Price of Immortality

Game Master Birch33

Now on part three of a three part campaign for 1st-Level characters (who are now at 6th-Level)


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As you've pretty much all peered inside now...

The inside of the crypt appears unlit. The light that sneaks in past you as you look shows a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a recent gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this chamber.


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Grum shudders as he hears the distant wail and takes in the scene of the fight, "I hope that's the wind I'm hearing. What a mess." He moves over to check out the bodies, "Who are these poor fools and I don't think the skeletons are supposed to be out of their resting places. Something is very wrong in here."
Perception of the dead: 1d20 + 6 ⇒ (13) + 6 = 19

Also, no one claimed the other 5 blunt arrows, so I'll add them to my inventory.


Male Dwarf Alchemist (Chirurgeon) 1

Doc nods at Grum's assessment of the situation. "Very wrong, indeed, lad," he says, pulling a vial from his belt and clutching it tightly in his right hand. "Stay alert. I fear th' Flame ain't the only thin' waitin' here f'r us."


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

Xavier casts light upon his shield pulls his blade and steps forward to see.
I am only guessing here but I believe the skeletons were not moved but moving

Xavier shudders at the memories of years past.

He walks in to examine the scene.

knowledge religion 1d20 + 5 ⇒ (2) + 5 = 7


Male Half Orc Druid 4 (HP: 24/31; AC 19, (t11, ff17); F+5,R+2,W+7; init +1/Per +12)

"Not moved but moving? That makes no sense." Grobradon doesn't fear corpses. It's part of life to die, but then, there are many unnatural things he's yet to experience. "My coin is on grave robbers."


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Grum squints at the dead, old and fresh, scattered throughout the room, "Grave robbers and a wild beast? Or a dispute amongst themselves? But why kill the travel beasts if it was greed or a power struggle? Bah! Too many questions and the dead aren't giving any answers."


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

My good brothers what I meant is that these skeletons were attacking the people. There are evil beings that can actually cause the bones of the dead to come alive and I believe that this is what happened. I have no proof but my suspicions would fall in line with what we are seeing here.

Looking even more somber Xavier continues.
I myself have had an experience with skeletons come to life and doing evil upon this world.

Was this why I was brought here those years before? Was it devine intervention or a broader plot?

Looking resolved Xavier steps in and looks to find where the sound is coming from and who or what is making it.

find out where the noise is coming from1d20 + 4 ⇒ (5) + 4 = 9


Monk lvl 1 [ HP 12/12 | AC 16 T 15 FF 10 | CMD 16 | F +5 R +4 W +5 | Init +2 Per +7 (+9) ]

Reluctantly Romund enters the room to exam the bodies. Who are this people?
Search the bodies: 1d20 + 7 ⇒ (19) + 7 = 26
Search 4 traps: 1d20 + 8 ⇒ (6) + 8 = 14


As you take in the scene around you, and as your eyes grow more accustomed to the minimal light afforded by the open doorway (other than that created by Xavier) and you see the walls are decorated with a scrolling pattern of villagers fighting masked bandits and monsters.

The artwork is still in relatively good condition, although water damage and lichen have taken their toll. The stench of mould and rot hangs heavy in the air.

There are ten bodies in total.  Eight are skeletons and two are people.  Of the skeletons, two are smashed into various pieces.  As you examine the bodies, you see they are both villagers you recognise.  Their bodies are badly mauled.  Beside them lay a pair of backpacks. One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has two days’ worth of rations, a full waterskin and a pair of smokesticks.

The noise is still faint but appears to be coming from the east (on the map this is the door to the right – with the main entrance at the top).

There are no traps evident in this room.

 


Male Dwarf Alchemist (Chirurgeon) 1

Doc takes a good look around, the dim light no problem for his Dwarven eyes. "Well, lads an' lass, what d'ya think we should do? Check out 'at noise?" he asks, pointing towards the east.


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Adding the blunt arrows to the his second quiver, Grum stands up holding the rest of the items. Looking down at the previous owner he laments, "Poor fools, they didn't deserve this. I don't recall a group leaving town before us to come here, do any of you?" Untrained K: Local (To recall such a group): 1d20 ⇒ 16

Sighing heavily, he nocks an arrow and leads the way east once everyone is ready, eyes peering into the gloom. His dark-vision reveals the way a certain distance ahead, "Let's move on, keep the light behind me as it'll just mess with my natural ability to see in the dark. How about some semblance of a marching order as well, I don't want us to end up like those poor chaps." he indicates the recently killed with with a toss of his head.

Giving a last look to confirm their readiness, he moves ahead through the eastern door. Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Male Half Orc Druid 4 (HP: 24/31; AC 19, (t11, ff17); F+5,R+2,W+7; init +1/Per +12)
Quote:

My good brothers what I meant is that these skeletons were attacking the people. There are evil beings that can actually cause the bones of the dead to come alive and I believe that this is what happened. I have no proof but my suspicions would fall in line with what we are seeing here.

Looking even more somber Xavier continues.
I myself have had an experience with skeletons come to life and doing evil upon this world.

"Okay, NOW I am creeped out," despite admitting his fear, he stays protectively ready to step in front any frailer members of the group.

Quote:
Adding the blunt arrows to the his second quiver, Grum stands up holding the rest of the items. Looking down at the previous owner he laments, "Poor fools, they didn't deserve this. I don't recall a group leaving town before us to come here, do any of you?"

"Nobody mentioned it to the Watch gatherings." His brother says, "Or I would have told you all."

Quote:
"Let's move on, keep the light behind me as it'll just mess with my natural ability to see in the dark. How about some semblance of a marching order as well, I don't want us to end up like those poor chaps."

"I got your back ...sides, it messes with my eyes too."


Female Human Summoner [1]
Stat Block:
Init +1, AC 13, Touch 11, Flat-Footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +2, Ref +1, Will +2

"Well, two of us cannot properly see without lighting, so .." She lets that fact trail off.

Nilofar will follow the group, but she keeps a cautious eye on the skeletons behind them, after a moment asking, "Xavier, if the skeletons can walk, and they are mere bones, how do we know these won't get up and walk against us? I'd rather not leave a potential threat behind unchecked."

M'Rtyu stays near Nilofar, being ready to pounce, without apparently speaking at this time.


Male Dwarf Alchemist (Chirurgeon) 1

Doc brandishes his walking stick. "'at c'n be taken care of, lass," he smirks.


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

Xavier will walk after the brothers.

Once a skeleton is brought to life they can be taken down with blunt force. These have been destroyed, but be cafeful there could be more around.


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Grum listens to Xaviers advice, pulling out a recently acquired blunt arrow to better examine the blunted tip. "Blunt force, you say?" he says, mostly to himself, obviously thinking hard. Without saying a word he replaces the regular arrow into his quiver, and nocks the blunted arrow instead, and trudges grimly onward.


Female Human Summoner [1]
Stat Block:
Init +1, AC 13, Touch 11, Flat-Footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +2, Ref +1, Will +2

"So we are absolutely certain that these .. remaining skeletons behind us, aren't a threat any longer, or potential?"

If it isn't obvious, it should be by now, that all this talk of skeletons walking and talking coupled with her ignorance of anything religious (or undead) make for a very hesitant and nervous sixteen year old following the melee group while leaving un-smashed skeletons behind. Perhaps her imagination is getting the better of her- or perhaps it's some strange logic that they might just get up, unbroken as they are, and pounce.

M'Rtyu, for his part in all of this, simply seems to be smirking while keeping quiet and peering ahead with his darkvision.


Grum's words about people leaving town strikes a chord with each of you. You have all noticed at least one person 'disappear' over the last couple of days. None could be considered adventurers however.

As you form a party to leave the room and exit to the east, you hear the eerie sound of bones scraping on rock.

As you turn your heads, you see the six skeltons that remained whole lift themselves up not a standing position. With scraps of chain mail adorning them and broken scimitars in their hands, they form a cordon around you and advance.

You can spread out to tackle them if you wish or come up with a different plan of attack. Just let me know which skeleton you want to face off to if they are spread 1-6 in a rough semi-circle. I predict you can attack and be attacked by the one in front and the one to your left and right. So, if you face off to #4, you can also engage #3 and #5.


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Nilofar, you called it! How much did we pay for this undead expert anyways. ;) lol

AC15, 13hp
Grum, now near the back of the group as he started to lead the group away, hears the sound and turns slowly, disbelief in his eyes. "Great mother of all.." his voice has a lost quality to it, as his understanding of the rules which govern his world shift dramatically. As they start to advance, his years of training kick in and his lifts his bow and fires at a skeleton, taking a step back as he does so. Intention is to shoot at who doesn't have cover, or in melee, and moving to a spot where he can find such a shot.
Attack Longbow: 1d20 + 3 ⇒ (19) + 3 = 221d8 + 1 ⇒ (3) + 1 = 4

So Grum's style is to shoot from afar and then drop his bow and wade into combat. Ideally he'll move to keep shooting lanes open, and then charge or just move and attack if he feels another melee fighter is needed.


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

I thought he said they were in ruble LOL

It has been a bad couple of days was sure thwy were done with
May the power of rhe sun set you finally free

Channel energy vs undead DC 17 for half no resistance. 1d6 + 1 ⇒ (3) + 1 = 4

Energy and light flow out from Xaviers holy symbol and slam into the skeletons


Male Dwarf Alchemist (Chirurgeon) 1

Doc pulls a vial from his belt, and pulls the cork out. He spits in the vial, recorks it and shakes it, before tossing it behind some of the skeletons. "Knew I shoulda taken th' cane t' ya!" he shouts, a look somewhere between happiness and worry on his face.

Draw and use a Bomb on the skeletons (standard action). Throw it where the splash damage will get them, but not hit the party.

Bomb vs. Square AC: 1d20 + 3 ⇒ (12) + 3 = 15
Bomb splash damage is 1 + 4 = 5 fire damage. DC15 Reflex for 1/2 damage.

4/5 Bombs remaining.


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Nice shot Redforge 2!


Male Half Orc Druid 4 (HP: 24/31; AC 19, (t11, ff17); F+5,R+2,W+7; init +1/Per +12)

"Gorum's iron!" Grobradon curses, realizing he doesn't have any blunt weapons handy. He takes out his great sword and positions himself in front of more vulnerable members of the party to shield. As soon as one of the undead gets within range, he swings.

Not sure if that counts as a readied action or what, but some rolls

To hit with Greatsword: 1d20 + 5 ⇒ (11) + 5 = 16
If that hits: 2d6 + 6 ⇒ (4, 5) + 6 = 15


Monk lvl 1 [ HP 12/12 | AC 16 T 15 FF 10 | CMD 16 | F +5 R +4 W +5 | Init +2 Per +7 (+9) ]

Pointing with a shaking finger Romund tries to speak.
Th-th-the de-de-dead! He is shocked to see bodies walking around so freely. Completely detached from the way the world should be and the normal everyday of his life.

But the surge of activity from his companions breaks his reverie. He grabs his axe and steps in line with the other half orcs. His hands shaking as they squeezy the hilt of his weapon until his knuckles turn white.
Init: 1d20 + 7 ⇒ (19) + 7 = 26


This is very much what I'm about as a GM. This is a pre-action round based upon what your characters decided to do. Next round will call for initiative rolls

Nilofar takes in the scene that unfolds in front of you and as soon as Romund stutters his reaction, she bolts for the exit, passing the skeletons. M'Rtyu pauses for a split second before following her through the doors to the outside world.

As everyone else readies their bow, sword and bombs, you are all are of a strange light that flows from Xavier. It starts slowly and then gathers pace before literally slamming into the skeletons. As one they crumple and - bone by bone - fall to the floor.

OK, so no initiative rolls required. And we've lost our first character. This doesn't seem a sensible place to slow the game down. Let's see how you progress and we'll think of a recruitment campaign later.

As you return to the doorway you were going through, you see it leads on to a large chamber with a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms.

An image will follow once you've explored more of the room.


The sound is louder from this room and is definitely coming from the south.


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

First casualty of RL, shucks.

Grum, bow shaking slightly in his hands, watches the power of Xavier utterly destroy the approaching undead. After holding that pose for several seconds, he lets out a breath he didn't realize he was holding in a sudden rush. "Whaaa..? Xavier, that was incredible!" He relaxes the draw on his bow, moving towards a skeleton and cautiously nudging some of the bones with his boot. Realizing Nilofar was missing, he asks the others, "Where did Nilofar go? Should we go after her?" Pure RP here.

Moving through the door into the room with the maze of pillars Grum looks around. "What is it with these people and brooms?" [dice=1d20+6[/dice]


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

Xavier lets out a deep breath loudly.

I am just glad that they were already beaten down quite a bit seeing it was my error that caused us to have to deal with them in the first place.

Hearing the question about Nilofar Xavier continues

No we should continue on and complete our task at hand. She will be far safer outside it would seem than in here right now.

Xavier move into the room giving a quizical look at the brooms and empty saddle bags.

Odd things to have around, we should be very careful from here on out.
perception check1d20 + 4 ⇒ (12) + 4 = 16

sorry to hear that we are loosing a player. I pray that all will be okay.


Male Dwarf Alchemist (Chirurgeon) 1

Doc walks over and pats Xavier on the back. "'at was somethin', lad. Good on ya," he says, smiling. He nods when the Cleric suggests moving on, speaking, "The lass 'as 'er cat. If she can't handle a few walkin' bones, no use tryin' t' keep 'er 'ere. Le's keep our 'eads t'gether and move on."


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Whoops, correcting my botched attempt at rolling perception

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Male Half Orc Druid 4 (HP: 24/31; AC 19, (t11, ff17); F+5,R+2,W+7; init +1/Per +12)

"What the heck..." Grob says in confusion, but then nods as the others speak, "Ok. Onward we go."


Monk lvl 1 [ HP 12/12 | AC 16 T 15 FF 10 | CMD 16 | F +5 R +4 W +5 | Init +2 Per +7 (+9) ]

Romund looks at the skeletons really impresssed. For all the speechs, prayers and general grumpiness of the old man Romund never really took Father Prasst seriously. Was the old fool actually right in his endless sermons.

He follow the others in a brooding mood.


Looking into the room in the very dim light afforded by Xavier's shield, you are struck by the unevenness of the floor. Or rather that some of the flagstones look a little different. Or that could be a lot of them, it's difficult to tell in this light.


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

Xavier will cast light on a copper piece and thew it to the middle of the room

Lets see if we can shed a bit of light on the situation


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Looks like a trap to me, but no one's rolling perception checks, so lets just wing it :)

Grum will wait till people have scoped it out for themselves, and then proceed forward, stepping carefully across the floor, blunt arrow at the ready.


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

I rolled perception a bit ago kinda got the not enough light so I made more light


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Oh I gotcha, well I'll just leave it as is. Grum needs some excitement in his life, ha!


Monk lvl 1 [ HP 12/12 | AC 16 T 15 FF 10 | CMD 16 | F +5 R +4 W +5 | Init +2 Per +7 (+9) ]

Cant we see any other details with our half orc darkvision DM birch?


It's a large room with line of sight regularly broken up by the pillars that run from floor to ceiling. Standing at the doorway, it's difficult to see anything specific - although the better light has made a difference.

Some of the floor tiles are certainly of a different texture but logic suggests to you that you would need to check each tile or small area to be sure of what you are stepping on, rather than taking a quick, single view from where you stand.

It's as much the line of sight issue as the darkness that is causing you problems.


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

Xavier will walk into the room examining the tiles


Please describe how Xavier will examine the tiles - it may make a differene


Half Orc Ranger 4
Stats:
[HP: 48 | AC: 18 T: 12 FF: 16 | F:6 R:6 W:3 | Init:2/4 Per:9 Surv:9 | CLngbow +7(1d8+4) HFlail +9(1d10+6)]

Grum moves with Xavier to scope out some of the tiles which stand out, "What do you think these different looking ones are? Traps maybe?" the half-orc peering close and looking for any sort of mechanics, but trying not to touch anything. Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

Xavier will look down on the tiles and use his sword to tap on the tiles to see if any are loose.


As you carefully check out the room, you come across the first 'trap.' looking for it, it is easy to see. A flagstone has been removed and replaced by a piece of canvas coloured to look like stone. Having spotted one, you find half a dozen others.

There is only one exit - a door to the south which does not appear to have a visible lock. If you stand close to the door, the wailing appears much louder.

I have presumed you have simply found the traps so far and not attempted to step on one as yet!


Male Dwarf Alchemist (Chirurgeon) 1

Doc pulls a vial from his belt, preparing to cautiously enter the next room. He looks to the others, then gesturing at the door with his head, both hands laden with weaponry.


I should have said that the door without the visible lock appears locked!


Male Human Cleric / 1 (guidance detect magic light / 1CLW / 3of7 ChEn) Init +4. AC 20 - 12T - 18FF, Atk +2M +2R, CMB2, CMD14, Ref2 Fort2 Will6, Perception4

Xavier looks at the door with an odd look upon his face.

A door with out locks with wailing coming from behind it. This whole thing has been quite odd. We should check out the door prior to trying to open it. Anyone good with that sort of thing? I’ll try but I don’t feel I am able to spot anything subtle.
Perception on door1d20 + 4 ⇒ (10) + 4 = 14
Door has handle right just no lock?


Male Dwarf Alchemist (Chirurgeon) 1

Perception on Door: 1d20 + 5 ⇒ (7) + 5 = 12

Doc gives the door a once-over, as well.


Male Half Orc Druid 4 (HP: 24/31; AC 19, (t11, ff17); F+5,R+2,W+7; init +1/Per +12)

"I'm already lost," Grobradon admits.


Monk lvl 1 [ HP 12/12 | AC 16 T 15 FF 10 | CMD 16 | F +5 R +4 W +5 | Init +2 Per +7 (+9) ]

Silently Romund gets closer to the door and exam it with caution.
Percpt: 1d20 + 8 ⇒ (13) + 8 = 21

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