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

Game Master Jhaeman

Pathfinder Module

Maps & Handouts


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After T'Shar's errant blast, the shadowy form begins to coalesce into a vaguely humanoid shape with a long, clawed limb. The shadow glides through the room silently and with an arbitrary menace, reaches out towards Ao. The dark hand plunges into Ao's chest, draining the Pathfinder's strength!

Rolling randomly to see who it attacks. Magic-8 ball answers: Ao.

Ao, the touch attack hits and you take 2 points of Strength damage. Everyone, remember that ability score damage counts "up", and for every 2 points, you take a -1 to associated checks (in this case, melee attack and damage rolls, CMB & CMD, and some Strength-based skill checks).

GM Dice:

1TShar,2Ao,3Steppinwolf,4Uaine,5Surely: 1d5 ⇒ 2
Touch Attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d6 ⇒ 2


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).

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

Knowledge (religion): 1d20 + 5 ⇒ (3) + 5 = 8

Unsure of what to do against this creature, Uaine tries to keep it from preying further on Ao.

Casting Shield of Faith on Ao for a +2 deflection bonus to AC.

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 starts an encouraging song

Ghost Riders in the Skyyyyyyyyy

before taking a swing at it with the Greatsword

gs: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 slashing: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Silver Crusade

LG male Shackleborn Tiefling Paladin 3
Spoiler:
|AC 19, T 10, FF 19|HP: 28/28|F +9, R +5, W +5|Init 0, Perc -2|CMB +5 CMD 15|5/5 Lay on Hands, 1/1 Smite Evil, 1/1 web, 1/1 Omen

M%%&$~&$!@~~...oh well; could've been worse.

Ao re-meets with the others as they leave their farcical 'interrogation', having been left behind in one of the pillow-pits and forced to spend the time struggling to climb out. Now, well, this just does not seem to be his day...or perhaps it is. It really isn't easy being a Paladin.

Knowledge (Religion): 1d20 + 6 ⇒ (20) + 6 = 26

Even in the smoke, Ao recognizes his foe immediately - almost intuitively.

"A shadow of death, one of the hungry ghosts! Quickly, use whatever magic or holy power you possess against it! Even holy water might help if you pour it in place. You don't wish to become what you see before you - for nearly the moment it slays you, that is what shall happen...."

Despite being visibly...affected by the shadow's attack, Ao not only rallies, but the glow of his eyes intensifies, and seems to spread as his entire begins to to exude an eerie blood-moon halo. He strikes back, his glowing fist a sudden beacon in the smoky dark!

Lay on Hands, smoke, courage, SMITE EVIL!: 1d20 + 6 ⇒ (6) + 6 = 12
miss chance? low is good: 1d100 ⇒ 21
positive energy damage VS Undead: 1d6 + 5 ⇒ (1) + 5 = 6

Were this an in-person game, we could've discussed our moves a bit prior to making them; DM, I don't know if you'd permit Uaine to take back her action, since the deflection bonus from her spell and my Smite can't stack?


Steppinwolf's blade cuts right through the center mass of the shadow, but the swirling darkness looks completely unaffected! But when Ao's glowing fist plunges into the darkness, the shadow wails in visible agony and looks somewhat diminished.

Steppinwolf's attack hit, but didn't seem to do anything. Ao's attack hit and did full damage. Keep it up! (sorry, no ret-conning the target of Uaine's spell--I'm 99% against time travel :)

Surely's turn.

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

Assuming his magic would not work, Surely take aim and fires his crossbow:
Heavy Crossbow, into melee: 1d20 - 4 ⇒ (3) - 4 = -1
Damage: 1d10 ⇒ 10

Silver Crusade

LG male Shackleborn Tiefling Paladin 3
Spoiler:
|AC 19, T 10, FF 19|HP: 28/28|F +9, R +5, W +5|Init 0, Perc -2|CMB +5 CMD 15|5/5 Lay on Hands, 1/1 Smite Evil, 1/1 web, 1/1 Omen

If you'll pardon my kibitzing, Surely:
Healing Hex!!!


Surely's crossbow bolt smashes against a chunk of the ceiling.


Initiative (Round 2)

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).

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 his arms to gather power and, again, tries to attack the enemy - but misses completely.

Attack: 1d20 + 3 + 1 - 2 - 2 ⇒ (4) + 3 + 1 - 2 - 2 = 4 PBS, vs. touch, target in melee with others

He then 5-foot-steps behind Steppingwolf.


The shadow's amorphous form makes T'Shar's blast miss completely, and then the swirling darkness reaches out a tendril towards Uaine. The merest touch seems to weaken the tiefling significantly!

It's going to attack randomly again. Target this time is: Uaine.The touch attack hits. Uaine, you take 4 points of Strength damage (this counts "up", and effectively gives you a -2 to melee attack and damage rolls as well as Strength-based skill checks.

If anyone takes Strength (or other ability damage) please note in your taglines under "Conditions"--it'll be important to keep track as it accumulates--especially if the amount you've taken ever equals your ability score.

GM Dice:

1TShar,2Surely,3Ao,4Steppinwolf,5Uaine: 1d5 ⇒ 5
touch attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 ⇒ 4


Initiative (Round 2)

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).

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

Surely will wait till either Uane or Ao clear a spot so he can 5 ft step up to attack-provoking seems suicidal here

Stepping forward, Surely touches the creature, trying to impart it with healing energy!
Touch: 1d20 ⇒ 2
Cure Light: 1d8 + 1 ⇒ (3) + 1 = 4 Would be DC 14, but I see I will miss

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 continues his Inspire Courage then jabs his Wand of Cure Light at the shadow and, taking his cue from Surely, discharges a charge from the wand at it.

healing: 1d8 + 1 ⇒ (2) + 1 = 3


Steppinwolf, I need a melee touch attack roll from you.

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

mta: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11

Silver Crusade

LG male Shackleborn Tiefling Paladin 3
Spoiler:
|AC 19, T 10, FF 19|HP: 28/28|F +9, R +5, W +5|Init 0, Perc -2|CMB +5 CMD 15|5/5 Lay on Hands, 1/1 Smite Evil, 1/1 web, 1/1 Omen

Ao administers another slap of unearthly power...

Lay on Hands, smoke, courage, SMITE EVIL!: 1d20 + 6 ⇒ (14) + 6 = 20
positive energy damage VS Undead: 1d6 + 3 ⇒ (6) + 3 = 9

DM:
I'm not entirely sure whether Smite Evil's special bonus versus Undead/etc is 'first per round' or 'first attack against the monster EVER' - the above assumes the latter, but cases could be made for either, so please adjudicate.

Also, I'm not sure whether miss chance applies to what I'm doing (be nice if it didn't!) - and what about flanking and critical hits? The incorporeality rules appear surprisingly unclear on the matter to me.

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 follows suit, but with energy more like a rolling wave the shadow won't be avoiding entirely.

Channel Energy, Will DC 11 for half: 1d6 ⇒ 2


Thinking quickly, Steppinwolf uses his wand to send a surge of positive energy toward the shadow, harming it. But it's Ao's holy power that completely destroys the foul creature!

Steppinwolf's and Ao's attacks both hit, destroying the creature. Uaine, you can get your use of the channel back since the creature was destroyed before you acted.

We are off Initiative. Good work! Here's a reminder of the room description: "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." There are no visible exits out of this room beside the one you came in.

My usual reminder: if you've taken damage or expended resources (spells, charges, uses of daily powers, etc.) please adjust your tagline accordingly.

Ao:
Yes, the I think the special bonus vs undead (etc.) is only for the first attack. There's no miss chance at play here (incorporeality works different in Pathfinder than D&D 3.5), and you would benefit from flanking--but it's immune to critical hits unless you have a ghost touch weapon.

GM Dice:

Will save w/ channel resistance vs Steppinwolf cure light: 1d20 + 6 ⇒ (12) + 6 = 18

Silver Crusade

LG male Shackleborn Tiefling Paladin 3
Spoiler:
|AC 19, T 10, FF 19|HP: 28/28|F +9, R +5, W +5|Init 0, Perc -2|CMB +5 CMD 15|5/5 Lay on Hands, 1/1 Smite Evil, 1/1 web, 1/1 Omen

Ao makes a short prayer of thanks to Tsukiyo as he looks down at his hand, and holds it to the spot where on his chest where it had touched him first.

He wonders whether any of the others truly understand how badly that could have gone.

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

Only with the threat abated does Uaine feel the toll. She swats weakly at the smoke, sitting down for a few seconds. "This is...awful. Hopefully but likely not the worst that will be thrown at us."

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

Ugh! This thing was nasty! I still have no idea what I just saw. - says the Ifrit, which wasn't of much use at all on the fight - Can anyone maybe try to mend her?

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

"Best of luck there," Uaine says with a slight chuckle. "I'll have to live with it for now, and it can be lived with. A great deal of rest or some magic after we're done here. I just needed to be still for a moment..." With that, she stands. "That much will be the best remedy we can hope for right now."


Ok, what would folks like to do next?


Following Ao's lead, the Pathfinders make their way back to where the bound, ranting man is still lying on the floor.


Does anyone have anything they'd like to do here or elsewhere?

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

Meanwhile Steppenwolf ponders the paradoxes. Pillows in the pits, blunt arrows, made the whole thing sound like a training exercise. Yet there were real monsters. Had something gone terribly wrong?

We need more answers he says. There are contradictions. Where have we not gone yet? That is where we should go. Deliver this flame.

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

"yes, this man isn't providing answers- lets explore the corridor to the north."


Backtracking through the pit maze and the entry hall where the newly-minted Pathfinders fought the skeletons, the group opens a door to the northwest.

In the center of this room is a large pool of water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of an ancient warrior, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying “Magic is the key.” The voice slowly fades, leaving a dreadful silence.

There are two doors on the southern wall (marked with arrows).

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 enters the room, wary of whatever the voice belongs to. If neither door responds to being pushed or pulled, she attempts a minor mending on each.

If that doesn't work either, the tiefling's mask shifts slightly into a frown. "Less trivial magic could do it," she says without offering any up.


Despite Uaine's efforts, each door remains stubbornly locked.

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

Never seen a door that can resist a size 12 boot Steppinwolf comments. But ... I guess magic is required to open them. Did we pack an arcanist?

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

"Hrm. . . I don't know that there is anything I can cast that might work here?" Thinking for a minute, Surely tries, "MAGIC!" he says in the direction of the voice, hoping that the word itself might be the key.

If that doesn't work:
Drawing out his wand of cure light wounds, he attempts to cast one on the statue.


Surely's word doesn't have any noticeable effect, nor does anything happen when he taps the statue with a wand.

Surely:
As you get close to the pool, you can tell it's pretty deep and mostly dark at the bottom. But it looks like there's something shiny down there.

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

Maybe I can burn it down to a crisp? - says T'Shar, more excited with the possibility than he should, as he swirls and throws a blast of fire.

1d6 + 1 ⇒ (5) + 1 = 6

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

"look, down in the pool- there is something at the bottom?" Surely casts light at the bottom of the pool to try to get a better look.

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

Got any idea how deep it is? Steppinwolf asks as he heads over for a look.


The pool is deep and dark, but with the aid of Surely's magical light spell, it becomes apparent that there are nearly 100 different keys resting on the bottom!

The pool is 40' deep.

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

"Amazing! Can anyone swim?"

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 shakes one hand sideways in a 'so-so' gesture. "And even less so after the incident with the shadow. But I'm less concerned about the depth than for something lurking down there. Still, we aren't draining this entire pool, so who's going in?"

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

No mermaids or sirens among us? Steppinwolf smirked. But if nobody else does ,... I'll do it ... can't be any colder than the waters at home. And I guess we're looking for the one with the magical aura

Unfortunately Detect Magic isn't one I know. Should get a wand I suppose


Steppinwolf takes a deep breath and dives into the water. The waters are chilly but still, and swimming isn't difficult.

Steppinwolf, if you have a +0 or higher modifier to Swim, you can just Take 10 to move through the water without difficulty. Is there anything in particular you want to do when you get to the bottom, or just grab a handful of keys and surface?

Apologies for my slower posting everyone--this week and next are my busiest time of the year at work.

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

Frustrated his attempt didn't seem to make any difference, T'Shar held his silence about the water. He wasn't minimally interested in swimming himself, and would do it only as a last resort.


Whoops, sorry T’Shar—I forgot to describe the result of your action. In short, the fire blast didn’t overcome the hardness of the door so no damage was dealt.

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

All good mate! I imagined this would be the result! I was doing it mostly for flavor as I waited for my colleagues' actions ;)

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

"Just try to grab all or as many of the keys as you can and we shall sort them out when you get back to the top, eh?"

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, who had stripped down to a loincloth, just grabs as many keys as he can before surfacing.

No ranks but a +4 modifier


Steppinwolf grabs a handful of keys and makes it up to the surface without incident.

This is a process you can repeat at will if desired to bring all the keys to the surface. If anyone has any short term buffs active, I'm going to say it would take about 10 minutes or so.

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

Surely casts detect magic and begins examining the keys as Steppinwolf brings them up.

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