[PFS Core] GM Harker Presents: The Emerald Spire (Inactive)

Game Master Upaynao

The Automaton Forge


1,701 to 1,750 of 4,419 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>
Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

oh it scales! Right!. Also, Mudk being our only hope is terrifying.


Gamemaster | CC Map | S4 Map

The mud creature isn't a construct, so none of Freod's favored enemy bonuses have been taken into account. My apologies for not mentioning this earlier, but I don't believe that would have changed any of his actions.

Both of Frēodwēn's arrows strike true, while Mudk's falchion attack just barely misses, even with the assistance of Xakon.

Jirah attempts to immolate the creature while in its grasp, but finds it too difficult to concentrate and loses her spell.

Truffles finally finds the shallow end of the water, thanks to Sugarsnap's guidance.

It's difficult to say how injured the creature is, but the group's attacks have taken out large chunks of mud from its corpus.

Sivantanpisil is up.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Halp. Green wizard needs heals badly...

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

Sugar gives truffles a happy nod, and nudges him toward the entrance. she then swims back toward the others.

double move swimming to reach the group


greater magic fang HP: 20/59 - AC: 25 / T: 10 / FF: 22 - Fort: +8, Ref: +6, Will: +4 - CMB: +9, CMD: 20 (24 trip) - Speed: 40 - Perception: +6 (scent, Low Light) - Init: +0

Truffles walks toward the spire at the entrance to lay down.


Gamemaster | CC Map | S4 Map

Sugar, we'll have those action happen once you're up again. Helping Truffles and moving with him are a standard action and move action respectively.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

ok, however it ends up working out.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Sivvy thrusts her longspear at the mud monster.

LongspearPowerAttack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 9 ⇒ (8) + 9 = 17


Gamemaster | CC Map | S4 Map

With a definitive thrust from her polearm, Sivantanpisil finally ends the mud creature menace as the remaining parts of its body sink into a pile of wet goo.

Combat Over

There is nothing valuable to be found above the thick, murky water of this room, and searching underneath the surface would take the better part of a day if not longer, assuming there is anything to find.

A small half-submerged, shimmering area stands against the south wall. There are also two doors that lead out of this room, but both are submerged. A cascade of water gently falls from a opening in the north 10 feet above the water. A quick scan would indicate some sort of makeshift dam of rubble at the top of the waterfall slowing the flow of the water.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn scans the murky water thoroughly with detect magic before making his way to the shimmering area and doing the same there. "Do you see anything in here, Xak?"

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Frēodwēn finds nothing magical in the murky water, but the shimmering area is a conjuration effect. Based on Jorqual's notes, it would appear to be a portal to the Plane of Water. Examining it for a few moments indicates that it's pulling water out of the room, albeit in a very slow manner.

Liberty's Edge

Elven Rogue/1 Wizard/1 | Init +5 | Per +8 | HP 13/13| AC 13, 13touch, 10flat | Fort +1, Ref +5, Will +3 | CMB 0| CMD 13
Current Status:
HP: 13; AC: 17 - Mage Armor active

"Perhaps if we de-construct the dam, it will drain the room for us. I'm sure Truffles would enjoy having his feet on solid ground again."


Gamemaster | CC Map | S4 Map

I fear my description of the water flow might have been somewhat confusing. On the north side of the room, there is a waterfall cascading water into the room. At the front of that waterfall is some rubble preventing the flow of more water into this room. If you were to remove it, this room would flood more, although it would probably reduce the water level in other rooms on the higher level.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Oops, just realized I posted under the wrong alias.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

Sugar (still a dolphin) makes her way to the group (finally).

she is seems very excited to see everyone. swimming all around them and doing Dolphin tricks.

she then swims up to Xakon from behind and rests her head on his shoulder for a bit.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Sivvy places her hand on her chest and calls for Desna's guidance. She then swims underwater and inspects the doors.

Perception, guidance: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Take 10 swim: 10 + 2 = 12

How is everyone's health?

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I almost died in the encounter. I could use some healing from my wand if you'll do the poking.

Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I haven't rolled above a 5 on any CLW I've used in three days. Where did I buy these things? Joe's Discount Magic Sticks?

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

CLW wand self: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand self: 1d8 + 1 ⇒ (5) + 1 = 6

Total resources: 3 of 4 Loh, 2 CLW, infinite magic spells from buddies keeping me alive

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

CLW wand self: 1d8 + 1 ⇒ (8) + 1 = 9
CLW wand self: 1d8 + 1 ⇒ (5) + 1 = 6

I hope that's the last one of its kind. Thank you both for ending its existence.

Needed 14 hp. Taking 10 for Perception.

Xakon swims down to retrieve his shield and weapons then inspects the bottom of the watery room.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

"Sorry, Jirah! I didn't realize you were hurt so bad. I'm glad we all made it through that ordeal in one piece."

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

"I told you we would pull through," Frēodwēn says as he helps apply the healing wands to his companions. "Unless one of you has a bright idea for how to make the water drain out of here, we may have to go back to the hall and take a different door." He looks at the waterfall. "Well, we do that or we scale that wall and climb over the dam."


Gamemaster | CC Map | S4 Map

Examining the submerged iron doors, Sivantanpisil discovers that both portals have a small 1-foot-diameter wire grate about 1 foot off the ground with covers that can be open and closed. Both covers are currently open and a gentle current flows through both openings, although the water flow is a bit stronger for the east door. With the murky water, it's difficult to see very far through the grates. Neither door appears to be locked.

Xakon finds nothing on the bottom of the water filled room besides the weapons he dropped.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

is the water flowin in or out from the grates?

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Water flows out of the grates.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

"What bars our deaths? What should I smash to quicken our demise?"

Mudk looks around scowling.


Gamemaster | CC Map | S4 Map

Let me know where you want to go next.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Rule of left?

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8
Frēodwēn wrote:
"I told you we would pull through," Frēodwēn says as he helps apply the healing wands to his companions. "Unless one of you has a bright idea for how to make the water drain out of here, we may have to go back to the hall and take a different door." He looks at the waterfall. "Well, we do that or we scale that wall and climb over the dam."

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

If it makes any difference for your future plans, you can probably open the submerged doors in this room.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I'm not sure our party is collectively capable of that much swimming. We will have to come back to it.

"I'm not sure what we can do here without more time and planning. I think I saw some other doors or hallways branching off this one. Let's go check those out."

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

In that case, pick a new destination. There is a door near the Spire and two passages that branch out from the watery hall where you fought the summoner.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

let's do rule of left from our first entry point

-Posted with Wayfinder

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

just remember that Sugar is a dolphin and can swim to check underwater passages... I don't think anyone even noticed her swimming around the group?

Sugar dives into the water, and searches all around for ways to lower the water level. and takes note of the current. where the water is coming in and where it is going out.

take 20 on perception since she is doing this as the group discusses, total search is a 32

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I noticed. It just didn't occur to me to take advantage of it.


Gamemaster | CC Map | S4 Map

Since Sugarsnap cannot speak, I'll put her information in a spoiler.

Sugarsnap:

Investigating the room as a dolphin, Sugarsnap detects a definitely stronger current flowing out the grate to the east. She surmises that opening the door will probably create a strong current. She doesn't find a way to decrease the water level, although the portal appears to remove water at a pace roughly matching the amount of water dropped in from the waterfall.

I'll give Sugar some time to react before assuming the group moves to the next room.

FYI, Mudk is large enough at the moment to touch the ground, moving through the water is still difficult terrain for him, though. With all the searching we'll say that he only has about 6 rounds left of being enlarged. Until then, he'll have to squeeze if he wants to move down the tunnel you came in.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

While everyone is searching Mudk takes off his armor and stows it in his pack.

AC drops to 11, Swim up to +4

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Also speed went up

"There we go... now lets get onto the not dying. Where did the little nice one and her piggy go?"

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn points at the dolphin. "It happened in the middle of the fight."

-Posted with Wayfinder

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

Sugar starts to swim around seeming like she is guarding the doors. she tries to use her nose to push anyone away that looks like they want to open the doors.

GM:

she tries to prevent anyone opening which ever door will probably create the strong current.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn swims down to look through the grates, and also through the doors.

swim: 10 + 10 = 20

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Frēodwēn can see very little in the murky water, but there does seem to be currents moving through the grates in the doors, with a greater current coming from the east door that Sugar appears to be guarding.

The grates are in the door.

With Mudk taking the time to remove his armor, he's no longer Large sized.

Assuming you aren't going to open the door Sugar is around, shall I take you to the next room indicated by the rule of left?

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

would a light spell help?

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

No, it's muddy water.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn returns to the top, and sputters for air, then pulls his drenched hair out of his face. "I can't see very well down there. There is a current coming in, but I don't know that stopping it would do any good. The good lady doesn't seem to want us to go that way. Let's go back down the hall."

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

A point of clarification, since my post in regards to the current was misleading. The current is heading through the east door grate away from from the room.


Gamemaster | CC Map | S4 Map

Deciding not to deal with a potential current, the group swims back the way it came and soon arrives at the shallower northwest corner. From his position further back by Spire, Truffles snorts a greeting. It's difficult terrain for everyone except those in dolphin form.

Following the rule of left/clockwise, the group moves down the first south leading tunnel it finds. The brackish water in this room is mostly clear and smells clean. A gentle current flows south, where a waterfall can be heard. You surmise the water from this room flows into the room you were in previously.

Extremely well hidden in the surrounding water, a creature composed of the same element charges forth out of its concealment and slams Xakon hard. Xakon takes 10 damage.

Sivantanpisil and Jirah were able to spot the creature a split second before it attacked, and have a chance to immediately respond.

It's Knowledge (planes) to ID this creature.

Frēodwēn's Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Jirah's Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Lady Sugarsnap's Perception: 1d20 + 12 ⇒ (3) + 12 = 15
Mudk's Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Siv's Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Xakon's Perception: 1d20 + 11 ⇒ (1) + 11 = 12

GM Screen 1:

Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Frēodwēn Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Jirah's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Lady Sugarsnap's Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Mudk's Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Sivantanpisil's Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Xakon's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

GM Screen 2:

Target 1 X 2 M: 1d2 ⇒ 1
Slam: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Initiative (Surprise Round)
Sugarsnap
Water Creature
Mudk
Frēodwēn
Xakon [10 Dmg]
Sivantanpisil <= Up
Jirah <= Up

Jirah and Sivantanpisil can act in the Surprise Round, 1 move or 1 standard action only.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

knowledge, planes: 1d20 + 5 ⇒ (8) + 5 = 13

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Jirah fires an arrow.
Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 6 ⇒ (3) + 6 = 9


Gamemaster | CC Map | S4 Map

Frēodwēn recognizes this creature as a medium sized water elemental. Since it does not have real anatomy per se, flanking attacks have no special benefit against it, nor is it affected by critical hits. He also recalls that they are strongest while fighting in a watery environment and can create water vortexes that trap enemies.

Jirah's arrows goes wide, perhaps thanks to the weird short she needed to make to avoid hitting her allies.

1,701 to 1,750 of 4,419 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS Core] GM Harker Presents: The Emerald Spire Gameplay All Messageboards

Want to post a reply? Sign in.