Qwerty's Crypt of the Everflame (Inactive)

Game Master qwerty1971

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MOLG// WOTW// Murder's Mark

ok i moved folks into the room as close to your movement formation as i could remember with Silva closest to the door. I put Chella near the tower shield since she expressed interest in it.

The party props the door open and enters the room. The room has not changed since the entered it from the other side earlier. The pillar with blunt arrows is still in the center of the room. A few seconds after Silva approaches the door and finds it still locked the party hears (except for Necress) a hum sound begin as the pillar starts to turn letting loose a multitude of arrows.

Spoiler:
Trap: One round after the west door is opened, the trap is sprung and the pillar begins to rotate, firing blunt arrows at every character in the room. Each round, the pillar fires 1d4 blunt arrows at each character in the chamber. Characters holding a tower shield can gain total cover as a standard action, avoiding all of these attacks. A character standing behind the character holding the tower shield gains a +4 cover bonus; any other characters lined up in this fashion only gain a +2 cover bonus to AC.

*Silva: 1d4 ⇒ 2...Blunt ATK: 1d20 + 10 ⇒ (7) + 10 = 17...Blunt DMG: 1d8 ⇒ 4...Blunt ATK: 1d20 + 10 ⇒ (17) + 10 = 27...Blunt DMG: 1d8 ⇒ 8 2 hits for 12 non lethal
*Rye: 1d4 ⇒ 4...Blunt ATK: 1d20 + 10 ⇒ (1) + 10 = 11...Blunt DMG: 1d8 ⇒ 3...Blunt ATK: 1d20 + 10 ⇒ (12) + 10 = 22...Blunt DMG: 1d8 ⇒ 1...Blunt ATK: 1d20 + 10 ⇒ (13) + 10 = 23...Blunt DMG: 1d8 ⇒ 7...Blunt ATK: 1d20 + 10 ⇒ (7) + 10 = 17...Blunt DMG: 1d8 ⇒ 4...3 hits for 12 non lethal
*Necress: 1d4 ⇒ 3...Blunt ATK: 1d20 + 10 ⇒ (13) + 10 = 23...Blunt DMG: 1d8 ⇒ 7...Blunt ATK: 1d20 + 10 ⇒ (14) + 10 = 24...Blunt DMG: 1d8 ⇒ 7...Blunt ATK: 1d20 + 10 ⇒ (19) + 10 = 29...Blunt DMG: 1d8 ⇒ 4...3 hits for 18 non lethal
*Irelia: 1d4 ⇒ 4...Blunt ATK: 1d20 + 10 ⇒ (13) + 10 = 23...Blunt DMG: 1d8 ⇒ 2...Blunt ATK: 1d20 + 10 ⇒ (13) + 10 = 23...Blunt DMG: 1d8 ⇒ 6...Blunt ATK: 1d20 + 10 ⇒ (1) + 10 = 11...Blunt DMG: 1d8 ⇒ 1...Blunt ATK: 1d20 + 10 ⇒ (8) + 10 = 18...Blunt DMG: 1d8 ⇒ 2...3 hits for 10 non lethal
*Chella: 1d4 ⇒ 2...Blunt ATK: 1d20 + 10 ⇒ (2) + 10 = 12...Blunt DMG: 1d8 ⇒ 1...Blunt ATK: 1d20 + 10 ⇒ (17) + 10 = 27...Blunt DMG: 1d8 ⇒ 2...1 hit for 2 non lethal
*Tametomo: 1d4 ⇒ 2...Blunt ATK: 1d20 + 10 ⇒ (16) + 10 = 26...Blunt DMG: 1d8 ⇒ 2...Blunt ATK: 1d20 + 10 ⇒ (3) + 10 = 13...Blunt DMG: 1d8 ⇒ 7...1 hit for 2 non lethal

please check my math vs your AC to ensure I got it all right. Remember it is non lethal damage but it could be add up to a lot every round.
team can take their actions before the next wave of arrows dispense...

no clue why a nasty trap such as this is in a lvl 1-2 module

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

"Go back!", Chella says while raising her holy symbol to release a wave of healing energy around her. She then withdraws in the hallway.

Channel energy (heal): 1d6 ⇒ 3

Channel energy (standard action) and move 6 squares back in the hallway (I am on my phone and I can't move my token at the moment)

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Getting hit left and right Rye looks around at his party members (and assuming none of them dropped to the floor - otherwise I'll try to drag whomever went down out) and starts to back out of the room

None lethal, after healing: 9

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

"Wow, that was surprizing!"

Rye: Magic spells cure the double amount of non-lethal damages, so you are still wounded with 6 non-lethal damages.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

if it heals double. 5/12 hp with some non lethal damage

At least those weren't sharp arrows. if they had been, we'd might have been killed. Wanderlei says as stands up then he reaches into his backpack for a potion of cure light wounds.

pot of clw: 1d8 + 1 ⇒ (6) + 1 = 7

Once everyone is healed up and such we'll progress. That should put me to full health.

Alright everyone, as soon as you all have your wits back, we're going to press on. Wanderlei grunts, before he takes a deep breath.


MOLG// WOTW// Murder's Mark

@ Silva- the pillar does not stop spinning and more blunt (?) arrows are being notched into place...

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress reels back as the arrows strike her. "Fall back!" she cries.

I was at 1 hp after the dmg, then 4 with the heal (thx). I wonder if we can wait outside for it to run out of arrows, or if it doesn't fire without someone in the room, send someone in with the tower shield on full defense until it runs out?

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision
Tametomo Buruzuai wrote:


Rye: Magic spells cure the double amount of non-lethal damages, so you are still wounded with 6 non-lethal damages.

..actually that's not true; You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage. ..it does't say anywhere that you heal twice as much, it just heals "real" and non-lethal damage at the same time

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Some one take the shield and hie behind it while going for the door..then once it's open we run like crazy towards it and hope we don't get knocked unconscious by all the arrows?"

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

My bad, then. I always played it like that.


MOLG// WOTW// Murder's Mark

I am under the impression the rest of the party quickly leaves the room before the next 6 seconds come up and another volley from the trap? Just let me know if anyone decides to stay in the room.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

I suggest that we all leave initially and see if it runs out of arrows first (i.e. close the door for a minute and then open it again). Once we go back in, we should just send our best AC character to grab the shield and go total defense (in the event it's not out of arrows) and wait until it runs out. Actually, looking at it, it appears I am the highest AC character! I'll heal up during two minutes (using 2 charges of my infernal healing wand), then grab the shield and go full defense until it runs out of arrows. Looks like with the tower shield and total defense, my AC would be 25.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

That's ok for me :)

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

After healing up and waiting a few minutes, Necress moves into the room, ready to defend.

Did we already grab the shield? If not, I'll move to the tower shield, grab it, and go total defense. If I already have it, I'll just try to stand in the doorway in total defense until the arrows are gone.


MOLG// WOTW// Murder's Mark

no one grabbed the tower shield as of yet. I moved everyone behind the propped open door, which is still open and another round of arrows will only attack the person standing by the doorway- which appears to be Necress. You can move and grab the tower shield this round, but wont be able to go total defense until next round.
The party rushes out of the room and stand behind Necress. It is a good thing she is deaf for she cannot hear their rumblings over the trap. Necress stands in the doorway after grabbing with the tower shield in hand, ready to protect her companions from the arrows...
Arrows: 1d4 ⇒ 1...Blunt ATK: 1d20 + 10 ⇒ (1) + 10 = 11..Blunt DMG: 1d8 ⇒ 2

The pillar continues to spin showering the room with a multitude of arrows. None hit the party yet the pillar does not stop spinning...

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva nods and will run behind Necress after she picks up the tower shield.

can't a tower shield block all incoming projectiles from direction? If will all stay behind Necress who has the shield we should be safe. Presumably.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

I'll go ahead and wait it out and see if it runs out after a few minutes. If not, we may need another plan.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

Irelia seems very annoyed at having being hit by blunt arrows. Normally she would have had others take the brunt of the attacks.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

It can't have an infinite supply of arrows..unless it's magical..so let's try to have someone detect magic on it while peering through a crack in the door..if it's not magical..just wait for a few minutes. If it's a magical trap...I agree,we need another plan.


MOLG// WOTW// Murder's Mark

@ Silva- Characters holding a tower shield can gain total cover as a standard action, avoiding all of these attacks. A character standing behind the character holding the tower shield gains a +4 cover bonus; any other characters lined up in this fashion only gain a +2 cover bonus to AC.

Necress avoids any blunt arrows from the pillar. The others (presumably) hide in the hallway away from the door Necress is standing in front of. After a minute the pillar runs dry of arrows and comes to a stop.
Necress peaks her head from behind the tower shield and confirms the pillar has stopped spinning. The party advances and discover one of the keys they found opens the southern door. Opening it the party continues south and find a staircase leading down. As the party approaches the stairs they hear the sound of dripping water and a low, distant moaning. except for Necress, I moved the party on the map.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress nods in satisfaction as the trap is finally disarmed, then follows the others to the south.

Just keep going, no?

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye follows after Necress and places a hand on her shoulder to turn her around so she can read his lips

"There's the sound of sound of dripping water and a low, distant moaning ahead. Let's be careful. Let me (or Wanderlei) take the lead"

Yeah, let's keep going. Wanderlei will take the lead checking for traps - take 10 perception for an 18 at regular intervals, I'll be behind him..then the others

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

When he hears the moaning, Tametomo draws silently his longbow, ready to strike at anything being a threat to Wanderlei.


MOLG// WOTW// Murder's Mark

As soon as Silva takes another step into the room four bloodied skeletons drag themselves from behind the four pillars in the room and begin advancing towards the party in a menacing manner.

Initiative:

Skeletons: 1d20 + 6 ⇒ (15) + 6 = 21
Wanderlei: 1d20 + 2 ⇒ (7) + 2 = 9
Tametomo: 1d20 + 6 ⇒ (1) + 6 = 7
Irelia: 1d20 + 3 ⇒ (9) + 3 = 12
Chella: 1d20 + 1 ⇒ (20) + 1 = 21
Necress: 1d20 + 0 ⇒ (2) + 0 = 2
Rye: 1d20 + 2 ⇒ (19) + 2 = 21

the skeletons advance in front of Silva and the closest one manages to attack the monk.
Claw ATK: 1d20 + 2 ⇒ (8) + 2 = 10..DMG: 1d4 + 2 ⇒ (3) + 2 = 5
Combat 1st Rnd
Skeletons-
Rye-
Chella-
Irelia-
Wanderlei-
Tametomo-
Necress-

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress closes her eyes and reaches out toward the bloody skeletons.

"Help me for a time, and you will find your rest, and I will find mine!"

I am considered to be a level 6 cleric for purposes of number of HD I can control

command undead:
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye will hold his action.

(until after Necress action has come up, knowing from experience that Necress is able to do this, this leaves a spot behind Wanderlei for Necress to occupy unless someone else goes to stand there first)

(And then if there are any hostile skeletons hopefully he can move into the spot Wanderlei is in now if Wanderlei takes a step to the side)

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo does the same. And he just noticed he forgot to equip blunt arrows.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

delay until after necress, then punch the nearest skeleton she doesn't control.

unarmed strike: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 3 ⇒ (4) + 3 = 7


MOLG// WOTW// Murder's Mark

OK looks like the target number is DC17.

WIL Left: 1d20 + 2 ⇒ (15) + 2 = 17
WIL Center: 1d20 + 2 ⇒ (16) + 2 = 18
WIL Right: 1d20 + 2 ⇒ (20) + 2 = 22
WIL Back: 1d20 + 2 ⇒ (19) + 2 = 21

are you kidding me

The bloodied skeletons seem to resist your influence, but Silva manages to strike the one to his front and knock the skeleton out of the fight.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Wanderlei, take a step to the side"

Assuming he does, Rye moves up and swings for another one of the skeletons (the one in front of Wanderlei) To hit AC skeleton: 1d20 + 8 ⇒ (10) + 8 = 18
Slashing damage if hit: 2d6 + 7 ⇒ (6, 6) + 7 = 19

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Seeing that the situation seems under control, Chella doesn't do anything special for the moment.

Delay Action


MOLG// WOTW// Murder's Mark

Even with the slashing damage the skeleton Rye attacks falls to the ground.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision
Tametomo Buruzuai wrote:
Tametomo does the same. And he just noticed he forgot to equip blunt arrows.

Grab some from the floor in the room with the trap? The floor should be littered with blunt arrows

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

If any are up on Silva's next turn:

5 ft Step forward and kick the skeleton next to Silva.

unarmed strike: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 3 ⇒ (4) + 3 = 7


MOLG// WOTW// Murder's Mark

Silva kicks a skeleton and it crumbles to the floor.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"You fellows are all quite in the way of my fan of flames. But it seems you are quite able to handle it without my help." Irelia says.
Still she sends a little cantrip the undeads' way.
ranged touch: 1d20 + 1 ⇒ (10) + 1 = 111d6 ⇒ 1

Nevermind

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

I can't fight ghosts. But if it's something I can touch it's something I can hurt. Wanderlei yells after demolishing two skeletons.

I doubt the last one will be alive, by the time it gets back to my turn, but if it is, I'll 5 ft over and knee the last one in the head.

unarmed strike: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 3 ⇒ (2) + 3 = 5

If they are all dead instead, I'll take 20 on perception to check for traps and then to search the room.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo goes forward in the tunnel and fires an arrow.

Longbow: 1d20 + 7 ⇒ (4) + 7 = 11 for Arrow (piercing): 1d8 + 1 ⇒ (4) + 1 = 5 Minus cover but nevermind. I'm addicted to bad rolls with this character.

I have blunt arrows but I guess they're not in my quiver...


MOLG// WOTW// Murder's Mark

The remaining upright skeleton takes a clawed swipe at Rye...
Claw ATK: 1d20 + 3 ⇒ (16) + 3 = 19...DMG: 1d4 + 2 ⇒ (2) + 2 = 4 and hits for 4 damage.
Party is up!

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo reaches his arrows with a blunt end and fires once more.

Longbow: 1d20 + 7 ⇒ (11) + 7 = 18 for Arrow (Bludgeoning): 1d8 + 1 ⇒ (2) + 1 = 3 minus cover again

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress scowls as the undead resist her command, but continues to try to gain control.

DC 17 will save...let's see if it makes it again! I can't believe all the undead saves around here. Aren't they supposed to be mindless? ;P

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye waits to see the outcome of Necress attempt and if the skeleton still seems hostile take a swing at it

readied/delayed attack vs skeleton AC: 1d20 + 8 ⇒ (13) + 8 = 21
slashing damage if hit: 2d7 + 7 ⇒ (6, 2) + 7 = 15


MOLG// WOTW// Murder's Mark

WIL: 1d20 + 2 ⇒ (7) + 2 = 9
The bloodied skeleton manages to stop its actions and look in the direction of Necress...


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"If you are quite done playing with your toy, can we move on? I have other things to do you know..."


MOLG// WOTW// Murder's Mark

The remaining skeleton stands still. One of the fallen ones has an old necklace around its neck. A few of the party know the style is around 200 years old. There are stairs leading down in front of the party.

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Chella looks pityingly at the controlled skeleton. "May this poor soul help us to fight the evil forces that have taken hold of this place. And find rest when it will be done."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress looks at the pathetic creature with hatred rather than pity.

"Your soul will rest after you have helped me...then you will bother me no more forever!" she says.

The oracle looks at the stairs leading down.

"I believe our path leads that way," she points. "You go first, James," she says to the skeleton.

Is this one injured? If so, I'll cast inflict light wounds on it.


MOLG// WOTW// Murder's Mark

the skeleton took minimal damage from a non-blunt arrow.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye nods

"Let's have "James" go down the stairs first"

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Okay, I won't heal it.

Necress points down the stairs and the skeleton obediently follows.

Qwerty, I'm happy to either run the skeleton like I would an animal companion or have you run it. If you want me to, please just direct me toward the stats and I'll handle it. Thx.

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