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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"The more of you that need to travel through, the larger the offering must be...that is the decree of Skraa-orm. Many of those who have passed through offered a large item of iron-metal and some have offered lots of small items... Only the God in the Box may say whether your sacrifice is suffice"


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

Sorry to delay here, seems like a difficult situation. Being good, Luther doesn't want to harm the troglodytes.

Luther tell the others: "We heave metal at the thing until we can pass. I have a dagger and a Morningstar, so I will use the magic one we found for now. Dezco, the light hammer and grappling hook may have to go, as they are cheap and have a high metal content."

Luther will agree to sacrifice metal again. He is ready to throw his Morningstar and dagger at the device.

Luther examines any loot from the Splinters. The high metal loot from the Splinters will be the first to go.


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

"The only metal I have is my rapier, though I'm quite willing to give it up if it should come to that."


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

"Dru, since the cost is per person, let us put all our metal on three of us and pay the sacrifice for them and get us through. When you follow with the rest carrying no metal, if you don't appease the mighty one, it may have no consequence."

Conner Luther and Dezco carry all the metal, then Symon and Dru follow with no metal??


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

You want me to give you all my weapons and such? I also have a small hammer...I almost forgot about


"You have iron metal ready to make sacrifice yes? I can take you now if you are ready?"


Moving things along

Returning to the room with the ‘God in the Box’, the troglodyte opens the door for you. Surveying what can be seen across the eastern face of the structure, Luther sees a pair of hand axes (not of the same design), a great sword, two heavy shields, numerous pitons, a grappling hook, two lanterns and several belt buckles - they appear to be dissimilar in their age, their design and even their size.

Luther doesn't detect any magic within the room

Luther feels the inexorable tug on the morning star that he is holding…

A voice calls from behind you, the troglodyte - "You will make your offering now? Make your sacrifice?"

Is there a priority order of things that you are going to ‘sacrifice’ – there were a few short swords that you could have salvaged from the Splinters – I am fine for someone to have gone and retrieved those (5 in total)

Dark Archive

While not ascribing to normal dwarven propriety regarding objects Dezco was still rather uneasy about giving up any of his weapons from home. Nonetheless he carried his plus whatever other metal objects had been given him while taking special care of the magic bastard sword on his back and the magic belt around him to make sure the "god" didn't steal them as he moved past.


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 throws the morningstar first. Then five short swords one at a time. Then looks to others.


As Luther, cautiously watching for a response, throws his morningstar at the hexagonal tower - a low pitched humming noise starts to reverberate through the room. The heavy weapon, rather than arcing to land at the base of the tower, deviates from it’s thrown trajectory and is, instead, pulled against the eastern vertical surface of the ‘God in the Box’ – impacting with a heavy ‘clang’.

…at the same time, Luther starts to feel a much stronger attraction pulling his armour in towards the centre of the room. Slightly unbalanced from the throw as he is, the cleric still manages to overcome the force and steadily move backwards towards the perimeter of the room.

Godbox, Combat Manoeuvre (Attract / Bull Rush) vs Luther: 1d20 + 5 ⇒ (6) + 5 = 11, missing

The troglodyte whispers to Luther, ”More…more…more… Skraa-orm demands more tribute”. The humming noise increases in pitch as Luther tosses the short swords into the room, each of them slamming against the tower and starting to deform on the surface of the tower alongside all of the weapons, the tools and the armour that were already there. When the fifth sword is thrown in, the humming within the room stops as abruptly as it started…

…there is a short pause, during which time the troglodyte listens intently, and then…you hear two muffled ‘click’ noises.

The troglodyte hisses excitedly, ”Your sacrifice has been accepted…. Skraa-orm shows gratitude and allows you to pass on in safety… I will show you? Yes?”

Dark Archive

Dezco bows thankfully towards Luther and their guide.


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 nods, a lot relieved.
"Quite satisfactory. Let us go down. How does coming up work!?"


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 looks at the strange 'god-box' as they pass.
"There is some sort of trick there, I am sure of it...if I could just sneak a peek at the thing.."

Sneaking a peek? not sure what I would need to roll for this...just want to get a closer look at the thing, as I have no metal on me at the moment


As Symon attempts to take one final look at the God-Box, he feels the magnetic pull on his armour...the studs within the leather dangerously attracted in towards the centre of the room...hopping backwards before the field can take hold, Symon steps back into safety - whatever happened was too quick for Symon to get any kind of a detailed look at the tower.

As you leave the chamber containing the 'God in the Box', the doors slide shut behind you - the white light extinguishes leaving only the dim lighting provided by the strange sconces that are placed throughout the lair. As you are escorted to the chamber to the north of the water trough, your guide points at the large bell you previously passed.

"When you want to come back through the home of Children of Thagh, you ring bell from down below... Yes? Skraa-orm shall open door for you - no need for sacrifice when you come back. Skraa-orm is a kind god"

Running a hand across the door near the bell, it retracts - in the same elegant manner as the others - into the wall. Beyond is a moderately sized room with two significant features - a tall statue of a troglodyte, standing in the same semi-religious pose as those you saw in the room containing the hexagonal tower - and, in the north east corner of the room, a section of the stone floor is cut away perfectly, revealing a staircase that descends into darkness.

Dark Archive

"Thank you." Dezco politely says along with another bow.


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 hurries through, fearful that the "god" may desire another sacrifice. She heads down the stairs, peering ahead with darkvision.


The ramp winding down from the troglodyte's home takes you past the chain that your guide said would be there, takes you far from the smell that was filling your noses and leads down, down, down...

Passing an Azlanti symbol etched into the spire, this one the symbol for 'four', you continue onwards - as you travel you start to notice that the air is becoming noticeably damp...a contrast to the dry and dusty tunnels and corridors you have thus far explored. In time, the ramp arrives at a set of steps that lead to a dank, low-ceilinged room. The curved surface of the Emerald Spire takes up the north-west corner, and to the east is a short staircase leading down to a dark passage from which the soft sound of lapping water emanates. A small, closed door stands in the south wall.

Above the gentle lapping of water, the noise of clacking claws fills the air...at least twenty toad-sized crabs are scuttling around in this room...


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

"Shall we add crab to our food supply and see what is in this room?"

Dark Archive

"Crab does sound nice."


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

"Do you need your barkskin now? It would probably make sense since you are first in and last out Dezco."

Luther gives Dezco skin of bark to help protect him.

Remember your buffs! This is the first of many.

Dark Archive

You must have had a bad experience with crabs if we're buffing before collecting them lol


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

"Little buggers look too much like spiders for my liking", Symon stutters through clenched teeth.


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

"There might be a big momma crab protecting her babies?"

Dark Archive

"Fair enough." Dezco muses while beginning to go about and collect the baby crabs, also keeping an eye out as he goes about.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23


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

Still contemplating the 'Godbox' Conner follows along after the others.
Squatting at the edge of the steps they just came down, he stares at the crabs. Lost in thought.
"Ya know, that God thingy had slots with attachments about the height o the doors in the Trog's nest. Wondering if it can be covered or blocked somehow. Would hate to have to 'pay' every time we go through there......just sayin "


Whilst starting to gather the crabs, you have time to examine the door to the south - the first thing you notice is that, in contrast to the wooden doors on the first three levels of the spire, this door is iron with a 1 foot square grate in the lower half of the door...

GM Only:
Jorqual, Stealth: 1d20 ⇒ 14, plus 5 for range modifier

Perception DC19:
There is an unusual splashing of water off to the east - it seems that there is someone or something moving around down in the dark corridor...and that the corridor may be, at least partially, flooded

Dark Archive

Does my 23 cover that or do I need to make a new roll?


Dezco - your 23 does indeed cover that... Go ahead and read under the spoiler

Dark Archive

Okies :3

Stopping mid-crab collecting Dezco cranes his head towards the eastern corridor. "Swimmer." he says low and quick as he draws his sword.


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 follows as he draws his 'star.


All is quiet for a moment or two, the scuttling of the crabs and the gentle water waves the only noise... and then a voice calls out...a strange tongue, full of rounded vowels and booming noises...

"Kembali cara anda datang ... tempat ini tergolong dalam Undine sekarang ... tempat air dan tertanya-tanya bagi kita untuk belajar; kehadiran anda di sini adalah satu gangguan yang tidak diingini...pulih dan tidak akan menimpa anda"

Aquan:
"Go back the way you came...this place belongs to the Undine now...a place of water and wonder for us to study; your presence here is an unwanted distraction...turn around and no harm will come to you."

...the voice falls silent, seemingly awaiting a response...

Perception DC20:
You can hear the voice whispering something very quietly...and a clacking noise echoing back at it in response.

Dark Archive

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

Hearing whatever it was communicate to them by trying to, well, communicate rather than just attack Dezco holds his palms facing forward in what he hopes is a defusing manner. "Um. We... no speaky... crab?"

Then without turning his head he says as an aside to Luther, "It's not alone."


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

"Did anyone understand that?"

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Dark Archive

"No speaky crab."


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

"Water is not good for us right now. We have lost surprise. We can continue through the south door where we hope it is dry."

Luther indicates the south door.

"Symon, how about you get this door open?"


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

"Ummm...ok. Do crabs really have their own language?"

Symon tentatively moves towards the door and examines it before he tries anything.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


After Symon is satisfied the door is neither trapped nor guarded, he gently opens it - and discovers nothing more exciting than a small cupboard with two empty barrels within it.

...and as Dezco tries to defuse the situation with the voice with the strange tongue, the voice calls out again...heavily accented but in a language that you understand...

"Surface dwellers!!! Go back the way you came...this place belongs to the Undine now...a place of water and wonder for us to study; your presence here is an unwanted distraction...turn around and no harm will come to you."


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

"Don't mind us," Dru calls out. "We're just passing through. We don't want a fight."


"One final warning. No-one is permitted to pass through here, turn around and seek another way through"

As the voice leaves his words hanging, there is a brief flash of electric blue light from within the tunnel... and, almost immediately, the small number of crabs that were at the steps where the room descends into the corridor start to scuttle into the room - clacking in agitation and definitely moving away from the corridor...

The corridor to the east leads down ten feet into an unlit passageway filled with murky water - the water is too cloudy and dank to determine to what depth. There are two hallways to the south (as far as you are able to tell, the voice comes from the farther of the two) and, off to the east, the passageway narrows before turning south...

GM Only:
Electric Eel, Stealth:1d20 + 10 ⇒ (9) + 10 = 19

Perception DC19:
There is something moving in the water


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

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

"We do not wish to fight. Perhaps we can bargain our way through?" Dru calls to the nameless voice in the darkness.


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 looks for an alternate way, but resigns himself to a fight.

"How do we get around and further below?"


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

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Using his advanced vision Symon scans the water.

"Ummm...guys. There is something moving in the water!"

Dark Archive

Stepping back from where Symon indicated but making sure everyone else was still behind him Dezco keeps his sword drawn, still holding out that Dru or Luther could talk the unseen creature out of its aggression.


”That is not our problem Air Breather…there will be no bargain, no negotiations, no discussions…if you wish to go lower, if you have business with the Numerian or with the Circle of Viskk-Thar, then you must find another way down – this place belongs to the Undine”

There is a sudden flash of movement from the farthest of the southern-leading hallways… a small blue-skinned figure swimming at speed towards the eastern end of the corridor – diving in and out of the water as it moves, almost dolphin like. As it reaches the farthest point of the corridor, it slows then stops… bobbing up and down in the water looking back at you.

Symon – the movement within the water is at the western end of the corridor…near the steps where the party are assembled.


Knowledge (Planes) DC13:
The blue creature is a Mephit – typically servants of powerful elemental creatures, these small creatures can often be found scurrying about on important errands or duties for their masters. They have limited magical abilities and can summon reinforcements from their plane of origin…also, they have brutal breath weapons that belie their diminutive size


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

"Maybe we should listen to the...what was it...Undine?"

He calls out to the figure bobbing in the water.

"Do you know of any other path lower? This is the only one we have found, and while we do not wish to intrude, we do have a quest to fulfill."

He keeps his eyes on the movement he saw before, and points it out to the others.


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

"Last chance," Dru growls. "Let us pass... or die."


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 gives Dezco the strength of a bull for the upcoming fight.

"I am all proud of my plate armor, Dez, but don't let me drown in it."

"We wish to pass without a fight and respect your beatific environment."

diplomacy : 1d20 + 9 ⇒ (11) + 9 = 20

Bulls strength on Dezco


As Drusellia makes her ultimatum, the creature bobbing up and down in the water makes what sounds suspiciously like a 'raspberry' sound and, thrusting it's hand out before it, fires a stream of fluorescent acid down the corridor towards you...it splashes against Dezco and starts to burn through his armour...

Water Mephit, Acid Arrow vs Dezco (Touch): 1d20 + 5 ⇒ (11) + 5 = 16, hitting for 2d4 ⇒ (1, 4) = 5

Initiative for Party and Enemy

Symon, Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Luther, Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Conner, Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Dezco, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Drusellia, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Water Mephit, Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Creature in the Water, Initiative: 1d20 + 6 ⇒ (9) + 6 = 15

Initiative Order
Luther then
Water Mephit / Creature in the Water then
Drusellia, Symon, Conner and Dezco

Luther, you may take your turn now

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