GM Mauve's Crypt of the Everflame (Inactive)

Game Master MauveAvengr

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The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

dot


It is the 4th of Neth just as the winter winds are beginning to blow. his is the day, in the year 4535, when Ekat Kassen and his men set out from town to find Asar’s camp and deal with the mercenary. The town: Kassen. Some of you may have family here. Some of you may be raised here.

It is early morning and you know today is the day you have been chosen to be one of the ones to travel to Kassen’s crypt and light the silver lantern with the Everflame. This is a great honor as you know how important the Everflame is to the town of Kassen. The lantern will remain lit through the entire winter as a testament to the hardiness of the people who live here and there founder.

The ceremony will start at noon you have a few hours before it starts. You have been told to bring only what you need on this trip as in weapons, armor, and spellbooks. You have been told that other provisions have been provided for you.

You guys will start with your family (if you are from Kassen or have family here) or with a mentor (if you are just visiting).

Right before noon, the group arrives at the town square, one by one. They find it empty except for each other.

Feel free to introduce yourselves now

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

The Ulfen man, dressed an unlike so many of those from the north wanders up, having just completed visiting with Old Narill, a learned sage of the First World in Kassen. A raven perches on the man's shoulder, its feathers matching the black of the Ulfen's beard and hair.

He dresses simply, without armor, and save for the crossbow slung over one shoulder, he looks more the scholar than the warrior; Unusual for his people. Absently, he feeds a few kernels of grain to the bird, although the bird seems to hold a watch upon all things surrounding the pair, and acts as though it knows far more than it lets on.

Greetings, I'm Willard, Willard Ravenhair, son of Willard Firehands. I'm truly honored to be chosen since I've only been here several days, but I think this ritual is something worth studying and learning more about. The man introduces himself to the group.

This is Munnin, he gestures to the bird, which promptly hops off his shoulder and flys to a nearby tree to observe the introductions. I blame him for me being here, always driving me to want to learn more. Willard grins at the bird before turning back to the others.


Grizzly Bear 2; 21/21 HP; 16 AC, 11 touch, 15 FF; Ref +4, Fort +4, Will +2 Melee: Bite +7 (1d6+5 B/P/S), 2 Claws +7 (1d6+5 P/S)

The Halfling man has been in town for a few days in preparation for the ceremony. The local children found him nice enough, but they've been delighted with playing with the man's "puppy." Despite his insistence that it's a puppy, it seems fairly obvious that this massive bundle of fur and armor is, in fact, an armored bear. Grizzly for those who know a little more about animals.

On the day of the ceremony, the bear comes walking into the town square with the Halfling in his typical position on the saddle. The bear turns his furred face towards the other figure in the square, watches a bird fly from that man to a tree, and then yawns.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Sitting atop the bear is a Halfling man with shaggy brown hair and a big smile that seems plastered on his face. He wears leather armor and a buckler and he carries a club. A pouch hangs from his bandolier in satchel style and he wears a yellow scarf.

"Well met, Willard!" the Halfling says with a big smile. "I'm here because my mom's great uncle apparently lived here in town until he didn't. Live, I mean. Anyway, some member of his family was supposed to come for this thing or whatever, so here I am!" He looks around at the lack of locals and says, "Guess we're going to light a lamp or something. A bit less exciting than my normal fare, but it's family stuff, you know," and he flashes another big grin.

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

A young man arrives wearing an open shirt. He doesn't seem to mind most of his upper body being exposed. You recognize him as the son of the newly arrived Priestess of Calistra. "Seems my mother thinks being part of the local traditions will help make this our home. My name is Dominic." He bows his head to you. Coiled around his waist is a whip with another bearing wicked barbs hanging from his belt. He carries a number of items in a backpack too.

"What is there to this? Light a lamp and be done?"

Played with Dom's background a bit since this adventure is typically a bunch of local kids.

Grand Lodge

female aasimar sorceror 8 HP 52, AC/T/FF 12, 12, 10, F +5, R +7, W +9Init +6, Perc +15

dotting...will post in a bit

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud has the height and stockiness of a typical dwarf, but her skin is hard and flinty and grey. She has amethyst crystals growing out of her scalp where hair would normally be. (I know it doesn't match either picture but making an oread dwarf is hard, ok? :p ) She slowly and quietly approaches the group and considers.

Maud wasn't sure even she could keep straight all the twists and turns in her life that had brought her here from the dwarven mountain citadel of Kraggodan. It started with some strange rocks washing up from the river, so of course she had to explore where they came from, and one thing led to another and now she'd been basing her studies out of Kassen for weeks... months? How long had it been? She had found a sense of community here that she hadn't realized she missed when she left her home originally. She was glad they had accepted her as part of the community to participate in this ritual. She wasn't sure she understood all of it yet, though.

Her low, monotone voice comes out in a creak. "Hello. I'm Maud. Um, I like rocks. Also I punch real good." She tilts her head and considers, then adds "And I guess getting picked for this must mean the townspeople must like us, don't ya think?" She nods to herself, confident in her assessment.

I am 90% done with her, mostly just have to translate into digital. Be done by tomorrow for certain.


I'll wait for Carlin to post. I think that's everyone, right?

Grand Lodge

female aasimar sorceror 8 HP 52, AC/T/FF 12, 12, 10, F +5, R +7, W +9Init +6, Perc +15

aah! forgot to post last night...I suck!

An aasimar with bright red hair mills about the square. She carries a staff and little else. She has a necklace with a symbol of Sarenrae on it, but doesn't look like part of the clergy. She nods to the others.

Nice to meet you. I's Carlin. My instructor said this would be a good test of my skills. I hope I live up to his expectations.

typical sorceror. but she's a solar bloodline...so fire is her thing. will have to double check gear but otherwise goot to go.


Feel free to play around with gear and class abilities, feats, etc. Once we start combat, no more changes!

The bells atop the Temple of Erastil toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. A!er a few moments, a murmur passes through the crowd as it slowly parts to let Mayor Uptal through. He leads the way with a tarnished silver lantern. Behind him, an old pony drags a cart laden with backpacks and supplies.

Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk. “Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen’s tomb and retrieve the flame to keep this community safe for another winter?"

The mayor pauses to let the group come forth to accept their mission. "Who among you will have the honor of carrying the lantern?"

One of you must carry it! Please chose!

"Bring the fire back to Kassen.". He then hands each character a backpack that contains 5 days of rations, a small tent, a winter blanket, a full waterskin, and a piece of the Trail Map (will upload some slides with the map in a bit) that leads from Kassen to the Crypt of the Everflame. Between the five of you, there is 50 feet of hempen rope, a box containing tinder and three tindertwigs, a labeled potion of cure light wounds, three torches, a grappling hook, and a small bottle of local brandy.

After the group puts on their packs, the mayor once again speaks to the townsfolk. “I present to you the brave heroes who will follow in Kassen’s footsteps to retrieve the Everflame! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have the eternal fire.” With that, the mayor points to the south, the direction of Kassen’s tomb. The townsfolk begin waving goodbye with cold, solemn looks on most of their faces.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

As the villagers come out with their somber faces, Cevrik notices some of the children who followed after the adults peeking out from behind their elders and giving little waves at the bear dog. Completely misreading the situation, Cevrik happily waves back.

"We thank you for this honor, Mayor Uptal," Cevrik says, smiling broadly as he addresses not just the mayor but the crowd, "and I assure you that none of colleagues will fall so long as I draw breath!"

If no one else volunteers to carry the lantern, Cevrik will.


Grizzly Bear 2; 21/21 HP; 16 AC, 11 touch, 15 FF; Ref +4, Fort +4, Will +2 Melee: Bite +7 (1d6+5 B/P/S), 2 Claws +7 (1d6+5 P/S)

As the Halfling is once again simply sitting in the saddle and making loud noises, Mr. Dumplington yawns again, wipes at his muzzle with his right paw, and then simply sits down.

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud considers. I don't know about all this 'brave hero' talk... but I do know it is important that this community is protected. This 'honor' sure does seem important to them, though. She looks down at her empty hands, then to the faces of her recent companions.
sense motive: 1d20 + 8 ⇒ (13) + 8 = 21
If Cevrik or anyone seems enthusiastic, she will back off and let them carry the lantern, but if you are less willing then Maud will volunteer to be tribute hold the lantern. She shrugs. "I can do it. I have less to carry anyway, and can defend myself with one hand if needed." Probably. She realizes belatedly she might have offended the townspeople by not being enthusiastic enough, and sighs. People are hard.

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Dominic nods. "I need both hands to fight and cast spells. Maud seems like a good choice to carry the lantern." He turns back to the villagers, saying in a loud voice. "We will get the flame and return! Winter shall be held at bay!"

He turns back and shrugs. "Seemed like they wanted the theatrics..."

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Willard jots down a few notes in a small book, before realizing they were addressing him. Oh, I can carry it, I'm not much good in a fight anyway.

He quickly shoves the ink pen into his pouch, leaving small stains on his fingertips. Extending his hand for the lantern, Really I don't mind.

Doesn't matter to me, I'm really bad at combat. :D

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Cevrik seems completely unphased as his mount simply takes a seat. Instead, he turns his attention to the responses his allies are giving.

As Dominic spouts brave words and then comments about the desired theatrics, Cevrik gives him a nod and a thumbs up.

As Maud and Willard both display minimal levels of enthusiasm of enthusiasm as they volunteer to bear the lamp, Cevrik laughs and says, "Heavy, indeed, is the weight of the lamp bearer, but fear not, we shall all share this burden with you," and he throws a wink Dominic's direction as if to say, "theatrics indeed, my friend."


Grizzly Bear 2; 21/21 HP; 16 AC, 11 touch, 15 FF; Ref +4, Fort +4, Will +2 Melee: Bite +7 (1d6+5 B/P/S), 2 Claws +7 (1d6+5 P/S)

The bear simply lays all the way down and closes his eyes as if to take a nap.

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Nodding at the inpsiring words of the others, Willard again raises his hand, I mean... I will certainly carry this burden with such allies to help me. My people are well known for carrying the light with them!

He looks to the others, as if to say "Am I doing this right?"

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud is slightly suspicious of the ritual, concerned the lantern might draw enemies toward the holder or some crazy thing. But Willard seems more enthusiastic about it then her, so she will shrug again and say "My ally has spoken. Regardless of who bears the light, we shall all protect it, to protect this town. As you have protected us." In a slightly smaller voice, but still trying to follow suit in the brave theatrics "...with our lives if need be."

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Dominic jerks his head around to look at Maud. "With our lives?! Really? It's just fire, right? I mean, we could conjure something here if we really needed to..."

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Leaning over to Dominic, I think these symbolic rituals are supposed to be solemn, but yes; we could just conjure fire if we had to. My father was an adept at pyromancy, but I can manage a little if need be... Willard trails off.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

"Well, you know the old saying, 'No fire too small, no lantern...too bright?' I don't know. There's a saying, I'm sure of it," Cevrik says confidently to his allies while continuing to smile broadly at the crowd.

After a moment's pause, he then says, vaguely in the direction of his group and the mayor, "So...do we leave now, or is there like a big party to send us off? I'm totally on board with having a send off party."

Grand Lodge

female aasimar sorceror 8 HP 52, AC/T/FF 12, 12, 10, F +5, R +7, W +9Init +6, Perc +15

Hmm...if it's fire they want....just joking... Carlin muses with a grin and fire dancing on her fingertips.


The group gathers and discusses who should take the lantern. Willard holds it up. The townsfolk wave goodbyes as the group heads south. Anyone from around here knows that the crypt is roughly 40 miles south of Kassen. Traveling by foot will take at least two days.

The first hour or two are uneventful. The forest around Kassen is beautiful. There are wild animals (birds, squirrels, the occasional deer) but nothing threatening. As the narrow path winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot, the group slowly wanders. Up ahead, a fallen tree trunk blocks the path. Suddenly a trio of snarling humanoids leaps up from behind the log, all greenish skin and fearsome tusks, bellowing vulgar challenges.

DC 16 Will Save:

These are orcs - but they are illusionary and not real.

GM Screen:

Carlin Init: 1d20 + 1 ⇒ (5) + 1 = 6
Cevrik Init: 1d20 + 6 ⇒ (2) + 6 = 8
Willard Init: 1d20 + 5 ⇒ (2) + 5 = 7
Dominic Init: 1d20 + 3 ⇒ (15) + 3 = 18
Maud Init: 1d20 + 1 ⇒ (16) + 1 = 17

Orc 1 Init: 1d20 + 0 ⇒ (1) + 0 = 1
Orc 2 Init: 1d20 + 0 ⇒ (13) + 0 = 13
Orc 3 Init: 1d20 + 0 ⇒ (4) + 0 = 4

=============

Round 1

Dominic
Maud

Orc 2

Cevrik
Willard
Carlin

Orc 1
Orc 3

I'll try to get the slides up sometime tonight but may be sometime tomorrow morning. They are within 20 feet of the group.

Grand Lodge

female aasimar sorceror 8 HP 52, AC/T/FF 12, 12, 10, F +5, R +7, W +9Init +6, Perc +15

will: 1d20 + 5 ⇒ (3) + 5 = 8

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Will: 1d20 + 2 ⇒ (1) + 2 = 3


Grizzly Bear 2; 21/21 HP; 16 AC, 11 touch, 15 FF; Ref +4, Fort +4, Will +2 Melee: Bite +7 (1d6+5 B/P/S), 2 Claws +7 (1d6+5 P/S)

Will: 1d20 + 1 ⇒ (17) + 1 = 18

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Will Save: 1d20 + 3 ⇒ (18) + 3 = 21


Dominic, Mr. Dumplington, and anyone else passing the DC 16 Will save can open up the spoiler.

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Dominic steps back with a start as seeing the creature. "Watch out!...hey, I think these are just illusions!"

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Will save: 1d20 + 6 ⇒ (8) + 6 = 14 If this is a mind-affecting effect, everyone within 10' of me gets +1 including me (Stoic Dignity)

From Dominic's warning, she will look for spellcasters hiding.
perception: 1d20 + 8 ⇒ (14) + 8 = 22

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Will Save: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Looking incredulously at Dominic, Umm I don't know about that, they look pretty real to me...


Added the slides here. Feel free to add your Init/Perception modifiers, add your PFS info, etc.]

Mr. Dumplington and Dominic realize that these orcs may not be real and call out to the others. Maud looks at the orcs. To her, they look real. But when Dominic calls out, she starts to see signs they are illusions. Maybe a shimmer here or a false movement there. No signs of any spellcasters of any sort.

But for the others, these orcs are real. And they are coming to get you.

=============

Round 1

Dominic
Maud

Orc 2

Cevrik
Willard
Carlin

Orc 1
Orc 3

Dominic and Maud are up!

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud is sure this must be a trap, but the best way to get out of it is to face it head on. She 'rushes' up to the orc that looks closest to attacking Orc 2 is possible, otherwise the middle one and experimentally tries punching it.
unarmed strike: 1d20 + 3 ⇒ (1) + 3 = 4 Well, poo.
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Dominic uncoils his scorpion whip. He yells out to whoever is controlling the illusions. "Nice trick, but we've seen through it! You can stop wasting your time now!" He cracks his whip to punctuate the statement.

Intimidate: 1d20 + 8 ⇒ (17) + 8 = 25


Maud runs up to the orc and attempts to punch it. The orc is quick on his feet and dodges it.

Dominic calls out. There is no response.

GM Screen:

?: 1d20 + 5 ⇒ (17) + 5 = 22
?: 1d12 + 4 ⇒ (6) + 4 = 10

The orc swings at Maud with his greataxe and hits hard. 10 points of damage.. Since Maud believes these orcs are illusions, the wounds seem to be illusions as well - though they still hurt.

=============

=============

Round 1

Dominic
Maud (-10 illusionary HP)

Orc 2

Cevrik
Willard
Carlin

Orc 1
Orc 3

Cevrik, Willard, and Carlin are up!

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Willard, having no reason to believe the orcs are an illusion, focuses for a moment, raising his arm with his hand full of acid and flings it at an orc.

Acid Splach touch attack: 1d20 + 1 - 4 ⇒ (2) + 1 - 4 = -1
Damage: 1d3 ⇒ 1

Watch out Maud! Firing on your left. the ulfen calls out, attempting to warn Maud of the impending magical attack.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

"Excellent bluff, my friends," Cevrik calls out, "but it seems the Orcs still believe they exist. CHARGE!!!" and he spurs Mr. Dumplington into motion towards the Orcish threat. As his mount moves forward, in less than a rush, Cevrik unleashes a blast of acid at the nearest Orc.

Acid Splash vs touch AC: 1d20 + 4 ⇒ (3) + 4 = 71d3d6 ⇒ 2


Grizzly Bear 2; 21/21 HP; 16 AC, 11 touch, 15 FF; Ref +4, Fort +4, Will +2 Melee: Bite +7 (1d6+5 B/P/S), 2 Claws +7 (1d6+5 P/S)

Dumpling gets up to where Cevrik wanted him to go, sees no threat, and sits down even as Cevrik is calling out commands to attack.

Bear sees no target since he made his save. Can't follow the attack command if there's nothing to attack.


Never played around with illusions before but I believe that if you interact with the illusion you get a new saving throw.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Well, in that case...

Will Save: 1d20 + 2 ⇒ (19) + 2 = 21

"Oh," Cevrik says as Dumpling brings him closer to the illusory Orcs, "I believe you're correct. There aren't Orcs after all. Pity."

And technically, I think you also geta bonus to will saves if you've been told that it's an illusion, but I've also never really played around much with illusions other than a character who really enjoyed the silent image spell.

Grand Lodge

female aasimar sorceror 8 HP 52, AC/T/FF 12, 12, 10, F +5, R +7, W +9Init +6, Perc +15

[b[I'm not taking any chances....[/b] Carlin launches a handful of acid at the farthest orc.

touch: 1d20 + 2 ⇒ (9) + 2 = 111d3 + 1 ⇒ (3) + 1 = 4

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud growls in pain as the orc appears to take off a large chunk of her flesh with the hit.
"WELL THEY HIT JUST AS HARD AS REAL ONES!"
Maud thinks she is about to die. Maybe this whole journey was a mistake. She looks into the eyes of the 'Orc' in front of her and faces her doom stoically.

Ok so if I get this right, everyone's first will save does NOT get a bonus from the successful checks b/c it all happens at the same time, but our subsequent ones will since Dominic called out. And Maud doesn't get another saving throw when she tries to punch the orc, cause she missed, but if she hit then she would. Yes?

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Did some research and found this:

"Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline."

which just says "interact with." Not hit, touch, or succeed on an attack. Based on that, I had Cevrik make his roll even though I'm pretty sure he missed his attack.

GM's call, ultimately, but that's what the rulebook gave me.

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Yes, pretty sure you get a +4 bonus on any further saves now that Dominic has told you.


Illusion Rules wrote:
For example, if there were a major image of an ogre, a character who tried to attack the ogre would receive a saving throw to disbelieve, as would a character who spent 1 minute attempting a Diplomacy check on the ogre. A character who just traded witty banter with the ogre as a free action would not, nor would a character who simply cast spells on herself or her allies and never directly confronted the illusory ogre.

Looks like any attempt to attack the orcs would result in a save. Can you tell I never play spellcasters? Haha!

Saved: Dominic, Mr. Dumplington, Cevrik

Need to do save (with +4 bonus): Maud, Carlin, Willard

Grand Lodge

female aasimar sorceror 8 HP 52, AC/T/FF 12, 12, 10, F +5, R +7, W +9Init +6, Perc +15

will: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Huh, I thought I posted another save attempt.. guess it didn't go through...

Will + bonus: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13

I don't believe you, Maud, don't let them circle you like that! Willard steadfastly continues to see the orcs threatening Maud.

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