GM Mainer's Crypt of the Everflame (Inactive)

Game Master Mainer


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Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Taking a step to the side (5' step to the right on the map) Fonzy notches two more blunted arrows hoping they strike true against the skeleton in front of him.

Longbow #1: 1d20 + 5 + 1 + 2 - 2 - 4 ⇒ (7) + 5 + 1 + 2 - 2 - 4 = 91d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Longbow #2: 1d20 + 5 + 1 + 2 - 2 - 4 ⇒ (7) + 5 + 1 + 2 - 2 - 4 = 91d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10


Inside the Crypt - - Sir Bleeparolo's Map

Fonzy's arrows bounce off the broken chainmail worn by the skeletons, clattering along the floor. At the same time, a skeleton in front of Ashling raises it's weapon, only to have it easily parried.

Initiative Order: Bolded may act
Skeleton #2
Fonzy
Skeleton #6
Ashling
Belasara

Skeleton #3
Sir Bleeparolo
Skeleton #4

Secret GM Rolls:

Skeleton #6 attack: 1d20 ⇒ 8


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Bela tries to quiet her cry of pain as a ragged wound splits her cheek. At the same moment, Sir Bleeparolo's wound seals until nothing but a fine scratch remains. (Life Link heals Bleeparolo for 5hp; Bela takes 5 damage.)

As the skeletons close ranks, Bela tries once more to send them all back to the grave with a burst of divine light.

Channel Positive Energy (Harm Undead): 1d6 ⇒ 2 (DC 14 Will save for ½ damage; 3/5 Channel uses left)


Inside the Crypt - - Sir Bleeparolo's Map

As the blinding light bursts from Bela, the skeletons give one last rattle before falling to the ground in piles of bones and dust.

Before you lie two bodies with blood pooling beneath them.

Knowledge (Local) DC 15:
The two bodies are Gerol and Vark, who you recognize as friends of the mayor.

As you survey the tomb around you, you also hear a wailing sound coming from the door on your left on the right side of the map.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

local: 1d20 + 4 ⇒ (19) + 4 = 23

Good job Everyone Ashling nods smiling, briefly toward the others before going to inspect the two bodies, Gerol and Vark, i've seen these two around the village...That wailing, is irritating. She comments giving a quick look around the area.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

What check is it to identify the wailing?

Fonzy searches both bodies and the rest of the room for anything that may be of some use.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Good work everyone," says Sir Bleeparolo.

"But by the Master of Masters, what is that awful keening? Shall we check it out?"

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Perhaps we try to figure out what it is before we open the door so we can prepare for it. In the meantime maybe we should check out the quiet door, it may offer something to aide us."

Fonzy goes over to the door on the left, examines it, and then puts his ear to it to listen for anything on the other side, and looks through any cracks or keyhole that may be present.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

"I think we can rule out more skeletons," Belasara says, dabbing at her wound with a clean corner of her cloak. "I imagine it's hard to make those sounds when you're only bones." As Fonzy moves to check the door, Bela kneels next to the two corpses and tries to determine their cause and time of death.

Heal: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Is that all you know of them, Ash? I wonder what they would be doing down here knowing a group would be coming soon? Maybe here to play a prank or scare us?" He says inquisitively. Maybe something on their person will give us more information.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

They are friends of the mayor, but that hardly seems relevant...I do not often talk with people.


Inside the Crypt - - Sir Bleeparolo's Map

Fonzy:
Near the bodies, you find a pair of backpacks. One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin,
and a pair of smokesticks.

As far as the wailing goes, you can recognize that it's wailing. Sometimes it will pause, other times it will seem like it's ever going to end. It doesn't seem to be changing in volume, but you can't really tell.

When you look through the door that you have identified the wailing to not be coming from, you hear the sound of water flowing.

If anyone wants to identify the wailing:

Knowledge (nature) DC 15:
The wailing isn't that of an animal. In fact, it sounds quite human. One in distress, clearly, but not in immediate danger if the length of time they've been wailing for is any indication.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"The mayor runs the event, he may have sent them here. It seems likely. Though that still doesn't help us much."

Digging through the packs of the bodies Fonzy pulls out two quivers with 10 blunted arrows each, two days of rations, a waterskin, a pillow, and a pair of smokesticks. He tosses Bela a quiver containing 10 blunt arrows and a smokestick, tosses the pillow to the ground, and loads the rest of the items in his pack.

"Bela take these arrows so you're not needing to borrow mine. The smokestick may help in a pinch against any archers. If anyone else wants any supplies they're in my pack." He says as he loads everything up.

"I hear water running on the other side of this door. We can open it and look inside for anything useful or go toward the creepy wailing. I vote water door, we aren't very well prepared for much in the way of undead. Where there are skeletons, there are things much worse."


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Knowledge (nature): 1d20 + 5 ⇒ (19) + 5 = 24

"It's not an animal. Sounds like a person... someone who's hurt, probably."


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

If it's a person we should investigate, they could be in trouble

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Agreed. We can't let someone hurt suffer. Let's go." Fonzy says as he makes his way to the door. Checking it for traps before opening and stepping through.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

"No arguments here," Bela agrees, gratefully taking the quiver of blunted arrows from Fonzy. Though she has reservations about the wailing noise coming from a still living person, her instinct as a healer wouldn't let her rest if she didn't make certain.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"All right then," Sir Bleeparolo says, as he spurs Varkha towards the door.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy was too naive to realize the wailing could be a trap so he just strolled on in first, trying to rush to help whoever it could be.


Inside the Crypt - - Sir Bleeparolo's Map

The door to the next chamber swings open as the last light of day fades from outside the tomb. As Fonzy steps into the chamber, there is no apparent danger. With Vharka pushing at his knees, the young archer is almost pushed face first into a wall.

There's no danger here, at least none that you can sense. This new chamber is dark, but from the light of Ashling's sword, you can tell that there are two directions to go.

Other than that, the wailing seems to be louder.

Perception DC 10:
The wailing is louder, and...are those sobs?

Just a reminder that it is now after dark, so about 7 pm. Also, I don't believe you have any other source of light, other than the light spell on Ashling's sword.

Also, you should be able to move your character icons around on the dungeon map. Please let me know if this is not the case.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

I can cast light also.

Sir Bleeparolo pulls a sling bullet out from a pouch and mutters something. He then breathes on the bullet, as if trying to warm it from the cold. It begins glowing brightly. He throws it on the floor ahead of Fonzy.

"Just kick it along the floor ahead of you," Sir Bleeparolo says. "That way you don't have to commit a free hand, and you can see what we are going towards."

perception take 10: 10 + 7 = 17

"Hmmm... sounds like, not just wailing, but... crying?"

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"I don't like it. It doesn't feel right. I think we should check the other room and see if it's a dead end and make camp. If monsters were trying to kill you, would you be loudly crying where they could find you?" Fonzy says as he lights his torch.
Sense Motive: 1d20 + 1 ⇒ (4) + 1 = 5+2 if it's undead
To check and see if it's something pretending to be crying.


Inside the Crypt - - Sir Bleeparolo's Map

Fonzy:
It's difficult to determine intent based on crying or wailing, especially without a visual on the subject. The skeletons you saw couldn't talk, so it's definitely not one of those trying to lure you into a trap, but beyond that you're not sure.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Perception: 1d20 + 1 ⇒ (20) + 1 = 21

"Have a little heart," Bela suggests in a mild tone. Whether she means to tell Fonzy to have courage or to have empathy for the suffering of others is left purposefully ambiguous. "Could you really turn back and settle down for the night if there's a chance that someone might need our help? Just... sneak a peek. We'll be right behind you."

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Yes. Yes I could. But since you asked nicely, fiiiiine. Let's go" He lights a torch as he heads in the direction of the wailing.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

Normal people panic and scream when monsters are after them, besides your not tired yet are you? We should check this out, beside i am here... i will watch out for any more undead.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Is the wailing coming from the door to the south or from the north?


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"It could indeed be a trap. But perhaps that is part of the test. So we need to resolve it somehow."

Ready to go. Also Fonzy: you don't necessarily need a torch as I have cast light on a sling bullet. You can just kick it ahead of you on the floor.


Inside the Crypt - - Sir Bleeparolo's Map

It's clear after listening that the wailing isn't coming from this room, but it does seem to be originating from south of you.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

After the group has readied and light spells are cast, Fonzy makes his way to the door to the south and inspects it every which way he knows before opening the door.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"I don't like all these small corridors," Sir Bleeparolo whispers. "It would be very easy to lie in wait for someone here."

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I guess that would put me moving toward E,11 and stopping there if nothing is between it. He has Trapspot up to 10 ft. Or at least an underground version of it that includes hazards and flora.

A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking.


Inside the Crypt - - Sir Bleeparolo's Map

[spoiler=Perception DC 10]The floor around the first dead end you see A 11 does not seem stable, and would probably give way if you stepped on it.[/ooc]

The only noise that can be heard as Fonzy moves are the sounds of his footsteps and the bouncing sling bullet. Others move behind him, and their footsteps echo.

Once at the door, Fonzy gives it a yank. Then he tries pushing it. Either way, the door stays shut, locked.

Above the door is an inscription written in common, barely visible in the light.

"Three to open, three to be found
All hiding beneath the ground."

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"I'm thinking this means there are three keys buried around here. I'm betting there's one at the weak floor we passed. And more around this area, but maybe we skip that and I just pick the lock." Fonzy says looking for a keyhole. Wondering if it would be dangerous to jump on the weakened floor behind them.

Knowledge Dungeoneering to check floor?: 1d20 + 5 ⇒ (8) + 5 = 13

Disable Device: 1d20 + 8 ⇒ (10) + 8 = 18

Perception to find place to pick lock?: 1d20 + 5 ⇒ (8) + 5 = 13


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Hm, interesting. I submit to your expertise."


Inside the Crypt - - Sir Bleeparolo's Map

Fonzy works for about 10 minutes, moving tumblers and trying to find the correct amounts of pressure, but with no success.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Fonzy walks back to the weak floor and attempts to bust it with his morning star.

Morning Star: 1d20 + 3 ⇒ (14) + 3 = 171d8 + 2 ⇒ (2) + 2 = 4


Inside the Crypt - - Sir Bleeparolo's Map

Going to wait and see if anyone else wants to do something before moving on too far.

[dice=Intelligence DC 10]The riddle isn't very clever, and maybe it's not meant to be. The keyhole is larger than normal, so it would make sense that there are 3 pieces to the key that you need to open the door.[/spoiler]


Inside the Crypt - - Sir Bleeparolo's Map

Going to wait and see if anyone else wants to do something before moving on too far.

Intelligence DC 10:
The riddle isn't very clever, and maybe it's not meant to be. The keyhole is larger than normal, so it would make sense that there are 3 pieces to the key that you need to open the door.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Intelligence Check: 1d20 ⇒ 3 Welp, thank goodness Bela's pretty, at least.

Bela's pale eyebrows furrow in confusion as she watches Fonzy try to open the door. "I'm starting to think you might have been right before," she admits. "If there is someone hurt behind this door, how did they manage to get past it without the key?"

While Fonzy continues to work on solving the riddle, Bela presses her ear to the door to try and get a sense for how close the assumedly injured person is.

Perception: 1d20 + 1 ⇒ (9) + 1 = 10


Inside the Crypt - - Sir Bleeparolo's Map

Once Fonzy bashes the floor, the weak stone and wood supports fall away in a dusty cloud. Below, something shiny and metallic glints in the light from Sir Bleeparolo's pebble. Sitting on a pile of pillows, about 10 feet below, is what appears to be a key...or at least a third of a key.

Belasara:
It's difficult to tell if the person is injured. At the most, you can detect the occasional sob as whoever is wailing is gasping for air.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"If you have a rope you could lower me down and I could get the key.
I don't weigh that much."

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Excellent plan Bleepy.Let's do that."


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

"Could I try something first?" Squeezing past the others, Bela moves to the edge of the collapsed floor and peers down into the darkness below. Spying the piece of glimmering metal, she points to it and says, "We need that key down there. Can someone fetch it, please?" (Casting mage hand to retrieve the key piece.)


Inside the Crypt - - Sir Bleeparolo's Map

At Belasara's request, the piece lifts off the ground and floats to the waiting youths.

In your hand is a slim piece of metal with a key's tooth midway along it. It reminds you of some of those annoyingly difficult (or thoroughly entertaining, depending on your perspective) puzzles that the blacksmith would occasionally make...the type that seemed impossible until someone came up and was able to separate all the pieces and put them back together as if by magic.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

"Nice job Bela!" He yells putting his hand up for a high 5. "We could split up, but I'm afraid their could be a trap or something lying in wait. It's up to you guys to follow me or try that other tunnel."

After the short celebration Fonzy begins making his way down the tunnel passed the door to the other dead end (G,11). Checking for any traps or loose floors along the way.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17 +2 On traps and hazards and any hidden Undead


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Bela smiles brightly at Fonzy's enthusiasm and even returns his high-five, feeling a thrill of excitement at being able to be of some help in their puzzle-solving task. But, remembering that there could be someone in need of their help quickly sobers her. "I'll follow you. I don't think I would notice a weakened floor on my own until after I fell through it."


Female Human Oracle 7 / Lore warden Fighter 2 | HP 29/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)

You did wellAsh lets go a brief smile, We should not split up, i feel it would be a bad idea


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"I agree. Let's stick together."

"Shall we move on?"


Inside the Crypt - - Sir Bleeparolo's Map

Working together, you are quickly able to identify the areas of floor that are weak. It takes a few tries, but after the fifth loose tile is destroyed, Fonzy spots the last piece of the key.

While destroying these floor tiles, you notice that there are pillows at the bottom of each one, similar to the ones you found in the saddlebags out front, and similar to the ones you found near the dead townsfolk in the main hall.

With all three pieces gathered, the key is pieced together and inserted into the keyhole. It's a little rough at first, but soon the door opens to a hallway. The wailing has grown louder, and it comes from a closed door, straight ahead. Trying to open it shows the door is locked.

You have the option to either make a single DC 20 Disable Device check, or 3 DC 10 strength checks.

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