DM Deinol's Crypt of the Everflame

Game Master deinol

Crypt of the Everflame by Jason Bulmahn


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Yarroth's arrow strikes true, piercing the thick hide of the enormous frog. Anton rushes toward the injured frog, water splashing as he wades in. His powerful blow cuts the frog right between the eyes and it falls dead.

To hit Anton: 1d20 + 5 ⇒ (12) + 5 = 17
To hit Anton: 1d20 + 5 ⇒ (3) + 5 = 8

Two more frogs emerge from the water and attempt to bite Anton. He easily wards away their blows with his heavy shield.


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 tracks one of the other frogs and sends an arrow its way.

Attack-Ranged: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


M Human Bard / 3

Drummer tries again with his sling.

should have been +3 last time. Didn't matter, of course.

To hit 1d20 + 3 ⇒ (2) + 3 = 5
Damage 1d4 ⇒ 3

and misses again.


Male Taldan Librarian 1

The ball of light in Tarric's hands has grown to the size of an apple, when he grabs it in his right hand and tosses it past Yarroth, Anton and Drummer into the swamped room. The ball lands in the water with a plop, then with the sound of rushing wind, expands and vanishes, leaving a silver and grey dog in its place. The dog growls once before pouncing on the frog to its right.

Celestial Hound round 1 of 2 (disappears at start of Tarric's next turn) 1d20 + 3 ⇒ (2) + 3 = 5
dmg 1d6 + 3 ⇒ (2) + 3 = 5
Free Trip attempt if hit vs. CMD 1d20 + 3 ⇒ (10) + 3 = 13

Tarric cannot get into the room right now, so he is delaying.


Male Human Fighter 3

Anton strikes back with a sword thrust at one of the giant frogs trying to tear him apart with a maw full of teeth.

Attack 1d20 + 8 ⇒ (16) + 8 = 24
Damage 1d8 + 4 ⇒ (1) + 4 = 5

DM:
I misplaced my hand written character sheet, so I'm going through all my numbers again. I seem to have inadvertently adjusted my damage rolls up at some point (flanking maybe) and then didn't adjust it back down. I should only be adding the +4 STR modifier on damage rolls, the attack roll bonus is correct at +8. (BAB +2, +4 STR, +1 mwk longword, +1 weapon focus (longsword)) Sorry, I tend to obsess about the details. I want to make sure I'm doing everything right!


To hit Yarroth: 1d20 + 3 ⇒ (3) + 3 = 6
To hit Anton: 1d20 + 5 ⇒ (1) + 5 = 6

Anton slices a frog. It tries to bite back, but is distracted by the pain. Yarroth's arrow strikes true. The frog's tongue lashes out at him, but falls short.

Anton:
That was probably the +1 to hit and damage while drummer was performing


M Human Bard / 3

Frustrated by his horrible aim, Drummer steps forward with his maces and tries to flank one of the frogs.

To hit hvy mace 1d20 + 1 ⇒ (20) + 1 = 21
To hit lt mace 1d20 + 1 ⇒ (8) + 1 = 9

Damage hvy mace 1d8 + 1 ⇒ (2) + 1 = 3
Damage lt mace 1d6 + 1 ⇒ (4) + 1 = 5

Critical threat on hvy mace 1d20 + 1 ⇒ (13) + 1 = 14


Drummer steps up and knocks a frog hard on the head. It slumps down underwater and remains still.


Male Human Fighter 3

Not sure where we're at initiative wise - not meaning to cut anybody off!

Anton turns to face the remaining giant frog. Seeing how effective his powerful swing was against the first one, he attempts to put all of his strength into his attack again.

Power Attack 1d20 + 7 ⇒ (8) + 7 = 15
Damage 1d8 + 6 ⇒ (4) + 6 = 10


M Human Bard / 3

Same here. I figure every turn I'll put in my action and Deinol will take care of what happens when. Yarroth and Tarric and the dog are still up, I think.


Sorry I disappeared over the weekend. I had an out of town guest and probably tried to squeeze too much into 2 days.

Anton slashes the last frog and it falls over, dead. The hole in the ceiling seems to lead up through a natural tunnel in the rock. It must be how the oversize frogs made their way in here. Floating in the northern corner you find a half eaten corpse. He has little of value left except a gold ring set with a single aquamarine and a pouch with 24 gold coins. There is another waterlogged door to the south.


M Human Bard / 3

"May as well smash the door while Tarric's summoning persists. Yarroth should probably chck for traps first, though."


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 examines the door, to make sure there are no unexpected surprises.

Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22


Map Updated

You bust open the door without incident. There is a hallway that leads south, still submerged in water. It continues for about 20 feet before a branch leads west, but the hall goes another 20 feet south before opening out into a larger room.

The western branch goes only ten feet before it opens up into a smaller room. A strange blue fungus covers the walls, ceiling, and pillars of this 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.

There looks to be a hallway heading further west from that room.


M Human Bard / 3

knowledge check for the fungus 1d20 + 2 ⇒ (9) + 2 = 11


Drummer:
Molds are fungi that can be found both outdoors and indoors. They grow best in warm, damp and humid conditions. Mold can cause health problems.


Male Human Fighter 3

"I'm not touching or going near those things, whatever they are." Anton says, looking at the strange plant growth in the western room.

"Do we take a look, or continue south? We can also try to quickly get through the mushroom room, but it looks like something in there might have killed those creatures."

"This whole place feels damp and stinks of death, like a swamp."


M Human Bard / 3

"South first. I'm sure the wheel is behind that fungus, but I don't want anything sneaking up on us."


M Human Bard / 3

DM:
Is it out of bounds for me to use mage hand to float a torch into the fungus and burn 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 nods his head in agreement with Drummer. "I do not really wish to go into that room! Lets continue south and see what we can find."


You continue south to the next room. This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber. You see four skeletons lurking under the water in the room.

Skeleton Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Anton Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Drummer Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Tarric Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Yarroth Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

Drummer:
That could work, although the dampness of everything in the room may make it difficult to catch things on fire.

Yarroth then Anton then Drummer before the Skeletons.


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 steps forward and strikes one of the skeletons with his heavy mace.

Attack-Melee: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Male Human Fighter 3

Anton quickly switches to his mace, having learned his lesson the hard way about his chosen weapon's effectiveness against skeletons last time.

Attack 1d20 + 6 ⇒ (4) + 6 = 10
Damage 1d8 + 4 ⇒ (1) + 4 = 5


M Human Bard / 3

After Anton
Drummer steps forward with his maces and

To hit, heavy mace: 1d20 ⇒ 10
To hit, light mace: 1d20 ⇒ 20

Damage, heavy mace 1d8 + 1 ⇒ (5) + 1 = 6
Damage, light mace 1d6 + 1 ⇒ (5) + 1 = 6

Critical threat, light mace 1d20 ⇒ 17

pummels it with his light mace.


Yarroth Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Anton Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Drummer Perception: 1d20 + 1 ⇒ (20) + 1 = 21

Anton Swim check: 1d20 + 2 ⇒ (1) + 2 = 3

Yarroth wades into the room and swings at a skeleton, but misses. Anton steps forward to go next to him and suddenly sinks into a deeper section of water. Drummer notices the edge of the underwater pit and makes his way to the other side of Yarroth. His blow lands true and the skeleton's skull is crushed. The remaining bones sink back below the surface.

Two skeletons approach Drummer and Yarroth.

To hit vs Yarroth 1d20 + 2 ⇒ (6) + 2 = 8
To hit vs Drummer 1d20 + 2 ⇒ (13) + 2 = 15

Under the water, another skeleton attacks Anton.

To hit vs Anton 1d20 + 2 ⇒ (15) + 2 = 17
To hit vs Anton 1d20 + 2 ⇒ (13) + 2 = 15

One of the skeleton gives Drummer a deep scratch with its claw.

Damage to Drummer 1d4 + 2 ⇒ (2) + 2 = 4


Male Human Fighter 3

DM:
Actually I seem to have a +8 to Swim checks, but let's just play it as is for now.

Struggling with the sudden drop into the deeper water, Anton attempts to pull himself back out of the water pit and find some solid footing.

Perception 1d20 + 1 ⇒ (7) + 1 = 8
Swim 1d20 + 4 ⇒ (2) + 4 = 6

I'd consider it fair if I provoked attacks of opportunity while thrashing around and trying to get my bearings in the water, especially considering I can't seem to swim very well at the moment. I would try to grapple them, but skeletons can't drown, as far as I know.


Anton:
Is that including the armor check penalty for your mail? Do you have something that reduces that? (I know fighters do eventually).


Male Human Fighter 3

DM:
Armor Training doesn't come into play until I hit level 3 (reduces AC check penalty by 1, increases max Dex bonus by 1) so it doesn't apply here. The net result is I make Swim checks in armor at +4 (-4 Armor Check Penalty for Scale Mail) It was one of the only strength based class skills I had, so I put some points into it. It still wouldn't have made a difference on the skill check dice roll, which was a 1! My last post was a goof on my part, should have been +4.


M Human Bard / 3

Still looking for a move from Tarric, (autocorrect hates all these names) but I'll line up my next rolls in a spoiler just in case. If Tarric happens to turn or destroy all the skelletons, I'll fish out a rope and try to rescue Anton.

attacks:

mace to hit 1d20 ⇒ 10
lt mace to hit 1d20 ⇒ 6

mace dmg 1d8 + 1 ⇒ (4) + 1 = 5
lt mace dmg 1d6 + 1 ⇒ (1) + 1 = 2

Hissing at the pain of his wound and surprise at Anton's disappearance, Drummer swings wildly with his maces and misses.


Male Taldan Librarian 1

Sorry! I just got back from a trip to Guam. I was certain that I would have internet access in the hotel, but they repeatedly failed to get me connected up over the 3 days we were there. So I was incommunicado.

"More skeletons! Great! This place is starting to bother me!

Tarric wades forward, pushing the water in a wave before him as he heads for the skeleton menacing Drummer. Moving to flank the skeleton as best he can, Tarric menaces the ambulatory ossified cadaver, swinging his mace in a whistling arc the moment it turns its attention to Drummer.

Smashing attack 1d20 + 3 ⇒ (1) + 3 = 4

An unseen rock under the water catches at Tarric's foot as he moves his feet to swing, causing him to stumble and miss the opening.


Male Human Fighter 3

Do the skeletons in this crypt have the curse dice spell-like ability? :)


Yarroth has a turn before the skeletons go again. No, it's not the skeletons with a curse dice ability. That's just me. ;)


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

Very sorry was unexpectedly out of town for a day or so...

Yarroth steps forward and strikes at the skeleton in front of him.

Attack-Melee: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Again he swings and misses the skeleton....


Anton:
There's another -2 for your shield, which I assume you dropped when trying to swim up. 12 rounds of heavy activity left before you start making constitution checks.

To hit Anton: 1d20 + 2 ⇒ (14) + 2 = 16
To hit Anton: 1d20 + 2 ⇒ (1) + 2 = 3
To hit Drummer: 1d20 + 2 ⇒ (20) + 2 = 22
To hit Drummer: 1d20 + 2 ⇒ (3) + 2 = 5
To hit Tarric: 1d20 + 2 ⇒ (9) + 2 = 11
To hit Tarric: 1d20 + 2 ⇒ (18) + 2 = 20
To hit Yarroth: 1d20 + 2 ⇒ (12) + 2 = 14
To hit Yarroth: 1d20 + 2 ⇒ (3) + 2 = 5

To confirm vs Drummer: 1d20 + 2 ⇒ (7) + 2 = 9

Damage Anton: 1d4 + 2 ⇒ (2) + 2 = 4
Damage Drummer: 1d4 + 2 ⇒ (4) + 2 = 6
Damage Tarric: 1d4 + 2 ⇒ (1) + 2 = 3
Damage Yarroth: 1d4 + 2 ⇒ (4) + 2 = 6

Unaccustomed to fighting knee deep in water, the heroes all manage to miss their targets. The skeletons loom closer and each manage to snag one of the adventurers with a claw. Bubbles and swirling water where Anton once stood indicate he is having a difficult time underwater.


Male Human Fighter 3

Anton struggles to get to the surface with the skeletons clawing at him. His heavy wooden shield sinks to the bottom as he lets it slip free.

I'm basically trying to swim upwards and climb out of the pit.

Swim 1d20 + 4 ⇒ (17) + 4 = 21
Climb 1d20 + 4 ⇒ (7) + 4 = 11

Hopefully I at least have my head above the water at this point, not sure on the DC of climbing out of the pit though.


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

Reaching down into the water, Yarroth grabs Anton's flailing hand, and helps pull him out of the water, while trying to keep the skeleton's off them.
Not too sure what I need to roll to help him get out of the water


M Human Bard / 3

Oof. That's 10hp I'm down. I guess my best shot at survival right now is if the skelletons all die.

Drummer mutters a curse and swings at the nearest skelleton.

To hit mace 1d20 ⇒ 20
To hit light mace 1d20 ⇒ 11

Damage mace 1d8 + 1 ⇒ (5) + 1 = 6
Damage light mace 1d6 + 1 ⇒ (1) + 1 = 2

Confirm mace 1d20 ⇒ 14

"To your eternal rest, already!"


Anton swims to the surface and Yarroth pulls him over to the floor.


Male Taldan Librarian 1

Tarric grimaces as Anton is pulled out of the water.

"At least something went right...Anton, are you ok?"

Attack 1d20 + 3 ⇒ (17) + 3 = 20
Dmg 1d8 + 2 ⇒ (1) + 2 = 3

Tarric takes the time to ensure his footing, planting his feet on the unseen floor of the chamber. He swings true and hard, the mace a grey streak in the half-light provided by the spells.


Male Human Fighter 3

"Well enough." Anton says to Tarric hastily. Nodding quickly to Yarroth for helping him, he grips his heavy mace with both hands, raises it above his head, and tries to smash one of the skeletons."YAAAAH!"

Attack 1d20 + 6 ⇒ (18) + 6 = 24
Damage (2 hand wield) 1d8 + 6 ⇒ (3) + 6 = 9


M Human Bard / 3

Go, team! Nice to see things going right.


A series of well timed blows smash the remaining skeletons. There seems to be one more remaining skeleton underwater in the pit Anton was in, but it can't seem to reach you.


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

"Well now! That was a nasty surprise. Are you all right Anton?"


Male Taldan Librarian 1

"Apparently skeletons cannot swim. Curious. I guess their bones are too dense and they cannot gain enough purchase against the water? Or perhaps they are missing something intrinsic to living beings?" Tarric says as he slaps his gut and laughs.

"I am going to look for magic in this room. I suggest we see if there is anything else of interest before we press on."

Detect magic, and look around, watching for more pits.


M Human Bard / 3

"I'd say that wheel might open the gate. The mold in here looks kind of nasty."


Tarric:
You sense nothing magical in the room.


Male Human Fighter 3

"Yarroth, I owe you one. There's still one of those bastards down in there though, and I let my shield drop as I was trying to get out of that pit." For a moment, Anton looks like he is seriously contemplating diving back in, but seems to think better of it. "Hadrick, the man who trained me, gave me that shield. I'm sure he would tell me I'm being too sentimental. Perhaps I'll find another one."

"Drummer, should we take a look at this wheel? I've already got some kind of malady from those zombies we fought back there, according to Tarric, but I don't want to get some kind of sickness from that mold either - best not to disturb it too much."


M Human Bard / 3

"I'll check out the wheel. Though if it requires much strength I suspect Anton's our man."

Drummer scans the moldy engavings for clues, being catious not to get too close. Then he carefully hops to the dry patch of floor and takes a closer look at the wheel. If it really looks like it might raise the portcullis, and looks safe, he will try turning it.


After examining the wheel, Drummer determines that it will operate some sort of machinery outside of this room. Drummer and Anton rotate the wheel together. The sound of chains clanks through the wall.


M Human Bard / 3

Once the wheel has turned as far as it goes, Drummer secures it with a piton from his pack. "I don't want that turning back while we're behind the gate."

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