Dm Kumo's Crypt of the Everflame

Game Master Logan Holt


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Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori just crosses her arms under her breasts and pouts... petulantly, but will comply to follow and take cover behind the shields..

Sounds like a plan.. apparently this is one trap you HAVE to spring.


It is a pretty tough trap to overcome without a rogue.

The tower shields are each big enough to give on person hiding behind them total cover from the pillar. A second person can also hide behind the shield for a +4 Cover bonus. Obviously being outside of the room with the door shut would also grant you total cover. Where does everyone want to be?


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

Hopefully there is only one set of arrows and no monsters about to pop out.

Moira looks at Sa'sori's precarious position behind her and realizes this is likely to not work. "You're likely to get shot and it looks like you're one wound away from bringing this whole place down. And I would allow that if there weren't a few innocent lives here. So maybe its best if you wait outside."


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori wrinkles up her nose, "What's that supposed to mean? I don't have the power to cast fireball... yet... but I can eventually destroy any door or wall in the way.. as to playing 'trap-games'... I'd just dissolve the door that's in the way."

She gestures and her fingertip glows with a very familiar greenish glow of her Acid Splash spell readied.

"I have no interest in 'bringing the crypt down on top of my own head'... even if that were possible... which it is not without a lot of time to dissolve a lot support structures in here. Waste of time. I'm also wanting to get any innocent lives out of here.. but let's be honest.. do you really think anyone else is alive in here?"


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"Eventually is not now, Sassy," Cotton says, eyeing the room with a frown on her face. "Hrrm. I don't like this kind of tricks..."


Sorry, trying to move this along. Are we Melting the door or springing the trap, and either way, where is everyone want to be when that happens. In the room behind a shield or in the hall.


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

"There is a t least us and the crazy dude. I don't really know about his daughter but I am hopeful. It might be quicker to just trip the trap. Hopefully it only has one shot and then we can move on."


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori moves to take cover behind Moira's tower shield.

"Well.. trip it and let's move along..."


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

I've lost track of who has the other shield. I think it's me :o

IF Dyrm has the other shield, he'll hunker behind it and take a position parallel to Moira


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"There room back there for me?" Cotton asks.

As a Gnome, Cotton is Small-sized, so... would she be covered or exposed if she tags along with Dyrm?


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"I'm going to wait out in the hall. I don't have the best luck with these things. If it works, I'll follow after." Vera moves into the hall. "Try not to die everyone." Once Cotton picks a place, we're going to close the door.


The shields can completely protect one person. Another can hide behind that person for a +4 cover bonus. (They are ranged attacks so lying prone behind that person would grant an additional +4. You can also take the total defense action for additional AC. Being out of the room as Vera suggested would also shield you completely.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

Cotton decides to stay with Vera...


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori will snuggle in behind Moira ...cast her own shield spell.. going prone and total defense.


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"Ready to follow your lead, Moira," Dyrm says hunkered behind the other shield.


Assuuming I'm calculating your AC right Sa'sori correct it if this is wrong. 13+4 shield spell +4 cover from tower shield +4 vs ranged for being prone +4 bonus for total defense. This all makes it a 29.

Vera lets the door fall short. As soon as the door latches a flurry of arrows starts flying from the pillar in all dirrections. You can hear them clunking into the heavy wood of the shields you're hiding behind as well as clinking off the heavy stone walls.

Initiative roll for Pillar Trap 1d20 ⇒ 19
Pillar Trap arrow at Sa'sori Round 1 1d20 + 10 ⇒ (11) + 10 = 21

In the interest of keeping this moving I'm going to assume you guys all stay hidden unless Sa'sori gets hit, so I'm going to run all of it's rounds until the trap runs out.

Pillar Trap arrow at Sa'sori Round 2 1d20 + 10 ⇒ (2) + 10 = 12
Pillar Trap arrow at Sa'sori Round 3 1d20 + 10 ⇒ (10) + 10 = 20
Pillar Trap arrow at Sa'sori Round 4 1d20 + 10 ⇒ (12) + 10 = 22
Pillar Trap arrow at Sa'sori Round 5 1d20 + 10 ⇒ (11) + 10 = 21
Pillar Trap arrow at Sa'sori Round 6 1d20 + 10 ⇒ (2) + 10 = 12
Pillar Trap arrow at Sa'sori Round 7 1d20 + 10 ⇒ (17) + 10 = 27
Pillar Trap arrow at Sa'sori Round 8 1d20 + 10 ⇒ (1) + 10 = 11
Pillar Trap arrow at Sa'sori Round 9 1d20 + 10 ⇒ (8) + 10 = 18
Pillar Trap arrow at Sa'sori Round 10 1d20 + 10 ⇒ (14) + 10 = 24

After what seems like 1,000 arrows have come from the pillar it finally runs its supply dry. When it is finally done, you can hear an audible click from the southern door echo through the chamber.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"Everyone still kicking?!" Shouts Vera through the door.


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori involuntarily, flinches and gasps out a cry of surprise and fear...

{Gasp} "... Eekkk!"

Before anything else said is drowned out by the fusillade of deadly {but blunted} arrows.

When its all done there is a clear space of spent arrow shafts clearly demarked around the prone Sa'sori.

She stands gathering her dignity cheeks coloring in embarrassment at her outburst.

"What a fascinating and terrifying piece of mechanical fiendishness. That would make a very useful weapon in Mendev with cold iron arrows against the flood of demons out of the world wound. May hap our little town has missed its calling as a weapon's manufaturer?"


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

When the first bolt hits the shield, Moira tenses and holds on tighter. the barrage threatens to shift the enormous shield to the side and expose herself or the half-elf behind her. But eventually it all ends and the door opens. She remains tense for a moment in case there was a misfire but eventually peeks over the shield at the pillar. She sighs and lets the shield fall away as she rubs her aching shoulder. She was holding on far too tightly. She pulls Sa'sori off the floor, a little surprised at her outburst. "Still alive. Come on in," she calls out to Vera. If possible she heads to the door they came in and opens it. Once everyone is inside she opens the door to the south with a new torch in hand.


The doors are one way and can only be opened from Vera's side.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"Don't answer if you're dead, just rattle your chains," Cotton mutters. She then pushes the door open.


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"We're okay," he calls out to Cotton, "Though I'm not sure how."


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"I am!" Cotton chirps, grinning. "Because you're just that good!"


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"Credit goes to Moira and Sa'Sori on that. I mostly hung back with a shield up raised following their lead," The dwarf admits


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"And we're sure that the trap is spent right?" Vera eyes the pillar cautiously. "It would seriously suck to have gone through all that only to get caught off guard by a second volley"


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori steps over to the south door to listen at it... a shimmering field of protective magic shifting about her...

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Sa'sori shrugs, "...there are no guarantees in many thing Vera. But the door to the south I clearly heard unlonck.. my spell is still running for the next couple of minutes.. so let's get moving."

Drawing her Elven Curve Blade from her back slung sheath Sa'sori steps to the side of the south door and nudges it open with the tip of her two-handed blade to peek inside...

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.

I'll post a map tomorrow, no access to it today.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"Are we thinking more traps, or should we just head for the stairs?" Vera says eyeing the hallway.


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"Let's just head for the stairs.... patience is one thing, but I worry we grow skittish."


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

perception: 1d20 + 7 ⇒ (5) + 7 = 12

Anything about to jump out.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

Assuming Moira spots nothing, Vera is going to head for the stairs.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

Perception 1d20 + 3 ⇒ (20) + 3 = 23

"Skittish? Phaw! That won't do!" Cotton says, frowning. She grabs Dyrm's hand and starts tugging on it. "C'mon, c'mon! Let's go!"


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"I'm going, I'm going..." He says, keeping up pace with the gnome, which as they both have short legs, isn't that hard to do.


Map Update

As you enter the room, you spot several skeletons rising up from behind the pillars in the room. The bones of these skeletons are coated in dripping blood as they rise to their feet.

Knowledge(Religion) DC 15:
These are a special kind of skeleton that will continue to regenerate unless destroyed with positive energy, holy water, or in the area of a bless spell.

Skeletons Initiative 1d20 + 6 ⇒ (13) + 6 = 19
Dyrm 1d20 + 1 ⇒ (4) + 1 = 5
Cotton 1d20 + 4 ⇒ (9) + 4 = 13
Vera 1d20 ⇒ 18
Moria 1d20 + 5 ⇒ (6) + 5 = 11
Sa'sori 1d20 + 2 ⇒ (5) + 2 = 7

Round 1 order Skeletons, Vera, Cotton, Moria, Sa'sori, Dyrm

Round 1
The skeletons rise to their feet and move towards the party closing in on them without attacking. Move action stand from prone. Standard action move towards party.
Map Update after skeletons turn


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

"Everyone back up, take them one at a time," Moira says. She drops her torch so she can fire un-impeded. More confident in here ability to miss allies, she fires over Vera's shoulder before retreating to the trapped room.

Blunt Arrow+PB: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage+PB: 1d8 + 1 ⇒ (1) + 1 = 2

Move to the right of Dyrm's current location after attacking. Really bad luck on the boards right now.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"Don't trip over me! Don't you trip over me!" Cotton warns as she goes to one knee and fires a brilliantly golden ray between her comrades' legs at the skeletons' limbs before rising again and backing off into the previous room. "Nisil mors, nisil vivens, rescindendum es!"

Cotton casts Disrupt undead. Ranged touch attack 1d20 + 4 ⇒ (7) + 4 = 11 for 1d6 ⇒ 3 positive energy damage.
Moving back and to the left of Dyrm's current position; if we establish a chokepoint, I can zap them with positive energy and Dyrm can roast them as they shamble up to us.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"Remind me to grab the next shield we find." Vera says taking up a defensive stance. Total Defense, AC 19


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

Dyrm recalls the order to take one at a time, and so he flings a firebolt at one that hasn't been hit yet.

Ranged Touch1d20 + 2 ⇒ (6) + 2 = 8
dmg 1d6 + 1 ⇒ (3) + 1 = 4


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

[OOC: Sorry for the delay in posting have had some computer issues and been real busy]

Sa'sori seeing the approaching skeletal dead... and rolls her eyes in disgust.

Taking aim the half-elf sorceress casts Acid splash at the same undead Cotton targeted... concentrating fire to bring one down at a time!

"Yes, hold the choke-point we can do this all day...!"

Standard Action: Cast Acid Splash-Ranged Touch attack/Point Blank 1d20 + 4 ⇒ (13) + 4 = 17

Acid Splash Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Sa'sori frowns, "Dyrm... concentrate fire on a single target to down it... THEN move on the the next! Hurting them individually means they can ALL still attack us..."


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"My apologies. I had merely hoped to soften them up so if and when I could cast my burning hands, more would succumb in mass." He explains, "But I don't pretend to know tactics."


Map Update

Dyrm fires a bolt of fire and misses the skeleton in his freight. Cotton fires a bolt of necromantic energy to shatter the skeleton. Vera slides back shielding himself from the coming onslaught. Moria fires down the hall and misses. Sa'sori fires a splash of acid and strikes the skeleton.

The skeletons move forward to pursue the party being caught in the choke-point. The two in the corners reach their arms into the hall trying to claw at Vera. One skeleton, burning from acid begins to heal as it follows Vera into the hall clawing at her twice.

Skeleton claw attacks 1d20 + 2 ⇒ (11) + 2 = 13
Skeleton second claw 1d20 + 2 ⇒ (1) + 2 = 3


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

Cotton sights between the others' legs and fires another ray of golden, coruscating energy at the skeletons' femurs.

Disrupt undead. Ranged touch attack 1d20 + 4 ⇒ (1) + 4 = 5 for 1d6 ⇒ 4 positive energy damage.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

The others seem to be doing a decent job hurling ranged attacks so Vera decides to maintain her defensive posture, blocking the skeletons from attacking anyone else.


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori aims again casting Acid Splash at the skeleton with the least cover.

Standard Action: Cast Acid Splash - Ranged Touch attack 1d20 + 4 ⇒ (8) + 4 = 12
Acid Splash Damage: 1d3 + 1 ⇒ (1) + 1 = 2

"Hey! Did one of those skeletons start regenerating from my acid splash? How's that possible?"


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

Unfortunately, no one has Religion.

"No idea but I am going to keep shooting until they stop moving."

Blunt Arrow+P: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage+PB: 1d8 + 1 ⇒ (4) + 1 = 5


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

Can Dyrm move to engulf the skeletons in Burning hands without hitting an ally?


With you guys making a choke-hold. There is no way unless you move past the whole party and acrobatics through the skeletons square.


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

I was afraid of that. Sorry guys, I don't have that skill that I could try it with any confidence.

Dyrm flings another firebolt, this time on a skeleton that's already damaged as was suggested

Ranged touch: 1d20 + 2 ⇒ (8) + 2 = 10
dmg: 1d6 ⇒ 5


Round 2 Recap

Vera stands defiantly, defending herself from the skeletons onslaught as acid and arrows fly past her. Cotton flings a splash of acid that comes well short of the skeleton. Moria looses another arrow that the skeleton avoids. Sa'sori flicks acid at the regenerating skeleton and splashes it back for another 2 points. Dyrm fires another firebolt but is also unable to connect with the monster.

Round 3 Order: Skeletons, Vera, Cotton, Moria, Sa'sori, Dyrm

Map Repost, no update

The skeleton in front of Vera continues to claw at her. Slashing through her defense with a heavy blow.

Skeleton claw 1 1d20 + 2 ⇒ (20) + 2 = 22
Skeleton claw critical confirmation 1d20 + 2 ⇒ (11) + 2 = 13 did not confirm.
Skeleton claw damage 1d4 + 2 ⇒ (3) + 2 = 5
Skeleton claw 2 1d20 + 2 ⇒ (4) + 2 = 6


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori scowls darkly, "Alright enough playing the hell around! That's my friend your clawing you unquiet pile of stinking bones!!!

Sa'sori's Tattoos on her arms, slender legs, exposed cleavage and cheeks of her face glow brightly as she calls on her full magical power and casts two silvery magical missiles of arcane energy at the Skeleton that just clawed Vera!

Standard Action: Cast Magic Missile at skeleton fighting Vera 2d4 + 2 ⇒ (3, 3) + 2 = 8

A beautiful.. if deadly, display of raw arcane power...!!!

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