SO Crypt of the Everflame (Inactive)

Game Master ScorchedOne

Maps


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Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

1000 posts, hooray

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Are we waiting for the DM to get us into Iniative?

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

We're in Initiative. Skellies are up since I was the only one who beat them, and I delayed.


Skellies are not acting as they're unaware anything is happening. Party may act in its entirety.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Init order:
27 Kara (Delayed)
24 Skellies
20 Dragall
19 Talondreal
8 Rizzok
7 Lem-Bot

Kara will follow Talondreal up the stairs.

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

With mace in hand, Rizzok waits for those in front of him to ascend.

Rizzok is fine being the second one in, but not the first.

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Dragall enters room with skeletons and attacks the yellow one with greataxe.

to hit: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d12 + 3 ⇒ (4) + 3 = 7

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

Rizzok keeps his defenses up while he maneuvers toward a more advantageous position.

Total Defense (AC 21) and move.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara moves up the stairs following Rizzok and blasts Yellow if he's still up, otherwise Red.

Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

He moves up to help get rid of yellow
1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 7 ⇒ (3) + 7 = 10 confirm

1d10 + 4 ⇒ (4) + 4 = 8


Lem heads into the room with the rest of the group, and he begins to crack jokes. "Hoo boy, they seem to have a bone to pick with us." Bardic Performance +1/+1

The skeletons for their part, try to destroy you. Yellow, having been targeted by Kara and Dragall falls down, leaving Talondreal to find the next target. He slices at it and it is injured.

Lem remarks that all this is for naught if there isn't a bless effect or holy water nearby to prevent them from just coming back to life.

The skeleton next to Talondreal claws at him.

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 2 ⇒ (4) + 2 = 6

The remaining skeletons advance and try to claw, one claw each at Rizzok.

Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Attack: 1d20 + 2 ⇒ (8) + 2 = 10

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

"That'll be a problem for the next fools."

Rizzok steps to the side and attempts to smash the blue one with his mace.

Light Mace: 1d20 + 6 ⇒ (19) + 6 = 25 Damage: 1d4 + 0 ⇒ (4) + 0 = 4

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Dragall makes a step to the east and strikes again.

to hit: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d12 + 3 ⇒ (7) + 3 = 10

"Ah, I have to be more precise!"

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Dumb skeletons, lol.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
1d10 + 4 + 1 ⇒ (5) + 4 + 1 = 10

He strikes at the skeleton who hit him.,

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Who are we waiting on? This is getting tedious. DM, can you please speed things up. At this rate we will be in Pathfinder 3.0 by the time we are done.

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

Looks like Kara's turn.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Sorry, I guess the customary "Party is up" was implied.

Kara moves Bravely Out Of Range and blasts Blue.

Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5

FM 4/6


Between Rizzok and Kara, another one bites the proverbial dust. Lem has trouble thinking of humorous puns at this hour, and so he just starts telling random jokes. "Knock knock. Who's there? Not that skeleton!"

The skeletons are there, however. One claws at Dragall, whereas the other claws at Talondreal.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 2 ⇒ (2) + 2 = 4

Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Attack: 1d20 + 2 ⇒ (8) + 2 = 10

They have a wonderful time flailing about ineffectively.

Party up. Last time yes, it was implied. Bard song inspire is active.

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

Rizzok moves around the pillar to where he can get an advantageous position over green.

Light Mace: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d4 + 1d6 + 0 ⇒ (4) + (1) + 0 = 5

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Dragall strikes the green one.

to hit: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
damage: 1d12 + 3 + 1 ⇒ (2) + 3 + 1 = 6

"What's wrong with me!"

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara tries to finish off Green.

Disrupt Undead, vs Touch: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 1d6 ⇒ 4


Green is similarly done away with. Dragall continues following in the skeleton's footsteps and missing spectacularly.

Just Talondreal now.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

He attacks a standing skeleton
1d20 + 1 + 7 ⇒ (2) + 1 + 7 = 10


Red doesn't take kindly to being swung at and tries to murder Talondreal viciously!

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 2 ⇒ (4) + 2 = 6

Oh the horror! Lem stands about idly, thinking that this fight is basically over and that he should conserve what few resources he has. "You can do it, guys!"

Party may act.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara moves into better position and attempts to disrupt the final skeleton.

Disrupt Undead, vs Touch: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d6 ⇒ 2

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Dragall moves closer to the red and strikes.

to hit: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
damage: 1d12 + 3 + 1 ⇒ (9) + 3 + 1 = 13

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Another strike
1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
1d10 + 4 ⇒ (4) + 4 = 8

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

I hope that takes the dumb thing out


It does not, due to damage reduction, but we are waiting on Rizzok still and he has a chance to knock it down.

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

Rizzok moves around to the last skeleton...

Light Mace: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d4 - 1 ⇒ (2) - 1 = 1


Actually it was dead, for whatever reason I had these things at more hit points than they have... sorry. Didn't affect anything, but he would have been dead. Either way Rizzok hits it for more as it falls.

The last skeleton falls, leaving the room quiet. The bones though already appear to be knitting themselves back together.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

I have an idea. Skeletons are harmed by positive energy, right? And healing is a kind of positive energy, correct?

Kara empties her waterskin and moves to fill it from the healing fountain. If successful, she tries pouring the healing water on the skeletons.

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

Either the people of Kassen knew that this wasn't some job for kids and are playing us for fools or everyone has been caught off guard and this is not the simple errand we'd bargained for. Either way, I see no reason to end up dead because we're unprepared for whatever is going on here.

We should give up this fools' errand and return to Kassen to get some answers. If things have really gone sideways, then we should report this to the lodge so that they can decide whether the increased cost is really worth the gesture of good will.

Sorry, I think this is only going to get more dangerous from here and I feel this group is vastly unprepared to handle it, especially with more than half the party being under level. I'd rather just cut our losses and call it a game, especially with the gameday starting next week.


Close enough, and imaginative. It doesn't say specifically you can't use it for that...

The bones, once sprinkled with the curative waters, stop their squirming.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Wow, really? I was thinking it had a giant red "Answer To Your Problem" neon sign from the author. LOL.

It seems like we're almost done. I vote to go on, but I'm happy to be outvoted on that. We started this endeavor in mid-February so it's coming up on six months. I don't know how it ended up taking that long, except that we have 21 pages of adventure when most of them seem to wrap up in less than 10 pages. Can we all agree to check the boards and post as needed at least every 12 hours to get this done?

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

Modules are supposed to be double the length of a typical scenario.

The major problem I have has little to do with the time. It is that I think we are ill prepared for whatever the final challenge may be. Given that the party is supposed to all be level 2, I'm guessing the encounter will be around CR5 which may be too much for us to handle with half the party still being level 1. Our front-liners don't seem to be able to deal with DR having only their main weapon type on them. If the final threat has any sort of DR, we're hosed. As this is a boon race PC I need to be careful with him at low levels, so I'd rather not risk it. I'm just giving the rest of the party adequate warning that I plan to withdraw rather than continue as I think the risk is too high.

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

how many xp and pp will we get if we stop now?

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

I think the way modules work we'd get full xp and prestige since we've complete more than half the adventure, but we'll likely get 0 gp because of the way gold rewards are calculated. (You start with the gp cap and then subtract a share of what you don't find. That means subtracting the missing coins/gems and then half the value of all the missed items you take and divide 4 ways since modules are written for 4 PCs. Which if a module sticks the majority of the treasure in the last few rooms means you'll exhaust the entire gp cap and then some.)


You've completed a good 80%, and given that this was not originally considered for society, you'd miss out on some flavorful things for missing the completion, but most of the treasure you got in that room at the end of the top floor. I think you guys could finish it, but it's not me that suffers character death in the event you don't succeed, so I won't try to influence you much. You can see the map and how much remains covered.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Two rooms. Two large rooms. Nothing says we can't rest again and come in with full HP, spells, and daily abilities, right? Kara is more than happy to use her wands to provide Mage Armor (slight boost for Rizzok and Dragall) and Infernal Healing (Fast Healing 1 for 10 rounds, assuming you don't mind feeling a little Evil temporarily) to anyone who wants them.

Kara is always up for Adventure! My vote is unchanged -- try to complete the mission, but I'm happy to quit now if the party feels otherwise.

The Exchange

Lawful Neutral Ratfolk Rogue (Unchained) 3 (Sheet) | HP: 24/24 | AC: 19 (15 T, 15 F) | CMD: 14 | F: 2, R: 7, W: 1 | Init: 4 | Perc: 8 | Speed 30 |
Tracked Resources:
Reroll 1/1

I'd be more comfortable if the front liners had a better selection of weapons. Basically if you are weapon focused at low level you should have means to deal damage with bludgeoning, piercing, slashing, cold iron and silver weapons. Of course with Smite Evil, Talondreal can bypass any DR of a single creature once per day, so he does have that going for him.

If we are going to try this, can the party please be a bit more cognizant of the fact that Rizzok needs sneak attack to do any real damage? I deal 1d4-1 with most of my weapons, so without that extra d6 I'm not very useful. I'd rather not have to risk an AoO at level 1 to get flank.

Apparently my AC has been wrong the whole time. I forgot that I picked up a masterwork buckler after my first adventure.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

I think it's fine to ask for that in combat, Rizzok. If it comes down to it, I can be your Flank-buddy with a dagger in hand to threaten. With Mage Armor Kara's AC is not so far off the melee crowd at this level and her Cast Defensively bonus is as high as I could get without Min-Maxing her. How do the other two feel?

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Nothing wrong with resting. After this long, how many months, people want to call it now? Uh, no.

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

let's continue!


Seems we have 3 votes to continue. If you need to be in gameday, we can make arrangements.

The party rests. Lem, needing slightly less rest than most because he's been exerting himself less than others, heads through the room with the pool, and beyond the portcullis with a great amount of effort. Taking 20

He flips a lever on the other side, and the portcullis is open should the party wish to head that way.

The party eventually makes it past the pool, though no scarcity of running in terrified fear from the monstrous visages reflected in its waters exists. It takes some members five or even ten attempts to get through the room. Gonna handwave because you all would eventually make the DC on the will save, and we've spent a good amount of time, I'd love to finish this before too much longer.

This chamber has a number of recesses carved into the walls and a fissure in the ceiling. "That's probably how those bats got in," Lem remarks.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Does any one need healing? Do we still have potions of Cure from what we found?

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

He will use 2 lay on hands on himself

2d6 ⇒ (3, 1) = 4


I believe there's a potion of CMW from the zombie room you still have, I haven't been tracking your resources much otherwise.

Grand Lodge

M Half-Orc Oracle/4 CN | HP: 28/35 | AC 15 /T 11/FF 14, CMD:16, Fort:+3 , R+3, Will:+5, Init:+1, Percep:+5 | | Speed 30ft | Spells: 1st 8/8; 2nd 3/4| Active conditions: none. |

Dragall uses his CLW wand on himself. And then he activates Air Barrier for +1 to AC.

to hit: 1d8 + 1 ⇒ (5) + 1 = 6

"Someone need this?"

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