DM Jelly's Price of Immortality Trilogy (Inactive)

Game Master Jellyroll

Crypt
Acquired Equipment

Init:

Emil:[dice]1d20+2[/dice]
Fool:[dice]1d20+1[/dice]
Jormel:[dice]1d20+3[/dice]
Eve:[dice]1d20+2[/dice]
Xull:[dice]1d20+2[/dice]


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Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Fool whacks Jormel in the back of the legs with the broom. "Pass it on!"


Rolling for Emil
Reflex save: 1d20 + 2 ⇒ (17) + 2 = 19

While Emil is leisurely walking he does not notice the pit trap. Each of you sees him strolling along, 'pimpin and then 'poof!' he disapears.
Not poof like a puff of smoke poof but more like a poof of "OMG! Where did he go!"

Emil:
non lethal fall dmg: 1d6 ⇒ 5 When you fall you do not fall on sharpened stakes or into a pit of venomous snakes but upon fluffy pillows, recently cleaned mind you.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

"Oh my, looks like pit traps.
I think we should use the brooms to set them off as we move."

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

perception for traps/the other shoe: 1d20 + 5 ⇒ (5) + 5 = 10

Can we see he isn't really hurt?

"We should look for other traps as well."


Sounds like a plan, move your icons along the map please.
Perception checks with each of course.

A long mournful wail is heard coming from the southeastern door...


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

"Well, Viorec, I don't..."

He stops abruptly as Emil disappears before them. Edging forward, Jormel sees the edge of the pit. Leaning over its edge, Jormel looks down at Emil. He grins ear to ear, then prods him with the end of the broom.

"Getting comfortable? Or maybe you'd like a hand up?"


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

E, E, S, E

Viorec looks over Jormel's shoulder. "Hmmm. That's worse, I suppose."

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

It's all right... I just found some pillows for you guys to investigate. Can anyone help me out of this thing? Emil calmly calls up from the pit.


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

"Alright, quick. Who has the rope? Let's get him out before whatever's making that awful noise shows up."


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Jormel knelt down, laying flat on the ground and prodding at Emil's head with the end of the broom.

"Grab on - and bring those pillows, there might be candy inside!"

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Nay, I am leaving those dreadful pillows behind. Come down if you want to scrounge around. Emil calls back to his party-mates.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Eve uses the broom to check the floor ahead as she moves

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

DLDM on pit

"There is some mystery here that is escaping me," as he resolves to keep it to himself.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Sighing at Emil's apparent disconnect from humor, Jormel gave him another poke with the end of the broom.

"Your loss, then. Grab on and get up here- and let's keep our eyes open for more of these pits. As comfortable as they may be, they're a tad inconvenient."


While helping Emil out of the pit, Jormel notices a worn lever sticking out of the floor to his left.

@Fool,no magic and it's now well lit.

@Eve, please roll a perception check and designate where you're checking.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Perception: 1d20 + 7 ⇒ (18) + 7 = 25
She checks every space before she moves into it.


@Eve, sooooo you've surveyed each foot with broom and due diligence?


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

@ DM
Checking each 5 foot square before going into the next?
Big Yep.


I'll consider that taking 10, plus your +7 = success

Map updated with traps and three switches (levers)

While three of you pull Stinky out of the pillow pit of feathery death, Eve has expertly found all traps and two more levers!

DC 10 Perc:
You find a small sack at the bottom of the center pit. Inside is one platinum piece for each of you and a small scrap of parchment that reads “three to open, but be quick, for the door will only open for those who work together”

What to do? What to do? Not to mention Fool is facing East which means there are no left exits!
A quandary for sure.......

You hear another eerie moan from beyond the south door.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Fool turns and faces west.


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

Viorec walks around next to Emil, carefully avoiding all of the traps that Eve has found. "Shall we try that door then? Not that I'm volunteering to lead the way, mind you."

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Emil waits behind Eve impatiently. While I appreciate your diligence young lady, the flame may burn itself out while we play with the toys in this room.Emil is only mildly annoyed and tries to play off his brush with death from the fluffy pillows.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

"Certainly!" Jormel grabs his broom and double-checks the floor as he moves.

"I do believe Emil said he wanted to be first through, though."

Checking the door for locks and horrible death-traps and the like.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Dldm and grab s lever


Seeming similar to blind beggars using canes to navigate Jormel makes his way over to the left or southern door.
Searching the edges and surrounding walls he finds nothing which indicates traps although the door is sealed shut and cannot be opened in a normal manner.

Fool detects magic, finding no auras, then illuminates the room. After his expert illumination he curiously moves a lever... Jormel simultaneously hears a click coming from within the door.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

With a whispered expletive, Jormel gave the door a little kick. "Locked, and no way to open it."

Then he heard the click, and his eyes brightened. "Nevermind, it's the levers! Obvious, in hindsight."

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Emil takes his shield and uses to nudge the door open. If it is stubborn, then he will use it a bit more forcefully.


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

Viorec walks to the eastern lever. "Is it still locked? I'll try this one. Ready by the door? That's not a happy sound."


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Jormel takes a mock bow and gladly allows Emil to attempt to caveman his way through the door. Taking Viorec's advice, though, he grabs his bow. Something definitely was unhappy ahead.

I assume we need to pull all three, or it's some kind of combination lock?

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Fool toggles the lever as fast as he can.

Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click, Click...


While Fool happily clicks away, Viorec tries another and again Jormel hears a click from within the door...

Y'all genius types gonna push dat third one?


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Jormel shrugs, shoulders his bow, and goes to shove the last lever.

Suddenly, symbol of death?


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Gonna bet all three need to be pulled at the same time to open a door.
Which then needs to be jammed open.


As Jormel, Viorec and Fool click away the door swings open revealing a hallway leading in two directions, left if your facing north and left if your facing south.

An eerie and desolate wail is heard coming from down the southern hallway.

Map update, feel free to move your icons.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

As Eve walks through the newly opened doorway.
"That wailing noise, I hope it is not a ghost or other undead?"

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

"With what we have seen, it's likely the mayors cat." dldm


@ Fool, No magic. The hallways are now lit, which direction would you like lit sir?

I took the liberty of moving your icons, please forgive me if I have offended anyone.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

All directions ! Its 4 lanterns and im pretty sure this is a prank/hazing so im not feeling particularly cautious. I don't recall pledging sigma chi before we started.


"In Hoc Signo Vinces."

Which direction will the pledges go?

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Um...left, duh.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Eve takes point down the left and reaches a T-junction.

"Should we go straight or go right, as both routes end in doors."


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

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

"Right is not left," the halfling states assuredly, clearly confident his superstition is a proven fact.

Dldm


@ Fool, nada.

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Keep going East Eve, perhaps there is a pattern to this place. Or perhaps we will find what is make that noise. Emil points to the east and starts marching that direction.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Being in such tight quarters, Fool loosens the satchel so his companion can sniff for more Sigma Chi's.


active perception plus scent: 1d20 + 8 ⇒ (8) + 8 = 16

active perception plus scent: 1d20 + 8 ⇒ (17) + 8 = 25

active perception plus scent: 1d20 + 8 ⇒ (15) + 8 = 23

active perception plus scent: 1d20 + 8 ⇒ (2) + 8 = 10

active perception plus scent: 1d20 + 8 ⇒ (7) + 8 = 15

active perception plus scent: 1d20 + 8 ⇒ (10) + 8 = 18


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

"Uh, Fool- I think your tail's having a bit of a fit. Probably caught wind of Emil..."

Shrugging, Jormel followed the others. Probably better not to worry about Fool. He stood at the corner of the hallways, waiting for someone else to make the first move.

Hopefully to shut up that annoying noise.


Fool:
Being unable to directly communicate with you, the fox sends a confirmation of mammal beyond the southernmost door and heavy decay beyond western door.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

"llwynog says there is a mammal beyond the southernmost door and one of Emil's relatives beyond western door."

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