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

Game Master Jhaeman

Pathfinder Module

Maps & Handouts


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Another chunk of the statue is torn free from Steppinwolf's powerful swing! T'Shar almost blasts it again, but has to pull his aim at the last second to avoid hitting his ally. Ao moves into join the group, receiving a minor gaze from one of the bare blades in the hallway.

Steppinwolf's attack hit--this thing is almost down. T'Shar's attack actually would have hit touch AC, but the -4 penalty for firing into melee w/out precise shot makes it a miss.

Botting Ao as doing a move action to stow his shield (to reduce armor check penalty) and then a move action to move into the room. Ao gets cut once by the blades on the way in, but for just 1 point of damage.

GM Dice:

Acrobatics # 1: 1d20 - 4 ⇒ (11) - 4 = 7
Acrobatics # 2: 1d20 - 4 ⇒ (18) - 4 = 14
damage: 1d4 ⇒ 1


The giant animated statue tries to bash both Steppinwolf and Uaine!

One attack against each. Both will hit. Steppinwolf, you take 9 damage, and Uaine takes 11 damage.

GM Dice:

bash attack vs STeppinwolf: 1d20 + 5 ⇒ (16) + 5 = 21
bash attack vs Uaine: 1d20 + 5 ⇒ (17) + 5 = 22
damage vs Steppinwolf: 1d8 + 5 ⇒ (4) + 5 = 9
damage vs Uaine: 1d8 + 5 ⇒ (6) + 5 = 11


Initiative (Round 2)

T'Shar
Steppinwolf
Ao
Construct
Surely
Uaine

Bold should go!

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 edges forward to where he can reach up and touch Uaine for a healing hex. Healing Hex: 1d8 + 1 ⇒ (1) + 1 = 2

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 staggers but stays up, in part thanks to Surely. She takes a step back and channels more power at Steppinwolf. He'll need it more to stay so dangerously close.

CLW @ Steppinwolf: 1d8 + 2 ⇒ (6) + 2 = 8


Initiative (Round 2)

T'Shar
Steppinwolf
Ao

Construct
Surely
Uaine

Bold should go!

@Surely: Just making sure you've been keeping track of which PCs you've used the healing hex on "today"? (I haven't been).

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

And for the third time, Steppinwolf swings at it.

gs: 1d20 + 5 ⇒ (10) + 5 = 15 slash: 2d6 + 6 ⇒ (6, 4) + 6 = 16

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

Sorry, sorry, sorry everyone....

At last catching up, Ao charges forward with a shout, his fine gandasa at the ready!

Assuming I've got the heights right for this:

masterwork gandasa, charge, higher ground: 1d20 + 7 ⇒ (14) + 7 = 21
slashing damage: 2d4 + 1 ⇒ (1, 2) + 1 = 4


Just as Ao arrives on the scene, Steppinwolf destroys the animated statue with a mighty swing!

We are off Initiative. There is a door to the south of the chamber. (the stairs to the east are completely impassable due to an ancient rock fall)

The statue's two wooden shields can be salvaged as poorly designed tower shields, weigh 60 pounds each, and anyone wielding one is considered flat-footed and suffers a -2 penalty on attack rolls (in addition to the normal tower shield penalties)


Anything anyone wants to do? Otherwise, I'll assume you're investigating the next room.

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 starts investigating the room they are in, inspecting the construct itself and the surroundings before going to the next room.

Perception: 1d20 - 1 ⇒ (15) - 1 = 14

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

"Does anyone require healing before we continue?"

Surely will use his Cure Light Wand on anyone still down HP that I have already hexed today


The key from the bottom of the pool unlocks the door. The small chamber on the far side contains only a table heaped with items. Each carefully-arranged bundle has a small note attached, with a single name written on it.

Surely:
Your note is attached to a masterwork heavy crossbow.

T'Shar:
Your note is attached to a masterwork spear.

Ao:
Your note is attached to a potion of eagle’s splendour and an oil of magic weapon.

Steppinwolf:
Your note is attached to a potion of bull’s strength and an oil of magic weapon.

Uaine:
Your note is attached to a potion of owl’s wisdom and a potion of cure light wounds.

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

OK .... Someone knew we were coming ......


So at this point, you've explored every room you have access to. There's one door off the pool room that you don't have a key for, and a one-way door that you can't open from the side you have access to. What happens next?

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

Hmm... That's a nice spear. I wonder what's really going on here... Is this all part of some sort of test? - asks the kineticist.

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 picks up the things labeled for her uneasily, then turns back. She decides against running through the statues again in case they've re-armed. She instead tries the other door, making a drained attempt to shove it open on the all-too-likely chance it's stuck.

Strength: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20

"I wouldn't have called for scooping up and trying all of those non-magical keys. But with our skillset, seems as if our choices are that or breaking everything down. To that end, could I get some help here?"

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

"We need to find a way through that other door in the panel room- can anyone pick the lock? If not, we may need to break it down."

Surely secures the crossbow with his name on it.

Has to be the way forward to finish is through that door

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

That shouldn't be too hard. Just point me at it

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

You had me as soon as you asked to burn the place down! - says the ifrit, his hands already starting to manifest small flames.


Uaine puts her shoulder to the door and bursts it open as splinters of wood fly everywhere!

On the other side, a small stone bench sits in the center of a dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.

A hallway continues south from the room and turns a corner.

Uaine:
You notice that both Kassen and the mercenary leader are wearing golden necklaces, each made up of a simple golden chain, from which hangs an oddly shaped medallion-—while not identical, the amulets look similar.

Annoyingly, the module doesn't tell me what the break DC of the door is, or even whether it's made of stone or wood. I'm going to call it a "good wooden door" like some of the others on this level, so Uaine's attempt succeeds.

GM Dice:

Perception (Uaine): 1d20 + 10 ⇒ (14) + 10 = 24
Perception (Steppinwolf): 1d20 + 3 ⇒ (10) + 3 = 13
Perception (Surely): 1d20 - 1 ⇒ (4) - 1 = 3
Perception (T’Shar): 1d20 - 1 ⇒ (2) - 1 = 1
Perception (Ao): 1d20 - 2 ⇒ (9) - 2 = 7

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 points out an oddity before continuing down the hall. "Kassen is wearing a necklace similar to the lead mercenary's. Perhaps they knew each other? Are either of these magical? It doesn't solve our current problems, I'll admit."

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

Should we try to retrieve both necklaces and put them together, in such case? - asks T'Shar.


The hallway ends at a one-way door that looks easy to push open from your side.

If/when you're ready to go through, just let me know and I'll describe what's on the other side.

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 pushes at it.


The door swings open easily.

A single pillar in the center of the room supports a wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.

There's a door on the far side of the chamber, and another door to the south.

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 hesitates. This screams trap

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

If Steppinwolf doesn't, Surely will stride boldly out into the room.

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

"Hopefully we can weather this one the same way as the others, then," Uaine says matter-of-factly. She steps quickly into the room, looking down the pit.

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 behind the others. While he was impulsive - he became weary with what Steppinwolf spoke, so decided to let the others take the first steps this time.

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 follows the others.


The Pathfinders enter the room. At first, nothing happens. Then, seconds later, the door you came through slams shut. The pillar in the centre of the room starts to rotate, and arrows with blunt heads begin firing in every direction!

This is a crazy nasty trap that fires a random number of blunt arrows at every PC in the room. Stop it or get out fast!

Steppinwolf, two of the arrows hit for a total of 13 nonlethal damage. T'Shar, four arrows hit for a total of 30 nonlethal damage. Uaine, you get hit by one arrow for 2 nonlethal damage. Surely, you get hit by two arrows for 11 nonlethal damage. Ao, you get hit by three arrows (two of them are crits!) and take 15 nonlethal damage.

Remember that nonlethal damage counts "up". If it ever matches your current normal hit points, you are staggered. If it ever exceeds your current normal hit points, you are unconscious. If it ever exceeds your maximum normal hit points, the excess becomes lethal damage.

GM Dice:

# arrows vs Steppinwolf: 1d4 ⇒ 3
# arrows vs T'Shar: 1d4 ⇒ 4
# arrows vs Uaine: 1d4 ⇒ 1
# arrows vs Surely: 1d4 ⇒ 4
# arrows vs Ao: 1d4 ⇒ 3
Arrow # 1 vs. Steppinwolf FF: 1d20 + 10 ⇒ (4) + 10 = 14
Arrow # 2 vs Steppinwolf FF: 1d20 + 10 ⇒ (19) + 10 = 29
Arrow # 3 vs Steppinwolf FF: 1d20 + 10 ⇒ (2) + 10 = 12
Arrow # 1 vs T'Shar FF w/ cover: 1d20 + 10 ⇒ (9) + 10 = 19
Arrow # 2 vs T'Shar FF w/ cover: 1d20 + 10 ⇒ (11) + 10 = 21
Arrow # 3 vs T'Shar FF w/ cover: 1d20 + 10 ⇒ (10) + 10 = 20
Arrow # 4 vs T'Shar FF w/ cover: 1d20 + 10 ⇒ (12) + 10 = 22
Arrow # 1 vs Uaine FF: 1d20 + 10 ⇒ (15) + 10 = 25
Arrow # 1 vs Surely FF w/ cover: 1d20 + 10 ⇒ (8) + 10 = 18
Arrow # 2 vs Surely FF w/ cover: 1d20 + 10 ⇒ (6) + 10 = 16
Arrow # 3 vs Surely FF w/ cover: 1d20 + 10 ⇒ (16) + 10 = 26
Arrow # 4 vs Surely FF w/ cover: 1d20 + 10 ⇒ (1) + 10 = 11
Arrow # 1 vs Ao FF: 1d20 + 10 ⇒ (20) + 10 = 30
Arrow # 2 vs Ao FF: 1d20 + 10 ⇒ (20) + 10 = 30
Arrow # 3 vs Ao FF: 1d20 + 10 ⇒ (17) + 10 = 27
damage # 1 vs Steppinwolf: 1d8 ⇒ 5
damage # 2 vs Steppinwolf: 1d8 ⇒ 8
damage # 1 vs T'Shar: 1d8 ⇒ 8
damage # 2 vs T'Shar: 1d8 ⇒ 8
damage # 3 vs T'Shar: 1d8 ⇒ 8
damage # 4 vs T'Shar: 1d8 ⇒ 6
damage # 1 vs Uaine: 1d8 ⇒ 2
damage # 1 vs Surely: 1d8 ⇒ 3
damage # 2 vs Surely: 1d8 ⇒ 8
Ao # 1 crit confirm: 1d20 + 10 ⇒ (12) + 10 = 22
Ao # 2 crit confirm: 1d20 + 10 ⇒ (7) + 10 = 17
damage # 1 vs Ao (crit): 2d8 ⇒ (6, 2) = 8
damage # 2 vs Ao (crit): 2d8 ⇒ (2, 4) = 6
damage # 3 vs Ao: 1d8 ⇒ 1


Initiative (Round 1)

Trap
T'Shar
Uaine
Surely
Ao
Steppinwolf

Bold should go!

GM Dice:

Initiative (Surely): 1d20 + 0 ⇒ (16) + 0 = 16
Initiative (Uaine): 1d20 + 0 ⇒ (20) + 0 = 20
Initiative (Ao): 1d20 + 0 ⇒ (15) + 0 = 15
Initiative (Steppinwolf): 1d20 + 2 ⇒ (12) + 2 = 14
Initiative (T’Shar): 1d20 + 9 ⇒ (14) + 9 = 23

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

Oof. Fortunately, nonlethal damage gets healed quickly with magic, but hopefully that doesn't happen again. I assume I wasn't aware enough to use Deflect Arrows? Hope I can in subsequent rounds.

Unscathed, at least relative to her fellow agents, Uaine springs into action. The tiefling quickly layers the area in (un?)holy energy to get everyone up as fast as possible.

Channel Positive Energy, heals lethal and nonlethal: 1d6 ⇒ 1

Ugh.

She then sprints for the southern door, hoping it'll open. "I can stay in here for a bit, rouse T'Shar, but we need an escape route!"


Uaine's holy burst cures some of the team's bruises before she sprints to the southern door.

"When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage."

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 falls unconscious and takes 4 lethal damage. Then the channel heals one of each so I remain unconscious with 4/7 hp and 6 Nonlethal

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 is dead.

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

Dead-dead? Correct me if I'm wrong, but wouldn't the 30 nonlethal become 12 nonlethal, knocking you out, then another 12 lethal, taking you to 0 HP, then another 6 beyond that? So I think you should be at -6, before my pitiful healing that is.

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

As far as I understand the rules, the 12 nonlethal take me to 0 already, everything else is lethal and outright kills me as my CON isn't that high.

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 rushes in, scoops up T'Shar and heads for the southern door


Ao, you're up.

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

GM Jhaeman:
I took the liberty of peeking at your rolls above, and it's a good thing I did: You were using my AC penalty left over from charging (now fixed), so it should actually just be *1* crit for a total of 11 subdual damage (before healing).

Ao gasps in shock, and a halo similar to the one he manifested earlier - save that it is silvery in color, with only a hint of wine-red tint - manifests around his hand as he almost reflexively holds it to one of his impact-bruises...
Lay Hands on self, Tiefling bonus: 1d6 + 2 ⇒ (5) + 2 = 7

...before rushing to help chop down the door.

masterwork gandasa V door: 1d20 + 4 ⇒ (10) + 4 = 14
chopping damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7


Surely and T'Shar collapse to the ground, unconscious and (in the latter case) near death! Steppinwolf rushes T'Shar to the door, where Ao has started to chop it down.

We'll also call this door a good wooden door, so it has hardness 5 and 13/15 hit points left.


The rotating pillar continues shooting arrows in every direction!

Ao, you get targeted by 4 arrows and all four hit for a total of 23 points of nonlethal damage. Steppinwolf, you are targeted by 2 arrows, and one hits for 8 points of nonlethal. Uaine, you are targeted by one arrow and one hits for 8 points of nonlethal. Surely, you are targeted by 1 arrow and it hits for 4 points of nonlethal. T'Shar, you are targeted by 3 arrows and all three hit for 22 points of nonlethal damage.

GM Dice:

#arrows vs Ao: 1d4 ⇒ 4
#arrows vs Steppinwolf: 1d4 ⇒ 2
#arrows vs Uaine: 1d4 ⇒ 1
#arrows vs Surely: 1d4 ⇒ 1
#arrows vs T'Shar: 1d4 ⇒ 3
arrow #1 vs Ao: 1d20 + 10 ⇒ (18) + 10 = 28
arrow # 2 vs Ao: 1d20 + 10 ⇒ (10) + 10 = 20
arrow # 3 vs Ao: 1d20 + 10 ⇒ (17) + 10 = 27
arrow # 4 vs Ao: 1d20 + 10 ⇒ (12) + 10 = 22
arrow # 1 vs Steppinwolf: 1d20 + 10 ⇒ (6) + 10 = 16
arrow # 2 vs Steppinwolf: 1d20 + 10 ⇒ (4) + 10 = 14
arrow # 1 vs Uaine: 1d20 + 10 ⇒ (14) + 10 = 24
arrow # 1 vs Surely (helpless, prone): 1d20 + 10 ⇒ (8) + 10 = 18
arrow # 1 vs T'Shar (helpless, prone, soft cover: 1d20 + 10 ⇒ (7) + 10 = 17
arrow # 2 vs T'Shar (helpless, prone, soft cover: 1d20 + 10 ⇒ (11) + 10 = 21
arrow # 3 vs T'Shar (helpless, prone, soft cover: 1d20 + 10 ⇒ (10) + 10 = 20
4 arrows' damage vs Ao: 4d8 ⇒ (8, 5, 6, 4) = 23
1 arrows' damage vs Steppinwolf: 1d8 ⇒ 8
1 arrows' damage vs Uaine: 1d8 ⇒ 8
1 arrows' damage vs Surely: 1d8 ⇒ 4
3 arrows' damage vs T'Shar: 3d8 ⇒ (8, 8, 6) = 22


Initiative (Round 2)

Trap
T'Shar
Uaine
Surely
Ao
Steppinwolf

Bold should go!

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 collapses, his final thought as he topples a prayer:

Please, Lord Moon, don't let it end like this...

K.O.d and at 14/20 hp, I believe. :/

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 gets hit by another arrow while trying to use himself as a shield to protect T'Shar. He collapses to the ground, dropping the ifrit in the process.


As Ao and Steppinwolf collapse to the ground, only Uaine is left standing! She somehow bats one of the arrows away!

Uaine, you can use Deflect Arrows because you're no longer flat-footed--so you won't take damage from the first (only) arrow that would have hit you this round. It's your turn.

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 abandons her vigil at the door as everyone else drops. She tears back to the entryway and seizes Surely, dragging him along as best as she's able with weakened muscles. "Valrar, do not show your disfavor so soon. This is my sworn purpose."

Like her fellow tiefling, she prays, but it isn't doing much to help or drown out the carnage.

I think this is what to do? Pretty sure T'Shar is dead-dead at this point, unfortunately. My current position is as of one move action, I assume I move at half speed at best while pulling Surely away. Should be enough to get him around the corner, at least.


Uaine, just to clarify, the door behind you slammed shut once the trap activated. It looks like a one-way door, so you know you won't be able to go out that way. Your visible escape options are the southern door (chipped but still locked) and the door on the far side. Or, if you have any skill at Disable Device, you could try to disarm the trap.
Whatever you do, if you're still in the room at the end of your turn, I'd suggest dropping prone as a free action (+4 AC vs ranged attacks)

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