarm. He would also give you a chance to 5ft step and throw your alchemists fire if he moved.

@All: Been doing some swarm research on your behalf, specifically regarding torches. You can use a lit torch do damage to a swarm. It counts as an improvised weapon (-4 penalty to hit). It would deal 1d3 bludgeoning damage (which would be ignored) and 1 fire damage, which would get through. It's not much, but every little bit can help. Also, lit oil (after it is poured out) can deal 1d3 damage.

Next up: Hamilton, Strong Brute (Delaying)

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: None.

Round 1:

  • Ophiuchus <= acted, moved into the line of fire
  • Roundantaimi <= acted, drew flask & readied action
  • Hamilton <= !
  • Strong Brute <= DELAYING
  • The Bruce
  • The Wayne
  • Jaender
  • Vox
  • Einhardt

Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

I'm going to assume someone actually told him what to do, since he wouldn't know.

The Brute moves to the area in front of one of the swarms, hoping to buy the little fire-users time to whittle down the number of bats. He swings his scythe ineffectually at the swarm of bats, hoping to distract them.

Move to F1, swing cause swingers gotta swing. If there is a more optimal move, please move him there, instead.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Roundantaimi urges the strong brute forwards to courageously distract the swarms from attacking Jaender.

Strong Brute attack, scythe (presumably): 1d20 + 6 ⇒ (6) + 6 = 12

The brute misses, but is still able to get the bats' attention. The swarm of bats known only as "The Bruce" closes in on the young barbarian. Before they can fully surround him (ie. before they have their action) the gnome gunslinger steps into the space left by the Strong Brute and lets fly with his vial of alchemist's fire (uses his readied action).

Jaender grenade, alchemist's fire: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 ⇒ 2 x 1.5 = 3 --> ah, well.

With the strong brute's ineffectual blow (didn't hit) and the gnome's very scary fire, the bats will likely move to attack both adventurers very soon...

Next up: Hamilton

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: None.

Round 1:

  • Ophiuchus <= acted, moved into the line of fire
  • Roundantaimi <= acted, drew flask, ready, aim, “FIRE!"
  • Strong Brute <= acted, trying to suck bats in
  • Hamilton <= !
  • The Bruce
  • The Wayne
  • Jaender
  • Vox
  • Einhardt

Strong Brute you moved to F3, not F1, but F3 makes more sense in the context of your post since you can't attack the swarm from F1.

Also, Roundantaimi, I forgot to answer your question about the two swarms: yes they can occupy the same space. They can occupy the same space as another creature, and they count as a single creature for most purposes. As such... yep. I may rule that they would do damage to each-other in that event, though, since they're jostling for space and ripping into the nearest things, and swarms pretty much occupy the maximum "safe" space available in a square. Their attack doesn't target a specific creature, either, which is one of the conditions for swarm damage. Their attack isn't weapon damage, which takes care of the other bit. So, yes they can, but they probably wouldn't. If you could force them to do so, they'd damage each other.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Depending on where they move, I shouldn't have any trouble hitting both swarms with the 15' cone of Burning Hands. I will have to make sure I move out of the affected area if they do hit me, because it looks like it is really hard to cast spells from inside a swarm. This could get dicey, as I am guessing burning hands isn't strong enough to kill these in one hit as a caster level 1... The good news is, my AC goes up by 1 when I cast a fire spell! (which doesn't really matter against auto-hit swarms.) ugh.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Hey guys, so things have ground to a halt. I don't like to, but to keep things moving this close to the end of the scenario I'm going to skip over Hamilton's next action. It's not 24 hours yet, so I won't bot him (yet). We can retrofit his action when he posts. I'm assuming it'll be alchemist's fire, in which case Hamilton's options for a square to land on and fling the alchemsit's fire without range penalties are anywhere on the E row (except E7) or F1. Please post 2 actions when you do post, Hamilton!

The swarms get thicker as the tense adventurers wait for them to adance. Eventually they seem to fill the entire portion of the room they occupy, and then swoop down. A slightly thinned swarm flies forth to harry Strong Brute and Roundantaimi, spreading thin and possibly making for the exit. The Bruce is as merciless as it is mindless.

Swarm damage, Strong Brute & Roundantaimi: 1d6 ⇒ 6

A mass of beating wings and chewing fangs, known only as The Wayne, falls upon Jaender and Ophiuchus.

Swarm damage, Jaender & Ophiuchus: 1d6 ⇒ 2

Next up: Hamilton x 2, Jaender, Vox, Einhardt, Ophiuchus, Roundantaimi, Strong Brute

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: None.

Round 1:

  • Ophiuchus <= acted, moved into the line of fire
  • Roundantaimi <= acted, drew flask, ready, aim, “FIRE!"
  • Strong Brute <= acted, trying to suck bats in
  • Hamilton <= !
  • The Bruce <= acted, swarmed
  • The Wayne <= acted, swarmed
  • Jaender <= !
  • Vox <= !
  • Einhardt <= !

Round 2:

  • Ophiuchus <= !
  • Roundantaimi <= !
  • Strong Brute <= !
  • Hamilton <= !
  • The Bruce
  • The Wayne
  • Jaender
  • Vox
  • Einhardt

Silver Crusade

Male NG Nagaji Oracle (Battle Mystery) 4 | HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4 | Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

Can I grab Jaender and run into the hallway with him? B8 is 6 squares from Jaender.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

No need, he can move freely! You can if you like, but just check your carrying capacity... and ask Jaender if he wants you to and how much he weighs!

Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

The large man calls upon that inner reserve once again as he feels the multiple bats tearing into his flesh. He feels a warmth of energy flowing into him, and although his wounds are no less, he feels as though he can take on more of them in this state. He steps a couple of steps away from the swarm, not retreating, but rather wanting to make it choose its enemies. He withdraws a torch from his pack, lighting it with his flint and steel painstakingly.

5 ft step, full round action to light torch, rage

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Poochie - Feel free to grab me on your turn. I am going to step back and hit both swarms.

Jaender flails his arms above his head, sustaining some scratches and deep gouges from the viscous flying rats.

"I swear if I get rabies I am going to come back and burn your rotten corpses! Poochie, Sven, DUCK!"

With that, he steps just into the hallway and waggles his fingers. A jet of flames in a wide fan shoot forth, and burn several of the flying creatures.

Burning Hands (DC 15 Reflex for half, 150% vs Swarms): 1d4 ⇒ 3

Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

'Sven' almost forgets that Sven is his adopted name from this group as he barely ducks down in time to avoid the wave of flames Jaender sends spilling into the mass of flying rodents.

Silver Crusade

Male NG Nagaji Oracle (Battle Mystery) 4 | HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4 | Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

"Now we have to fight a swarm of ducks! Were are these foul fowls? I will kill them too." Ophiuchus see the strong man who sings duck down as the jet of flame shooting at him. He quickly ducks to avoid the flames. "Oh"

Silver Crusade

M Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20 | Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1
Ammo/Wands:
Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9

Does the alchemists fire burn for the second round?


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

The small wayang spreads his fingers and a gout of flame comes forth. The swarm shrinks back from the flames for a moment, but becomes agitated soon after. Scores of crispy bats fall to the floor from The Bruce and The Wayne.

The Bruce save: 1d20 + 7 ⇒ (15) + 7 = 22
The Wayne save: 1d20 + 7 ⇒ (20) + 7 = 27

They would have taken 3 * 1.5 (rounded down) = 4 damage, but take half so 2 damage each instead. I think that's right. Would be very harsh to only take 3 / 2 = 1.5 (rounded down) = 1 * 1.5 = 1.5 (rounded down) = 1 damage.

@Roundantaimi: Yes it does, on your turn... so I guess now!

Damage: 1d6 ⇒ 6 x 1.5 = 9 damage

The Bruce can take no more punishment and flees not along the corridor, but up the fissure instead. The shrieks of The Bruce are almost deafening.

Okay, it's been 24 hours, so botting Hamilton.

Hamilton first draws his alchemit's fire from his pack and then moves into the room between the swarms (round 1). The grizzled slayer then steps back a little, turns to the assembled bats and lets fly with the explosive projectile (round 2).

Alchemist's fire vs The Wayne: 1d20 + 4 ⇒ (20) + 4 = 24 => Wooo!
Damage: 2d6 ⇒ (2, 4) = 6 x 1.5 = 9 damage

My rolls, oh, my rolls.

The Wayne is looking like it may have almost had enough of this fight. Probably just a little more "persuading" is required at this point.

Next up: Vox, Einhardt, Ophiuchus, Roundantaimi

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: The Bruce.

Damage: The Wayne: -11

Round 1:

  • Ophiuchus <= acted, moved into the line of fire
  • Roundantaimi <= acted, drew flask, ready, aim, “FIRE!"
  • Strong Brute <= acted, trying to suck bats in
  • Hamilton <= acted, drew and moved
  • The Bruce <= acted, swarmed
  • The Wayne <= acted, swarmed
  • Jaender <= acted, hands of fire
  • Vox <= !
  • Einhardt <= !

Round 2:

  • Ophiuchus <= !
  • Roundantaimi <= !
  • Strong Brute <= acted, lit torch
  • Hamilton <= acted, hurled fire
  • The Bruce
  • The Wayne
  • Jaender
  • Vox
  • Einhardt


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Oh, just noticed it's 24 hours for Vox and Einhardt also (it's just that they don't have alchemist's fire). Fair's fair. They don't have any alchemist's fire, so...

Following the example set by the strong brute, Vox pulls out a torch and lights it. Einhardt, ever at his side, stands guard next to the ranger.

Next up: Ophiuchus, Roundantaimi

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: The Bruce.

Damage: The Wayne: -11

Round 1:

  • Ophiuchus <= acted, moved into the line of fire
  • Roundantaimi <= acted, drew flask, ready, aim, “FIRE!"
  • Strong Brute <= acted, trying to suck bats in
  • Hamilton <= acted, drew and moved
  • The Bruce <= acted, swarmed
  • The Wayne <= acted, swarmed
  • Jaender <= acted, hands of fire
  • Vox <= acted, drawn torch
  • Einhardt <= acted, delaying

Round 2:

  • Ophiuchus <= !
  • Roundantaimi <= !
  • Strong Brute <= acted, lit torch
  • Hamilton <= acted, hurled fire
  • The Bruce
  • The Wayne
  • Jaender
  • Vox
  • Einhardt

Silver Crusade

Male NG Nagaji Oracle (Battle Mystery) 4 | HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4 | Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

Assuming that I can move out of the swarm without an AoO since they have no 'attack roll'

"Heroes, I do not think that I can do anything to these creatures. Let us flee to the next room."

Moving through the dense cluster of bats, hearing their shrieking cries, Ophiuchus moves to safety. Noticing the small Wayang has suffered injuries, he attempts to heal him.

Casts Cure Light Wounds CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Silver Crusade

M Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20 | Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1
Ammo/Wands:
Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9

Like his comrades, Roudantaimi pulls out a torch and lights it.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Continuing along its trajectory, the swarm flies for Jaender and the fleeing Ophiuchus.

Swarm attack vs Jaender and Ophiuchus: 1d6 ⇒ 3

The alchemist's fire still swirls within the swarm, and the plume of choking smoke and burning embers takes down dozens more bats within it.

Achemist's fire damage: 1d6 ⇒ 5 => x 1.5 = 7

Finally, the swarm has had enough and The Wayne follows The Bruce out through the fissure.

All: Any 3 minute duration potions you drank at the beginning of this level's fun have now expired (or will very soon expire, before they're of further use anyway)

The companions stand a little dazed in the room as the shrieks of bats fade into the distance.

**EDIT** Let me know what's next! I've already described the next room, but you've probably got some healing and preparation to do beforehand. Well done on defeating the swarms! I really got a little worried when I saw their stats. +7 reflex save! Without the alchemit's fire, it would have been a "heal Jaender" / burning hands chain.

Silver Crusade

Male NG Nagaji Oracle (Battle Mystery) 4 | HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4 | Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

"Friend Jaender, I once again am wounded close to death. Do you think that you could heal me?"

Grand Lodge

Male Human Unchained Barbarian 4 HP 41/41 53/53 : AC 20 (18 w/Rage); TCH 13; FF 18; F +7; R +4 (+5 vs Traps); W +3; CMB +8; CMD 20; Speed 40 ft; Init +4; Perc +7; Rage 0/12

The man feels the battle fury leave him, and he nearly collapses at the inevitable drain it took on him. He is bleeding lightly from several small wounds, but waits stoically, knowing his companions will heal him when the others are taken care of.

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