Seraphimpunk's [core] Crypt of the Everflame (Inactive)

Game Master Seraphimpunk

[core campaign] pathfinder society Crypt of the Everflame.
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Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Cyrixs looks at the beetle to see if it has a hole in it now

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

If the beetle is still alive:

5-foot step. Shoot at it again.

attack roll: 1d20 + 4 ⇒ (13) + 4 = 171d8 ⇒ 5

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Venja swings at the beetle again, this time with a little more luck...

Mace, Beetle: 1d20 + 2 ⇒ (18) + 2 = 201d8 + 2 ⇒ (3) + 2 = 5

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"That beetle is quite dead now, you can stop hitting it!"

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

But what if someone brings it back to life?


>> horn level 1 << -- Way of the Wicked

oops. lol yeah, well. 14 doesn't stop it. but the 5 from rowanne leave it just twitching on the ground. you can stop after that if you'd like. or make sure its dead.

looking around, and checking the body, there's not much on the corpse. There's a door in the back of the room, and stairs down.

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

"Shall we check what's behind that door?"

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Sure. Let me check if I hear something first..."
Vanovar moves closer to the door, casts Guidance, then puts his ear against the door.

Perception with Guidance: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13


>> horn level 1 << -- Way of the Wicked

You hear a low crackle and hiss in the room, and cautiously open the door. Inside, down a short hall, the remains of a small fire smoulder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than a few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.

The smoke is quite thick, it imposes a -2 penalty on perception checks and attack rolls for living creatures. More than a minute in here, and you'll need fort checks to avoid coughing fits (nauseated condition) for 1d4 rounds. starting at DC 10 and increasing by +2 for each previous check.

Looking around a bit, you see a dagger sticking out of the fire blade first, the metal a bit shimmery with heat.


>> horn level 1 << -- Way of the Wicked

i've marked the dagger on the map with a triangle

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Huh, seems pretty empty, apart from a whole lot of smoke... Let me look around for a bit."

Perception from the door opening, then if it seems safe, I'll go grab the dagger. Don't know which square I need to be on, so I'll draw a route and you decide where's the best spot.

Perception: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25


>> horn level 1 << -- Way of the Wicked

Next to the fire, you notice a sccorched key. As you get closer to pick it up though, you notice the smoke darken above it. at first you think its some weird reflection in the smoke, then eyes of pale light leer at you from the shadow, and you realize that its not smoke.

initiative:

vanovar: 1d20 + 2 ⇒ (11) + 2 = 13
cyrixs: 1d20 + 2 ⇒ (3) + 2 = 5
rowanne: 1d20 + 5 ⇒ (15) + 5 = 20
venja: 1d20 + 1 ⇒ (12) + 1 = 13
omorose: 1d20 - 1 ⇒ (2) - 1 = 1
smoke: 1d20 + 2 ⇒ (18) + 2 = 20

[ r1 ]: [ 20: Rowane ], [ 20: Smoke ], [ 13: Vanovar ], [ 13: Venja ], [ 5: Cyrixs ], [ 1: Omorose ]

you can move yourselves in as you'd like to have been, while exploring. with the smokey conditions, searching around, if you've been in the room searching around, will request a fort save as a minute has passed ( Fort DC 10 ). if you're hanging out outside while Vanovar searches, you don't need a save, but will probably not get to react this round.

now the -2 perception / attack roll penalty from smoke comes into play .

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Knowledge (Religion): 1d20 + 8 ⇒ (13) + 8 = 21


>> horn level 1 << -- Way of the Wicked

Omorse, you know what it is! but you go last, before you can speak it lurches forward and touches Vanovar.

omorose:
a shadow. deadly as they require magic to hit because its incorporeal, and its touch will drain strength and can kill a creature with its touch, raising them as a shadow themselves.

touch: 1d20 + 4 ⇒ (11) + 4 = 15
str damage: 1d6 ⇒ 3 Str

[ r1 ]: [ 20: Rowane ], [ 13: Vanovar ], [ 13: Venja ], [ 5: Cyrixs ], [ 1: Omorose ]

[ r2 ]: [ 20: Smoke ],

perception for rowane: 1d20 - 1 ⇒ (19) - 1 = 18 if she's in the room, rowanne can react as well
was just cinematic and more rational to be able to react to something so i went first , it shouldn't effect rowanne's action

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Gah, what's this? This thing's sapping my strength! It doesn't hurt, but I feel weaker from merely touching me!"
Vanovar attacks it with his greatsword, not knowing it's useless.

Attack roll, minus 3 from STR damage and smoke: 1d20 + 2 ⇒ (7) + 2 = 92d6 + 4 ⇒ (5, 4) + 4 = 13

"By the way, I see a key here as well. Could be important."

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Venja moves into the room, to just behind Omorose, and creates an illusory double of himself.

Copycat (move action), 1 double as per mirror image.

Seeing double now, Venja? Do you think it's going to trick whatever is hiding out there?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

The Copycat will only last for one round, is it smart to activate it right here? The thing can't even see you, and the copy will be gone when it's your turn again.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"That's a shadow! A very deadly undead! Only magic will hurt it! So we need to channel, cure or disrupt it!"

Fort Save: 1d20 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"I don't have anything that'll help against it! Maybe if we retreat, I could prepare Magic Weapon tomorrow. I could channel, but I'm not the best at it, it'll probably only take minimal damage."

Pretty difficult to explain class abilities in-character. :P

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

You're right. I thought it lasted longer. Let's drop the copycat, then.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

CLWs can hurt it, so if you can spontanious cure that's an option too!

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Fair point, but if I'm tanking this thing, I propose we treat me until I'm back at full STR. With some CLW and channels, we might just make it. >_>

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Though preferably not draw it out too long, I can take a few more rounds, but 1d6 adds up over time. >_> (15 STR left at the moment, so on average I can hold out for 4 more rounds, but then I'll need a week of recovery)

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I've been thinking; we have a few options. This is with a bit of out-of-character knowledge, so maybe not completely fair, stop me if it's unreasonable.
Channeling it to death right now is going to suck. Ironically, a lot of undead things have a pretty high Will save. I'll almost certainly save against my Cures/Channels, which means 4 damage at most. There's a chance I'm out of ammo before this fight is over, and then Venja will have to fight it.
Retreating and fighting it tomorrow is going to suck. I could load up on Magic Weapons and buff us all up, but there's already a -2 penalty in the room itself, and STR damage means missing will become more and more likely as the fight goes on. Moreover, that means healing back up twice: I'm almost certainly going to be hit again before we flee, and after the next fight one or two of us will have considerable STR damage.
I could tank this thing (or maybe with the help of someone, to spread the damage) while one or two others go grab the key and dagger. This'll take a round or two or three, but after that we can run like the cowards we are. Hopefully it'll stop pursuing us if we run fast enough.

I'm really for the hit-and-run, just to minimise the damage to us. It's sucky to leave this thing here, but we're woefully underequipped to fight this thing.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

We need to attack it full force or run now with the key & dagger and hope it doesn't pursue.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"Venja and Cyrixs, charge up your hands with positive energy! Let's cure this sucker from its afterlife!"

Omorose walks into the room and shoots a ray of positive energy at the shadow.

to Hit: 1d20 - 1 - 4 ⇒ (8) - 1 - 4 = 3

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Can't we just nab that key and get out?

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Yeah, and close the door so the Incorporeal undead can't follow us!


>> horn level 1 << -- Way of the Wicked

[ r2 ]: [ 20: Smoke ], [ 20: Rowane (delay)], [ 13: Vanovar ], [ 13: Venja ], [ 5: Cyrixs ], [ 1: Omorose ]

Vanovar steps up and swings, his sword just passing through the shadow. Venja moves in and thinks about what he wants to do, deciding to charge up his hand this round and attack [if you do, i mean. just give a roll, if not you can just move up]. Cyrixs, don't know if he's going to do as instructed or has another idea. Then Omorose coughs a little in the smoke, but suppresses it, as she fires a ray of holy light, almost a silver lance, at the shadow, but misses, just hitting smoke.

will just pause as they choose what they do or chime in.

Vanovar, you can choose to exclude yourself from your own channels. so you shouldn't take any damage for yourself from your channels. but yeah they're a bit resistant to positive energy.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar goes into total defense, hoping to distract the thing long enough to let the others grab the items.

"C'mon, I'm distracting it! Grab the damn key so we can go out of here!"

Total defense means +4 Dodge bonus, so that's a Touch AC of 17.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |
Vanovar Taleishin wrote:

Vanovar goes into total defense, hoping to distract the thing long enough to let the others grab the items.

"C'mon, I'm distracting it! Grab the damn key so we can go out of here!"

Total defense means +4 Dodge bonus, so that's a Touch AC of 17.

If you 5 foot step and pick up one item and go in Total defense, I can pick up the other item... (Total defense is a standard action)

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

They're stubborn, aren't they, Venja? You might as well help them a bit

Venja decides to channel energy to harm the shadow

Channel Positive: 1d6 ⇒ 5 DC 10 for half :/

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Whoops, keep thinking it's a full-round action. Yeah, let's do that. >_>
Also, if drawing the thing is a move, I'll provoke, but do it anyway. AC17 should help with that. >_>

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |
Vanovar Taleishin wrote:
Also, if drawing the thing is a move, I'll provoke, but do it anyway. AC17 should help with that.

According to the map, you could 5 foot away out of its reach and still pick up the item, so avoiding an AoO!

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

BTW. Cure light wounds will probably deal more damage than turning. D8+1 vs D6. And the chance the shadow will save for half is also smaller (no channel resistance bonus and the DC is will based instead of charisma based). It does require a to hit roll, but doesn't dicharge on a miss.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Gah, thought I needed to be in its square to pick it up. If I don't need to, I obviously won't.
Also, Channeling is probably better in melee, because you're not casting, so no provoke, but defensively casting should be doable on a first-level spell. Both have their advantages, I suppose.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

That's why I suggested casting CLW out of range, to deliver it later! I once battled a shadow with nothing but a CLW wand.


>> horn level 1 << -- Way of the Wicked

resist venja's channel: 1d20 + 7 ⇒ (8) + 7 = 15 taking 2 damage instead of 5.

Rowanne is still in delay, Cyrixs we'll presume casts a cure light wounds and holds it this round unless he can't do that.

the smoke steps up and attacks vanovar again

incorporeal touch: 1d20 + 4 ⇒ (1) + 4 = 51d6 ⇒ 4

it misses. then Vanovar goes full defensive, and provokes an aoo, picking up the key, connecting, and sapping some of Vanovar's strength a bit more 2 more str damage

incorporeal touch: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 2

[ r2 ]: [ 13: Venja ], [ 5: Cyrixs ], [ 1: Omorose ]

[ r3 ]: [ 20: Smoke ], [ 20: Rowane ], [ 13: Vanovar ],

instead of levaing rowanne in delay. will need to act for her. double moving in, and smiting the shadow.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Smite will not hurt the shadown though, but it will help AC.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Note to self: 5 STR damage (13/18). Since it ticks every 2, I'm effectively at 14 STR. Need 4 days of healing to be at full strength again, gah. Sort of kicking myself I didn't buy a healer's kit.

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

So the plan is to pick up the stuff and run right? Or are we fighting it now? And yeah, I can cast clw and hold the charge..and move closer since I was still outside the room (according to the map - moved myself closer)

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Seeing Vanovar break for it, Venja covers his escape. He bravely shouts You've got it! Run away! Run away!

Full defense blocking the exit, allowing everyone to move out.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"People, this thing can easily fly through walls. Blocking a doorway doesn't help and it will easily outrun us! Offence really is the best defense!"

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Omorose will pick up the dagger key and cast detect magic, focusing the cone just on the dagger, to see if it's magical.


>> horn level 1 << -- Way of the Wicked

[ r2 ]: [ 5: Cyrixs ], [ 1: Omorose ]

[ r3 ]: [ 20: Smoke ], [ 20: Rowane ], [ 13: Vanovar ], [ 13: Venja ],

Venja blocks the door and stands defensively,

since Cyrixs cast and held or moved up and cast last round, would he like to move up and attempt to hit the shadow this round ?

Omorose the blue symbol is the key, you've grabbed the key and stepped away, and then are casting detect magic on the dagger that Vanovar picked up this round ?

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Ah, yeah, trying to determine if that dagger is magical indeed.


>> horn level 1 << -- Way of the Wicked

vanovar, see discussion thread, swapped out 2 str damage from the AoO which now never happened, to 2 fire damage from the hot dagger snatched from the coals of the smokey fire pit.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Woo! Note to self again: 3 STR damage, putting me at 15, but still a +3 to hit. 9/11 HP, with 1 nonlethal.
If Omorose's intent on fighting it, I guess our best course of action is giving the dagger to Rowanne (if it's magical), and then channeling it to death.
We need to coordinate this better, Venja acts out one plan, while Omorose wants to do another. We really could've used that channel this turn.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

CLW >> Channel. 1d8+1 DC15 for half or D6 DC10 for half with an extra +2 on the save! We need to take down this thing quick! And yes, if the dagger is magical Omorose will say, so Rowanne can take it and attack.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

There is not a lot my character can do. I have nothing magical I can use to hit the shadow with. Altough I am willing to step in to range if I can borrow a wand of cure light from someone. If not, I can take the dagger and run.

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