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

Game Master Daedalus the Dungeon Builder

Current Map
Soundtrack


401 to 450 of 655 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

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

"This seems a good place to rest, unless there is some sort of door in here as well".

Athromar searches the room.

Perception 1d20 + 5 ⇒ (3) + 5 = 8


Nothing happens when Phineas sits down, and Athromar determines that there is indeed another door in the chamber, down a hallway and around a corner. This door, however, has no keyhole


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

"Seems like this is a dead end, unless Blacklock can figure out a way to unlock a door with no keyhole." says Phineas sardonically. "We can go around as there are other doors we by-passed before? Or we can try the new key on the shield-bashing statue."

Phineas prefers going around, but will defer to anyone who has a strong rationale.


Studying the slotless door "Something like this has a hidden mechanism for sure." He rubs his chin and paces a few times "I'd need to drill." pacing some more "...security like this isn't without purpose. Could be anything behind there."

Going to random roll for Blacklock since I sort of remember whats up here

1-33 breach
34-66 golem
67-100 other side

1d100 ⇒ 48

"Roldare seemed to think that golem was pretty important. It was guarding a door, too. Let us face it again, its the barrier we know." he says, wrapping his tools back up.


Just to clarify, this door is not locked.


He leans back against the door waiting for a response, and to his surprise it opens.


Blacklock stumbles through the door, and finds himself in a wide, domed chamber. In the middle of the room, there is a large pillar surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.

Blacklock:
As you stagger into the chamber, you notice that there is no handle on the door from inside the room

Phineas:
When the door swings open, you hear a click and, while it may be your imagination, the pillar in the middle starts to rotate, just a bit.

GM Screen:

Blacklock Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Phineas Perception: 1d20 + 7 ⇒ (18) + 7 = 25
AthromarPerception: 1d20 + 5 ⇒ (12) + 5 = 17


Surprised at the false archer, he leaps back into the mural room.

If possible...


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 crossbow in hand calls out but not too loudly, "What do you see?"


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

"I heard a click and that central pillar seemed to rotate a bit. I can't be sure, though. Maybe that bridge rotates this direction? But those arrows..."


Blacklock, could I get a reflex save?


Catlike: 1d20 + 5 ⇒ (15) + 5 = 20


Blacklock easily dodges into the room as the door swings closed on its own. Just moments later, a steady and rhythmic thudding pounds the door. After about a minute, it falls silent once more.

GM Screen:

Blacklock Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Phineas Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Athromar Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Blacklock pats himself down checking for injury, eyes wild "Death trap. False archer surrounded by a pitfall."


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

We are in the central room now right? Can we uncover it to see what the layout is like?


The door swings open to reveal the chamber now littered with hundred of blunt arrows scattered in every corner, and the pillar slowly spinning to a stop. There are two other doors in the chamber, one to the south and one to the east. Neither are locked.


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

"By the Gods, what mad genius devised such a chamber of death as this? Does it not seem, overly elaborate?" Athromar half grins and half frowns.

"There must be a way to disable that trap, perhaps a room beneath we need to reach?"


Er, I was thinking I was jumping out of the room, but whatever I guess hehe


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

"Blunt arrows?" asks Phineas with puzzlement. "Who ever heard of using blunt arrows?" He makes for the door in the south wall, trying as best he can to avoid any arrows that fly his way.

Move Action to approach south door, move 20' Standard action to take Total Defense.


Have to admit I'm a bit confused about what happened/is happening, but here is a disable device roll. I'll also go total defense to approach.

DisDev: 1d20 + 9 ⇒ (8) + 9 = 17


Blacklock- the three of you waited outside the room while the trap ran itself out. Now, Phineas is investigating the southern door.
Sorry for frequently writing confusing posts.

No more arrows go flying- the trap seems to have been completely emptied, and will require a lot of work to become functional again. Phineas finds the southern door unlocked, and, with no traps found by Blacklock, swings open easily. On the other side, a short corridor opens into a medium-sized chamber, with a continuous carving of mourners running along each wall, leading to a staircase at the other end of the room.


Thanks, that's clear now. It's not you, it's me...or just nature of pbp maybe.


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

Realizing the arrow-firing trap was empty, Phineas sighs deeply. "At last, we catch a break." He quickly gets into the southern room, looking at the relief of mourners. He looks around for any other signs of interest.

The stairs go up or down?


"Blast, more stairs. I wonder how many levels this complex has."


Sorry for the delay. Soundtrack and map updated.

GM Screen:

Athromar: 1d20 + 4 ⇒ (5) + 4 = 9
Blacklock: 1d20 + 2 ⇒ (16) + 2 = 18
Phineas: 1d20 + 3 ⇒ (3) + 3 = 6
Skeletons: 1d20 + 4 ⇒ (9) + 4 = 13

As Phineas dashes into this new room, the others following shortly behind, something catches his eye from the side. A skeleton, red and dripping with blood, claws its way out of the corner and assembles itself just behind the pillar. There's four in total, clattering their way up as they lunge towards the group!

Combat go! Blacklock can act before the skeletons do.


Without hesitation Blacklock advances and weakly swings his bar down on the one clutching at Phineas "Look out!" Top right enemy

Greatclub: 1d20 + 1 ⇒ (14) + 1 = 15 vs flat-footed
Sneak: 1d10 + 1d6 ⇒ (1) + (6) = 7


Blacklock's club smashes into the skeleton, and it bursts into a pile of bloody bones. Its partner steps forward, and, while it tries to tear into the rogue, he proves too quick for the skeleton, and its attacks hit nothing more than air. Meanwhile, two of the skeletons rush Phineas. While one of them merely has its claws glance off Phineas' armor, the other one connects, scoring a gash down the cleric's arm.

Phineas takes 3 damage. Party go! One down, three left.

GM Screen:

Skeleton 1 attack: 1d20 + 2 ⇒ (9) + 2 = 11
Skeleton 2 attack: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (1) + 2 = 3
Skeleton 3 attack 1: 1d20 + 2 ⇒ (1) + 2 = 3
Skeleton 3 attack 2: 1d20 + 2 ⇒ (5) + 2 = 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

Round 1

Grimacing at the fresh wound delivered by the bloody skeleton, Phineas
reaches inside his tunic and withdraws his simple wooden holy symbol. Fervently praying, he cries "O great Erastil! Send forth the power of your goodness to smite these unholy abominations. Protect those that would do your will in their time of trial!"

Channel positive energy to damage undead. All the remaining are within the 30' radius. DC 12 Will halves the damage.

Channel: 1d6 ⇒ 6


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 1

"Sarenrae shine your light in this dark place!"

Channel Energy 1d6 + 2 ⇒ (1) + 2 = 3


Sorry for the delay, once again.

While Phineas' channeling leaves the skeletons reeling, Athromar's slams into the undead and blasts them into nothing more than red mist, with a tarnished silver necklace falling to the ground with a clink. As the room falls silent, you all hear the sound of dripping water and a low moaning in the distance.

Appraise DC 15:
The necklace is of a style worn roughly 200 years ago, and is worth 200 gp

Well, that was anticlimactic. I suppose that's just what's to be expected from a party that's 2/3rds cleric in an undead-heavy adventure. Soundtrack and map updated, as well.

Blacklock finds no traps on the stairs going down, and they lead to 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. It seems as though there were once carvings on the walls here, but they seem to have, oddly enough, eroded completely with the passage of time, leaving them unrecognizable.


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

Without particular exposure to valuables or treasure before, Phineas has no ideas the value of the silver necklace, but after holding it out for the others to examine, if they choose, he slips it into the pocket of his tunic. Not sure if it's important or not, he figures its better to bring along than leave behind, and he can always re-inter it with bones once they find Roldare's sister and the undying flame of Kassen.

"I don't like either that sound or that smell," muses Phineas mostly to himself. "I think we should choose the center passage after looking over this pedestal."

He approaches said feature and gives it a cursory examination.

Appraise DC 15: 1d20 ⇒ 6
Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Appraise: 1d20 + 6 ⇒ (9) + 6 = 15

Blacklock watches Phineas unknowingly pocket the small fortune with a slight grin on his face. The temple in Kassen was often his source of a warm meal or shelter on a cold night. Besides, his companions wielded a strange new force he had never directly experienced...perhaps he was not noble enough for wealth.


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

"What if that moaning voice is that of whom we seek? Should we not follow it?"


Phineas finds an inscription on the pillar that 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.


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 points out the inscription to the others. "Opening the gate sounds important, maybe we need to go that way first?"


"I'm with Athromar on this one, brother. I'd trust my ears over some dungeon inscription anyday...another trap no doubt."

Perception to pinpoint the direction of moan
Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Blacklock's keen ears pick out the moaning as coming from the east. Following the corridor, it quickly becomes apparent as sloping down ever so slightly, and the drips of water that were coming from this direction collect into ever-larger puddles, until the entire floor is a few inches underwater- and, looking down each of two branching corridors, the water only gets deeper.

To the north, the corridor turns to reveal a door- while it's not locked (and Blacklock finds no traps), it's waterlogged (the floor is about two feet underwater here), sollen and stuck shut (Requiring a DC 15 strength check to open)

Perception DC 10:

Listening at the door, you hear the faint sound of frogs croaking from inside the room.

Going south, however, the water only rises to about a foot in depth. The chamber on this end has a strange blue fungus on everything- 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.
A Knowledge (nature) check can identify the fungus.

Which way? North or south?

GM Screen:

Blacklock Perception: 1d20 + 6 ⇒ (13) + 6 = 19


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

perception DC 10: 1d20 + 8 ⇒ (9) + 8 = 17
Know Nature: 1d20 + 4 ⇒ (15) + 4 = 19

Listening at the water-logged door, Phineas hears the sounds of croaking frogs from beyond and shares that finding with the rest of the group.

He also recognizes something about the blue fungus...


Phineas recognizes the mold as Azure Fungus, a curious type of mold that can sense movement and releases electrical shocks to kill those that disturb it. While it's usually only harmful if touched, being in the water would make it significantly more dangerous. Moving slowly should keep you safe, but its by no means a guarantee.


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

Relating the danger of the blue fungus to the others, Phineas rolls his eyes. "No good choices here." he says. "Want to try the frog door first?"


"Sure, lets pry it open..." he plunges the iron bar into the water near the door's frame and exploits the lever action to assist his faded strength. hoping for slight bonus like a crowbar

Str: 1d20 - 1 ⇒ (8) - 1 = 7

Eheh...even with bonus that's a stinky roll.

Blacklock barely budges, yet he tries with his all, sweating profusely "I'm just gone...a frame of bone with no connecting tissue..."


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 Blacklock gives up on the door, Phineas steps up without much hope of generating enough force to make any difference. To his own surprise, the young acolyte is able to get the swollen doors loose enough to open.

DC 15 Str: 1d20 ⇒ 15


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

As Phineas flexes his muscles, Athromar holds up his crossbow ready to fire at whatever danger may lurk within.

Readied action to fire.


GM Screen:

Blacklock: 1d20 + 2 ⇒ (20) + 2 = 22
Athromar: 1d20 + 4 ⇒ (9) + 4 = 13
Phineas: 1d20 + 3 ⇒ (12) + 3 = 15
Frogs: 1d20 + 1 ⇒ (2) + 1 = 3
4d20 ⇒ (20, 14, 9, 10) = 53
Athromar: 1d20 + 1 ⇒ (8) + 1 = 9

Phineas gives the door a solid kick, and it swings open, revealing a room that is filled with water, probably as deep as the outside corridor. The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus. On top of the middle one, a giant frog sits on the center sarcophagus, and as the door opens, it unleashes a battle croak and starts to move to attack. Athromar shoots his crossbow, but the frog proves too quick and it slams into the back wall instead.

Combat go! map and soundtrack updated. The setup is that you can see one frog sitting on a coffin in front of you. Everyone can act before the frogs, so party is up! However, the water filling the chamber means the entire room is treated as difficult terrain.


Blacklock climbs atop the nearest coffin, then jumps ahead to the next...

Climb: 1d20 + 3 ⇒ (14) + 3 = 17
Acro: 1d20 + 10 ⇒ (4) + 10 = 14

...swinging at the berserk toad with all hes got left...

Iron: 1d20 + 1 ⇒ (1) + 1 = 2

...which apparently isn't a lot.


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 move to the protection of the corner of the room, then fires his longbow at the frog.

Longbow, PBS: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Dmg, PBS: 1d8 + 1 ⇒ (6) + 1 = 7

Maybe that hits vs FF AC?


Are we still going?


Sorry for the delay, that was my bad.

Phineas' arrow flies true, striking the frog head-on and leaving it seriously injured, while Athromar is busy reloading his crossbow. Blacklock's swing, while enthusiastic, misses the frog entirely. However, as he recovers from the swing, a bit of movement catches his eye. Two more frogs come out of the water, from where they were previously hidden. One launches a long, sticky tongue at Phineas, who narrowly dodges the attack. Blacklock finds himself assaulted on both sides, the frog he tried to attack retaliating with a nasty bite, grabbing him securely and holding him fast. The frog behind him takes advantage of this opening, landing a painful bite on Blacklock's leg.

GM Screen:

Tongue: 1d20 + 3 ⇒ (7) + 3 = 10
Bite: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 2 ⇒ (2) + 2 = 4
Grab: 1d20 + 3 ⇒ (12) + 3 = 15
Bite: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 2 ⇒ (2) + 2 = 4

As seems typical, Blacklock has the worst luck. He takes 8 points of damage and is currently being grappled by the frog on the coffin. Two more frogs have also surfaced. Round two, go!


Blacklock dislocates his elbow with a crack in an attempt to slither loose from the disgusting digestion...

Escape Artist: 1d20 + 6 ⇒ (9) + 6 = 15 vs frog CMD

If successful, he backflips to the previous coffin and falls off behind into the water for cover...

Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22


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 1

Readied action fire!

Crossbow 1d20 + 1 ⇒ (10) + 1 = 11
Crossbow Damage 1d10 ⇒ 10

Round 2

Athromar lays his hands upon Blacklock, "Sarenrae, aid him!" CLW 1d8 + 2 ⇒ (6) + 2 = 8

Sorry, lost track of this over the weekend!

401 to 450 of 655 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Quest for the Eternal Fire All Messageboards

Want to post a reply? Sign in.