GM Mauve's Crypt of the Everflame (Inactive)

Game Master MauveAvengr

Maps and Info!


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Maud leads the group down south with Cevrik and Mr. Dumplington right behind her. She sees a large chamber that is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers carvings on the walls of this chamber.

Water in this room is 1 foot deep, meaning it is difficult terrain for Cevrik (or any other small creature).

Maud notices a few ripples in the water. Immediately as she enters the room, six skeletons rise up out of the water.

GM Screen:

Carlin: 1d20 + 1 ⇒ (9) + 1 = 10
Cevrik: 1d20 + 6 ⇒ (14) + 6 = 20
Dominic: 1d20 + 3 ⇒ (7) + 3 = 10
Maud: 1d20 + 1 ⇒ (4) + 1 = 5
Willard: 1d20 + 5 ⇒ (16) + 5 = 21

red: 1d20 + 6 ⇒ (4) + 6 = 10
black: 1d20 + 6 ⇒ (6) + 6 = 12
orange: 1d20 + 6 ⇒ (19) + 6 = 25
yellow: 1d20 + 6 ⇒ (11) + 6 = 17
blue: 1d20 + 6 ⇒ (9) + 6 = 15
green: 1d20 + 6 ⇒ (12) + 6 = 18

attack: 1d20 + 0 ⇒ (12) + 0 = 12
?: 1d6 ⇒ 2

Orange stands up which provokes an AOO from Maud.

An orange skeleton stands up quickly in front of Maud and slashes its scimitar in her face. But the monk is steady on her feet and blocks the attack.

If you move into the room more than 10 feet, please roll a Perception check.

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

[u]Round 1[/u]

Orange

Willard (6/6 HP)
Cevrik (8/9 HP)
Mr. Dumplington (15/15 HP)

Green
Yellow
Blue
Black
Red

Carlin (10/12 HP)
Dominic (19/19 HP)
Maud (10/11 HP)

Maud gets an AOO vs Orange

Willard, Cevrik, and Mr. Dumplington 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 dodges the skeleton's obviously telegraphed attack and returns with a uppercut to his jaw hopefully

AoO unarmed strike: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16
AoO unarmed strike: 1d6 + 3 ⇒ (4) + 3 = 7 Bludgeoning


*kaboom*!

Orange skeleton is down!

Willard, Cevrik, and Mr. Dumplington are up![/ooc]

Grand Lodge

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

rolling my perception in case i'm not on when my turn comes up...and an action...just so we keep the game rolling. action will be move in and fire off a disrupt undead...shocker...lolperception: 1d20 + 7 ⇒ (19) + 7 = 26

action: 1d20 + 2 ⇒ (6) + 2 = 81d6 + 1 ⇒ (1) + 1 = 2

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 advances toward the threats, conjuring acid in his hand and flinging it at the closest enemy I can't see one on the map, but whatever close

Acid Splash: 1d20 + 1 ⇒ (13) + 1 = 14
Acid: 1d3 ⇒ 3

Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Perception Munnin: 1d20 + 9 ⇒ (11) + 9 = 20

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 urges his trusty steed onward calling out, "Have at you, foul creatures! and swings his sword in a very defensive way.

Aid Another to Boost Dumpling's AC: 1d20 + 1 ⇒ (6) + 1 = 7

Ride Check: 1d20 + 9 ⇒ (1) + 9 = 10


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)

While the Halfling seemed to be a little off balance, the bear dog had pure focus in his eyes as he approached his target and bit down.

Bite: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 5 ⇒ (3) + 5 = 8


GM Screen:

?: 1d20 + 6 ⇒ (20) + 6 = 26
?: 1d20 + 0 ⇒ (2) + 0 = 2

Willard moves up the corridor and sends a blob of acid at the blue skeleton. Direct hit! But the skeleton still shambles forward. Too distracted by the undead, Willard doesn't pay attention to the room. But Munnin notices something off...

Cevrik lumbers forward on Mr. Dumplington. The dog bear is distracted by bones (and he manages to destroy the skeleton to get to the bones!)! But the halfling looks to his left, then to his right. He's lucky he guided Mr. Dumplington to the right location. Because to his left and to his right are pits, hidden in the murky water. A few more inches in either direction, both the hunter and companion would have to swim!

GM Screen:

?: 1d2 ⇒ 2
g: 1d20 + 2 ⇒ (19) + 2 = 21
?: 1d4 + 2 ⇒ (3) + 2 = 5
?: 1d2 ⇒ 1
g: 1d20 + 2 ⇒ (6) + 2 = 8
?: 1d4 + 2 ⇒ (3) + 2 = 5

?: 1d2 ⇒ 2
r: 1d20 + 0 ⇒ (13) + 0 = 13
?: 1d6 ⇒ 6

1d20 + 2 ⇒ (1) + 2 = 3

The green skeleton moves up and slashes at both Mr. Dumplington and Cevrik. But due to lucky maneuvering, both manage to avoid attacks. Similarly, the red skeleton lunges forward but Mr. Dumplington easily dodges!

The yellow skeleton joins the red skeleton behind him, avoiding the deep pit, but the black skeleton is not so smart. It lumbers forward and starts sinking!

Carlin then moves in and aims a spell at the green skeleton. Unfortunately, her aim is off and just zaps a patch of water nearby.

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

[u]Round 1[/u]

Orange

Willard (6/6 HP)
Cevrik (8/9 HP)
Mr. Dumplington (15/15 HP)

Green (-3 HP)
Yellow
Blue
Black
Red

Carlin (10/12 HP)
Dominic (19/19 HP)
Maud (10/11 HP)

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

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 focus his energies once more, and fling acid at the skeleton all the way in the back Yellow

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

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 enters the room to see the array of skeletons. He takes position behind Cevrik and points to one of the skeletons. A shining ray fires out of his hand.

Touch attack vs Yellow: 1d20 + 4 ⇒ (8) + 4 = 12
Disrupt Undead: 1d6 ⇒ 4

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 would have called out a warning about the pits as a free action on his turn.

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 moves to cover Cevrik's back, and attempts to attack the green Skeleton trying to flank him.

Unarmed Strike attack (STR damage): 1d10 + 3 - 1 ⇒ (7) + 3 - 1 = 9
Unarmed Strike damage (STR damage): 1d6 + 3 - 1 ⇒ (2) + 3 - 1 = 4
WAKKA WAKKA


Maud and Willard's attack just can't connect with the skeletons. It might just be weariness or it might just be bad luck.

But Dominic moves in and destroys the yellow skeleton with a simple flick of his wrist.

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

[u]Round 1[/u]

Orange

Willard (6/6 HP)
Cevrik (8/9 HP)
Mr. Dumplington (15/15 HP)

Green (-3 HP)
Yellow
Blue
Black (sinking)
Red

Carlin (10/12 HP)
Dominic (19/19 HP)
Maud (10/11 HP)

Cevrik and Mr. Dumplington are up!

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

"Thanks for having my back, Rock Girl!" Cevrik calls out, probably unaware that he made a pun as she was literally at his back.

As usual, he swings his sword in defensive postures and prepares to dodge himself or Dumpling out of the way of attacks.

Aid Another to Dumpling's AC: 1d20 + 1 ⇒ (10) + 1 = 11

Ride Check: 1d20 + 9 ⇒ (18) + 9 = 27


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 will start on red and use any additional attacks on green if red drops

Bite: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 5 ⇒ (6) + 5 = 11

Claw 1: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 5 ⇒ (3) + 5 = 8

Claw 2: 1d20 + 6 ⇒ (17) + 6 = 231d4 + 5 ⇒ (4) + 5 = 9


Mr. Dumplington is a literal beast!

The dog bear obliterates not just one, but two different skeletons. He'll have bones for days! The only skeleton (that anyone can see) is slowly sinking into the pit (it rolled a Nat 1 on it's swim check). You can easily ignore the skeleton or someone can go swimming after it to destroy it if they want.

On the very southern part of the room is a wheel set into the floor. Cevrik warns the others about the pits and points out where to step.

Once everyone gathers down in the southern part of the chamber, someone can rotate the wheel counterclockwise.

To raise the portcullis, the wheel must be turned clockwise three times, each requiring a DC 10 Strength check.


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)

I think Dumpling's lack of opposable thumbs means he probably can't grab the wheel to turn it, so I think this is an awesome time for Maud to flex her muscles =)

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 motions for the others to take care of the wheel. He peers down at the final skeleton, trying to blast it with positive energy.

Ranged Touch: 1d20 + 4 ⇒ (17) + 4 = 21
Disrupt Undead: 1d6 ⇒ 1

Dominic will just continue blasting the skeleton until it's dead. I'm assuming you can shoot a magical ray into the water no problem.


Dominic blasts the skeleton as it sinks. It flails its arms as it reaches out to Dominic. Not dead!

Perception 20:

Through the murky water, you see two more skeletons at the very bottom of the pit

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 carefully scoots past Dominic and over to the wheel. Of course the bookish Ulfen doesn't try to turn it, knowing that his noodly arms don't have the heft to move the stone wheel.

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

Due to Maud's strength damage, she would appreciate any assistance anyone can provide.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
STR check: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
STR check: 1d20 + 3 - 1 ⇒ (5) + 3 - 1 = 7
STR check: 1d20 + 3 - 1 ⇒ (18) + 3 - 1 = 20
STR check: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21

The second try is a nonstarter as Maud insists the wheel must be stuck or have rusty patches or something, but after than she easily spins the wheel the rest of the way.

If we are still in combat timing, that might take several turns, but I figured getting it all out at least tells us how long it would 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]

"Hey, there's two more down there too. Carlin, I might need help." Dominic continues calmly firing down at the skeletons.

Ranged Touch: 1d20 + 4 ⇒ (5) + 4 = 9
Disrupt Undead: 1d6 ⇒ 3

Ranged Touch: 1d20 + 4 ⇒ (5) + 4 = 9
Disrupt Undead: 1d6 ⇒ 2

Ranged Touch: 1d20 + 4 ⇒ (6) + 4 = 10
Disrupt Undead: 1d6 ⇒ 2

Ranged Touch: 1d20 + 4 ⇒ (2) + 4 = 6
Disrupt Undead: 1d6 ⇒ 6

Ranged Touch: 1d20 + 4 ⇒ (4) + 4 = 8
Disrupt Undead: 1d6 ⇒ 1

Ranged Touch: 1d20 + 4 ⇒ (1) + 4 = 5
Disrupt Undead: 1d6 ⇒ 6

Ranged Touch: 1d20 + 4 ⇒ (3) + 4 = 7
Disrupt Undead: 1d6 ⇒ 3

Those are an abysmal set of rolls.

Grand Lodge

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

touch: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (1) + 1 = 2

I'm not leaving until that thing is blasted to bits! Carlin declares, focused on the last skeleton.
crit: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 1 ⇒ (1) + 1 = 2

perception: 1d20 + 7 ⇒ (7) + 7 = 14


No one roll a high enough perception check to see the two at the bottom of the pit.

Carlin blasts the black skeleton as it sinks, disintegrating its bones.

While he does, Maud rotates the wheel. She feels it stiff and rusty at first, but after rotating it, it loosens up.

Assume you head back to the Portcullis

The group finds the portcullis open! The wheel must've opened it. Entering the next room, they see a few bats fly over head, but disappear into a fissure in the ceiling, possibly afraid of the group. Nothing else of interest is in the room except a hallway. At the end of the hallway is a door.

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

Maybe that's where the other bats came from? Willard speculates as the group presses forward deeper into the dungeon.

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 check it for traps before opening it.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10 (additional +2 if stone)

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]

"New door, same story. Let's see what's inside." Dominic unfurls his whip, ready to move inside.

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

"Hold on, friends," Cevrik says, approaching the door. "Let me make sure that's not trapped."

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


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)

Since the Halfling seems to be searching for traps, the bear dog helps out by sniffing for threats.

Scent Perception: 1d20 + 8 ⇒ (14) + 8 = 22


No traps, so it seems. The door is unlocked. Cevrik slowly opens it. The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.

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 the statues, and the chasm, and decides to get out the Tower Shield that says "Home" on it, in case these statues come to life too.

AC doesn't change:
Normal AC: 10+DEX+WIS=10+2+4=16
10+DEX+WIS+mage armor=10+2+4+4=20
10+DEX+WIS+mage armor+tower shield=10+2+4+4+4=20

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

After Maud gets her shield situated, Cevrik and Dumpling follow her into the room watching for threats and assuming she's walking into the room. If she's not, she can stay back to protect the casters and Cevrik and Dumpling will go in.

Perception for threats: 1d20 + 6 ⇒ (15) + 6 = 21


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 the Halfling checking for threats, his furry friend does the same.

Scent Perception: 1d20 + 8 ⇒ (11) + 8 = 19

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 pause a moment, and cast Detect Magic, as he suspects the statues could be a threat...

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 follows the others into the room, looking down into the chasm to see if anything is down there.

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

Grand Lodge

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

Another golem or construct of some sort? Will the joys never end? Carlin says, clearly sarcastically. She pre-emptively conjures a handful of acid ready to launch at a moment's notice.perception: 1d20 + 7 ⇒ (11) + 7 = 18


Cevrik notices something amiss about the statues. They don't look like they're coming alive... but he does see small wooden wheels on them, mostly hidden beneath them.

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 holds a hand up to stop the group's progression, points to the peculiar feature and says simply, "Wheels." And with that, the Halfling will approach from a direction it looks like they could not roll in to inspect if there's some sort of trigger, trap, pressure plate, or some other such thing that would trigger the statues to move.

Perception for Traps: 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)

Dumpling, having no idea why the Halfling is on alert again, does his normal routine of sniffing for foes.

Scent Perception: 1d20 + 8 ⇒ (11) + 8 = 19


Where are you moving? Can you move yourself on the map?

Cevrik does not see any traps, nor does Mr. Dumplington smell any foes. But anyone looking into the pits sees the bottom 40 ft below.

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'm on my phone right now...cant move token...was just going to the place where we just beat those skeletons...gonna grab a few ribcages and check for traps...

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

Oh, didn't realize those things were pits, I thought they were platforms. Guess he has to move out onto the walkway to get to the statues. He and Dumpling will move cautiously forward ready to retreat if the statues roll their way.

Reflex Saves if needed?

Reflex: 1d20 + 6 ⇒ (14) + 6 = 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)

Also reflex save if needed?

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6

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 advance to the other side of the room, stationing himself slightly away from the party and observe Cevrik and Mr. Dumplington's success with the statues on rollers.

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

@Carlin the place we fought the skeletons was on the opposite side of the map (there are no connecting hallways even though they are "next to each other") from where we are now, we can just say you collected some before we kept exploring maybe? Don't want you to be multiple turns away from everyone else if something hits the fan.

Maud will move into the room, but not step on the bridge yet. She will also suggest maybe tying rope around the waist of whomever is going to try the bridge - then looks at the bear and says "Uhh... maybe not. I don't think all of us together could hold Mr. Dumplington up!" She ponders for a moment. "He'd be a good anchor though."

Grand Lodge

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

yeah...scrap that idea...i was tired when i thought of that

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

Assuming Maud's suggestion would have come before the Halfling and bear dog moved, Cevrik would jump at the chance to impress his lady by braving the bridge alone (with a rope around his waist).

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 50' hemp rope. As long as they stay on the north edge of the room, Maud will put aside the shield temporarily to tie the rope around Cevrik. However, she will not step foot on the bridge/chasm without the shield out. What is going to be the anchor? The bear?

Maud looks around for stable protrusions to anchor the line.
Perception (stonecunning): 1d20 + 10 ⇒ (16) + 10 = 26

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 guess we're afraid of Cevrik being pushed into the pits?

Dominic watches the preparations with a simple nod. He turns back to watch the statues and see if he can work out why they have wheels.

Dominic has Craft (albeit carpentry). I want to see if he can figure out how the statues are supposed to move or what might trigger them.
Craft (Carpentry): 1d20 + 9 ⇒ (16) + 9 = 25


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)

Bear dog anchor

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