GM Tektite's Emerald Spire (Inactive)

Game Master Feral

MAP
Land Rush


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DOT

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

*rumble* "Dotting."


Bump bump!

Scarab Sages

.


Male Human

-


..!

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

Dot.

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

I hope the pay is good. I'll do anything for a gold piece, ya know.

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

"I expect we will be well compensated for our troubles"

Scarab Sages

HP: 31/31 | AC 19 | T 19 | FF 17 | Fort +7 | Ref +5 | Will +10 | CMD 19 | Initiative +4 | Perception +12 | Sense Motive +5 | Heal +12 | Kn. (Arcana) +6 | Kn. (Religion) +4
Resources:
CLW: 50/50 | Channel 5/5 | Spells 3/3
Active Buffs:
--

Payment is unnecessary, so long as the Society keeps us well equipped for any problems we may encounter in the Spire...


Each of you received a missive from you Venture-Captain. The message concise and curt. "Make your way to the River Kingdoms...Emerald Spire has been opened up for exploration. A contact will meet you in Fort Inevitable.....

By horse, boat, and foot, you've all made your way up to the rolling plains near the West Sellen River. Looming above you is Fort Inevitable, a formidable stronghold of Hell Knights bent on bringing law and order to this lawless land, and providing the only safe place to conduct commerce for dozens, if not hundreds of miles around.

Walking through the cheerless, drab cobblestone streets, populated by by two and three story tiled roofed buildings, the inhabitants are an industrious and serious lot, though lacking a welcoming mien.

Sitting in a quiet tavern, you are approached my a man dressed in the fashion of Brevoy and carrying an Aldori dueling sword on his hip. He glances around the subdued common room, then says. "You must be the recruits they sent up to risk your lives in the Spire, eh?" He says, shaking his head. "Name's Vitor. Vitor Bresnarov."

Grabbing a chair, he seats himself at the table and motions to the barkeep. "The Spire is six miles to the northeast. If you require anything, buy it here. There's nothing else around for miles." Taking a long drink from the tankard set in front of him by the serving maid, he continues. "I can't tell you much about the Spire, having never delved it myself. In fact, you lot will be the first to document it. Any questions you have, I'll try to answer the best I can."

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

Makkoa tried to keep his hood on as much as possible in the city limits. Hellknights always made him uncomfortable, as they never seemed to trust his Orc blood. He was a little shorter than the average half Orc, and the only things that stood out about him were his shiny Falchion and a large lump of a Spellbook, jutting out of his rucksack.

"Nice to meet you, Vitor. I'm Makkoa. This is my first mission for the Society. Do you know anything about the history of the spire? Does anywhere in town sell hardware for an exploration such as this, like ropes, pitons, and the like?"

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

Joey grins as the half-orc speaks. Yeah, it would be good to know where the provisioners are so that we can sell off all the treasures we uncover. Good idea.

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

"Hello Vitor. I know you can't tell us anything about the Spire itself...not yet anyways, not until we come back to tell you all about it.. but do you know anything about the area? Like dangers we should be aware off?"

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

A stocky and taciturn fellow with sparkling greyish skin, in hide armor, Soro has said little on the trip. He rouses from his silence to ask, in a rumbling voice, "First to document, you said. You know if anyone went in there in the last few years?"

Grand Lodge

Dwarven Inquisitor 3/Gunslinger 1 | HP 34/34 | AC 19 F 16 T 13 | CMD 16 | Fort +7 Ref +6 Will +7 | Init +7 | Perc +10 | Sense Motive +8

"Why open the Spire to an expedition now?" A scowling dwarf demands. "Somethin change recently?"

Born in Rolgrimmdur and trained as a warrior priest, Aillig's skills served him well in the city watch as an inquisitor ferreting out criminals and troublemakers. He was suspicious of everything, some even said he was paranoid, but he was successful at his job and a very good interrogator. Unfortunately, his skill with diplomacy and tact was atrocious (even by Dwarven standards), and one day he employed his skills to proclaim the guilt of the son of an influential Forgemaster to hard labor. When he suggested the Forgemaster might also be corrupt he quickly found his authority stripped and his reputation in jeopardy.

Believing a conspiracy among the city guard was to blame for the turn of events Aillig left his home to seek Torag's justice elsewhere and on his own terms. He set out from the Five Kings Mountains and traveled many Varisian trade routes as a caravan guard.

A few years later Aillig met a Pathfinder, the Baron Maximo Interresante, who convinced Aillig to seek a higher purpose with his skills. Traveling to Absalom, he offered his service to the Society and was in time confirmed into their ranks.

Scarab Sages

HP: 31/31 | AC 19 | T 19 | FF 17 | Fort +7 | Ref +5 | Will +10 | CMD 19 | Initiative +4 | Perception +12 | Sense Motive +5 | Heal +12 | Kn. (Arcana) +6 | Kn. (Religion) +4
Resources:
CLW: 50/50 | Channel 5/5 | Spells 3/3
Active Buffs:
--

Exploring crypts is a bit of a interst of mine, closed off dungeons created by unknown sources... Seems similar enough... I have recently trained with the Bold Striders here in the River Kingdoms, so I am familiar with the area, but nothing was mentioned of the "Emerald Spire". I will have to let Karu know of this development. The Osiriani seems relaxed as he reclines in one of the chairs, arms resting on the back of the chair. He has no questions himself, preferring to improvise and fully experience a place, but he doesn't mind listening any information offered by the man in response to his partners' questions.


Vitor sits back and puts his boot up on the table. "The Spire is old, heh.....no one knows for sure who built it. Most scholars believe it is an Azlanti ruin or workshop."

Taking another pull from his tankard, he wipes the foam from his beard with the back of his sleeve. "As far as provisions, there is Braddon's. He keeps a good supply of gear around. Being the only settlement around, you can find most anything you need, or at least have it made buy the local blacksmith, leatherworker, or what have you. It's not a large twon, so most people don't have a lot of money to buy rare relics and such, but we can always use Society channels to obtain or unload rarer items."

Shrugging, he continues. "When I say opened up, I merely mean, the Society has decided to take an interest in it. People in the past have entered the Spire, but few have returned to tell about it. A wizard explored the upper levels a few years back, but never returned from his last delve. After this much time, its hard telling what may lay in wait. I've heard this area was once overrun by goblins in the distant past, led by some goblin king named Zog or something. Aside from that, I don't know."

The waitress stops by and hands Vitor a letter. Pausing, he opens it and reads it a few times before looking up. "It appears I've been called to Varisia for mission. Town called Ravenmoor." Standing, he nods to you. "Well, I'd best be off. Good luck to you all!"

------------------------------------------------------------------------

After procuring any last minute equipment, the party hikes out to the Emerald Spire. As you approach the crumbling ruin, you notice that the name is not a misnomer as the spire is constructed of a strange, green glassy material.

Getting closer, you see the stone staircase that led up to the tower’s door is now nothing more than a rubble-strewn cliff. On the tower’s south side, a dirt path winds up the steep embankment to a pitch-black doorway.

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

"Anyone have a plan on how to handle this? Do we want to make a trip around the spire to check it out first..or do we try to climb straight for the door over there?"

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

"We need to come up with some sort of arrangement for how to proceed through the spire. I'd prefer somewhere near the back, as armor has never really been a focus of mine. Exploring all around the tower first would probably be a good idea. No telling what might be on the other side..."

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

Well, if the pay is good enough I guess I could take the lead here. I have, umm, some experience with traps and the like. I imagine this place oughta have a few if goblins and such are around.

Joey takes a quick look at the stairs and will check out the door. If the party wants to go around the Spire before deciding on a course of action he will wait to open the door.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24 +1 for traps

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

Soro waits while the rest of the party decides what to do, and looks for tracks in the area.

Survival check for tracks: 1d20 + 7 ⇒ (15) + 7 = 22

Scarab Sages

HP: 31/31 | AC 19 | T 19 | FF 17 | Fort +7 | Ref +5 | Will +10 | CMD 19 | Initiative +4 | Perception +12 | Sense Motive +5 | Heal +12 | Kn. (Arcana) +6 | Kn. (Religion) +4
Resources:
CLW: 50/50 | Channel 5/5 | Spells 3/3
Active Buffs:
--

I suggest we explore the outside first. In my experience, the front door is usually the worst idea. Senma strides to the front of the group. I would prefer to be in the lead out of the group.

Grand Lodge

Dwarven Inquisitor 3/Gunslinger 1 | HP 34/34 | AC 19 F 16 T 13 | CMD 16 | Fort +7 Ref +6 Will +7 | Init +7 | Perc +10 | Sense Motive +8

"A detailed examination o' the area be a good plan." Aillig approves of the tactics so far, and offers his aid in the approach.

Guidance orison for everyone (+1 on one roll). Aid another on perception and survival.
Perception aid: 1d20 + 6 ⇒ (18) + 6 = 24
Survival aid: 1d20 + 7 ⇒ (8) + 7 = 15


Circling the spire, you find another, well hidden path that leads to a secret door on the southwest side of the spire. Continuing you circumnavigation, you find no more entrances.

Front door with a Climb check? Side door? Secret door?

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

Well, let's try this one... its a secret for a reason, right?

Perception for traps/alarms: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

Soro leaves his sword in place and prepares a shield and mace before following Joey and Senma up to the concealed door.


Checking the door, Joey finds it neither trapped, nor even locked.

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

"I agree. If its a secret door, its hidden for a reason, like that one said," the orc nods, pointing a finger at Joey.

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

"Might as well check it out..we can always try to climb up to the obvious entrance later if needed"

Grand Lodge

Dwarven Inquisitor 3/Gunslinger 1 | HP 34/34 | AC 19 F 16 T 13 | CMD 16 | Fort +7 Ref +6 Will +7 | Init +7 | Perc +10 | Sense Motive +8

"The secret door." Aillig nods briskly. Readying his crossbow, the dwarf takes up position in the second line of the marching order.

@Joey: if you are our trapsmith, assume Aillig offers you a guidance spell and an aid another action when performing active perception checks (his perception check is +6).
@Soro: assume the same thing for survival checks (his survival check is +7).


Having been nominated by the party, Joey opens the door and is greeted with darkness. Even the sunlight streaming in is swallowed up be the darkness just five feet inside the doorway.

Everyone, but Joey and Senma have no problem seeing into the spire. Darkvision

Those who's vision can pierce the darkness, see a narrow tunnel that turns to the right after about ten feet.

MAP

Grand Lodge

Dwarven Inquisitor 3/Gunslinger 1 | HP 34/34 | AC 19 F 16 T 13 | CMD 16 | Fort +7 Ref +6 Will +7 | Init +7 | Perc +10 | Sense Motive +8

"Light be givin us away in there." Aillig scowls. "Suppose we could be havin one lead that's used to darkness."

Aillig is pretty good in darkness. I'm guessing Soro is too. But if we want an expert in traps clearing the way, we'll need to use light for Joey (which I'm fine with too - Aillig's just a bit of a jerk).

Scarab Sages

HP: 31/31 | AC 19 | T 19 | FF 17 | Fort +7 | Ref +5 | Will +10 | CMD 19 | Initiative +4 | Perception +12 | Sense Motive +5 | Heal +12 | Kn. (Arcana) +6 | Kn. (Religion) +4
Resources:
CLW: 50/50 | Channel 5/5 | Spells 3/3
Active Buffs:
--

Senma lights a torch and brandishes it into the passageway. Ah, much better! He boldly strides towards towards the narrow tunnel.

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

I'm pretty sure opening the door has given us away by now. Joey will fall in line behind Senma, who seems to have decided to take the lead with the torch.


Senma lights a torch and moves into the tunnel, only to find that his light is swallowed by the darkness as well, illuminating only a five foot radius around him!

You have now discovered the darkness effect of this area. All light sources "only" illuminate a 5' radius. Darkvision works normally.

Scarab Sages

HP: 31/31 | AC 19 | T 19 | FF 17 | Fort +7 | Ref +5 | Will +10 | CMD 19 | Initiative +4 | Perception +12 | Sense Motive +5 | Heal +12 | Kn. (Arcana) +6 | Kn. (Religion) +4
Resources:
CLW: 50/50 | Channel 5/5 | Spells 3/3
Active Buffs:
--

Holla!

Senma cautiously moves forward!


Senma edges forward cautiously, unable to see more than five feet in front of him. The tunnel travels about ten feet, before turning right and enterting a hall of sorts. Those with darkvision can see that this curving hall has been badly damaged, but there are intact doors to the north, east, and south, as well as a large doubledoor leading west to the core of the tower. The southeast corner of the room has collapsed in a mound of green glass rubble, but a tunnel runs through the debris, shored up with rough timbers. All the broken glass and rubble makes traversing the floors difficult. As in Difficult Terrain

I took a stab at marching order, feel free to rearrange.

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

"What in the nine hells has happened in this place. It's wrecked!" Makkoa pulls his polearm, in case of unexpected trouble.

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

"Looked that way from outside, too." Soro ponders. "Guess someone didn't like the folks who lived here?"

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

OK, I'm really not liking the visibility of this place. Joe tries to feel his way around as the light source fails to penetrate the darkness. I wouldn't like living here, period.

Grand Lodge

M Oread Ranger (Deep Walker archetype)/4 HP 22/40 AC20/T 12/FF 18 Fort +7/Ref +7/ Will +4 Init +4 Perc +10/+12 stone-related|Sense Motive +2

"If it's all like this, you're going to have trouble."

ETA: GM T, if two light sources are 5' apart, can Joey see from one end of the 5' bubble around one to the far end of the 5' bubble around the other?

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

"I'll keep a look out at our backs..since it seems I can see further then some of you. You guys up front just make sure we don't stumble into anything...unpleasant"


Soro Epidote wrote:

"If it's all like this, you're going to have trouble."

ETA: GM T, if two light sources are 5' apart, can Joey see from one end of the 5' bubble around one to the far end of the 5' bubble around the other?

I would think so. Essentially, if he were at one end of the two lights, he'd be able to see 20'-25'


Moving into the room, you see doors to the north and east, as well as a passage to the southwest.

Which way?

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

In dungeon settings for PBP, I prefer to have a couple of 'callers," who decide what course and direction the party is to take, along with Perception checks, etc. It is usually the first and second character in the marching order in my experience. With me being in the back, I'd hate to direct one of them into a lethal trap. Don't know if that's how we want to handle things....just a suggestion.

Grand Lodge

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

Maybe just set up some sort of SOP?. If we have the time to do so ;The best of us at spotting traps will always take 20 - and I'll (or someone else) provide a guidance for that check - on any door someone of us wants to open/new room or corridor where we don't see something that wants to attack us , someone with detect magic will use it at the same time and I'll cast a virtue and a guidance on the one opening the door/stepping into the area first/trying to disable a trap we might have found..that way when there's nothing "special" going on someone can just pick a direction and we'll go from there?

Fysus carefully steps through the green glass rubble
"What's up ahead?"

(If the passage to the SW isn't blocked by a door..can we look down it to get a clue what's it leading to?)

The Exchange

Arcanist 4 | HP 26/26 | AC 13/12/11 | F+3, R+3, W+4 | Arcane Resevoir 5/7 | Init.+3 | Percept.+0 | SenseMotive +0 | Darkvision 60' | Scrollof Aqueous Orb

Makkoa will keep a fairly consistent Detect Magic cantrip running as often as possible, to try to help look for any magical traps.

Dark Archive

Male Human (Varisian) Rogue [4] | HP 19/27 | AC 21 T 16 FF 15 (20 vs Uncanny Dodge) | CMB +4 CMD 20 | F +3 R +10 W +3 | Int +11 | Perc +8 (+9 for traps) | Stealth/Acro/EA +12 | DD +17 | SM +1 | SoH +13

Yep, SOP or SDOP (for doors) is something I've used before and Tek probably remembers what I mean. Sounds good to me.


Peering into the southwest passage, you see a triangular chamber with a door in the western wall.

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