Dm Kumo's Crypt of the Everflame

Game Master Logan Holt


251 to 300 of 2,823 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

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

"Sooo... they didn't make these arrows to smash hollow skulls?" Cotton asks.


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
Vera wrote:
I imagine the arrows were meant for us.

Moira looks up wide-eyed in surprise. "Oh no. I didn't even think about that. These men were probably from Kassen. Probably here to test us like the illusion. That means the wailing might be someone else from town." With that realization she moves towards the exit, a sunrod in one hand and the bow in another. Temporarily forgetting her fear of the undead, she moves quickly but cautiously in the direction she hears the wailing if it is still around.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


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

"Wait for me!" Cotton chirps, skipping along behind Moira. The red slashes on her cheeks, like some kind of odd tiger-stripes, appear to be here to stay... for now.


The wailing sounds to be coming from the exit to the southeast, though it sounds to be distant. There is another door to the northwest in this room.


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

Vera is hesitates momentarily from the sudden departure of Moira, but hurries after her as quickly as she can, axe in hand.


The door opens to a large chamber that contains a maze of pillars that obscures the far side of the room. The wailing is notably louder in this room and seems to be coming from the south. Beside the door is a pile of empty saddlebags and three brooms.


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

Dyrm follows, Well, this group will certainly keep us moving. "I can't believe anyone in town would have anything to do with deliberately causing undead, that's for sure."


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

Moira stops at the entrance to the next room, shifting back and forth trying to see a way through. "They wouldn't. Those men were here to test us. Like Vera said, those arrows were dulled for us. They wouldn't have been lethal. Come on," she says moving towards the south while keeping an eye out for danger.

perception: 1d20 + 6 ⇒ (17) + 6 = 23: Karma is going to hit soon and hard.


Moria you notice the dust on the floor has been swept in this room. As you creep forward into the dark chamber you suddenly notice a large amount of dust collected between two tiles in the floor. You pause and study it a moment and quickly discern the tile hides a trap designed to cause the floor to give when pressure is applied.


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

Moira does one of three things.

1)Find a way around.

2)Jump over it and warn the others.

3)Set it off using one of the unused saddle bags nearby by tossing it on the plate.

If none of these options are available then she yells in the direction of the wailing, "Hello? Can you hear me? We're hear to help."

When asked why she doesn't continue. "Floors trapped. See the dust? Not sure how to get around."


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 suggests, "How about use the pillow on the pressure plate to disable/bypass it?"


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

"That seems like a risky bet, particularly for those of us with a bit more weight. I'd rather spring the trap with the saddle bags, or try and go around it. Whatever we're doing we need to do it quick."


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

"Jam it," Cotton suggests. "Just ram one of those bones into the trap's hinge."


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

I'm betting using a bone like that would be disable device. How big is this trap? At this point it seems much easier/faster to walk around or jump over.


The whole pathway is 5 foot wide, the trap spans the full width of the hall. Moria, while your searching for an alternate route, you spot another trap. The saddlebag is more than enough to spring the trap causing the floor to give and opens into a 10 foot deep pit.


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

"I like the idea of using the saddlebags."


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

Gonna assume we use the saddle bags as without disable device, I'm not seeing a whole lot of other options.

"That doesn't look too deep. I'd try jumping it, but I'm not sure how well that'd go with my armor." Vera will try climbing into the pit and then climbing up the other side.

various rolls that may or may not be deemed necessary.

Climb: 1d20 ⇒ 20
Acrobatics: 1d20 - 4 ⇒ (14) - 4 = 10
Climb: 1d20 ⇒ 20
Acrobatics: 1d20 - 4 ⇒ (1) - 4 = -3


Climbing down you fine the bottom is lined with a pile of pillows to soften any fall. You are then able to climb back up the other side.


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

"We shouldn't have to worry about falling with those pillows. I'll keep watch while you guys get across." Vera is going to post up in front of the pit, axe at the ready.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


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

"Huh. That explains the pillows," to herself. "Alright then." With a very un-courageous Eep, Moira jumps down into the pit and vaults up the other side. She then scouts ahead while the others cross.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19


Coming to the southern door you find it to be locked.

The pillows only soften the fall it will still cause damage if you are surprised by the trap. Intentionally jumping (as Moria did) takes a DC 10 acrobatics check. You may take 10 on that once the trap has been sprung.


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

Acrobatics 1d20 + 2 ⇒ (2) + 2 = 4

Cotton tries to follow Moira's example, but lands awkwardly.
"Wheeeeow! Darnit!" Grumbling, the little Gnome scrambles back to her feet and limps after her 'little sister', pouting. "That blows!"


Cotton Majet wrote:
Acrobatics 1d20+2

You could have taken 10 and succeeded. I have no problem if you want to do this rather than take damage.


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

But can we reasonably take 10 when someone might be dying? If it's coolio, I'll take 10, sure...


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

Moira comes up on the door and almost collides with it before realizing it is locked. "Drat. Hello! Can anyone here me!?! We're here to help!" she says pounding on the door. As the wailing continues she realizes she needs to get in there quick. She takes a few steps back and hit the door with foot.

Strength to break Door: 1d20 + 2 ⇒ (6) + 2 = 8

But not knowing the trick she bounces off. None of us has disable device so we are stuck with strength. What is the break DC?


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

Seeing Moira struggling, Vera moves to assist. I'm assuming the rest of the party is most of the way over by now.

"Let me give it a try."

Strength: 1d20 + 4 ⇒ (1) + 4 = 5

Vera trips and face plants into the door.
"Ow..."


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 toward the pit and jumps across gracefully. Not bothering to climb she just runs and jumps across.

"It might sound like someone in trouble... but there are no determinable words... we should still be cautious."

Acrobatics: Take 10!


The locking mechanism is exceptionally complex and the door is a strong one bound by iron. DC 25 to break. A few good shoves and a couple of very sore shoulders lead to to question if there may be another way out. Moria as you scout while the others are crossing you find a small switch hidden in the stonework in this room.


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

"Oh. Maybe this is it?" Without thinking of possible consequences Moira activates the switch near the door in the hopes that it will unlock it.


Depressing the switch causes a metallic click. Vera you see the mechanism on the lock shift, but the door does not budge when tried. A few seconds later the mechanism slides back into its resting position as the button raises back up.


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

Sorry, weekend took me by surprise. Oh definitely taking ten on the acrobatics

Making his way down, the dwarf eyes the door and lever, and then shrugs, "If i were good at this sort of thing, I'd have stayed a smith not become a druid."


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

"I think there may be multiple switches we have to press simultaneously. Look around." Vera begins searching for another switch.

Perception: 1d20 + 2 ⇒ (4) + 2 = 6


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

"Ugh, I should have become a thief," Cotton grumbles while she looks around. "I won't be able to cast a lock-opening spell for ages yet!"

Perception 1d20 + 3 ⇒ (9) + 3 = 12


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

"Wait!" Moira cries out a little panicked. "I saw another trap so there might be more around here. And they might not have padded all of them. Take a broom or something and slide the handle along the ground. If it catches you might have found a pressure plate. I'll go...um which way did I come in? north I guess. I'll take Cotton and Sa'sori can go with Drym.Thought is me and Dyrm have good perception (for doors) and me and Sa'sori are taller (to get out of traps). Vera stay here and if you hear the something on the door move press the button.Probably the better melee incase something comes through the door. Hopefully there is only one other switch."

perception: 1d20 + 6 ⇒ (9) + 6 = 15


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

Change my Perception check to an Aid Another for Moira, please. ^^


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

"Ready. As soon as it unlocks I'll open it."


Dyrm's perception 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

Dyrm begins to explore carefully finding new paths around each trap he finds until he calls our that he found a switch. He takes up position at that switch. The rest of you Are taking your time searching the room. You do find several more traps that Moria easily springs with the broom handle. Upon opening the trap near the center of the room, Cotton notices a small gleam of rounded metal hidden under the pillows of this trap. From where she sprung the center most trap, Moria you can see a third switch on the far wall.


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

"So, can we get the door open now?" Cotton asks, bright-eyed. She twirls her club. "I'm ready to move in and kick tailbone!"


Map Updated.


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

"Oh. There's one," Moira points out. She then carefully makes here way over to the other switch. Taking 10 as necessary. "I hope this is it. Everyone press your switch!" she says making her voice carry throughout the room. She then depresses the switch and waits for Vera.


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

"Going!" As soon as Vera hears the door click from the switches she will try and open the door.


Re reading what I posted, I don't think I made it clear. There are coins partially hidden under the pillows in the center most trap.

The switches pressed in unison, Vera is able to push the door open. The path continues south a few feet before reaching a "T" the voice wailing sounds to be coming from the south east.


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

Vera holds the door open in case it tries to snap shut. "Everyone ready to carry on?"


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

"Yeah, we can look at the coins under the pillows when we get back," Cotton says, confidently. "Let's get cracking -- undead skulls, that is!"


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

After navigating her way back with Cotton, Moira takes point again, bow in one hand and sunrod in the other. @ Cotton "Please don't remind me."

Perception: 1d20 + 6 ⇒ (18) + 6 = 24 I am glad these have been consistently good.


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 casts her mage hand spells and retrieves the coins discovered at the bottom of the central pit trap.

"It's no bother to be thorough.. with just some minor application of magic .. it is accomplished, and we have no need to back track.. nor run the risk of forgetting."

She continues to follow... carefully hefting her curve blade ready to defend herself.. sticking close to Moira.


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

"Alright, lead the way." Vera begins to follow close behind Moira.


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

"Huh, handy," Moira says watching Sa'sori. She seems to be completely unaware of her unintended pun.


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

Dyrm follows the crowd, "Sorry, sorry. I feel very distracted down here. Never did like tunnels... but I remember my second uncle who's a stonemason going on about design. Just wish I listened"

Perception (Plus Darkvision): 1d20 + 7 ⇒ (19) + 7 = 26 +2 to notice unusual stonework


Map Update

You follow the path down and can hear the wailing that sounds especially close now on the other side of the southern door.

251 to 300 of 2,823 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dm Kumo's Crypt of the Everflame All Messageboards

Want to post a reply? Sign in.