PFS PbP - Emerald Spire - The Tower Ruins (lvl 1-2) (Inactive)

Game Master Revvy Bitterleaf

Map

Level 2: The Cellars


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Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Will Save: 1d20 + 1 ⇒ (12) + 1 = 13
Shaken, Eladrian manages to bring his sword to bear
Attack: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Just in case
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Scarab Sages

Not impressed by the skeleton's blue eyes glare Sjonegaard shatters one of the skeletons in front of him with a blow from his massive hammer.

Tenerek fires 2 arrows in rapid succession...through a skeleton's ribcage (both fail to hit AC)

Fort save Yellow: 1d20 + 0 ⇒ (20) + 0 = 20
Fort save Blue: 1d20 + 0 ⇒ (4) + 0 = 4

Torrag summons fort a cloud of acid with eats through one the skeletons as if it didn't exist while the other one seems somewhat resistant to the biting acid

Eladrian , shaken as he is barely misses the skeleton in front of his nose...but a miss is still a miss

In return the skeleton tries to claw his way through Eladrian with both hands

To hit Eladrian AC: 1d20 + 2 ⇒ (19) + 2 = 21
To hit Eladrian AC: 1d20 + 2 ⇒ (14) + 2 = 16

One hand getting a lucky blow in while it's other claw is deflected.

Damage Eladrian: 1d4 + 2 ⇒ (4) + 2 = 6

The glowing blue eyed skeleton starts to move one of his hands in some sort of ritual

spellcraft DC 17:
He's casting hold person

(DC 15 will save for Torrag vs spell, compulsion/mind-effecting or be paralyzed)

init
Party
Enemies

Damage Blue: 2

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Spellcraft: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
-2 for Shaken condition

Will: 1d20 + 6 + 2 - 2 ⇒ (9) + 6 + 2 - 2 = 15
-2 for Shaken condition +2 for racial vs. spells or spell-like abilities

Torrag feels his body stiffen up, but overcomes the effect.

Torrag roots through his bag and pulls out an alchemist's fire and throws it at the Blue-eyed skeleton.

Touch Attack: 1d20 + 2 - 4 - 2 ⇒ (4) + 2 - 4 - 2 = 0
-4 Range Increment, -2 Shaken

Missed Splashed Weapon: 1d8 ⇒ 1

The splash weapon falls short, but still does 1 point of fire damage to the skeleton.

Grand Lodge

Male Slayer 2 (Sniper) Fighter (Weaponmaster) 1 |HP: 25/25 |AC:19|T:14|FF:15|CMB:+5|CMD:+19|Fort:+6|Ref:+7|Will:+1/3|Init:+4| Perc:+6|Stealth:+9|

Tenerek uses studied target on ol blue eyes and fires an arrow at him

Longbow + pbs +st: 1d20 + 9 ⇒ (4) + 9 = 131d8 + 5 ⇒ (3) + 5 = 8 I calculated to hot wrong last time.. still woulda missed with the 3 and 4

Scarab Sages

"I'll go get that one." Sjone states as he lumbers toward the magic user. Drawing an AoO from the nearby skelly.

Power Attack: 1d20 + 7 ⇒ (17) + 7 = 24, Damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Eladrian, still shaken, tries to take another swing, but just cant get his sensibilities straightened out.
Attack: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6

Scarab Sages

Torrag throws a vial of alchemical fire and missed to hit the blue eyes skeleton completely (with a -4 from range increment, that's 2 range increments..which means it scatters 2 squares and with a 1 being short it means you actually splash the other skeleton) but his toss ends up splashing fire on the other skeleton

Tenerek uses studied target on ol blue eyes and fires an arrow at him but his arrow is deflected by his bones without dealing any damage (doesn't hit AC)

Sjonegaard moves into the room past the skeleton in the doorway who takes a swipe at him as he passes
To hit AC Sjonegaard: 1d20 + 2 ⇒ (2) + 2 = 4
but it fails to react quick enough

Sjonegaard then smashes his (non-magical?) cold iron earth breaker into the blue eyed skeleton and the impact seems to be reduced a bit, but still manages to crack some bones.

Eladrian, still shaken, tries to take another swing, but just cant get his sensibilities straightened out and misses again

The skeleton in front of Eladrian tries to claw him again
To hit AC Eladrian: 1d20 + 2 ⇒ (7) + 2 = 9
To hit AC Eladrian: 1d20 + 2 ⇒ (19) + 2 = 21
and once against uses one of his claws as a set-up strike for the other claw which manages to claw at Eladrian's face - drawing blood
Damage Eladrian: 1d4 + 2 ⇒ (2) + 2 = 4

The blue-eyed skeleton swings his bastard sword at Sjonegaard
To hit AC Sjonegaard: 1d20 + 7 ⇒ (4) + 7 = 11 but the blade just makes a *whoos* noise as it cleaves the air in front of Sjonegaards face.

init
Party
Enemies

Damage Blue: 3
Damage Bonepriest: 9

Scarab Sages

"No more magic?" Sjonegaard continues his assault on the caster skeleton. No magic...just a plain old cold iron earthbreaker.

Power Attack: 1d20 + 7 ⇒ (17) + 7 = 24, Damage: 2d6 + 8 ⇒ (4, 2) + 8 = 14

Grand Lodge

Male Slayer 2 (Sniper) Fighter (Weaponmaster) 1 |HP: 25/25 |AC:19|T:14|FF:15|CMB:+5|CMD:+19|Fort:+6|Ref:+7|Will:+1/3|Init:+4| Perc:+6|Stealth:+9|

Tenerek focus and unleashes a pair of non-magical shots at blue eyes

Longbow Rapid shot + pbs + ST: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 5 ⇒ (5) + 5 = 10

Longbow Rapid shot + pbs + ST: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 5 ⇒ (7) + 5 = 12

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag will step and swing at the skeleton with his axe with 2 hands,

Axe: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
Slashing Damage: 1d8 + 3 ⇒ (1) + 3 = 4

and curses in Dwarven.

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Staggering under the blows dealt so far this run, Eladrian steps back from melee to give himself some room. He drops his sword and draws his bow
I am at 2 hp.. damn skeletons. Someone remind me to buy a mace and a battle aspergillum before the next round!!!

Scarab Sages

Sjonegaard continues his assault on the caster skeleton hitting it again, but again the force of his blow seems diminished somehow.

Tenerek focuses and unleashes a pair of non-magical shots at blue eyes, his first shot going wild..but his second shot manages to fly over Torrags head and past Sjongegaard shoulder to hit the blueeyed skeleton in the skull..but again the impact seems ..less then you would expect from an arrow to the head.

Torrag steps forward and swing at the skeleton with his axe with 2 hands but only manages to cleave the air.

Staggering under the blows dealt so far this run, Eladrian steps back from melee to give himself some room. He drops his sword and draws his bow
(With a +1 BAB) you can draw a weapon as (part of) a move action..so assuming a 5ft step and not a withdraw action..you still have a standard action left..so either you could have stored your sword instead of dropping it (which I'm fine with if you do that afterwards)..or shot an arrow ..or attacked with your sword before you stepped back

The skeleton goes for the closest target..which is Torrag right now
Claw vs AC Torrag: 1d20 + 2 ⇒ (7) + 2 = 9
Claw vs AC Torrag: 1d20 + 2 ⇒ (1) + 2 = 3
but both of it's claws fails to harm the though dwarf.

The blue eyes skeleton seems to chuckle
"So, you want magic?"
and takes a 5ft step back and wiggles it's bony fingers a bit and a longsword made from force appears before Sjonegard and attacks him

To hit AC Sjonegaard: 1d20 + 7 ⇒ (9) + 7 = 16

but the blade of force fails to get through Sjonegaard's defenses.

init
Party
Enemies

Damage Blue: 3
Damage Bonepriest: 25

Grand Lodge

Male Slayer 2 (Sniper) Fighter (Weaponmaster) 1 |HP: 25/25 |AC:19|T:14|FF:15|CMB:+5|CMD:+19|Fort:+6|Ref:+7|Will:+1/3|Init:+4| Perc:+6|Stealth:+9|

As he can't get past Torag That I know Tenerek will fire another pair of shots at ol Blue Eyes

Longbow Rapid shot + pbs + ST: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 5 ⇒ (2) + 5 = 7

Longbow Rapid shot + pbs + ST: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 5 ⇒ (2) + 5 = 7

Scarab Sages

"Was that magic? It tickles." Sjone takes a five foot step forward and swings.

PA: 1d20 + 7 ⇒ (10) + 7 = 17, 2d6 + 8 ⇒ (5, 3) + 8 = 16

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag will cast Acid Splash accepting an AoO from the skeleton.

Ranged Touch: 1d20 + 2 ⇒ (16) + 2 = 18
Acid Damage: 1d3 ⇒ 1

If AoO Hits Torrag:
Concentration: 1d20 + 5 ⇒ (2) + 5 = 7
Spell Fails

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Thank you for the heads up.. Recton for previous action.
Before stepping back, Eladrian swings his sword at the skeleton
Attack: 1d20 + 5 ⇒ (8) + 5 = 13 but misses

Having gained some room to maneuver, Eladrian takes careful aim with his bow Studied target
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Scarab Sages

Tenerek fires another pair of shots at ol Blue Eyes, this time one of his arrow makes it all the way over to the skeleton and manages to chip one of it's bones.
Other arrow misses due to cover/Sjonegaard/doorway

Sjonegaard takes a five foot step forward and swings his eartbreaker again. This time the massive hammer smashes right through the ribcage of the creature sending bones left and right.

Torrag casts a spell right in front of the skeleton
AAO vs Torrag: 1d20 + 2 ⇒ (16) + 2 = 18
which uses the dwarfs concentration to claw at his face
Damage Torrag: 1d4 + 2 ⇒ (3) + 2 = 5
distracting him so much that he fails to complete the spell he was trying to cast

Eladrian fires his bow at the already damage skeleton and manages to bring it down with a well place *Thud*

The longsword made from force attacks Sjonegaard a few more times and then dissipates back to where it came from
To hit AC Sjonegaard: 1d20 + 7 ⇒ (2) + 7 = 9
To hit AC Sjonegaard: 1d20 + 7 ⇒ (19) + 7 = 26
To confirm: 1d20 + 7 ⇒ (11) + 7 = 18

As far as I know, the weapon doesn't disappear once the caster goes down..and keeps attacking the same target since it can't be changed anymore

The first attack is easily sidestepped but the next attack is a viscous cut
Damage Sjonegaard: 1d8 + 1 ⇒ (6) + 1 = 7

Technically you guys have a round to do something in between both attacks..but since you can't do much against a spiritual weapon I doubt it would make a big difference and this is a bit faster..I'll assume that Sjonegaard will go full defensive after the first attack so the crit doesn't confirm

Out of combat

On the table lie four longswords, a masterwork dagger, a buckler, a belt (detects as magical), a potion (also magical), a flask of acid, and four small leather belt pouches. One of the pouches contains 16 gp; another contains 25 gp and 12 sp. The third holds 77 gp and 8 sp, and the fourth contains a small emerald worth 50 gp and a pair of six-sided bone dice that have been weighted to always roll sixes.

DC 15 Appraise on the taperstries:
The ugly, damaged tapestries are valueless.

None of the skeletons has any treasure other then that you find a pouch hung around the blue glowing eye sockets skeleton's neck, inside is a vial of silversheen and a thumb-sized cylinder of unbreakable greenish glass (A Spire transport token , even though you guys don't know about those yet)

A thorough search of the room also located 2 more (untrapped/unlocked) secret doors)

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking
Revvy Bitterleaf wrote:

Torrag casts a spell right in front of the skeleton

AAO vs Torrag: 1d20 + 2 ⇒ (16) + 2 = 18
which uses the dwarfs concentration to claw at his face
Damage Torrag: 1d4 + 2 ⇒ (3) + 2 = 5
distracting him so much that he fails to complete the spell he was trying to cast

Torrag has an AC of 19 with Mage Armor and Shield.

Detect Magic and Spellcraft on Belt.

Spellcraft: 1d20 + 8 ⇒ (3) + 8 = 11 *Sigh*

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Eladrian takes a look at the potion and tries to identify it.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

"Didn't see the potion there."

To Identify the potion.
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25

Scarab Sages

Torrag Grimm wrote:

Torrag has an AC of 19 with Mage Armor and Shield.

Ah sorry, I stopped looking at the AC of 16 so I overlooked the 19. Forget the damage, luckily for the rest it doesn't effect what happend

Even though Torrag has no idea what the belt's function might be..and Eladrian has no clue what the potion is meant to do..Torrag is able to figure out that the potion will heal woulds (cure moderate)

(I'll assume you guys spend some time healing a bit here, where do you want to go/what do you want to do next?)

(And I overlooked it since it was on the next page, but;)

After going through the pouch contents carefully you also find a key.

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Eladrian holds the flask up to the group "Anyone mind if I take this? I am pretty messed up right now.. Looks like I really need to go shopping when I get back!!"
Shopping list: 4 potions CMW, Mace, Battle Aspergillium, Holy water.. I wonder what else I may need... I really should have paid more attention to this before we set out this time. Maybe some acid.. that seems to work really well on a lot of things

I really am not normally this unprepared, guys. I am sorry. This level coincided with me starting nursing school, on top of a 40+ hr work week and a seven year old. I am up to my eyeballs in alligators!! I have been and will continue to weed out my load here on paizo as games finish up and I put most of my characters into storage for the time being. I really want to complete this whole run, but my posting may get erratic and I will probably not be putting my full attention to things. Sorry for all my complaining.. its been a rough week! Anyways, this is one of the games that I will do my best to keep if yall are willing to put up with me!

Grand Lodge

Male Slayer 2 (Sniper) Fighter (Weaponmaster) 1 |HP: 25/25 |AC:19|T:14|FF:15|CMB:+5|CMD:+19|Fort:+6|Ref:+7|Will:+1/3|Init:+4| Perc:+6|Stealth:+9|

Tenerek will grab the dice and the masterwork dagger

"They may come in useful, I don't know what the key is for and yes if you need patching up use the potion"

Scarab Sages

"Belt is magic, yes? I will wear it and tell you how it works."

Scarab Sages

No idea if you actually have to be aware of one items function for it to work..or if you will only figure it out once you notice the effects and the GM has to keep track...but to keep things simple it's a belt of mighty constitution +2

(Just let me know what your next action is and we'll go from there)

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Eladrian drinks the potion
CMW Potion: 2d8 + 1 ⇒ (3, 8) + 1 = 12
"Aaaa... That feels much better!" he says as his wounds knit closed. "I wonder what all this was.. and why these things are laid out like this."
Eladrian will take 20 to search the room, trying to find anything else out about the room, and locate any more exits. 31 for perception

Scarab Sages

Eladrian wrote:
Eladrian will take 20 to search the room, trying to find anything else out about the room, and locate any more exits. 31 for perception

That's how you located the 2 secret doors in this room

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

oh oops lol I told you that I have been scatterbrained!

Scarab Sages

"Too many secrets. Let us head west."

Grand Lodge

Male Slayer 2 (Sniper) Fighter (Weaponmaster) 1 |HP: 25/25 |AC:19|T:14|FF:15|CMB:+5|CMD:+19|Fort:+6|Ref:+7|Will:+1/3|Init:+4| Perc:+6|Stealth:+9|

"Lead on.. to the west"

Scarab Sages

There are actually 2 secret doors to the west, I'll assume the lower one for now

You open one of the newly located secret doors to reveal;

A tiny empty room.

Using your experience in this place, you quickly manage to locate yet another secret door in the opposing wall and determine it's not trapped and unlocked, after opening it you see:

Gray webbing fills this chamber. Huge cocoons of spider silk hang suspended in the webs, and the webs crawl with countless hundreds of pale little spiders.

The spiders seem a bit unorganized right now, but start to move together and form a large swarm.

Scarab Sages

Seeing the spiders begin to form a mob Sjonegaard turns to Torag. "Your magic will be more useful than my weapon." He steps out Torag's way.

Scarab Sages

Mechanically you have a few rounds before you are facing a spider swarm

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Eladrian also makes way for Torag, knowing that his bow is going to be useless against a swarm of spiders.

Scarab Sages

I think its hilarious that all the burly men are pushing the poor wizard to the front...but then again Torag is a Dwarf so he can handle it!

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag looks to see where the spider swarm is forming to and conjure an Acid Cloud centered on that point. Otherwise he'll throw an alchemists fire into one of the cocoon filled webs.

Damage: 1d6 ⇒ 4 +1 if it's Acid Cloud

Scarab Sages

There isn't a swarm yet..you have plenty of time to close the door and walk away if you want or for Torrag to pass his alchemist fire to someone else so more then one of you can try to attack it once we roll initiative...or we assume you guys wait till there's a spiders swarm at Torrag's feet and he starts to summon acid cloud(s)

Scarab Sages

I'm cool with closing the door and backing away...but then again I'm not a completest and will happily defer to anyone who would prefer to leave no stone unturned.

Grand Lodge

Male Slayer 2 (Sniper) Fighter (Weaponmaster) 1 |HP: 25/25 |AC:19|T:14|FF:15|CMB:+5|CMD:+19|Fort:+6|Ref:+7|Will:+1/3|Init:+4| Perc:+6|Stealth:+9|

I step forward and close the door seeing as I was stupid enough to forget area damage weaponry

Scarab Sages

K, going to assume you guys closed the door for now, since you can always open it again later...where do you want to go now?

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

"I do have this scroll of Fireball we found. Though if we use it, I recommend that everyone back up."

How high is the ceiling in the throne room?

Scarab Sages

Ceilings in the hallways are 10 feet high; ceilings in rooms are 20 feet high.

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

"I can take care of the swarm, but I need everyone out of the swarm room and the throne room in case things go horribly wrong. But it should go according to plan."

Grand Lodge

Male Slayer 2 (Sniper) Fighter (Weaponmaster) 1 |HP: 25/25 |AC:19|T:14|FF:15|CMB:+5|CMD:+19|Fort:+6|Ref:+7|Will:+1/3|Init:+4| Perc:+6|Stealth:+9|

Tenerek retreats out of the room to give Torrag his required space

Scarab Sages

K, so everyone other then Torrag will retreat to safety..Torrag will open the door and cast fireball from the scroll? Let's just assume that the others all have retreated and Torrag can do his thing. e.a roll damage - 5d6 - and we'll pick it up from there

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag pulls a scroll out and attempts to cast from it.

Caster Level Check: 1d20 + 2 ⇒ (4) + 2 = 6
Casting Fly. Torrag will be 5 feet off the ground.

Then he opens the door and casts from the other scroll.

Caster Level Check: 1d20 + 2 ⇒ (15) + 2 = 17
And the webbed room fills with fire.

Fire: 5d6 ⇒ (1, 6, 6, 1, 3) = 17

Scarab Sages

(Reflex save won't matter..even with half damage the spiders won't survive the fire)

Just in time you finish your preparations, as a few spiders start to pour out from under the door. Opening the door and sending a fireball Torrag manages to burn away all the spiderwebs and fry most of the small spiders inside the room. The few small spiders that survived the blast are no threat to you.

DC 10 Knowledge (Nature):
The cocoons are huge egg sacs laid
by spiders. Most have long been empty, but two were laid in the last month or so

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Ok.. sorry.. been trying to catch up on homework, but I am back!
Knowledge Nature: 1d20 ⇒ 8
Eladrian moves into the room and grins at the crunchy under his boots. Looking about, he sees a bunch of egg sacs but thats about it.

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Knowledge: 1d20 + 3 ⇒ (7) + 3 = 10

"Hmmmm. Looks like there might be something bigger crawling around here somewhere."

Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Torrag looks around the room to see if he can see any place some creepy crawly could find its way in.

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