DougFungus' Crypt of the Everflame (Inactive)

Game Master DougFungus

The Crypt where Ekat Kassen was laid to rest has become an important part of the town's history. This year a group of hand selected individuals have been chosen to venture to the crypt and retrieve the Everflame in time for the autumn celebration.


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Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Fort Save: 1d20 + 5 ⇒ (17) + 5 = 22

Lorant grits his teeth and the shock strikes him. He looks back at Kerret and nods, but he cuts at the fungus again before backtracking out of the room.


Kerret Malconnen wrote:
Kerret keeps casting acid splash until the moss is destroyed.

That will work, granted it will take some time.

MAP!


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

"Nice work, Kerret" as the mage is destroying the fungus.


Actions anybody?


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Lorant walks through the room and into the corridor on the other side. He glances back at the door at the end of the hall. "I think that leads back to the other room."


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Once the moss is destroyed, Kerret follows behind Lorant.

Move to I 21

Maybe we should clear left first, before we explore what's to the right, he whispers.


Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

Kaylee will carry Pip when he is ready, following 10 feet behind Kerret. My signal isn't good enough for me to load the map right now.


Walking into the hallway, Lorant immediately notices a Skeleton (not unlike the ones you faced entering the Crypt) in the room to the South. The sound of splashing footsteps is a dead giveaway that there are more than just one in the room.

Everybody roll Initiative

MAP!


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

"No time, now Kerret! We can explore it one the way back!"
Lorant steps up to the edge of the room and waits for the Skeleton to come closer. When it does, he swings at it with his shield, remembering how well it worked before.

Move to K-22
PA, Shield: 1d20 + 5 ⇒ (10) + 5 = 15
Damage, PA: 1d3 + 5 ⇒ (3) + 5 = 8


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

initiative: 1d20 + 4 ⇒ (20) + 4 = 24

Kerret grins and steps behind Lorant 5' step to H 22

As you say, we appear to have more pressing concerns!

disrupt undead: 1d20 + 3 ⇒ (16) + 3 = 19 vs. touch AC
damage: 1d6 ⇒ 4


Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13

Concern shows on Kaylee's face as she watch's Lorant get into a fighting stance while Kerret moves behind him.

Lorant, Kerret! What's going on? What do you two see?


Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

initiative: 1d20 + 3 ⇒ (12) + 3 = 15


male halfling lvl3 rogue HP:23/23

Pip init:1d20 + 5 ⇒ (15) + 5 = 20 He is sitting on Kaylee's shoulders and will draw his crossbow.


Ok, I'm going to try changing some things for this combat. I tried this in my RuneLords campaign and it seems to make things a little smoother for players abilities to perform actions. I'll divide up the turn order between player and enemies actions through the round. If your name is bolded then submit your actions for the round. I will resolve PC's actions up until an enemy's actions, then post the enemies actions until the next group of PC's and so on. This should remove all the guesswork on my end and is beneficial with combat situations as large as this one. If you guys like it we can stick with the format, if not we can change back. I've modified some initiative rolls to create larger clusters of PC and enemy actions to speed things along.

Kerret (24)
Skeleton 2 (22)
Skeleton 3 (20)
Skeleton 6 (19)
Pip (20)
Lorant (18)
Vastar (15)
Skeleton 5 (16)
Skeleton 1 (15)
Skeleton 4 (14)
Kaylee (13)

Skeleton 1 Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Skeleton 2 Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Skeleton 3 Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Skeleton 4 Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Skeleton 5 Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Skeleton 6 Initiative: 1d20 + 6 ⇒ (13) + 6 = 19

Description wrote:
This large chamber is partially flooded, with the south end just barely rising 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. A thick layer of slick, black mold covers the carvings on the walls of this chamber.
Hazard wrote:
Other than in the pit, the water in this chamber is a little over a foot deep, making each square diffcult terrain for Small or smaller creatures. Regardless of a creature’s size, the water hinders any action requiring an Acrobatics check (increase the DC by +2).
  • Kerret moves to H-22 and casts Disrupt Undead. Ste spell hits Skeleton 3 (in M-22) and it takes 4 damage.

  • Skeleton 2 moves to J-22 and attacks Lorant.
    Broken Scimitar: 1d20 + 0 ⇒ (1) + 0 = 1 Poo
    Dex Check: 1d20 + 0 ⇒ (14) + 0 = 14 Pass

  • Skeleton 3 doesn't move

  • Skeleton 6 doesn't move

Summary:
  • Skeleton 3 has taken 4 damage

UP NEXT:
Kerret (24)
Skeleton 2 (22)
Skeleton 3 (20)
Skeleton 6 (19)
Pip (20)
Lorant (18)
Vastar (15)
Skeleton 5 (16)
Skeleton 1 (15)
Skeleton 4 (14)
Kaylee (13)

MAP!


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Can I still use my action above?


Yes, a 15 wont hit however. I'd recommend re-rolling.


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Wow, ok

Lorant chuckles at the clumsy attempt by the bones of the skeleton before trying to slam into the thing with his shield.

Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d3 + 3 ⇒ (1) + 3 = 4


Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

I move to I21 and try to stab the zombie facing Lorant.

attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d4 + 1 ⇒ (1) + 1 = 2


just waiting on Pip.


male halfling lvl3 rogue HP:23/23

Realizing his crossbow is useless against skeletons, Pip will take out the grappling hook and tie to the silk rope. He will then try to tangle up a skeleton or two if he can.

Not sure if Pip can do all of this in one turn or not. I believe it is a full action to put his crossbow away. Then can he use his move action to get the hook and rope out of his pack? I guess next turn he will us a full move action to tie the hook to the rope.


Initiative:
Kerret
Skeleton 2
Skeleton 3
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4

Kaylee

  • Pip readies his grappling hook. (he can throw it next turn.

  • Lorant strikes Skeleton 2 with his shield and breaks a significant amount of its bones. The Skeleton is barely standing but holds itself together.

  • Vastar moves to I-21 and stabs Skeleton 2. The attack is a hit but does not appear to damage the skeleton.

Summary:

  • Lorant deals 4 damage to Skeleton 2

  • Skeleton 2 has taken 4 damage
  • Skeleton 2 has taken 4 damage

UP NEXT:
Kerret
Skeleton 2
Skeleton 3
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee

MAP


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Since Doc is in the field again, let's say that Kaylee moves to G22 and hurls a sling stone at the skeleton at M22

sling attack with point blank & precise shot: 1d20 + 3 ⇒ (11) + 3 = 14
bludgeoning: 1d4 ⇒ 4


Kerret, there was an error in my previous post. Both you and Kaylee were supposed to be bolded, not Skeleton 6. Post Kerret's action and I'll finish the round.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Kerret releases another ray of positive energy, targeting the skeleton that he attacked previously. M22

disrupt undead vs. ranged touch: 1d20 + 3 ⇒ (12) + 3 = 15
positive energy damage: 1d6 ⇒ 2


Initiative:
Kerret
Skeleton 2
Skeleton 3
Skeleton 6

Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee

  • Kaylee moves to G-22, Pip riding her to victory and hurls a sling bullet at Skeleton 2. The attack is successful and the skeleton collapses into a pile of dust and bones.

  • Kerret unleashes a ray of positive energy at Skeleton 3. The attack is successful and the Skeleton disintegrates.

  • Skeleton 6 moves to L-22.

Summary:
  • Kaylee kills Skeleton 2
  • Kerret kills Skeleton 3

UP NEXT:
Kerret
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4

Kaylee

MAP!


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Lorant nods as his friends take down the two sets of walking bones. He steps forward and swings his shield at another one.

Move to K-22
Shield: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d3 + 3 ⇒ (2) + 3 = 5


Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

I follow Lorant down the corridor.


male halfling lvl3 rogue HP:23/23

Pip is not in a position to do much of anything other than to call out possible threats.

perception: 1d20 + 9 ⇒ (15) + 9 = 24


Initiative:
Kerret
Skeleton 6
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4

Kaylee

  • Pip's threats are lost to the halls of the crypt as Skeletons are mindless creatures.

    Perception Check wrote:
    This large chamber is partially flooded, with the south end just barely rising 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. A thick layer of slick, black mold covers the carvings on the walls of this chamber.

    Pip:
    In addition to the mechanism which looks like it lifts the portcullis in the room with the pool, you notice some depressions underneath the water (the dark spots on the map). Its hard to tell how deep they are but it could be a potential hazard.

  • Lorant steps up to K-22 and strikes Skeleton 6 with a Shield Bash. The Skeleton explodes.

  • Vastar moves to J-22.

  • Skeleton 5 moves to L-22 and claws at Lorant.

    Claw 1: 1d20 + 2 ⇒ (14) + 2 = 16 Miss

  • Skeleton 4 moves to L-21 and attacks Lorant around the corner.

Claw 1: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7 Miss

UP NEXT:
Kerret
Skeleton 6

Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee

MAP!


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Kaylee whips another stone at the skeleton before Lorant.

sling attack with point blank and precise shot: 1d20 + 3 ⇒ (10) + 3 = 13
bludgeoning: 1d4 ⇒ 4

Kerret pulls his new wand from his belt and says, Let's see what this thing can do! Majure! Two streaks of force shoot toward the skeleton before Lorant.

magic missle: 2d4 + 2 ⇒ (3, 4) + 2 = 9

9 charges remain on the wand.


male halfling lvl3 rogue HP:23/23

Pip yells out to the group, "There look to be some deep spots up ahead, watch out for them!


Initiative:
Kerret
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee

  • Kaylee launches a sling bolt but misses.

  • Kerret's missiles strike true and kill Skeleton 5.

    UP NEXT: Everybody post actions

No map update this turn.


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Lorant deflects the skeleton's claws and then steps around the corner, kicking aside the bones from the skeleton Kerret destroyed. He swings his shield at the remaining undead. "Die, undead spirit!"

Step to L-22
Shield: 1d20 + 6 ⇒ (10) + 6 = 16
Damahe: 1d3 + 3 ⇒ (3) + 3 = 6


Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

I'm just waiting to help Lorant, or drop a positive energy if needs be.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Kaylee moves into the room behind Lorant M22, attempting to dodge the skeleton's claws.

acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8

She reaches out her hand, using the power of her healing hex on the undead creature.

touch attack: 1d20 + 1 ⇒ (6) + 1 = 7
healing hex damage: 1d8 + 3 ⇒ (7) + 3 = 10

Kerret ducks in behind L23 and casts disrupt undead at the skeleton deep in the room. P19

ranged touch: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 3


Initiative:
Kerret
Pip
Lorant
Vastar
Skeleton 5
Skeleton 1
Skeleton 4
Kaylee

  • Kaylee moves to M-22 but takes an Attack of Opportunity from Skeleton 1.

    Attack of Opportunity: 1d20 + 2 ⇒ (20) + 2 = 22 Possible Crit
    Crit Confirmation: 1d20 + 2 ⇒ (19) + 2 = 21 Confirmed!
    Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12

    She reaches her hand out to imbue the Skeleton with positive energy but it lurches out of the way of her grasp.

  • Kerret moves to L-23 and successfully casts Disrupt Undead on Skeleton 1. It dies.

  • Lorant runs into the room (to O-20) And strikes the final Skeleton down with a shield blow.[/list]

    Summary:
    • Skeleton 1 deals 12 Damage to Kaylee

    • Kerret kills Skeleton 1

    • Lorant kills the final Skeleton.

    All threats appear to be neutralized for the moment.

    MAP!


  • Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

    Kaylee moves towards the south end of the room and sets Pip down in the shallow water. She then takes a look at her wounds and attempts to heal them before using her scarf to bandage what injury remains.
    Healing hex: 1d8 + 2 ⇒ (3) + 2 = 5

    Does anyone recognize this black mold? Kaylee asks while taking a moment to observe it. She stays cautious though, remembering how dangerous the previous mold could have been.

    Knowledge: Nature: 1d20 + 7 ⇒ (8) + 7 = 15


    Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

    Kerret casts detect magic and begins to survey the room for auras.

    Molds aren't really my forte. Vastar?

    perception: 1d20 + 6 ⇒ (12) + 6 = 18


    Just for the record, there is no mold in this room. The dark spots in the water are the depressions Pip was talking about earlier.


    Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

    Description said black mold was covering the carvings.

    Lorant splashes through the water to look at the wheel. "Well, it looks like we should turn this. Pip, you wan to check it before I do so?"


    Correct you are. There must have been a oversight here somewhere. The book makes no reference to mold in this room other than in the description. Forget it was ever mentioned.


    male halfling lvl3 rogue HP:23/23

    Pip moves next to Lorant and checks the wheel for any signs of traps or other dastardly mechanisms.

    1d20 + 10 ⇒ (12) + 10 = 22


    Time has not been good to this mechanism. Rusted metal and warped wood hold this device together. You dont see any traps, but it is going to take somebody strong to turn this.


    Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

    "Well, let's try turning it." Lorant grabs the wheel and tries to muscle it.

    Strength Check: 1d20 + 3 ⇒ (6) + 3 = 9


    The wheel does not budge.


    Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

    Lorant! You'll hurt your back trying to move it like that! Use your legs! Kaylee nags him with the bit of wisdom her father taught her.


    Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

    Lorant rolls his eyes. "Yes, Midwife. All this rust is making it hard to grip." He tries again, this time bending his knees and just tries to lift one edge of the wheel to turn it.

    Strength Check: 1d20 + 3 ⇒ (20) + 3 = 23


    Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

    "Hey, Lorant, want a hand."

    aid another strength: 1d20 + 1 ⇒ (20) + 1 = 21


    The wheel turns once around. There is still lots of chain left on the spindle indicating that it might have more give.


    Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

    Lorant stops to catch his breath for a moment. Then he grabs the wheel again and strains to turn it.

    Strength Check: 1d20 + 3 ⇒ (19) + 3 = 22

    Can't get any better than those rolls!

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