Crypt of the Everflame (Inactive)

Game Master fine_young_misanthrope

Here's the Crypt of the Everflame Thread. I'm running this PFS legal, so your characters can get credit for this one!


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Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Rallas Init:26 Withdraw with w AoO
Maldrek Init:23 Delay
Skeletons Init:21 attack with claws
Sarephta Init:20 Swing and a miss!
Gorwyn Init:12 Swing and a miss!
Zhoron Init:10 Cackle

Back to the top of the round! Maldrek would you like to magic missile the one you hit before and end it? Or still delay?

Rallas Init:26
Maldrek Init:23
Skeletons Init:21
Sarephta Init:20
Gorwyn Init:12
Zhoron Init:10

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

I am down and stabilized, right?

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

Zhoron glares at skeleton E. The color of his eyes glow for a moment as he begins to chant softly. He then follows with a noticeable chuckle.

Zhoron hexes skeleton E with evil eye, -2 AC. and cackles.

DC:15 Will fail = 8 rounds, success = 2 rounds.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Maldrek cast magic missile to the one he already hits hoping to finish him.

more maggic missile: 1d4 + 1 ⇒ (2) + 1 = 3

There were no place to move, so I´ll stay back firing. And, when my turn comes again Maldrek will do the same, unless they kill every skelleton

even more maggic missile: 1d4 + 1 ⇒ (2) + 1 = 3

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Sarephta coordinates an attack with her companions and slams her greatclub into one of the skeleton's torsos.

Attack: 1d20 + 4 ⇒ (13) + 4 = 17 for damage: 1d10 + 4 ⇒ (3) + 4 = 7

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Maldrek's magic missiles plow in to one skeleton and destroy it and another flies into another at the back wounding it.

Rallas Init:26 stable
Maldrek Init:23 MAGIC MISSILES!
Skeletons Init:21 claws
Sarephta Init:20 smash!
Gorwyn Init:12
Zhoron Init:10 Cackle

Rallas is stable.

The remaining two skeletons advance to the front, and begin the assault.

skeleton claw on Sarephta: 1d20 + 2 ⇒ (3) + 2 = 5
skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4

skeleton claw on Gorwyn: 1d20 + 2 ⇒ (9) + 2 = 11
skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3

Sarephta slams a club into a front line skeleton, and it is smashed to pieces.

The skeleton feebly tries to avoid Zhoron's mental onslaught
skeleton will save: 1d20 + 2 ⇒ (12) + 2 = 14

current battlefield

Silver Crusade

M Oread Warpriest/1

Gorwyn's armor protects him from the skeleton's latest attack.

"Conflaviel! Step around it!" Gorwyn says. Conflaviel takes a diagonal step past the skeleton closest to him, before swinging his morningstar (at Skeleton E).

Conflaviel attack: 1d20 + 4 ⇒ (1) + 4 = 5
B+P Damage: 1d8 + 3 ⇒ (5) + 3 = 8

If Conflaviel doesn't finish off Skeleton E, Gorwyn, will also attack it. If Skeleton E has been finished off, Gorwyn will step forward and attack Skeleton D.

Gorwyn Attack: 1d20 + 2 ⇒ (10) + 2 = 12
B+P Damage: 1d20 + 2 ⇒ (3) + 2 = 5

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Both Conflaviel and Gorwyn swing at the skeleton, but neither can quite hit them hard enough.

Rallas Init:26 stable
Maldrek Init:23 MAGIC MISSILES!
Skeletons Init:21 claws
Sarephta Init:20 smash!
Gorwyn Init:12 swing
Zhoron Init:10 Cackle

with that, we're back at the top of the round

Rallas Init:26 stable
Maldrek Init:23
Skeletons Init:21
Sarephta Init:20
Gorwyn Init:12
Zhoron Init:10


Let´s finish them. Says Maldrek as he cast the magic missile in the same skeleton he had already wounded.

missiles everywhere: 1d4 + 1 ⇒ (4) + 1 = 5

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Sareptha nods and moves to attack the next with her greatclub.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24 for damage: 1d10 + 4 ⇒ (8) + 4 = 12

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

And with that, the last two undead fall as the missile hits squarely in the ribs of one skeleton and explodes it.

The last skeleton advances and attacks Sarephta.

skeleton claw: 1d20 + 2 ⇒ (9) + 2 = 11
skeleton damage: 1d20 + 1 ⇒ (8) + 1 = 9

Despite whatever the skeleton did, Sarephta launches forward and destroys the fiend.

Aside from Rallas, you all stand at the dark threshold of the crypt. What would you like to do next?

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

"Unopposed, now we can get a look around. Do you think these things were what caused the carnage outside?"

Zhoron turns to the fallen comrade.

"Let's get everyone healed."

everyone roll d8+1's until they are healed to max. I'll use my wand of CLW for everyone.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

thanks for the heals....I got walloped hard.

heal: 1d8 + 1 ⇒ (7) + 1 = 8

that puts me at 3hp..I can continue on for now...save the heals for later

Rallas gets up, shaking his head.

My thanks for the healing.....those skeletons were vicious. I should take more care in the future.

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

there are plenty charges in the wand, I can always get another also. go ahead and get full, unless there is some RP reason you want to go on with few HP.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

I'll take the healing....just didn't want to burn through yours early....thanks!

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (7) + 1 = 8

sorry..had to burn 2 charges....my lame rol

Silver Crusade

M Oread Warpriest/1

"Zhorn, thank you for your kind offer of healing. I did take some wounds in that last fight."

1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (2) + 1 = 3

Wow, the dice hate me. That puts me 1 below max, which isn't worth using a charge on. Two charges used.

Silver Crusade

M Oread Warpriest/1

Healing complete, Gorwyn and Conflaviel move into the room and look around the room, trying to see if there is anything unusual (other than skeletons that attack you!) in here.

Gorwyn Perception: 1d20 ⇒ 20
Conflaviel Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas searches the bodies for any meaningful information/clues.

perception: 1d20 + 8 ⇒ (7) + 8 = 15

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

looks like 5 charge used then. no worries on charges. 2 pp (1 game typically) for a wand with 50 charges. Very inexpensive.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Next time I can provide healing. Infernal healing cures 10hp in a minute

Maldrek checks the surrondings looking for clues of how the skeletons came to the crypt.

They said a group come every year, so something should had happened in the last year

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Obviously, I'm happy to provide healing, as well. I have 3 channels, plus 4 prepared spells I can convert to healing (though it might also be wise if I keep those for in-combat healing rather than between combats when we can use our wands. At any rate, if anyone would like a heal, please let me know...

Sarephta stops to ensure all her companions are okay and assists in caring for their wounds.

Her keen eyes pierce through the darkness. "Let us keep going...obviously a mystery contained herein," she says as she observes the recent battlefield.

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Rallas and Conflaviel hear some faint whimpering coming from somewhere to the east. (Up is north) The room is full of the skeleton's bones, but two piles are near the bodies.

As you get closer you see the bodies are two people from town Gerol and Vark, friends of the mayor. They have a pack with them containing: a large pillow, 20 blunt arrows, 2 days worth of rations, a full waterskin, and two smokesticks.

The room has four exits: to the north (where you came from), east, west, and south.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

i´ll go east and west before south.

To not go deeper before checking the sides

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

I agree with Maldrek....but we should check out that sound to the east first. Might be a survivor.

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Sarephta nods.

"If someone is in danger, we should go to assist them immediately."

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

ok, seems like its time to move to the east! I'll assume your searching as you move. If you move into an area with a trap or something that could kill you/monster, I'll roll some perception for you as we go. Sound good?

You all gather close to the door. After looking over the door, Rallas decides it's safe, and someone who? opens it. The door opens to a large chamber containing a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms.
room link

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

sounds good to me

Rallas will open the door. He walks in the room cautiously, listening for the whimpering he heard before.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

I´m also ok

Maldrek follows Rallas checking for problems. It´s not his first time in a tomb, and Maldrek knows there´s allways danger.

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Rallas as you carefully listen to the whimpering, you can tell it comes from the south of this room. You can tell there is a door to the south you catch glimpses of among the pillers.

I've moved you two closer to the room. How about the rest? Where would everybody like to go?

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Sarephta steps into the room with the others, her ever-vigilant eyes seeking any sign of danger.

"A curious room," she says. "Let us be careful."

perception: 1d20 + 12 ⇒ (7) + 12 = 19

Sarephta will carefully move forward, taking 10 (for a 22 total) at each 5' square to make sure she doesn't run into any traps.

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

"Always good advice."

yes, move with rest of party.

Silver Crusade

M Oread Warpriest/1

"What were Gerol and Vark doing here? The mayor isn't going to like hearing the report of their situation now...."

Gorwyn follows the others, Conflaviel at his side.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas moves cautiously towards the sound of the whimpering, checking for any signs of alarms or traps along the way.

sorry...was out of town today....cant move token atm...on tablet. Will move when on my comp.

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Maldrek also goes into the room, trying to be between one of the more fighty comanions and the last door.

Well, at least we are many of us. When I go in tombs and crypts with my master we ussually were only two or three

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Room Link again updated

As Rallas enters the room and carefully walks around, he and Sarephta both see the a pit trap. Several tiles around the room look suspicious. It's an easy to see and disarm pit trap, but it does look like its got enough of a drop to hurt you a bit. Not enough to kill you by any means, but enough to make you notice!

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Noting the traps, Sarephta proceeds cautiously, pausing each five feet or so to ensure she doesn't step on a trapped area.

I will take 10 (22 total) perception each square and move toward the door on the south wall.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas skirts around the trap and heads towards the door

be wary of that trap...it is not deadly but can still hurt you nonetheless....

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

"Thank you for the heads up or down, as it were."

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

Rallas, are you going to disarm the trap, o we better find another route.

I´ll prefer to not risk any harm with a trap, if there´s another way to bypass it.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

I think bypassing it might be more prudent. I can likely disarm it with no great consequence, but not definitely.

Rallas gets out a piece of chalk to outline the trap.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

After outlining the trap, Rallas makes towards the sounds he heard.

Silver Crusade

M Oread Warpriest/1

Gorwyn and Conflaviel follow the others in.

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Rallas carefully outlines the trap on the floor. You can tell its a simple pit trap. You can't see inside the pit, but you know the crypt is supposed to test you, not kill you. However, those two in the other room are very much dead, so there might not be a guarantee of what's going on.

You make you way to the south door. Getting there you try the handle and see it's locked.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas checks the lock for traps before picking it.

perception: 1d20 + 9 ⇒ (9) + 9 = 18

disable device: 1d20 + 9 ⇒ (3) + 9 = 12

Grand Lodge

Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness

If Rallas don´t open the door:

If it´s being hard to open it, I can lend you my thief-in-a-pocket. Says Maldrek lending him his skeleton key.

Skeleton key rules:

Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don't have the Disable Device skill. You use the key's Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.

Dark Archive

Male Tiefling Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

"How handy, I need to remember to get myself one of those!"

Silver Crusade

Aasimar Cleric 5 | HP 43/43 | AC 20; Tch 12; FF 18 | F +7; R +4; W +7 | CMB+7; CMD 19 | Speed 30 ft | Init +4 (roll twice) | +1 Longspear: +8 (1d8+7/x3) | Perc +15

Sarephta waits patiently while the others open the door, glad that others in the group have that skill.

Liberty's Edge

Shades of blood dice set up Shades of Blood Map and NPCS

Try as Rallas may, the door does not open.

Current Standings of the crypt

You can see more traps and other odd floor panels around the room.

Maldrek-as you walk up to Rallas you notice an odd panel on the floor marked S on the map.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

I must get one of those soon..I have been awfully busy and keep forgetting to get one. They seem very useful.

Silver Crusade

M Oread Warpriest/1

Gorwyn approaches the panel and looks at it.

Perception: 1d20 ⇒ 4

He also casts Detect Magic and inspects it.

If necessary:
Knowledge (Arcana): 1d20 + 6 ⇒ (2) + 6 = 8

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