Qwerty's Crypt of the Everflame (Inactive)

Game Master qwerty1971

MAPS and Stuff
Chronicles


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MOLG// WOTW// Murder's Mark

it was a DC 20 to catch the pit via perception and a DC 10 swim in calm water. Necress got a bonus to detect it after seeing you take the plunge or you would have had a swimming partner. The electric fungus is in the western room. this room has black mold covering the walls.

Silva drags himself out of the water all wet and a little miffed.

Tametomo shoots at the closest skeleton not controlled with one of the recovered blunt arrows from upstairs...
LB ATK: 1d20 + 7 ⇒ (12) + 7 = 19...DMG: 1d8 + 1 ⇒ (8) + 1 = 9
And shatters it...

The controlled three skeletons manage to destroy the last aggressive skeleton.

Careful inspection of the room reveals two pits on either side.

Your new pets:

3 skeletons
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
Offense
Spd 30 ft.
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or
2 claws +2 (1d4+2)
Statis tics
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear broken chain shirt, broken scimitar

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 is more than a little peeved after pulling himself out of the water. Not only does he hate swimming, he's angry he missed out on opportunity to fight. Nonetheless, he brushes himself off and motions toward the wheel.

So who wants to give that thing a spin? He grumbles with a hint of sarcasm.

Perception to inspect that wheel: 1d20 + 8 ⇒ (2) + 8 = 10

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 darkly at the three skeletons and responds to one with a snide, whispered remark.

She gestures for someone to spin the wheel, obviously expecting that one of the stronger group-members will try it.

While waiting, she casts detect magic and scans the room for any additional clues.


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

"I approve of this creating of loyal subjects Necress. They will be very useful in setting off traps and the like." Irelia says with an approving nod.

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 send at least one skeleton out in front of us to prevent someone else falling into a pit"


MOLG// WOTW// Murder's Mark

Inspecting the wheel, the party notices it has a long and stout chain that runs through the walls to somewhere else. While a bit rusty, the wheel will move with a bit of effort.

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 guess if no one is willing to step forward... Silva grumbles as he puts his sword away and grabs the wheel with his free hand.

strength: 1d20 + 3 ⇒ (14) + 3 = 17


MOLG// WOTW// Murder's Mark

Silva grunts and manages to turn the wheel once around. The chains begin to coil up from somewhere. Silva then stops for a break.

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)

"Perhaps that opens a door elsewhere," Necress suggests. [b]"We should keep looking.

Guess I didn't see anything with detect magic in here? If not, let's find another way through, skeletons in the lead.


MOLG// WOTW// Murder's Mark

no magic detected

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,

After taking a break, Silva tries again.

strength: 1d20 + 3 ⇒ (3) + 3 = 6

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 lends a hand to try to turn the wheel

(take 10 for a 14) - if that doesn't move it, trying again after applying some spit.

Strength: 1d20 + 4 ⇒ (19) + 4 = 23


MOLG// WOTW// Murder's Mark

Rye helps Silva move the wheel after the monk falters.

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)

Does the wheel look like it has completely turned, then? If so, let's explore a new passage to the west of the stairs we came down.


MOLG// WOTW// Murder's Mark

the wheel looks like it can turn one more 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

Rye turns the wheel once more

(was take 10 for 14 enough btw? Otherwise I'll just take 20 for a 24)

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 follows the party silently, proud to finally have shattered a skeleton.


MOLG// WOTW// Murder's Mark

taking 10 for 14 is good enough. the wheel does not budge anymore.

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,

Was there any noticeable affect? I'll make a perception check just in case (add 2 to my roll if it's unusual stonework). If not, lets carefully head to west room and scrape away the electrofungi.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

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 Wanderlei to keep an eye on the dwarf...we don't want to loose him into a sinkhole under water...again


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

Looking at the map we can just go around the electrofungi altogether. No use wasting resources over it.

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 can fire arrows, staying at good distance of the fungi, if needed.

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 agree...just go around the fungus room. There was nothing magical in it.

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.

Sounds good to me :)

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

Just pointing out that loot can also be non-magical ;), but otherwise no objections here

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 volunteer you to go in and look for non-magical treasure! ;P


MOLG// WOTW// Murder's Mark

just a point of clarity, are you going into the flooded column room with the fungus or back the way you came through the frog room?

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

Avoiding the room with the fungus, back through the room with the frogs, then ....we are going south? I don't think we decided on where to go yet, but according to the map, there's a single room. So let's do that one first

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

That's fine for me.


MOLG// WOTW// Murder's Mark

The party goes back into the room where the frogs attacked them, back to the four way intersection room and walk down the southern tunnel. 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.”

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'm feeling froggy.

Silva has grown quite thirsty after all this fighting and the fountain looks wonderful to him.

He gives the fountain a quick once over.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

If he does not see anything suspicious, he'll drink from the fountain.

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 looks at the fountain too.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


MOLG// WOTW// Murder's Mark

Nothing unusual is detected in the room or the fountain.

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 casts detect magic on the fountain.

"Maybe a good source of water to refill our canteens," she says before doing just that.

Next room?


MOLG// WOTW// Murder's Mark

the water itself casts a faint aura of magic.
just need to know who refills water, who drinks water and who leaves the water alone.

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,

Not seeing anything unusual Silva drinks it.

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)

Filling waterskin with it, but not drinking now.


MOLG// WOTW// Murder's Mark

Silva feels refreshed and the aches and pains from trouncing through the crypt are gone.

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

"Maybe this water can also heal the wounds?" the halfling wonders before also taking a drink from the fountain.


MOLG// WOTW// Murder's Mark

Fountain:
The fountain in this chamber is magical and is one of
the few things that has not be corrupted in this crypt.
Anyone who drinks from the fountain receives the effects
of a cure moderate wounds spell, healing 2d8+10 points
of damage. In addition, drinking from the fountain
removes the fatigued, sickened, and shaken conditions,
and heals the character of 1d4 points of ability damage
from one ability score. A character cannot gain the
benefits of drinking from this fountain more than once
per day (additional drinks have no magical effect).


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

"Curious and useful, I'll fill a bottle with the liquid, it might come in handy."

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 feels refreshed and ready to move forward.

The water is excellent. I'd strongly recommend that everyone who is tired or injured drink it or fill up your waterskin with it. It will invigorate you. He says with a rare smile.

Alright everyone, Lets head into the western room! He bellows after everyone takes what they need.

Silva is holding the lantern, and pulls out a MW temple sword.

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 fills up his waterskin, just in case it will come in handy later and remembers where to find this fountain later on - just in case it only works straight from the fountain and then follows after Wanderlei

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 refills his waterskin like the others, silently.

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)

Once the others have had a drink or refilled their waterskins, Necress says "The passage to the west is the only way forward. These skeletons can lead the way," she says.

Should we continue on?


MOLG// WOTW// Murder's Mark

The party continues to the western corridor. 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. The stench of rotting flesh is overpowering here, but the source is not evident. A cursory detection of magic reveals faint magic in the far end of the room.

placed you all in the room with the zombies in front

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 scans the room for anything suspicious or noteworthy.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

zombie/skeletons can go first, Silva will see if they trigger any traps or enemies.

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 directs the skeletons to advance further into the room.

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 if the zombies/skeletons uncover anything.


MOLG// WOTW// Murder's Mark

Necress directs her minions to move further into the room and as they progress deeper into the room four zombies come out and attack...

Inits:

Wanderlei: 1d20 + 2 ⇒ (11) + 2 = 13
Tametomo: 1d20 + 6 ⇒ (16) + 6 = 22
Irelia: 1d20 + 3 ⇒ (16) + 3 = 19
Chella: 1d20 + 1 ⇒ (14) + 1 = 15
Necress: 1d20 + 0 ⇒ (18) + 0 = 18
Rye: 1d20 + 2 ⇒ (2) + 2 = 4
Zombies: 1d20 + 2 ⇒ (8) + 2 = 10

COMBAT RND 1
Tametomo-
Irelia-
Necress-
Chella-
Wanderlei-

Zombies-
Rye-
Perception DC10:
their tattered clothing is similar to that worn by the bandit near Gray Lake and the body found in the frog room

Heal DC10:
they are probably only a few months old

Religion DC15:
When a plague zombie dies, it explodes in a burst of rotting, infected flesh. All creatures adjacent to the plague zombie are exposed to its plague (just as if they had been struck by its slam attack) and must make a Fortitude save or contract zombie rot.

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