DM Deinol's Crypt of the Everflame

Game Master deinol

Crypt of the Everflame by Jason Bulmahn


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M Human Bard / 3


Not sure what's going on here. Have we fast-forwarded burials? Did Anton take one of the clubs I pointed out? I'm not a front-liner. Tarric's got a good flat-footed AC, so I'm thinking he should bring up the rear. Anton, Yarroth, Drummer, Tarric? Or Yarroth leading with his cool ranger/rogue abilities?


"The sooner we purge this place of evil, the better. Onward, heroes of Kassen."


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Yarroth will lead..he can also keep his eyes out for any tracks...there is a woman that was taken by the undead that they promised to get back. Can you put up the map again so we know where we have been?? I think the only place left is down, but I am not sure.

Yarroth looks over his companions, old and new, and silently prays to the gods that they will be enough to suceed. Having walked through these trap-laden halls, Yarroth hopes that some of the tricks he has picked up to avoid or disarm the traps will come in handy.
"We already to move out? Can one of you magic-types create light? If I am at the front, please cast it on someting behind me. My elven sight will be up to the task of sorting shadow from reality!"


M Human Bard / 3

Drummer sings something to his silver mace, and it begins to glow softly, not quite as bright as a torch, but enough to see by.

Lvl 0 light spell... it makes dim light out to 20 feet, and will last 20 minutes before having to be recharged. I can cast them forever, so that's not a super big deal. If Tarric casts one too, we'll be up to normal light. Or we could use a torch or lamp..?


Male Taldan Librarian 1

I am considering that we properly disposed of the bones and our companions corpses unless you say otherwise.

"Um, light. Oh yes, I know an orison for that. Hold on a moment."

Tarric prays softly for a moment, his lips moving but you are unable to make out the words. He fingers the long loop of braid around his neck, then touches his shield, and it suddenly takes on a soft golden glow that illuminates the area around the group.

"Ok, I think that will work for a bit. I will be the rear defense as you suggested."


Male Human Fighter 3

Sorry, I didn't mean to skip ahead, just eager to get back to the action. If we were back outside the crypt dealing with the vetala remains, assume Anton looked for a heavy mace (not sure if he found one, your call DM) among the carnage there, or inside the crypt. I'd still like to use my mwk longsword whenever possible or practical, as I get a cumulative +2 on to hit rolls using it.


Anton finds a mace from among the supplies in the entry room of the crypt.

After giving the bones and your fallen comrades their final rest, you descend the stairs deeper into the crypt. At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.

The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”


Started Level 2 Map. Also updated on campaign info page.


M Human Bard / 3

"Yarroth, you're the scout. Which path looks most promising to you?"


Male Taldan Librarian 1

"So, we have a place to rest, and there is a gate somewhere. I would guess that the gate is in the tomb, and we use the wheel to raise it?"


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Yarroth examins the ways before him, checking the ground and walls for signs of recent movement.

Survival-Tracking: 1d20 + 10 ⇒ (20) + 10 = 30


M Human Bard / 3

Kick-ass! If a worm crawled through here you know what it ate for breakfast.


Yarroth:
The passage south doesn't appear to have had traffic in a long time. The passage east begins to slope down and is very moist. Footprints indicate some creatures traveled through the passage west in the last few days.


Yarroth?


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Sorry...darn work getting in the way of my fun!!

"It looks like someone, or sommthing has travelled through the western passage in the last few days. I suggest we follow these tracks, perhaps it is the missing girl!"


M Human Bard / 3

"Aye. Lead on!"


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Readying his heavy mace, Yarroth slowly travels down the western corridor, keeping his eyes peeled for traps or enemies.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.

The putrid, bloated corpse of a man in tattered clothing comes around a corner. You hear the sounds of more shuffling your way.

Anton Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Drummer Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Tarric Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Yarroth Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Zombie Initiative: 1d20 ⇒ 11

Everyone but Drummer gets to go before the zombies, who clearly have hostile intent.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

How many zombies can we see??

Yarroth moves forward and swings the heavy mace at the rotting corpse, wising he had kept his bow ready instead.

Attack-Melee: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


M Human Bard / 3

Once Drummer collects himself, he begins pounding out some good zombie-fighting music. +1 to hit and damage next round.


Male Taldan Librarian 1

"AAAAAAAAAAA"

Like a maniac, Tarric rushes forward and joins Yarroth in attacking the zombie.

Attack 1d20 + 3 ⇒ (16) + 3 = 19
mace smack 1d8+3[/dice]


Tarric's Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Tarric and Yarroth pound the zombie, which bursts from the force of their blows. They are splattered with putrid flesh. Three more zombies are shambling toward the group.

Tarric Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7
Yarroth Fort Save: 1d20 + 3 ⇒ (3) + 3 = 6

Anton is up then the zombies.


Male Taldan Librarian 1

"Are they supposed to explode like that?" Tarric spits goo out of his mouth.

Knowledge: dungoneering 1d20 + 6 ⇒ (19) + 6 = 25


Tarric:
That would be a knowledge religion check actually, since they are undead. Same bonus though, so I'll go with the roll. These zombies appear to be carriers of plague, which makes them prone to bursting when slain. There is a risk that you and Yarroth have been infected.


Male Human Fighter 3

Keeping his shield held high for both defense and to avoid any splatter, Anton wields his longsword, and attacks the nearest undead creature he sees.

Attack 1d20 + 7 ⇒ (18) + 7 = 25
Damage 1d8 + 5 ⇒ (3) + 5 = 8


To hit Anton: 1d20 + 4 ⇒ (4) + 4 = 8
To hit Tarric: 1d20 + 4 ⇒ (3) + 4 = 7
To hit Yarroth: 1d20 + 4 ⇒ (19) + 4 = 23
Yarroth Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Anton's blow smashes a zombie, knocking one of its arms clear off. It lurches forward to hit him with its remaining arm, but it is deflected harmlessly off the shield. Two more shamble around the corner. One attacks Tarric but he easily avoids the clumsy strike. The last manages to catch Yarroth off guard, slamming a rotted fist into his face.


Male Human Fighter 3

Oops, forgot to increase my BAB by one with the level increase. Updated all my info on the profile page.

This action technically comes after Drummer's and Yarroth's actions in the initiative.

Anton focuses on finishing off the zombie he partially dismembered.

Attack 1d20 + 8 ⇒ (10) + 8 = 18
Damage 1d8 + 5 ⇒ (1) + 5 = 6

"Disgusting filth!" Anton says, finding these slower targets easy to hit, but difficult to land lethal blows against, with them being rotting flesh and all.


M Human Bard / 3

Knowledge religion: 1d20 + 2 ⇒ (20) + 2 = 22


Drummer:
You've heard that some zombies are carries of disease, I'd be careful not to touch them.


M Human Bard / 3

"Fall back and attack from range. These things are contagious."

Drummer switches from drumming with his maces to stomping out a beat and readies his sling.


Male Taldan Librarian 1

"My thoughts exactly...but how do we do it?" Tarric says as he swings at another zombie.

Tarric smash 1d20 + 3 ⇒ (10) + 3 = 13
unlikely damage 1d8 + 3 ⇒ (8) + 3 = 11

Tarric's foot slips in a patch of the gooey zombie slime now coating the floor, causing him to loose balance as he swings at the zombie.


Don't forget the +1 to hit and damage from Drummer

Despite his uneven footing, Tarric's mace manages to connect with the zombie. Anton slices opens his opponent's abdomen, splashing himself with bile. The zombie collapses before him.

Anton Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7

Yarroth is up and then the zombies.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Yarroth cannot see a safe way to extract himself from the combat, so he swings his mace again.

Attack-Melee: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


M Human Bard / 3

Whenever my turn comes up... assuming there's a zombie I can get a clear shot at.

Sling to hit 1d20 + 4 ⇒ (18) + 4 = 22
Sling damage 1d4 + 1 ⇒ (4) + 1 = 5

Drummer spins and slings a stone against one of the zombies. "I don't know. Crush their legs and step back?"


Male Taldan Librarian 1

You just take -4 to shoot into melee Drummer.


Tarric Abol wrote:
You just take -4 to shoot into melee Drummer.

He still hits though, these things are slow.

Yarroth and Drummer finish off the last zombie, which collapses motionless to the ground. Looking around you find a pack in the recess of the southeast corner. There is a door in the south wall.

Map Updated. Who has Knowledge local or Knowledge History?

pack:
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, and a small handbill (of a type typically found posted in taverns). Although faded, the handbill clearly reads as a notice of employment, telling all those interested to meet at “The Ranger’s Lament.”


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Knowledge-Local: 1d20 + 5 ⇒ (20) + 5 = 25 Whoot...nailed that one!!

Yarroth attempts to clean the filth off his armour as best he can. "You said these things carry disease? I think we better make a point to go to the church after we return and have ourselves checked out...unless Tarric here has the power to heal possible diseases??"


Male Taldan Librarian 1

"Not that I am aware of. I might be able to tell if we are diseased though. But does it really matter at this moment?"

He thinks for a moment, his eyes scrunched up.

"I guess it won't hurt. Give me a moment."

Heal: check for disease Yarroth1d20 + 7 ⇒ (8) + 7 = 15
Heal: check for disease Tarric1d20 + 7 ⇒ (14) + 7 = 21
Heal: check for disease Anton1d20 + 7 ⇒ (19) + 7 = 26
Heal: check for disease Drummer1d20 + 7 ⇒ (4) + 7 = 11


Yarroth:
The clothes on these zombies look like modern styles, but they don't appear to be villagers. Could some other group have intruded into the crypt recently?

Tarric:
Anton, Yarroth, and yourself are infected with a disease. You'll need treatment in the next day or two. Drummer looks fine.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"It looks like the crypts have been visited by someone besides the villagers. The cloths on these zombies is new, but not of the same make as the village. Who else could be here and why?


Male Taldan Librarian 1

"Well the good news is, that I know that we are sick. The bad news is that we need treatment in a day or two or we are going to get really really worse."


Male Human Fighter 3

Anton groans when he hears Tarric's proclamation. "Well then, I suppose we keep going for now, and find a priest or an experienced healer when we get back - we are going to make it back, I'm sure of that.

Anton puts his hand to his forehead, as if checking for a fever. "I'm not feeling too bad...yet.

"Yarroth, any idea who else would possibly want to venture into this forsaken place? If I find out they're responsible for raising these undead, I swear to Desna I'll know the reason why." he says, raising his sword menacingly.

"Let's investigate that pack over there, and continue onward through the door to the south"

Anton ruffles through the pack, looking for clues as to the identity of the zombies prior to their transformation.

Assume I show the contents to everyone, since I'm probably not going to make any useful knowledge checks.


M Human Bard / 3

Let's try a knowledge check to see if I've heard of the Ranger's Lament... I've played my share of inns.

1d20 + 2 ⇒ (12) + 2 = 14


M Human Bard / 3

Drummer ponders the items from the pack.

"Well, it's unlikely these gentlemen knowingly hired on to be turned into pestilent undead monsters, but perhaps we can find the fiend who killed them, and so many of the good people of Kassen town."

Then he looks over the band of heroes as he contemplates their next move.

"Yarroth, are you as badly hurt as you appear? If so, Tarric or I should look into helping you out."

"Anton, you're the one we'll be looking to for the heaviest fighting; I'd recommend you hang onto that potion."


Drummer:
You don't recall a tavern of that name.


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

Yarroth looks up at drummer and nods his head wearily. "Lucky shot by one of those foul beasts. If possible I could use some healing."


M Human Bard / 3

Drummer sings a calming song and rests his hand on Yarroth's shoulder. After a moment, a soft golden glow spreads from his hand.

CLW 1d8 + 1 ⇒ (4) + 1 = 5

"I should save some for the next fight. Tarric, can you help?"


Male Human Male Human Ranger-2 | Init +3 | Spell Slots: 2/2 | Spell DC 11 | AC 15 HP 20/20 | S+4/D+5/C+2/I+0/W+1/C-1 | Perc +3 | HD: (d10) 2/2

"No, no...that is good. I am feeling much better now. Please save further healing for later..I am sure we will need it!"


M Human Bard / 3

"Very well. Are we ready to press on? The crypt can't go much farther."


I'm assuming you are ready to go through the door to the south then.

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. The floor runs along the pool on both sides to another door. A lowered portcullis blocks the way just before the other door.


Male Human Fighter 3

Anton sees the lowered portcullis barring the way, and starts looking for a lever or mechanism to open it, staying a cautious distance from the murky looking water.

Perception 1d20 + 1 ⇒ (19) + 1 = 20

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