Seraphimpunk's [core] Crypt of the Everflame (Inactive)

Game Master Seraphimpunk

[core campaign] pathfinder society Crypt of the Everflame.
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Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

From a technical point of view, we all are, yes, so nobody needs to worry. And that is a good thing, because those orcs were trying kill me earlier.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

"Good thing they turned out to be imaginairy. I mean, Illusions."

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

"Hi, Omorose. Did you have any trouble finding us? Are you ready to continue on, or do you need a few moments to gather yourself."

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar slowly walks closer to the form on the ground, with his greatsword drawn. When he's close enough, he also looks out over the lake to see if anything's out of the ordinary.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

Having greeted Omorose, Rowanne turns her attention toward the dark form on the ground. She studies it. peception: 1d20 - 1 ⇒ (8) - 1 = 7


>> horn level 1 << -- Way of the Wicked

You approach the form on the shore, it appears to be a dead man. huge twin stab wounds on his upper torso. the body looks old, having decomposed a bit on the spot. You do notice the body is laying on top of a short sword, and you find a coin purse nearby with 87gp inside. Judging from the mint of the coins, the body, or at least the owner of the purse isn't from Kassen -- they bear the likeness of a Nirmathi leader.

Heal DC 15:
he's been dead a few months. the stab wounds appear to be large bite marks. poison was also apparently involved in his death. it seems to have kept predators from disturbing/eating the body.

knowledge nature DC 18:
the size of the bite marks, and the signs of poison, it was likely a rather large serpent of some kind

Your trail map leads off, away from the Gray Lake and the grisly discovery. The shore of the lake wraps around and out of the way a bit. but if you wanted to , you could explore up and down the shore a bit and see if you find any other signs of a battle or something pertaining to the body.

would you like to move on ?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Heal check: 1d20 + 6 ⇒ (20) + 6 = 26

"Guys, this person seems to have been bitten and poisoned a few months ago. Doesn't seem familiar to me, so none of our business. The thing that did this is probably very large, I don't want to meet it for a rematch. We should move on."
Vanovar mumbles a prayer to Gorum as he walks on. This person fell in battle, so he died a warrior.

What's with this streak of 20s? At some point I'll throw nothing above singe digits, I just know it.

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Cyrixs looks over the found body

Untrained knowledge nature (bardic knowledge): 1d20 - 1 + 1 ⇒ (9) - 1 + 1 = 9

"He sure looks like he's dead..maybe a spider bit him, spiders have poison right? Or a snake..or a scorpion. Let's keep moving...after we check if he had anything on him that might be useful....to identify him later off course, not just for loot ....not that there's anything wrong with a bit of loot..."

Cyrixs mutters on a bit longer...


>> horn level 1 << -- Way of the Wicked

keep moving it is.

Leaving the Gray Lake behind, you travel about 3 hours to reach the valley where the crypt is. The trees are old and gnarled here in this part of the forest. Cold rain begins to fall about an hour out from the lake, making the journey just that much more miserable.

As you reach the valley, the trail leads even deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two likes a steep hill sloping down into the valley. The cold rain making the ground slick and treacherous.

knowledge Geography 12:
Welcome to Seprent Gorge.

You could take your time, and get a bonus to your descent check [+2]. the slope is slick and steep enough, that it will be hard to get the horse down. You could also tie off ropes, or use a climbers kit for [+2]. you can take 10 if you want, when choosing to go slowly down.

whether you take your time, or go slow, i need three DC 10 acrobatics checks. likewise for the horse if you're coaxing it down, but i need a handle animal 10 check first.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar sighs and starts digging through his backpack for rope.
"All right people, if we secure each other, we probably won't kill each other when we descend. I know I need some counterweight or I'll drop like a rock."

I intend to take 10 and take my time with ropes secured between us. I have an armor check penalty of -3 and only a DEX bonus of +2, so any bonuses are welcome. The combination of ropes, taking my time, and my DEX should offset the fact that breastplate isn't ideal climbing gear.

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Takes ten on going down, slowly, and lets somebody else take care of the horse

It's ok, Varevitsj. We have to look out for each other, so let me help you go down. Just as the great philosopher Egorius Fillbright proclaimed - you don't slip, you just let the earth slide under you.

Aid, Acrobatics: 1d20 + 1 ⇒ (9) + 1 = 10
Aid, Acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18
Aid, Acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13

Now there's the first useful thing this guy has done ;-)

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

ah dagnabit. Curse of having no time. I wanted to hunt the big beasty.

During the walk further, lady Rowanne is mostly silent. Musing about the dangers in the wood and how to prodect the villagers. "Once we finish our buisness in the crypt, we ahould come back To the lake. Perhaps with more people. We cant let a thread like that stand. More innocents will die.

Once they reach the steep slope Rowanne also gets out her rope. I dont know if you will allow two people aiding. We could pull this off by both tying a rope to Vanovar and lowering him down together. I will roll just in case so we can keep this going.

aid acrobatics: 1d20 ⇒ 12
aid acrobatics: 1d20 ⇒ 6
aid acrobatics: 1d20 ⇒ 3

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

"Gah, I'm somewhat slow in my armour, not an invalid. This should be fine, thanks.

No, but really, taking 10, the rope and the slow descent should be enough, thanks. :P

"I'd agree with you on the hunting of the beast, but that man's been dead for months now; if there's a beast near Kassen, we would've heard about it. This is probably a single traveller that got attacked. I'm all for fighting it on the way back, but let's first finish the job we were actually asked to do. And besides, as I said, it's been dead for a while, maybe the monster's moved by now. It's pretty weird regardless; why would a predator kill, but not eat his prey? Something's amiss there, I can sense it. Best not to meddle with it"

Maybe I'm playing him too smart here. Translate this text to something you'd expect from INT 7. >_>

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Cyrixs takes it slow and carefully makes his way down the rope (take 10, using ropes = 10-1+0+2+2 = 13)

Edited to take my foot out of my mouth

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

I think the confusion is because we are climbing down, but the Goat Master called out for Acrobatics, wich is of course dex based:

Goat Master wrote:

[ooc]whether you take your time, or go slow, i need three DC 10 acrobatics checks. likewise for the horse if you're coaxing it down, but i need a handle animal 10 check first.

[/ooc]

Lady Rowanne takes her time going down, using the rope to steady herself. like Cyrixs, take 10, using the rope = 10-1+2+2=13

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Handle animal (take 10): 10 + 3 = 13

climb (take 10): 10 - 1 + 2 = 11


>> horn level 1 << -- Way of the Wicked

d'oh, yeah, it asks for acrobatics, but i guess with the use of the ropes, it would be climb. either way, sounds like taking your time you all get down in an hour.

An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.

All the more shocking of the scene: a pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.

Heal DC 10:
The animals outside were slain 2 days ago with crude blades or perhaps claws. shards of the rusted metal lay in the wounds.

perception DC 15:
Underneath one of the horses you see a few bones sticking out. The beast's carcass is heavy, and you'll need a DC 15 strength check to move it and get a better look.

perception DC 10:
the horses and ponies were obviously laden with gear, empty saddlebags are most of what remain, though some of the bags do contain some left behind gear: 2 days worth of rations, a pair of large, comfortable pillows, a quiver of 10 blunt arrows ( as normal arrows, but they only deal nonlethal damage), and 2 pints of lamp oil


>> horn level 1 << -- Way of the Wicked

click the map link for an image of the carnage and blood and horses!*

* note, no horses were harmed in the making of this adventure. aside from the ones we killed to have artist reference material to draw the horse bodies. but they were going to the glue factory anyway, and we had a signed consent slip from the horses around here somewhere.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I think since it's a steep slope, rather than an actual wall, the ropes are merely handholds to prevent you from slipping completely. You still need agility, rather than raw force, to to get downstairs. But yeah, awkward wording.

"Well, this is unsettling. Looks like people were here recently. The mayor didn't tell us we were the reinforcements. Let me have a look at these beasties..."

Heal: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

"These things are still relatively fresh, I'd say they're killed two days ago, right before we set out. Considering it took us a day to get here, I doubt we're the reinforcements; someone got here before us, and got killed. Pretty bad way to go too; either rusty blades or claws.
"Oh, and whatever killed these things didn't bother to unload them, so I guess we can rule out bandits. Here's some food, some blunt arrows, some oil, and weirdly enough a few pillows, but no sleeping gear."

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Perception: 1d20 ⇒ 4

"Well no point in standing around here, we might as well go inside...after we liberate the supplies here, that is."

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Perception: 1d20 - 1 ⇒ (3) - 1 = 2

"I see dead horses!"

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

Lady Rowanne kneels next to the slain animals.

This looks bad. Poor animals didnt stand a chance. Those rusted shards in the wounds worry me.
heal: 1d20 + 3 ⇒ (7) + 3 = 10
perception: 1d20 - 1 ⇒ (16) - 1 = 15

"Its weird that people would leave such select items behind. It is as if whoever this was went inside with a few neccecities, perhaps to make camp? And they got ambushed before they had a chance to come back for the rest of their items. What is weirder still, is those bones UNDER the horse carcass. Let me see if I can move it"

strength check: 1d20 + 2 ⇒ (19) + 2 = 21

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar agrees with Cyrixs and grabs his longspear, expecting trouble. He waits though, maybe the rest of the party manages to beat the dead horse's DC.

From here on out, I expect trouble behind every door (literally), so before opening a room, I cast Guidance on myself. I'll mention it in my roll, and just deduct one if it doesn't apply.

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Since for some reason I also suspect trouble I suggest - given we have the time to do so - that Vanovar - who seems to have the highest perception - takes 20 (or 10 if someone thinks we are in a hurry) at every door(way)/corridor we encounter to check for traps as a standard precaution


>> horn level 1 << -- Way of the Wicked

Rowanne manages to drag the horses body away, underneath is a cryptic find: splintered bones of a clearly very old skeleton.

vanovar@perception,guidance: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
the doors are unlocked, but very heavy. it takes a few tries, but Vanovar and Rowanne are able to get it open in a few tries.

Vanovar cautiously examines the ajar door, its imminently clear that the interior is unlit, and you all prepare with various light sources and spells as needed before entering. The interior ceilings are 15 ft. high, the stonework quite old, but well crafted. The walls are decorated with a scrolling pattern of villagers fighting off masked bandits and monsters, still in relatively good condition though water damage and lichen have taken their toll. The stench of mold and rot hangs heavy in the air, obscuring whatever else may be there...

As the heavy doors swing open, the light from your spells reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a grusome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

Rowanne looks puzzeled at the skeleton. Why would anyone tie up their horse next to a skeleton?

With the doors open, and more clues revealed, it suddenly makes more sense to Rowanne. Oh, Iomedae perserve us. Undead. Those must have been animated skelotons. The one under the horse probably got crushed when the horse fell on it.

knowledge, religion: 1d20 + 4 ⇒ (4) + 4 = 8

sadly I dont recall a lot about skeletons at this moment


>> horn level 1 << -- Way of the Wicked

map updated

hmmh, skeletal undead. nope, never heard of those =P

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

knowledge religion: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

First it is not orcs that are attacking us, now dead men men that are not dead are lying dead on the floor. Stay brave, people, don't let the bad looks of these men distract you!

You don't look so good yourself, Venja. You look like you're haunted by a spirit, if you catch my drift. You do remember what you have with you right? What strength and what amounts?

(...)

---
And drank one straight down
--- VBP, Chronicles

(...)

The cursing fit over, Venja comes to a realisation I sure hope these aren't last year's heroes. Last year's heroes did come back, didn't they?

Oh, my, what a pickle you've gotten yourself in Venja.


>> horn level 1 << -- Way of the Wicked

presuming the obvious knowledge of DR ?

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |
Goat Master wrote:
presuming the obvious knowledge of DR ?

"If we encounter any 'living' skeletons, hit them with blunt weapons. If you don't have any on you, get a nice big branch and make yourself a club!"

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Whelp, ninja'd. As with the skeleton under the horse, it seems. Vanovar switches from longspear to morningstar.

"No, these horses look too fresh to have been here for a whole year. Unless they're magically preserved, but I haven't prepared Detect Magic to see. Some people have entered here before we set out. Maybe by happenstance, maybe on purpose."

Gah, I'm terrible at roleplaying dumb characters, my writing style's too eloquent for that.

Ignoring the wailing and with morningstar in hand, Vanovar steps forward to examine the bodies on the ground, fully expecting the skeletons to rise up.

Heal check: 1d20 + 6 ⇒ (3) + 6 = 9
I expect to be interrupted before I get there, but a man can dream, right?

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

Leaving her bow be for now, Rowanne takes out her club. Right behind you Vanovar.

healcheck: 1d20 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

"I will take your word for it Lady"

Cyrics goes out into the woods to take care of some "business"

Are there any tree branches around that could be used as a club? If so I'll pick one up

When he returns

"I am ready now"

And he joins the others as they walk inside.


>> horn level 1 << -- Way of the Wicked

you hack one off pretty handily with your falchion. just takes a minute or two.

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Good thing I came prepared then, Venja says, holding his heavy mace with a wide grin.

If there is nothing setting the two doors apart, let's take the left one

Venja starts checking the left door for anything out of the ordinary

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


>> horn level 1 << -- Way of the Wicked

You check the bodies, somehow they look a little familiar to you, but mangled as they are, you can't make out how. they're pretty badly mutilated.

knowledge local DC 15:
Its hard to say for sure, but they could be Gerol and Vark, both friends of Kassen's mayor, the man who set you on your quest yesterday.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIIIIIIII IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIEEEEEEEEEEEEEEEEEEEE

the wailing comes again, as you stop shuddering from it, indeed, you can see some of the piles of bones rising.


>> horn level 1 << -- Way of the Wicked

init:

omorose: 1d20 - 1 ⇒ (14) - 1 = 13
venja: 1d20 + 1 ⇒ (16) + 1 = 17
cyrixs: 1d20 + 2 ⇒ (17) + 2 = 19
rowanne: 1d20 + 5 ⇒ (3) + 5 = 8
vanovar: 1d20 + 2 ⇒ (6) + 2 = 8
green skellys: 1d20 + 6 ⇒ (6) + 6 = 12
red skeyllys: 1d20 + 6 ⇒ (12) + 6 = 18

[r1]: [19: Cyrixs], [18: red], [17: Venja], [13: Omorose], [12: Green], [8: Rowanne], [8: Vanovar]

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

For when his turn comes:

Venja cringes as he hears the wailing sound of the undead Shhhh, he says.

Listen closely, Venja. These are the Bony Bastards rising, and they're not going to let you in. But we'll help you, Venja. We're here to protect you.

He steps to the side and sends forth a wave of positive energy, holding out a holy symbol that looks nothing like a beer mug.

Channel energy, affect undead, DC 10 Will save for half:
Damage: 1d6 ⇒ 2

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"I'll try and see if the teachings of my Osirian uncle can help us!"

move and Command Undead DC 15

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Cyrixs wielding his newly made club (soon to be named Bonecrusher) walks in after the others

(and unaware of Omorose ability to command undead at the time he's acting) will try to hit the skeleton in the corner - seeing it's only one he can reach

To hit Skeleton flatfooted AC: 1d20 + 4 ⇒ (5) + 4 = 9
Blunt damage if hit: 1d6 + 4 ⇒ (2) + 4 = 6

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

as both green and red skellies have a turn before me, I will just wait untill they come to me and then attack with my club. I will not attack a skeleton that is obviously under the influence of Omorose. To speed combat up I wil already make a roll

Seeing the skeletons rise, Rowanne grips her club. "Back you abominations! Iomedae cleanse you!"

to hit skeleton: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 2 ⇒ (6) + 2 = 8


>> horn level 1 << -- Way of the Wicked

Cyrixs steps up and swings, but his crude club clangs off the the bone and leather bits still draping off the skeleton.

some of the skeletons lurch forward, attacking with broken scimitar and claw

dice:

vs.Cyrixs: 1d20 + 0 ⇒ (20) + 0 = 201d6 ⇒ 4
vs.Cyrixs: 1d20 - 3 ⇒ (19) - 3 = 161d4 + 1 ⇒ (3) + 1 = 4

vs.Cyrixs crit confirm: 1d20 + 0 ⇒ (9) + 0 = 91d6 ⇒ 3


oh s+~%, bard's AC is 12? niet goede. 8 damage on Cyrixs
The skeleton on the landing slashes viciously at Cyrixs, scoring two nasty gashes through his leather armor, leaving him soaked in blood from rusty blade and ancient bone.

seeming to sense the divinity, one lurches toward Vanovar, while one shambles down the stairs and attacks Rowanne
neither drawing an AoO, one a five ft step, the other just entering a threatened space.

dice:

vs.Vanovar: 1d20 + 0 ⇒ (9) + 0 = 91d6 ⇒ 2
vs.Vanovar (confirmation): 1d20 - 3 ⇒ (15) - 3 = 121d4 + 1 ⇒ (4) + 1 = 5

vs.Vanovar: 1d20 + 0 ⇒ (16) + 0 = 161d6 ⇒ 3

vs.Rowanne: 1d20 + 0 ⇒ (7) + 0 = 71d6 ⇒ 2

The divine pair fairing much better, with the skeletons not managing to land a scratch through their armor. Venja appears to toast the undead, raising a mug of ale to them. They seem to recoil from the benediction however.

dice:

skeleton will saves (left to right): 1d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (13) + 2 = 15

2; 1; 2; 2, 2, 1 damage, around the board. ( at least it was when i first read the dice rolls. it took so long to write this the rolls changed.)

Omorose then walks in casually, and with her necromantic powers, attempts to command the undead.

dice:

skeleton will saves (left to right): 1d20 + 2 ⇒ (9) + 2 = 111d20 + 2 ⇒ (17) + 2 = 191d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (19) + 2 = 21

three of them fail, but you can only control 1HD of them creatures via the feat. so one of them is under your control. i'll mark it by turning the image blue. the rolls changed slightly out from underneath me. i'll stick with the blue one i marked who originally failed his save.


>> horn level 1 << -- Way of the Wicked

more of the creatures lumber forward to attack Vanovar, who wishes he had a blunt longspear or lucerne hammer, one of them apparently held at bay by Omorose's powers. but their feeble swings with rusted swords easily miss the priest of Gorum. Rowanne then hefts her club smashing one of the skeletons to shards of bone that cease to move.

dice:

vs.Vanovar: 1d20 + 0 ⇒ (1) + 0 = 11d6 ⇒ 3
vs.Vanovar: 1d20 + 0 ⇒ (6) + 0 = 61d6 ⇒ 3

[r1]: [8: Vanovar]
[r2]: [19: Cyrixs (-8 dmg)], [18: red], [17: Venja], [13: Omorose], [12: Green], [8: Rowanne],

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar tries to bash the middle left skeleton's face in.
Attack roll: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 6 ⇒ (7) + 6 = 13
"Venja, help Cyrixs out, looks like he can't take much more. We've got these ones covered."

Why did one tried to confirm me on a 9? I need that weapon, its crit range is ludicrous.
Also, I'd love to channel them all to death, but my DC is 9. Yeah, no.
Also also, Rowanne, you can wield the club two-handed, for 1 more damage.


>> horn level 1 << -- Way of the Wicked

lol, that was when i decided to quit writing and post. the #'s were starting to change on me. it was originally a 19 + 0 , hitting for 2 damage. but then as the 2nd set of skeletons came up and i was previewing to continue writing, i saw another 19 flop to a 6 and was like wtf. went back and saw all the saves vs venja's and omorose's stuff had shifted a bit. dunno what happened. its usually very stable. alas, i have no screenshots, so i changed the text but left the rolls in place since taking them out would cause more shifting. but i decided to stick with the saves results, and at least the first attacks on cyrixs didn't shift as well. i'll just make shorter posts... :P

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

oh yeah. Two handed. I am so used to keeping a hand 'free' for emergency things/casting that I totally forgot. Chalk it up to needing more coffee.

Seeing the skeleton crumble at her feet, Rowanne grips her club with renewed fervor. Back, abominations, back!

There are still two skeletons in front of me. Assuming they dont move out of my reach before its my turn, I will attack the one to the right (the one with 1 damage) with a two handed swing.

two handed attack: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 3 ⇒ (1) + 3 = 4

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"Drop your sword and use your claws to attack!" Omorose commands her skeletal minion.

Blue drops his sword and claws!
To Hit Claw 1(flanking): 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
To Hit Claw 2(flanking): 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20 for damage: 1d4 + 2 ⇒ (2) + 2 = 4

She steps back and readies to cast a disrupt undead.

"Cyrixs! Step back towards the rest and heal up and I'll try to disrupt it!"

If Cyrixs steps back:
Disrupt Undead: 1d20 - 1 ⇒ (10) - 1 = 9 for damage: 1d3 ⇒ 1

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Cyrixs - having taken quite the beating - follows up on Omorose's suggestion and withdraws from combat ...for now

(withdraw action)

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Disrupt Undead is a d6, but I guess it won't hit anyway.

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