The Maiden of Copper
|
Not wanting to provoke, Charis steps back before firing at g4.
Longbow, Point Blank Shot: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 Bah!
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Tog Snaglakrugdumpgh
|
TogoO: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
"Tog keep mowing Goblins, Axe don't run out of ammo."
Mowing: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
StillMowing: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
5ft stepping if necessary to remain adjacent to goblins.
The Maiden of Copper
|
Ice burn. Abaddar laughs at you.
Bluff: 1d20 + 1 ⇒ (6) + 1 = 7
Charis frowns as Tog mentions not needing ammo, but smiles when she sees him tear through goblins.
Zora Magda
|
Zora loads and takes another shot at g3.
Attack: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Crit confirm: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Damage: 1d6 + 1d6 ⇒ (5) + (3) = 8
Johann Van Hjorder
|
Johann swings at the goblin.
AoO: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
With that solid hit, he turns his attention to the goblins still standing.
TWF, Sword: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
TWF, Shield Bash: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
| DM Panic |
Johann smashes the second goblin trying to rush past into the room while a well-placed bullet splits the skull of the third and final goblin.
Out of combat!
A quick search of the barracks turns up a mechanical arm, that perhaps belonged to "Clanky" as well as an old, smelly piece of cheese that the goblins in this room were apparently playing keep-away or some game with.
Advancing to the circular stairs, you observet that they wind downward to the right, circling around a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material — a spire within a spire.
Just above the landing, the green crystal Spire is marked with a complex sigil the size of a human hand. This sigil is this level’s identifying rune, and is useful for Spire transport. It’s noticeably different from the sigil recorded on the scroll in Skizzertz’s chambers, although they are stylistically similar.
Only a single pair of double doors remains unexplored, which upon opening reveal a spiral stair leading UP.
The Maiden of Copper
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Recover missed arrows(Even is good): 3d2 ⇒ (1, 2, 2) = 5
"I say we go up. A bit spontaneous, I know."
Zora Magda
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"Locked doors, all around. Why bother? It seems such a nuisance."
Zora reaches into her layers of dresses and shawls, and produces some small metal picks. She immediately gets to work on the door (leading up).
Disable Device: 1d20 + 8 ⇒ (13) + 8 = 21
| DM Panic |
Zora steps up and works the door, achieving a satisying click before resuming her place in the party.
Johann and Tog give each other a nod and throw the door open, stepping into the tower room beyond.
This strange chamber pulses with the green glow of the column of glass-like crystal that forms the core of the tower. The walls of the room are damaged, and the roof is cracked. The spire in the center juts up, just peaking above the crude ceiling. A bed and a side table sit in the northern half of the room, and archery targets line the southern section of wall.
However, the most noticeable thing in the room is the rather large bugbear with a bow aimed at Johann.
He snarls, revealing his large teeth but never veering from his aim at Johann.
"Pah! So you've murdered my goblins..."
He continues to study you all.
"Wait... did Klarkosh sen--- HRMMM... Who sent you?!"
The Maiden of Copper
|
Where did she get those picks from? How did she keep it so quiet? So much to learn.
"Hmm. We come of our own volition." The Maiden starts. "I don't suppose we could ask you to surrender?"
Her bow is trained on Grulk, as well.
Aid Intimidate: 1d20 + 1 ⇒ (10) + 1 = 11 Assuming someone else is starting the intimidate.
Zora Magda
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"Actually, I am just here to explore the spire. Curiosity and all that. Your goblins just got nasty with us - so we had to do what we did. You seem more reasonable, though. Perhaps we can make this meeting more civilized?"
Sigil Lightstrider
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In the back of the group, Sigil can just barely hear the conversation in the front, and tries to peer around, or through the legs of his companions to see Grulk.
"Unless there is a hidden chimney, I think you are cornered and quite outnumbered. A civilized discussion is probably your best chance at leaving this place on your feet."
| DM Panic |
Grulk almost smiles at Tog.
"Explore is it? You look like the sort that's explore-and-relieve-the-place-of-all-it's treasures."
He lowers his bow.
"Look we don't have to murder each other. I'm trusting you're good at it. You should know there's a wizard -- Klarkosh. He started like you all, I guess. Came to explore the tower, ply away it's secrets. Now he's rooted himself down as a permanent resident of some of the upper levels."
Grulk scratches himself and looks almost as if he's eaten something distasteful.
"I don't see any reason why I should risk my life to stop you if you're goal is to go deeper into the Spire... so perhaps we can part ways without violence today..."
Johann Van Hjorder
|
Johann finally dislodges the tiny sliver of beef jerky from between his teeth. "Sorry - don't you just hate when that happens?" He looks cheerfully at Grulk. "Right... I agree with you, Master Grulk. There is no need for us to fight. We only had to dispose of your soldiers because they attacked us first."
He then scratches his chin a bit, "This wizard - would you say he's... evil? If so, then I believe it would be my duty to dispose of such a person. It would be best to restore this Emerald Spire to it's proper glory, don't you think? By the way, would you mind if I took a few minutes to talk about your familiarity with Lady Iomedae?"
Diplomacy Aid: 1d20 + 6 ⇒ (9) + 6 = 15
The Maiden of Copper
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Resting after their adventure, the Maiden is able to focus and concentrate. Using her entire body as a weapon and relying on pure insight to guide her bow and movements, she completes her introductory monastic training.
Her final step is to shed her leather armor, which she does at a fair price. This leaves behind her simple clothes and elaborate snake tattoo.
"I picked up some silver-tipped arrows, and a few more weapons, just in case." She nods at her Nunchaku, Siangham and a pile of Shurikens. "But I'll still rely on this." She showcases her new and improved bow.
"I am ready when you all are."
Zora Magda
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"Nice bow!" Zora's bracelets clink and clang as she turns it over and hands it back.
"I upgraded my armor and got some decent tools, which should help."
Does the stuff we picked up carry over? I know it normally does not, but wasn't sure if this was different.
Tog Snaglakrugdumpgh
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"Tog buy many tools, like shovels and picks and rope and stuff. Tog also get more fuller plate. Shows off less of Tog's muscles, but small price to pay for better protection. Tog's player lazy and haven't updated character sheet yet though"
I am strongly considering bringing along my fabulous dwarven priest of Calistria instead of Tog, still mulling it over in my mind though.
Johann Van Hjorder
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"Well met everyone! Tog, I too have decided on a more protective Sui! All the better to help me protect our band from the forces of wickedness and cruelty that we are sure to find as we delve deeper into the Emerald Spire!"
Updated and ready to go.
Sigil Lightstrider
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Sigil arrives looking just about the same as he did in the last delve into the Emerald Spire.
"Hi everyone!" He waves with a friendly smile. "Sarenrae has blessed me with a little more magic. And the goblin's treasure provided funds for a handful of useful scrolls and a kit for healing."
Ready!
The Maiden of Copper
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"I do not think anyone here can use arcane magic." Charis notes. "But if you can: This wand will provide a magical suit of armor for anyone it touches. I am still getting the hang of it, but I will try to use it unless someone else knows how to use it better. Abaddar bless us."
I have a Wand of Mage Armor and a UMB of +1. Let's see if I roll a 1 or a 19 first!
Zora Magda
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Zora has UMD +7, so happy to give it a try. Sounds like Pirate Rob will be able to just use it, though.
| DM Panic |
Begin Level 2!
There were a pair of goblin zombies guarding the doors at the lower level, but I'm handwaving that fight as being completed prior to your trip to Fort Inevitable.
Tog thanks his comrades for allowing him to journey with them, but is swiftly dispatched by the local venture captain to another assignment. She offers up the aid of an elf to fill the gap left by the departed half-orc.
After this brief trip to Fort Inevitable to sell your finds and restock, you return to the Emerald Spire and pass through the formerly goblin infested ruins with ease.
The steep stair descends through solid bedrock for fifty feet before ending in a stone-lined room. A large stone door stands directly south of the stair, a small alcove lies to the east, and another door to the southeast is slightly ajar.
An extinguished torch rests on the floor of the alcove.
The map is updated. Note that south is to your left (I added a little compass).
The Maiden of Copper
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"Goodbye, Tog. I will continue to uphold the values of Abaddar in your absence." One less person to notice my earnings from last night. Still, he was a good enforcer.
Disguise: 1d20 + 1 ⇒ (5) + 1 = 6
For today, the Maiden messily adds a blonde wig.
"Greetings, and welcome to our group. You may call me Charis." She offers a handshake to the new elven companion. "Here is Zora, Johann and Sigil."
As they return to the Spire and descend the stairs, Charis tries to use the wand of Mage Armor.
UMD vs DC 20: 1d20 + 1 ⇒ (9) + 1 = 10
UMD vs DC 20: 1d20 + 1 ⇒ (10) + 1 = 11
UMD vs DC 20: 1d20 + 1 ⇒ (11) + 1 = 12
UMD vs DC 20: 1d20 + 1 ⇒ (7) + 1 = 8
UMD vs DC 20: 1d20 + 1 ⇒ (20) + 1 = 21
"I feel better already." She mutters as a translucent forcefield covers her. "Let us be off."
"Shall we try the western door?" She nods to her companions (Zora specifically).
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Zora Magda
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"Welcome, Feighllaro. Hope you don't have a lot of goblin friends..."
When Maiden is ready to do some recon, Zora winks at her and says, "Of course!" Her jewelry ceases to jingle, and then she moves forward.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Stealth: 1d20 + 14 ⇒ (15) + 14 = 29
Zora Magda
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Zora gets to work on the lock.
Disable Device: 1d20 + 12 ⇒ (4) + 12 = 16
Disable Device: 1d20 + 12 ⇒ (2) + 12 = 14
Disable Device: 1d20 + 12 ⇒ (3) + 12 = 15
Disable Device: 1d20 + 12 ⇒ (15) + 12 = 27
Disable Device: 1d20 + 12 ⇒ (2) + 12 = 14
Johann Van Hjorder
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"Excellent suggestion, Sigil - why don't you light up my shield? I shall always bear it on my arm, so it would not inconvenience me in the slightest."
As Zora works her skills on the lock, Johann suggests that he take lead in the hallway.
The Maiden of Copper
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Charis is ready to proceed down the hallway.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
Zora Magda
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Zora offers up a dagger for light as well.
"I can hide this in my shawls if we need to be stealthy, but since I have not yet developed dark vision, I would just assume not be caught in the dark with no light at all... you, know - just in case!"
| DM Panic |
Zora works the lock open and Johann takes point in the hallway beyond.
The Maiden strains to listen for some signs of life beyond either door in the hall but only detects dead silence.
The hall smells a bit musty - it's not the smell of the dead, or fungus, but the smell of disuse and dust.
Two doors in this hall. Straight ahead (south) or to your left (east).
Map updated slightly and all PCs moved into this hall. Feel free to move yourself if you dislike your positioning.
The Maiden of Copper
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"The door on our left, then?"
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Stealth: 1d20 + 9 ⇒ (19) + 9 = 28
Zora Magda
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"Works for me."
Wow, she can be very quiet as well!
Stealth: 1d20 + 14 ⇒ (5) + 14 = 19
Perception: 1d20 + 9 ⇒ (3) + 9 = 12 Check for traps.
If the door is locked...
Disable Device: 1d20 + 12 ⇒ (5) + 12 = 17
Boy, those were some crappy rolls...
Johann Van Hjorder
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"Yes, to the left!" Johann agrees enthusiastically. He cocks his head to the side as he watches Zora and Charon sneak around. He shrugs his shoulders and tries to follow suit.
Stealth: 1d20 - 5 ⇒ (1) - 5 = -4
However, the shadows play tricks on his perception and he ends up tripping over a rock and dropping his shield with a loud clatter.
"Sorry..."
The Maiden of Copper
|
lol! Stealth is in class for monks, and I have the Stealthy feat, so there's my +9. I'm still screwed if a trap comes up (no Disable Device), but she should make a good scout.
Charis stays silent but almost winces as Johann trips, the loud clang echoing throughout the wall.
| DM Panic |
Perception:
Feighllaro: 1d20 + 0 ⇒ (8) + 0 = 8
Johann: 1d20 - 1 ⇒ (16) - 1 = 15
Maiden of Copper: 1d20 + 4 ⇒ (6) + 4 = 10
Sigil: 1d20 + 2 ⇒ (3) + 2 = 5
Zora: 1d20 + 8 ⇒ (6) + 8 = 14
??: 1d20 + 10 ⇒ (17) + 10 = 27
Initiative:
Feighllaro: 1d20 + 5 ⇒ (11) + 5 = 16
Johann: 1d20 + 2 ⇒ (4) + 2 = 6
Maiden of Copper: 1d20 + 6 ⇒ (12) + 6 = 18
Sigil: 1d20 + 4 ⇒ (11) + 4 = 15
Zora: 1d20 + 6 ⇒ (15) + 6 = 21
??: 1d20 + 6 ⇒ (3) + 6 = 9
S1 vs Maiden: 1d20 + 11 ⇒ (6) + 11 = 17
S2 vs Johann: 1d20 + 11 ⇒ (1) + 11 = 12
This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extent and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.
As the room appears safe, Johann begins to lead the way in to examine the pit and its contents, followed by the keen eyes of the Maiden and Zora.
Just a second too late, he and the Maiden glance upward into the cobwebs as two gooey orbs shoot and hit them square in the chests, launched by a pair of strange blue-tinted spiders with malicious red eyes. Their strange, almost crystalline/metallic skin makes them appear unlike any spider you've ever seen or heard of.
Surprise Round
9 Spider #1 (on ceiling) : Webs Maiden, entangling her
9 Spider #2 (on ceiling) : Webs Johann, entangling him
Round 1
21 Zora :
18 Maiden (entangled) :
16 Feighllaro :
15 Sigil :
9 Spider #1 :
9 Spider #2 :
7 Johann (entangled) :
Now Up: Everyone except Johann for Round 1