Pirate Rob's Emerald Spire Campaign (Inactive)

Game Master Pirate Rob

Emerald Spire - PFS "Campaign Style"
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Q-14 | Iron Battle
Pirate GM wrote:


Back out in the hallway, no signs of danger at the moment.

There appear to be 2 small passages to the west, a set of three matched doors on the east side. Each is carved with the images of lordly feasts, although a hooded gray figure appears in each image, silently watching.

Finally at the north end of the hall, the passageway turns east and there appears to be a door on the north wall just around the corner.

Your post was amazing Tico.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Thank you, Sir! =)

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Oh, okay wow. Umm... I'm okay with whatever Valya would like to do, whether it is rest or continue on. Tico, that was quite something.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Thanks to the divine intervetion of Tico's chosen deity, Valya feels rather better, and she listens with amusement to the banter from the men.

I'm sitting right here gentlemen...

she stands and stretches

and in case you get the wrong idea, that means saying 'Valya' and not 'she' like I'm a statue!

She shakes her head and sweeps her hair back behind the two delicate horns on her forehead, before looking slyly back at the trio of unsure men.

...but thank you for your compliments regardless...

she turns to Tico

You will probably grow weary of my thanks before our journey through this spire is done, but for now I hope you receive my gratitude in the spirit it is given, thank you for keeping me safe

she plants a kiss on the cleric's cheek before retrieving her sword and making herself ready to move on.

Let's go!

Grand Lodge

M Dwarf Cybermage 8/ Expert 3

Alright, if I may suggest we go room by room then, since we don't know where our original attackers may have gone.

Nar moves up to the triple hooded figure doors,and mutters to himself. That's gonna bug me all day I swear I know who that is.

Anyone recognize the hooded figure? I swear he's familiar but can't get quite remember it.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Valya wrote:
she plants a kiss on the cleric's cheek before retrieving her sword and making herself ready to move on.

Tico becomes flushed, clearly shy with the thanks of Valya.

"There is nothing to be thankful, my friend. As long as I breathe and The Dawnflower graces me with her sacred flames, I'll keep all of us safe, I promise."

The cleric looks to everybody and raises its holy symbol in the air, "count with me, my friends", he smiles discreetly.

Nar wrote:
Alright, if I may suggest we go room by room then, since we don't know where our original attackers may have gone.

"Seems wise. Let's do it", Tico agrees, then continues:

"And about the hood figure... Hmm... It's not completely unfamiliar to me..."

@Pirate GM, I rolled a 17 on the last check. May I attempt another?


Q-14 | Iron Battle

Tico: Nope, not today at least.

This mess hall’s north and south walls are fitted with shelves containing mismatched goblets, platters, and bowls. A number are made of fine porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end.

Several plates with half finished and rapidly discarded meals lie on the table.

A small, privy door on the south wall lies slightly ajar while 2 doors stand shut on the north wall.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar will come inside and take a look around, before heading to the privy to check it as well.

Perc (dining room): 1d20 + 4 ⇒ (12) + 4 = 16
Perc (privy): 1d20 + 4 ⇒ (16) + 4 = 20

Sorry appears I forgot to switch posting ID earlier


Q-14 | Iron Battle

This privy is about as interesting as the last.

The dining room is fairly uninteresting except for the crests on the plates, likely stolen from various noble families.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya taps a claw on one plate.

I'm sure these would be better served returned to the fort and thence to their rightful owners, but I don't believe carrying them around now would be the best idea.

Valya moves to the rightmost Northern door and moves on through, ready in case there are enemies behind the door.


Q-14 | Iron Battle

Opening the northern door...

This room serves as a kitchen. A large hearth takes up most of the south wall, and there’s a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.

No sign of enemies, another door exits to the north west.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar looks around the kitchen and prepares to move into the next room north-west door

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Quite the set-up down here, feels kinda like a camp or base but were'd the people go?

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

"They were clearly here recently," Sabi says, as he follows Nar to the northwest door.


Q-14 | Iron Battle

The doorway opens back up into the wide hallway, Nar thinks he may have heard something in the distance but isn't really sure.

Another water maiden statue is in the northwest corner of the hallway.

single doors lead to the north and east, while the widehallways come to an end at a set of double doors.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar will come out into the hallway and take a look around, then move to the corner where he can get a view down either hallway.

Perc: 1d20 + 4 ⇒ (7) + 4 = 11

That's a a lot of doors, where do you guys want to start?

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi, for no other reason than personal amusement, fills the basin of this water-carrier statue as well.
create water. There has to be some good use for it.

"You pick, Nar, and we'll follow."

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Seems like we should start at the beginning and work further in

Nar heads towards the southern unchecked door, checks it quickly before readying himself to head in.

Perc: 1d20 + 4 ⇒ (19) + 4 = 23


Q-14 | Iron Battle

The water in the statue bubbles briefly after being filled with water before ceasing.

Will get to door update later.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya moves up the corridor, steadfastly ignoring the statues in case they were designed to distract from another trap hidden in the corridor.

She joins Nar, ready to move through the next door.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

@Pirate GM: just to remember that Tico uses Detect Magic in every room. =)

Room 1 wrote:
This mess hall’s north and south walls are fitted with shelves...

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

Room 2 wrote:
This room serves as a kitchen...

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Room 3 wrote:
The doorway opens back up into the wide hallway...

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Room 4 wrote:
Nar heads towards the southern unchecked door...

"Before cross this door, let me inspect it", the cleric says, while looks for any hidden trap on it and, for sure, he will cast Detect Magic on it too.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17


Q-14 | Iron Battle

Nothing of interest in the dinning room or kitchen.

It's harder to tell now with Sabi's water in the statue but there appear to be several nozzles at the bottom of the water basin. Several of the flagstones in front of it appear to be pressure plates, and you're fairly certain Sabi has already stepped on one.

No magic on the southern door though.


Q-14 | Iron Battle

Eventually opening the southern most door...

This chamber is someone’s personal quarters. A comfortable bed stands in the southwest corner. Several small keepsakes, including a couple of small leather journals, clutter the wall shelves.

A door to a privy lies in the south wall.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Keeping to the his established pattern, Nar will come in the room and take a look around. If nothing interesting presents itself, he'll also check the privy.

Perc (room): 1d20 + 4 ⇒ (20) + 4 = 24
Perc (privy: 1d20 + 4 ⇒ (5) + 4 = 9

Always important to know where the best privy in the place is.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Nar wrote:
Always important to know where the best privy in the place is.

Tico gives a slight laugh at the comment of the paladin, then he helps him to find something in that chamber.

Perception (only in the quarter): 1d20 + 10 ⇒ (5) + 10 = 15

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Should someone point out the nozzles and the pressure plates, Sabi examines the water carrier statue further, even going so far as dissipating the water if necessary to get a better view. He tries to track down the pressure plates and determine their purpose through experimentation.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Take 20 for 26, if I can get away with it, and the first roll is insufficient.

When he's done, he refills the water basin, and continues on his way.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Once inside the personal chambers, Masao looks over the journals. These will likely be of value. Who lives here in the spire, and what have they discovered about it?
+3 Linguistics, if it's useful.

Once he finishes scanning through the journals, he spends time examining the rest of the room.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Q-14 | Iron Battle

It looks like the pressure plate is attached to the statue and lets out some gas.

It is currently empty and needs to be manually refilled. This one appears to have been recently triggered. Checking the first one will reveal a similar trigger and mechanism, with an empty gas reservoir.

The masks built into your enemies cloaks begin to make sense.

---

The journals seem to belong to a Lenik Hastenfar and help give some idea of what's going on here.

Apparently this level has a secret exit to the surface and a thieves' guild uses it as their lair for robberies in and around the Echowood. They call themselves the Splinters.

Apparently the thieves' is very old, with “time-honored rituals and oaths handed down from the thieves of old.” like plate stealing as an initiation rite. There are references to the eyes of the Gray Master, better known to some of you as Norgorber.

The author of this journal, while not the leader seems quite important, and left several days ago with a dozen or so bandits for a raid in the Echo Wood.

You get the impression that the Splinters are generally both competent and loyal.

There are also some references to a Klarkosh, the Clockwork Mage. A giant gold man who claims to be a Numerian who 'rules' from the 6th floor of the Spire, including everything above him. Apparently he's been gathering forces for an assault below but the journal contains no further details.

---

The keepsakes on the shelves include a gold chess piece worth 25 gp, an ivory comb worth 40 gp, and a statuette of a woman with a lyre worth 15 gp.

Speaking of the poison, Fort Saves DC 18

Full Poison Text:
SYNESTHESIA GAS TRAP CR 1
Type mechanical; Perception DC 25; Disable Device DC 25
EFFECTS
Trigger location; Reset manual
Effect cloud of poison gas (synesthesia gas—inhaled; save Fort DC 18; onset 10 minutes; frequency 1/rd. for 4 rounds; effect 1 Wis and target is fascinated and sickened for 1d4 rounds; cure 1 save); multiple targets (all targets in a 10-ft. spread)

The gas is invisible and odorless; characters in the area may not even realize that they set off a trap. The cloud lingers for 1 minute before dissipating.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Fort: 1d20 + 15 ⇒ (16) + 15 = 31

It seems we best move on to the next room, but I don't get why the masks would help.

Once everyone is ready, Nar will proceed to the next room with the group.

Perc. (door): 1d20 + 4 ⇒ (12) + 4 = 16

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

fort save: 1d20 + 4 ⇒ (3) + 4 = 7

Wow... those statues smell beautiful, the fabric of the cloak makes me taste elderberries...

She doubles over and retches on the floor, before staggering after Nar.

wis 14/16


Q-14 | Iron Battle

Fort save 2 Valya: 1d20 + 4 ⇒ (14) + 4 = 18

Alright, by my math that's 4 wisdom damage from the first dose, and 1 more wisdom damage from the second dose...

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Anytime you want to head back to town to rest and recover (and possibly re-supply) from some of the poison DMG I'm cool with it. Was just pushing on because we had been.


Q-14 | Iron Battle

As a note you guys are perfectly able to retreat and come back. Of course some things will change in the Spire, like the guy who's journal you just read coming back, but it's neat and I've got guidance on how to do things.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Ah thanls GM, forgot the previous lot! Wis 11/16

Valya starts singing quietly under her breath, and smiles benignly at her companions.

I am happy to proceed, the corridor this way smells of dark green!

she wanders contentedly towards the next door, following Nar's lead.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

"Let's keep moving, brothers", Tico says to them, while follow Nar more deeper in the spire.

Let's finish this level. We don't have to retreat now, I think Valya is fine for now... Or not?

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Fort: 1d20 + 7 ⇒ (16) + 7 = 23

"Does anyone know what's wrong with Valya? It's weird that she is the only one affected. Maybe one of her trail rations went bad?"

"If she's okay, let's continue on."


Q-14 | Iron Battle

Opening the door...

The double bunks and footlockers in the alcoves of this large room suggest it serves as a barracks. The walls are decorated with simple paintings and murals, which include sketches of building, temple, and ruin layouts with notations suggesting how to get past obstacles and traps. Two small privy chambers stand against the southern wall, and doors exit to the southeast and the northwest.

The room is currently empty, with all of the levels defenders either dead or rallied elsewhere.

The footlockers contain only spare clothes, bedding, and a few small keepsakes of no real value.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Perc (privy): 1d20 + 4 ⇒ (3) + 4 = 7
Perc (room): 1d20 + 4 ⇒ (16) + 4 = 20

Nope sorry no idea what's going on with Valya, other than mixing up her senses it seems. Notably this bathroom is not nearly as nice as the last one.

Heal (vs. DC 15): 1d20 - 3 ⇒ (13) - 3 = 10 Super unlikely Nar will understand what's happening, but a diagnosis could be had

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi collects the thieves' notes, in hopes that will complicate their future heists. He examines the murals and sketches for any information that may be useful in exploring the Spire.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Q-14 | Iron Battle

Nothing else of interest in this room.

Especially nothing of interest in the privy.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

With nothing of note going on and everyone wanting to continue on, Nar leads the way out into the hall again.

Perc (hall): 1d20 + 4 ⇒ (16) + 4 = 20 Just in case

To the next door to the north, giving people time to stack up into the normal entry order.

Perc (door): 1d20 + 4 ⇒ (16) + 4 = 20

Anyone else feel like this place just keeps going on forever?


Q-14 | Iron Battle

There's something going on behind the next door, some sort of shuffling or scraping...

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi gets ready to fire a blast of cold as soon as enemies appear.

He also makes sure he's not directly in the path of the door.


Q-14 | Iron Battle

The shuffling and scraping if followed by a loud bang against the door as though somebody just pushed something quite heavy up against it.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

You gentlemen seem to have a thing about privies, this is hardly the exciting adventure you promised me the other night when you were describing the glittering coins and magical treasures that lay within the Spire...!

Valya laughs, a surprisingly cultured and feminine sound despite her fearsome appearance.

She tilts her head as she hears the noises behind the door, her eyes tracking the movements within the room beyond. She shrugs.

Whoever is in there, it will go better for you if you come out and talk to us...

The door proves fascinating to the tiefling, the scarred wooden texture brings to mind the taste of a dark ale she once enjoyed in Riddleport.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi shrugs his shoulders and points at the other door, as if to say "Shall we just go around?"

Quietly, so as not to be heard from the other side of the door, he adds, "If we don't want to try to bash this door open, perhaps we could gather some fuel, tapestries, chairs, and the like, and simply burn the door down. It will take a while, but might be better than charging in to a defended area."

"Or, do both. A two-pronged attack as it were."


Q-14 | Iron Battle

From behind the door comes a crazed shout "Go away! You'll never steal my voles! NEVER!!!"

There is then a bunch of screeching and such like the room was full of wild animals.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

That had me in stitches :D

Voles? murmurs Valya as she recoils in slow motion from the door.

I don't trust voles, they smell of bell-ringing...

She turns to Sabi

I think that amount of smoke in this area would be hazardous

she tilts her head to the side

Perhaps if we had some way of summoning the wind to blow the smoke away from the fire?

She starts singing softly under her breath, a Chelaxian lullaby if you're not mistaken.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

I think we should probably just try going in and seeing what's going on

Nar will step up to the door and attempt to open it and then step back out of the way for Valya and others to get a view of the room.


Q-14 | Iron Battle

The door seems pretty firmly stuck, as though something heavy was pushed up behind the door.

There is more screeching from the other side and more shouting "GO AWAY!"

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Maybe you could open up, we could help you with your voles. We won't try and take them away from you.

Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

To the party:

What's a vole anyway?

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