DM: Dave the Dwarf's Shattered Star

Game Master Gandrik Th-kar

Maginmar

Loot

Current Battle Map

Crow Map

not in use

Characters

Notes


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2 more explode when Nalun goes

I'll have Shalee shoot real quick.

1d20 + 6 ⇒ (8) + 6 = 14
1d8 ⇒ 8

And the last zombie explodes!


Great tatics guys you totally negated the danger of that encounter.


I think this game is going to have to be on hold for a bit. 3 of our 5 players are traveling. We will pick up when at least 1 or two of them get back


M Human

Okay, but don't cancel it! I dig it too much to lose it.


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

I concur!


No not canceling just put on hold till some people get back is all. Hopefully we will get started again on Monday.

Please post here when you are available to play again. Yorn, Shalee, and Kierra.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Monday afternoon at the latest. By the way...anyone else going to GenCon?


I wish I was going to GenCon. Maybe one day...lol


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

I'm actually traveling the next few days too, funnily enough. I'll be back Thursday. Good timing, everyone :)


F Human Fighter 4

I'm back!


I hope to start back up Monday!


Yorn should be back this afternoon.

If you look at the map you are in that circular room where all your tokens are at. I will put a google link up in a sec. I am messing around with the map it will hopefully be better looking soon. That was just something to waste time on Friday afternoon.

Zombie gunk covers every surface now although it is quite harmless it is gross.

You can keep exploring down the West corridor or you can check out South or East.


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Nalun shudders at the zombie gunk...and walks gingerly to avoid touching any of it.

Hey guys lets go this way

Nalun indicates away from where the zombies came from.


Check out the new map.


Although the zombies carry nothing of value, a recess in the southeast corner of the room contains one of their packs. Sitting atop a large bloodstain,this pack holds some rotten rations, a map (detailing the
area and pointing out the entrance to the crypt), a potion of cure moderate wounds, a pouch with 13 gp.


Yorn Checks the door for traps and finds none.

Now that we got a map I need line order.

To speed things up I am going to guess at it for now but I want you to post default line order ASAP.

Yorn sneaks in the chamber taking 10 on stealth.

He comes back quickly and tells the party what he saw.

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. He tells you he sees no monsters and that the passageway leading out of the chamber to the south is blocked by a heavy iron portcullis.


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

Unless otherwise noted, Mark will be just behind Shalee, the Face, and Yorn, the Scout. Maggie will likewise be at his side, or watching our back.

Mark is interested in checking out the room. After Yorn gives the all-clear, he moves inside, not getting too close to the pool.

Do I see any mechanism for opening the portcullis? A switch perhaps, or a pulley? If not, Mark will try the portcullis' weight.

Strength check: 1d20 + 4 ⇒ (7) + 4 = 11


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Nalun will usually bring up the rear, unless of course he is reading a book in which case he will wander around the party aimlessly and occasionally wander past the lead members.


Anyone entering this room cannot help but catch a glimpse of himself in the reflecting pool. Those who gaze into the pool see a horrid, rotting reflection that slowly turns to murder the others in the room.


F Human Fighter 4

"Whoa. Guys. This pool ..."


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

What are you talkin about Sha... Nalun trails off as he gets a look in the pool.

AHHHHH! Nalun hustles to the doors in the south and begins frantically beating at the bars.


The gate is down and does not budge. When you calm down you rember reading "To the east lies the wheel to open the gate"


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

Mark isn't paying attention, having focused on the portcullis. Absently, over his shoulder, he calls out "What about it?"

Then he slaps his forehead, remembering the sign from earlier. Thanks Dave. He turns around to face Shalee, then looks down at the pool himself. (Without getting too close).

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Yorn sees the reactions of his friends and can't resist looking into the pool.


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

If nothing untoward happens except the disturbing image, Mark will curl his lip in disgust, and then begin searching for that wheel to open the gate.

"If something DOES decide to try and mess with us, I'll be waiting for 'em," Mark growls, pitching his voice a little deeper to make himself sound more intimidating (hopefully).


After Nalun is done screaming you hear laughing from the other side of the gate. It sounds like it is coming from a far ways off not just the next room or even the room after that.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Yorn stifles a gout of vomit upon seeing the image and backs away from the fountain.

"I don't like the idea of us being laughed at. Let's go back and find that wheel for the gate, yeah?"


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Detect Magic on....everything, while Yorn searches around.


The pool is magic of course but thats it.


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

I think Nalun is looking to do this, as per the spell: " The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.)" :)


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Correct Mark. Also, assume I'm taking 10 each time for a result of 18.


Im saying there is no information to be gained

Its a magic trap dc11 will or be affected by fear for 1d4 rounds. I did not do the roll in favor of roleplaying.

Lets move on. You will have to backtrack or find a small size creature to squeeze through the bars.


Female Human Oracle 1

Kierra follows the rest of the group into the small chamber. Upon seeing Yorn wretching, Kierra walks over to him, and sets her hand on his shoulder.

"Yorn are you okay? Breathe deep..."

At this, Kierra looks down at the calm murky pool. Shocked and disgusted by her disturbing visage, Kierra shouts, "Gods! My face! Oh, I'm gonna be sick too..." Stifling her own reaction, Kierra calms herself. "Why are they fighting each other?"


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Humm, well Yorn I can make you bigger, but not smaller good buddy.

Nalun ponders a bit...

Reminds me of this book I read called Diminutive Dwarves of the Deep, it was about Derro, which in fact bear no relation to Dwarvenkind but do indeed bear a resemblance to fey creatures. Nalun rambles on about Derro, Drow, and the Underdark.

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

Yorn flashes Kierra a smile before clearing his throat. "Umm, yep. I'm okay. I think we need to backtrack. Let's go, yeah?"

Yorn moves to the previous area and suggests they go east to 'the wheel.'


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

Mark follows, Maggie by his side. Listening to Nalun ramble is confusing him.


Yorn scouts ahead and returns with this info.

The hall ahead splits to the left and right. The corridors start filling up with water both ways.
To the left the corridor the water gets to two feet deep. At the end of the corridor is a swollen wooden door, barely contained by its decaying frame. I listened at the door and I heard the faint sound of frogs croaking.


To the right I found a strange blue fungus covering the walls, ceiling, and pillars of the waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses—three large rats and one giant frog—with strange burn marks all over their bodies. The water in that chamber is a little over a foot deep.


F Human Fighter 4

"Euuuuch."

Grand Lodge

M Half-orc Rogue 4 HP: 35/35 AC: 17, F:3 R:5 W:1 CMD: 19 Perc:+6 Init:3

"Something about the fungus really creeps me out, guys. At least in the other room there are frogs croaking which means they're alive and not...well...croaked like in the other room. I think we should go left."


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Nalun thinks to himself about fungi knowledge whatever: 1d20 + 8 ⇒ (20) + 8 = 28

Guys, I might know something...


F Human Fighter 4

"Oh, you read 'Forman's Frank Guide to Fungi, Feces, and Fountains' too?"


The fungus growing on the walls of this chamber is a rather dangerous hazard known as azure fungus. As a byproduct of its growth, the fungus builds up a charge of electricity that it releases in bursts into its surroundings. Normally this can be detected by a faint sizzling noise coming from the fungus. In this chamber however, it is a bit more deadly: the water that fills the room conducts the current.
The azure fungus is sensitive to touch and discharges its electricity if contacted. If anyone tries to move through the water at a speed greater than 5 feet per round, the fungus discharges from the impact of waves and splashes. Otherwise, the fungus discharges randomly once every 1d10 rounds. When the fungus discharges, all creatures in this room or adjacent to a square in this room take 3d6 points of electricity damage; a DC 14 Fortitude save halves the damage. Creatures that are not touching the water are immune. After a discharge, the fungus cannot discharge again for 1d6 rounds. Scraping it from the wall kills it and takes 1 round per 5-foot- square patch. Azure fungus is immune to electricity and fire, but any amount of cold damage causes one 5-foot patch to become inert for 1 hour. This room is not safe to traverse unless the patches on every wall adjacent to the water are destroyed first.

Nalun you know all of this. Lol Shalee!


Male Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Shalee, you've read Foreman Frank's work! I love his take on the defecation mannerisms of gnollkind he has tons of insight into how their markings also tend to show a pattern in spray... Nalun trails off as he realizes that Shalee was messing with him.

Guys, stay out of the fungi room. Until I can think of a way to get past the deadly fungi


F Human Fighter 4

"It's in my Top Five books on poop."


Frogs it is!

As you make your way to the swollen door the water gets as deep as 2 feet. Its not real fresh either. It looks as if Mark and Yorn pull on the door together it will open.


Male Human Druid 1 0/0 XP 19/19 HP 1 Armor

I will certainly do so. Maggie stays at the edge of the pool - she likes to play in fresh water sometimes, but this certainly doesn't qualify.


The 2 of you force the door open and it comes off its frame.

The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus.
The water is 3 feet deep. Medium creatures treat each square in this room as difficult terrain. Regardless of a creature’s size, the water hinders any action requiring an Acrobatics check (increase the DC by +2)

A large frog has made this chamber its lair, having ventured here through the hole in the ceiling. This frog is rather hungry and attacks Mark on sight. You are not supprised but it was ready for you.

Combat round 1.


I want to see how using that map works. I got your Avatar pics loaded on it now so it is much easier to use. I know Nalun is a pro at google docs so lets see how tactical combat works here.


Initiative:

Nalun's Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Yorn's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Mark's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Maggie's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Shalee's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Kierra's Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Frog: 1d20 + 1 ⇒ (14) + 1 = 15

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