The Emerald Spire (Inactive)

Game Master Zesdead

Paizo's 'The Emerald Spire'.

...in which our adventurers explore the 'Magma Vault'.

Party Health
Drusellia Malacore 30/30 HP, 3 Hero Points
Luther Lightblade 51/51 HP, 3 Hero Points
Symon 55/55 HP, 3 Hero Points
Eldar of the Lost 68/76 HP, 1 Hero Point

Maps
The Emerald Spire - Level 10
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


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Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"I could use a bit of a rest, but if everyone else is game to continue, I can press on."

Dark Archive

"As much as I enjoy exploring dark places anywhere without spiders would be a boon at this point. Boss? Conner? How are you two doing on spells?"


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"We should be good for a quick foray downstairs and a scrap or two. Best be ready, I can magic your weapon when we get into it."

To keep their doughty dwarf up to snuff in mobility, Luther casts a spell on Dezco, and he feels much faster.
Longstrider on Dezco good for two minutes = 20 rounds. Dezco adds 20' to his base speed.

"Have some elven speed my good dwarf."

3/6 channels and three level 1 spells left after the longstrider-- still have my SU that grants +2 AC to everyone for two rounds

Dark Archive

"I rather have Elven something else but okay." he mumbles to himself in an even lower voice than usual, if such a thing is a possible, as he does a quick little jig to get used to his legs' new momentum and reactions before descending down.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

Shrugging over his shoulder at the others.
" I have another cone of fire, and a shocking grasp that's fairly tough. If I run out of my ordered magics, I still have cantrips. Plus if needed, I can always switch to the claymore."
He returns to looking down the stairs.
" So. Is it true they get more dangerous the deeper you descend?"


Congratulations, you have passed through Level 2 of the Emerald Spire, 'the Cellars' written by Ed Greenwood

Passing the dead spider at the top of the stairs, your descent takes you a further ninety feet into the depths before the broad stone staircase opens 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 whilst 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.

Map to follow


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon shudders as he passes the dead spider, and tries to get as far from it as he passes.
"If I never see another one of these things again, it will be too soon!", he mutters to himself as they continue deeper into the dungeon.


Map updated


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther whispers 'can we open it fast?' and points to the door with the arrow slits. He mimics stepping quietly and looks at Dezco and Symon.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon will sneak towards the door, keeping in the shadow and moving to the opening-side, so he can pull the door open. He will also examine the door to see if it is locked.

Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Dark Archive

Dezco will follow along behind the Fetchling, keeping an on the arrow slits (he's not very fond of those) and the general area around them.

Stealth: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 7 ⇒ (19) + 7 = 26


GM Only:
Outlaw, Perception: 1d20 + 6 ⇒ (19) + 6 = 25

As Symon creeps towards the closed door, his movements are catlike and near silent...Dezco, on the other hand, accidentally knocks over a pail that was placed at the top of the steps...it clatters downwards, metal ringing against stone for a few seconds and then silence...

...until a man's voice calls out from beyond the arrow slits...

"Who goes there?"

Symon, Dezco - the door is a sturdy design and appears to be locked.

Dark Archive

There better not be a bugbear on the other side of that door, he thinks to himself before giving a shrug. "Spelunkers?"


There are laughs beyond the door, "Really? Well you are truly lost...turn around...go back the way you came"

Dark Archive

He brings his hand up to scratch his chin but does not otherwise move. "Given my previous experience with talking arrow slits I'm very inclined to listen to you."


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

While Dezco speaks with the unknown man on the other side of the door, Symon will examine the lock and then try to open it (if no trap is present).

Perception: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Disable Device: 1d20 + 8 ⇒ (13) + 8 = 21


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther closes 20' and grants protection to all. +2 to AC for 2 rnds

He looks to see if he can stall.

"I'm a healer--anyone hurt or sick?"


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"In the name of Lolth, open this door. I am Drusellia Malacore, of House Dreznekt and I demand entry!"

Bluff (untrained): 1d20 + 4 ⇒ (16) + 4 = 20

Dark Archive

"You would do well to not displease Milady." he adds on as if it's second nature.

Bluff Aid Another: 1d20 - 1 + 4 ⇒ (13) - 1 + 4 = 16

Granted he doesnt think she's bluffing but he's still aiding hers *shrugs*


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

Conner douses his light, then moves to the edge of the stairs.
He stands quietly as he isn't sure what to say....


Conner douses his light...but the illumination from the arrow slits, and from the green spire to the north, stops the area being plunged into darkness...

As Symon starts to interfere with the lock, things deteriorate quickly, "No-one is hurt around here...except you, if you don't get away from here now...take the drow down first!!!"

Crossbows poke through two of the arrow slits...aiming towards the group containing Drusellia with the creaking of bow strings pulling tight...

Bluff doesn't work after Symon starts to try to break in...equally, Symon doesn't manage to open the door

Initiative for Party / Enemy
Symon, Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Conner, Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Luther, Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Dezco, Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Drusellia, Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Humans, Initiative: 1d20 + 7 ⇒ (19) + 7 = 26

Initiative Order
Humans then
Symon, Luther, Dezco, Conner and Drusellia

...and then, with a simultaneous 'twang', two bolts shoot towards Drusellia...

Human 1, Light Crossbow vs Drusellia (cover): 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4, missing

Human 2, Light Crossbow vs Drusellia (cover): 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17, hitting for 1d8 + 1d6 ⇒ (3) + (3) = 6

Concealment, 20% chance of miss (due to Dim Light): 1d100 ⇒ 7, missing

Everyone may take their turn now

Dark Archive

Bad Fetchling! Bad!


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther motions for Symon to leave some room in front of the door.
He moves to be fifteen feet directly in front of the door and attempts to command the human to come out.

DC 15 Will Command:Approach


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon does as Luther signals and moves away from the front of the door...he stays out of the vision of the arrow slits in the door, however, crouching under the holes in the wall.


GM Only:
Human, Will Save: 1d20 + 1 ⇒ (5) + 1 = 6, failed

You won't know whether the Command is successful until the Humans take their turn again

Dark Archive

Dezco waits to see if the door will open, rather than turning and getting shot in the back... Again.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia does as instructed, moving out of the line of fire.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther motions for Symon to try and unlock again and for Dezco to open the door.

Let's still try for an open door when they act. Gives Dezco an aoo if he walks past. They will shoot us otherwise

Dark Archive

Dezco nods and will move up towards the door.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

Conner will start practicing his forms, dancing and weaving around at the edge of the stairs.
Total defense action. +4 to AC
" Sorry guys, not really my area..."


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon will move under the arrow slits and back to the door, where he will once again try to unlock it.

Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13


From beyond the arrow slits, the sound of a crossbow being cranked tight and then, with another loud 'twang', a bolt flies toward Drusellia...this time striking her in the shoulder.

Human 1, Light Crossbow vs Drusellia (in Cover): 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20, Critical Threat
Confirming Critical: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4, Critical Not Confirmed
20% miss chance due to Dim Light / Concealment: 1d100 ⇒ 79, Hit for 1d8 ⇒ 1

As the blood runs from Drusellia's wound, she feels the burning sensation of poison...

Drusellia needs to make a DC11 Fortitude Save to avoid being poisoned for 1 DEX Damage

Meanwhile, amid cries of "What in the seven Hell's are you doing?", the door swings open revealing a confused man....crossbow held limply by his side.

Human 2, move action to get to door, second move action to open door

Everyone may take their turn now...map update to follow


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

As the door swings open and the human stumbles out, Symon takes the advantage to stab him from behind.

Attack-melee: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 ⇒ 6
Sneak: 1d6 ⇒ 2


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther steps back. "Take him down and make sure Dez gets in the door."

Let's make sure Dez gets the follow up step or can move in and attack. Maybe Dru can tremor him first?

Luther touches the dwarf's melee weapon and it glows with enchanted power.
+1 magic weapon 20 rounds

Luther's protection on the group wears off.

Dark Archive

Dezco is using the bastard sword he got from the Skeleton, does Magic Weapon stack with already enchanted weapons?

As the door opens Dezco is all too happy to step up into the doorway and greet the bolt-slinger. Pointy end of his sword first.

Hello: 1d20 + 5 ⇒ (2) + 5 = 7
Goodbye: 1d10 + 3 ⇒ (5) + 3 = 8


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Oops, Luther touched Symon's weapon then.
+1 to hit +1 damage


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Fortitude: 1d20 - 1 ⇒ (10) - 1 = 9

Drusellia gasps as the bolt strikes her and the poison takes effect. With a numbness in her limbs, she moves out of the way of the door.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

Wondering where everybody is standing? Conner would rush forward dropping his longsword and drawing his Greatsword, IF he could get in a position to attack the guard in the doorway. But with Symon and Dezco there not sure if he could get into position....

actions if he can reach guard:

Conner rushes (move action)to attack(standard action) dropping (free action) his longsword and drawing( part of move) the claymore on his way. Charging his sword(swift action) with arcane might, he swings.
attack: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7

action if he cannot:

Moving to the arrow slit that the bolt that hit Dru came from..
Casting defensively, Conner projects his hands into the slit and fires off a cone of fire...
defensive casting, DC17: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
fire damage 15' cone, DC 13 Ref for 1/2: 2d4 ⇒ (3, 1) = 4
Annnd fumbles the spell...


With the cloaked human stood in the doorway, Symon and Dezco both attack him...but somehow miss. Pushing his friends to one side, Conner swings his sword...the blade catching hard on the man's leather armour and cutting a deep wound across the stomach...

GM Only:
Outlaw 1 = 15/15HP, Outlaw 2 = 8/15HP[/ooc]

The man, regaining his senses, drops his crossbow and, in a single elegant move, draws and stabs his sword at Conner...but he is still groggy and misses wildly.

Human 2, Short Sword vs Conner: 1d20 + 4 ⇒ (2) + 4 = 6, missing

Meanwhile, the crossbow, still thrust through the arrow slit, releases another bolt.

Human 1, Crossbow vs Drusellia: 1d20 + 5 ⇒ (19) + 5 = 24, Critical Threat

Confirming Critical, Crossbow vs Drusellia: 1d20 + 5 ⇒ (15) + 5 = 20, Critical Confirmed for 2d8 ⇒ (7, 1) = 8

20% chance of miss due to Concealment / Dim Light, 1d100 ⇒ 48, hit

The second bolt from the crossbow is more accurate, striking Drusellia in the neck...she crumples to the floor, unconscious and bleeding...

Drusellia is now unconscious and dying at -1; on her next turn she will require to make a DC10 Constitution Check with a -1 penalty to Stabilise

Drusellia needs to make a DC11 Fortitude Save to avoid being poisoned for 1 DEX Damage

Everyone may take their turn now


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Fortitude: 1d20 - 1 ⇒ (17) - 1 = 16
Pre-emptive Con check: 1d20 - 2 ⇒ (18) - 2 = 16

Avoided damage and stabilized.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther advances to right behind Conner and channels positive energy excluding their foes.
+ve: 1d6 ⇒ 2
Seeing Dru conscious, she points at the man in the door. "Dru, shake the earth and knock him down."
Longstrider on Dez about 12/20 rounds left, magic weapon on Symon 19/20 rounds left, 2/6 channels

Dark Archive

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d10 + 3 ⇒ (10) + 3 = 13
... Well it's still 1 better than the last time...

The crossbowman focusing on Druselia instead of the people up front attacking them was aggravating Dezco to no end, and it was showing in his strikes.

Even if Dru's tremor knocks him down that'll probably still miss.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Removing his backpack, Symon jams it up against the hole the crossbowman has been firing out of, hoping to keep Dru safe from his ranged attacks.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"We need to bring down this first guy and engage the next."

Symon, you have a magic weapon!!


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Sorry, I thought you cast that on Dezco's weapon?? If that is the case, then I will retcon my turn, if I may, and do the following...

As his weapon glows with magical power, Symon strikes once again at the guard in the doorway.

Attack-melee: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Sneak: 1d6 ⇒ 3


Whilst Dezco is again unfortunate, Symon's blade finds another vulnerable spot on the guard, blood splashing to the floor as he visibly weakens...

GM Only:
Human 1 = 15/15HP, Human 2 = 4/15HP

Conner / Drusellia - you may act now


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 2d6 + 5 ⇒ (6, 5) + 5 = 16
With a grunt and a mighty over hand chop, Conner hammers into the human in front of him.
"Inside quick! Luther is Dru alright?"
Conner will move in if this guard is down, accepting any AoOs that might result.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia does as instructed, sending forth a wave of tremors.

Trip: 1d20 + 6 ⇒ (16) + 6 = 22


With a mighty swing of his sword, Conner slays the guard at the door and, moving past his falling body, enters the room beyond. The other guard, seeing his friend fall, shouts in anger, "This is Our Place!!! I'll kill you for that..."

His loaded crossbow clanks as he fires a bolt at Conner...

Human 1, Crossbow vs Conner: 1d20 + 5 ⇒ (9) + 5 = 14, missing

Cursing he drops his crossbow and draws a sword...

Everyone may take their turn - Drusellia can also retcon an action for the previous round (in place of tremor) if she wishes

Dark Archive

Moving around Conner Dezco will come at the remaining guard slashing at an angle.

Southeast corner adjacent to him.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Hmm, seemed to have skipped 4 and 5...

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