GM Mauve's Crypt of the Everflame (Inactive)

Game Master MauveAvengr

Maps and Info!


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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 stands on her tiptoes to see into the room. She stage-whispers "It looks like there's a door near them. We might have to activate the golem if we want to fully explore this crypt to find Dimira. Try to step just inside the room but not too far - so we can maybe all get in before it activates."

She curses herself for using her elemental fist already today.

Once people move out of the way:
acrobatics jump over pressure plate: 1d20 + 1 ⇒ (12) + 1 = 13

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 gently puts down his tent, bedroll, and waterskin, I guess I won't need those in there. before bracing himself to make the jump...

acrobatics: 1d20 + 1 ⇒ (2) + 1 = 3

Before landing solidly on the pressure plate....


As the group wanders out into the room, Willard stands behind the pressure plate. Unsure of exactly where it is, Willard trips and falls right on it. Trap!

Immediately, all the statues swing their swords downward.

Attack, right: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d8 + 1 ⇒ (1) + 1 = 2

Attack, left: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 1d8 + 1 ⇒ (3) + 1 = 4

Don't think you have Mage Armor up anymore, right?

Both of the statues knock into Willard, slicing him up. One of the blades gets embedded into his arm. 6 points of damage - Willard is at 0 HP and gains the disabled condition..

Luckily, all the others were out of the hallway so no one else was hurt. But to climb out of the hall (or climb in to help Willard), the group must nimbly climb through the swords of the southern most pair.

DC 10 Acrobatics or Escape Artist to move through or taking slashing damage from the blades.

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

Ah, I assume those weren't 2 of the padded blunted weapons. That makes sense, but still - Boo. Can you tell/show us which are padded? (If it makes a difference)

Maud will prepare to jump through the weapons, but think twice about her own skills and look to Dominic and Cevrik to see if they are on the ball or not.

if no one else leaps forward:
acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13


The northern four were padded, the southern four were not. Will update the map. Orange = padded, white = not padded.

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]

Willard! Watch where you step!" Dominic sheds his pack and heads back for the mage, taking his healing wand and whip. He begins trying to deftly climb through the statue arms.

Acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23


Dominic easily slides through the swords and makes it to Willard.

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

Can we drag him to safety?

a thought...can we toss Dominic a rope and drag him and Willard to safety across the floor?


No - the blades pretty much block most of the path. He'll need to do an acrobatics/escape artist to get through or get cut up more.

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

"Hmm if we were clever we would have padded the rest of the swords just in case. Do we have anything we could prop the swords up by? Like something tall we could put in the center, so the swords would hit that and our friends could crawl next to / under the swords? The only thing I have that might work is my sword sheath, but I doubt it's strong enough or wide enough." She looks at the wood golem curiously. "Well... the golem has shields? Nope, nope, that's probably a real bad idea... uhh what about hitting the pressure plate a second time to turn it off?"
Guessing there's not a way around the trap, lol, but a girl can try

Hoping Dominic can at least drag him out of the active damage square into the square south, so we can try to revive him to get though the other swords on his own?


Willard is at 0 HP so he's disabled. He still has one standard action or move action he can take.

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]

"I got you." Dominic says as he reached the mage. "Besides, you can't leave Munnin to fend for himself." He touches him with the wand, letting an insidious power grab hold of the mage to heal his wounds. After several seconds, he's physically healed, though he feels a disgusting taint linger. Infernal healing

"Come on, follow me." The Calistrian works his way back to the group, helping Willard along.

Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7
Acrobatics, aid: 1d20 + 3 ⇒ (5) + 3 = 8
Well, that didn't work as planned.

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, with the infernal energy coursing through him, smiles at Dominic, Ugh, thanks Dominic. I'm a little lightheaded, but let's see what I can do to get out of there.

Dominic will wait a second, and then attempt to move forward.

Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16

And this time will nimbly join his companions on the far side. Oh sorry about that, just going to take a minute here to recover. He focuses his energy and casts a spell upon himself.

Mage Armor ac 15


Dominic attempts to slide in, but is unfortunately sliced by some of the blades. [dice=1d4] slashing damage. Then he lays a hand on the disabled Willard. His wounds stitch up and the arcanist can feel the abyssal infernal taint in his blood. Willard swiftly manages to join the others on the upper ledge, looking out at the wood golem. Dominic will need to climb through the blades again. DC 10 Acrobatics or Escape Artist to climb through the blades.

Once the group rejoins, they can get a better glimpse of the wood golem. It's fairly large, wood, and motionless.

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

Wow, I checked in yesterday morning and then didn't pop back in until today and missed a ton of excitement!

As the trap is sprung and Dominic goes off to the rescue, the Halfling moves his bear dog into a position where he feels he can best protect his lady.

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]

Damage: 1d4 ⇒ 1

Acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21

Dominic hisses as one of the blades cuts him. "These things are sharp." He wiggles around the other way and slides back through the room. He walks over to his pack. "So we know how to get by the golem?"

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

We can burn it...it's made of wood... Carlin says with a sly grin. Or brute force...

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 glad she has magic companions with fire capabilities. Punching things only gets you so far in life. She moves slightly inside the room where she will be able to reach the golem in one move. "I know of no way but destroying it. Perhaps if they gave us a secret password or something... maybe the labels on the shields are a clue?"

Did they lantern the town gave Willard to hold already have a flame in it, or was it empty?


The lantern was empty. You were tasked with lighting the flame and bringing it back to town.

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 looks over at Maud, I think that's a brilliant idea! Which of the shields do you think it is? Home? or Family? what do you want to do? Touch the shield? I think you are on to something though.... Willard casts detect magic again to see if anything other than the golem is magical in the room.


Nothing in the room, beyond the Pathfinder, is magical. The shields and the golem don't seem to register with detect magic.

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]

"Maybe it will react to the words?" He steps toward the golem and says. "Home. Family." Then thinking for a moment, he says, "Kassen."


Nothing happens.

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 will slowly and carefully make her way towards the stairs to poke her head around the corner and confirm it attaches to the other stairs they saw. Total Defense +4 AC


Peering down, Maud makes out another set of stairs heading up. Seems like it is the same set of stairs!

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, maybe our wooden friend there is just all out of magical fuel," Cevrik poses. "I'll get closer and see if he reacts. Be ready to do your fiery works," he says to the casters.

And with that, Cevrik moves up cautiously to the golem watching the whole time for the threat of movement and ready to dodge himself or his bear dog out of the way.

Ride Check: 1d20 + 9 ⇒ (16) + 9 = 25


As Cevrik moves down the stairs, the golem immediately steps forward. As the golem does, the stairs rotate 45 degrees, turning both set of stairways into two long slides. Both Cevrik and Mr. Dumplington slide to the bottom. DC 10 Acrobatics check to avoid falling prone.

Climbing up the slide is DC 10 Climb check. Scaling the nearby wall is a DC 15 Climb check.

GM Screen:

Carlin: 1d20 + 7 ⇒ (5) + 7 = 12
Cevrik: 1d20 + 6 ⇒ (14) + 6 = 20
Dominic: 1d20 + 1 ⇒ (4) + 1 = 5
Maud: 1d20 + 8 ⇒ (11) + 8 = 19
Mr. Dumplington: 1d20 + 0 ⇒ (10) + 0 = 10
Willard: 1d20 + 3 ⇒ (5) + 3 = 8

Carlin: 1d20 + 1 ⇒ (4) + 1 = 5
Cevrik: 1d20 + 6 ⇒ (8) + 6 = 14
Dominic: 1d20 + 3 ⇒ (14) + 3 = 17
Maud: 1d20 + 1 ⇒ (19) + 1 = 20
Willard: 1d20 + 5 ⇒ (7) + 5 = 12

?: 1d20 + 0 ⇒ (8) + 0 = 8

Cevrik gets a brief glimpse of a small keyhole on the back of the golem as it moves forward towards him. The golem rushes forth, holds it's shields high, ready to bash the halfling.

Not sure the exact rules, but I'll say using the slide to get down is a move action. If anyone can find proper rules though....

===========

Round 1

Maud
Dominic
Cevrik (prone?)
Mr. Dumplington (prone?)
Willard

Golem

Carlin

Maud, Dominic, Cevrik, Willard are up!

DC 13 Knowledge (arcana) to further ID the golem.

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]

"Cevrik!" Dominic rushes to the edge of the upper portion. He lashes out with his scorpion whip, cutting through the air to the golem.

Knowledge, Arcana: 1d20 + 7 ⇒ (13) + 7 = 20

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 ⇒ 4


Dominic realizes that without the shields, the golem would be useless and may actually deactivate.

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]

"Maud! I think if we take the shields away, it'll stand down!"


If you're curious, you can use the disarm combat maneuver to get the golem to drop its shields.

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 will move forward, and attempt to disarm the golem.
CMB: 1d20 + 3 ⇒ (3) + 3 = 6 nope

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

Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8

If I'm reading the map correctly, the stairs go down into a pit and then the other set goes back up, so I moved my tokens back into the pit. Given the positioning, I believe My duo would be out of range if the golem has reach...I think.

Cevrik takes a tumble, but manages to stand back up maybe provoking? and the mounts Dumpling.

Ride Check: 1d20 + 9 ⇒ (11) + 9 = 20


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)

Acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8

The bear dog stands, allows the Halfling to retake his spot in the saddle, and then moves up to the golem Probably provoking if the standing up didn't, but trusting in that ride check.

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, unsure of how to get the shields off the golem, instead flings acid at it, hoping to distract it from the beardog and Cevrik.

Acid splash: 1d20 + 1 ⇒ (19) + 1 = 20
Acid Damage: 1d3 ⇒ 3


There is an upper level and a lower level. Both sets of stairs turned into slides. I'm unsure the rules on using these slides. Here's my ruling: either make a DC 10 Acrobatics check to 'surf' down the slide or use a move action to sit down and slide down on your butt. That means Maud must make an Acrobatics check if she wants to go down the stairs/slides.

Also, the golem hasn't acted yet so no AOO! Remember, Cevrik saw a keyhole in the back of the golem too. And added a cool picture of the golem fight here.

Both Cevrik and Mr. Dumplington tumble down the stairs when the steps rotate 45 degrees. At the bottom, they lie in a useless heap but quickly jump up and approach the golem.

While the hunter and his companion tumble, Dominic slashes out with his whip from the upper levels. The whip chips away some of the wood from its shoulder. Dominic thinks that any similar weapon would be best. (DR 5/slashing)

Willard flings a blob of acid following Dominic's attack and sizzles some of its wood off!

And lastly, Maud surfs down the slide (Acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15). Approaching the golem, she tries to dislodge the shield "family." But unfortunately, she's unable to get in there.

GM Screen:

?: 1d20 + 5 ⇒ (4) + 5 = 9
?: 1d8 + 4 ⇒ (4) + 4 = 8

?: 1d20 + 5 ⇒ (16) + 5 = 21
?: 1d8 + 4 ⇒ (1) + 4 = 5

The golem bashes out with it's shields. Cevrik and Mr. Dumplington are able to dodge out of the way of "Home" but "Family" hits Maud right in the chest!

===========

Round 1

Maud (-5 HP)
Dominic
Cevrik
Mr. Dumplington
Willard

Golem (-7 HP)

Carlin

Carlin is up!

DC 13 Knowledge (arcana) to further ID the golem.


Cevrik:

You see the keyhole. You can try to insert a key perhaps. To do that, first someone has to grapple the golem to get a hold of it. Then that person must succeed at another grapple check to insert the key.

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

Has Cevrik shared the keyhole with us? And no, I was intending to hop down next to the stairs just using gravity, but either way that works.


Oh yeah, always forget about gravity! It's not a far fall, 10 feet. If you do decide to jump down, take 1d6 fall damage or roll DC 15 Acrobatics to ignore the damage. Basically parkour-ing down!

Looking back at the perception checks, Maud would have seen the keyhole too.

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

Blast! Can't use fire...Maud and Cevrik are in the way... Carlin says with a sour look on her face as she lobs a ball of acid at the golem.

touch: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 131d3 + 1 ⇒ (3) + 1 = 4


With Maud and Cevrik being so close, fire may not be the best bet. So Carlin slings some acid in its direction. And it fizzles some more of the wood off.

===========

Round 2

Maud (-5 HP)
Dominic
Cevrik
Mr. Dumplington
Willard

Golem (-11 HP)

Carlin

Maud, Dominic, Cevrik, Mr. Dumplington, and Willard 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

Since the slide is easier than jumping straight down I will just do that and keep the roll you made for me anyway.
"There's a keyhole in its back! looks like it'll be hard to get to, though."

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 torn about whether to try to disarm it or get to the keyhole, but then decides she doesn't even know if she has the right key, and those shields REALLY hurt. She yells out to Cevrik "Help distract it!" (Hoping for an 'Aid Another' action here)

disarm: 1d20 + 3 ⇒ (14) + 3 = 17

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 will again conjure acid and fling it at the golem, since he thinks he’s helping!
acid splash: 1d20 + 1 ⇒ (14) + 1 = 15
damage: 1d3 ⇒ 3

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]

Disarm, aid: 1d20 + 2 ⇒ (20) + 2 = 22

Dominic lashes the golem again, trying to distract it so Maud can get a grip on the shields.

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 uses his swift action to switch Dumpling's animal aspect back to boosting strength.

Hearing Maud's call for help, Cevrik begins doing all he can to draw the golem's attention.

Aid Another to Disarm Attempt: 1d20 + 1 ⇒ (6) + 1 = 7

I know flank helps with trip attempts since it's an attack roll. I assume it also helps with disarm? I've never played any CMB builds other than whip trip characters.

Ride Check: 1d20 + 9 ⇒ (5) + 9 = 14


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 tears into the golem with teeth and claws.

Bite: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 141d6 + 5 ⇒ (5) + 5 = 10

Claw 1: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 261d4 + 5 ⇒ (2) + 5 = 7

Claw 2: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 161d4 + 5 ⇒ (3) + 5 = 8


Cevrik attempts to taunt the golem, but it simply ignores the halfling.
Dominic is able to distract the golem momentarily though, wrapping his whip around the arm of the construct, just long enough to Maud to lodge herself between the golem and the shield. Success! One shield drops to the floor

Mr. Dumplington bites at the golem, ripping out huge chunks of wood. Splinters fly everywhere! More splinters from both claws. 25 points of damage! Not dead yet.

I've never played around with any combat maneuvers before... will read up on the rules of them later today to see if flanking helps.

The golem then activates. The bear seems to be the biggest threat so it will try to bash the dog bear's head in.

GM Screen:

?: 1d20 + 5 ⇒ (20) + 5 = 25
?: 1d20 + 5 ⇒ (3) + 5 = 8
?: 1d8 + 4 ⇒ (5) + 4 = 9

Nat 20 but does not confirm. Mr. Dumplington takes 9 points of damage.

It is unable to smash Maud since she knocked the shield out of it's hands!

EDIT: Looks like Maud doesn't have Improved Disarm so provokes an AOO.

AOO: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d8 + 4 ⇒ (8) + 4 = 12

Maud is fine!

==========

Round 2

Maud (-5 HP)
Dominic
Cevrik
Mr. Dumplington (-9 HP)
Willard

Golem (-36 HP)

Carlin

Carlin is up!

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

Carlin casts a spell to try to dispatch the golem, not using her preferred element because of the close proximity of her friends.

acid splash: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 11d3 + 1 ⇒ (1) + 1 = 2


Carlin can't seem to sling acid at the golem. In her attempts to avoid her friends, acid just paints the wall behind it.

==========

Round 3

Maud (-5 HP)
Dominic
Cevrik
Mr. Dumplington (-9 HP)
Willard

Golem (-36 HP)

Carlin

Maud, Dominic, Cevrik, Mr. Dumplington, and Willard are up!

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