Crypt of the Everflame

1186 posts in this topic

With the announcement of the ceremony & such, Quigley goes into a quiet mode, he is more into observing then speaking. He eyeballs the crowd, looking for someone, something.


With the party on the move he gathers his things up & says, "Yup I'm good to go, I've got all I need."


Rolls of 12 & 15

Share this post

Link to post
Share on other sites

Khim will gather the rations, rope and grapple. Then start heading in the direction the map states.


I rolled a 6 and a 1

Share this post

Link to post
Share on other sites

Taeral picks up the tender box, twigs and brandy. Satisfied with his choice, he straps them to his backpack, along with the other bits of gear he had thrown together in his hurry. He struggles to shoulder the pack and almost topples over before the tent breaks free and falls to the ground. He quickly re-straps things and re-shoulder the pack, slightly more steady this time. 


2d20 16 10


Edit: Argh should have checked for updates..

Edited by Ludo

Share this post

Link to post
Share on other sites

Mumbling a prayer to Serenrae for good fortune and fiddling with the lantern, Morgrym joins the group headed out of town

Share this post

Link to post
Share on other sites

Morgrym ambles over to Quigley, hands him the clw potion. "Here my friend, you of all of us are liable to get into a tight situation where I can't get to you. Carry this for that next little adventure... and try to remember Serenrae when you find the next little goodie bag" he says with a huge grin.

Share this post

Link to post
Share on other sites

Your party makes one last pit stop before exiting the village... apple pie is on the menu!


You then set out, following the map.  You start at 1pm.

Taeral is foraging for nuts, berries, and small game, so things go a little slowly.

Based on the map, you assume it will take 4 days to get to the Crypt, if you forage the whole way.


At 5pm..

The narrow path winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot.  Up ahead, a fallen tree trunk blocks the path.  Suddenly, a trio of snarling humanoids leaps up from behind the log, all greenish skin and fearsome tusks, bellowing vulgar challenges!


First D20's were perception checks:
Taeral 16 + 7 = 23: Success

Quigley 12 + 6 = 18: Success

Khim 6 + 6 = 12: Failure

Morgrym 9 + 3 = 12 Failure


In the surprise round, Taeral and Quigley may act.

Initiative: Taeral's second roll was 10 + 4 = 14

Greenskins 6 + 0 = 6


Taeral then Quigley then Greenskins for Round S.

Move or Standard action.

Enemies are 30 feet away, standing up behind a small felled tree which can be stepped over and provides no cover.

10 feet separate each enemy from each other.  They wear studded leather, brace their greataxes in one hand and have javelins in their other hands.





OOC This combat probably doesn't need mapping.

For the dungeoneering, I'll draw stuff out.

Share this post

Link to post
Share on other sites

OOC forgot to mention that for traveling purposes I will be using my boar spear as a walking stick and have my other equipment stowed.


Taeral suddenly drops his backpack, narrowly missing Morgrym's head. He snatches up his bow from his shoulder, nocking an arrow and pointing it at the three figures on the road. 


OOC to save time and post, going to go ahead and list my first standard action as well.


IF the geenskins take hostile actions on their turn:

Shoot the nearest one and move to take cover behind a tree, taking my spear with me. Prefer to take a flanking angle. 


If the greenskins just like to shout insults at armed strangers:

Try to identify what they are and what I know about them. 


Rolled a 14

Share this post

Link to post
Share on other sites

Taeral, You are pretty sure they are Orcs, but you don't have knowledge Local, so you don't know any details about orcs.



Ok, just to clarify: Taeral wants to travel with his spear equipped rather than his bow.

In this surprise round situation, that translates to:

   Drop Pack: Free Action

   Drop Spear: Free Action

   Equip Bow: Move Action.



Next round, to move to a tree for some cover(move action) and fire your bow(standard action, with loading arrow as a free action during that standard action), you would have to leave your spear where you dropped it.

Share this post

Link to post
Share on other sites

Not liking the snarling nature of these 3 I'm gonna equip my short bow & knock a arrow & let it fly @ orc #1


13 + 3 (sheet says +4, not sure where the extra 1 is coming from) so total of 16 to hit.


Potential damage: 2 pts (1d4)



Besides they are ugly.......

Share this post

Link to post
Share on other sites

Quigley fires off a quick shot and hits the left orc for a minor wound!


The Orcs retaliate:

Left Orc is howling mad at Quigley: Throws his javelin: 16 +1 (dex) -1 (dazzled in bright light) = 16.  A hit! D6+3 = 8.  Ouch!  Staggered in one shot.

Middle Orc throws his javelin at Morgrym with the fury of dwarf-hatred: D20 = 1.  An Automatic miss, he's seeing too much red!

Right Orc throws his javelin at Taeral: D20 = 2.  A miss.


The three orcs put their free hand on their greataxes, almost in unison (Free action, now threatening with those weapons).

That is the end of the Surprise Round.

Round 1 Starts with Taeral.

He moves over to a tree for partial cover, and fires at an Left Orc which Quigley hit, to try to finish him off, rolling a 14.

A Hit!  Now we just need a damage roll.


Next is Quigley.

0 HP.  Staggered.  Move action safe, or Standard Action and lose 1 HP, dropping you to -1 and unconscious/bleeding.

Share this post

Link to post
Share on other sites

Moving some place away & safe from the action.

Share this post

Link to post
Share on other sites

Ok. So I called this as 30 feet, and said no mapping, so that assumes Quigley was at 30 feet too. He acted before the orcs, and within 30 feet he gets sneak attack damage, add a d6 for me!


And Quigley goes to hide behind the cleric gasping "help me, please!"

Share this post

Link to post
Share on other sites

As he is leaving he notices a faint shimmer to one of the "orcs"


"Wha the.....??"




He shouts at the party!

Share this post

Link to post
Share on other sites

OK, khim will advance to one of the the orcs and attack. Since flurry of blows is a full attack, I believe, I only get 1 attack.


D20+4 =19+4=23

DMG D6+3 =5+3=8

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Kuche
      Sup guys, i have just finisthis miniature, well i think i finish, it may need more little more definition in some areas.  hope you guys enjoy and like it 

    • By SamuraiJack
      About this project
      They say there have been eight worlds before ours. Eight times the people of this Earth, over vast millennia, built their civilizations, reaching heights we cannot even fully imagine now. They spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their barest remnants.
      This is the Ninth World. The people of the prior worlds are gone—scattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of their original function. Some call these magic, but the wise know that these are our legacy. They are our future. They are the...
      Set a billion years in our future, Numenera is a tabletop roleplaying game about exploration and discovery. The people of the Ninth World suffer through a dark age, an era of isolation and struggle in the shadow of the ancient wonders crafted by advanced civilizations now millennia gone. But discovery awaits for those brave enough to seek out the works of the prior worlds. Those who uncover and master the numenera can unlock the powers and abilities of the ancients, and bring new light to a struggling world.
      The original Numenera RPG was launched via a 2012 Kickstarter campaign that shattered every record (at the time) for tabletop RPGs. The corebook has seen four printings, and Numenera is enjoyed by tens of thousands of gamers in an active global community. We have published over 60 supplements and accessories, and released a terrific starter set for new players. The Ninth World has spawned a critically-acclaimed hit computer game, board games, an excellent short film, a line of novels, and other licensed items, and Numenera has been translated into many languages including French, Spanish, Italian, Korean, German, and Portuguese.
      Numenera is a game in which player characters explore the ruins of aeons past to gather amazing treasures and help build a new future for a world struggling in darkness. Since the launch of Numenera in 2013, we have delivered well on the first part, but we’ve always wanted to do a more thorough job exploring that second part. That desire has led us to Numenera 2 and this Kickstarter campaign.
      Through this Kickstarter we’re going to replace the existing corebook with two new corebooks. The first is called Numenera Discovery and the second Numenera Destiny.
      Numenera Discovery will be a book that covers familiar territory; it is basically a revision of the original Numenera corebook. Next summer, we will allow the original corebook to go out of print, and Numenera Discovery will take its place. In Numenera Discovery, you’ll get some revisions to make things clearer and more fun, and to increase the options available to players. Nanos, Jacks, and Glaives will get an overhaul. Many foci and some of the descriptors might see some reworking. You’ll have more options, clearer rules, and perhaps a bit of expansion to the regions of the Steadfast and the Beyond that are covered in the existing corebook.
      But Numenera Discovery is not a new edition. We will make virtually no changes to the way the game plays mechanically—and none of those changes affect the way NPCs, creatures, or items like cyphers or artifacts work. We also won’t be making changes to the setting. So if you already play Numenera, your bestiaries, adventures, card decks, character portfolios, and books like Into the Night, Technology Compendium, and Jade Colossus will not be affected by these changes. We will not issue any “second editions” of the existing supporting titles—and if you choose not to get Numenera Discovery, future Numenera supplements will work fine with your existing Numenera corebook. Your ongoing campaign will flow smoothly through the change in corebooks. You will even be able to mix existing characters with those from Numenera Discovery into your game. In fact, the game can be played with both the existing corebook and Numenera Discovery in use at the same game table!
      (One small exception: Numenera Character Options and Numenera Character Options 2 will remain compatible, but will become substantially less relevant following the improvements to characters in Numenera Discovery. We will retire those titles.)
      As excited as we are about Numenera Discovery, we may be even more excited about Numenera Destiny. This title will enable characters to truly become a part of the setting—to help shape the future of the Ninth World. The people of the Ninth World are locked in a medieval-like state, a world of struggle and danger and often suffering in the shadow of the prior worlds’ wonders. Numenera Destiny allows you to build adventures and campaigns in which players don’t just explore the wonders of the past—they utilize them to help lift the Ninth World out of darkness.
      You can make the world a better place. Help a community defend itself from abhumans or the iron wind. Create centers of learning or trade. Innovate, build, and protect. Manage an entire community and help it prosper and grow—or simply create a cool base or vehicle for your adventuring group. Numenera Destiny will allow you to take what you discover and make your mark on history as someone who elevated the Ninth World into the future.
      Adventuring—exploring the weird and wondrous remnants of the prior worlds—remains, of course, at the core of Numenera play. Numenera Destiny will give you new things to do with your discoveries, along with entirely new and epic ways to structure your campaigns. You’ll discover materials, power sources, and treasures that you can utilize in an entirely new, robust crafting and building system. And perhaps best of all, Numenera Destiny will offer three new character types and a number of new descriptors and foci geared toward this innovative style of play.
    • By Kuche
      Oohh well,i know i have notedfinishe my other 2 wips, but well i also wanted to share my calistria cleric progress 
      Hope to finish her and my other wips tomorrow :3 

    • By Kuche
      Hey guys, here is another wip, this time its a pathfinder miniature, hope to see your thougths.

    • By cakira21
      Just getting back into D20 gaming, and I've recently became a big fan of the Reaper Mini line. Just wanted to show off some work I've done in the past month or so. All have been painted with acrylic and clear coated with rust-oleum matte clear enamel for some durability for table top gaming. I borrowed some of the paint schemes from internet finds and other i just winged from what colors I liked. Any ways here's the minis.

  • Who's Online   43 Members, 3 Anonymous, 0 Guests (See full list)