The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

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Janna - The Storm Maiden wrote:

ok I tried to move Janna into the room but she is buried under the main map.

fixed


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam tucks his cloak about himself and advances.

stealth: 1d20 + 19 ⇒ (14) + 19 = 33


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Advances where Sam? We haven't opened the door they because we need to check for traps first.

Damien places a hand on the halfling shoulder as he moves to open the door, "Hold your horses kid. Not even going to give it a once over first?"


I will take it to mean he moves up to the door.

The door is heavy wooden, reinforced with metal. There is no key-hole, just a simple handle, ready to pull. The statue above the doorframe is in stone, depicting a dwarf with flaming beard and hair, mouth agape.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid lets Sam go first and watches with professional curiosity. After all a treasure vault of a mage would surely have the more dangerous traps of all.

He stands behind the taller Kev and Damien to help with cover from any explosions.

However if Sam gets into trouble then the deep gnome will go and help.

DM Only:
Perception: 1d20 + 16 ⇒ (11) + 16 = 27, Disable Device (traps): 1d20 + 13 ⇒ (7) + 13 = 20


Janna's detect magic reveals an aura from the door and also from the torches, but she can not tell what school of magic is at work.

Jerrid:
Even from here, you think there is more to those torches in the sconces than just a permanent magical light source. They have extra glyphs. Not simply ever burning torches, these. You can't tell from here what triggers them, after all Sam has already passed them in the hall and nothing happened yet. You notice a cavity in the mouth of the carved Azer.

Knowledge Arcana in conjunction with detect magic to ID the aura's.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Oh cool I didn't roll that

know arcane stuff: 1d20 + 8 ⇒ (16) + 8 = 24


It looks like abjuration & conjuration on the door, as well as evocation on the torches, Janna realizes as Sam passes the torches and approaches the door.


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current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Careful Sam, I am sensing pretty strong protection magic on that door.

Janna warns him as he approaches.

she glances at the torches, and those torches hold some magical secret, blasting magic, I recognize that, having been hit with it so much at school


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam could find magical traps and mundane. He had trained to find traps and felt he was in his element. He works carefully through the room.

Sam meticulously moves about the room, all his senses on alert as he scans every square foot of floor and wall.

I assume we have no hurry. Taking 20 for 34 perception (32 versus things that are not traps).


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

You have to roll for perception Sam, you can't take 10 nor 20. Though it is better if Jerrid does it and you aid another on him, he have higher perc


I'll allow it and we can investigate the rules together over in discussion

Sam finds a number of suspicious features about the room. The flagstone tiles seem to have a little wiggle room. The tiles are superficial, only about a half-inch thick. They rest above a different surface. Looking in the seems between tiles, there is a metal plate underneath. The metal seems to be a single sheet, with the same dimensions as the hall.

The unlocked door seems untrustworthy as well. Probing with his tools, Sam finds a thin wire in the door gap, connecting the door to a hook set in the stone frame. His expertise tells him this assembly is the trigger for the metal plate beneath the false flagstone floortiles. Had the door been pulled open, or the wire not noticed on time while probing the gap, the plate would have been activated. Sam suspects it is a heating plate.

As if this wasn't enough, there is likely a magical ward as well. With Janna's warnings in mind, Sam reasons that the carving of the Azer's head is linked magically to the torches in the sconces. The key to bypassing the effect likely lies inside the cavity of the Azer's gaping maw.

Sam also detects soot on the walls where flames must have licked the stone long ago.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

As Sam begins to track an increasingly more complex series of wards, Damien turns to the others, ushering them back up the narrow stairs, "Basic rule of soldiering, always leave a working sapper plenty of space. Upstairs."

"Janna, I'd lend Sam that ring of Vortigern's...just in case."

The veteran turns to Sam, "Just holler if you need anything? And...just take it slow son..."


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

"You okay, Sam? I can help if you wish it." Jerrid motions that he will stay.

+14 probably doesn't much different to +15. Sam is a very good trapsmith.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

good idea Damien she says as she hands Sam the ring. just be careful, ok?


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Vhillish nods at Damien's sage advice;

"Sound words sah! Pity the 41st Pathfinders ignored such when trying to clear the Felldelves of Dankdeep whot! They lie there still whot-whot..."

The doughty deputy retreats back up the stairs, mindful of potential danger lurking in shadow and corner...


With the traps discovered this unremarkable passageway takes on a new and menacing air. It seems clear now that the treasure vault of Eralion lies beyond the door, promising riches and hopefully a clue to the location of the forge where the Shard of Corruption was created and where it can in turn be destroyed.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Eralion should had had a way to bypass the protection of the door...

I've just noticed that with some more EX I would have been able to cast speak with dead on Erallion's corpse D:


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien frowns, "True...No keyhole or indent though. Probably a passphrase. Not something I'd ever write down, but then you'll never catch me selling my soul to a demon prince either so who knows? He keep a diary among all those books?"

In the interest of time, it should be easy enough to say that one of you still has the log with them, or just a line about running back downstairs with a couple of the others to retrieve it. We're all just waiting on our master trapsmith's anyway :)


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male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam takes out his masterwork tools and motions for Jerrid to come to help.

He carefully begins to work on disabling the wire trap, allowing Jerrid to aid his hand. Four hands make working with the tools easier than one.

disable device wire: 1d20 + 14 ⇒ (16) + 14 = 30

They move to the magical ward. Finding a way to disable the connection within the gaping maw, Sam works on the magical trigger.

disable device Azer's maw trigger: 1d20 + 14 ⇒ (20) + 14 = 34

Quite satisfied, Sam moves to see if the door is locked. With Jerrid's help, he moves to open the lock.

disable device if lock needs to be opened: 1d20 + 14 ⇒ (15) + 14 = 29

Sam quickly eases the door open a crack to get a peek inside......


His deft hands skillfully deactivate the hidden switch. Next he eyes the gaping mouth of the azer, and finds inside a gem. His expertise tells him it must be turned, in the right sequence of rotations. Not guided by sound, but by the cut of the gem and the glint of the light, he determines the correct operation.

Jerrid already rolled the aid another.

Success


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam considers the cut of the gem, looking to draw it quickly on a notebook after feeling around the gem.

To keep the others involved, he will bring back a detailed drawing of the gem and its configuration in the mouth.

Do not know if I need more rolls or not.


Nope you nailed it


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

After clearing all the traps, Sam's left foot begins to shake slightly--A tremor he developed when he got excited. As he moved through the door, he was visibly excited.

This should be big!!


Inside the door Sam spies a 20'x25' chamber with treasure piled on the floor. The north and south walls have a pair of alcoves each, and the east wall, which Sam is facing, has a wider alcove with a staff displayed. One of Eralion's creations, this one has a lightning motif. The four alcoves appear to be empty.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam once again give the chamber a careful once over. He even considers using the staff to poke ahead for traps.

With time being less important than his health, Sam moves carefully. He even uses his scent to detect for drafts or strange air currents in the enclosed room. Acutely alert, Sam actually feels the hairs on his neck stand up.

Not wanting to make a sound in case there is any chance of triggering some sonic trap, Sam is quiet, even his breathing barely audible in the confined space.

Perception taking 20 = 34 traps (32 things not traps)


You better roll that perception this time. Jerrid too.

Stealth: 1d20 + 21 ⇒ (8) + 21 = 29
Stealth: 1d20 + 21 ⇒ (13) + 21 = 34
Stealth: 1d20 + 21 ⇒ (10) + 21 = 31
Stealth: 1d20 + 21 ⇒ (7) + 21 = 28


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Janna carefully makes her way down the hall to catch up with Sam and Jerrid. keeping an eye on the torches, just in case.

what did you guys find?


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Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid sweeps the room carefully, following Sam as he leads the search.

Perception (traps +1): 1d20 + 15 ⇒ (2) + 15 = 17
Perception (traps +1): 1d20 + 15 ⇒ (10) + 15 = 25
Perception (traps +1): 1d20 + 15 ⇒ (16) + 15 = 31

"Let the experts work. You make weather, I thieve."

Enough rolls?


I think you just need the one roll. This is opposed vs stealth.

Jerrid thinks he sees something shifting in the treasure but it is just the glint of a jewel.

Sam Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Sam does not notice the movement either. The pair of thieves begin to sweep for traps when suddenly four small creatures burst out of the heaps of treasure littering the floor. They look like skeletal snakes with human skulls. From the doorway, Janna sees them spring fourth, surrounding Jerrid and Sam.

Sam: 1d20 + 10 ⇒ (10) + 10 = 20
Damien: 1d20 + 2 ⇒ (4) + 2 = 6
Leoven: 1d20 + 1 ⇒ (9) + 1 = 10
Vhillish: 1d20 + 3 ⇒ (6) + 3 = 9
Janna: 1d20 + 2 ⇒ (6) + 2 = 8
Kevezyat: 1d20 + 2 ⇒ (12) + 2 = 14
Jerrid: 1d20 + 5 ⇒ (2) + 5 = 7

Skull Snakes: 1d20 + 5 ⇒ (19) + 5 = 24

Surprise Round

The creatures snap at the two thieves from all sides.

vs Jerrid:
Bite+Flanking: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Bite+Flanking: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

vs Sam
Bite+Flanking: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Bite+Flanking: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9


Round 1
Sam <<<<
Jerrid <<<<
Janna <<<<

Skull Snakes

Damien
Leo
Vhillish
Kev

Knowledge Arcana DC 12:
The necrophidius is a construct created by an arcane caster to serve as a guardian or assassin. It performs either task with great skill, and being a construct, it never questions its duty as guard or assassin.

Knowledge Arcana DC 17:
The bite of this creature can paralyze. It is vulnerable to bludgeoning attacks. (DR 5/)

Knowledge Arcana DC 23:
The creature can hypnotize by swaying back and forth. It is very quick (high reflex).


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

know arcane things?: 1d20 + 8 ⇒ (8) + 8 = 16

necrophidius, They are not undead, They are constructs. I've ran into them once when I tried to sneak into the teacher's office to steal the exam questions. They can be bad news if you are inexperienced

She advances to get a better view of the creatures and immediately summons another ball of wind.

CMB: 1d20 + 6 ⇒ (3) + 6 = 9

The winds simply pass through the bones of the creature with no effect.

gusting sphere on the one closest to her (straight in front of her) the CMB is most likely a failure and constructs are immune to non-lethal damage. but I can try again next round and it is still under the effects of the winds which is -4 to ranged attacks.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Round 1

Know(Arcana): 1d20 + 7 ⇒ (16) + 7 = 23

...."Yes yes and they can hypnotise with a dance."

The gnome acrobatically moves between his pair to a wall or better yet corner, dodging as best he can with a series of rolls and jumps. Or better still create a flank with Sam.

Acrobatic move 10ft: 1d20 + 9 ⇒ (8) + 9 = 17

If it fails he will try again, to elude the nasty undead.

Acrobatic move 10ft: 1d20 + 9 ⇒ (18) + 9 = 27

Jerrid's moving AC is currently 26 due to mobility.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Janna looks to Jerrid, hypnotize? no wonder I forgot everything else, they hypnotized me!


Jerrid's first move isn't quick enough, the constructs snap at him with razor sharp teeth...

AoO's
Bite: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Bite: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Bite: 1d20 + 5 ⇒ (5) + 5 = 10

...but none can catch him. Finding his step he lands in place opposite Sam to flank one of them.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

"Rip it, Sam!"


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Kevezyat watches as Sam and Jerrid skillfully deal with the traps and door, "Ah, that was well done." she comments to Damien.

She allows some time for the two to finish their work within the vault, but when the new guardians reveal themselves, she rushes to thier aid.

Attack, greatsword: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Don't forget to add flanking Kev. Though I think we need to wait until they attack again for our turns.

Damien nods in reluctant approval as Sam expertly disables the network of traps and slides the door open, "Aye, nice to see he takes something seriously..."

The veteran trails off as the two scouts are accosted, "Damn! More undead. Come on!", he calls to the others behind him on the stairs.

Are the barkskin and heroism buffs still running? or have they expired by this point?


Buffs definitely expired now. I moved Kev's token back, you have to wait for your initiative block. Refer to the chart up top.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

DMG does that apply to 1 hour mage armor? If it does then Jerrid is now ac18 (22 when moving AoOs so one of the necrophidius hit).


Nope, just the miniutes/level buffs. You're safe!


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

oops, sorry but that


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

round 1 Sam
Sam delays to let Jerrid act. After Jerrid moves and distracts the snakes, Sam hits and runs to let the heavy hitters in.

Flank sm +1 dagger hit: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
damage: 1d3 + 5 ⇒ (2) + 5 = 7
precision damage?: 2d6 ⇒ (3, 4) = 7

single attack, move 20'


Sam feels the bony construction of the creature thwarting the effectiveness of his attack, but he still manages to find a vulnerable spot. 12 damage

As he moves one necrophidius snaps at him.

Bite+Flanking: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Round 1

With Jerrid now alone in the room, the two necrophidius not locked in melee begin to sway hypnotically. Janna, Jerrid and Samduc feel a drowsiness setting in. DC 13 Will Save

Sam Will: 1d20 + 2 ⇒ (4) + 2 = 6 dazed for 2d4 ⇒ (3, 3) = 6 rounds
Sam Will: 1d20 + 2 ⇒ (9) + 2 = 11

Jerrid Will: 1d20 + 5 ⇒ (20) + 5 = 25
Jerrid Will: 1d20 + 5 ⇒ (7) + 5 = 12 dazed for 2d4 ⇒ (1, 2) = 3 rounds

Janna Will: 1d20 + 4 ⇒ (5) + 4 = 9 dazed for 2d4 ⇒ (4, 1) = 5 rounds
Janna Will: 1d20 + 4 ⇒ (17) + 4 = 21

Action point for +4 or reroll.

The two necrophidius beside Jerrid move to flank him and snap with needley teeth. 5' steps

Bite+Flanking: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Bite+Flanking: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

The already befuddled Jerrid feels a rigor settling in his muscles.

Jerrid Fort: 1d20 + 4 ⇒ (19) + 4 = 23

....but he fights off the paralysis.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Round 1

Pushing between Sam and Janna, Damien spares worried look at the slack faces of his companions, "Snap out of it you two! Work to be done!"

Slipping past, Damien brings his shield low to guard his legs and hacks at the nearest of the serpentine monstrosities, "Ugly bugger. Kev, focus on this one, gotta thin their numbers!"

Move Action : Advance
Swift Action : Arcane Strike
Standard Action : Attack Yellow Necrophideus

Shortsword: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Damien's shortsword proves ineffective against the construction of the necrophidius, sending only a few chips of bone flying.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 1

Leoven moves and start casting his last spell (SM II).


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

I think I will apply my hero point for the +4 to make the first roll a successful save, if that is alright?


Certainly Janna, that is alright.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Round 1

As the skeletal guardians make their presence felt, Vhillish shoulders his arbalest (Move Action) and presses forward, drawing his hammer as he goes; (20ft Move + Draw Light Hammer as Free Action)

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