Zora Magda
|
Zora will use her sling to try to put a bullet between the thing's eyes.
Attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage: 1d6 + 1d6 ⇒ (1) + (3) = 4
Meh.
| DM Panic |
RSS woes meant I didn't see the updates. We're back on track now.
Z vs Maiden: 1d20 + 5 ⇒ (7) + 5 = 12 for 1d6 + 4 ⇒ (2) + 4 = 6
Z vs Maiden: 1d20 + 5 ⇒ (6) + 5 = 11 for 1d6 + 4 ⇒ (1) + 4 = 5
Only Zora's bullet manages to connect with the supernaturally fast zombie as it moans and batters at the Maiden, who dodges nimbly away.
Round 1
23 Zora: Slings for 4
19 Feighllaro: Inspires
16 Johann: Swings and misses
15 Maiden of Copper: Swings and misses
13 Sigil: Casts Guidance on Johann
10 Zombie (-4): Misses twice
Round 2
23 Zora:
19 Feighllaro:
16 Johann:
15 Maiden of Copper:
13 Sigil:
Now Up: Everyone!
Johann Van Hjorder
|
Johann shifts his weight as he tries to bring powerful swings with both his sword and his shield. "Come at me, undead fiend!"
Sword Attack, TWF: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Shield Bash: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
The Maiden of Copper
|
Quickly stepping back, Charis produces two shuriken and hurls two of them at the...thing.
Flurry, Point Blank Shot: 1d20 + 3 - 1 + 1 ⇒ (3) + 3 - 1 + 1 = 6
Damage: 1d2 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Flurry, Point Blank Shot: 1d20 + 3 - 1 + 1 ⇒ (5) + 3 - 1 + 1 = 8
Damage: 1d2 + 2 + 1 ⇒ (1) + 2 + 1 = 4
They land somewhere in the closet.
Zora Magda
|
Zora continues to use her sling, hoping to damage it enough to slow it down.
Attack: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage: 1d6 ⇒ 4
| DM Panic |
Once again, the combined efforts of the Pathfinders are enough to bring the zombie to its final rest.
Once in the room, Zora notices that if anyone set foot in the room's center, a weighted net would have dropped upon them. Luckily, Charis stopped a few steps from triggering the pressure plate.
Otherwise, the room is barren of interest.
No secret doors are discovered, yet an unopened door beckons. Johann flexes, steps up and tosses it open, revealing a hallway beyond that seems to stop at a dead end, but also features an intersection with doors to the left and right.
The Maiden of Copper
|
Shurikens Lost (Odd = Gone): 2d2 ⇒ (2, 2) = 4
The Maiden reclaims the shurikens in the closet, and smiles that they are still intact. "Oh, that net?" She points as Zora notes the trap. "Hmpf. Who designed this room?"
"We circled this room before- should we check it out now?"
I vote for room C.
| DM Panic |
Perception:
Feighllaro: 1d20 + 0 ⇒ (5) + 0 = 5
Johann: 1d20 - 1 ⇒ (17) - 1 = 16
Maiden of Copper: 1d20 + 4 ⇒ (4) + 4 = 8
Sigil: 1d20 + 2 ⇒ (19) + 2 = 21
Zora: 1d20 + 8 ⇒ (15) + 8 = 23
Initiative:
Feighllaro: 1d20 + 5 ⇒ (12) + 5 = 17
Johann: 1d20 + 2 ⇒ (11) + 2 = 13
Maiden of Copper: 1d20 + 6 ⇒ (11) + 6 = 17
Sigil: 1d20 + 4 ⇒ (7) + 4 = 11
Zora: 1d20 + 6 ⇒ (16) + 6 = 22
MS: 1d20 + 6 ⇒ (1) + 6 = 7
The walls and ceiling of this room are hidden behind a thick, gray-white forest of spider webs that blocks all vision beyond ten feet. Webs are everywhere, creating a maze of vertical sheets. Gray, furry dust clings to the sticky, white webs. The desiccated, shriveled corpse of a long-dead man hangs spread-eagle across one of these layers of webbing, and rusty swords, daggers, and axes hang securely from others.
Zora and Sigil spot something lurking in the webs above as it moves with haste towards Johann.
Giant spider, the "moon spider" type you faced earlier. It's on the ceiling 15ft up. It has partial cover from the webs until it moves out from them.
Surprise Round
22 Zora:
11 Sigil:
7 MS:
Round 1
22 Zora:
18 Maiden of Copper:
17 Feighllaro:
13 Johann:
11 Sigil:
7 MS:
Zora Magda
|
Zora gets the drop on the spider and throws her dagger.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Crit Confirm: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d3 + 1d6 ⇒ (3) + (2) = 5
| DM Panic |
Zora's blade and Sigil's magic both hit the spider which chitters angrily as fog swirls up in the room, apparently the spider's doing.
Darn you Greenwood for using a creature whose tactics are "leads with obscuring mist" (something I did not do earlier with the duo you battled).
Round 1
22 Zora:
18 Maiden of Copper:
17 Feighllaro:
13 Johann:
11 Sigil:
7 MS:
Now Up: Everyone!
Zora Magda
|
Zora loads her sling staff and slings a bullet at the spider, or at least where she last saw it.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 ⇒ 4
Miss chance: 1d100 ⇒ 30
The Maiden of Copper
|
"Well, at least I get to use this." Charis mutters as she fires a bow into the mist, where she last saw the spider (who hopefully didn't move.)
Miss Change (Low is bad): 1d100 ⇒ 92
Composite Mwrk Longbow, PBS: 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18
Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Seriously, really hoping the spider didn't move!
| DM Panic |
Spider: 1d20 + 4 ⇒ (8) + 4 = 12 for 1d6 + 1 ⇒ (1) + 1 = 2
Conceal: 1d100 ⇒ 54
I'll go ahead and GMPC Johann as readying in case the spider appears next to him.
The Maiden and Zora's attacks fly into the mist while Feighllaro weaves a spell into her song. Sigil prepares for the spider's return while Johann readies his weapon.
Sure enough, the spider appears next to the paladin as it tries to sink its mandibles into any exposed skin it can find. Luckily for Johann, he's ready (he can roll a ready) and is able to position himself so his armor repels the attack.
Round 1
22 Zora: Fires and misses
18 Maiden of Copper: Fires and misses
17 Feighllaro: Sings, begins SMI
13 Johann: Readies
11 Sigil: Retrieves anti-toxin, casts Guidance
8 Johann (ready triggers) TBD:
7 Spider: Appears next to Johann, bites and misses
Round 2
22 Zora:
18 Maiden of Copper:
17 Feighllaro:
11 Sigil:
8 Johann:
Now Up: Everyone (and Johann twice)
Everyone is free to assume that Johann calls out "it's right in front of me" for determining their actions.
Zora Magda
|
Zora hides and quickly reloads and fires again...
Stealth: 1d20 + 14 ⇒ (17) + 14 = 31
I think the fog let's me stealth again (sniper rule)...
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 1d6 ⇒ (1) + (4) = 5
Feighllaro
|
Feighllaro summons an eagle into the fog
Talon: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Low always misses: 1d100 ⇒ 81
Damage: 1d4 ⇒ 2
Talon: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Low always misses: 1d100 ⇒ 75
Damage: 1d4 ⇒ 1
Bite: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Low always misses: 1d100 ⇒ 97
Damage: 1d4 ⇒ 2
Feighllaro will draw her longsword and advance into the fog.
The Maiden of Copper
|
Realizing that shooting through blinding mist is a terrible idea, Charis decides to keep her bow ready and simply kick the thing twice.
Miss Chance (High is good): 1d100 ⇒ 56
Unarmed Flurry 1: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
If this hit, this is her Stunning Fist attempt. Will Save DC 13 or the spider is stunned for 1 round.
Miss Chance (High is good): 1d100 ⇒ 29
Unarmed Flurry 2: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
| DM Panic |
Johann readied longsword (round 1): 1d20 + 7 ⇒ (4) + 7 = 11 for 1d8 + 4 ⇒ (4) + 4 = 8
Conceal: 1d100 ⇒ 86
Johann longsword (round 2): 1d20 + 5 ⇒ (15) + 5 = 20 for 1d8 + 4 ⇒ (3) + 4 = 7
Conceal: 1d100 ⇒ 41
Johann shield (round 21): 1d20 + 5 ⇒ (8) + 5 = 13 for 1d4 + 2 ⇒ (2) + 2 = 4
Conceal: 1d100 ⇒ 81
Zora Conceal: 1d100 ⇒ 90
Will vs DC13 Stunning: 1d20 + 3 ⇒ (2) + 3 = 5
@Zora: While you can stealth in the fog, doesn't the concealment mean no sneak attack? You also still need to roll concealment.
Zora, the Maiden, Johann and the eagle all strike the spider despite the poor visibility, but it's the stunning punch of the Maiden that renders the creature unable to act for the moment
Round 2
22 Zora: Hits for 1
18 Maiden of Copper: Hits for 3, stuns spider
17 Eagle: Strikes for 4
17 Feighllaro: Draws longsword, advances
11 Sigil: Fails to aid
8 Johann: Strikes for 7
7 Spider: (stunned, -15)
Round 3
22 Zora:
18 Maiden of Copper:
17 Feighllaro:
11 Sigil:
8 Johann:
Now Up: Everyone!
The Maiden of Copper
|
Charis continues her assault.
Miss Chance (high is good): 1d100 ⇒ 57
Unarmed Flurry 1: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Miss Chance (high is good): 1d100 ⇒ 81
Unarmed Flurry 2: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Charis kicks the spider twice. "Hmpf. Never got a good chance to use my bow. So close, and you put up this blasted fog!"
Zora Magda
|
LOL - I was only concerned with me not being seen. Forgot that I couldn't see it too!
Miss chance 20%: 1d100 ⇒ 59
Round 3 action:
Zora finds her role diminishing in this battle, so takes another shot blindly into the mist.
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Miss chance 20%: 1d100 ⇒ 7
Boy, I thought my aim was really good there... darn mist!
| DM Panic |
Charis's latest flurry is enough to pummel the spider into submission. It chitters and flails about before rolling over, it's legs continuing to twitch.
Out of combat!
The corpse has no treasure. The webs in this chamber hold two longswords, five daggers, and one hand axe, all rusty but still usable. A purse containing 42 copper pieces is also caught in the web.
| DM Panic |
As you continue you explorations, you discover there are only two more unexplored rooms on this level of the Emerald Spire.
The first is a large stone chamber that contains two clusters of four stone caskets each. In the center of the room, between the two
groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires. Drapes of dust-covered spider webs cling to the ceiling.
As you first enter, a chill breeze arises from nowhere with an eerie howl. The room seems to darken, and in the sudden gloom, scores of small spectral eyeballs appear, drifting with the breeze. They peer intensely before fading away.
Feighllaro identifies this as a programmed image, likely cast long ago.
As the first of the caskets is investigated, all six in the room have their lids thrust aside as a half-dozen skeletons rise up and attack the party.
Although, I won't subject you all to this anti-climatic combat at this stage.
Through their combined efforts, the skeletons are easily dispatched. The southwestsern casket contains a horn that Feighllaro and Sigil both can confirm radiates magic.
(It is a horn of fog)
| DM Panic |
As you enter the last and final unexplored chamber, you recognize a curving wall of glowing green crystal bulges out into this chamber from one corner.
A stout wooden table stands along the wall opposite it. On the table lie three rotting human corpses and the remnants of a moon spider.
One of the human corpses has had all of its extremities severed, and its torso has been opened to reveal the internal organs. Another dismembered corpse has moon spider legs sewn onto the stumps in place of the removed limbs, all of which are neatly arranged near the rest of the moon spider.
A bucket full of reeking, old blood sits on the floor under the table, and needles with lengths of silken thread attached are stuck in a hand-sized block of bloodstained wax atop the table.
Zora and Charis point out a trigger plate on the floor here which would drop a suspended cage on an unsuspecting explorer. As they gesture, an animated skeleton begins to flail about as it appears to be tethered to the cage by some sort of harness. As the group rains ranged attacks down on the creature, it shatters and falls to the floor. Here, it reassembled and attacks a second time before Johann smashes it to bits.
With the threat in the room dispatched, the heroes discover two potions of cure moderate wounds are lost in the clutter atop the worktable.
There are six long needles in the wax, and 3 feet of waxed silk is threaded through each of them.
A scroll tube on the table holds a scroll of fireball, a scroll of fly, and a parchment with another Emerald Spire level sigil inscribed on it.
And that, my intrepid explorers, would conclude the Emerald Spire. You all made a b-line to the interesting fights and skipped the two elementary skeleton fights in the beginning. I'll work on Chronicles shortly. Go ahead and make Day Job rolls and we can wrap this one up.
Also, you magically avoided a half dozen pit traps with the path you all took.
The Maiden of Copper
|
Arrow Retrieval(Even means it broke): 1d2 ⇒ 1
As she finishes kicking the spider, she notices the arrow she fired at the ceiling, still intact.
"Skeletons and mist-spiders" Charis shakes her head. "Not a good day for an archer."
As the party leaves the Spire, she smiles and nods to her compatriots. "A successful journey, all in all. This gave me ample opportunities to train, and clear my thoughts. I hope I was of some help to you, as well."
Johann Van Hjorder
|
"Well, so now we've learned some more of the horrors this spire holds for us. Good to know!" Johann sheathes his sword and smiles back at Charis. "Nicely done, I'm happy to have been companions with you." He turns to the rest, "And you as well. However, I fear that perhaps I must follow a different path... I don't know, I feel certain that Iomedae would have me follow you all to the depths of this spire. And yet..."
Johnann draws silent as he fixes his gaze on the floor between his feet.
The Maiden of Copper
|
Charis pauses carefully before continuing. "I cannot tell you what path your patron has laid before you. I thought I would be a common jewel thief, and yet here I am, kicking giant spiders to death." She smiles.
"Johann, take some time. Think it through carefully. When you are at peace, the answers will come to you. I'm certain of it."
Feighllaro
|
Feighllaro's eagle continues its assault.
Talon: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Low always misses: 1d100 ⇒ 84
Damage: 1d4 ⇒ 3
Talon: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Low always misses: 1d100 ⇒ 41
Damage: 1d4 ⇒ 1
Bite: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Low always misses: 1d100 ⇒ 39
Damage: 1d4 ⇒ 1
Feighllaro crouches low and goes for an upward swipe with her sword against the spider.
Swing: 1d20 + 3 ⇒ (4) + 3 = 7
Low always misses: 1d100 ⇒ 71
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Sigil Lightstrider
|
Sigil listens solemnly to Johann. "We have faced many challenges and dangers together, and we have all witnessed the light you possess within. We can only hope that it will guide you back to us one day."
A small grin breaks out on his small face, and he lunged forward to hug the paladin's leg. "Enough words of wisdom. Take care. You will be missed."
Feighllaro
|
How bizarre, my combat post from earlier got time traveled to here.
Feighllaro speaks to her companions
"Well done fellow pathfinders, I shall compose a song in honour of our success."
| DM Panic |
A few weeks had passed since Johann and Feighllaro opted to head south, parting ways with the remaining trio of Zora, Sigil and the Maiden.
Yet, the Society provided a pair of capable replacements and once again the Pathfinders delved back down into the ruins of the Emerald Spire...
**
Broad stone stairs open into a small, irregularly shaped chamber lit by oil lamps. To the east, a short flight of steps leads up to a sturdy door set in the middle of a wall and flanked by arrow slits. To the north, a wide gate of iron bars blocks an archway leading to a larger chamber filled with the eerie green glow of the Emerald Spire.
So far, on the floor, you note it is lit with small oil lamps that provide dim light. If you wish to operate in anything brighter, you'll need to provide it yourselves.
This is also a good time for folks to check in.
Sigil Lightstrider
|
"It is good that you've joined us." Sigil smiles at the replacement Pathfinders. "This place has been full of dangerous traps and monsters. I am no warrior, but I can protect whoever is brave enough to lead the way."
Sigil takes up position near the back of the group, but will cast shield other on whoever is in front.
The Maiden of Copper
|
The theft was exciting, but had lost some of its luster. Was it the ease of acquiring goods? The easy escapes? The razor-thin profits? The Maiden wasn't sure. But hearing her allies had returned and two brave souls were joining them turned her day around.
Disguise: 1d20 + 2 ⇒ (20) + 2 = 22
"Greetings, all." The masked woman approached the party, wearing a simple robe. "It is good to see you again." She turns to Zora and Sigil. "And it's a pleasure to meet you two." She nods to the newcomers. "You may call me The Maiden, or Charis. Whichever you prefer."
She pulls out her Wand of Mage Armor, speaks the magic words...
UMD: 1d20 + 2 ⇒ (16) + 2 = 18
UMD: 1d20 + 2 ⇒ (16) + 2 = 18
UMD: 1d20 + 2 ⇒ (15) + 2 = 17
UMD: 1d20 + 2 ⇒ (19) + 2 = 21
A few times and a layer of translucent magic forms about her. "I can lead, Sigil, if no one else wants to."
AC is 19. Not sure who the other two characters are.
| 4th level Seoni |
I suppose that would be best.
Seoni smiles and greets her new companions. I'll be right behind you!
She casts Mage Armor (4 hrs) on herself, Light on her staff stone, and pulls out her Wand of Magic Missile (CL 3). Ready!
| DM Panic |
Luke's posting but no reply to the PM I sent on Monday, so we'll continue on without him. Looks like Charis and Zora get front-line duty.
Charis and Zora take a couple steps down the stairs with Seoni and Sigil close behind.
Remember it's dim light here unless you do something to change that.
Also to recap this area:
The area is lit by oil lamps.
To the east, a short flight of steps leads up to a sturdy door set in the middle of a wall and flanked by arrow slits.
To the north, a wide gate of iron bars blocks an archway leading to a larger chamber filled with the eerie green glow of the Emerald Spire.
As you all peer beyond the iron bars, you observe that the Emerald Spire protrudes from the western wall of this room. Stairs lead up from the central portion of the room to an iron gate to the south and a reinforced wooden door to the north. Four arrow slits to the north look out over the room. Next to the east wall, narrow stone steps descend deeper into the dungeon.
So, iron bars or steps up to a wooden door flanked by arrow slits.