Qwerty's Crypt of the Everflame (Inactive)

Game Master qwerty1971

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MOLG// WOTW// Murder's Mark

The lit stone falls to the bottom and uncovers a horde of keys at the bottom of the pool.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"Not it..." Necress says wryly as the group observes the keys.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

Irelia peers into the water and shows the others the key they should dive in the water to get.

Obviously expecting them to get wet ;)

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye starts to get out a rope and takes of his heavy armor

"Cover me"

Rye will then tie the rope around his waist and hands the other end to Necress and/or Wanderlei and then get's into the pool to get the key that Irelia indicated

Unless Wanderlei wants to jump in..he might be better suited in case something attacks us being a monk and all that

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo draws longbow and arrow and gets ready to strike at anything attacking Rye.

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

Before Rye gets into the pool, Chella puts her hand on his arm and grants him a bit of divine inspiration.

Touch of Good: +1 on attack rolls, skill checks, ability checks and saving throws for 1 round

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye nods his thanks to Chella and holds his breath as he jumps in

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Wanderlei will keep a close eye on Rye and Jump in to aid if he sees anything threatening.


MOLG// WOTW// Murder's Mark

Pool issues:
Unless the character that swims to the bottom can detect magic, trying to describe the key’s location is nearly impossible unless both characters make a DC 15 Intelligence check. Furthermore, unless the swimming character brings a waterproof light source such as a sunrod or light spell, the depth of the pool means they’ll be operating in near-darkness.

Rye jumps in and swims to the bottom of the 40 foot pool and using the lighted stone provided by his companion sees a multitude of keys on the floor of the pool. Unsure as to which one radiated magic, Rye has no choice but to swim back up to the top and confer with his companions.

sorry for the delay, busy day at work

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

I'll dive in with Irelia or anyone else with detect magic. I got a wayfinder to use as a light source

Alright, I guess I've got to head into the pool, But I need someone who can tell me which key is the magical one. So who is coming with me? Wanderlei says to the group.

If something mean pops out, I'll slug it in the face.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress frowns, but then strips down to her small clothes and dives in after casting the detect magic spell.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Well there's a stone with light on the bottom and Rye has darkvision...so I don't think light will be much of an issue

"Well I have no clue which key you wanted me to bring..so I brought a bunch of them..is it among them?"

If Necress and Wanderlei can't bring up the correct key, Rye will jump in with an empty sack and just collect all the keys he can get his hands on and haul them back up for Irelia to examine


MOLG// WOTW// Murder's Mark

before the others can strip down and jump in Rye begins bringing up keys by the handful. It takes some times since the pool is 40 ft deep and the keys are spread out. The keys are then inspected by the magic casters and on the...
Fate: 1d100 ⇒ 47 key inspected the party discovers the one radiating magic.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

After getting confirmation that he brought up the correct key Rye takes a look around the pool to make sure he isn't missing anything

Perception: 1d20 + 0 ⇒ (5) + 0 = 5

and getting a bit light headed from swimming around to much and unable to focus on anything decides it's time to stop swimming and get out of the water

He get's dry as best he can and puts his armor back on

"Everyone ready to find out what this key unlocks? We had a locked door a while back, let's go try if it fits and unlocks it"

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"Let's go," Necress agrees.

On the south wall we have a door further to the west and one east...someone pick one, and I'll give a second vote for it!

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Nice job Rye. Well we've already decided to backtrack and head west. Everyone alright with continuing to go west? Wanderlei says.

I'll lead the way and check for traps.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12 checking door for traps.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

"Hmmm it seems doubtful. The entire tomb is built around being a trial. I'm sure we still have to go along this passage to the south here before we can get any further." Irelia says with a shrug, but follows along anyway.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

"Nice job, Rye! Let's go south, now."


MOLG// WOTW// Murder's Mark

not quite sure which door you are all referring to so I've marked them on the map with a letter. Let me know which one you want to try first and we will go from there.

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

I'd say A and B doors first

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

No objections here, let's just work our way through the alphabet, A first it is

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Done.


MOLG// WOTW// Murder's Mark

The party manages to open the western door leading south. As the party passes through the door and down the hallway they notice this long corridor is flanked by a row of human statues, set into alcoves on each side. The statues look like Kassen, and each one holds a longsword out in front of it. The blades of roughly half the statues are wrapped in leather padding.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Yeah..this doesn't seem like a trap at all... Does anyone feel like walking in there? Or should be find out what's behind the next door first?"

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

"Let's also try the left door", the halfling says as she walks to the other door (door B) and tries to open it.


MOLG// WOTW// Murder's Mark

The door is locked, but the party manages to find the key to open it amongst the ones they collected thus far. It reveals another passage heading south.
does the party go through door B?

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Assuming Wanderlei doesn't spot a trap in the corridor as we move through it (with take 10/stone cunning, etc.) Yeah. This corridor seems safer then the one behind door A

"Let's take this one. What do you think Wanderlei? Looks save to you?"


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

Irelia looks very bored at the slow pace. She yawns quite often, quite obvious to make a hint.


MOLG// WOTW// Murder's Mark

The party moves down the right corridor and discover a small stone bench sits in the center of this 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. Past this open area the corridor turns to the east and reveals a closed door that is not locked if tested.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

"Is there any magic here? If there isn't any, I suppose we have to go through that corridor of statues." states the archer.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Or look behind the next door"

Rye says as he points to the other exit in the room.

"I wonder if this mural has some meaning we should be aware off"

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress steps forward and casts detect magic to see if the passage seems safe.

perception (deaf): 1d20 + 6 ⇒ (1) + 6 = 7

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Sorry, new hours/responsibilities slowed down my posting. Someone else free to take point please.

While the rest of the party searches the room, Silva slowing press his ear to the door to see if he can hear any moaning/screaming or other signals of distress.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

If he hears nothing: Silva will inform the party while looking at Necress, that it sounds like it's safe to pass whenever they are done looking through.

If he hears sounds of moaning/fighting: He'll motion to Necress to stand right next to him then swing the door wide open so she can see inside.

He'd love Necress to get a surprise round against enemy undead for obvious reasons. Also. It's door B I'm checking atm. I'll do the same for Door A afterwards if B is safe.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

@Wanderlei, we've opened door A already (all though I'd love for you to check out the corridor behind it), and door B. I think we are in the little square room below door B right now and are moving on to door C

Assuming Wanderlei will take 10/20 everywhere I'm fine with assuming we check stuff and just move without Wanderlei actually posting that he checks stuff

So let's take 20 in this room for a 28 perception, with detect magic from Necress, if we don't see anything here we'll open door C after checking it for traps. I've moved us on the map

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

That's good with me. I just said Door B based on where we all were on the map. I'll do that instead.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Wanderlei waddles over to Door C and takes 20 for perception while he is trapfinding.


MOLG// WOTW// Murder's Mark

apologies. was on the road all day yesterday.
Silva inspects the door (C) and notices the door is the same door as the one he could not open near the pillar from earlier. Silva realizes the door can only be opened from the west and it will slide closed once it is opened if not kept open by force.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

OK, this is the door that we couldn't open before on the other side. Silva says to the group. It will slide shut unless something or someone holds it open. but I have an idea.

Silva hands the unlit lantern to Rye, then reaches into has pack for a hammer and 3 pitons.

Rye, if you can keep the door propped open, I can hammer the pitons into it to make sure it does not snap shut behind us. Everyone else, be on guard.

Assuming Rye agrees to hold the lantern for a moment and use his body to prop the door open. Wanderlei will start hammering Pitons into the door to keep it open. (I'm picturing a sliding door).

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

Rye graciously accepts the lantern and puts his full weight against the door.

Take 10 for a 14 if needed

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

ooc]P.S. If Silva can't just hammer pitons in, he will hammer a piton into the ground then tie one side of rope around the piton and tie the other side of the rope around the door handle to keep it open, he can cut the rope to an appropriate size with his sword. If neither of those methods work, let me know.[/ooc]

As he starts hammering, Silva looks around the room for threats that might be attracted by the sound.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Tametomo covers as usual the dwarf at work.


Arcanist AC 12 (11FF, 11T) || HP 7, F +1, R +1, W +1, init +3 || CMB-2 CMD-9, Speed 30
attacks:
Burning hands (dc 17 for half) 2d4 (If enhanced by arcane reservoir 4d4), Light crossbow +1 1d8
skills:
Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9

Irelia looks on in silence. The tapping of her foot is the only noise coming from her direction.


MOLG// WOTW// Murder's Mark

Silva figures out a way to keep the door open. Looking into the room the party sees an old tower shield with arrows embedded into it at the floor of the door and the earlier room with the stone bridge and the pillar with blunt arrows.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva grunts in frustration and looks to the Party for their opinion.

Feels like we're walking around in a circle. Do you want to try the door to the south or head back down that hallway to the West? The Dwarf groans, the challenge of the crypt's maze pressing on his mind.

Silva will go with whichever gets the first two votes. He'll take 20 to check for traps then proceed down whichever path the party votes for.

Silver Crusade

Half-Orc 1/2 Orc hps:24/28 AC15 (FF15/Touch10/CMD17) Fort+7, Ref+4 Will+6 Init+2 Perc.+0; Darkvision

"Let's just keep moving in the direction we are already heading for."

Vote for the door to the south

Silver Crusade

Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1

"Agreed", the halfling says. "But, it would be wise for the first of us to take this tower shield as protection from arrows in case of a trap."


MOLG// WOTW// Murder's Mark

Just let me know who enters first and who picks up the shield if anyone does.

Grand Lodge

DwarfMale, Flurry of Maneuvers Maneuver Master Monk lvl 1 AC 15, HP 11/11, init +2, perception +8, Arcobatics +6, CMB +5 Bull Rush, CMB +7 for Improved Overrun. +3 on all others Saves: Fort +5, Reflex +4 Will+ 5 +2 vs. spells and such for Hardy. Feats: Combat Reflexes, Stunning fist, Improved unarmed strike, Improved Overrun. Traits: Observant, (Grand Lodge) Warsmith, Stonecunning, Relentless,

Silva will go first.

Sovereign Court

Human (Tian-Min) Divine Tracker 3 | HP: 13/26 | AC: 19 | T: 14 | FF: 15 | CMD: 19 | Fort: +9 | Ref: +7 | Will: +7 | Init: +6 | Perc: +6 | Sense Motive: +5 | Speed: 30 ft.

Yes, let's go, it's nearly the only part of the dungeon we didn't go to.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress nods and follows the others to the south.

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