GM Infinity: Crypt of Everflame, Wizard Party [Completed!] (Inactive)

Game Master mishima

How many magic mouths does it take to win the game?


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"Forgive me but I can't stay long...this bread crumb trail is already months old and I've rode just ahead of a storm..." After Erald speaks however, he sighs and dismounts. "Well get a good look then...perhaps I will stay a spell. Don't suppose you've encountered anything strange in the area?"

Erald, you don't detect any magical auras on him, the horse, or corpse. Taking a closer look though, the corpse seems to be the same one you recognized a few days earlier on the shore as 'Roger the Swift'.


Perception: 1d20 + 8 ⇒ (10) + 8 = 18

As he makes his way towards the camp he stops cold, his hands moving to his hilt at the sight of the bloody skeletons "...now...just what the hell is the idea here?!"


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Sense Motive: 1d20 ⇒ 13

"We seem to have come across some sort of Undead incident, we were sent from Kassen to perform a sort of ritual retrieval of their flame, but those who were supposed to set up the challenges have been slaughtered. My companion has ensnared two of the creatures with his magic as you can see, which we hope to turn against their creator. Now we seek to avenge their deaths and route out who or whatever is responsible for this - we suspect an ancient undead foe of the town's namesake, Kassen, who apparently holds some grudge over a magical amulet he believes Kassen stole from him."


He doesn't advance farther but takes his hand off his hilt "K-Kassen you say...and amulet. Alright, that seems to match what I've heard. The bandits I'm after aren't your normal highwaymen, but tomb raiders. Antiquities from the Kassen era have been showing up on the Lake's black markets. Found their camp back at Gray Lake, you must've passed it on your way in, but looked abandoned for months. ...this one here is about as ripe. Where'd the rest of them go is the question. You've been inside this one? Any signs of raiders...?"


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Og sympathies with the man. Yea, the bother me too. But one of our number can wrest control of minor undead from their creator and deprive them of their minions. So, while creepy, in the interest of the greater good I'd say. I think we saw that fellow as we came in, but have not seen others. Say, do you think it was the bandits that shook thing us in the tomb> Something has happened down there to stir their pit.

What did he have on him? Was there a clue this guy needs?


Well, you guys found his masterwork short sword, 87 gp, and identified him by name. Razmir tatoo on wrist. You also thought his cause of death was the many bite marks on his body. Relevant page in gameplay is 4.


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

<Dibs on lighting him on fire should he turn hostile.>

The gnome smiles up at the man. "Only if they have since died. We did run into a wraith of some form around a burning camp within. Perhaps they died further within the tomb. You are welcome, I suppose, to come with us and check bodies as we return them to the ground. Well, presuming I don't crispify them beyond recognition in the process that is."


He looks you over "Tell you what. There's other tombs round here, big one closer to Crossfen I hear. I need to exhaust that possibility as well. You all seem to have business here...let me swing back by later, see what you find. If yer the helpin' sort, that is."


Male Gnome Wizard (Spellslinger) 2 | AC 12 T 12 FF 11 | HP -4/11 | F +1 R +1 W +4 | Init +1 | Perc +3

Medghar smiles, "Helping is only as good as the help hired I am afraid. We will be able to tell you if there are more bodies, though whether or not they belonged to your bandits in a past life is something you will have to tell. Assuming we leave them in a state to determine. Say, you wouldn't happen to have any black powder on you by chance?" The prospect of more powder, even as unlikely as it sounds, lights the eyes of the gnome like a candle.


He smirks "Oh, you one of them there gunslingers? I placed you lot as a travelling arcane coven. Well, wish I had to tell the truth. This autumn is cold as the damned." he mounts "This one had an ink brand..."Razmir". That's something that doesn't fit...I'd be most interested if you find more like that."


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Og spits at the name. Razmir, the false god.


"Haha, I like you lot already. I suppose the platinum ransom goes to who can answer: what does a god need from some Fangwood tomb? Eh?" he smiles and salutes, edging his horse on through the gorge unless there's more conversation.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Erald shrugs, "Well I think we're the helpful kind, but its a matter of perspective I suppose. For my part I am happy enough to keep an eye out and let you know what we find. Good luck on your travels, brave man to head for a tomb alone."

Dark Archive

male

William watches the man stroll off. he looks to his skelitons and thinks for a moment. <do we have any spare clothes? I do belive we can disguise these two... or at least make them more homely.>


If your character copies some spells just mention it so we can keep track of expenses somewhat. After that I assume you are headed back down?


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Og will scribe Vanish and Grease into his book. I might recommend William scribe a scroll of Identify instead of memorize it. Seems like a handy scroll and would free up a slot for another spell.

Dark Archive

male

William does that then... making way for...another magic missile. :P i also would like someone to let him copy the infernal healing spell... if that's okay :)


Well, scribing a scroll is slightly more expensive than copying a spell. 12.5 for a 1st level compared to 10. I guess If I allow one, I have to allow the other. You guys have something like 100 gp with it all pooled together so just keep track roughly, please.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Feel free to copy infernal healing from me. Og has spent 20 gp. I figure that is his share.

Dark Archive

male

well, inscribing a scroll and copying a spell that's...22.5?


Yep. Anything else before heading back down?


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Ready here.


You make your way back to area where you fought the bloody skeletons and descend.

At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.

On the floor, an inscription in common reads:

Floor wrote:
“To the south you might take your ease, to rest and reflct on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Og will cast Mage Armor on himself as he enters the tomb and offer a charge to his cabal. <<Lets look to the south first. I'd like to know if there is really a safe place there or not.>>


The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads “Kassen’s legacy lives on with his people. Drink and be refreshed.”


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Slightly suspicious Og casts Detect Magic and studies the fountain. Magic fountains can be good or bad. What my mum always said anyway. But the room looks safe enough.

Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18


You sense multiple faint magic auras of a divine nature. Roll arcana and spellcraft DCs 17 and 18 respectively

Heh, ninja'd. It seems to offer a healing spell more powerful than cure light wounds, and additionally restores fatigue, helps sickness, alleviates fear, and restores ability damage. You aren't sure how many times you can use it, but the water seems to flow freely.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Og thinks to the group <Nobody drink this, yet. I think its good stuff, but might be limited to how many times you can use it. Good to know its here but lets not waste it.>> He then says So shall we do the dripping or rot smell first? I vote for dripping.


Og, peeking down the eastern path towards the dripping there seems to be a closed door to the north and an open passage to the south, the sound coming from both. Indeed, you can clearly see the water flowing gently over the floor about an inch in that direction.


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

"My mother always said, Erald, shame is for dullards who want an excuse for being wimps now go outside and play while me and this fellow here... Well you get the idea, Mum was a very affectionate woman," Erlad responds studying the fountain himself and nodding at Og's words.

<I'll second dripping.>


The water grows deeper towards the northern door, reaching nearly 2 feet. The wooden door is swollen and seems abnormally large for its opening. The faint sound of frogs gently croaking comes from within...

Not locked, but DC 15 strength to open because of the water swelling it


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Looking back at the other members of the group Og sends <<Is everybody ready?>> When all are ready he will try to open the door.

Strength Check: 1d20 + 4 ⇒ (1) + 4 = 5

Damn thing has slime on it, Can't get a grip.

Strength Check: 1d20 + 4 ⇒ (1) + 4 = 5

Its really stuck!.

Strength Check: 1d20 + 4 ⇒ (17) + 4 = 21

There it goes.


The room is filed with water, probably as deep as the outside corridor. The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus.

Immediately, you spot a FoUS (frog of unusual size) sitting on top of one. It blinks one eye, then the other. Two other large frog heads pop slowly out of the water.

Frogs are medium creatures to be exact. Depth grows to 3 ft inside the door, water here is restrictive and squares cost double, also adds +2 to acrobatics checks. Medghar, being small, is already nearly submerged and must make swim checks to move in squares inside the room

Initiative:::::
Frogs: 1d20 + 1 ⇒ (16) + 1 = 17
Erald: 1d20 + 2 ⇒ (9) + 2 = 11
Hemiantus: 1d20 + 6 ⇒ (14) + 6 = 20
Medgar: 1d20 + 1 ⇒ (14) + 1 = 15
Og: 1d20 + 2 ⇒ (19) + 2 = 21
William: 1d20 + 2 ⇒ (14) + 2 = 16


Order:::::
Hem/Og, Frogs, Will/Medghar/Erald

Hem hasn't checked in for a while so will assume he is still working on deadline and GMPC after a few hours


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Not sure the map is updated. I cannot see a frog and it does not look like my party is backing me up.


It isn't just had to grab some dinner, sec


If you need to, you can also do a DC 5 climb check to get up on the sarcophagi, and no longer experience the double movement cost. Could also jump from sarc to sarc I guess


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Og wades in to engage the frog to the right. If there are no attack penalty he will attack from around the Sarc. If there is a penalty he will keep moving to avoid the penalty.

Falchion: 1d20 + 6 ⇒ (9) + 6 = 152d4 + 6 ⇒ (2, 2) + 6 = 10


The sarcophagi offer cover as a low wall, so the person closer gets the cover. In the case of equal distance though there's no bonus (or penalty). For example if green was a skeleton archer you would get the cover bonus from the first sarcophagus.

Og slices across the amphibian's tympanum, generating a sick *pop* that echoes throughout the crypt. The frog winces in pure pain.

k(Nature) DC 11:
Giant frogs like these can have tongues as long as 15 feet and swallow livestock whole!

k(Nature) DC 16:
In addition to the above you know that frogs are easily dominated by enchantment magics, making them a common target for wizards of that particular bent.

12/11/11 ACs, 15/15 hp. Og's target at 5.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Knowledge (Nature): 1d20 + 6 ⇒ (8) + 6 = 14

Recognizing the threat Og thinks to the group <<Uh-oh. These things are tough AND they can swallow us. Someone hit this one I wounded quick. And watch out for their tongues!>>


Human Wizard HP 12/17, AC 16/12/14, Init +2, Fort +2, Ref +2, Will +1, Perception +6; Splintered Spear 7/7| Bezoar HP 4/4 AC 17/12/16 Fort +3, Ref +3, Will +2, Perception +4

Waiing on the Forgs action then?

<Yes they can extend to fifteen feet. Easily enchanted buggers these, if you have something that works on non humans, anyone have sleep or color spray prepped?>

Knowledge Nature: 1d20 + 9 ⇒ (16) + 9 = 25


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Hemiantus (1d20 + 6 ⇒ (14) + 6 = 20) is next but he has not posted since the 16th and has requrested the GM bot him while he is responding to deadlines.


Hemiantus bursts into the room and tries to hop up on the stone to get higher ground, but the moss is wet and he slips, crashing into the water. He recovers quickly and takes a defensive posture at the door.

Climb: 1d20 + 2 ⇒ (2) + 2 = 4

The frog sitting out of the water opens its extra large mouth, extending a slimy speckled tongue around Og.

Blue Tongue: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
Free Grapple: 1d20 + 7 ⇒ (7) + 7 = 14

But Og manages to swat the intrusive probing flesh out of his way. The other frog hops up with his friend and tries the same.

Red Climb: 1d20 + 2 ⇒ (4) + 2 = 6
Red Tongue: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
Free Grapple: 1d20 + 7 ⇒ (6) + 7 = 13

Finally the frog with the wounded tympanum simply maws onto Og slowly.

Red Bite: 1d20 + 3 ⇒ (20) + 3 = 23 wow, again
2d6 + 6 ⇒ (4, 4) + 6 = 14 Og I see your hp has not been updated
Free Grapple: 1d20 + 3 ⇒ (12) + 3 = 15

Og is terribly wounded, but manages to evade being swallowed whole.

Dark Archive

male

william sees the frogs and points at them Attack those repulsive things he tells his undead servants, before putting his hands through the motions to cast a spell. magic missile, at blue
Magic missile: 2d4 ⇒ (1, 2) = 3

Two barbed daggers made of black crackling energy fly from William's hands and strike one of the frogs will unerring aim.


Will, very sorry but you don't get a second missile until caster level 3. I'll give you the higher die as consolation at least. The damage per missile is 1d4+1, so rolling a 2 means you do 3 damage.

The crackling blade slams into the frog with supernatural force.

edit: also moving you up somewhere that makes sense on map

Dark Archive

male

oh, okay then :)


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5
GM Infinity +1 wrote:

Og I see your hp has not been updated

Og is terribly wounded, but manages to evade being swallowed whole.

Oops. They were updated in the alias but not in the status line. Fixed.


No worries. Let's see, Medghar and Erald to finish the round, but then it will start again with Og and Hem so basically everyone but Will can take an action now. Medghar's player will likely not post until much later, I will GM if everyone posts but him.


Male Half Orc Half Orc Wizard HP 19/19, AC 13-16/12/11-14, Init +2, Fort +4, Ref +4, Will +3, Falchion +6 (2d4+6/18-20)| 6/day—telekinetic fist +3 Touch for 1d4+1, Perception +5

Quite unhappy about being bitten Og slices again at the frog. Afte the attack he ducks down to be less likely to be targeted by the other frogs.

Falchion: 1d20 + 6 ⇒ (16) + 6 = 222d4 + 6 ⇒ (2, 1) + 6 = 9


The frog croaks both literally and figuratively, going belly up floating lazily over the pool.

Og water is 3 feet high so ducking probably submerges your face, which is fine, just noting

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