Qwerty's Crypt of the Everflame (Inactive)

Game Master qwerty1971

MAPS and Stuff
Chronicles


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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 to confirm, Rye would also take 10 with a rope

"More corpses..what's with this place?"

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,

This is a long shot, but does anyone have the ability to speak with animals? Perhaps they could tell us what happened?

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 shakes his head at Wanderlei's question

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,

Well then screw it, since nobody else seems to be taking any action, I'm going to search around the horses and ponies for anything useful. Then lets head on into the crypt.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Wanderlei has the lantern they have to light in one hand and plenty of rope in the other.


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'm not exactly a horse talking person. I have enough trouble having to talk with humans of a certain class, let alone animals..."

-Posted with Wayfinder


MOLG// WOTW// Murder's Mark

A cursory search of the scene uncovers one saddle pack that is still full. Inside are 2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (as normal arrows, but they only deal nonlethal damage), and 2 pints of lamp oil. While searching the horses the monk uncovers the scattered bones of a human underneath one of the horses.

picture added to map link

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

"Who could have done that?" the halfling says by seeing the massacre.

She searches the scene in order to find other saddlebags or any belongings. She also examines the horses and ponies injuries to try to find out what they die from and she looks at the human bones as well.

I take 10 in my Perception and Heal checks for 15 and 13 total, respectively.

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 shakes his head sadly but takes the blunt arrows without saying a word.


MOLG// WOTW// Murder's Mark

Chella:
you determine the horse were the animals outside were slain 2 days ago with crude blades or perhaps claws. Even more important is the fact that the skeletal remains underneath the horse carcass is very old, not recent like the horses.

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 death and decay around her, seemingly quite undisturbed.

"It appears others have beat us here," she says.

"Let us go inside."

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

"These are old bones," Chella says, looking concerned while showing a human femur. "Not recent ones like the horses. What does it mean?"

Knowledge (religion) just in case: 1d20 + 6 ⇒ (7) + 6 = 13


MOLG// WOTW// Murder's Mark

Chella and Necress come to the same conclusion that the skeletal remains found underneath the horse were an undead skeleton.


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

"Oh great and now we have to deal with undead as well."

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,

Shall I feign surprise? We are heading into an abandoned crypt. Silva says in a gruff voice.

I can see just fine around here, but just so guys can always keep track of me, I'm going to pop on my Wayfinder light and head on in. Stay close everyone.

Wanderlei activates his wayfinder, then slowly moves in to peek inside the large door.


MOLG// WOTW// Murder's Mark

the crypt is unlit. Ceilings are 15 feet high and all the surfaces are made of stone. The walls are decorated with a scrolling pattern of villagers fighting off masked bandits and monsters. This artwork is still in relatively good condition, although water damage and lichen have taken their toll. The stench of mold and rot hangs heavy in the air.

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

"Does anyone need light?"

asks Rye as he takes a look around the area (with darkvision)

Liberty's Edge

I think the light from my wayfinder will be enough, but there are some torches and flint and steel if the others want their own light sources. Silva says to Rye.

Would you like to lead the way or shall I? Silva asks.

Note to GM: Stonecunning!

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

"I can lead"

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 casts a Light spell and touches her longsword to make it glow before entering the crypt.


MOLG// WOTW// Murder's Mark

need party formation and standard actions during movement before you all get too far into the crypt.

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

My suggestion: double file, me and Wanderlei with Tamatomo and Necress behind us and Chella and Irelia bringing up the rear. Wanderlei has dwarven senses, but I suggest having Wanderlei (who I think has the highest perception) to take 20 (for a total of 28 at each door/crossing/start of a corridor we encounter, just to be safe. And have someone cast detect magic at the same time as well, just in case we pick up a hint of something . For single file, names in order.

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 like Rye's proposal.

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'll second Rye's idea and take 20 on perception on the interior, for 28 base or 30 to notice unusual stonework. If combat comes up, well. I can't choose an action until I know what I'm fighting. I probably want to overrun, but not if it's a swarm of bats or something.


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 would definately be in the back, but if possible somewhat to the side in case she wants to throw out a jet of flame or snowball. In case of undead probably disrupts undead unless they have gathered and are available for a good burning.


MOLG// WOTW// Murder's Mark

The Crypt doors are very heavy. It takes almost half the group to open the doors. As the heavy doors swing open, the faint light from outside reveals 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 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 foul chamber.

the asking of actions was for stonecutting/trapfinding/etc skills. not combat. just fyi.

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 looks at Wanderlei

"Does it look save to you?"

If/when he get's a nod Rye takes a step inside (and assuming nothing happens keeps walking further down the room)


MOLG// WOTW// Murder's Mark

Know-LocalDC15:
the bodies look like Gerol and Vark, both of whom are friends of the mayor

Also in the chamber is a pair of backpacks. One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin, and a pair of smokesticks.

The moaning sound appears to be coming from the east...

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 quietly the half-orc and the dwarf.

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 see some remains of previous adventuring party. But no obvious traps. Wanderlei says before tying some rope around his waist, picking up the Waterskin and taking a drink.

Ms. Surtova, anything about these remains that catch your eye? I'm personally confused as to why anyone would bother to pack blunted arrows? He says turning to the Arcanist.


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

know local: 1d20 + 9 ⇒ (2) + 9 = 11
"Hmm well if they are nonlethal arrows perhaps they had the same goal as the wizard with his illusions. The undead however. .. I guess they did not anticipated them. I don't recognize the men, so either looters or villagers come to set another hurdle for us."

-Posted with Wayfinder

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.

"Well I guess that blunted arrows hit skeletons better than regular arrows. Maybe that's why."

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,

Well the howls are coming from the east. So that's probably the right direction. Might as well deal with them sooner than later. Silva says. We don't want them coming up behind us later on so I say we head east.

I'll be actively trying to search for traps involving stone.


MOLG// WOTW// Murder's Mark

As the party enters the crypt and looks around they hear the moaning and they also hear what sounds like shuffling and scraping. From different parts of the crypt six undead skeletons emerge with ancient armor and weapons.

Inits:

Wanderlei: 1d20 + 2 ⇒ (19) + 2 = 21
Tametomo: 1d20 + 6 ⇒ (2) + 6 = 8
Irelia: 1d20 + 3 ⇒ (14) + 3 = 17
Chella: 1d20 + 1 ⇒ (11) + 1 = 12
Necress: 1d20 + 0 ⇒ (3) + 0 = 3
Rye: 1d20 + 2 ⇒ (9) + 2 = 11
Skeletons: 1d20 + 6 ⇒ (16) + 6 = 22

The skeletons move towards the party...
2 attacks against Wanderlei=ATK1: 1d20 ⇒ 13..DMG1: 1d6 ⇒ 3..ATK2: 1d20 ⇒ 5..DMG2: 1d6 ⇒ 3
2 attacks against Rye=ATK1: 1d20 ⇒ 15..DMG1: 1d6 ⇒ 5..ATK1: 1d20 ⇒ 7..DMG1: 1d6 ⇒ 4
COMBAT 1st Round
Skeletons=
Wanderlei=
Irelia=
Chella=
Rye=
Tametomo=
Necress=

Tracker
Rye=5 damage

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,

Still a bit unclear on how improved overrun works with flurry of maneuvers. Let me know if this is legal.

Seeing a fellow pathfinder struck. Wanderlei gets enraged and decides to bowl over the skeleton on the right side, then give it a swift stomp (unarmed strike) afterward.

I want to bowl over the skeleton on the right as my overrun then stomp as my flurry. If this doesn't work, he will knee one in the ribs then 5 ft diagonally to be next to Necress.

Improved overrun: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25 minus -2 for flurrying slightly offset by +1 for monk level.

Improved Unarmed strike: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 181d6 + 3 ⇒ (3) + 3 = 6

If it does work: I have combat reflexes so I'll get an AOO if it tries to stand up. Also, improved overrun says the target can't just move out of the way.


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 steps to the side and forward and unleashes a jet of flame over most of the skeletons.
concentration if needed: 1d20 + 5 ⇒ (12) + 5 = 17
burning hands dc 17 reflex for half using arcana point to heighten: 4d4 ⇒ (1, 1, 2, 3) = 7

cant edit the map but could you move me so that her cone hits as many of the standing skeletons after Wanderlei possibly downed one?

-Posted with Wayfinder

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

If you are ok with having to cast on the defensive, you can get 5 targets in your cone..seems to be the most you can get. Moved you there for now

Rye gets hit by a skeleton and then watches the fiery display and steps up to take a swing at any skeleton that survived the blazing onslaught

(not moving for now, since I have no idea which skeletons are standing after Wanderlei and Irelia's actions)

to hit AC skeleton: 1d20 + 8 ⇒ (2) + 8 = 10
Slashing damage if hit: 2d6 + 7 ⇒ (3, 5) + 7 = 15


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

Moved me one step to the right, think I can hit 5 to the left like this as well and less trouble from skeletons near me I hope ;)

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 also waits to see the result of Wanderlei and Irelia's actions before doing something

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.

Same for Tametomo, delays until he knows what's the result of Irelia and Wanderlei's actions.

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)

Assuming there are still any undead left, I'll try to use command undead.

A chill runs down the spine of each member of the group as Necress holds out her hand toward the undead, palm toward them.

"You seek my help!" she yells. "I despise you! Now all I can hear is your cries! But I know you will not let me rest until I consent! But you must obey me, first!" she adds in a loud, clear voice.

She stands with a defiant stance, awaiting their response.

Undead each have a DC 15 will save. I can control up to 5 HD of undead, and the duration of the control is double due to Undead Master.

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.

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,

Wowzer, with Necress in our party, our actions might not even matter.

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

Maybe next time we encounter a bunch on undead..we wait till after Necress to try to kill them..would be useful to have a bunch of walking trap detectors in front of us


MOLG// WOTW// Murder's Mark

sorry had some long meeting this morning

Wanderlei pummels the skeleton to his front rather easily while Irelia torches the corralled group with her spell...

Saves:

REF: 1d20 + 2 ⇒ (10) + 2 = 12
REF: 1d20 + 2 ⇒ (19) + 2 = 21
REF: 1d20 + 2 ⇒ (13) + 2 = 15
REF: 1d20 + 2 ⇒ (8) + 2 = 10
REF: 1d20 + 2 ⇒ (18) + 2 = 20

...and destroys three of them while the remaining two are burning.

COMBAT 1st Round
Skeletons= burning
Wanderlei= used his fist
Irelia= casts a spell
Chella=
Rye=
Tametomo=
Necress=

Tracker
Rye=5 damage

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,

In handsight, yes. Next time we see undead, we'll just delay for Necress. Gut feeling, we'll see more undead.


MOLG// WOTW// Murder's Mark

WIL:

WILL1: 1d20 + 2 ⇒ (8) + 2 = 10
WILL2: 1d20 + 2 ⇒ (10) + 2 = 12

And the two remaining Skeletons are now under the sway of 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 turns to the skeletons.

"I will help you escape your eternal torment...in turn, you must obey my every command. You will not harm my companions, and once your service to me is ended, you will leave me in peace."

qwerty, not sure if you want to just point me to the stats of the skeletons and I can roll for them when they are doing anything, or if you would like to have me tell you what they do and then roll for them...whatever is easiest for you.


MOLG// WOTW// Murder's Mark

email sent to you Necress

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

"On behalf of Iomedae, return back to dust!" Chella shouts at the remaining skeletons while raising her holy symbol.

Channel energy (dealing damage, DC 15): 1d6 ⇒ 2

Sorry, but a cleric of Iomedae is expected to try to destroy evil undeads when he sees one

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)

/sigh...I'm not sure that is necessary. I built a whole character around being a non-evil undead controller with a cool back story for why I work with undead in a non-evil manner and I have to team up with the "no matter what all undead are bad" cleric. Sorry, but not making things fun for me, but if that's the way you insist it shall be, I'll sit in the back and cast debuffs the whole adventure. :(

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

Well, my goal wasn't to spoil your fun or anything. I was just channeling during my initiative round and, as a worshiper of Iomedae, I simply couldn't not try to destroy NE undeads when I saw them. It has nothing to do with the "no matter what all undead are bad" cleric. It's just the first goal of the deity: to stamp out evil and injustice wherever you find it.

That said, Chella is not narrow-minded. If your character explain to her her back story, her position with undeads, what she want to do with them or whatever, she can understand. And she probably can, although with a bit of repulsion, team up with evil undeads, as long as the cause is good and the undeads are destroyed afterwards.

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