GM Mauve's Crypt of the Everflame (Inactive)

Game Master MauveAvengr

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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 contrasts Carlin's suggestion with her experience with the arrow trap, and concludes "I don't think we could all fit - it would probably still only benefit the first 1-2 people behind the shield."


The smell is on your side of the door. The door is solid stone and nearly impossible for any smell to permeate.

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

"Alright, I think the Dumpster and I can handle this," Cevrik says bravely. "The rest of you might want to stay just to the sides of the door, just in case."

And with that and unless someone stops him, Cevrik walks up and just barely moves the latch of the door, then encourages Dumpling to shove it open as the little Halfling prepares to guide them out of harm's way.

Ride Check: 1d20 + 9 ⇒ (14) + 9 = 23


Cevrik slowly opens up the door to the south. It lets out a silent *creak* as it opens up. A shallow reflecting pool divides the chamber in front of Cevrik and Mr. Dumplington, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in destruction. At the southern end of the room is an iron portcullis gate.

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

"Yeah, if I were designing a place to be trapped, the narrow walkways around water would seem like a good choice," Cevrik says, looking suspiciously at the room. He and the bear dog cautiously enter the room and begin heading to the right looking for traps.

Will go all the way along that side, but figured I'd just put him at the beginning of that path in case traps are found.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


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)

Noticing that the halfling has gone into search mode, the grizzly bear dog begins sniffing around for threats.

Scent Perception: 1d20 + 8 ⇒ (7) + 8 = 15


Cevrik looks into the murky waters of the pool. But what he sees is not right. What he does see is maddening. His reflection takes a dagger and starts stabbing Mr. Dumplington until blood covers his body. Then his reflection moves over to his other companions and stabs them repeatedly. The reflection looks like a madman and laughs manically!

Mr. Dumplington sees a similar scene, but instead it is he who is mauling his companions!

Both Cevrik and Mr. Dumplington must make a DC 11 Will save or become frightened for 1d4 rounds. If either fails, they must flee, screaming, towards the entrance of the dungeon. If either pass, they are fine. Either way, they are immune to its effects for 24 hours.

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 Save: 1d20 + 2 ⇒ (18) + 2 = 20

"Don't look in the water!" Cevrik calls out to his companions. "It's some sort of magical trap thing! Messes with your mind. Fortunately, I am mighty."


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 Save: 1d20 + 1 ⇒ (2) + 1 = 3

And even as the Halfling professes his mightiness, the large bear dog underneath him turns and bolts out of the room rushing to the entrance to escape the dungeon.

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 enter the chamber, studiously avoiding looking into the pool, going so far as to hold up his hand so he can't see into it.


Cevrik calls out to his companions to not look into the water. All the while, Mr. Dumplington starts howling and runs away for 1d4 ⇒ 4 rounds. He gallops, pushing away anyone in his way.

Willard is the next to look in. He attempts to avert his eyes, but he is irresistibly drawn to look into the pool. The murky waters show him a gruesome scene. The arcanist's reflection flings fire from his hands to burn his companions to a crisp. The reflection manically laughs!

Willard must make a DC 11 Will save or scream/run away as frightened for 1d4 rounds.

GM Screen:

?: 1d2 ⇒ 2

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 pauses between curiousity at what could possibly be so terrifying, and yet also fear that makes her reluctant to find out. She is confident this is the right direction though - Why else have a trap to turn people away? She waits to see what happens to Willard.

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 tries not to look at the water, but his gaze is drawn there even with his attempts to not look...

Will: 1d20 + 2 ⇒ (1) + 2 = 3

and he runs screaming from the room, fleeing past the party. Seconds later he stops, Okay, that was terrifying and not fun at all. But a very interesting effect, I think each of us will see different things as we enter the room.

Rounds: 1d4 ⇒ 1

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 strides confidently towards the pool.

Might as well face our fears head on... she says as she looks into the pool.

will: 1d20 + 5 ⇒ (4) + 5 = 9

run away!: 1d4 ⇒ 1

No no no no no! she yells as she runs away.
saved you some bookkeeping...

She comes to her senses after a moment or two.

Well, that was unpleasant...

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 goes in to see what is wrong. He looks around, not so sure what the big deal is.

Will Save: 1d20 + 3 ⇒ (13) + 3 = 16

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

Seeing all of her companions move forward to check out the water, Maud's curiosity wins out
Will save (mind-affecting): 1d20 + 7 ⇒ (3) + 7 = 10

She also runs, screaming.
rounds: 1d4 ⇒ 1

Stoic dignity rules text:
Stoic Dignity (Oread race): You are an unmoving rock for those who see you as an authority figure.
Benefit(s): As long as you are conscious, you and all allies within 10 feet gain a +1 bonus on saving throws against mind-affecting effects you are not already suffering from. This is a trait bonus for you and a morale bonus for your allies.


Maud, with your Stoic Dignity, you pass the Will save!

Carlin, Willard, and Mr. Dumplington see violent images of them murdering their companions, then running away screaming. For the others, they briefly see strange and confusing images before they manage to shake any disturbing images from their head.

Maud, Cevrik, and Dominic hear something coming from the south. Its quiet at first, but the sounds grow louder. As if a tsunami comes in, several hundred bats start to fly. Some look into the pool and screech in a terrifying tone. But two large swarms move towards the three Pathfinders.

GM Screen:

Carlin: 1d20 + 1 ⇒ (7) + 1 = 8
Cevrik: 1d20 + 6 ⇒ (18) + 6 = 24
Dominic: 1d20 + 3 ⇒ (11) + 3 = 14
Maud: 1d20 + 1 ⇒ (20) + 1 = 21
Willard: 1d20 + 5 ⇒ (15) + 5 = 20

red: 1d20 + 2 ⇒ (4) + 2 = 6
blue: 1d20 + 2 ⇒ (7) + 2 = 9

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

Round 1

Cevrik
Mr. Dumplington
Maud
Willard
Dominic
Carlin

Red Swarm
Blue Swarm

Everyone is up!

DC 12 Knowledge (nature) to ID these bat swarms


Mr. Dumplington must run away for another 3 rounds just fyi! Both Carlin and Willard are fine and can now act normally

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 rushes back and lobs a handful of acid at the closest swarm.

touch: 1d20 + 2 ⇒ (8) + 2 = 101d3 + 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

UGH I hate to say it but nope, that was including it. Should have written "6+1" *sad face* Since I was the last to check the water out, I assume I spend this turn fleeing?

It is good to note that ability so everyone should try to stay within 10' of Maud if you want the bonus.

Maud values the community she's found here in Kassen, and the thought of using violence on her companions is unthinkable!


Ah! I will say you fled last round with everyone else. Moved you away from the pool. You are free to act normally now! Looks like everyone except Mr. Dumplington rolled 1 on the d4.

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 actually would have been stuck in fleeing mode since he rides on Dumplington who was fleeing

The little Halfling tries desperately to stop his fleeing mount, but when it is clear he can't do so, he thinks of his beloved Carlin back there without his protection and calls out, "You coward!" as he tries a quick dismount from the running bear dog.

Ride Check: 1d20 + 9 ⇒ (1) + 9 = 10

Unfortunately, his feet don't hit the ground quite as solidly as he hopes and he lands on his backside as he watches his furry friend rush off.

"Now, to save my lady," he says with conviction as he stands up and brushes off the dust.

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]

"Bats! Lots of bats. I think this is bad." Dominic sees the room mostly clear of the group. He turns to Carlin. "Come on, let's get out!" He rushes out of the room, prepared to close the door after she is out.

Move, then ready and action to close the door once Carlin is through.

Incorporeal, regen, now swarms. Testing all the tricky parts of the system.

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, seeing the swarms pouring out of the tunnel, conjures a glob of acid, flinging it at the closest one.

Acid splash touch: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d3 ⇒ 1

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 far away and very slow, so she will simply move to where she can see what's going on. What size are the individual bats? I don't have Kn.Nature but the visual size can give her a hint whether she can punch them or not.


The individual bats are diminutive, but it is considered a swarm (i.e. 5000+ individual bats per swarm). Killing one or two bats at a time will probably not work.

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 looks at her available weapons... and panics a lil bit.


Mr. Dumplington goes running off in the direction of the entrance. He howls loudly as he does! Cevrik attempts to launch himself off the fleeing beast, but falls flat on his face instead.

Dominic moves up to the door and waits for Carlin to come through. Willard dashes forward to be adjacent to Dominic. He flings a glob of acid over Carlin's head. Unfortunately, the acid lands right in the pool, killing perhaps 1 or two bats, not the thousands that he needs to kill!

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

Round 1

Cevrik
Mr. Dumplington (Runs away for 2 more rounds)
Maud
Willard
Dominic
Carlin

Red Swarm
Blue Swarm

Maud and Carlin are up!

DC 12 Knowledge (nature) to ID these bat swarms

Grand Lodge

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

I got this... Carlin says as she strides forward confidently, motes of fire coming from her fingertips She shoots a ray of flame at the swarms, deliberately getting in harm's way to deal with them.

burning hands: 2d4 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9
dc 15, +1 from the Havoc of the society trait, +1 from bloodline arcana


Reflex:

Reflex: 1d20 + 7 ⇒ (9) + 7 = 16

The bats fly around as Carlin blasts them with a burst of fire. Several hundred bats burn to a crisp. Some fall into the pool, some fall to the ground, but the bats are riled up!

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

Round 1

Cevrik
Mr. Dumplington (Runs away for 2 more rounds)
Maud
Willard
Dominic
Carlin

Red Swarm (-6 HP)
Blue Swarm

Maud is up!

DC 12 Knowledge (nature) to ID these bat swarms

Grand Lodge

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

umm..shouldnt the ray catch both?


D'oh! You're right..

Reflex:

Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19

Succeeded. The other swarm similarly has several hundred bats burn to a crisp! But both swarms seem to focus right on the sorcerer!

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

Round 1

Cevrik
Mr. Dumplington (Runs away for 2 more rounds)
Maud
Willard
Dominic
Carlin

Red Swarm (-6 HP)
Blue Swarm (-6 HP)

Maud is up!

DC 12 Knowledge (nature) to ID these bat swarms

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 Maud wouldn't have actually been slowed down by her emcumbrance (see discussion) she would have been able to get further into the room last turn.

Maud is pretty sure that punching tiny bats isn't going to do anything at all. This idea might not work either, since they are flying, but it's worth a try? She pulls a flask of lamp oil out of her pack (move action), steps forward (5' step) and pours it on top of the water (standard traded down to move action) - her plan next turn is to light it on fire. Hopefully the fire may affect the large flying swarms if they are flying low enough, but in a square that won't affect her companions.

Plus, f@&% that crazy water.


@Maud - is this the item you are trying to use?

Maud pours water all over the ground, hoping to light the ground on fire!

The bats move in. One swarm surrounds Maud while one surrounds Carlin. They are seemingly oblivious to the patch of oil beneath them.

GM Screen:

Maud: 1d6 ⇒ 1
Carlin: 1d6 ⇒ 4

Maud takes 1 point of damage then must make a DC 11 Fortitude save or become nauseated. Carlin takes 4 points of damage and must make a DC 11 Fortitude save or become nauseated. Then both Maud and Carlin are wounded and continue to bleed. They lose 1 HP per round unless stopped by a DC 10 Heal check, a cure spell, or other healing magic.

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

Round 2

Cevrik (8/9 HP)
Mr. Dumplington (Runs away for 2 more rounds)
Maud (10/11 HP, nauseated?, bleeding)
Willard
Dominic
Carlin (8/12 HP, nauseated?, bleeding)

Red Swarm (-6 HP)
Blue Swarm (-6 HP)

Everyone 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

fort: 1d20 + 2 ⇒ (16) + 2 = 18

I'm beginning to dislike bats! the aasimar says as she backs up a step and tries to burn the swarms again.rolling a concentrate check if needed after the 5ft step...aiming for the square they overlap...avoiding anyone Maud.

concentration: 1d10 + 2 + 4 ⇒ (3) + 2 + 4 = 9CL 2...+4 Cha..

burning hands, dc 15: 2d4 + 1 + 1 ⇒ (3, 4) + 1 + 1 = 9

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 once again throw a glob of acid at the bats, trying to dislodge some of them from attacking Carlin and Maud.

Acid Splash: 1d20 + 1 - 4 ⇒ (3) + 1 - 4 = 0
Damage: 1d3 ⇒ 2

Liberty's Edge

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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

Love-struck fool that he is, Cevrik goes rushing back calling out, "Fear not, m'lady! I'm coming to save you!" and getting there to see a decent amount of singed bats lying on the ground after the burst of fire Carlin had thrown the bats' way, he sighs and says quietly, "What a woman!"

Double move to get there, so no actions left.


Swarms only distract spellcasters if the spellcaster is in the area of the swarm I believe

GM Screen:

red: 1d20 + 7 ⇒ (10) + 7 = 17
blue: 1d20 + 7 ⇒ (19) + 7 = 26

Mr. Dumplington continues to run far far away! His howling can be heard getting quieter and quieter.

Carlin steps away from the swarm. She starts bleeding from several tiny bat bites. But either way, she burns the bats! Several hundred bats fall, burnt to a crisp. Some fly away. But the swam still stands.

Willard aims at one of the swarms, attempting to aim over Cevrik and Maud. But he only manages to knock out a few more bats - not the hundred or thousands that he needs to kill!

Then Cevrik moves in, hoping to protect Carlin from any more bat damage!

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

Round 2

Cevrik (8/9 HP)
Mr. Dumplington (Runs away for 2 more rounds)
Maud (10/11 HP, nauseated?, bleeding)
Willard
Dominic
Carlin (7/12 HP, bleeding)

Red Swarm (-12 HP)
Blue Swarm (-12 HP)

Maud and Dominic are up!

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]

Can we move through the swarm? I forget how that works.

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

Yes, that is the item I am using. Also if this doesn't work I just remembered I never refreshed my Elemental Fist ability when we slept! :) Probably won't work either. HA

Fort save DC11: 1d20 + 4 ⇒ (3) + 4 = 7 (additional +2 against disease or sickness not included - OOF not enough anyways)
She attempts to duck under some bats to light the oil but pukes instead, whirls around and sees backup behind so will strategically retreat. (single move action because nauseated)

Hey would Carlin's fire spell have lit the oil on fire? *waggles eyebrows*


Dominic Radzi wrote:
Can we move through the swarm? I forget how that works.

Yeah - I believe you can move through one without consequence.


Maud Stonespark wrote:
Hey would Carlin's fire spell have lit the oil on fire? *waggles eyebrows*
Burning Hands wrote:
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Looks like the fire spell *would* burn the oil!*

Carlin's well aimed shot lights the oil Maud had put down not too long ago. *kaboosh*. Thousands of dead bats litter the room. The few bats that remain either fly away or scatter somewhere far far away.

Passing back the thick grey pool water, it doesn't seem to affect anyone (at least not at the moment). At the very southern part of the room is an iron portcullis. Seems like the bats flew through it! A small creature might be able to find a way through, but anyone large than say, a halfling, would not be able to.

Only small characters: DC 25 Escape Artist to squeeze between the bars

Grand Lodge

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

Two servings of bats, well done... the fire slinger says with a grin on her face, the scratches on her face still bleeding a bit. Well, time to fix that... she says as eh gets out her wand and taps herself.

clw: 1d8 + 1 ⇒ (8) + 1 = 9

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]

"Nice job with the fire." Dominic tries to wave away the smell of burned rodent. He approaches the portcullis, trying to see anything on the other side. "Well I'm not fitting through this. Cevrik, maybe you can?"

He looks around for any idea of how to raise it.

Grand Lodge

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

I don't think it is very wise for Cevrik to venture through there o his own...we don't know what's in there...should be see if there is a way around it? Might come out somewhere easier to get through. Carlin says, then notices Maud bleeding. She gets her wand out and taps the oread with it.

no need to roll..you]re down 2 hp now...can't roll less than that...lol


Player Status:

Dominic: 19/19
Maud: 11/11
Willard: 6/6 Mage Armor
Cevrik: 8/9 (Zombie Rot)
Mr. Dumplington: 15/15
Carlin: 12/12

After some light healing, Mr. Dumplington saunters back in to the room and sees thousands of dead bats littering the floor. The group has to be careful where they step, otherwise they'll be stepping on crisp bat corpses.

Peeking through the portcullis, Cevrik peers into the next room. There are a number of recesses carved into the wall and a fissure in the ceiling. He also notices a lever on the other side.

It is also possible to break down the portcullis but who knows what else you'll alert!

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 takes a moment to look around at the bat carnage, looks at Carlin, and mutters, "Amazing"

He is then snapped back to reality as Dominic asks if he can squeeze through the portcullis. Giving a nod, Cevrik says, "Yes, I believe I can manage that." He then turns as Dumpling comes walking in and mutters, "Typical, gone for the action but then comes back when it's safe." He then adds, as the bear dog begins to pick up a crispy bat, "No, drop it!" And as soon as the Halfling turns, Dumpling picks up the bat again and begins crunching happily.

Cevrik checks for traps and then steps through.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


You still need to roll a DC 25 Escape Artist check to go through as there is very little room.

Cevrik is certain there are no traps here!

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

Oops! Misread that as small size OR make a DC 25 escape artist check. Yeah, Cevrik can't beat a 24, so he tries and fails.

After failing to fit through the bars, Cevrik shakes his head and says, "No good. But maybe there's a hidden lever or something?" and begins searching the area for some sort of lever or release for the portcullis.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


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)

Seeing the Halfling turning around, the bear dog stops chewing for a moment, but when it seems that the small figure is preoccupied with looking around, Dumpling continues happily crunching away on fried bats.

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