Crypt of the Everflame PbP (Inactive)

Game Master Wilmannator

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


101 to 150 of 561 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
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 night before

The heavily muscled man was not stupid, he realized he had gotten the short straw with who he was paired with when he awoke to Ophiuchus's chipper face. He sighs, settling himself in for a long night. At the request for songs, he will stare mutely at the 'thing', but he will listen intently to Ophiuchus' travels with Merian, showing much interest and excitement in the tale.

Now

The brute huffs in amusement at the oracle's comment, looking curiously at Hamilton. He would like to know as well, but is not bothered by it. The spirit was gone, the man reduced to a pile of meat. Meat did not feel.


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

The corpse doesn't move, save for in response to the impact of the arrow. A dark green ichor seeps from the wound and gives of an ungodly smell.

So, main decision to make: do you want to go south towards the crypt and the Everflame, or follow the trail to the northeast of the lake?

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:

the first night after the combat, Vox attempts to heal Einhardt with his prepared spell: Cure Light Wounds

cure light wounds(healing Einhardt): 1d8 + 1 ⇒ (2) + 1 = 3

This plus the full night's rest bring Einhardt to full health.

At the sight of the body found by the group, following Ophiuchus's graceful and moving act to help heal Vox and Einhardt, the young man tries to speak to the group as best he can. "I'm sorry, everyone," he begins with a stammer.

"You trusted me on watch and I let you down, and almost got us all killed in the process. I will try to do better from here on out." The youth looks down to the wolf and its bestial eyes meet his in turn, in that moment there is an unspoken pact between the two.

Vox looks down to Einhardt, petting the wolf gently on the flank as he makes this vow to his companions. The unspoken discourse would be translated, These are our friends, and we must protect them.

This is our pack.

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

Survival: 1d20 ⇒ 10
Did anyone actually spot the tracks?

"Poor man! Should we bury him, to give him rest in proper grave?"


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki
Roudantaimi wrote:
Did anyone actually spot the tracks?

Classic! I thought strong brute did, but didn't go back through the assigned DCs to check. South it is! I'll move it along in a little while.


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

The kinder members of the party see to the burial of the corpse. It doesn't take long to dig a grave in this soft ground and he is soon put to a proper rest.

The forest grows thicker and the trees more gnarled as the party moves to the south. It becomes clear to all that the Fangwood is indeed ancient; from their perspective, it seems the trees stretch almost to the clouds. It is those same clouds that grow darker as the journey progresses, and before long a cold, frigid rain begins to fall. The tall trees go from wondrous to oppressive with the darkening sky, but they do at least provide some cover from the rain.

It is over three hours since the companions left the lake before they reach the valley marked as Serpent Gorge on their map.

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 makes the ground slick and treacherous.

The next part is a mess of rolls that makes perfect sense in real life, but is a pain in the butt for PbP. I'll wait for a few of you to describe to me the party's general approach down the slippery hill, and I'll make all the appropriate rolls. I'll take 10 for you where that would succeed at the 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

Strong Brute finds a cardboard box and slides down the hill.

The man crests the hill, looking in dismay at the treacherous descent laid out in front of them. Side-stepping away from the rest of the party, as he does not want to slide into the rest of them, nor them into him, he slowly starts to step down, carefully weighing each step, then planting his foot before taking another.

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:

At the edge of the slope, Vox pipes up and speaks to the group.

"I have a fifty foot length of silk rope, if anyone else has some as well, we could tie the lengths together and secure one end to a tree at the top of the slope," Vox stops for a moment, thinking. "At the very least, most everyone could go down, and then I'll untie the rope and do my best to follow."

"I'd like to make up for letting everyone down back at camp... with the wolves."

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.

First, who is using the MW short sword? It should get use by someone. Trask already has a MW weapon (two, actually)

"Banner, that seems like a decent idea... setting up a guide line. I've got an additional 50', though I ain't got no high falutin' silk rope. Mine's good, solid hemp. I can blaze a trail down, and maybe find some anchor points for the rope I can hammer in with some spikes, or somethin'"

He watches the Strong Brute start down, and just shakes his head. He gives his rope to Vox, ties the two ropes together, and starts to make his way down, bringing the rope coils with him. If he can find solid anchor points, such as a tree, he'll anchor the rope there, and then keep moving.

'I ain't calling that young warrior nothing, he's got to have a proper name, like any of us. So, I guess that Sven it is. Good as any other name, right?'
Sven supposedly means 'boy' in Norse

He watches Strong Brute's progress, and then yells out "Sven, watch it there. Yeah, I am talking to you, you overgrown boy! Be careful!"


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

Okay, sounds like you are taking it easy and using ropes to tie off where it gets too steep. That makes the acrobatics DC 6. The worst acrobatics check is -2, followed by 0.

The descent takes the better part of an hour. Ophiuchus has the most difficulty, though some suspect that his inner demons prove more troublesome to the Nagaji oracle than any real obstacles. Strong brute, on the other hand, could manage to skip down the slope playfully with Hamilton Trask yelling warnings and possibly obscenities down after him. Trask's and Vox's call for caution proves useful, however, as not one member of the party falls and injures themselves.

It isn't long after reaching the floor of the valley that the adventurers see the entrance to the crypt and the grisly scene in front of it.

An archway of stone is 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.

Perception rolls:
Hamilton perception: 1d20 + 6 ⇒ (7) + 6 = 13
Jaender perception: 1d20 + 5 ⇒ (10) + 5 = 15
Ophiuchus perception: 1d20 + 2 ⇒ (6) + 2 = 8
Roundantaimi perception: 1d20 + 4 ⇒ (6) + 4 = 10
Strong Brute perception: 1d20 + 4 ⇒ (1) + 4 = 5
Vox perception: 1d20 + 6 ⇒ (6) + 6 = 12
Einhardt perception: 1d20 + 1 ⇒ (13) + 1 = 14

Strong Brute strength: 1d20 + 4 ⇒ (4) + 4 = 8
Strong Brute strength: 1d20 + 4 ⇒ (3) + 4 = 7
Strong Brute strength: 1d20 + 4 ⇒ (14) + 4 = 18

Paying attention this time, only Jaender notices the pile of human bones beneath one of the horses. It takes Strong Brute only three tries to remove the horse from the remains. While they have been recently broken (probably by horse hooves) they are very, very old. Yet, oddly, they show no signs of being outdoors for this long - in fact, cobwebs and dust still cover some of the brittle pieces. There are precisely enough bones here for a single human skeleton.

Heal DC 10, Survival DC 15:
Judging by the state of decay (and the relatively fresh signs of battle), the horses were killed roughly two days ago. The recent rain, however, has made it impossible to determine more about who - or what- slaughtered these horses.

The group also finds several empty saddlebags - the ponies were obviously at one point laden with supplies - but one is still full. Inside it are: 2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (as normal arrows, but they only deal nonlethal damage), and 2 pints of lamp oil.

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.

Survival: 1d20 + 6 ⇒ (13) + 6 = 19heal: 1d20 + 1 ⇒ (11) + 1 = 12
Trask surveys the carnage, checks the bodies, etc. "Looks like these hourses are about 2 days dead. Not sure what's up with the skeleton... it looks older. Hope it ain't one that was animated, or some such thing.

"So, let's get the food distributed about, and who needs some lamp oil? Unless anyone has any druthers, I'll take the blunt arrows. Jeander, you and Rudi probably want them pillows, I reckon."

"Seeing as we're gonna be heading down that hole, guess it is time to get torches lit. Jander, you gonna cheat and use your magicking on 'em, or do I have to pull out my flint and steel?"

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:

I could use the short sword, but don't have any objections if someone really wants it.

"Oh boy a fun hill to slide down. Look at how the strong man who sings so well goes down the hill. I bet I can do that too. Merian says that I move gracefully like a bull breaking plates."

Before he tumbles hem over head down the hills, his trusty companions place a restraining hand upon his shoulder. He looks wide eyed at the explanation Trask gives him for how to descend.

"Mr. Trask, you are so good at climbing - you are like a cool wind blows past the PCs a mountain goat, fleet-footed and majestic."

heal: 1d20 ⇒ 9

Really a 9 ....

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 chuckles at Trask, not realizing the sarcasm regarding magic.

"Why cheat of course! Why do more work than necessary? With this slaughter out here, something tells me we will have plenty work ahead of us when we go through those doors." He says with a smile, not realizing the potential implications of his statement.

He steps close to Trask and looks up at him. "Hold your torch out. A little farther from your body. Yea... better stretch a little farther..." He leans in towards the torch, takes a deep breath, and breaths a gout of flame that instantly ignites the prepped piece of lumber.

Fire spit again... what the heck right? I should have plenty of uses left for this module... that stuff is more fun :)

"Now I would like to suggest, my eyes work quite well in the dark, and I have a built in knack for blending into shadows. Perhaps I can go through that open door and make sure everything is safe before we barge in?"

Assuming everyone is agreeable, Once the preperations for entering the crypt are complete, Jaender creeps up to the door and slips his tiny frame inside. He slowly peeks around corners, trying his best to make a full mental picture of what he sees, then slips back out to report to the group.

Stealth: 1d20 + 14 ⇒ (10) + 14 = 24

I'll let you roll perception


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

Jaender Perception: 1d20 + 5 ⇒ (7) + 5 = 12

As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.

Nothing more can be found by hanging around at the entrance (at least not with that perception check) but nothing moves when Jaender pokes his head through the door.

Map of the crypt here: Crypt - Upper Level

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 takes in as much of the room as possible, and quickly ducks back out to his companions waiting outside the door.

"It's as gruesome in there as it is out here, human bodies though. They are piled in the center, so whoever slaughtered them took the time to move the bodies, and could still be around." He relays to the group with a grim face. Pulling out his appropriately sized, loaded crossbow, he says "Best get your weapons ready. I didn't see any lurking creatures in the entry room, but I get the feeling we are bound to run into some sooner or later. Probably sooner...

With that, he takes his place in the determined marching order, and waits for his companions to enter the foreboding place.

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, 'Sven', nods to the little man, unhooking his scythe and getting it ready as they prepare to enter the crypt. His insides quiver slightly at the man's description of the grotesque tableau inside, and he steels himself for the sight to come.


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

And now we reap the benefits of a predetermined marching order.

Ophiuchus lights the way with a quick spell, and Trask carries his freshly lit torch as the brave adventurers enter the musty crypt. The doors creak ominously and dry dust blows into the face of the heroes, though not years' worth by any means. The smell of blood and aged bones strikes the group next, and then...

Dice rolls:
Hamilton perception: 1d20 + 6 ⇒ (19) + 6 = 25
Jaender perception: 1d20 + 5 ⇒ (5) + 5 = 10
Ophiuchus perception: 1d20 + 2 ⇒ (19) + 2 = 21
Roundantaimi perception: 1d20 + 4 ⇒ (12) + 4 = 16
Strong Brute perception: 1d20 + 4 ⇒ (15) + 4 = 19
Vox perception: 1d20 + 6 ⇒ (20) + 6 = 26
Einhardt perception: 1d20 + 1 ⇒ (7) + 1 = 8

Initiative

Hamilton initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Jaender initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Ophiuchus initiative 1: 1d20 + 3 ⇒ (19) + 3 = 22 | Ophiuchus initiative 2: 1d20 + 3 ⇒ (7) + 3 = 10
Roundantaimi initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Strong Brute initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Vox & Einhardt initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Skeletons initiative: 1d20 + 6 ⇒ (2) + 6 = 8

With everyone on edge, Trask, Ophichius, Roundantaimi, Strong Brute and Vox all notice several of the formerly lifeless skeletons moving.

During the surprise round, all the skeletons will just stand up from prone, but they act last. If you move in a way as to threaten a skeleton during the surprise round, you may also get an AoO against them (roll this yourself). You also get to a +4 to attack the prone, flat footed target if you attack during the surprise round. Oh, the advantage of doing some stealthy scouting first. Also skeletons chumping their initiative.

Next up: Ophichius, Vox, Roundantaimi, Trask, Strong Brute.

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: Nothing.

Surprise Round:

  • Ophiuchus
  • Vox
  • Roundantaimi
  • Hamilton
  • Strong Brute
  • Skeleton 1
  • Skeleton 2
  • Skeleton 3
  • Skeleton 4
  • Skeleton 5
  • Skeleton 6

Round 1:

  • Ophiuchus
  • Vox
  • Einhardt
  • Roundantaimi
  • Hamilton
  • Strong Brute
  • Jaender
  • Skeleton 1
  • Skeleton 2
  • Skeleton 3
  • Skeleton 4
  • Skeleton 5
  • Skeleton 6

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:

"More dead things. Why does nothing live here? So much death and sadness. When this adventure is over I am going to move somewhere where people are alive. Thank you for the warning small man, I am happy to have you protecting us. I will also protect you when you are in trouble. And I hope that you protect me when I am in trouble."

Taking the Wayang's sound advice, Ophiuchus attempts to retrieve his shield, which he has put on before his dress. After spinning in circles, and falling down, he resolutely stands up, pulls his dress off over his head, knocks off his wig, and unstraps his shield. To the party's surprise, under his dress is a very well made chain shirt, and well worn flail. One would say that without the dress and wig, he looks - fighterish. He drops his weapon and shield to the ground to pull the dress back on. Once the shield touches the ground, it flies towards the wall smacking it a full speed, and falling straight down. His flail flies in the opposite directions before gently gliding to a stop at least 10-feet away. He walks to retrieve his flail first, tightening his grip on the handle so it cannot fly out again, and quickly retrieves his shield. He looks at his fallen wig, his one hand holding his shield, and his other hand holding his flail. A look of fierce determination crosses his face. He turns to Trask.

"Mr. Trask, can you please put my wing on my head. I am afraid that if I let something go again it will wake up the people who are dead here."

After someone replaces his wig, he states the obvious, "Let us kill those are are dead."

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:

"אור"

Ophiuchus casts Light on Brute's scythe.

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 powers through his inner struggle, wary of fighting these walking dead. Determining a course of action, he vows to put these poor souls back to rest in a most expedient fashion. He walks towards the nearest skeleton, scythe raised.

Walk to D5

PA AOO: 1d20 + 6 - 1 + 4 ⇒ (15) + 6 - 1 + 4 = 24
Damage: 2d4 + 6 + 3 ⇒ (4, 2) + 6 + 3 = 15

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 unfurls 'The Executioner', and with it in one hand, and the torch in the other, he steps in beside 'Sven'. (amazingly like the map already shows) He'll start moving foward, at the ready.

Since it is pretty much assured that something is amiss here, he'll move forward at a very cautious pace, making sure nothing moves. He'll want to go towards the pile of bodies, first, to see what happened. Since we saw a broken skeleton outside, he is going to keep a close eye on the skeletons, expecting them to start moving at any second.

unsolicited perception check: 1d20 + 6 ⇒ (2) + 6 = 8

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:

Wow combat already - amazing. As a side note my other PbP game that started the same day as Trial just started his first combat this morning.

Back to our regularly scheduled PbP. So same drill can't see or move on map, durn Internet filters, so can I move and attack something close? Another random thought, someone should really write an adventure with the BBEG in the first encounter because no one ever expects it. We always think this 1st will be the easy one. One day it might not be.

Flail swing: 1d20 + 3 ⇒ (12) + 3 = 15

Damage: 1d8 + 3 ⇒ (8) + 3 = 11


NPC & haunting figment of Ophiuchus' imagination

In the past...

Ophiuchus:

'This looks so fetching on you, dear, best not to lose it," Merian replaces Ophiuchus' wig, as she speaks, "And sorry for that business of tripping you while you were getting your shield - I simply could not help myself."

"Got something against dead things?" pouts Merian, "Well, perhaps I can change your mind some day. Perhaps."

Ophiuchus' wig floats up from the ground and reaffixes itself to his head.

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.

My whole post was just Cyrus'd!!! I moved Ophiuchus for you,

When he notices the skeletons moving, and then 'Poochie' flying by him to smash the closest skeleton to pieces, Trask nods, and then he drops the torch. Before #2 gets the chance to act, he quickly studies him (Studied Target) takes a 5' step to C2, and swings with The Executioner.
The Executioner Power Attack and Studied Target vs #1: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 for: 1d10 + 9 + 1 ⇒ (5) + 9 + 1 = 15 (I believe this would hit most flat-footed, prone skellies?)

Even though his massive blade missed some of the bones, the skeleton explodes in a shower of bone shrapnel as The Executioner strikes.

No AOO possible

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:
Hamilton Trask wrote:

My whole post was just Cyrus'd!!! I moved Ophiuchus for you.

I think there were at least 4 of us online together - thanks for moving me, and no-thanks for not putting my wig on!


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

Okay, that got confusing quick. Trask is hitting with a reach weapon, so that means he attacks Skeleton #2, not #1. When Skeleton #1 stands up, Ophiuchus gets the AoO he rolled.
Since Strong Brute didn't charge, his attack is an AoO. Also, red doesn't show up on these portraits, so black delineates the defeated foes.

Hamilton strides in, sizes up and smashes the skeleton on the western stairs to bits with his enormous axe-like weapon, Executioner. Skeleton 2

Emboldened by his companion, Ophiuchus flings his flail with wild abandon upon the skeleton as it struggles to rise from the ground. In a spray of bone dust, the skeleton falls back to the floor and does not move. Skeleton 1

The strong brute bravely strides forwards, Scythe in hand. The skeleton near him rises with the sound of old bones creaking. When it gets to the perfect height, Strong Brute expertly beheads the skinless abomination. Skeleton 6

Next up: Vox, Roundantaimi.

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: Nothing.

Surprise Round:

  • Ophiuchus <= acted, flail of "get back down"
  • Vox
  • Roundantaimi
  • Hamilton <= acted, splintering bones
  • Strong Brute <= acted, behead the dead
  • Skeleton 1
  • Skeleton 2
  • Skeleton 3
  • Skeleton 4
  • Skeleton 5
  • Skeleton 6

Round 1:

  • Ophiuchus
  • Vox
  • Einhardt
  • Roundantaimi
  • Hamilton
  • Strong Brute
  • Jaender
  • Skeleton 1
  • Skeleton 2
  • Skeleton 3
  • Skeleton 4
  • Skeleton 5
  • Skeleton 6

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
Hamilton Trask wrote:


"So, let's get the food distributed about, and who needs some lamp oil? Unless anyone has any druthers, I'll take the blunt arrows. Jeander, you and Rudi probably want them pillows, I reckon."[/b]

"Pillows? Why would I want pillows. Why would anyone carry pillows out here? This doesn't look like a place where you'd come to enjoy a good nights sleep..."

--

Wow, another combat already! This time I might even get the chance to attack
Seeing the skeletons starting to rise, Roudantaimi takes careful aim at one of them, and patiently waits until it is standing. As the old gnome goes, Bigger the target is, well... bigger the target is.
Readied musket attack at skeleton #4: 1d20 + 5 ⇒ (11) + 5 = 16
Damage, PBS, Focused Aim: 1d10 + 5 ⇒ (1) + 5 = 6


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

Many combats to get through... but you folk are remarkably active and effective!

The gnome lines up quite a shot as the skeleton stands, it rips through the old ribs to penetrate the undead creature's spine with a loud *crack* and a puff of powdered bone. The bullet seems to lodge in there as the skeleton folds in half backwards. Its skull touches the ground and the now-inert creature's body balances on the ground to form a gruesome "A"-frame sculpture. Skeleton 4

Next up: Vox.

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: Skeletons 1, 2, 4 and 6.

Surprise Round:

  • Ophiuchus <= acted, flail of "get back down"
  • Vox <= !
  • Roundantaimi <= acted, shot down
  • Hamilton <= acted, splintering bones
  • Strong Brute <= acted, behead the dead
  • Skeleton 3
  • Skeleton 5

Round 1:

  • Ophiuchus
  • Vox
  • Einhardt
  • Roundantaimi
  • Hamilton
  • Strong Brute
  • Jaender
  • Skeleton 3
  • Skeleton 5

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:

Emboldened by the superior effectiveness of his companions, Vox moves swiftly across the room, striding within ten feet of one of the few remaining skeletons. With a broad swipe of his massive hammer, the young man attempts to fell the skeleton before it can move against his friends.

Please don't let them down again, Vox thinks pessimistically to himself as he attacks.

attack(lucerne hammer, reach, bludgeoning): 1d20 + 3 ⇒ (20) + 3 = 23
attack(confirmation): 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d12 + 4 ⇒ (11) + 4 = 15


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

Vox's blow is as brutal as it is well-timed. As the skeleton stands, the enormous hammer pulverizes it. Old bones turn to splinters and powder in an instant as the skeleton is forcibly removed from the equation.

Without any idea (or care) for what has happened to its comrades, the last of the animated skeletons stands where any intelligent creature would flee or pretend to be dead (well, truly dead). It turns to the seven assembled invaders and wonders not who it will be that will bring it to its final rest. It knows only hunger. Hunger for life and a burning, unthinking desire to see it snuffed out.

How will Graham the skeleton's life end? Shortly, we will know.

Next up: Everyone!

It would have to be the most catastrophic series of chump rolls in the history of gaming for Graham to get a go. At least he's no longer flat footed. By the by, the rise there is quite small (waist height) but it is a move action to climb up to it via any means other than the stairs or acrobatic shenanigans.

Combat table:

<= ! means your action, go for it!

Active Global Conditions: None.

Defeated: Skeletons 1, 2, 4, 5 and 6.

Surprise Round:

  • Ophiuchus <= acted, flail of "get back down"
  • Vox <= acted, bone meal
  • Roundantaimi <= acted, shot down
  • Hamilton <= acted, splintering bones
  • Strong Brute <= acted, behead the dead
  • Graham <= acted, stood up

Round 1:

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

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 strong young man casually flicked his scythe, sending the soul of that undead back to wherever it's deserved final rest was. Seeing his companions blast most of the remaining undead made him feel much better. No matter what kind of life these men had lived, no one deserved this. He clambers across the room and up the stairs, seeking to end this fight.

I believe I will incur an AOO. So roll bad.

Bringing Death to the Undead PA: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12 Boooooo
Damage: 2d4 + 6 + 3 ⇒ (3, 2) + 6 + 3 = 14

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 moves up, a cold look in his eyes. 'Them that need killing, I will kill. Them that need protecting, I will protect. My hands are dirty, theirs need not be.' He takes a swing, over the table (shouldn't provide cover, but GM Damo can rule on that) The Executioner: 1d20 + 6 ⇒ (14) + 6 = 20 for: 1d10 + 9 ⇒ (6) + 9 = 15

The mighty blade cuts through the air, and into the head of the skeleton. The skull is cut cleanly in half, with the upper part flying across the room, to be smashed into the wall next to Sven. The ancient bones collapse, and the room grows quiet.

"Good job, men. Let's take a look around here." Trask starts to search, but is also paying attention to the greenhorns. 'Are they rattled by this? They should be.'

"Jaender or Poochie, can you twiddle your fingers and get some better light in here?"

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 stares at the falling skeleton and rejoices. "Ha-haa! It actually works, it actually works!", he shouts and dances. Then, the gnome drops his aim, picks up his gunpowder horn and starts reloading the firearm. "Ok, now I think I can confess, I wasn't really sure, if the gun really worked. On my trials it seemed fine, but I hadn't fired it at a living creature before. Heh-heh, I still haven't fired it a living creature, but unliving ones count as real targets, too!"

"Ah, I need to consult my fellow adventurers on one thing... You see, I'm still learning for my paladinhood, but I know I should learn the code and act like it. I meant to put it into practice, but then you already rushed in with weapons drawn, and I didn't have time to ...uh... refresh my memory." Having said that, Roudantaimi searches his pockets for a set of notes. "Here: 'I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.'

I didn't remember to bring any roses with me, I just have this daisy I picked earlier by the road. Do you think these skeletons would have preferred a rose, rather? They don't strike to me as botanical types, but that's just my opinion"

Hamilton Trask wrote:
"Jaender or Poochie, can you twiddle your fingers and get some better light in here?"

"Oh, Mister Trask, I don't have trouble in the dark, so I can go and have a peek to the rooms to come." Roudantaimi says, and is already peeking at the doorways leading out of this room.


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

Note: I've made many rolls for this post, all of them perception, sense motive, survival, knowledge (local) and heal. If you would like me to make any other type of roll on your behalf, let me know.

Skeleton AoO, broken scimitar: 1d20 + 0 ⇒ (12) + 0 = 12

Graham swipes at Strong Brute and misses. Returning the favor, Strong Brute's scythe sails wide of Grham's exposed ribcage.

Hamilton finishes the job however, and as Graham collapses back into permanent death the room does indeed grow quiet... for a few seconds. Then the wailing resumes. It sounds as though a man (or perhaps woman) is in deep distress. It is not a wail for rescue, rather a much more mournful wail than that. It is definitely coming from the east.

Finishing the inspection of the room, the companions note that there are 8 sets of skeletal bones in total, and two badly gored bodies.... recognizable as villagers and friends of the mayor, Gerol and Vark (both are about as old as the mayor also and well respected about town). Two backpacks are also discovered. One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin, and a pair of smokesticks.

To the best of Vox and Hamilton's knowledge, the battle took place some two days previous - roughly at the same time the horses were killed. Two sets of bloody skeletal tracks lead out of the chamber and then back in. Graham left one of the tracks, and the first skeleton that was killed left the other set of tracks.

As Roundantaimi peers to the west, he notices the rippling of water in a room beyond, but cannot see much more from the doorway. To the east, the corridor seems to branch of in both directions.

Map updated.

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 strong brute's brow crinkles as he digests the information the loot is imparting to them. "This one thinks these villagers knew the nature of this place. You see how their arrows have no pointy tips?" He shakes his head at the sight, confused.

He climbs back down the stairs, ready to lead into the next room once the 'all clear' is given.

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 enters the room with the flurry of activity, and can barely open his mouth to shout something by the time his incredibly effective companions have reduced the skeleton horde to bits and dust.

Umm... I realize we actually didn't miss, but holy undead destruction... I get the feeling my character is going to be underwhelming again! Darn magic low levels, it is going to be a while before I catch up to your damage output! WOW!

Turning to Trask at his request, "I can only spit fire so many times before I need to eat something, I'd like to save it for whatever atrocities this tomb may hold. Speaking of that, do you hear that sound?"

He takes a few moments to survey the scene, and a question grows in his mind, gnawing until it must be spoken out loud. "What were villagers doing out here? I thought this was supposed to be a special quest for us, why would they come out here before the grand ceremony?"

Jaender listens to "Sven's" assessment of the blunt arrows. "Indeed, it might look like they knew the nature here, but judging by the slaughter, I would tend to think they weren't prepared. One skeleton outside, crushed by a horse, and two skeletons in here that appeared to already be re-dead, but there were still six more that we handily destroyed. It just doesn't add up."

"I can already hear that cranky venture captain in my head from the Red Redoubt mission that went sideways. If I learned anything from that stick in the mud, we should go back and report this. But if that sound is not the wail of an undead, then someone might still be alive after all of this."

Jaender sits on the ground, head in his hands, struggling with some internal dilemma.

I WANT to be in the society. What if we press on and we get yelled at again? That would surely be the last straw, I will never get in. But that cry, it can't be from undead. How can I walk away? ... Screw it. Desna bless me, I cannot walk away. Maybe I never get in the society, but at least I will be able to look myself in the mirror.

"We should head east, and find out what is making that noise." Jaender says resolutely, his apparent internal dilemma solved, determination on his face.


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

Again, I did the rolls "off screen". Assumptions below, but read the post first.

Also, in response to Hamilton's request for light, he may have somehow missed that Strong Brute's scythe is glowing brightly. Also, his own torch is lit.

The party moves through the eastern doorway, realizing that there may be someone in trouble beyond. It quickly becomes apparent that they are akin to mice in a maze, however, as the corridors split off in all kinds of directions with nary a door to be seen.

"Awooooooo."

Jaender's keen Wayang eyes spot an outline on the floor. Pretty sure he knows what it is, he kneels on the ground next to the outline and taps hard with his fist. The trapdoor, for so it was, swings downwards as expected with a *click*. Completely unexpected, however, are the thick, luxurious pillows at the bottom of the ten foot drop. The pillows match exactly the pillows found in the villagers' backpacks and the horse's saddlebag. When everyone has had a chance to inspect the strangely safe pit trap (which would still hurt if fallen down, but would cause no serious or lasting damage), Trask and Jaender wedge the pit mechanism shut so that it may be safely walked upon. Traps marked with a red T on the map.

"Oooooooh."

The party is able to continue along in this fashion with Jaender and Trask expertly finding and disabling the cushioned pit traps with remarkable efficiency. The group also finds three alcoves that contain nothing more than a switch. Upon spying the third switch, Ophiuchus cannot resist pulling one of the switches (perhaps he was urged on by the voices that trouble him). A loud click is heard to the south but nothing more happens. Switches marked with a green S on the map.

"Oh, dear.... dear meeeeeeee."

When the party comes upon the central pit, starting to disable it like all the rest, something strange is discovered on the pile of pillows within: a folded piece of parchment and a coin purse. Unable to overcome their curiosity, the companions retrieve the items. Inside the coin purse they find six platinum pieces. The parchment has a note written in Taldan upon it:

Three to open, but be quick, for the door will only open for those who work together.

Shortly thereafter, the companions discover an enormous and ornate door. It is locked by a very intricate mechanism that neither Jaender nor Trask find themselves able to pick (at least not during their first dozen or so tries).

"Woe! Woe!" The moans are coming from not too far beyond this door.

My assumptions in posting the above:

Like many parts that involve multiple rolls, that last bit is a pain in the bum to do over PbP. I assumed that Cyrus and Hamilton worked together to look for traps, and took 10 once they realized the type of traps they are facing. This makes for a perception "roll" of 19, and the trap spot DC is 15. They can also work together with disable device (since the traps are big enough) and there is no problems with re-trying or even taking 20. With a disable device of 20, they can mostly disable it with a successful aid another and Hamilton taking 10. They were able to eventually disable all the traps in this fashion. The door, however, was another issue entirely...

It was also easier to modify the image in Photoshop than in Google Draw, so the traps are "permanently" marked on the image. Each has been disabled by the clever trapfinders, however, so you may walk straight over them.

I figured this could either be a long series of rolls and Photoshop updates that bores everyone except (and maybe even including) Jaender and Trask, or I could just realize that taking 10 gets you there and expose the whole maze.

Your next moves are up to you! Please update your positions when you get a chance, but there's no immediate need to do so.

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 finishes his assessment, adds the arrows to his quivers (though allowing others to take some). FYI - blunt arrows just make the attack bludgeoning, rather than piercing... great for use against skellies. You still need to take the -4 to fire non-lethally, from what I understand. d20pfsrd reference, which matches APG.

"So, neither of you know the Light spell?"
Damn it, forgot to buy my Wayfinder - well, no big, he'll be getting the Shining Wayfinder after this scenario)

"Sven, the blunt arrows work better against skeletons. So, they must have known the nature of this place. But why would they even be here?"

Trask agrees with Jaender about goint east.

Cyrus'd!!!
FYI - taking 10 is absolutely cool. In table games I pretty much always start with that, anyways.

Trask moves to the door, and thinks about the note. "Sven, I want you to move to the northern switch, Vox, you go to the eastern switch, and Poochie, you take the southern one. Jaender, you and Rudi stay behind me. On the count of 'three', I want you all to throw your switches, and I will open the door.

"One... Two... Three!". Assuming everyone complies with his orders, he opens the door.


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

Trask finishes his assessment, adds the arrows to his quivers (though allowing others to take some). FYI - blunt arrows just make the attack bludgeoning, rather than piercing... great for use against skellies. You still need to take the -4 to fire non-lethally, from what I understand. d20pfsrd reference, which matches APG.

Forgot to remind you from my first post about them... these arrows are so blunt that they actually deal nonlethal damage only. No -4 penalty at least, but utterly useless against undead (who are immune to nonlethal damage).

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.
GM Damo wrote:


Forgot to remind you from my first post about them... these arrows are so blunt that they actually deal nonlethal damage only. No -4 penalty at least, but utterly useless against undead (who are immune to nonlethal damage).

Oh, interesting. I get it now... they were going to be part of the 'test'... attacking us non-lethally as we got through their gauntlet. Trask will pick up on that easily enough... and most likely roll his eyes over the revelation. He'll pass that on to the others

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' will go to his assigned switch, awaiting Trask's countdown impassively. He will throw the switch as directed.


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

Hamilton's plan is just the trick. With some switching and some quick footwork, the door is opened and the adventurers get through. It may easily be opened from the other side, allowing the switch operators to enter the corridors beyond.

The mournful wailing grows louder with each step toward the door at the end of this musty hallway. There are a host of bones strewn on the floor here, many of which are cracked and broken.

After some experimentation and cocking their heads in the right spots, the group determines that the wails are coming from the door to the south. If anyone tries the door, they realize that it is locked.

"Oooooooooh... oh, noooooo," the wails continue, louder this time.

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.

Since we are moving relatively fast, I took the liberty of moving us up.

Trask gets to the door. He'll check to see if the door has any obvious traps perception: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 Hopefully Jaender will help. If not trapped, he'll try and pick the locks.

First, he'll just try straight up. disable device on lock: 1d20 + 8 ⇒ (5) + 8 = 13. When that fails, he'll take the time to do it right (take 20, for 28).

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 stands near the door, no signs of impatience or irritation evident while he waits for Hamilton to gain entry to the next room.


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

The wailing continues as Trask picks the lock... assuming no-one tries to call out to the distressed creature beyond the door while he does so.

Trying to open the door, however, Trask realizes that it is barricaded. Will require a DC 10 strength check to open from this side.

When the door is tried, the wailing stops abruptly. The adventurers can hear some soft scuffling from within that also stops abruptly seconds later.

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:

While Trask is concentrating on picking the locks, "Oooh Mr. Trask, did you see me pull the lever. I must have gotten the special lever becasue when I pulled it the door opened. I am going to only pull the magical levers now so I can open all the doors. This is such a strange place, something is crying and that makes me sad. If it is like everything else here it is dead and was alive, because everything that was alive is now dead. Except us. I hope we aren't dead. Well Merian is dead, but she is with me. Would she be with me if I was dead? We might be together then, but she keeps telling me to live. I want to live because I love adventures, but when I am tired of adventures I can die then.

Mr. Trask the door isn't opening. I'll open it."

Strength vs DC 10: 1d20 + 3 ⇒ (18) + 3 = 21


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

Sorry, did I say "a" DC 10 strength check? I meant 2... but with a 21, you get the first two out of the way. Just one more DC 10 strength check to go.

Everything seems to happen in slow motion for Ophiuchus.

First, he gets a good running start at the door, and manages to bash it inwards farther than he expected.

Second, he sees through the narrow opening in the door inside the room. It is strewn with broken furniture, including the upturned table that still (just) bars the door.

Third, he sees a scared man shivering uncontrollably in the back of the room, holding a crossbow. Ophiuchus barely recognizes him, but is pretty sure it is Roldare from the village. Picture of Roldare.

Lastly, the frightened mess of a man at the back of the room steels himself and manages to steady his hands long enough to fire off the readied bolt, straight for the surprised oracle.

Crossbow, partial cover vs Ophiuchus' flat-footed AC: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Crossbow, crit confirm: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Damage: 1d8 ⇒ 3

I’m not going to say that combat has started yet, as you cannot physically get to Roldare and no-one with a ranged weapon could conceivably see past the crowd and the door to attack him if they wanted to. Feel free to post your actions as though in combat if you like, in a more roleplaying sense, or sit it out while you’re waiting to see what happens next.

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.

"Poochie! What's going on? Who or what shot at you?"

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

"Knock, knock. We are sorry for the disturbance, but no need to be shooting us. We're all friends here. Or if not friends, then perhaps allies, or at least mutual acquaintances. Could we have a friendly discussion?"

diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14

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 no, on no, on no. There is a man in there; he is from the village. I have seen him with the mayor. He ... shot at me. Why would he shoot at me? I was so scared, it came straight at my heart and I put my shield up just in time. I almost died and I have not finished adventures. Oh no, oh no, oh no I am hit too. I will be ok thougt friends. Did I say he is from the village, and he is alive, not dead alive like the others, but alive like us? If he shoots me again though he will be dead dead, like the people who are dead."

101 to 150 of 561 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Crypt of the Everflame Gameplay All Messageboards

Want to post a reply? Sign in.