Crypt of the Everflame! (Inactive)

Game Master Jellyroll

Crypt, lvl 1
Acquired Equipment

Init:

[dice=Hessiel]1d20+6[/dice]
[dice=Leb]1d20+3[/dice]
[dice=Mordack]1d20+8[/dice]
[dice=Giltman]1d20-1[/dice]
[dice=Cazithiel]1d20+8[/dice]


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Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

everyone going to move their characters next to mine. the door opened was described by my character's position. If combat happens I'd rather you all not be 100 feet away.


I couldn't agree with you more Mordack. Thank you.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Romance gone bad you think? Kinda makes sense. Nicolae says smiling before searching the new room.
Perc: 1d20 + 5 ⇒ (18) + 5 = 23

I do 95% of my postings from mobile. I cant move my icon on the map most of the time. Could someone move me to the front roll please.


It's all good, just try to move more often or tell me where you'd like to move.

I'm going to assume you are moving to the door leading out of the room, you find no traps BUT the hinges only open inward. Nicolae also notices they appear to be spring loaded...

Glancing into the room reveals a single pillar in the center of the room which supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of blunted arrows jut from holes in the pillar, facing every direction.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

That does not look good.
Nicolae takes his time to do a carefull search.
Take 20 for 25 on perc to search for traps in the room.


Do you step in to the room to check or is this a cursory 5' entry way search.

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

Yeah, you can't really take 20 on checking for traps without walking right up to the thing you're checking on. You could take 10, though.

Giltman will look for traps from the doorway: Perception: 1d20 + 3 ⇒ (3) + 3 = 6

He thinks there's a pillar, that's about it. He might not even see the pit in the ground around the pillar. :-S

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

"We found blunted arrows earlier, didn't we?" Cazithiel muses, as he approaches with Nicolae. "Were they coming to refill them?"

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Well I see a giant pillar full of loaded crossbows. I can guess its a trap of some sorts. I am not searching for it, I see it. I am searching for activation devices. I would start in the area around the door before going in and then make my way to the pillar slowly searching. That is what I meant by taking 20.

Yea, probably.


Nicolae notices how the doors spring loaded hinges will close once pressure is released from the door. Essentially closing behind someone who walks into this room.

The area immediately beyond the door is free of pressure plates, explosives, corrosives, etc...

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Can it be open from the inside once its closed?


The door has handles on both sides but beyond that you don't know.

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

Mordack holds the door open. updated position, or if I got to be on the south end of it, just let me know

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Giltman are you hurt? I suggest we all heal to max before going further. I have a wand if needed. After the party have healed themselfs:

Going to try to get to the pillar to inspect it. Hold the door open if we have to run. Slowly Nicolae moves to the center pillar going around the pit to the bridge while searching for unwanted surprises.
Taking 20 for 25 in perception as he goes. If not allowed:
Perc: 1d20 + 5 ⇒ (20) + 5 = 25

How deep is the pit?


"CLICK, Click, click""

As Nicolae steps into the room Mordack feels the weight of the door slighly increase as if it's trying to close.

The pillar begins spinning!
The pillar now begins firing!

1d4 ⇒ 2

Nicolae
1d20 + 10 ⇒ (17) + 10 = 27NL dmg: 1d8 ⇒ 4
1d20 + 10 ⇒ (14) + 10 = 24NL dmg: 1d8 ⇒ 4

Mordack
1d20 + 10 ⇒ (18) + 10 = 28NL dmg: 1d8 ⇒ 3
1d20 + 10 ⇒ (10) + 10 = 20NL dmg: 1d8 ⇒ 7

Cazithiel
hallway cover bonus: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16NL dmg: 1d8 ⇒ 5
hallway cover bonus: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13NL dmg: 1d8 ⇒ 6

Surprised by this blunted yet painful onslaught the adventurers...do what?
The contraption does not appear to be letting up either.

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

Giltman immediately drops prone in the hallway, afraid of taking enough damage to knock his currently-fragile self out. He will then pull out his wand of cure light wounds and use one charge per round on himself until he's at full health.

Yeah, should have healed myself before, but that was totally my fault for not paying attention! LOL!

clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (2) + 1 = 3

That gets me to 17/18, using three rounds to do so.

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

I'm pretty sure Mordack is unconcious, someone has to drag his body out of the room. and he is at 6 of 8 HP. also, if anyone has disable device, roll it

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Was there no chance to detect it or the DC was just too high? How deep is the pit by my side?


@Mordack, yup. Unconcious from NL dmg
@Nicolae, Trap was triggered when you opened the door. The mechanism was timed to activate after one round from when you opened the door.

The contraption keeps spinning and reloads itself!

Do you run out of the room or stay there and take the beating?

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

Can someone please grab Mordacks body and drag/carry him out of the room, he cannot walk out himself as he is unconcious. If you grab him around the corner pull through this door or grab him and drag him out the east door, otherwise he will take constant beating and he will die as he starts taking lethal damage.

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

Giltman will grab and drag Mordack out, and once everyone is out he'll let the door shut on the arrow volleys.

Strength: 1d20 + 3 ⇒ (10) + 3 = 13

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Cazithiel assists with dragging Mordack back around the corner of the hallway and let the arrows fire while they're safe from cover.


Filled with concern for their downed brother in arms, Caz and Giltman rescue him from certain death! After all parties have left the room and Caz closes the door you hear the contraption fire again, and again, and again...for one full minute.

After the contraption stops firing the door 'clicks' and swings open. All doors in the room are now ajar, W, E and S doors. The room is also filled with hundreds of blunted arrows.

Being the curious adventurers you are someone peaks beyond the southern door seeing continuous carvings of mourners running along the walls leading to a downward staircase on the south side of the room.

Map updated

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

Mordack just lays there sleeping, unless someone wakes him up. which would probably take a cure spell or one hour later I think he would wake up.

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

Giltman pulls out his wand of cure light wounds and heals Mordack.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Should be up to full now, yes?

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

That was deadly.
Nicolae gives Giltman his own wand and asks him to heal him too. Then he inspects the south passage and door for traps.
Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Perc: 1d20 + 5 ⇒ (5) + 5 = 10

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

Giltman also keeps an eye out for more traps, and kicks hundreds of blunt arrows down the pit so that he doesn't trip on them. He also collects a few in case they come in handy.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance
Giltman Pennywhistle wrote:

Giltman pulls out his wand of cure light wounds and heals Mordack.

[dice=CLW]1d8+1

Should be up to full now, yes?

thank you as mordack wakes back up to full HP he had 8 nonlethal and 2 lethal damage, but healed 8, unless that heals 8 nonlethal and 8 lethal damage, then yes, he is back at full

I am usually good at sensing where traps might be place, I kind of failed to see that one coming.

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

Magical healing does heal nonlethal damage equal to the lethal damage it heals. :-)

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

Mordack just hangs back and waits for everyone, he only has at wills left so he can't go ahead of everyone as without his MM left for the day, he is not as brave.

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Cazithiel takes the lead. "We should likely take the south from here. Let us see what else this trap guards."


You find nothing in this room which suggests the trap was guarding a significant treasure horde or the flame itself. There is a southern door leading to another room, described above. The eastern door leads to an area previously traveled.
You can rest if you'd like...

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

Mordack moves. lets rest after we have secured the room below. Game wise I know you would not let anything come into our room if there was something there to the south, not even sure if that is even legal in a PFS game to do or not. But roleplaying wise, if there is something there to the south, it is best to clear it out, so characters don't worry about it opening the door to come get us and then we can rest in that room below once we have made sure it is safe.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

You can rest anytime you want in PFS. In some cases, mostly modules like Thornkeep, its recomended that you rest because that place is a death trap. But depending on the scenario resting can make you fail at its mission because some of them have in game time retrains. Like save the kidnapped lady in the plane of shadow before the portal back to the material plane closes at dawn...

Slowly and carefully Nicolae opens the south door and checks the room beyond.

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

I was questioning whether or not it is legal for a DM to move monsters in a dungeon in PFS, to make things realistic even if noone has been in the next room to see the monsters. If PC characters can move from room to room, why not NPC monsters? as I couldn't imagine them standing/sitting in one spot for hours.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

From what I have been told the PFS scenarios come with the enemy's tatics included for the challenges featured in them. I have seem enemies withdraw, regroup and charge back in PFS and also spellcasters ambush the party with AoE spells like color spray. So having the enemies play smart in a scenario is commom enough.

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

"Let us clear this level, my friends, and then we can hopefully take a well-deserved break!"

Giltman follows Nicolae to the door leading to the South room.


When Giltman and Nicolae enter the room,
Roll Perception checks please

DM:

1d20 - 1 ⇒ (10) - 1 = 9

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

Giltman is not terribly perceptive at the moment....

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Perc: 1d20 + 5 ⇒ (6) + 5 = 11
Nicolae starts to whistle a merry tune.


Immediately before Nicolae begins whistling he notices something odd near three of the 'carved mourners'. Odd being pools of blood with slightly hidden bloody skeletons and especially odd because they are beginning to move!
Nicolae, you have a surprise round

Initiatives:
Cazithiel, Leb, Giltman
Skeltons
Mordack, Nicolae

Init:

Nicolae: 1d20 + 2 ⇒ (10) + 2 = 12
Leb: 1d20 + 3 ⇒ (10) + 3 = 13
Mordack: 1d20 + 8 ⇒ (4) + 8 = 12
Giltman: 1d20 - 1 ⇒ (14) - 1 = 13
Cazithiel: 1d20 + 8 ⇒ (10) + 8 = 18
Bloody Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Cazithiel prepares by pulling out his sling and loading it.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Man those undead are really terrible at stealth lol!

Nicolae chokes on his whistle immediatly drawing his silver maces.

Plz move my icon to the front line.


@Cazithiel, Leb and Giltman, you three have a full action now.

Liberty's Edge

Male Gnome (lava)
Mutagen Stats:
Alchemist 2 [HP:15/15 | AC:24 | T:16 | FF:19 | Init:+7 | Perc:+4 | Darkvision(60') | CMB: +0 | CMD:17 | Fort:+3 (+2 vs. poison) Ref:+8 W:+0 (+2 racial vs.. fear/despair, +1 trait vs. enchantment)]] |Bombs:6/7|Mut:0/1

Leb pulls out a flask and downs it.

Drinking an extract of shield.

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

Giltman will move forward into the room, drawing and throwing one of his light hammers at the skeleton in front of him!

Ranged light hammer: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

He tosses the hammer very wide. "Oh my, that was a horrible throw! I should really practice my tossing some more!"

Next round he'll draw another hammer and attack in melee with it.

Grand Lodge

Male Elf Cleric 2 [HP 15/15, AC 17/ff 13/t 14, Fort +4, Ref +5, Will +7, Init +8, Per +3, Spd 40', ToD 6/6, DS 6/6, Channel 2/2]

Cazithiel moves up from around the corner and lets his sling bullet fly!

Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d4 ⇒ 3


The bloody skeletons shamble forward and attack with clawed hands!

vs. Cazithiel
1d20 + 2 ⇒ (10) + 2 = 12dmg: 1d4 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (5) + 2 = 7dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Edit! Provoking AoO from Giltman

vs. Nicolae
1d20 + 2 ⇒ (1) + 2 = 3dmg: 1d4 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (8) + 2 = 10dmg: 1d4 + 2 ⇒ (4) + 2 = 6

vs. Giltman
1d20 + 2 ⇒ (20) + 2 = 22dmg: 1d4 + 2 ⇒ (2) + 2 = 4 - Muahahahaha!
1d20 + 2 ⇒ (8) + 2 = 10dmg: 1d4 + 2 ⇒ (3) + 2 = 5

The party is up!

Scarab Sages

Male Human #135676-1 Sorcerer fire elemental Bloodline-4 HP:30/30, Speed:30, Init:8, AC:18, T:13, FF:16, Fort:3, Ref:3, Will:4, Perc:2, 5 fire resistance

Mordack moves up and casts acid splash on the monster in front of nicolae. engaged in melee, so -4 penalty. hit: 2 - 4 + 1d20 ⇒ 2 - 4 + (16) = 14 vs touch.
damage: 1d3 ⇒ 3 acid damage.

Silver Crusade

Male Human (Adopted by Gnomes) Warpriest 4, AC 16, T9, FF16, (CURRENT AC 17/T10/FF17, 3 DEX DAMAGE); Init. -1; CMD 14; hp 24/24; [ON FIRE] Fort+5, Ref+0, Will+7; Percept. +3; Diplom. +9; Fervor 5/5; Blessings 7/7; Sacred weapon 4/4 rounds

"These things are gross, my friends! Let us destroy them as quickly as possible!"

AoO with shield bash: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Giltman swings his shield around to try to slam the skeleton that is heading toward Cazithiel, but his swing is wide.

Pulling out another hammer and attacking the skeleton right in front of him with his hammer!
Light hammer: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Giltman's hammer hits home on the skeleton, crunching into bloody bone!

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