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)

Lorant walks up and tries to find a away to step around the pressure plate.


Lorant: You're on your own here. There isn't much I can tell you with out specifics.

MAP!


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

Kaylee watches as Lorant tries to find a way around the pressure plate. Maybe we could toss Pip over it? she asks nonchalantly but with a mischievous smile towards the halfling.


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 we roll a disable device for Pip?


Yes.


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)

Disable Device, take 10: 10 + 11 = 21


Pip looks around the room and discovers a switch on the back wall. An audible *click* from the pressure plate lets you all know its safe to cross.


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

Kerret looks at Pip, then at the switch, then back at Pip again. I have no idea how I missed that. Good eye, Pip.

He swallows nervously, and grins at Lorant. Age before beauty, oh fearless leader.


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)

Let's get this moving again!

Confident that Pip has disabled the trap, Lorant move across the plate and towards the door.


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

After waiting a few seconds after Lorant's crossing, Kaylee looks over at Kerret. Age before beauty, huh? I guess that means you're supposed to be crossing before me. She gives him a wink and crosses after Lorant.


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 waits for the rest on the other side of the plate. Once everyone has crossed, he has Pip check the double doors.

Pip's Perception vs. traps: 1d20 + 10 ⇒ (3) + 10 = 13


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

After crossing the pressure plate, Kerret examines the double doors with detect magic as well as his normal vision.

perception: 1d20 + 6 ⇒ (7) + 6 = 13


Pips inspection of the door reveals that there are no obvious traps.

Kerret, even though the door itself does not appear to be emitting an aura, there are a few different auras located behind it.

MAP!


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

"Nice going, Pip."

I step forward and swap places with Pip, "I'm wearing a few more layers than you. I'll go with Lorant."


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

Kerret attempts to identify the magic of the auras, and perhaps more.

knowledge(arcana): 1d20 + 7 ⇒ (16) + 7 = 23
spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27


Kerret:
The most prominent aura is that of the Necromancy school, there are however a few others lingering about that are too weak to make heads or tails of.


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, Kerret? Anything before we open the door?"


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

Death magic, Kerret whispers, his face pale. And some other auras as well, too weak to make heads or tails of, but the strongest is necromancy, without a doubt. Perhaps more of those skeletons, or those other walking corpses, or perhaps something worse. Be wary, and try not to get into the middle of them. There is a gleam in the young man's eye, and a wolfish grin on his lips.


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)

"Then let's open these doors and see what's there. We still need to find Dimera."

When everyone is ready, Lorant opens the doors.


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

My face is grim, "Ready."


Description wrote:
The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.

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)

Seeing the woman on the floor, Lorant rushes forward. "Dimeria?!" He looks back at the others. "Vastar, Kaylee. She needs help."


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

Kerret holds back, but moves to the front of the doorway, focusing his arcane sight and trying to discern the location of the magic auras.

Lorant! Wait! Dont just rush in...

Move to R 13.


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

I rush after Lorant, half-stumbling at Kerret's warning but quickly coming to the woman's side and examine her for injury, "Dimeria, can you hear us?"

heal check: 1d20 + 7 ⇒ (7) + 7 = 14

If she is dying, or I can't figure out what is wrong, I will use my sacred touch ability to stabilize her.

If she is unconscious from non-lethal damage or suffering from any of these conditions (fatigued, shaken and sickened) then I will use calming touch to heal 1d6 + 3 ⇒ (1) + 3 = 4 points of damage and cure the conditions.


Lorant and Vastar rush into the room as Kerret cries for them to hold back. Dimeria is unconscious but is restored with the help of Vastar's Calming Touch. She begins to moan and roll around as she regains consciousness. At that moment the realization that you are not alone is entirely too real as Skeletons begin walking out from the shadows from which they were hiding.

SKELETON: “So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate.”

With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets.

Roll Initiative!

MAP!


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

Kaylee moves to Vastar's side, brandishing her sling and launching a stone bullet at the wicked looking armored skeleton. What did you do to her?! And who are you?! she demands. Her mind wonders about any history of there being powerful undead in the area before but is unable to think clearly on her lessons of the past with danger so close.

Knowledge: History: 1d20 + 8 ⇒ (2) + 8 = 10
Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Move to V-12 and attack the blue-eyed skeleton. Should I make a Perception check to see if there is any distinct markings on his armor?


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)

"Oh s%%%!" Lorant exclaims when he sees the skeletons surrounding them. "Vastar, Kerret, can you keep those other skeletons off us? We need get rid of them. Pip, I might need your help."

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

I bet that puts me after the skeletons. I'll wait until they go to post Lorant's actions.


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

Forgot the initiative...
Initiative: 1d20 + 1 ⇒ (6) + 1 = 7


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

init: 1d20 + 4 ⇒ (14) + 4 = 18

Kerret races into the room and stands shoulder to shoulder with Vastar. Move to V13.
As he moves, he draws the scroll from his belt and chants the words written upon it, activating the magic contained within.

A searing beam of fire erupts from his fingertips, and races toward the undead with the blue flames in its eyes.

ranged attack vs. touch AC: 1d20 + 3 ⇒ (20) + 3 = 23
confirm crit vs. touch AC: 1d20 + 3 ⇒ (1) + 3 = 4
scorching ray: 4d6 ⇒ (2, 2, 5, 1) = 10 fire damage.
crit damage: 4d6 ⇒ (4, 4, 4, 5) = 17 fire damage.


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 ⇒ (18) + 3 = 21


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

I balk a moment and stare about the room.

Seeing my friends fills me with good heart and reminds me of Erastil's truth.

"Erastil watches over Kassen. Release these souls, spirit of evil!"

My prayers call forth His light.

channel energy, should hit all but the bottom right skeleton; DC11 for half damage: 2d6 ⇒ (6, 2) = 8


Initiative:

Skeleton 1: 1d20 + 6 ⇒ (9) + 6 = 15
Skeleton 2: 1d20 + 6 ⇒ (13) + 6 = 19
Skeleton 3: 1d20 + 6 ⇒ (8) + 6 = 14
Skeleton 4: 1d20 + 6 ⇒ (14) + 6 = 20
Skeleton 5: 1d20 + 6 ⇒ (12) + 6 = 18
Skeleton 6: 1d20 + 6 ⇒ (5) + 6 = 11
Skeleton 7: 1d20 + 6 ⇒ (8) + 6 = 14

Vastar 21
Skeleton 4-20
Skeleton 2-19
Skeleton 5-18
Kerret 18
Skeleton 1-15
Skeleton 3-14
Skeleton 7-14
Skeleton 6-11
Lorant 9
Kaylee 7

Vastar, Please post your actions for the round.

If you guys want to keep your actions the same just make a note of it. Sorry for the confusion guys.


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

Keeping the above action. Seems like a natural response for Vastar.


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

bump


Ok, after this exceedingly long delay we're going to try to get things back on track. I'm hoping everything transitions smoothly but it's been a while since I've done this so there may be a few hiccups.

Initiative:
Vastar
Skeleton 4
Skeleton 2
Skeleton 5

Kerret
Skeleton 1
Skeleton 3
Skeleton 7
Skeleton 6
Lorant
Kaylee

  • Vastar prays and then releases an amazing wave of positive energy targeting all Skeletons (except Skeleton 5).

    Skeleton 1 Will Save: 1d20 + 2 ⇒ (2) + 2 = 4 fail

    Skeleton 2 Will Save: 1d20 + 2 ⇒ (17) + 2 = 19 PASS!

    Skeleton 3 Will Save: 1d20 + 2 ⇒ (17) + 2 = 19 PASS!

    Skeleton 4 Will Save: 1d20 + 2 ⇒ (4) + 2 = 6 fail

    Skeleton 6 Will Save: 1d20 + 2 ⇒ (6) + 2 = 8 fail

    Skeleton in Polished Mail Will Save: 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25 PASS!

    As a bright light washes over the room, every skeleton within the affected area crumbles to dust with the exception of the Skeleton in Polished Mail who is seemingly less vulnerable.

  • Skeleton 5 moves in to attack Lorant, taking absolutely no regard for the helpless Dimeria who is lying on the floor. Skeleton 5 places one boney foot on her back to leverage 2 claw attacks.

    Claw 1: 1d20 + 2 ⇒ (11) + 2 = 13 miss
    Claw 2: 1d20 + 2 ⇒ (19) + 2 = 21 HIT!

    Claw 2 Damage: 1d2 + 2 ⇒ (1) + 2 = 3

    Kaylee wrote:
    "What did you do to her?! And who are you?!
    Asar Vergas: "The events of the last 200 years have slipped by as I lay dormant in eternal rest. I have been extracting information from her. As for me, I was once known as Asar Vergas. You will soon know me as Master!"

Summary:
Asar Vergas has taken 4 Damage

Lorant takes 3 Damage this round

Up Next:
Vastar
Skeleton 5
Kerret
Asar Vergas

Lorant
Kaylee

Map still to come


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

Kerret races into the room and stands shoulder to shoulder with Vastar. Move to V12.
As he moves, he draws the scroll from his belt and chants the words written upon it, activating the magic contained within.

A searing beam of fire erupts from his fingertips, and races toward Asar Vergas, the undead with the blue flames in its eyes and mail on its body.

Never heard of you, bonestack. Let's heat things up a bit.

ranged attack vs. touch AC: 1d20 + 3 ⇒ (20) + 3 = 23
confirm crit vs. touch AC: 1d20 + 3 ⇒ (11) + 3 = 14
scorching ray: 4d6 ⇒ (2, 4, 3, 2) = 11 fire damage.
crit damage: 4d6 ⇒ (3, 5, 3, 5) = 16 fire damage.


MAP!


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

Secret map! Microsoft wants to keep us away...

My eyes widen as the undead foe reveals his identity, then I bellow defiance at him, "The people of Kassen defeated you once and they will do so again! Our community is more than a match for your callous greed."

Did we rest recently? I'll need to go back and check if I have any spells and/or channels left.


Vastar wrote:
Secret map! Microsoft wants to keep us away...

Oh good, we still have that issue! I'll try to correct that tonight after work.


Click Here for what should be a working copy of the map.


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

Same actions. Move to V12, roast Asar.


Initiative:
Vastar
Skeleton 5
Kerret
Asar Vergas

Lorant
Kaylee

  • Kerret rushes to V-12 and unleashes a spectacular ray. The fire damages the skeletal Asar Vergas but perhaps not as much as he may have hoped.

    Kerret wrote:
    "Never heard of you, bonestack. Let's heat things up a bit."
    Vastar wrote:
    "The people of Kassen defeated you once and they will do so again! Our community is more than a match for your callous greed."

    ASAR VERGAS: "This insolence will not be tolerated. I only seek what I am owed. The scoundrel Ekat Kassen cheated me and I will get back what is mine!"

  • Asar retaliates by moving to U-13 and swinging at Kerret with a rune inscribed, partially glowing Longsword.

    Attack: 1d20 + 9 ⇒ (7) + 9 = 16 HIT!

    Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Summary:
Asar Vergas has taken a total of 15 damage

Kerret takes 10 damage this round

MAP!

Up Next:
Vastar
Skeleton 5
Kerret
Asar Vergas
Lorant
Kaylee


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

16 doesn't hit me. Kerret is AC 17 thanks to his mage armor.


Oops, I read 13 on your character sheet and completely forgot about Mage Armor even though its clearly stated that its active.

RETCON: Ekat's attack MISSES Kerret. Kerret does not take 10 Damage.


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)

Suddenly finding himself surrounded, Lorant quickly steps away and tries to ram his shield into the smaller skeleton who is standing on Dimeria. "Get off her!"

Step out of the flank to W-14. Attack #5
Shield (PA): 1d20 + 5 ⇒ (20) + 5 = 25
Damage (PA): 1d3 + 5 ⇒ (1) + 5 = 6

Crit Confirm: 1d20 + 5 ⇒ (8) + 5 = 13
Damage (PA): 1d3 + 5 ⇒ (1) + 5 = 6


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

I move away from any danger 5ft step and call upon Erastil to bolster Lorant's arm.

casting bull's strength on Lorant.


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

Kaylee whirls her sling and sends a bullet flying at Asar Vergas.

sling attack: 1d20 + 3 ⇒ (1) + 3 = 4 with point blank and precise shot.
sling damage: 1d4 + 1 ⇒ (1) + 1 = 2 bludgeoning


Initiative:
Vastar
Skeleton 5
Kerret
Asar Vergas
Lorant
Kaylee

  • Lorant 5 foot steps to W-14 and destroys Skeleton 5 with a Shield Slam.

  • Kaylee DEX check: 1d20 + 1 ⇒ (8) + 1 = 9 fail

    Kaylee whirls her sling and looses her grip, throwing both the sling and bullet which bounce harmlessly off Asar's armor.

  • Vastar moves to X-13 stepping carefully over Dimeria and imbues Lorant with the strength of a bull.

Summary:
Asar Vergas has taken a total of 15 damage

MAP!

Up Next: Regular Initiative order starting after Vastar. Everybody may post actions (with the exception of Vastar whom has already gone this round).
Vastar
Kerret
Asar Vergas
Lorant
Kaylee


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

Having lost her sling, Kaylee moves in behind Asar and channels positive energy into him. Healing Hex: 1d8 + 3 ⇒ (7) + 3 = 10
You've murdered our friends and neighbors. The only thing you'll be getting back is eternal peace. Begone!

Lorant moves before her, so assuming he moves to attack Asar, Kaylee will then move to flank.


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)

Having dispatched the smaller skeleton, Lorant turns his full attention to Asar. "We will banish you and uphold the justice of Kassan!" He whips his shield around to slam into the giant skeleton.

Move up to Asar
Shield (PA): 1d20 + 5 ⇒ (4) + 5 = 9
Damage (PA): 1d3 + 5 ⇒ (3) + 5 = 8

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