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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The freaked out young man responds with a barely coherent "angry bones...you're just a trick of the dead one, the dead one who talks..."
Your intimidate was obviously strong enough to get through to him yet he is very agitated and possibly insane. You'll need more than one 'threat' or coercion skill to placate him.

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

"Grrrrrr!"

intimidate: 1d20 + 1 ⇒ (14) + 1 = 15


"Grrrrrr!"

intimidate: 1d20 ⇒ 20


Seeing Fool peak into the room through the broken door he fires again
1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7dmg: 1d8 ⇒ 8, unfortunately missing...

"Go away foul creatures...death walking and talking...angry bones...AAAAAAAGH!"

Upon seeing the cute little fox growling at him he begins to soften up a bit.

"You're just a cute forest creature aren't you. You should run away and go to your den. You see, we arrived 3 days ago and were attacked 2 days ago.
There were six of us to start but only me and my sister are left.

We set up traps for the youngsters on the first level of the crypt then..then we were attacked by the walking bones in the middle of the night and the one with the voice of death, who stalks these halls in ancient mail...every other villager is dead and my sister taken...oh, oh, oh"

He then begins weeping uncontrollably.


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

"We'll find her, and put this walking death to rest."


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

A shiver shot down Jormel's spine. The madness of the man made him uneasy, and his fear was practically contagious. Hopefully they'd be long gone before anyone else came down with the crazies.

"The one with the voice of death? What the hell does that mean?"

Sovereign Court

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

Who ended up taking your sister? The walking bones? Young man, what is your name? We are here to help but we will need some help from you.
Can you draw up a map of what you have found and what traps you placed, though I think we found a number of them already. Where did the other villagers die?


Answering your questions you can tell he is severely disturbed yet allows you in to the room.
"I am Roldare from the village, we were setting up simple traps for you..."
He can offer no advice on how to overcome the perils of the crypt, as he simply does not remember most of them. He knows that you will need “the shields and the keys” and he also mentions how you will need to go for a swim, but he cannot remember where.

Roldare finally mentions that his sister, Dimira, is still alive. He witnessed her being dragged off by the skeletons during the fight and he is convinced she is not dead. He believes that “the voice took her". And you can easily see discussing "the voice" sends him deeper into despair.

Roldare refuses to leave the crypt without his sister and will stay in this room until she is returned to him. He explains how this room was set up by the townsfolk as a place where you could rest during your exploits. There are a number of bedrolls here, a pair of bulls-eye lanterns with 4 flasks of oil, 5 days worth of rations and two potions of cure light wounds.

Sovereign Court

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

Sense Motive: 1d20 + 5 ⇒ (17) + 5 = 22

Alright fella... Emil tries to console the man. I am ok with him staying here until we are done. It makes more sense than to send him out into the woods alone. However, we will need those potions.

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 produces an almond butter and honey sandwich from an apparent never ending satchel of sandwiches and attempts to calm the man.

how many have we found? Four?


"Ththththaank yyyou and yyyes, take thththe ppppppotions."
He seems less agitated yet still disturbed.

Now, back to the room where you killed the beetle. Door or stairs?


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

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

Down is not left


Assuming you all go through the door. No, it is not trapped.

After opening the door you follow a short hallway leading to a large room. The remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke. Next to the fire is a scorched key and a dagger lies within the flames.

Please 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

GM Only:
I don't think those stairs exist in the Module's map.


Eve Valeria Abia wrote:
** spoiler omitted **

Eve:
They do on mine...
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

I'll just stuck to Jormel


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 is mildly displeased with the halfling clinging to his leg, though he does not wish to invoke the ire of the squirrel riding with Fool by doing anything about it.

Returning to his bow and putting his blade away, Jormel follows the meatier of the bunch - Eve and Emil. If anyone was fit to barge through a door, it was those two. Though he'd do them the courtesy of checking to look for more of the traps Roldare mentioned.

He does peer over their shoulders and into the room beyond, though.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

I'll stay in the middle/back of the marching order, I guess. Jormel would rather not charge in first unless he really has to.


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 Kicks open the door

str: 1d20 + 3 ⇒ (19) + 3 = 22

and it breaks open with a loud thud


Jormel, being the bold, resourceful yet cowardly adventurer peers into the room prior to anyone entering and notices how one of the flicking shadows stands out from the the other flickering shadows.

This shadow seems to move with determination and not just a benign flicker flicking flicks.


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

Grabbing an arrow from his quiver and slowly putting it to his bow, Jormel's eyes remained focused on the strange shadow.

"Uh, Eve... There's some unnatural about those shadows. Emil should probably check it out, just to be safe."

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, hex it just in case. DC 14 will save.

perception, initiative, good measure: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 1 ⇒ (5) + 1 = 61d20 ⇒ 13

And dldm.

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
Jormel Vallin wrote:
Jormel is mildly displeased with the halfling clinging to his leg,

"The safest place is *behind* Jormel's bow, for sure!"


Will save: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 - poo.

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

Cackle

"Heads up, I hexed it, so its more than just a shadow!"


The Shadowy looking thing becomes agitated with the door's explosion and your groups arrival...

Initiative order:
Viorec, Emil
Flickering flick thing
Eve, Fool, Jormel

Init:

Viorec:1d20 + 7 ⇒ (19) + 7 = 26
Emil:1d20 + 2 ⇒ (18) + 2 = 20
Fool:1d20 + 1 ⇒ (10) + 1 = 11
Jormel:1d20 + 3 ⇒ (1) + 3 = 4
Eve:1d20 + 2 ⇒ (10) + 2 = 12
Not so flickering flicky flick:1d20 + 2 ⇒ (12) + 2 = 14

Sovereign Court

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

Emil, seeing the evil foul flickering thing dashes into the room with his sword in hand. Strength is in the steel not the mysteries of shadow flesh!

Move, Move... wait.


The shadow like creature continues to flicker about the room.
readying action


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 casts and holds a Cure Light Wounds spell to use as a weapon.
using spell as touch attack if it comes near her.


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 followed Emil into the room, though he hung back near the door. Just in case, of course. Raising his bow, Jormel reached into his quiver and grabbed an arrow- or maybe a blunt arrow- no, probably a regular arrow.

Confused, he gave a quick glance at his companions.

"How do I shoot a shadow? Actually, the better question is why? What is that thing?"

Readying bow attack for if the shadow enters LoS.
Readied Atk: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 Dmg: 1d8 + 1 ⇒ (3) + 1 = 4

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

I already acted unless you want to count that as a surprise round.


@Fool, action please, twas considered a surprise.

The Exchange

Male Human (Shoanti) Level 5, #-3

Apologies if this doesn't fit with the thread, but I thought I'd engage in a little foreboding.

A short time ago, back in the parts dungeon the adventurers have already explored...

Xull the Outcast continues along the tunnels. In his hand, the magical light guides him through the crypt. As he shuffles carefully along, a small package is disturbed by his foot. Xull picks it up. A sandwich? What's this written on it? 'Viorec'? Xull opens up the sandwich, Pear, cheese and ham? Odd combination.

The sandwich inspection over, Xull surveys the room. The desolation is horrendous. Who could do this? Who would do this? The well dressed half-elf lets out an audible sigh. I just can't believe someone hates pillows this much. Don't they know how hard it is to get decent goose down bedding in Kassen?

Shortly afterwards, Xull the Outcast comes upon a pit filled with more pillows, these ones freshly laundered. I know that town has some odd residents and strange rituals, but why in the name of all the gods of Golarion did my Venture Captain want me to partake in this one? What has he gotten me into?

Xull moves deeper into the strange crypt. Unconsciously, he begins to munch on the sandwich formerly earmarked for someone called Viorec.


Well done!

...Fool, being moderately aware of his surroundings, hears foot steps and loud munching coming from the room's eastern entrance, Fools left of course.

The Exchange

Male Human (Shoanti) Level 5, #-3

Thanks, DM Jelly. Accidentally called Xull a half-elf - forgot I changed that bit! Sorry for the confusion. He is obviously a Kelishite - bronzed skin and all. Let me know when and where you'd like me to enter the initiative order.

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

Guidance touch on nearest ally. Cackle. Don't have know religion. Is the FNG from our town?


Xull wrote:
Thanks, DM Jelly. Accidentally called Xull a half-elf - forgot I changed that bit! Sorry for the confusion. He is obviously a Kelishite - bronzed skin and all. Let me know when and where you'd like me to enter the initiative order.

Xull init: 1d20 + 2 ⇒ (19) + 2 = 21

It's ok, I encourage mistakes and productive discourse.

Please replace Viorec in the initiative order. I have added you to the map, you should be able to move your icon.

Welcome aboard.

@Fool, ask him yourself.

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

I'm "well informed", so I assume I would know. That being said and afraid of the unfolding conspiracy, i'll withdraw my guidance and hex him as well. Dc 14 will save. Cackle.

"sandwich thief!"

The Exchange

Male Human (Shoanti) Level 5, #-3

Xull enters the room to the west, only to be confronted by Fool - babbling about stolen lunch. Before Xull can stammer a reply...

Will Save vs. Hex: 1d20 + 1 ⇒ (5) + 1 = 6

... he suddenly (I'm assuming) begins cackling uncontrollably, spitting and snorting bread, peach, stinky cheese and flecks of ham all over Fool.

Please let me know the mechanics of this cackle. The one I found doesn't do what it seems to have been doing in earlier posts: Cackle

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

Sorry, the Cackle is "As a move action, extend the duration of other hexes by 1 rd". The Hex is "Misfortune (1 rd) (DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg)". Just be glad he wouldn't let me take mudball. I'm sustaining the hex on the shadow and now you with the cackle. GM, note the word Foe.

The Exchange

Male Human (Shoanti) Level 5, #-3

"Apologies for spitting food all over you. That laugh of yours is infectious." Xull surveys the room, "Now, the crazy guy who can't aim his crossbow properly says you're here to retrieve the flame for Mayor Uptal. Well, I'm new to Kassen, but I've been tasked to do the same. Sorry I'm late and sorry for eating," Xull pauses to glance down at the wrapper, "Viorec's sandwich. It really is delicious."

Xull moves around the room to get a better view of things. "What's all that commotion I hear?" Seeing nothing of note in the room, Xull moves past Eve a little way, stopping short behind Jormel. "Xull the Outcast, by the way," he addresses everyone while inspecting the corridor, "Here to lend a hand. Oh, and don't let the merchant's garb fool you, I know my way around a spell or two. I just don't look good in robes!"

This is a double move, it assumes I can move through the party members' squares (except Fool's) as though they are friendlies. I'm also assuming it was my turn (by my reading, the surprise round has just finished, and Viorec was first in the initiative order). If it's not my turn, Xull will do all that moving once it is.


@Xull, yes you can move through friendlies and it was your turn.

Out of the corner of his eye Emil sees the flickering flick, flick towards him. The apparition comes close but does not 'connect'.
1d20 + 4 ⇒ (8) + 4 = 12dmg: 1d6 ⇒ 1

The flames grow and fade with the beings movement....

Emil and Xull are up!

Initiative order:
Xull, Emil
Flickering flick thing (readied action used)
Eve, Fool, Jormel

The Exchange

Male Human (Shoanti) Level 5, #-3

Was my initiative moving? Or is this next round?


Keeping same initiative as posted. Your arrival was eagerly anticipated and your 60' move was the previous round. Yer up!

The Exchange

Male Human (Shoanti) Level 5, #-3

Xull moves up the corridor until he spies the shadow making weird threatening moves at Emil. I hope this deathly shadow is as undead as it looks, thinks Xull as the words of power form in his mind.

"∂Îß®ÜP† ÜÑ∂Æ∂" , Xull extends a bony finger as he shouts, and a gout of golden glimmering energy pours from his hand to...

(Xull casts Disrupt Undead)

Ranged touch attack: 1d20 + 2 ⇒ (3) + 2 = 5

Hit:
Strike the shadowy figure in its chest, positive and negative energy sparking out in all directions before the sparks cancel themselves out.

Damage: 1d6 ⇒ 3

The shadow gets spell resistance if it has it. Caster level check to overcome SR: 1d20 + 1 ⇒ (8) + 1 = 9

Miss:
Fizzle out uselessly upon the floor.


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

I go after shadow, shadow need to go or pass it's turn.

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

Since it's Stinky's turn, let's start with a Knowledge (religion) +3 (+6 to identify the abilities and weaknesses of creatures): 1d20 + 6 ⇒ (17) + 6 = 23 and follow it with a longsword +3 (1d8+3/19-20): 1d20 + 3 ⇒ (6) + 3 = 91d8 + 3 ⇒ (6) + 3 = 9. Don't forget misfortune, but it doesn't actually affect Xull because hes not a foe.

Sovereign Court

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

Emil does the only thing he was trained for and attacks the monster!
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
But flails his sword wildly while trying to avoid the attackers flame.


Emil, knowing many things, realizes this is a Shadow. Who then swings his longsword, missing entirely.

The Shadow returns the favor!
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (5) + 4 = 9
And misses again....


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 moves in for a touch attack
atk (touch): 1d20 + 3 ⇒ (18) + 3 = 21
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

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