GM Jhaeman's "Crypt of the Everflame" (Inactive)

Game Master Jhaeman

Pathfinder Module

Maps & Handouts


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Initiative (Round 1)

T'Shar
Surely

Beetle
Uaine
Ao
Steppinwolf

Bold should go!

GM Dice:

Initiative (Surely): 1d20 + 0 ⇒ (19) + 0 = 19
Initiative (Uaine): 1d20 + 0 ⇒ (7) + 0 = 7
Initiative (Ao): 1d20 + 0 ⇒ (4) + 0 = 4
Initiative (Steppinwolf): 1d20 + 2 ⇒ (1) + 2 = 3
Initiative (T’Shar): 1d20 + 9 ⇒ (11) + 9 = 20
Initiative (beetle): 1d20 + 0 ⇒ (16) + 0 = 16

The Exchange

M AC 14 T 10 FF 14 HP 7/7 Init +0, Perception -1, Fort +1, Red +0, Will +1 | Active Conditions: Mage Armor Human Witch (Hex Channeler) 1

Knowledge Nature: 1d20 + 8 ⇒ (10) + 8 = 18

"This is a giant bombardier beetle! It will be immune to my, and our mind affecting magics!" Surely shouts, having pressed forward to get a look at the thing.

Standard action for total defense to AC 18 for the round

Dark Archive

Male Ifrit Pyrokineticist 1 | HP 12/12 NL 0 | AC 17 TO 13 FF 14 | F +5 R +5 W -1 | CMD 16 | Init +9 | Perc -1 DV

T'Shar moves ahead, spear in hands, and attacks it once within his reach.

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

I have no idea of what a bombardier beetle is, but I hope we can squash it! - he says, likely dumber than the enemy itself as he swings with violence. The entire air around the room feels warmer.


T'Shar embeds his spear in the beetle's soft underbelly, wounding it grievously! But it's not dead yet, and responds by trying to bite the ifrit, but T'Shar knocks the sharp mandibles away.

The spear hit, and the beetle's bite missed.

GM Dice:

attack: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 3 ⇒ (4) + 3 = 7


Initiative (Round 1)

T'Shar
Surely
Beetle
Uaine
Ao
Steppinwolf

Bold should go!

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

Steppinwolf moves past Uaine, around the others, and attempts to strike the beetle with his greatsword.

gs: 1d20 + 5 ⇒ (11) + 5 = 16 dam: 2d6 + 6 ⇒ (3, 5) + 6 = 14


The beetle's carapace is split in two by Steppinwolf's mighty swing! It falls to the ground, twitches twice, and dies.

We are off Initiative.

A look at the body shows the man was slain some days ago, and wears clothing similar to many of the villagers of Kassen.

The staircase to the west looks completely choked by an ancient rockfall, but there is a door on the southern wall of the chamber.

Grand Lodge

CG Female Tiefling (Demon-Spawn) Cleric 3/Monk 1 | HP 30/30 | AC 16/14/16 | F +7, R +4, W +9 | Init +0 | Perception +12 | Conditions: | Speed: 30 | Channel Energy 2/3 | Spells: 1st 3/4, 2nd 3/3, Bond 1/1

By the time Uaine is in the room and ready, the fighting is over. She looks over the more recent corpse. "We may need to find or fashion a cart if this keeps up," the tiefling says matter-of-factly.

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

You wanna take the creature's corpse as a souvenir? Steppenwolf asks as he uses his greatsword to poke through the rubbish. And shouldn't we be checking that wailing out before we go any further?


Steppinwolf:
You don't find anything of value in the rubbish.

Dark Archive

Male Ifrit Pyrokineticist 1 | HP 12/12 NL 0 | AC 17 TO 13 FF 14 | F +5 R +5 W -1 | CMD 16 | Init +9 | Perc -1 DV

T'Shar shrugs.

Not that I don't much care, but... We can always come back later. I like the idea of checking the wailing out. - he says.


To recap you've essentially got three ways to proceed: 1) the door off the southern side of your current chamber; 2) the "wailing" door (though you'd need to overcome it being locked); or 3) the door to the northwest way back from the chamber you started in.

Grand Lodge

CG Female Tiefling (Demon-Spawn) Cleric 3/Monk 1 | HP 30/30 | AC 16/14/16 | F +7, R +4, W +9 | Init +0 | Perception +12 | Conditions: | Speed: 30 | Channel Energy 2/3 | Spells: 1st 3/4, 2nd 3/3, Bond 1/1

"I don't think the people of Kassen would appreciate their fellows left to rot here. But that's something to worry about later." Uaine heads back towards the blocking the wails. "Looks like we'll be breaking this down?"


Okey-doke, who is going to break down the door and what are you going to break it down with? You can attempt a Strength check to just break it down, or tell me a damage roll to see if you can hack it into pieces.

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

Steppinwolf shoulder charges it.
strength: 1d20 + 4 ⇒ (4) + 4 = 8


Steppinwolf's shoulder bounces off the door. It seems pretty flimsy, but he slipped a bit on the damp tiles.

But right after he hits it, the wailing on the other side stops completely.

Uaine & Steppinwolf:
Through the door, after the wailing stopped suddenly, you heard the distinct sound of a crossbow being cocked.

GM Dice:

Perception (Uaine): 1d20 + 10 ⇒ (17) + 10 = 27
Perception (Steppinwolf): 1d20 + 3 ⇒ (17) + 3 = 20
Perception (Surely): 1d20 - 1 ⇒ (6) - 1 = 5
Perception (T’Shar): 1d20 - 1 ⇒ (19) - 1 = 18
Perception (Ao): 1d20 - 2 ⇒ (19) - 2 = 17

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

Ouch .... did anyone else hear that? Someone on the other side just cocked a crossbow.

The Exchange

M AC 14 T 10 FF 14 HP 7/7 Init +0, Perception -1, Fort +1, Red +0, Will +1 | Active Conditions: Mage Armor Human Witch (Hex Channeler) 1

"Well then, we'd best do the same, no?"

Surely draws out and cocks his own crossbow.

Grand Lodge

CG Female Tiefling (Demon-Spawn) Cleric 3/Monk 1 | HP 30/30 | AC 16/14/16 | F +7, R +4, W +9 | Init +0 | Perception +12 | Conditions: | Speed: 30 | Channel Energy 2/3 | Spells: 1st 3/4, 2nd 3/3, Bond 1/1

"We don't mean to harm you if you don't start anything," Uaine calls, knowing they aren't going in unnoticed. Still, her fists are balled and raised.

Unless Steppinwolf immediately tries again, she takes a shot at ramming against the door.

Strength: 1d20 + 2 ⇒ (15) + 2 = 17

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

Steppinwolf waits to see what happens with Uaine's attempt before applying a rather large boot to the area around where the lock is.

str: 1d20 + 4 ⇒ (6) + 4 = 10


Uaine rams the door and the lock tears free from the jamb. But the door only opens a few inches, as a barricade of heavy objects have been placed on the other side. And through the crack, the front of a crossbow emerges and looses a bolt! Fortunately, Uaine pulls her head back just in time.

"A trick of the dead one! The one who speaks!"

Uaine receives a +4 cover bonus to her FF AC vs this attack. The attack misses. Once we roll Initiative, you guys can attempt additional Strength checks to push further into the room and through the barricade.

GM Dice:

Crossbow vs Uaine FF AC w/ cover: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d8 ⇒ 8


Initiative (Round 1)

Steppinwolf
Uaine
T'Shar

Crossbow Shooter
Surely
Ao

Bold should go!

GM Dice:

Initiative (Surely): 1d20 + 0 ⇒ (8) + 0 = 8
Initiative (Uaine): 1d20 + 0 ⇒ (20) + 0 = 20
Initiative (Ao): 1d20 + 0 ⇒ (4) + 0 = 4
Initiative (Steppinwolf): 1d20 + 2 ⇒ (20) + 2 = 22
Initiative (T’Shar): 1d20 + 9 ⇒ (3) + 9 = 12
Initiative (Crossbow): 1d20 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

*shoves at the door some more*
str: 1d20 + 4 ⇒ (19) + 4 = 23


Steppinwolf slams into the door and pushes the obstacles out the way, opening a path into the room! The small room contains a number of bedrolls, lanterns, and other supplies, but only one person: a pale, agitated man with wide, sunken eyes.

A picture of this guy is on Slide # 3. He still seems hostile.
T'shar & Uaine are up next.

Grand Lodge

CG Female Tiefling (Demon-Spawn) Cleric 3/Monk 1 | HP 30/30 | AC 16/14/16 | F +7, R +4, W +9 | Init +0 | Perception +12 | Conditions: | Speed: 30 | Channel Energy 2/3 | Spells: 1st 3/4, 2nd 3/3, Bond 1/1

Uaine ducks into the room and gets squarely in front of the disheveled man. "We aren't dead, and aim to keep it that way. Please drop your weapon, we can talk."

Readying an action to attack nonlethally if he does anything offensive. Also, now that I'm not flat-footed, I will use Deflect Arrows if successfully shot.

Readied Fist: 1d20 + 2 ⇒ (10) + 2 = 12
Nonlethal Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Dark Archive

Male Ifrit Pyrokineticist 1 | HP 12/12 NL 0 | AC 17 TO 13 FF 14 | F +5 R +5 W -1 | CMD 16 | Init +9 | Perc -1 DV

T'Shar moves close enough to be within 30 feet of the enemy, then hides behind Uaine, waiting to see what the enemy will do before attacking.

If T'Shar is already somewhat within 30 feet of him and with some level of cover, then I will just hold my action


"Angry bones!" The raving man raises his crossbow toward Uaine, but she knocks him out cold with a single punch!

The chamber contains a number of bedrolls, a pair of bullseye lanterns with four flasks of oil, five days’ worth of rations, and two yellow potions marked as “healing”.

We are off Initiative.

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

Oh well struck Uaine Steppinwolf then contemplates the man's words Angry Bones huh? Undead animated skeletons I would think

Grand Lodge

CG Female Tiefling (Demon-Spawn) Cleric 3/Monk 1 | HP 30/30 | AC 16/14/16 | F +7, R +4, W +9 | Init +0 | Perception +12 | Conditions: | Speed: 30 | Channel Energy 2/3 | Spells: 1st 3/4, 2nd 3/3, Bond 1/1

"Thanks. Hopefully it didn't reinforce the wrong message." Uaine tries to get the man comfortable before resuscitating him, but keeps a heavy hand on one shoulder to prevent him from rising.

Heal?: 1d20 + 7 ⇒ (3) + 7 = 10

If he comes to, she then attempts to reason with him. "Apologies, but we really aren't here to harm you. In fact we might have the same problem." Still, she quickly relents, turning to someone with more honeyed words and who hasn't just punched their target.


The man's nonlethal damage exceeds his current hit points. To get him conscious, he needs either magical healing, the application of smelling salts, or wait an hour until he automatically heals nonlethal damage equal to his level.

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

Steppinwolf pokes him with a Cure Light Wounds wand

clw+1: 1d8 + 1 ⇒ (5) + 1 = 6


The man instantly comes to and shrieks before struggling to get to his feet. "Dead dead dead come alive!"

The man is prone, and I'll treat Uaine's "heavy hand on one shoulder" as him being grappled. He is still hostile, and is going to try to punch his way free. If you want to try a Diplomacy check to get him to calm down, it'll take 1 minute (and he'll need to be restrained--such as being pinned or bound).


Initiative (Round 1)

T'Shar
Man (grappled)
Steppinwolf
Uaine
Surely
Ao

Bold may go!

GM Dice:

Initiative (Surely): 1d20 + 0 ⇒ (4) + 0 = 4
Initiative (Uaine): 1d20 + 0 ⇒ (7) + 0 = 7
Initiative (Ao): 1d20 + 0 ⇒ (2) + 0 = 2
Initiative (Steppinwolf): 1d20 + 2 ⇒ (7) + 2 = 9
Initiative (T’Shar): 1d20 + 9 ⇒ (2) + 9 = 11
Initiative (man): 1d20 + 2 ⇒ (9) + 2 = 11


T'Shar reacts quickly, and tries to knock the man out again before he can hurt someone. He takes a blow to the face, but is still struggling!

Going to bot T'Shar to keep us moving. Unarmed attack hits the man for 5 nonlethal.

unarmed strike vs. prone/grappled: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d3 + 3 ⇒ (2) + 3 = 5


Initiative (Round 1)

T'Shar
Man (grappled)
Steppinwolf
Uaine
Surely
Ao

Bold may go!


Slipping a hidden dagger into his hands, the crazed man tries to stab Uaine! But she's able to kick his hand away.

GM Dice:

dagger (prone, grappled) vs Uaine (grappled): 1d20 - 3 ⇒ (7) - 3 = 4
damage: 1d3 + 3 ⇒ (1) + 3 = 4

Dark Archive

Male Ifrit Pyrokineticist 1 | HP 12/12 NL 0 | AC 17 TO 13 FF 14 | F +5 R +5 W -1 | CMD 16 | Init +9 | Perc -1 DV

Thanks GM! T'Shar usually has his spear at hands; if he didn't have his spear, then he wouldn't be able to take the AoO as he doesn't have improved unarmed strike and is considered unarmed. My apologies for not posting sooner.

We should probably put him down and tie him up before waking him up again! - says the Ifrit.

The Exchange

M AC 14 T 10 FF 14 HP 7/7 Init +0, Perception -1, Fort +1, Red +0, Will +1 | Active Conditions: Mage Armor Human Witch (Hex Channeler) 1

"Oh, come now- be civilized!"

DC 14 Will or Sleep for 1 round to Sleep hex

Grand Lodge

CG Female Tiefling (Demon-Spawn) Cleric 3/Monk 1 | HP 30/30 | AC 16/14/16 | F +7, R +4, W +9 | Init +0 | Perception +12 | Conditions: | Speed: 30 | Channel Energy 2/3 | Spells: 1st 3/4, 2nd 3/3, Bond 1/1

"The only thing you're hurting is our patience," Uaine grunts, pressing the grapple so the man can't swing his knife anymore

Grapple to Pin: 1d20 + 2 + 5 ⇒ (12) + 2 + 5 = 19


"You fiends won't take me ali-- zzzzzzz." The ranting man falls asleep in mid sentence as Surely's hex hits him hard. Uaine seizes on the opportunity to get the man in an armlock he has no chance to escape from. A few seconds later, the man, still groggy, comes to.

We can go off Initiative.Good job!

GM Dice:

Will save: 1d20 + 2 ⇒ (3) + 2 = 5

The Exchange

M AC 14 T 10 FF 14 HP 7/7 Init +0, Perception -1, Fort +1, Red +0, Will +1 | Active Conditions: Mage Armor Human Witch (Hex Channeler) 1

"quick, while he is asleep bind him!"


The man is quickly bound securely. When he awakens, he thrashes and moans before subsiding into whimpering.


Now that he's restrained, you can try to calm him down and get him to make some sense--but it'll take a Diplomacy check. Or, you can keep exploring the dungeon.

Dark Archive

Male Ifrit Pyrokineticist 1 | HP 12/12 NL 0 | AC 17 TO 13 FF 14 | F +5 R +5 W -1 | CMD 16 | Init +9 | Perc -1 DV

Let's continue! Let's explore it here. - says T'Shar, tapping his foot impatiently - If you get anything to ask him, go for it. Otherwise we can get back to the crazy man later!

The ifrit is just a big hothead, certainly not interested in the wisest course of action. However, he will comply and wait if the group decides to do so; he already somewhat learned to control his will to move ahead burning everything.

Grand Lodge

Male Human Air Elemental Bloodranger:1 | Bard:1 || hp:-11/20 NL:20 | AC 16 | F+4, R+4, W+1 | Perc+3 | BAB+1, MAB+5, RAB+3 | Init+2

For a skald, Steppinwolf has never been much for diplomacy. He prefers hitting things until they comply - or giving them a rendition of music with rocks in. So he agrees with T'Shar while improvising some music to the foot tapping.


Okay, that's two votes to continue exploring. I've placed little yellow arrows on the map indicating possible directions to go.


I'll give folks a little longer to step up, otherwise I'll assume you go to the nearest unexplored room and continue on.


Leaving the bound ranting man behind, the Pathfinders backtrack to the room where they fought the giant beetle. Opening the door to the south, they discover a corridor leading to another room.

The remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.

After just a moment, you realise one of the shadows cast by the flickering fire has detached from the southern wall and is moving toward you!

As a free action on your turn, you can try to identify the creature.

ID DC 13 Knowledge (religion):
This is a shadow! Shadows are undead horrors and have no goals or visible motivations other than to sap life and vitality from living beings. Anyone killed by a shadow becomes a shadow just seconds later!

ID DC 18 Knowledge (religion):
Shadows are incorporeal, and won't be harmed by normal weapons! Spells and magic weapons would give you a fighting chance, but there's no guarantee!

ID DC 23 Knowledge (religion):
As an undead, this thing is immune to psychic attacks, poison, and lots of other things that would only affect the living.


Initiative (Round 1)

T'Shar
Shadow
Uaine
Steppinwolf
Surely
Ao

Bold should go!

The oily smoke is quite harsh. Living creatures take a -2 on Perception checks and on attack rolls (please include the latter in your dice rolls).

Please remember to keep your taglines updated as you take damage or expend resources.

GM Dice:

Initiative (Surely): 1d20 + 0 ⇒ (9) + 0 = 9
Initiative (Uaine): 1d20 + 0 ⇒ (12) + 0 = 12
Initiative (Ao): 1d20 + 0 ⇒ (7) + 0 = 7
Initiative (Steppinwolf): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (T’Shar): 1d20 + 9 ⇒ (13) + 9 = 22
Initiative (Shadow): 1d20 + 2 ⇒ (10) + 2 = 12

Dark Archive

Male Ifrit Pyrokineticist 1 | HP 12/12 NL 0 | AC 17 TO 13 FF 14 | F +5 R +5 W -1 | CMD 16 | Init +9 | Perc -1 DV

T'Shar steps ahead, getting within 30' of the figure. The ifrit moves his arms with speed, and the environment gets warmer. A smoke cloud briefly forms around him, and finally it becomes a blast of pure burning fire flying against the creature.

Attack: 1d20 + 3 + 1 - 2 ⇒ (4) + 3 + 1 - 2 = 6 PBS, vs. touch, vs. flat-footed if T'Shar acted before
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

The blast flies completely without direction, leaving the pyrokineticist cursing his own aim.

5-foot, move to gather, Burning Infusion DC 13 to avoid catching fire. Although, honestly, I don't think a 6 can hit anything :)

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