GM Shady's Price of Immortality (Inactive)

Game Master shady18

Current date: Kuthona 6, 4710 AR; XP - 1437 each; Roll20 link

The arc starting with the level one module, Crypt of the Everflame. All going well, we'll tour the sequel modules Mask of the Living God and City of Golden Death, then figure it out from there.


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Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif looks around the room, seeing a battered but whole group of free, living people against the single remaining skeleton. He pauses and catches his breath while he waits for the skeleton to make a move.

Readied action to attack the skeleton if it enters a square that Jarif threatens.

Readied Action:

Femur bone, improvised: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
Damage: 1d6 ⇒ 1

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar sidesteps behind Goldi, quickly reloads his crossbow and fires over Truffles, trying his best to aim the skelly's cranium.

Deadly Aim Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Map won't load for unknown reasons, so I can't properly see which penalties I'll be having.
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


@Robilar: Soft cover (actually firing over Haska) + melee = -8

Robilar's attack misses. The skeleton attacks Haska, swinging its broken scimitar in a wild arc ...

Attack: 1d20 ⇒ 9

... which Haska easily avoids.

Goldi, Truffles, Ehlers, Haska & Ka'Narg are up. For those who can't see the map, the skeleton is in a corner with walls to its north and west. Haska is directly northeast of the skeleton. Robilar is directly northeast, and Truffles directly east, of Haska. Goldi is two squares east of Haska, one east of Truffles. Jarif is 2 squares southeast of the skeleton. Ka'narg is directly north of Jarif. Ehlers is directly west of Jarif. You now have enough info to draw the entire thing on a piece of paper.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Man, I can't wait until level 3 to pick Precise Shot. In fact, not a single day pass without regretting not having picked it. It's that, resigning to use just bombs or building my firearm. But it's funny, tho, because this way I can RP Robilar not knowing what is wrong with his weapon.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Ehlers steps forward once more, ever the optimist, south of the skely and, muttering under his breath in orcish, reaches forward to touch the foul creature

Brand (Touch): 1d20 - 1 ⇒ (11) - 1 = 10

I doubt that's enough but if it is, a tiny symbol of the ever flame is burned into the skeli's forehead and it takes 1 damage...


I neglected to register the fast healing for the skeleton, so it's on -3hp from full, as of its turn.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

Goldi stays put urging Ka'narg to take the skeleton down.

she pats him on the butt for encouragement and Ka'narg feels a small surge of magic run through him.

step closer to Ka'narg and cast guidance on him.


- INACTIVE - (GM abandoned game)

"Get up here, half orc, we need yer strength!" Haska shouts, and then pauses.

delaying until Ka'narg gets into position. If possible after Ka'narg's move, will 5' south to avoid the wall corner, then attack
warhammer, attack: 1d20 + 4 ⇒ (14) + 4 = 18 for bludgeoning, silvered: 1d8 + 3 ⇒ (8) + 3 = 11

-Posted with Wayfinder


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg steps up towards the pillar and swings around it towards the skeletin, hoping to catch the undead creature with the blade of his axe.

Misc action: 5' step
Standard Action: Attack with power attack and guidance.

attack: 1d20 + 6 - 1 + 1 ⇒ (19) + 6 - 1 + 1 = 25 (-1 for power attack, +1 for guidance)
damage: 1d8 + 9 ⇒ (7) + 9 = 16

Hopefully Haska's move will get in if the pillar gets too much in my way.


Ehlers misses, but Haska's blow is enough to shatter the skeleton. Ka'narg's subsequent strike smashes in within seconds, clanging against the pillar as the shards of the skeleton explode outwards.

You're out of initiative. It's about 11am now. I think your choices are to descend to the next level or to rest. 3 votes either way. I'm going to get the map for the next level set up this evening, either way. XP will also be updated shortly has been updated.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

If the party are still happy to have me useless, I'm quite enjoying roleplaying 'arrogant but useless.' Plus it's too early to rest. Vote to carry on!

Ehlers steps back, covering his face wit ha raised arm to avoid the shower of bone fragments

"Egh! You're hard pushed by a couple of Skeletons without me at full chat. Better hope I heal soon."

Without another word Ehlers makes to descend...


I've updated Roll20 with the new map (see discussion thread). So ready to move when you are.


- INACTIVE - (GM abandoned game)

Haska murmurs a prayer and follows Ehlers.

casting Longstrider for +10' of movement speed for the next hour. Haska won't object if someone else wants to rest. He's used at least one of his spells already.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar pata Haska on the back congratulating him "Your blows are powerful, Master Dwarf. Powerful Indeed!" before watchinf Ehlers start to descend.

Robilar shrugs and follows him.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg brushes some bone chips from his shoulders and turns to Ehlers. "You did well enough even without spells and despite your affliction from the shadows. Don't underestimate your capabilities - or those of others for that matter," he says before preparing to descend further into the crypt.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif gathers his things, rearranging his weapons once more so he's carrying his shortsword and the dagger Ka'narg gave him. "Skeletons. I'll be happy if I never see another one again. Give me something I can pierce instead.". He continues down the stairs with the others.


Before the group moves, Goldi stops them.

"Guys, I'm sorry, but I ... I don't think I can continue. I'm really ... well I'm really shaken up. Back there I hesitated. I don't think that's a good thing. I get the feeling things are going to get worse and I'm going to be less help. I think the best thing I can do here is to go and keep Roldare company. If you need help or healing, remember I'm back there and head for Roldare's hide-out."

With that, she wheels the pig to her side and withdraws back to the north.

The rest of the group descend to the level beneath.

At the bottom of the stairs is a circular chamber with three passageways leading from it. In the centre 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.

Roll20 should be fixed in 5 minutes or so. I want to do a clean-out of old ids so could you please re-call out your handle on the chat channel so I know who's still there.

EDIT: Roll20 done - think I have decoded who's who so don't worry about calling out handles.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Ehlers approaches the pedestal, he is staring to feel more confident that they're not all going to die.

"What is this now. What fresh trap awaits us I wonder. Old man?"

Ehlers inspects the pedestal closer Perception: 1d20 + 8 ⇒ (20) + 8 = 28 what are we looking at? A missing statue or just somewhere to keep a vase?


There's nothing unusual about the pedestal, but the floor bears an inscription spiralling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect 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.”

Ehlers:
You can hear a strange echoing gurgle comes from the east as well, but it is relatively faint.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif steps up when Ehlers calls, and takes a look. He also takes a look at each exit to the room.

Perception, trapfinding: 1d20 + 6 ⇒ (2) + 6 = 8


(Unsurprisingly) you don't spot any traps.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

"Well, this all seems pretty basic to me. We've got this text on the ground, but that almost certainly relates to the damn 'quest' that they sent those folks on, and probably has not much to do with anything that *we're* concerned about." He points down the western passage. "Based on the smell, something nasty is down that way."

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

After Jarif speaks Robilar nods "I agree, but I am inclined to think that the basic steps of said quest still remain to be completed. If I were an ungodly abomination that controls undeads, I'd hide in Kassen's resting place... but we will probably need to go to the east and open the door first. And what is that about "to rest and reflec on Kassen's deeds"?" We could secure whatever lies south before heading east and finally entering the tomb proper.


- INACTIVE - (GM abandoned game)

"Let's stay away from the smell just yet." Haska begins walking towards the south, what lies in these other directions, I wonder?

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

"You can make sensible decisions after all, we need to establish a fallback position." For when you are all put to a retreat in disorder. "we should secure the south first."

Ehlers follows Haska south

Ehlers is making progress, internalising his condemnations


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

He's got a good eye for traps, and some good sense as well. That doctor's gonna make something of himself one day, though it may be more in exploration than medicine. Jarif agrees with the consensus, and continues with the others to the south. "Good thinking gents. South it is."


Taking the southern corridor ...

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.”

Roll20 updated. The only obvious way out of this room is the way you came in.


- INACTIVE - (GM abandoned game)

Haska eyes the water leerily at first, then dips his finger in for a taste. If he detects nothing foul after that, he cups his hands and begins using them to take larger drinks.

-Posted with Wayfinder

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Ehlers is just about to advise caution when Haska tucks in

"Well of all the obvious traps... Oh, well it's been a while since you had a drink eh... How is it dwarf, are your teeth growing tentacles?"


- INACTIVE - (GM abandoned game)

Haska's face doesn't show that he heard Ehlers, and he doesn't reply. A%%&!%#

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif observes Haska's reaction to the water. "Based on the riddle, I'd guess that this is a safe place. The water should be clean, and may even be healing. But riddles are designed to mislead. Ehlers' caution may be right, rude though it may be."

Rude isn't the half of it. Back in my day…. Wait, how old have you gotten, man? Back in my day indeed—that elf is almost certainly older than you!


The water is deeply refreshing; it has no obvious ill effects on Haska, but as he drinks he seems to be suffused with a healthy glow.

Let me know if anyone else decides to drink.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif, seeing Haska seemingly responding well to the cool water, takes a deep drink himself.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Ehlers is quietly, silently, impressed by Haska's boldness.

Not one to be shown up by a dwarf and seeing that Haska's fingernails hadn't begun to talk. Ehlers gives into his curiosity and, unwisely, cups his hand and tastes the water.

Wisdom is not Ehlers' strong point...


Jarif:
You heal 2d8+10 (limited by your max hp, obviously) hit points.

Ehlers:
You heal 1d4 STR damage.

As with Haska, Ehlers and Jarif seem to be suffused with a strange, positive glow when they drink the water.

Grand Lodge

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Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar patiently observes the imbibing process from behind, taking notes on a small piece of paper.
"Ummh... amm... would any of you be so kind as to explain how do you feel? Is it invigorating? Is it healing you? Does it taste weird?" he asks, not moving his eyes from the paper.

The aspiring doctor then proceeds to take a sip to taste the water himself. After nodding convinced, Robilar puts his backpack in the ground and takes out his iron pot, as well as his sewing tools and a bunch of leather straps.

"If you don't mind waiting, I will sew together these straps to... mmmmh... um... ah! To make a lid for the pot, so we can keep some fresh healing water in hand. I don't know if the water itself is healing or its power is related to this place, but in the worst case we'll have Kassen's Certified water to cook tonight."

If nobody objects, Robilar starts to work in his majeshift lid and afterwards fills the port with water.

Untrained Craft(Leatherworking): 1d20 + 3 ⇒ (14) + 3 = 17


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Hearing Robilar's question, Jarif holds the last swallow of water in his mouth for a moment. He swallows. "It's almost a little sweet, I guess. Very refreshing. And I feel none of the pain of that last battle at all." He leans his head back down close to the water, and breathes deeply of the fresh, cool air near the surface.

He'll offer no objection to Robilar trying to take some along. I don't think it'll work, but if that kid can make this portable, we're in business--literally. Might have to discuss terms before this is done.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

1d4 ⇒ 2

Ehlers feels a little of his strength return as he sips the water.

"hmm... Invigorating."

He gulps down more if the water, hoping to further his recovery...


As Ehlers greedily drinks more from the fountain, the effect isn't repeated. Neither does he seem externally refreshed, nor is there a repetition of the water's beneficial effects.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Didn't think so...

"damn it"

Ehlers calmly watches as Robilar crudely fashions his leather lid and fills the makeshift container, then the elf smugly and swiftly fills his own waterskin.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif takes a moment to give the room a thorough once-over, just to make sure that there's nothing interesting concealed within.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


@Jarif - you don't spot anything.

Ka'narg's player still has posting issues IRL, so I will bot him for a while. If there's nothing left here, you'd move back to the previous room, and then which way? Two votes will swing it, given Ka'narg's absence.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif prefers to avoid the hallway with the foul odor, so he votes the opposite. (I think that was east)

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

East seconded

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Thirded. Also, did I manage to make a lid?


The party return to the room with the stairs to the upper level, and this time take the eastern corridor. This soon begins to slope down a bit. Water has has collected in the corridor, growing deeper as the passage continues. This is obviously the source of the dripping noise heard in the previous room, as the ceiling appears to be leaking in many places.

The corridor reaches a junction, allowing the group to move either north or south.

Roll20 updated. Which way? Two votes (I'm assuming I'm botting Ka'narg at this point).

@Robilar: lid, sure.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

"North is as good as any, no?"

Jarif will make sure that we're not surprised by any deviousness in the path ahead.

Perception, trapfinding: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

@GM: Groovy.

Robilar watches both paths and tries to discern if any of them goes downway again, or they are more or less regular.

If none seem to advance deeper, Robilar nods to Jarif.


- INACTIVE - (GM abandoned game)

rule of left

Haska points at the leftmost hallway.

hopefully short posts can be forgiven when merely navigating a dungeon

-Posted with Wayfinder


Haska Graniteheart wrote:

rule of left

hopefully short posts can be forgiven when merely navigating a dungeon

Sure. The water does indeed get deeper btw, so I waited for Haska.

Along the northern passageway the water grows even deeper, eventually reaching a depth of just over two feet. At the end of the corridor is a swollen wooden door, barely contained by its decaying frame.

It's not trapped or locked, but is blocked by the water. You can take a strength check to open it or try to break it down (attack roll - it doesn't look to be very strong). NB for the following check you may not take 10 or 20.

Perception DC10:
You can hear the faint sound of frogs croaking.

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