PFS Gameday 6: Redelia's Crypt of the Everflame (Inactive)

Game Master Redelia


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Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph arches an eyebrow at Lauranna. "I am...but I can't fire a bow and open the door at the same time...once the door is open, if there's no enemy in there, I will scout out the room..."

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

"So why not have me cover you? You know, so you can do that whole disarm traps and open locks thing?"

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

While they argue, Syllyn opens the door.


Venture Lieutenant, Play by Post (online)

Syllyn finds a circular chamber. In the center is a pillar full of arrows, surrounded by a pit. There is a narrow bridge over the pit at the south side. As Syllyn opens the door, the pillar starts to turn.

perception rolls:

Lorqinor: 1d20 + 10 ⇒ (15) + 10 = 25
Syllyn: 1d20 + 6 ⇒ (6) + 6 = 12
Purnel: 1d20 + 8 ⇒ (17) + 8 = 25
Aerian: 1d20 + 9 ⇒ (16) + 9 = 25
Lauranna: 1d20 + 3 ⇒ (12) + 3 = 15
Dylph: 1d20 + 7 ⇒ (12) + 7 = 19

Lorqinor, Purnel, Aerian, and Dylph all see that this is a trap which will shoot arrows at them if the door stays open. To disable the trap, someone would have to cross the bridge and stand near the pillar as they got shot at.

We're not quite in intiative here, but I need anyone who posts to stick to just one round's worth of actions.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Noticing the door opening, Dylph will look over Syllyn's shoulder into the room, ready to fire if there are foes present...

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

"close the door MOST of the way and wait for the pillar to expend all it's arrows... then open it again when it's done firing?" Aerian suggests with a bit of question to his phrasing.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Since Syllyn does not recognize the trap, but he has confidence in his allies and immediately closes the door, leaving a 2 inch gap.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph nods. "I have a plan. Everyone get away from the door, 'cept for me and Syllyn. Syllyn, open the door but stay behind it..." He glances at Lauranna. "Since I'm the party thief, I'll dash through the door and try to disable the trap...if successful, I'll knock on the door when it's safe to enter..."

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

"Well, before we get shot, someone with the ability to disable that thing should run over there and disable it. We will hold the door open. That means either Dylph or Aerian will need to attempt this or both." Purnel states this as a fact. "Now before I start taking arrows for nothing get yourselfs over to that pillar and disable it." "Otherwise, we might as well leave now without the flame we were sent for."
Pep talk concluded...and win one for the Gipper.


Venture Lieutenant, Play by Post (online)

You manage to close the door almost all the way. You hear the sound of arrows thunking against the door.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn is slower but he does have a better AC. Perhaps he should go?
Provided there really is no disable device roll needed of course.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

If the door is closed, I assume the arrows don't fire...Syllyn opens the door just wide enough for me to get through and I hit the ground, hopefully avoiding more than an arrow or two, then he closes it...the arrows should stop shooting with the door closed...I go over and hopefully disable the trap...then return and knock on the door to let you know the trap is done...


Venture Lieutenant, Play by Post (online)

Actually, you hear the arrows continuing to fire now with the door almost completely closed. They are continuing to fire as you talk. It would be disabling a trap, which requires disable device if you choose to send someone inside. If you experimentally close the door all the way, you hear the arrows continuing to fire.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

If the arrows are striking the door, I could go flat on the floor and crawl to the trap mechanism...I doubt the arrows would be aimed that low...


Venture Lieutenant, Play by Post (online)

As you keep discussing and thinking, you hear more arrows hit. Eventually (10 rounds), the arrows stop.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn opens and closes the door again to test his theory.

We couldn't be so lucky that the arrows ran out.


Venture Lieutenant, Play by Post (online)

No more arrow fly at the door, Syllyn.

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

"Well that was just plain silly." Lauranna says looking at the arrow-studded door. "Are you guys coming or not?"

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

"Well, then. Perhaps it has disarmed itself? Only one way to find out."

Syllyn opens the door and leaves it open this time and begins the march inside.


Venture Lieutenant, Play by Post (online)

You continue, and come to a room with images of mourners all along the walls. As you enter the room, four skeletons step from behind the pillars.

kn. religion DC 10:
These are a variant of skeletons, and have damage reduction bypassed by bludgeoning weapons.

kn. religion DC 10:
These skeletons will return to unlife one hour after being slain unless they are killed by positive energy, killed in an area affected by bless or hallow, or their remains are sprinkled with a vial of holy water.

initiative rolls:

Syllyn init: 1d20 + 1 ⇒ (6) + 1 = 7
Purnel init: 1d20 + 5 ⇒ (10) + 5 = 15
Aerian init: 1d20 + 4 ⇒ (7) + 4 = 11
Dylph init: 1d20 + 7 ⇒ (11) + 7 = 18
Lorqinor init: 1d20 + 9 ⇒ (5) + 9 = 14
Lauranna init: 1d20 ⇒ 4
enemy init: 1d20 + 6 ⇒ (11) + 6 = 17

Dylph, you're up first.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Knowledge (Religion) Untrained: 1d20 ⇒ 5 (Max: 10)

Knowledge (Religion) Untrained: 1d20 ⇒ 19 (Max: 10)

Dylph will fire a blunt arrow at the nearest skeleton...

Shortbow: 1d20 + 6 ⇒ (17) + 6 = 23

Bludgeoning Damage: 1d4 + 1 ⇒ (4) + 1 = 5

"Use blunt weapons!"

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

Take 10 knowledge (religion) (twice) for 13 each.

Lauranna rushes forwards to smash the invisible(?) skeletons but swings wide and wild as she obviously can't see them ;).

"Well duh! KIAAA!!"

Lauranna SMASH! (Purnel's toe again apparently): 1d20 + 4 ⇒ (1) + 4 = 5 bludgeoning damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7

This of course assumes she can reach the skeletons with a 30 foot move.


Venture Lieutenant, Play by Post (online)

The skeletons march forward and the three who can reach claw at Dylph, Syllyn, and Purnel.

attack, Dylph: 1d20 + 2 ⇒ (3) + 2 = 5
attack, Syllyn: 1d20 + 2 ⇒ (10) + 2 = 12
attack, Purnel: 1d20 + 2 ⇒ (19) + 2 = 21
damage on Purnel: 1d4 + 2 ⇒ (1) + 2 = 3

entire party is now up. Lauranna, you can change your action if you want since you can't reach.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Did my first arrow hit?

Dylph makes an acrobatic move, slipping between the skeleton he's facing and the wall, moving south 20'...

Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19

...and then firing another blunt arrow at the skeleton he fired at earlier...

Shortbow: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5

Bludgeoning Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Venture Lieutenant, Play by Post (online)

Dylph's first arrow takes out one skeleton entirely. His second arrow is unable to hit.

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

If it is Purnel's turn...

Purnel drops his new spear and pulls out his sansetsukon and swings at the skeleton in front of him.

swing: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d8 + 1 ⇒ (2) + 1 = 3

"Crud this is bad luck"

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |
GM Redelia wrote:
The entire party is now up. Lauranna, you can change your action if you want since you can't reach.

Sure, she gives Purnell a Bit of Luck.

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

Aerian pulls out a flask of holy water and waits for an opportunity to throw it when his aim isn't blocked...

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn moves to the side and starts a martial rhythm performance with sword and shield.

Raarrh. I'm beginning to hate skeletons!

Raging Song:

Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.

When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.

Inspired Rage Effects:

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.


Venture Lieutenant, Play by Post (online)

Botting Lorqinor to keep things moving:
damage: 1d20 + 3 ⇒ (20) + 3 = 23
confirm: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Purnell hits the skeleton right in front of him with Lauranna's help. Aerian and Syllyn prepare to attack. Lorqinor's blast of water destroys the skeleton in front of him.

The skeletons attack Syllyn and Purnel.
attack 1 on Syllyn: 1d20 + 2 ⇒ (11) + 2 = 13
attack 2 on Syllyn: 1d20 + 2 ⇒ (3) + 2 = 5
attack 1 on Purnel: 1d20 + 2 ⇒ (12) + 2 = 14
attack 1 on Purnel: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d8 + 1 ⇒ (4) + 1 = 5

Purnel takes 5 damage, and the entire party is up.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph fires another blunt arrow at the skeleton due north of him...

Shortbow: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9

Bludgeoning Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Venture Lieutenant, Play by Post (online)

Dylph's arrow passes through the skeleton's missing abdomen without doing any damage.

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

The half elf will blast away at a remaining skeleton
1d20 + 3 ⇒ (8) + 3 = 11 RTA

1d6 + 3 ⇒ (4) + 3 = 7 damage

Liberty's Edge

Init +11; Senses low-light vision; Perception +14 ————— Defense ————— AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex) hp 38 (5d8+10) Fort +7, Ref +11, Will +3; +2 vs. enchantments Immune sleep

He has to move up as well.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn takes a swipe at the skeleton in front of him.

To Hit: 1d20 + 5 ⇒ (10) + 5 = 15
Slashing damage: 1d8 + 4 ⇒ (3) + 4 = 7

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

Purnel will flurry on the skeleton in front of him. He will strike with his fist and sansetsukon.

sansetsukon blow: 1d20 + 5 ⇒ (16) + 5 = 21
fist to face: 1d20 + 3 ⇒ (10) + 3 = 13
dmg sanset blow: 1d8 + 1 ⇒ (8) + 1 = 9
dmg fist: 1d4 + 1 ⇒ (4) + 1 = 5

"I am sick and tired of undead. They are killing me."


Venture Lieutenant, Play by Post (online)

Syllyn and Purnel take down the last two skeletons.

Anything else you guys want to do in this room?

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

"Did I get it?" Lauranna asks as she stops spinning and opens her eyes. Gratified by the pile of bones around her she smiles and adds: "Where would you guys be without me?"

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

Purnel will drink his healing potion.

CLW potion: 1d8 + 1 ⇒ (8) + 1 = 9

"Where do these stairs go?"

Purnel will gaze up the stairs after gathering his stuff and searching the room.
perception: 1d20 + 8 ⇒ (10) + 8 = 18

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

There does not seem to be anywhere else to go except out, so after a search of the room (particularly those alcoves), Syllyn heads up/down the stairs.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Venture Lieutenant, Play by Post (online)

Great job, guys, you have completed part 2, the upper level of the crypt. The lower level will be a little more difficult, because it was written for level 2, while the upper level was written for level 1. We are more than half way through the module, so it looks good for finishing before the end of game day.

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.

The floor bears an inscription spiraling 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.”

We will move on as soon as three of you agree in what direction to go first.

Grand Lodge

Male Half-Orc Unchained Rogue / 5th | HP:36/36 | AC:22 T:15 FF:17 | CMB:5 CMD:20 | Saves F:+2 R:+9 W:+2 | Init:+7 | Per: +11

Dylph wrinkles his nods at the smell coming from the west...he checks out his surroundings...

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

"Likely undead to the west...but I s'pose we'll be checkin' all three afore we're thru...It matters not to me which way we go..."

Count Dylph as a vote to the first place that gets two votes...

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

Purnel reads the collum. "The wheel to the west sounds like the place to start."

The Concordance

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 | sylph investigator (empiricist)/3 | -17 *
skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

"Do we need a rest? If not, perhaps we should go to his resting place? Of course that's where the bad smell is coming from.. I hope it's not trogs.. I HATE trogs" Aerian is fresh off of MotFF

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

"South seems like the first place to visit. I'd like to have a safe haven to go to in cast things go poorly."

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |
Aerian wrote:
"Do we need a rest? If not, perhaps we should go to his resting place? Of course that's where the bad smell is coming from.. I hope it's not trogs.. I HATE trogs" Aerian is fresh off of MotFF

Lauranna looks alarmed at the really white man's blatant racism. I mean, beneath the temple level aren't we all sweaty-smelling, underground dwellers? She scans Syllyn for any response seeing as he was obviously an ethnic Reptilian Avistani.

"Well, maybe we could spin the wheel, open the gate and air the place out a bit, take a quick nap while we wait and then go see the Hero of Fangwood. Is there a concession? I could go for some shaved ice before the show."

Grand Lodge

LG male Halfling Monk 3 (8XP) |AC17, T17, FF13| 31/31 hp|fort+6, ref+7, will+5|init +5, percep +8| CMB 3 cmd18, bab+3, halfling Monk (unchained) 3

We need Dylph or Lorqinor to chime in for a direction.

"We are now at the limits of our food supply. If Lauranna, can create food we are good but otherwise we could have a hungry hike back."

I don't care. If no one chimes in to break the tie in a few hours, Purnel will reverse his position and state something like "better to go hungry then die of exhaustion."

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

"Oh sure, make the woman cook! Does the fact I'm wearing boots offend you too?"

Well: Dylph said first place to get two votes. Purnel said West. Aerian didn't really come down on any one place decisively. Syllyn said South, and Lauranna said West so that's a total of three for West (Dylph, Purnel, Lauranna). Done. At least that's what I think Vladimir Putin meant when he said: "Vote hard right!" ;)


Venture Lieutenant, Play by Post (online)

I've tallied the votes, and the wheel wins.

The eastern passage begins to slope down a bit after leaving the first chamber and water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places. The water eventually gets just over 2 feet deep. You come to a door that is swollen shut so that it will not open easily, even though it is obviously rotting. You can hear a faint sound of frogs croaking through the door.

Liberty's Edge

Female Human Cleric (evangelist) of Chaldira Zuzaristan 5 | hp* 42 | AC 16 T 10 FF 16 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4 | Luck 7/7 | Chan 5/5 | Perf 14/14 | wand clw 33/50 | *Fey Foundling |

OH NO! I didn't look at the letters on my shoes!

perception: 1d20 + 3 ⇒ (2) + 3 = 5

Lauranna puts her ear to the door, and gasps out a shocked whisper in response to what she hears beyond: "Oh no! Dungeon Frogs!"

She then returns to her spot in line.

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