Zeb's Crypt of the Everflame PbP

Game Master ZebulonXenos


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Male Dwarf Barbarian / Level 1

The eerie effect of Raven's lights, the stench of the dead, and Bolkin's ominous words bring forth to Garik's minds again the Ustalav tales he frequently heard before from his father's client adventurers.

"Never thought I'd be in one o' those creepy crypt tales! Guess we jus' be needin' ta survive this crypt tho' ta make sure our tales can be heard . . . be hopin' more though on rescuin' also Roldare's sister, 'tis not fair fer her experiencin' all this alone!"

And so saying, Garik makes sure again his tight grip on his new waraxe and cautiously follows Telp's lead.

Perception check on the nooks and crannies of the corridor1d20 + 6 ⇒ (19) + 6 = 25 Level 2 +1 on skill already added; Garik'll just increase all his skills for his levelling up


Male Human L3 College Student / L1 Novice DM

The group makes their way slowly forward, Bolkin breaking off to cover the others as necessary. Garik spots the dull handle of a door leading south. As he steps toward it he hears a soft step and the sound of something fleshy being dragged, just around the corner. He stops and waits, but isn't prepared for the sight of the rancid, rotting man that steps out from an adjoining corridor. As he hefts an axe, another one appears, literally slack-jawed, and he signals the group that trouble's come.

Bolkin finds his caution was warranted as another shambling corpse steps out from the back passage. Drosk hears more flesh being dragged and sees another dead man dragging a fractured leg approaching from the hall the group didn't head down.

The undead seem especially slow-witted as the group readies themselves against their expected attackers.

I think I've got everyone's init right, but you guys should probably check; I had Garik listed as +3 which was entirely wrong. I just checked everyone's sheets so it should be right, but just in case.

Round 1 Map
> 17 Garik
15 Telperion
15 Bolkin
14 Drosk
8 Raven
3 Zombies (12 AC (t10 ff 12) 12 hp +0f +0r +3w)

Init:

Telperion
1d20 + 10 ⇒ (5) + 10 = 15
Garik
1d20 + 5 ⇒ (12) + 5 = 17
Raven
1d20 + 4 ⇒ (4) + 4 = 8
Bolkin
1d20 + 2 ⇒ (13) + 2 = 15
Drosk
1d20 ⇒ 14
Zombies
1d20 ⇒ 3


Male Dwarf Barbarian / Level 1

"Ah! Ye taste me shiny axe ye filthy fiend!," Garik roars with mixed terror and anger as he instinctively put his full weight on his two-handed-grip swing at the zombie. The young dwarf though anticipating an attack was not as prepared as he thought he was on the uncanny visage of the undead in front of him!

Rolls: :
Masterwork Axe: 1d20 + 6 ⇒ (4) + 6 = 10 (+2 BA,+3 STR, +1 masterwork, -1 STR from Shadow Damage) Damage: 1d10 + 4 ⇒ (9) + 4 = 13 (+3 STR,+1 Two-handed bonus) Well so much for all those bonuses from being Level 2 :(

Grand Lodge

Male Elf Rogue 3

Telperion moved lightly back they way he came, placing himself between Drosk and the zombie coming up from behind. Measuring his steps quickly, he ended with a deep lunge, the tip of his shortsword moving up, attempting to slice the neck of the undead creature.

Rolls:

Moving 3 to H34, standard attack against flat-footed zombie with mw shortsword.

MW Shortsword attack: 1d20 + 6 ⇒ (2) + 6 = 8 (+1 BAB, +4 Dex, +1 MW)

Unfortunately, the zombie shuffled faster than he'd expected and the tip of the sword was brushed easily aside. This left Telperion in an ungainly lurch, looking into the foul face of his foe.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round One:

"Get back, Telp! Them things don't look too healthy!" Drosk warns the elf.

The dwarf priest calls upon the power of the Forgefather to channel a burst of divine energy to blast the shambling zombies.

Standard action to Channel Energy (Harm Undead): 30 ft radius burst should hopefully catch all of the zombies if placed just right.

Channel Undead (Harm Undead): 1d6 ⇒ 4 hp damage; Will DC 13 for half damage

Zombie I-34 Will save: 1d20 + 3 ⇒ (12) + 3 = 15 - saves for 2 hp damage
Zombie E-32 Will save: 1d20 + 3 ⇒ (9) + 3 = 12 - fails, 4 hp damage
Zombie D-36 Will save: 1d20 + 3 ⇒ (10) + 3 = 13 - saves for 2 hp damage
Zombie B-36 Will save: 1d20 + 3 ⇒ (10) + 3 = 13 - saves for 2 hp damage

Number of Channels used today: 6/7

Drosk's AC: 17
Drosk's HP: 15/15


Male Human Free Hand Fighter (3)

Just as a reminder, Drosk, burst effects only work if you can draw a line of effect from the origin to a corner of the enemy's square. It doesn't go through total cover or around corners. If you haven't moved, you'll only be able to hit those first two from where you're standing.

Bolkin felt somewhat validated when his paranoia paid off. Having expected such an ambush, he quickly stepped forward to get a better shot at the approaching foe. Alright, he thought to himself in the heat of the moment, we were talking about zombies before...what did they say? Squishy...slash to pieces! With this in mind, he quickly moved to draw one of the daggers he kept as a contingency as the zombie took a moment to register what was happening.

The first thing Bolkin noticed after this thought was how the zombie had difficulty standing on its feet. "Perhaps with a quick swipe of my flail..." he muttered aloud as he took a swing at the creature's feet. He quickly snapped back the handle, hoping the head would wrap around the zombie's leg and pull it off-balance, but as Bolkin hadn't exactly perfected the technique, it didn't have the effect he was hoping for.

rolls:
Combat Maneuver roll to trip the zombie
+8 = 2 BAB + 3 STR + 1 Masterwork + 2 Feat
1d20 + 8 ⇒ (5) + 8 = 13


Male Human L3 College Student / L1 Novice DM

To keep things moving I'm going to go ahead and let this particular channeling go as Drosk rolled so we don't need to wait any longer on a revised action. In the future though we should keep that in mind.

The party meets the ambush head-on, though none lands a bow save Drosk. Despite his ministrations, the undead continue to advance.

The one Telperion attempted to slit the throat of makes a clumsy swipe at the elf which he easily gets himself out of the way of. Bolkin narrowly ducks under a powerful swing that hits one of the crypts instead, cracking stone and rattling bones.

Garik becomes hard pressed as the dead man's shuffle becomes more of a bobbing and weaving, and the dwarf zigs when he should have zagged. Pain erupts from his left arm as the zombie smashes its own limb into it. For a brief second it seems like it's broken, but the limb continues to work as expected. 9 damage. I'm assuming you took HP for your FC bonus again, so that your total HP is now 25.

With no easy targets, Raven holds her action.

Round 2 Map
> 17 Garik (16/25 HP)
15 Telperion
15 Bolkin
14 Drosk
8 Raven
3 Zombies (12 AC (t10 ff 12) 12 hp +0f +0r +3w)
The enemies are now numbered so we can keep up with damage dealt easier as well; HP totals are listed on the right side of the map for each current combatant.

Rolls:

Tel
1d20 + 4 ⇒ (2) + 4 = 6
Bolkin
1d20 + 4 ⇒ (10) + 4 = 14
Garik
1d20 + 4 ⇒ (12) + 4 = 16
1d6 + 4 ⇒ (5) + 4 = 9
1d20 ⇒ 14


female Human Fey Sor2

Round 2

With little other way to contribute, Raven draws her wand and fires a magic missile.

At Z3, if he's still up, or at Z4, if Z3 goes down. Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Male Dwarf Barbarian / Level 1

Garik was stupefied by the massive blow the rotting zombie dealt to him.

With stoic grimness and realization how dangerous these particular undeads can be, the dwarf swings again his axe with a two-handed grip and determined seriousness.

Rolls: :
Mwk waraxe: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d10 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Male Elf Rogue 3

Telperion grimaced at the beast in front of him. With the element of surprise lost by both sides, the elf sought in vain for some soft point on the zombie. Giving up, he merely slashed as well as he could.

Rolls:

MW Shortsword Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 ⇒ 5

As his blade drew forth a gout of flesh and fluid, he stood back in amazed disgust and fear. "Huh. That was interesting. "


Male Human L3 College Student / L1 Novice DM

Garik's axe-blade tears through the zombie's rotting, tender flesh, the sheer force of the blow causing the corpse to double over. It almost seems to partially disintegrate, before suddenly bloating and erupting into a stream of partially liquefied flesh and general unpleasantness. Garik is directly exposed, and his torso partially coated in it.

Telperion strikes a significant blow even without the benefit of his keen eyes.

Raven's missile impacts the zombie beyond Garik in the chest, causing it to take a step back.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Two:

Drosk intones a brief prayer to Torag and touches Telperion on the shoulder, imbuing the elf with a bit of divine guidance.

Standard action to cast Guidance on Telp, granting him a +1 competence bonus on one attack roll, saving throw, or skill check within the next 10 rounds.

"A good blow there, lad!" Drosk compliments the elf on his strike against the zombie. "Keep that up while I go give Bolkin a boost!"

5-ft step to square F-34.


Male Human Free Hand Fighter (3)

Bolkin wasn't about to be let down by this temporary setback. The way he figured it, a slow-moving target would be great practice and it would be quite easier to deal with the monster on the ground. Unfortunately the sudden powerful swing, while missing, threw off his aim. Bolkin could only look on with slight frustration as the head of the flail harmlessly bounced along the crypt floor away from his intended target.

rolls:
Another trip attempt.
+8 = 2 BAB + 3 STR + 1 Masterwork + 2 Feat
1d20 + 8 ⇒ (3) + 8 = 11
I haven't really had the best luck here, have I?

Grand Lodge

Male Elf Rogue 3

OOC:

Don't worry Bolkin. Zeb has had enough good luck for us all! [he laughs, nervously, as the zombie's initiative come up.]


Male Human L3 College Student / L1 Novice DM

Did you have to say it? :(

The undead shamble forward for another go.

Telperion catches a vicious swipe across the chest, though he rolls with the blow. 5 damage

One of the others takes Bolkin's failed swing as an opportunity to slam him upside the head. The fighter sees stars, and realizes his nose is bleeding. That coppery taste seems a bit more bitter than usual. 8 damage

The remaining zombie charges towards Garik, but the dwarf sidesteps the attack.

Round 3 Map
> 17 Garik (16/25 HP)
15 Telperion (8/13 HP)*
15 Bolkin (14/22 HP)
14 Drosk
8 Raven
3 Zombies (12 AC (t10 ff 12) 12 hp +0f +0r +3w)

*Your sheet says 12, but you should have a minimum of 13 (8 at level one + 5 for a d8 hd at level 2)

Rolls:

Telp
1d20 + 4 ⇒ (14) + 4 = 18
1d20 ⇒ 20
1d6 + 4 ⇒ (1) + 4 = 5
Bolkin
1d20 + 4 ⇒ (17) + 4 = 21
1d20 ⇒ 1
1d6 + 4 ⇒ (4) + 4 = 8
1d4 ⇒ 4
Garik
1d20 + 6 ⇒ (9) + 6 = 15
1d20 ⇒ 13
1d20 ⇒ 11


Male Dwarf Barbarian / Level 1

Round 3

"Urgathoa's crap! Beetle goo and now this!", Garik blurts out as the rancid remains of the undead he just hacked inexplicably burst and covered him with magnificent grossness!

The young dwarf trying to wipe off the slimy entrails, squirmed and hopped like one who seems to have some crawling rats inside his armor, while at the same time worrying if like the beetle spit they encountered before, this one could also melt flesh.

Realizing that no visible burn is evident on his exposed skin, Garik manages back to be aware of his surrounding and deftly sidesteps and escape the blow of the next charging zombie.

"Oh no ye don't! Ye slimy dead!"

Rolls: :
Mwk waraxe: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d10 + 4 ⇒ (8) + 4 = 12

As the young barbarian feels his well-placed blow connect fatally again, Garik gingerly (as quickly as he can) extracts his shiny waraxe from the zombie and moves back away from the undead, fearing like the one before, this one would also bathe him with equal splendid ickiness.

Garik would make a 5-ft step away from the zombie he just attacked,i.e., if it's possible since as of the moment I'm just posting this via cellphone and I can't see the map via my cellphone.

Grand Lodge

Male Elf Rogue 3

Round 3

Telperion gave a coughing wheeze at the blow from the zombie and tried to regain his wits.

Everything was moving so fast, and Garik was yelling something about Urgathoa's bowel movements (and that certainly didn't sound good), and he was trying to make sense of it all and judge his odds in this fight. His mind raced.

"Who's dealing damage faster? That depends on the rate at which we hit each other, and those might be effected by a variety of factors such as luck skill, and WHOA, look out! Stop! Focus! Remember your training! Wrist up, knees bent, move your weight and step!

What he intended as a grunt of exertion came out as an effeminate squeak from his pain-encumbered chest.

Rolls:

MW Shortsword Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 ⇒ 6

That should be 2pt from Drosk's channel, 5 from my Round 2 hit and 6 this round for a total of 13. Whew!

The sword slashed deeply into the left side of the zombie and its swinging arm continued on an arc down the hallway towards Drosk. The rest of the monstrosity stumbled up against the wall and slid to the floor.

"I did it. I did it!" Telperion shouted in surprise, relief and pride before quickly remembering himself. He glanced at Drosk, and could see Bolkin's just in front of the cleric. Deciding quickly, he ran EAST, around the corners, and approached Bolkin's foe from another direction.

Move I34 to I32 to H32 to get close (but not next to) Zombie 1


female Human Fey Sor2

If Bolkin doesn't finish the last zombie on his turn, Raven takes the following action in Round 3.

Looking down the hall to see Bolkin still fighting what sounded like the last zombie according to Telp's celebration, Raven dashes through the hallway cleared by Garik to try to find another way around. Double moves to D32, out of reach of the zombie, but in range to close in on round 4. Seeing Telp with the same idea on the other side, she calls out, "Telp, let's move in at the same time!" ie, hold your action until Raven can move in and provide the flanking bonus, then move in and attack, and Raven will attack after that, if it's still standing.

Grand Lodge

Male Elf Rogue 3

"Good idea, yes!" Telperion yelped quickly in response to Raven's plan.


Male Human Free Hand Fighter (3)

Bolkin didn't have time to worry about his nose as he moved in to attack the zombie. His attempts to get it on the floor weren't working, and he figured he had wasted enough time trying to bring the creature down. Instead, he opted for a more simple swipe of his dagger. This time seemed to have an effect as he swung his dagger with all of his might, leaving a large gash in the zombie's midsection.

rolls:
Attack roll with dagger
+5 = 2 BAB + 3 STR
1d20 + 5 ⇒ (12) + 5 = 17
Damage roll
+3 = 3 STR
1d4 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male Elf Rogue 3

ooc:

Oh, so close! I think that makes 11 of 12hp on that guy!


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Three:

Unable to strike at the remaining zombie, Drosk intones a prayer to Torag and touches Bolkin's shoulder to imbue the guardsman with touch of divine guidance.

Standard action to cast Guidance on Bolkin, granting him a +1 competence bonus on one attack roll, saving throw, or skill check within the next 10 rounds.

For Telp:
Don't forget that Drosk cast Guidance on you in Round Two - doesn't look like you used it on your attack in Round Three, so it's still available for Round Four.


Male Human L3 College Student / L1 Novice DM

Garik downs another zombie, but with Raven behind him has nowhere to go to avoid getting another good drenching of entrails and other assorted guck. Being covered in gore isn't as glamorous as some of the stories make it sound.

Telperion causes a similar reaction, as the zombie suddenly erupts into a cloud of pus, guts, and bits of flesh, leaving the elf just as drenched as his companion.

Bolkin draws blood, but the zombie remains standing. It attempts to return the favor, but the fighter easily sidesteps its clumsy swing.

Rolls:

1d20 ⇒ 12
1d20 ⇒ 8
1d4 ⇒ 2

Bolkin
1d20 + 4 ⇒ (3) + 4 = 7

Round 4 Map
> 17 Garik (16/25 HP)
15 Telperion (8/13 HP)*
15 Bolkin (14/22 HP)
14 Drosk
8 Raven
3 Zombies (12 AC (t10 ff 12) 12 hp +0f +0r +3w)


Male Dwarf Barbarian / Level 1

Round 4

"Fer clangin' out loud! More fetid drool?!," Garik blurts out again with extreme disgust now that the ichor of the second zombie adds to the already flowing ooze which started from his upper extremities and now going down to his boots.

For the barbarian, indeed Ustalav adventure tales may have mentioned the gore but to be steeped in it and to actually smell the damn gore was vastly, nay, immeasurably different from the actual!

Looking for a way to vent his increasing frustration from his now rancid situation, the young dwarf continues on to the last zombie he finds at the other end of the narrow-passaged catacombs.

"Ye want to burst forth, too?! Huh?! Huh?!"

Garik moves to the last zombie and attacks. Last time I was able to see the map I think his 30-ft move should be quite enough to do it.

Rolls: :
Mwk Waraxe: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d20 + 4 ⇒ (3) + 4 = 7

But with the slimy zombie goo & stench-filled entrails splattered all over his body, Garik somehow loses his concentration on his onslaught and misses the last zombie standing.

Grand Lodge

Male Elf Rogue 3

Round 3, 8/13hp (and fixed hp on profile and sheet)

"Raven, now!" Telperion shouted across the hall. He took his final step forward, trying to time his move so that he and Raven would be attacking at the same time.

Rolls and OOC:

I'll take a 5-ft step and ready an action for Raven to step into a flanking position.
When she does so, I'll attack
MW Shortsword: 1d20 + 9 ⇒ (19) + 9 = 28 (+1 BAB, +4 Dex, +1 MW, +1 guidance, +2 flanking)
Confirm: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d6 ⇒ 3
Crit Damage: 1d6 ⇒ 1
Sneak Attack: 1d6 ⇒ 1
*sigh*

Telperion was pleased with his attack, but not with its results. He saw the rotting beast was going to fall, and braced for the inevitable and unpleasant result.


female Human Fey Sor2

As much as Raven had wanted to get involved in the fight before, the smell of the dead zombie coating Garik made her reconsider it as a blessing as he pushed past her to get to the last one.


Male Human L3 College Student / L1 Novice DM

The zombie, predictably, erupts, leaving Drosk the only member of Kassen's Chosen not covered in a thin film of dead man.

With the excitement having died down, further rumination on the zombie's appearance leads the keen-eyed to recall they seemed distantly familiar. After a moment's thought, it becomes apparent - they were clothed in the same fashion as the dead man at the edge of the lake, the one from whom Telperion collected his short sword.

Further exploration of the room turns up a rucksack - tattered, but not especially old - sitting atop a bloodstain in the southeast corner.

Observation of the door to the south turns up no traps and no noise beyond the persistent low moan and the faint drip of water in the rooms behind you.

Rolls:
1d20 ⇒ 2
1d4 ⇒ 2
1d20 ⇒ 19


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Ev'ryone alright?" Drosk asks the group after the last zombie falls (or explodes, rather). "Gather round. I've got one more o' Torag's blessin's fer today."

Once everyone gathers near, Drosk channels a burst of healing energy to mend some of his companions' wounds.

Channel Energy (Healing): 1d6 ⇒ 2 hp healed by those wounded.

Drosk is now out of Channels for the day, but still has his spells and 4 charges left on the CLW wand.


female Human Fey Sor2

Raven had never considered herself particularly prissy, so she'd never before regretted that she hadn't learned that cantrip that could clean clothes and such, but seeing (and smelling) some of her compatriots covered in zombie goo was making her regret it now. I guess it's not just a vanity spell, after all.

However, the rucksack sitting suspiciously in the middle of a bloodstain gave her a chance to use the mage hand cantrip that she had sorted out recently.

Raven casts mage hand to pick up the rucksack and take it to Telperion, if he's paying attention, or leave it outside the edge of the bloodstain, if Telp's looking at the corpses.

Grand Lodge

Male Elf Rogue 3

Telperion eyed his soaked and soiled clothing with a curious revulsion. I wish I had some way to get clean. Holgast had that spell. I should learn that. Gods know what diseases these things are carrying.

That chilling thought was interrupted by a floating rucksack.

He tilted his head quizzically at it, and then caught a glimpse of Raven's concentrating face further down the hall.

"Oh, I should look in there. Thanks."

Telperion wanted to wipe his eyes before searching the pack, but his fingers were too filthy. He looked for a spot on his clothing that wasn't covered in gore, but was unable to find one. He decided to wipe his fingers and hands on the outside of the rucksack as best he could. His fingers as clean as they were likely to get without a bath, he began to wipe his forehead and eyelashes so they weren't such a mucky obstruction.

With a final wretch and a full-body shiver, he seemed to finally be ready. Pinching the rucksack in two of the remaining clean spots he began to gently tug it open. Alright....what have we here


Male Human Free Hand Fighter (3)

I believe Bolkin is at 16/22 HP with the healing.

Using whatever clean part of his underclothes he could find to wipe off the blood and other nasty bits covering his face, Bolkin looked himself over for any blatant injuries. "My head is ringing and my nose feels like I ran face-first into a stone wall, and I can't imagine zombie juice is the healthiest thing to be drenched in, but other than that I'm fine!"

With that quip out of the way, Bolkin leaned closer to Telperion to get a look at the rucksack and see what was inside.


Male Human L3 College Student / L1 Novice DM

The most noticeable items in the sack are the rotted rations. Though moldy and foul-smelling, that's hardly noticeable at this point.

Rummaging through, Telperion finds a piece of rolled-up parchment, a handbill (of the sort you would see posted in a tavern), a small bottle of liquid (likely a potion), and a leather pouch, probably a coin purse.

Examining the items in greater detail;

The handbill is faded, but still legible. It is a notice of employment, instructing those interested to meet at "The Ranger's Lament". Curiously, there are no further details; no time, date, or who the employer might be.

DC 20 Know (Local):
The Ranger's Lament is a popular bar located in the capitol, Tamran. That explains the zombie's clothes, as well as those of their apparent friend on the lakeshore.

The bottle has an ill-fitting paper wrapper with the word "HEELING" written on it. The pouch contains 15 gp, not the most princely of sums for a job that was apparently quite dangerous.

The real treasure is the parchment; unrolling it reveals it to be a map of the local area, pointing out the entrance to the crypt, as well as a second parchment rolled up with it. The second seems to be someone's sketch of the inside of the crypt itself. Though you already know of all of the locations on the first floor, the sketch of the current level is illuminating.

Beyond the door to the south is a narrow corridor, then another room similarly shaped to this one (and thus likely another crypt), then a hallway snaking back north and east, at which point the map sketches part of a room, apparently the artist having paused the project and never having taken it back up. The eastern, flooded path seems to be a loop with one large room off it to the south. The remaining door at the bottom of the landing where you fought the skeletons seems to lead to a small room, with the words "FRESH WATER" scrawled beside it (a cousin to the note by the fountain on the 1st floor, the one with the keys).

(The map has been updated.)


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Map says there's fresh water in this room, here," Drosk says, pointing to the small room on the map. "Might be a good place fer ev'ryone t' wash up," the dwarf priest suggests.

"Although right now the smell yer all givin' off might scare away any other monsters down here," he adds with a wink and a grin.


Male Human Free Hand Fighter (3)

"I would assume these monsters care little for smell, Drosk." Bolkin's remark aside, he did feel as if he could go for some fresh water, though he was wary of anything in this crypt being worthy for consumption. "I'm sure it'd be worth looking at, though."

Though Bolkin figured there was some kind of significance to the handbill, he couldn't remember hearing anything of note regarding this "Ranger's Lament".

rolls:
Local check
+3 = 1 INT + 2 Ranks
1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Male Elf Rogue 3

Knowledge (Local): 1d20 + 8 ⇒ (9) + 8 = 17

"Huh. 'Ranger's Lament'. Never heard of it", Telperion mumbled while only half-listening to Drosk.

Missing the dwarf's joke, he added "I doubt our smell would be bad enough to provide reasonable protection from most creatures. Animals maybe, but not much else of what we've faced. Although..."

He stopped abruptly as he realized it probably wasn't time for such musings.

With an apologetic smile to the others, he turned his attention to the small bottle. Pulling out the stopper he gave it a tentative sniff.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16 If this is enough to identify, I'll share the info with the group. If it's a healing potion, I'll offer it to Bolkin.

"But let's wash up and then get back to work."


female Human Fey Sor2
Telperion Anastra wrote:
"But let's wash up and then get back to work."

"Yes. Please do." Raven concurs under her breath, with a smirk for anyone who overhears. She follows the group to the room of the skeletons that leads to the room with the "FRESH WATER".


Male Human L3 College Student / L1 Novice DM

The group treks back the short distance to the fountain and opens the door. Sure enough, the small chamber is dominated by a silver fountain burbling perfectly clear water. A plaque over the fountain reads "Kassen's legacy lives on with his people. Drink and be refreshed."

Anyone who drinks:
The fountain restores 2d8+10 HP, removes the fatigued, sickened, and shakened conditions. It also restores 1d4 points of ability damage from any one ability score.

The fountain isn't large, but should be enough to wash off the worst of the gore. Sharp eyes also notice that the fountain is unnaturally clean and seems to be constantly running (unlike the other sources of water, the pool on the first floor and the rather murky flooded area to the east).

I noted in the other thread that I'll probably be a bit slow in posting for a while yet.


female Human Fey Sor2

Raven takes a drink from her waterskin and refills it from the fountain before the others start washing up.

"Here, now. The water looks clear enough to drink. Don't get zombie goo in it. Use a clean helmet or something to scoop the water up and pour it over you. I'm gonna wait outside. Let me see the map while you all clean up."

If she can keep the door propped open she will, in case anything comes into the central room where she's waiting and she needs to call them.

Instead, she calls in, "So which way on this map looks more like a ... sentient monster's lair? I still think the direction we were headed."


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"I agree with Raven," Drosk says, examining the map. "I don't know why, but I just can't picture some 'Voice o' Death' traipsin' through deep water t' kidnap Dmira. Let's keep goin' through the door past th' explodin' zombies."

Recommend going through the door at D, 37. That suggestion has nothing to do with Drosk's aversion to water and bathing. Honest!


Male Human Free Hand Fighter (3)

"Well I'm certainly thirsty enough, and I doubt it can make things much worse for me than these bastards already have. Down the hatch!" Bolkin took a drink from the fountain (using whatever clean container he could find as per Raven's advice). Downing the water in one continuous chug, Bolkin felt ready to take on whatever was waiting for them.

"I suppose the rest of the crypt ain't going anywhere, so let's go rescue the damsel or whatever."

Bolkin seconds the notion of going through D37 in the hopes of finding answers.

More OOC:
Also the water heals Bolkin to full no matter what so I'm not going to bother rolling.

Grand Lodge

Male Elf Rogue 3

Bolkin looked so much better after quaffing the water that Telperion decided to drink some as well. Swishing it around in his mouth, he tried to puzzle out its full properties, but failed.

Feeling better despite this, he cleaned off as best he could, careful to heed Raven's admonition about keeping the fountain clean.

"Back through the zombie room it is, then. And then south."

Door at D37. Telp will lead the others when they're ready.


Male Human L3 College Student / L1 Novice DM

Sorry for the touch and go post rate, folks. Since Garik hasn't posted, I'm going to assume he takes a drink as he could really use it.

Garik's good health seems to return quickly as he partakes of the water, finding his vigor renewed even after the draining encounter with the shadow yesterday.

Telperion leads the group onward to the door which the group decided was the most likely culprit. Finding it unlocked and untrapped, he pushes it open. The chamber beyond is dominated by a shallow reflecting pool in its center, the water cloudy and stagnant - apparently not even worth marking on the map. What were once likely murals similar to the one in the chamber above are new little more than a scorched ruin, their original splendor lost to destruction. Anything more than a casual glance reveals that this is also recent - certainly occurring within the past few months.

The far door is barred by a heavy iron portcullis.

Anybody who enters the room, make a DC 11 will save, then consult the appropriate spoiler.

passed save:
You glance casually at the reflecting pool as you pass it, and are drawn to the image therein. It's your reflection - though you look a good deal more wretched and angry than you feel. Suddenly, your reflection turns and lurches toward your companions, tearing at them with bare hands, gouging eyes and biting at necks.

You shake your head, and the particularly nefarious looking reflection of yourself is looking at you again, and makes no apparent try for another round of carnage.

failed save:
You glance casually at the reflecting pool as you pass it, and are drawn to the image therein. It's your reflection - though you look a good deal more wretched and angry than you feel. Suddenly, your reflection turns and lurches toward your companions, tearing at them with bare hands, gouging eyes and biting at necks.

Bile rises in your stomach as the scene continues, and before you realize it you're in the previous room, having made full speed to get away from the horrible images. The chamber still echoes with the sound of your screams.

Rolls:
2d8 + 10 ⇒ (5, 4) + 10 = 19 1d4 ⇒ 3

Trapfinding - ouch.
1d20 + 8 ⇒ (1) + 8 = 9


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

DC 11 Will save: 1d20 + 7 ⇒ (16) + 7 = 23

"WHOA! Did any o' you see that! That pool o' water is cursed!" Drosk exclaims, making a warding gesture against evil forces as he moves carefully past the stagnant reflecting pool.

"Now how're we gonna get past this?" the dwarf priest asks aloud, studying the heavy iron portcullis blocking the doorway.


female Human Fey Sor2

Will: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

Male Elf Rogue 3

Will save: 1d20 + 0 ⇒ (7) + 0 = 7

Telperion answered Drosk's question with panicked screams and a headlong flight back the way he'd come. Only when he was well away from the pool was he able to regain his composure.

"Uh, maybe we should go another way?

If I'm able, I'll reenter the room as soon as possible, helping check out the portcullis.


Male Human L3 College Student / L1 Novice DM

Even as Telperion's screams become muffled by his retreat, the others hear hundreds of shrill squeaks and fluttering of wings. Through the portcullis' bars, they can make out the tiny forms of bats fluttering back and forth on the other side. The tiny creatures seem to be contained in the other room for now, though.

As Telperion returns he can't help but spare a glance at the pool, though at least his reflection seems to be behaving itself. It does appear to lick its lips as he looks away, though.

The portcullis is heavy iron, the bars spaced sufficiently that even the slight elf has no hope of squeezing through. Trying to look into the room is difficult, partly because of the angle and partly because the swarming bats occasionally nip remarkably close to the bars. There's bound to be a mechanism to open it on the other side, but as far as Telperion can tell, it's naturally placed somewhere they can't reach it from this side, magic or no.

While it is sturdy, the possibility remains of forcing your way - either by battering it down or bending the bars aside. Pondering the issue, Telperion reckons that there is likely either a fail-safe that should open the portcullis somewhere from this side - likely down the other hall - or a second route into the room. The primary function of the 'traps' are, after all, to be disabled or bypassed by the brave youths of Kassen.

Grand Lodge

Male Elf Rogue 3

"Huh. That's interesting", mumbled the elf as he pondered the portcullis. "Do we want to open these bars? The bats seem kind of...bitey."

Traveling next several days, but should be able to post. But just in case, as soon as a plan is made, Telp will help execute it.


female Human Fey Sor2

Raven leans against the wall near the portcullis, considering the bats on the other side with a sigh. This would be the perfect situation for one of the fog or cloud spells that some of her older siblings have, but her own magic just isn't up to snuff.

"Any ideas? I mean, torches might keep them away from us while we run through... and like Drosk said of the water, do you really think something could've dragged that girl through these bats? Unless he put them here behind him... maybe they're illusory..."


Male Human L3 College Student / L1 Novice DM

I don't have anything to add before the others post (I've been in contact with Bolkin outside the forum so I'll give him a nudge when I see him next), but I did want to let folks know that I've managed to pull a muscle in my shoulder and will probably be just loafing around the next few days. That should give me a chance to get my PbP affairs in order.


Male Human Free Hand Fighter (3)

Alright, I'm back. Has it really been over two weeks? I guess I'm not as punctual as I like to think.

While Bolkin had kept a fairly calm head as they went through the crypt, the sight of his reflection attacking everyone caused him to nearly topple Telperion over as he joined the elf in fleeing from the room. Drosk's words did little to comfort him as before he knew it he was in the previous room catching his breath.

A look back in the previous room with a quick glance at Telperion next to him, and his panicked screams coming out turned into nervous laughter going back in. "Heh heh... wizards, right...guys? Heh..." Bolkin commented as he looked at his reflection again with suspicion, his fist wrapped tightly around the handle of his flail just in case.

He studied the portcullis as the others talked about how to get through. "As much as I'd like to bust stuff, the captain would probably try to dock that from my pay, too." Of course, the fact that Bolkin was reluctant to put his hands near the bars with the bats on the other side didn't help matters any. "There's still plenty of crypt left it seems, so perhaps we should find another way. Besides, we're not even sure this is where we need to go."

rolls:

Will save
No modifier
1d20 ⇒ 8
Yeah that fails even if Bolkin's +2 trait bonus vs. fear effects kicks in.

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