Neb's Quest for the Everflame (Inactive)

Game Master Nebten

Battle Map! The crypt is unlit. Ceilings are 15 feet high & all the surfaces are made of stone. The stench of mold and rot hangs in the air.


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Dark Archive

Garuneh waits for a moment that never comes as Bria appears to be cemented into place.

Gunder casts Gudiance on Aldous. Gunder then moves behind Aldous in a leap frog motion. Once he enters the sarcophagus room, the halfling has to start swimming due to the flooding of the room.

Round 6

The final to skeletons focus their attacks on Bria. Swords and claws away!

SK3 scimitar vs Bria AC: 1d20 ⇒ 101d6 ⇒ 2
SK3 claw vs Bria AC: 1d20 - 3 ⇒ (6) - 3 = 31d4 + 1 ⇒ (2) + 1 = 3

SK4 scimitar vs Bria AC: 1d20 ⇒ 101d6 ⇒ 6
SK4 claw vs Bria AC: 1d20 - 3 ⇒ (3) - 3 = 01d4 + 1 ⇒ (2) + 1 = 3

Bria continues to try to chop down the skeletons before her, but is unable break the rusty chain the skeletons wear for protection.

Aldous's arrow weaves its way through the heroes before him. With Gunder's Guiding magiks, the arrow hits SK3, shattering into the pool below.

Elizabeth steps back into the room and swings at the last skeleton. The skeleton deftly dodges the rogue and Liz breaks her bone club on the nearby wall.

Garuneh and Gunder are up. Gunder, if you stay in that room, roll a swim check.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

Garuneh moves and taps Liz for Guidance.


Female Human
Garuneh Lasandarman wrote:
Garuneh moves and taps Liz for Guidance.

Buy low, sell high!

Liz grabs Garuneh's club and tries to smash the remaining skeleton.

attack: 1d20 + 1 ⇒ (8) + 1 = 91d6 ⇒ 1


male Halfling Oracle 3

Gunder tries to climb on top of the sarcophagus:
Climb (using Guidance): 1d20 + 2 ⇒ (2) + 2 = 4

If a swim check is still required:
Swim: 1d20 - 1 ⇒ (9) - 1 = 8

Dark Archive

Gunder was only able to stow his shield, but not get his armor off in time when the girls crossed the pit. So his penalties are much greater then you have Gunder. Due to such poor rolls, the results will be the same.

Gunder tries to climb up the side of the sarcophagus, but is unable to get proper handling. His mouth breaks the surface of the water able to breath.

Round 7

The last remaining skeletons continues to slash at Bria, even though its undead future looks grim.

SK4 scimitar vs Bria AC: 1d20 ⇒ 121d6 ⇒ 5
SK4 claw vs Bria AC: 1d20 - 3 ⇒ (18) - 3 = 151d4 + 1 ⇒ (1) + 1 = 2

Within the next round or two, the heroes destroy the last remaining skeleton. Gunder is rescued from the deeper waters as the party reunites. Sweeping through the bony remains, there does not appear to be anything of worth or that is magical. The stone wheel still awaits at the far end of the room.

You defeated skeletons! Each PC gains 216 XP


male Halfling Oracle 3

Not that it matter much whether Gunder manages to climb that sarcophagus or not, but I disagree, Nebten: At that time I specifically stated that Gunder asks Bria to wait until he is done removing his armor. No one explicitly objected this back then. And we were in no hurry. So, with all due respect, I still say Gunder is not wearing his armor.

Dark Archive

As you wish Gunder. Let us carry on.

1d20 + 7 ⇒ (17) + 7 = 241d20 + 9 ⇒ (5) + 9 = 141d20 + 4 ⇒ (5) + 4 = 91d20 + 5 ⇒ (10) + 5 = 151d20 + 2 ⇒ (16) + 2 = 18

Aldous spots in the murky water that there is only a narrow bridge in the center of the room that connects one side of the room to the other.


Female Human

So, let us examine this wheel. It may be that it causes the water to be sucked away. Perhaps with such force that we ould be at risk of being sucked away.

Liz examines the room to see if her guess is correct.

Know-Engineer: 1d20 + 8 ⇒ (7) + 8 = 15

Dark Archive

Excellent idea. I also want to congratulate Garuneh for being able to use Surge to knock somebody off a ledge.

Elizabeth:
Does not know what the wheel does exactly. She is able to figure out that the wheel needs to be turned clock-wise to work. She does know that this room was not originally built to be flooded, therefore an "emptying" mechanism wouldn't make sense to install.


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

"Sufficient force to suck us away. That sounds about right for these stupid villagers. Nothing says 'you're an adult now' like death traps and undead monsters. Let's be on our guard."


Female Human

We must turn the wheel counter clockwise. The room was not originally built to be flooded so putting in such an emptying device would not make sense to install.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

"The rope. We should tie ourselves together if we are going to drain the room. Providing the drain isn't full of skeletons."


Female Human

Or lava, I'd hate the floor to become lava.

Liz makes everyone is tied together before turning the wheel.


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

"Is everybody ready?"

When everyone agrees or rather if no one dissents, Bria turns the wheel clockwise as many times as it will go. If it will not go clockwise initially, then she will turn it counter-clockwise as many times as it will go.


Female Human

Derp. We were supposed to turn it clockwise.

Dark Archive

Elizabeth ties everybody together like a good momma bear. With everybody huddled around the wheel, Bria begins to turn the stone. It does not rotate smoothly, but the dwarf is able to get it to move with a little muscle. The wheel turns three times before it stops. Each turn causes ripples in the water and rumblings in the stone. After Bria has finished, there appears to be no change within the room.


Female Human

Hmm.. Perhaps somethign changed in a different location. I guess we can look around some more.


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

"Well, at least nothing came out of the floors or walls. And no additional undead arose to chew our faces off. By the way, how are we on healing magic? At least some of us are still wounded."


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

"I have a wand of cure light wounds that I'd love if someone knowledgeable in such things would use."


Female Human

Perhaps Gunder can give it a try. We can head back to the fountain room and try the hall that was really stinky or try smashing the skeletons so we can get to the villager that we left behind.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

"I can also use it, and I have one healing spell. Bria, you are full of practical items."

Garuneh sniffs the air. "We should exit this watery area and head west at the crossroads. To Kassen's resting place."

Dark Archive

Bria does not have a wand of cure light wounds. Maybe you are thinking of another character.


male Halfling Oracle 3

Gunder waits on top of the sarcophagus until the rumbling stops.
Then he swims and wades back to the others.

"What was that?! I think I have 3 spells left. Who needs healing?"


Female Human

Turning the wheel did something but we are not sure yet. Bria could usr a spell I belive.

Let us then head back to the crossroads and enter Kassen's resting place.


male Halfling Oracle 3

CLW on Bria: 1d8 + 2 ⇒ (7) + 2 = 9 (2 spells remaining)

"Are you sure it is wise to go to Kassen's resting place? Think about it: undeath is spreading epidemically in this crypt. The skeletons we fought so far probably were normal peasants in their former life - well, as normal as the local humans can get - but this Kassen, he was a hero in life. In undeath, he is probably much stronger than the others. We should be very careful when we enter his lair."

Gunder will put on his armor and shield again once they leave the flooded area. He will also remind people to stick together and cast Guidance and Virtue on the front most two people at the crossroads, and then again at every intersection, bend or door they encounter on their way to Kassen's resting place.


Female Human

Well it seems we are running out of areas to explore. We have the crypt and one area on the upper floor.


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

"The crypt sounds like a good idea. Perhaps we might find what is causing this bony renaissance and get it to stop."


Female Human

Liz gets herself another club and will carry the scimitars back to the fountain room so they can sell them later.


male Halfling Oracle 3

"All right. But be careful everyone!"


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

"It isn't Kassen I worry about; it's his enemy. Asar. Or perhaps they weren't enemies, seeing as they had the same necklace, correct? Necklaces of vile lichdom or necromancy, with our luck."

Garuneh's readied action: if there are opponents tougher than a bunch of skeletons, he will cast Shillelagh. Finally.

Dark Archive

Liza finds another suitable femer to use as a bone club. When she gathers up the scimitars, she realizes that they are practically worthless as they are rusty and heavy chipped. Otherwise, she picks up her backpack and the group heads west.

The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. Many of the recesses are now empty. The stench of rotting flesh is overpowering here. When the light reaches the far west wall the source of the stench is now evident. Turning to face the party with low moans are three walking corpse. They wear only a few soiled rags, as its flesh rots off its bones as it stumbles forward, arms outstretched. Large tumors and pustules grow all over their skin and bone.

Initiative Heroes: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Z's: 1d20 ⇒ 19

Round 1

Garuneh instinctively casts Shillelagh on his club. (You still have a move action)

The rest of the party may go.

The grey areas are the catacombs. Medium sized creatures can look over them, but otherwise they count as full cover. They count as hard corners for movement. Climb check 5 to get on top of them.


Female Human

Liz dumps the worthless weapons when she sees how bad they are and removes her backpack(Move) and takes a step tot he south of Bria

Let us take them down together, I'll get behind that one when it charges you Bria.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

Garuneh moves to H37.

"I just had an idea....anyhow, come and get it, you miserable corpses!" He brandishes his empowered club. "I've been waiting to use this since we met that kid!"


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

Aldous stows his longbow and pulls a flask of lamp oil.

"I have got to get some different arrows..."


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria shouts what is likely a dwarven war cry

dwarven:
"What's with all the disgusting undead?"
and remains where she is.
"Could someone guard the passage to the south please? I would rather we not get out flanked."


Female Human

I have your back, or side.


male Halfling Oracle 3

Gunder moves behind Bria and casts Guidance on her.
(If the last Guidance he has cast on her is still in effect, he delays until she attacks and then renews the spell.)

Eww ... I hope these are not the remaining missing children.

Dark Archive

Liz drops her backpack to make her lighter and moves south of her friend with swords at the ready. Garuneh moves around the corner to block the exit. Aldous calmly stows his bow and pulls out a flask of lamp oil. Bria shouts her cry with battleaxe in hand but otherwise stays still. Finally Gunder moves behind Bria and readies give aid to the dwarf.

The first walking dead quickly shuffles towards Bria with grabbing arms stretched out before it.

Z1 charging vs Bria AC: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 4 ⇒ (1) + 4 = 5

It nearly trips over its shuffling feet when it reaches the dwarf but otherwise is comical it its attempts.

1d2 ⇒ 1

The second walker follows behind the first to create a "wall o' walkers" in front of Bria.

The last one shuffles around the corner with a broken ankle, its foot turned sidewise. It leaves a trail of ichor as it ends its movement beside Liz.

All three of them moan at the presences of living flesh.

Round 2

Heroes Go!


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

Aldous hucks his flask of oil at the zombie near Liz (Z3) after 1d20 - 1 ⇒ (9) - 1 = 8 climb scrambling on top of the nearby sarcophagus.

1d20 ⇒ 17 touch attack


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

"Burn it! I would but have no torch handy!"


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria attacks the corpse in front of her (Z1) with enthusiasm and disgust.

1d20 + 6 ⇒ (9) + 6 = 15 for 1d8 + 4 ⇒ (7) + 4 = 11 damage


male Halfling Oracle 3

Gunder gets a torch out of his backpack, lights it with a spark, and hands it to Aldous.

"Here you go, Aldous."


Female Human

Liz attempts to slide through the zombie's spot and strike from behind

Acrobatics to move through threasoned area. Should be DC 19
Acro: 1d20 + 8 ⇒ (15) + 8 = 23

Liz flips and slides and stabs the zombie in the back pus bags

Mw S.Sword: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 2
S. Sword: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 1

SAx2: 2d6 ⇒ (6, 4) = 10

Dark Archive

Aldous is able to climb up the catacomb, stepping on the resting place of where the dead used to lay. He then throw his oil at the zombie, breaking the flask upon the undead.

Bria easily cuts into the corpse in front of her. She cleaves part way through its torso, but her axe gets stuck on its spine. It is barely hanging on, but still tries to grope her.

Gunder retrieves a torch from his backpack and lights its on fire with a magical snap of his fingers. He holds it up for Aldous to grab (next round, if he wants).

Liz notices the zombie coming for her to the south. She jumps up and bounces of the side of the catacombs (ninja gaiden style). Liz then easily stabs the undead popping an oversize pimple.

Liz you don't get 2 attacks because you moved. You also don't get sneak attack because the requirements for sneak attack have not been fulfilled.

Garuneh is up.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

"Zombie chess! cries out Garuneh. He takes a 5 foot step forward and swings his magic club.

Shillelagh: 1d20 + 2 ⇒ (16) + 2 = 18
for: 2d6 + 1 ⇒ (2, 1) + 1 = 4


male Halfling Oracle 3

Next round:
Gunder casts Guidance on Aldous when the wizard reaches for the torch.


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria renews her attack on the zombie (Z1)

1d20 + 6 ⇒ (13) + 6 = 19 for 1d8 + 4 ⇒ (8) + 4 = 12 damage


Male Elf Diviner 5 Init +12 | AC 18, T13, FF 15 | HP 33/33 | Fort +4, Ref +6, Will +6 | Longbow +6, 1d8+2 |

Aldous grabs the proferred torch before stepping up and delivering fire to the oil soaked zombie (Z3).

1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8 touch (damage: 1 fire)

(If that succeeds: 1d6 ⇒ 6 fire damage this turn, 1d6 ⇒ 1 fire next turn)

"Burn, you filthy undead creature!"

Dark Archive

Garuneh rushes the zombie with his club. He cracks its shoulder, spraying a small amount of the green ooze on the floor.

Z1 continues to groan and paw Bria. The one behind her continues to push its way forth, waiting for its chance.

Z1 vs Bria AC: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 4 ⇒ (5) + 4 = 9

Z3 shuffles to turn to face Garuneh. It tries to grab onto the druid's swinging arm.

Z3 vs Garuneh AC: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (14) + 4 = 18

Garuneh takes 5 pod, Z3 takes 1 from vest. Yah, I remembered!

Round 3

Bria wacks the zombie in front of her. She finally cuts all the way through the walker, causing its tumors and pus pockets to explode all over her.

1d20 + 5 ⇒ (16) + 5 = 21

Aldous reaches down to grab the torch from Gunder. The halfling blesses the wizard's next attack. The zombie staggered at the right moment, causing Aldous to miss his attack.

Liz & Garuneh up


Stats:
I +3, P +4, F+6, R+2, W+1, AC 19, HP 37(18)
Dwarf Fighter, 4

Bria takes a five foot step to F36 and attacks the zombie (Z3) attacking Garuneh.

1d20 + 6 ⇒ (4) + 6 = 10 for 1d8 + 4 ⇒ (7) + 4 = 11 damage.

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