GMG's PBP: Crypt of the Everflame (Inactive)

Game Master Magabeus

Maps and Other Info

Ini:

[dice=Asgoro]1d20+1[/dice]
[dice=Grazyra]1d20+3[/dice]
[dice=Karlos]1d20+4[/dice]
[dice=Morthak]1d20+4[/dice]
[dice=Tyrek]1d20+2[/dice]
[dice=Vivian]1d20+7[/dice]


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The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

Vivian backs away from the door, putting some distance and eyeing the doors out, giving a short whistle to tick tock.

Sorry guys, but I'd really rather not lose this PC considering she's my first Gencon boon character... I'm mostly looking to finish this mission alive, even if that means running for it at this point. (No offense to you GM, you've been great to pick this up and keep it moving)


Fiend series | Shackles

No offense taken Vivian. In my opinion players (myself included) too often think they should be able to win any fight, it is refreshing to see someone retreat

Bats: 1d6 ⇒ 4

Vivian retreats and Asgore takes a quick look into his pack. When he sees he has nothing in there that can harm the bats he follows the druid and her crocodile. In the corridor Tyrek comes to his senses. The bats bite Karlos

Initiative
Asgoro
Vivian
Tick Tock
Tyrek
Grazyra 19/22hp
Karlos 13/17hp, 1 bleed, DC11 Fort vs Distraction
Morthak

- - -
Red Bats -2 hp
Blue Bats -1 hp
- - -

Healing Asgoro: if you have a wand (or someone else wants to use charges) I am fine with you being healed before entering this room
Studied Target and swarms: I would say no as a swarm is not really a single opponent, but when I did a quick forum search I saw other GMs allowing it so I will give you the benefit of the doubt for this game

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

fort: 1d20 + 4 ⇒ (13) + 4 = 17

attack: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 171d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7Karlos swings at some of the bigger bugs


Fiend series | Shackles

Karlos, bats are diminutive and therefore immune to weapon damage

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

We're screwed. Running is our only option now unless we found something in the dungeon that helps...

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

ahh ok...we bail then


Fiend series | Shackles

Karlos steps back and Morthak quickly closes the door, preventing the bats to get to you. Karlos is able to press down on some of the tiny bitemarks, stopping the bleeding.

Karlos Heal: 1d20 + 5 ⇒ (14) + 5 = 19

Status of the wounded
Asgoro 1/13 hp
Grazyra 19/22hp
Karlos 12/17hp

Sorry for taking player agency from you, but this gives you a bit of time to discuss. Note that you also found the healing fountain earlier on this level

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

"We could fall back to the fountainssss." Tyrek suggests. "It wassss good water. Heal sselvesss and make new plan?"

Assuming no-one objects he leads the way back to the fountain and allows those who need it to drink.

The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

Vivian nods.

That seems like a good plan.

Back at the fountain, Vivian sighs.

Unless we can find another way past, we may have to turn back. Nothing I have can handle those bat swarms.

Though she thinks for a moment.

Today at least. If we are all willing to rest here for the night, I can ask the nature spirits for a spells of... ugh... fire... that I might be able to use to clear them out.

Only proposal i've got.

Grand Lodge

Male Human(Taldan) Spiritualist(Phantom Blade) 1 | HP 13/13 | AC 15(T 11 FF 14) | CMB +4 CMD 15 | Fort +3 Ref +2 Will +4 | Init + 1 Perc + 9

Yeah, sorry. I don't have a wand.

Asgoro nods. "While sleeping in a crypt doesn't sound great, it's the best option we have."

The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

Vivian helps Asgoro drink from the magic healing fountain, and helps each of her comrades in turn drink from it. She sighs as she lays down, using Ticktock as a pillow.

You others can figure out watches. I'm going to try and figure out how we deal with those bats.

Okay, so after reviewing options, I think our best shot is to let me try and spam "Calm Animals" at the things until they fail, and then walk by them without upsetting them. I just don't do very much damage with the only druid blaster spell at this level doing 1d4 with firebelly.

Sovereign Court

Female Aasimar HP 57/57|AC 26 T 12 FF 25| F +13 R +8 W +11|Init +3

we have burnable liquids and things we can set on fire right? if need be we could use it to try and keep them at bay, like a barrier or something to startle them off with if Vivian's idea doesn't work

three tindertwigs, three torches,small bottle of local brandy, I don't recall any of them being used, so why don't we soak something burnable in the brandy, or make a molotov cocktail with a strip of cloth in the brandy, light it on fire and throw it in?


Fiend series | Shackles

I like the molotov coctail idea. You know that an improvised alchemist's fire would do less damage, say 1d3

Asgoro, Grazyra and Karlos drink from the fountain. The wounds of Asgoro and Grazyra close, but Karlos' wounds are still raw.

Healing Asgoro: 2d8 + 10 ⇒ (8, 2) + 10 = 20
Healing Grazyra: 2d8 + 10 ⇒ (6, 2) + 10 = 18

Status of the wounded
Karlos 12/17hp
Tick Tock diseased


Fiend series | Shackles

Ok, I am back. What is the plan?

The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

Vivian awakes the next morning and stretches. After waiting for the rest of the team, they return to where the bats where and takes a deep breath.

Here goes nothing!

She opens the door, looks for the bats, and casts her spell.

Calm Animals, DC 16 will save, all animals within 30 feet of targetAffected HD: 2d4 + 1 ⇒ (2, 4) + 1 = 7


Fiend series | Shackles

Adjusting the plan slightly, so you can do something else rather than just open the door in the surprise round
Onset Tick Tock: 1d4 ⇒ 4

Initiative Rolls:

Grazyra: 1d20 + 3 ⇒ (9) + 3 = 12
Asgoro: 1d20 + 1 ⇒ (14) + 1 = 15
Morthak: 1d20 + 4 ⇒ (13) + 4 = 17
Vivian: 1d20 + 7 ⇒ (1) + 7 = 8
Tyrek: 1d20 + 2 ⇒ (20) + 2 = 22
Karlos: 1d20 + 4 ⇒ (20) + 4 = 24
Tick Tock: 1d20 + 2 ⇒ (4) + 2 = 6
Swarms: 1d20 + 2 ⇒ (1) + 2 = 3

Will: 1d20 + 3 ⇒ (2) + 3 = 5
Will: 1d20 + 3 ⇒ (7) + 3 = 10

The pathfinders move towards the door and Karlos throws it open. Vivian immediately follows with her spell. She sees the bats calm down.

Can I get a fortitude save vs disease from Tick Tock?
Status of the wounded
Karlos 13/17 hp
Tick Tock diseased (pending fort save)

The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

Vivian looks at the bats and waves the others forward.

Hurry! Move move move!

Fort: 1d20 + 5 ⇒ (16) + 5 = 21

Sovereign Court

Female Aasimar HP 57/57|AC 26 T 12 FF 25| F +13 R +8 W +11|Init +3

Grazyra will make her way through to the next room

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Karlos hustles to the next room.

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

Tyrek does likewise, moving quickly and ducking to keep his head crest from annoying the bats.

Grand Lodge

Male Human(Taldan) Spiritualist(Phantom Blade) 1 | HP 13/13 | AC 15(T 11 FF 14) | CMB +4 CMD 15 | Fort +3 Ref +2 Will +4 | Init + 1 Perc + 9

Asgoro runs as fast as his legs can carry him.


Fiend series | Shackles

Some of you start screaming and run away when they see their own visage in the water, but in time everyone gathers at the gate at the end of this room. It is closed, with only the span of one hand between the points at the bottom and the floor. You notice chains going up from the gate, chains that disappear into holes in the ceiling.

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

"Lift, or cut chainssss?" Tyrek asks, avoiding the stare of his reflection in the water.

The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

I think the chains lift it. But we don't know where they go, so let's see if our beefy strong men can do it themselves.

She touches each of them in turn, casting guidance.

Go on, I have faith in you!

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

Strength: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 Well it gives someone else +2...

Tyrek probably spends too much time glancing at Vivian to be of much help.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

I'll give it a go... Karlos sats as he grabs the chain and tugs.

strength: 1d20 + 4 ⇒ (12) + 4 = 16

Grand Lodge

Male Human(Taldan) Spiritualist(Phantom Blade) 1 | HP 13/13 | AC 15(T 11 FF 14) | CMB +4 CMD 15 | Fort +3 Ref +2 Will +4 | Init + 1 Perc + 9

Asgoro claps his hands in front of Tyrek's face. "Come on! Focus." He grabs the chain and gives him a hand.

Aid Another: 1d20 + 4 ⇒ (8) + 4 = 12

+2 for Tyrek


Fiend series | Shackles

Far away, back in the direction you have already examined you hear the sound of something turning...


Fiend series | Shackles

FYI, I assume you are pulling on the chains that go into / come out of the ceiling. If you attempt to lift the gate: it is too heavy

The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

Vivian mutters.

Perhaps one of us should go back and check those turnable posts? Ugh, come on guys, you can do it, put your backs into it!

Sovereign Court

Female Aasimar HP 57/57|AC 26 T 12 FF 25| F +13 R +8 W +11|Init +3

Grazyra will head back to the room with the wheel and attemp to turn it

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Someone go with her....just in case. I will hold this chain.

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

Tyrek too remains, holding the chains, in case letting go again would undo their Karlos's hard work.


Fiend series | Shackles

Karlos feels that the chains want to go up, into the ceiling. Grazyra turns the wheel, feeling resistance. After a bit Karlos has to let go and Grazyra can turn the wheel more easily, lifting the gate.

It is obvious that the next room was the bats lair, it has a number of recesses carved into the walls and a fissure in the ceiling. The ground is covered in bat guano. If you know a wizard, now is the time to harvest that material component for fireballs.

You move through a corridor and enter another chamber. The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

"Bridge. Don't like the looks of that. Lemme check it out," says Morthak.

Morthak inches forward slowly, examining the floor and objects he passes carefully.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Looking for traps, hazards, anything interesting. Was going to suggest taking 20 but with that roll we're probably good.


Fiend series | Shackles

Morthak discovers that the bridge is trapped. Some mechanism will activate if one steps on the bridge.

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

"What issss problem, Little Morthak?" Tyrek asks. "Ssshould we sssstep or not?"

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

"Wait... there's something here that will activate if you step on the bridge."

Morthak takes out his tools and begins to examine the bridge, hoping to disable the pressure-sensitive flagstones.

If anyone is able to cast guidance now would be a good time for that. Also if anyone can aid that works too.

Disable: 1d20 + 10 ⇒ (7) + 10 = 17

The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

Vivian touches Morthak, giving him guidance.

+1 from guidance.


Fiend series | Shackles

Morthak manages to disable the trap! He finds out that the statues would bull rush anyone that stepped on the bridge, leading to a long fall....

You gather near the doors and open them. 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.

As you enter the chamber, a dry, mirthless laugh can be heard from the dark recesses of the tomb.

“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.


Fiend series | Shackles

Initiative Rolls:

Grazyra: 1d20 + 3 ⇒ (5) + 3 = 8
Asgoro: 1d20 + 1 ⇒ (19) + 1 = 20
Morthak: 1d20 + 4 ⇒ (14) + 4 = 18
Vivian: 1d20 + 7 ⇒ (13) + 7 = 20
Tyrek: 1d20 + 2 ⇒ (12) + 2 = 14
Karlos: 1d20 + 4 ⇒ (11) + 4 = 15
Tick Tock: 1d20 + 2 ⇒ (11) + 2 = 13
Enemy: 5d20 + 30 ⇒ (1, 5, 11, 5, 16) + 30 = 68 13

Four other skeletons rise from the other coffins...

Initiative
Remember that stairs are difficult terrain, no charging over them
Asgoro
Vivian
Tyrek
Karlos
Morthak

- - -
Skeletons
- - -
Grazyra
Tick Tock

The Exchange

|HP: 73/73 (14NL), Ward 10/7| AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | F: +10, R: +10, W: +7 | Init: +4 | Perc +16, Acr/DD/Stl/SM +13 | Speed 30ft | Burn 2/7, Buffer 1/1 | +10[+12], 4d6+12[+4] | Active Conditions: -1 burn for infusions

Tyrek hurries forward and up the stairs, his frame swelling as he does so.

"If you want usss, come and claim usss!" He hisses, setting himself at the top of the stairs with axe in hand.

Free action to bloodrage, move action to map, ready an attack against the first enemy that comes into contact.

Readied Attack: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Damage: 1d12 + 7 ⇒ (7) + 7 = 14

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Karlos rushes to Tyrek's side. He draws his morningstar andreadies for the rush of undead towards him.

readied: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 4 ⇒ (3) + 4 = 7

Sovereign Court

Female Aasimar HP 57/57|AC 26 T 12 FF 25| F +13 R +8 W +11|Init +3

so which is the BBEG?


Fiend series | Shackles

Blue, in the center coffin

The Concordance

Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft

Vivian orders ticktock forward, and joins him on the stairs, wand ready to both help her teammates and attack the enemy if necessary.

Grand Lodge

Male Human(Taldan) Spiritualist(Phantom Blade) 1 | HP 13/13 | AC 15(T 11 FF 14) | CMB +4 CMD 15 | Fort +3 Ref +2 Will +4 | Init + 1 Perc + 9

Asgoro moves up to the stairs, preparing an attack in case the enemy pierces through their front line.

Readied Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


Fiend series | Shackles

Morthak?

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Morthak advances carefully, keeping low and out of sight.

Double move at half speed for a total of 25.' This allows me to use stealth.

Stealth: 1d20 + 12 ⇒ (2) + 12 = 14 :( ...might be enough if some of them are mindless...


Fiend series | Shackles

Dice:

Charge Tick Tock: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Charge Tyrek: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Two skeletons charge Tick tock and Tyrek! Tyrek and Asgoro lash out but both miss. Fortunately for our heroes the skeletons also miss. The other two lesser skeletons move forward. The skeleton leader also moves in.

Initiative
Remember that stairs are difficult terrain, no charging over them.
Asgoro
Vivian
Tyrek
Karlos
Morthak
Grazyra
Tick Tock

- - -
Skeletons
- - -

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