Daedalus' First Labrynth- Crypt of the Everflame (Inactive)

Game Master Daedalus the Dungeon Builder

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M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Seeing his first shot land home, Phineas is encouraged even as more frogs surface and Blacklock gets crunched. Gritting his teeth, the determined bowman fires again at same target.

Phineas bow, PBS: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Dmg, PBS: 1d8 + 1 ⇒ (3) + 1 = 4


Blacklock, successfully wrestling himself free from the frog's grip, makes his way back to the door, where Athromar's spell makes his fresh wounds vanish in a glow of golden light.
Phineas' shot strikes the frog again, burying itself deep in its body, and it croaks in anger, leaping forward to the next coffin and biting down hard on Phineas' arm, greatly wounding him and holding him fast. Blacklock doesn't fare much better, with another frog swimming up to him, biting his leg and not letting go. Phineas does have some luck, as the third frog's attack is blocked by the amphibian currently hanging on his arm.

GM Screen:

Bite: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 2 ⇒ (5) + 2 = 7
Grab: 1d20 + 3 ⇒ (18) + 3 = 21
Bite: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 2 ⇒ (6) + 2 = 8
Grab: 1d20 + 3 ⇒ (15) + 3 = 18
Bite: 1d20 + 3 ⇒ (6) + 3 = 9

Rough round. Phineas takes 7 points of damage, Blacklock takes 8, and both are grappled. Party up!


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Round 3

Athromar almost sighs at the sight of his allies overwhelmed, still, he can only aid one at the moment. He trusts Blacklock to be more "slippery" than Phineas and so drops his crossbow, draws his mace and attacks the amphibian grappling Phineas.

Mace Attack 1d20 + 1 ⇒ (7) + 1 = 8
Mace Damage 1d8 ⇒ 7

Unfortunately, the foe is so tightly wound around Phineas that Athromar cannot get a solid strike.


EscArt: 1d20 + 6 ⇒ (5) + 6 = 11

Resisting the odd tongue seems to get harder and Blacklock feels himself pulled into the water against his will...he watches Athromar leap towards Phineas and tries to call out, but his mouth is covered.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Surprised to have the frog on top of him so fast, Phineas drops his longbow into the water with a splash. Bound by the amphibian's mouth, the youth is still able to work his dagger free from his body and stab at the foe.

Dagger, grappled: 1d20 + 1 - 2 ⇒ (14) + 1 - 2 = 13
Dmg, if hit: 1d4 ⇒ 3

Not sure his stab hits, but frog should have AC penalty from grappling, just as Phineas has attack penalty. He is at 4/14 HP after that bite.


Sorry for the delay. I couldn't get on the site for a good portion of yesterday.

Athroar's swing goes wide, making a huge splash but otherwise leaving his target unharmed. While Blacklock doesn't fare any better at first, the frog fails to keep a firm enough grip on him and he manages to slip out, barely. Erastil seems to be with Phineas, as his attack finishes the frog holding his arm off, leaving it in a rapidly-growing pool of blood. Apparently, this serves as quite the distraction to the other frogs, as both bite nothing more than the water in their next set of attacks.

GM Screen:

Maintain Grapple: 1d20 + 3 ⇒ (12) + 3 = 15
Bite: 1d20 + 3 ⇒ (3) + 3 = 6
Bite: 1d20 + 3 ⇒ (1) + 3 = 4

One frog down, two to go. Nobody took any damage this round and nobody is being grappled.


If I recall correctly, difficult terrain doesn't prevent acrobatics checks to move through threatened squares. Going for a flank with Phineas, I am assuming the south most fog on map is the one that died.

Blacklock summons one last burst of energy, throwing himself straight up he kicks at the west wall, hurling himself east over the coffin...

Acro: 1d20 + 8 ⇒ (8) + 8 = 16

...even before landing his rusty iron bar is whistling through the air...

Attack: 1d20 + 3 ⇒ (12) + 3 = 15

...tearing into the frog flesh with a loud *slap*.

dmg: 1d10 - 1 + 1 + 1d6 ⇒ (3) - 1 + 1 + (6) = 9


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Relieved at his ability to fend off the first frog, but bleeding profusely from the bite, Phineas sees Blacklock pull off another acrobatic stunt and brain the frog near him. Dropping his dagger into the water with his bow, he grabs his quarterstaff and makes a two-handed swing at the same frog.

Phineas staff, flanking: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Dmg, if hit: 1d6 ⇒ 1

Not sure that's a hit, and even if it is, it's small damage.


Botting Athromar to keep things moving.

Blacklock's bar slams into the frog, leaving it severely wounded. While Phineas does manage to hit the frog, it doesn't do much other than annoy it. As it turns around, Athromar steps up and brains it with his mace, and it falls off the coffin into the water, leaving it bleeding out. The last frog, now greatly outnumbered, lunges at Athromar, but bounces off the cleric's shield.

GM Screen:

Athromar Attack: 1d20 + 1 ⇒ (18) + 1 = 191d8 ⇒ 4

Bite: 1d20 + 3 ⇒ (11) + 3 = 14

And then there was one. Party go!


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Round 5

Athromar seems surprised his last swing made contact considering how poor of a showing he has had in their time in the Crypt when danger has befallen.

He hopes his streak of luck continues as he tries to brain the last of the aggressive foes.

Mace Attack 1d20 + 1 ⇒ (20) + 1 = 21 - Crit? 1d20 + 1 ⇒ (14) + 1 = 15 - Damage 2d8 ⇒ (1, 5) = 6

OK back, busy weekend there!


Attack no flank: 1d20 + 1 ⇒ (9) + 1 = 10

Blacklock's attacks are too predictable when the frog can see them. He steps back hoping to lead the frog away from the wall, to set up a flank.

Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Seeing Athromar brain the last frog, Phineas takes a moment to put his staff away and gather up his longbow, readying it for another shot in the next round.

Move to pick up bow, move to put away staff.


The last frog isn't dead yet, FYI.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3
Daedalus, the Original DM wrote:
The last frog isn't dead yet, FYI.

I know that, but can't move to it easily, so figured picking up the bow and shooting it again is Phin's best bet.


While Blacklock might not have the best luck in this fight, the same doesn't apply to Athromar, who manages to land a solid blow on the frog. In response, the frog lands a solid blow on the cleric, but fails to maintain its grip as Athromar escapes its grasp.

GM Screen:

Bite: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 2 ⇒ (3) + 2 = 5
Grab: 1d20 + 3 ⇒ (2) + 3 = 5

Party go! Athromar takes 5 points of damage, but isn't grappled.


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Round 6

Athromar grunts at the frog's powerful strike and strikes back!

Mace Attack 1d20 + 1 ⇒ (11) + 1 = 12 - Damage 1d8 ⇒ 7


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

With bow now in hand, Phineas moves to get a bit clearer shot at the frog, and once he has good line of sight, he nocks and lets fly another arrow aimed at the oversize croaker.

Move Action to space indicated. Standard to load and fire bow

Phineas longbow, PBS, into melee: 1d20 + 4 + 1 - 4 ⇒ (12) + 4 + 1 - 4 = 13
Dmg, PBS: 1d8 + 1 ⇒ (8) + 1 = 9


1d20 + 1 ⇒ (6) + 1 = 7

Blacklock moves his bar through the air, no doubt completely bedazzling the frog.


Between Phineas' well-placed shot and Athromar's powerful blow, the last frog finally croaks. Looking around the room, you find a nest at the far end of the chamber. Stuffed into it is the mostly devoured corpse of a man. On his hand is a golden ring, inset with a single sapphire. On his belt, he has a pouch of 24 gp, identical to the coins you found on the man by the lake.

Heal DC 20:
The man has been dead for about three months now.


Blacklock notes the similarity in the coin and inspects the ring on his finger, trying to place its maker if local...

Appraise: 1d20 + 6 ⇒ (13) + 6 = 19
Local: 1d20 + 6 ⇒ (16) + 6 = 22


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

AFter being called to examine the corpse in the nest, Phineas can tell the others that it has been dead for several months, certainly not part of the Roldare expedition.

"Seems this crypt is well-traveled for a place that is only supposed to see visitors once per year for the Everflame. It is troubling if these men are grave robbers set to steal Kassen's relics."

Phineas has little interest in the ring, unless the group would like to give it to the church or the village as an offering or donation.

"Do you think there is anything in these crypts?" asks the youth tremulously. "I'd hate to leave any undead here for whoever comes after us."

Phineas will help lift the lid from the crypts if anyone wants to, if not, he will move to the door at the rear of the watery chamber, being sure to recover his dagger before he departs.

Heal DC 20: 1d20 + 8 ⇒ (19) + 8 = 27


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Athromar Channels Energy 1d6 ⇒ 4 as he and his allies need healing after that encounter.

Seeing that Blacklock is still quite injured, he prays to Sarenrae to heal his ally. CLW 1d8 + 2 ⇒ (1) + 2 = 3.

"I think we should focus on the undead that directly threaten us. We can return later with more help if our desire is to clear this place of all evil. Indeed, if we are to find any survivors, we need to live".


Seemingly surprised at the large amount of blood on his back, he nods in thanks to Athromar. Hearing Phineas "I'll admit I'm curious, but in truth I don't have the strength to lift that stone!" grinning. "And yes, for old Rold's sister's sake we better carry on..."


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Still feeling the wounds after Athromar radiates positive energy, Phineas also channels the outward power of his divinity, trying to mend the last few hurts of the group.

Nodding at the consensus of the group to keep moving, Phineas examines the other door out of the crypt room, stepping out of the way so Blacklock can do his bit of business.

Channel to heal: 1d6 ⇒ 5

One channel left...


Remember, you can rest anytime. There's nothing stopping you from going back to Roldare's room and sleeping.

GM Screen:

Blacklock finds no traps on the door, and opening it reveals a long corridor that eventually opens up into another flooded chamber, but you can't really see much of the room this far away.


I'm down with resting OOC, but its hard IC to ignore the woman in danger

Backing into the shadows "I'll take a look ahead..."

Stealth: 1d20 + 9 ⇒ (20) + 9 = 29

nat 20, of course. I'm only going as far as my token is placed on the map.


As Blacklock creeps forward, he finds a large, partially flooded chamber. While for most of the room, the water is only about a foot deep, the south end just barely manages to rise 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 and out of view. A thick layer of slick, black mold covers the carvings on the walls of this chamber.


Int: 1d20 + 1 ⇒ (19) + 1 = 20

Thinking to himself that must "open the gate" as the writing said, he slips a large quartz crystal from a hidden pocket on his sleeve. Placing the transparent mineral just at the water's surface he looks for any creatures trying to hide underwater.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Phineas comes up behind Blacklock and looks over his shoulder into the water-filled room, ready with bow in case something moves to attack.

For as far as the spell will reach, Phineas casts Detect Magic as well.


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Athromar stays at Phineas' back to ensure no foes sneak up on the group while Blacklock investigates the chamber.


Looking under the water, Blacklock sees about a half-dozen skeletons lying on the ground. But are they undead or simply long-dead bodies? Phineas doesn't spy any magic in the chamber, but is that worth the risk?

Knowledge (religion) DC 10:

Despite being frequently animated by necromantic magic, undead don't emit any form of magical aura.


Whispering "I see 6, maybe 7, dead bones..." he points out their locations one by one. "Can the water be blessed?" he asks ignorantly.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Phineas shrugs. "Undead leave no magical aura, so we may be in for a fight if they animate, but we have handled such before. Athromar's deity and mine should be enough power of good to unmake most of them if they arise. We won't know until we try it, and I think we need to turn that wheel."

Know Religion DC 10: 1d20 + 4 ⇒ (19) + 4 = 23


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Athromar whispers back, "Yes, with the proper spells it can be. I have enough divine power to defeat simple undead, a shadow as we faced yesterday, perhaps not.

Shall we explore here further? This place seems to force us to do just that".


Blacklock sighs, as the wheel looks damn heavy. But he nods and starts walking that way, his eyes on the water.

Moved token to target destination ;)


As soon as Blacklock steps into the room, the skeletons he saw begin to clatter, self-assembling into undead monstrosities and they move to attack!

GM Screen:

Blacklock: 1d20 + 2 ⇒ (1) + 2 = 3
Athromar: 1d20 + 4 ⇒ (2) + 4 = 6
Phineas: 1d20 + 3 ⇒ (9) + 3 = 12
Skeletons: 1d20 + 4 ⇒ (5) + 4 = 9

Map and soundtrack updated. Phineas, you go before the skeletons.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Moving forward, Phineas calls forth the positive energy of Erastil to wreak havoc on these undead monstrosities.

Use last Channel Energy of the day. Covers 30' radius, so that should get all of the targets. Will DC 12 halves the damage on the dice below.

Channel dmg: 1d6 ⇒ 5

Ugh...


GM Screen:

Will Save: 1d20 + 2 ⇒ (3) + 2 = 5
Will Save: 1d20 + 2 ⇒ (17) + 2 = 19
Will Save: 1d20 + 2 ⇒ (6) + 2 = 8
Will Save: 1d20 + 2 ⇒ (2) + 2 = 4
Will Save: 1d20 + 2 ⇒ (7) + 2 = 9
Will Save: 1d20 + 2 ⇒ (4) + 2 = 6
Claw, Charge: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 211d4 + 2 ⇒ (1) + 2 = 3

Phineas calls upon divine power, and the scent of the woods fills the room as a golden flash of light burns away most of the skeletons, leaving only a single one standing, its bones smoking as it charges forward and claws Phineas' arm, leaving a shallow, but painful, wound.

I have never seen so many failed saves in one round before. 3 damage to Phineas, and everybody can go!


Grinning "Tch-this one didn't get the message, Brother..." swinging up with the iron...

Attack: 1d20 + 1 ⇒ (1) + 1 = 2

...but he slips on some moss growing on the submerged stone, crashing into the wall "..."


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Athromar grins at Phineas' display of power, "Well done!"

He adds his mace to the equation.

He steps in and attacks - Mace Attack Flanking - 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11

Mace Damage 1d8 ⇒ 6

Having moved to far among the scattered bones, the Cleric's aim is off.


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Round 2

Seeing his deity provide enough power to almost clear the room, Phineas withstands the one painful scratch with aplomb. Whirling his quarterstaff, and putting all his temple-taught hatred of the undead behind his swing, and misses...

Phineas also 5' steps behind the skeleton, allowing for an allied flank when possible.

Phineas staff, favored enemy: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9


GM Screen:

AoO: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 2 ⇒ (4) + 2 = 6
Phineas Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Claw 1: 1d20 + 2 ⇒ (13) + 2 = 15
Claw 2: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (3) + 2 = 5

Blacklock's swing goes wide, striking the wall and chipping some of the stone with a reverberating clang, momentarily distracting the undead. However, as Athromar tries to get into an advantageous position, he draws the attention of the skeleton, who manages to sneak in an attack, striking Athromar around his shield. Meanwhile, Phineas, attempting to sneak around the back of the undead, fails to notice a drop-off, and he looses his footing in a pit that's all but invisible in the stagnant, murky water. He vanishes underwater momentarily, his head briefly popping back up as he desperately tries to stay afloat. The skeleton continues its assault of the living, and while Athromar's armor blocks one strike, Blacklock isn't as lucky, and takes a painful blow to his leg, leaving him bleeding into the water.

Phineas, could I get a Swim check? Athromar, where did you want to move to? unless you want to go the entire way around the skeleton, you can't get a flanking bonus, and you draw an AoO regardless. Beyond that, Athromar takes 6 damage and Blacklock takes 5. Party go!


As Phineas drops below his eyes go wide and he thrusts at the bones without thinking...

Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Dmg: 1d10 - 1 ⇒ (6) - 1 = 5


M Shadow's Status | Human Cleric 2 | HP 9/25 | Channels 1/8 | AC = 16 | F+4|R+3|W+4 | Per +6 |Init +4

Round 2

Yes all the way around, forgot to check the damn map!

Athromar curses at the rotten luck that he was struck and delivered worse than the pile of bones before him.

He attacks once more hoping that if Blacklock's attack did not destroy it, his would. His hopes are dashed as once more his strike is clumsy.

Mace Attack - 1d20 + 1 ⇒ (4) + 1 = 5

Mace Damage 1d8 ⇒ 1


Athromar's swing goes wide, but it doesn't matter as Blacklock's blow slams into the skeleton, and it shatters into fragments of bone, the pieces plopping into the water like so many pebbles.

GM Screen:

Perception: 1d20 + 5 ⇒ (13) + 5 = 18
50% Chance to fall in: 1d100 ⇒ 59


Assuming Phineas can take 10 now that combat is over, if not here is an aid another for the swim check

Aid, Swim: 1d20 + 3 ⇒ (2) + 3 = 5

Once that is taken care of, Blacklock examines the wheel on the far side before attempting to activate it...

Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Strength: 1d20 - 1 ⇒ (15) - 1 = 14


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

Surprised as the floor seems to drop out from him in the watery room, Phineas slips under the surface with a shorty cry. He surfaces again briefly, bouyed at first, but as his gear and clothing starts to get water-logged, it is all he can do to try to keep from falling under again as his feet scramble about furiously for purchase on the floor once again.

Phineas Swim: 1d20 - 3 ⇒ (18) - 3 = 15

Not sure the DC, but if that's high enough he will swim back to the safety of the ledge next to the wall, relieved.


Phineas manages to recover from his unexpected dip and climb back onto solid ground. As Blacklock makes his way to the wheel, he notices that the pit covers most of the room. Fortunately, he spots it in time and instead uses the bridge in the middle of the room. Once he gets to the wheel, he manages to turn it, though it's a little tough, three complete times. There's no immediate change, but it does feel like it did something.

GM Screen:

Blacklock Perception: 1d20 + 6 ⇒ (15) + 6 = 21


M Human Cleric 1/Ranger 2 | HP 11/22 | Channels 3/7 used | AC = 16 | F+5|R+6|W+5 | Per +9 |Init +3

"Well done, but it seems we shall have to be patient to see what effect the turning wheel has had. It appears we have to backtrack a bit."

Phineas will follow the same way out as in and end up back in the round room in top center of map and wait for a consensus before proceeding. Obviously if there is a major change in the intervening rooms, he will stop and investigate.


Following Phineas out, he notices the writing again:

Quote:
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.

he points "...hey, that marker wasn't deceitful. The wheel was to the east. Perhaps we could take our ease to the south, after all. I'm not much use to a kidnapped girl in this state..."

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