DM Stompinator's - Crypt of the Everflame


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"I won't. I want to rest. I admit that I am tired and scared and it might be a trap, but it might be someone, a friend even, in trouble. I can't rest. Not yet. Not without making a sincere effort to help."


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

"Shouldn't we try to determine where the wail is coming from?" Ember asks. "What if it was someone who fell down a hole and broke their leg? They would be quiet until they heard us come in, wouldn't they? Then they would try to attract our attention."

In my case, I've only used one spell, Mage Armor, which lasts for 1 hour, so it should be still going. I still have the rest of my spells, and most of my fire bolts.


Male Elf Conjurer 2


"Yes well lets think about what has happened so far. We have found horses ripped apart outside the crypt, then when we entered we became trapped and ambushed by undead that remained dorment until we came along. So what happens when we go randomly moving around or into other areas, would it be safe to say we will trigger more traps and disturb more undead. The answer would be a reasonable yes, unless you can give me a logical reason to move ahead unprepared and fully rested, I don't see why we should walk into more trouble. Also if we can not tell where someone is, then how can they tell where we are. Then their is the question as to why they would assume we are not undead or other monsters moving about in here. Then their is yet the other question as to why they would think we survived these many dangers when others have not."

He had no intention of walking into things blind or boldly. Wizards caught unawares were at a great disadvantage and he was not going to risk everyone for what could be trap. Some time preparing was a small price for greater chances of survival.


You have about 45 minutes left on Mage Armor Ember. I am keeping track. Every so often the wailing cuts out, only to start back up again as well.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

"Well, I'm not going to get any rest with that wailing," Ember says.

She listens carefully at both doors, moving from one to the other, trying to decide which door the wailing is behind.


Ember, at each door your press your ear up against it, and listen hard.

Perception Check Ember, and you can read the spoilers for each door. North is the top of the battlemap

East Door, DC 15:

You are pretty sure that the wailing is louder at this door.

West Door, DC 15:

This area is very quiet.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Perception Check, East Door:1d20 + 5 ⇒ (16) + 5 = 21
Perception Check, West Door:1d20 + 5 ⇒ (3) + 5 = 8

"I hear louder wailing at this door," Ember announces, pointing at the east door. "And I don't hear anything at the other door. So can we check this door, please? Please?"


"Might as well. I feel better already."

Art picks up Tremble and the blade from the ground, and throws a glance at Ember.

Kitten's getting braver... A lion.

He glances at his blade again, walking up to the door; he examines the edges carefully, and checks if it's locked.


Perception Check Art


Perception check: 1d20 + 7 ⇒ (7) + 7 = 14
If it's stonework related, it's 16; if it's trap-related, it's 15; if it's both, it's 17.


Art:

You are fairly certain that there are no traps. You also can hear the wailing here, louder then previously.

Just a warning: Work is blocking sites now, and I cannot access anything google related but the main site. So no battlemaps, ect. And I have no idea how long Paizo will work. So, most updates will occur after 7pm EST now during the week.


Hagin is ready to go.


Gael lets out a long sigh.


So what are we are doing? Do you guys want to wait for Art to get back on Friday/Saturday before moving forward? Are you guys getting bored?


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

I'm waiting to see if Feraya or Gael decides to join in, or stay put, or threaten dire vengence to those who open the door.
Ember would like to continue, but as a player I can understand Feraya's concern (he's out of spells, and in no position to make a major contribution).
Ember is worried that someone needs help, and might not last 8 more hours. But she's not brave enough to just go by herself.


Male Elf Conjurer 2


Feraya only has one magic missile left so yeah he is next to useless and our casters tend to drop. So he is against it.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

But if the rest of us press on, will you follow?


Hagin goes out the Eastern door.
that answer your question?


Art lets out a sigh, but he smiles nonetheless as Hagin walks through the eastern door. "I'll admit I'm tired, but I suppose we can't ignore the wails. It'll be easier to sleep if we can quench it."

He follows Hagin.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember cautiously follows Art. Having set down her pack and the lamp in the entry room, she follows, her club at the ready in her right hand, with her left hand free.


Male Elf Conjurer 2

Feraya takes out his own weapon but does not move.

"I will remain here."

He hoped they would not gain a hard earned lesson but he knew better and would not ignore it for the sake of misguided pride. Fools hungry for glory and holy puppets died "honorable deaths" while mages often dealt with the problems of old age and great power, this was an example of why that pattern existed.

Someone misses their books and tea jk :)


Alright, taking over for Gael!

At Feraya's proclamation, the paladin stands erect. She seems to pause for a moment, and then walks up to Feraya and jabs a finger into his chest. "You foolish foolish child!", she begins, her voice raising. "We need to stick together, and find out who is in trouble, and this is what you do?! You stand here, demanding we refuse to go find out what is happening? Do you honestly think the villagers knew that this would happen? We are trapped in here, and we have to find out what is going on. Our best bet right now lies in the wailing. Its an obvious cry for help! But if you wish to stay here in this dangerous place by yourself? Then so be it! But if anything befalls you it will be on YOUR head!" With that, Gael storms off and stands in the corner behind Hagin and the rest.

Once the door is open, the light from the room spills into a series of what appear to be hallways. The wailing is a bit louder here, but its not certain which direction it comes from.

Ok folks, the map (HERE!) shows what Art can see via his Darkvision. The rest of you cannot see much as the light (Did Hagin have light cast on any of his belongings?) is very dim.


Yes. He'll have it on his holy symbol.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Just a reminder, Ember also has 60' Darkvision.


Ember V wrote:
Just a reminder, Ember also has 60' Darkvision.

Haha well with Hagin's light its not a factor. YOu guys can all see whats been reveled on the map :3


Male Elf Conjurer 2

Feraya remains where he is not bothered by Gael's words. He was given no reason other then their need to run into danger. Their was no proof one way or the other. They faced undead and without preparation would join them, he cast a light spell on a pebble. He would wait for their return or likely hear the sounds of battle but he would not get himself killed or become a burden for the sake of haste.

Let me know if I need to make perception checks if anything happens


"Welp, suit yourself."

Art threads carefully into the room, Tremble and the unnamed blade held firmly in his hands. He peers around the sides of the big pillars, keeping quiet as he advances slowly.

Stealth check, moving to R9: 1d20 + 6 ⇒ (13) + 6 = 19


Will update once I get home. Sadly they had unblocked and then today reblocked the Google Suit, so I cannot access the maps.


Not being particularly stealthy, Hagin allows Art (and Ember as well if she wants) to get well ahead before following with the light.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember, noticing Art is being quiet, will also move in as quiet as she can, making an almost comically exagerated attempt at stealth. She stops just inside the room, and listens for where the wailing seems to be coming from.

Ember moves to Q10.
Stealth roll: 1d20 + 2 ⇒ (12) + 2 = 14
Perception Roll: 1d20 + 6 ⇒ (7) + 6 = 13


Hi everyone - drive by update and apology from Gael. Made it to the UK and having a good time seeing friends and family (first time back home in 2 years). Having more trouble getting internet access than I expected. I'm going to have very limited access via this temp account until Monday next week when it all sorts itself out. Sorry to interrupt the flow, Gael will tag along with the majority, and regain her personality asap :).


Art and Ember quietly move in, Hagin behind them and Gael between them. Nothing seems to jump out, and for the moment, the screams wails and sobs are quiet.

UPDATED MAP, PLEASE TELL ME WHAT SQUARE YA MOVE TO

Sorry for not updating, we got some CRAP news yesterday about our jobs (ie we wont have them come August 5th) so it was kind of a rough day, and I am still not entirely over it. MEH


I've been there before. I wish you good luck in finding more work.

Hagin moves slowly along row 11 ending in S11. He looks into the nooks as he passes them.
Perception 1d20 + 1 ⇒ (17) + 1 = 18


Hagin moves up caustiously, and notices a lever in the alcove to the south.

Current Map


"I've found something. A lever it looks like. Wonder what it works?"


"Careful everyone, I suspect traps. Art, can you check the floors for anything suspicious before we go further? And what do you think that lever might do?"

Sorry to hear that Stomp. I hope you find a good option by August.


"Am on it."

Art takes a proper sweep around the nearby vicinity for traps, walking quietly as to remain hidden. Afterwards, he sneaks over to Hagin and the lever, trying to determine what it does. "Difficult to say, give me a sec...Gael, Kitten, can you spot anything further up?

Perception check to notice traps; +2 if it is stone-related: 1d20 + 8 ⇒ (16) + 8 = 24
Stealth check: 1d20 + 6 ⇒ (6) + 6 = 12
What roll would I roll for determining the lever's purpose? Disable device? If it's anything else, change the modifier accordingly (+7) unless it's a knowledge (engineering) roll, in which you ignore this roll: 1d20 + 7 ⇒ (16) + 7 = 23


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Warned by Gael to beware of traps, Ember cautiously follows after Art. When Art asks her and Gael to look around for more things, she moves along a passage, intently trying to spot anything she can.

Move to R9, then up to R5. Looking for anything.
Preception roll: 1d20 + 6 ⇒ (12) + 6 = 18


Updated Map! T is for Trap :O

Ember, as you walk up and stop you realize that just around the corner is where the floor appears to be rigged to drop. You have no idea what it will do, but you know that stepping there will cause the floor to open. Also as you moved up you noticed two more levers on the walls.

Art, you notice a trap directly next to you before you start walking. Quickly walking around the opposite side you reach Hagin, and after looking at the lever in the alcove hard, you determine that it opens something but its not the only one here. There has to be a few more.


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

"Art, Gael, Hagin! I've found some levers on the walls," Ember reports. "And what looks like spot on the floor that might open up if I stepped on it. What should I do?"

Ember waits where she is, afraid she might find a trap the hard way.


At U13 is that a door with an arrow? If it is, let's try to go through it.


Art attempts to disarm the trap that he noticed. "Hold on, Kitten, I'll be over there in a sec and give it a gander."

Traps in a crypt? Fine with people wanting to defend their rare valuables that they were buried with but what use is it once they're dead...?

1d20 + 7 ⇒ (7) + 7 = 14


"Good work Ember. Hagin, that is a door - but we should make sure we've found all the traps and have a clear path before we go through. I'm also curious about these levers... Any bright ideas?"


Hagin, upon reaching the door you find it locked.

Art, you disable the trap easily, and find that its simply a 10 foot deep pit with a pillow at the bottom.

The map in my previous post was updated.


"Locked! Maybe one of the levers opens it." Hagin goes back over by Art.
"A pillow? That's weird. Maybe whoever made these kept falling into their own trap."


"Or perhaps this really is all more testing. I don't see that the skeletons fit with that thinking though."


Having disarmed the trap, Art heads over to Ember and her mysterious space on the floor."Ah, right. Give me a sec, Kitten, I'll take care of this."

Having worked on what he thinks is a similar trap, taking care of this one is certainly a quicker process...

Disable Device check: 1d20 + 7 ⇒ (16) + 7 = 23


| HP: 27/27 | AC: 17 (T:11 , FF: 16 ) | CMD: 15 | F +6 | R +2 | W +7 | Init +3 | Per +6 | Channel: 7/7

Ember watches Art's action with interest. She had never seen him work on something like this before. Or course, she had never seen a lot of things before...

"What do you think the levers are for?" she asks Art, after he finishes work on the floor.


What kind of roll do I have to make to identify the purpose of the levers?


Roll Perception but add your Trapfinding Bonus.

Art quickly disables another pit, finding it much the same: a 10 foot deep hole with a pillow at the bottom.

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