GM Tektite's Emerald Spire (Inactive)

Game Master Feral

MAP
Land Rush


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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

Using the powerful magic, the half Orc swings twice at the spider!

Attack with Guidance and Haste 1d20 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

Damage 2d4 ⇒ (4, 4) = 8

Attack with Haste 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11

Damage 2d4 ⇒ (3, 3) = 6


Soro cuts through the webs and breaks free!

Zcha fires another frost ray, but misses!

Fysus gives Makkoa guidance!

Despite al the help from his companions, Makkoa can't land a blow on the spider!

Attack vs Makkoa: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 And a Fort Save DC 15 or 1d3 ⇒ 3 Str damage for 5 rounds

The spider rears back and bites Makkoa!

Party up!

Grand Lodge

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

Fysus seeing Makao get bitten and seeing the spiders fangs sink it his flesh with the wounds looking a bit irritated decides to cast guidance on Makkoa again Your choice if you want to use it on to hit or your save before taking a step back to clear some space for someone else to move up..or for Makkoa to back up

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

Fort w/ Guidance 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12

Feeling the poison coursing through his system, Makkoa takes a 5' step back, opening up a spot fro the remainder of the group to help with the spider.

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

Aillig reloads and shoots the ceiling.

Crossbow: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

"%#&!"

Sovereign Court

Active Buffs:
Mage Armor: 5 hours
Amicable Lunatic 5 HP: 22/22 | AC 17 | T 13 | FF 15 | Fort +1 | Ref +3 | Will +5 | CMD 12 | Initiative +2 | Perception +3 | Bluff +13 | Kn. (Arcana) +10 | Stealth +16 | Spellcraft +10 | UMD +13
Resources:
Spells: 1st: 7/8; 2nd: 5/5 | IH 45 charges; MM 50 charges

Zcha'zcha keeps firing off Rays of Frost, cackling like a mad man before finally running out of ammo. "Huh? Man at the shop told me this was unlimited..."

1d20 ⇒ 5

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 will come over and attack the next spider!

Attack: 1d20 + 7 ⇒ (3) + 7 = 10 for Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Makkoa feels the poison course through his system as he takes a step back. EVeryone tries to attack the spider, but fails to connect!

@Makkoa: Do you want to attack, then step back?

Soro! and Makkoa?

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

Thats probably the better course, DM. I got hit with the poison and panicked, lol.

Makkoa swings feebly before running from the spider.

Attack 1d20 + 1 - 1 ⇒ (19) + 1 - 1 = 19

Damage 2d4 - 1 ⇒ (1, 2) - 1 = 2

Possible crit

Attack 1d20 + 1 - 1 ⇒ (15) + 1 - 1 = 15

Damage 2d4 - 1 ⇒ (1, 1) - 1 = 1


Sheesh, what horrible damage rolls.

Makkoa deals a savage blow to the spider, but the damamge is minimal.

Soro!

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 advances into the space he just cleared and sweeps another pair of squares free of webbing with a stroke of his sword!

Minimum damage with a greatsword PA is enough to clear a square, IIRC.


Soro continues to clear webs, taking the long way around the pit!

Bite vs Joey: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 And a Fort Save DC 15 or 1d3 ⇒ 2 Str damage.

Party up!

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

Fort: 1d20 + 1 ⇒ (4) + 1 = 5

Damn thing... it nicked me. Joey tries to defend himself!

Attack: 1d20 + 5 ⇒ (7) + 5 = 12 for Damage: 1d6 ⇒ 2
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 for Damage: 1d6 ⇒ 1

Sovereign Court

Active Buffs:
Mage Armor: 5 hours
Amicable Lunatic 5 HP: 22/22 | AC 17 | T 13 | FF 15 | Fort +1 | Ref +3 | Will +5 | CMD 12 | Initiative +2 | Perception +3 | Bluff +13 | Kn. (Arcana) +10 | Stealth +16 | Spellcraft +10 | UMD +13
Resources:
Spells: 1st: 7/8; 2nd: 5/5 | IH 45 charges; MM 50 charges

"Don't worry, Gilette! I shall SAVE YOU!" the darkling yells, sounding much more impressive than he looks as he trips over a rock and falls on his face.

1d20 + 2 ⇒ (3) + 2 = 5

Grand Lodge

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

Fysus provides some guidance to Makkoa again

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

]Having map issues tonight. If there's an open spot, Makkoa will step up again and swing.

the half Orc valiantly tries to defend his friends.

Attack 1d20 + 1 - 1 + 1 ⇒ (14) + 1 - 1 + 1 = 15

Damage 2d4 - 1 ⇒ (3, 2) - 1 = 4


Joey strikes the spider for a little bit of damage!

Zcha fires a ray, but misses!

Fysus give guidance to Makkoa, who steps in and cuts down the spider!

Out of Combat!

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

"Good job. Sorry I was stuck like that."

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 think I understand those with fears of spiders now. That poison is awful."


Actually, Makkoa and Joey have 4 more rounds of saves, Fort DC 15 or 1d3 Str damage per save. One save cures.

Grand Lodge

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

"Aillig if you can provide some guidance to Makkao for his saves I'll try to help Joey. If someone wants to try to treat Makkoa wound, please do so"

Trying heal, if it beats the poison DC -> a +4 competence bonus for Joey: 1d20 + 9 ⇒ (1) + 9 = 10

just to speed things up in case more saves will be needed, adding Joey until he saves, then switching to Makkoa if he still needs the aid
Trying heal, if it beats the posion DC a +4 competence bonus for next save: 1d20 + 9 ⇒ (7) + 9 = 16
Trying heal, if it beats the posion DC a +4 competence bonus for next save: 1d20 + 9 ⇒ (17) + 9 = 26
Trying heal, if it beats the posion DC a +4 competence bonus for next save: 1d20 + 9 ⇒ (8) + 9 = 17

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

Aillig nods at Fysus' instructions and casts guidance on Makkoa, then tries to help with the poison.

Heal - if it beats the poison DC -> a +4 competence bonus: 1d20 + 8 ⇒ (7) + 8 = 15
Heal - if it beats the poison DC -> a +4 competence bonus: 1d20 + 8 ⇒ (8) + 8 = 16
Heal - if it beats the poison DC -> a +4 competence bonus: 1d20 + 8 ⇒ (5) + 8 = 13

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

Im going to roll four Fort saves unadjusted, as I'm not sure exactly how much bonus I should get from the Guidance and Heal checks. Please add whatever bonus there should be to the roll.

Fort 1d20 + 2 ⇒ (5) + 2 = 7
Fort 1d20 + 2 ⇒ (2) + 2 = 4
Fort 1d20 + 2 ⇒ (9) + 2 = 11
Fort 1d20 + 2 ⇒ (15) + 2 = 17

Sovereign Court

Active Buffs:
Mage Armor: 5 hours
Amicable Lunatic 5 HP: 22/22 | AC 17 | T 13 | FF 15 | Fort +1 | Ref +3 | Will +5 | CMD 12 | Initiative +2 | Perception +3 | Bluff +13 | Kn. (Arcana) +10 | Stealth +16 | Spellcraft +10 | UMD +13
Resources:
Spells: 1st: 7/8; 2nd: 5/5 | IH 45 charges; MM 50 charges

"Dang... I forgot to saddle one for riding!" Zcha looks dejected as he solemnly kicks one of the twitching arthropods.

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'll do the same, just in case.

Fort: 1d20 + 1 ⇒ (20) + 1 = 21 That'll work. So just the 2 points from the original strike. A long rest will regain that, correct?

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

I'm guessing we will have to rest after this. I suggest clearing this room of all webs and traps, search the pit, then returning to town for a day or two.

Grand Lodge

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

It looks like Makkao fails 2 more saves before recovering...if someone helps you when you take full bed rest it's 2 stat points per day (or 1 without help). If we don't push on we might as well take a few days/week(or as time doesn't seem to matter here mechanically a lot..a year..) off and fully recover and then head back

Sovereign Court

Active Buffs:
Mage Armor: 5 hours
Amicable Lunatic 5 HP: 22/22 | AC 17 | T 13 | FF 15 | Fort +1 | Ref +3 | Will +5 | CMD 12 | Initiative +2 | Perception +3 | Bluff +13 | Kn. (Arcana) +10 | Stealth +16 | Spellcraft +10 | UMD +13
Resources:
Spells: 1st: 7/8; 2nd: 5/5 | IH 45 charges; MM 50 charges

"More spiders! More spiders! Let's find more spiders!" Zcha'zcha shouts like a tiny child, which is actually quite creepy from the little wizened thing from the Plane of Shadow.

He looks sad when the group likely decides to regroup in town, but decides that fun can be had there too! One of the shadows turns into Zcha and climbs on Zcha's back as they trundle off towards the entrance, tripping and tumbling the entire 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

[ooc}I'm all for a tactical retreat! That poison has pretty much knocked me on my butt for a bit...[/ooc]

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 shrugs. "Sure. Could use a little rest."


Yeah, Makkoa fails two more saves. 2d3 ⇒ (2, 2) = 4 more STR damage.

Clearing the room of webs, you find nothing of interest. Descending the ladder merely take you thirty feet doow to the bottom of an old well.

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

That's 7 Str damage for me. Bed rest!

Makkoa''s skin turned even greener than normal as the poison took over his system. "I think I'm going to be sick," he croaks.


The party heads back to Fort Inevitable, rests and recovers, then returns to the Spire.

Where to?

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 the decision to the more clever members of the party.

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

Aillig suggests picking up right where the group stopped, and going through the east door.


Aillig opens the eastern door, in the pit room, to reveal a corridor. Massive black iron gates bar the corridor, fashioned out of twisted, angular vertical bars that have sharp edges and are about a handspan apart, linked by welded crossbars. The gates have massive hinges set deep into the walls, and a heavy lock inside a welded box secures sliding bars that run into sockets in the floor and ceiling at the center of the corridor. Moreover, a black iron chain with links as thick as a human thumb wraps around the gates where they meet above and below the lockbox. The chain’s ends disappear into holes in the lockbox.

Grand Lodge

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

"...yeah, this looks like nothing bad will happen here...We can just walk back through the area we already explored around it to the other side and see what's behind the doors there I guess."

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

"Yeah, nothing good has ever happened in this room, I'm sure. Let's hope there's no spiders hiding in this place.". Makkoa uses his Detect Magic ability while examining the room.


Makkoa detects a faint abjuration aura from the area around the iron bars.

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

"There's something magical over near those bars. Abjuration, or more defensive magic, perhaps. Maybe the cage itself is magical...but whatever, be careful near it."

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

So, you wanna go around the long way to get to the other side, is that the plan? Whichever why we go, Joey will use SDOP and investigate.

Or we can always go the that other door, Joey says as he points south.

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 nods. "Let's try south."

Grand Lodge

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

Fysus nods

"South sounds good"


Heading through the southern door, the party discovers a short corridor with two doors on the western end.

Perception DC 20:
You note a concealed door in the eastern wall.

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 does a double-take as he looks into the short corridor, then points at a location on the eastern wall. "Hidden door."

Perception check: 1d20 + 6 ⇒ (15) + 6 = 21

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

"Good eyes." Aillig nods to Soro. "Let's see what's hidden behind it."

Renew Guidance on everyone.

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 always say we check the hidden doors first. Must be something in there someone wanted to hide."


Taking the hidden door, the party enters a large room. Shabby, mold covered tapestries hang from ceiling hooks, cloaking one wall of this chamber in faded forest hunting scenes. While probably of decent quality when new, they look sad now.

A plain wooden chair of massive construction stands centered before the tapestries, facing into the room. A large stone table stands against the eastern wall. Weapons and other items are neatly laid out on the table, as if displayed for sale in a shop.

A skeleton sits in the wooden chair, flanked by two other skeletons. The seated booms. "Who dares enter my abode and what manner of mischief are you up to?!"

Sense Motive DC 15:
You realize the skeleton's mouth was not moving when it spoke, suggesting the voice is coming from someone else.

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

Sense Motive 1d20 ⇒ 3

"Who wants to know, Skeleton?"

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

Sense Motive + Guidance: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

"That ain't the skeleton talkin." Aillig growls softly to Makkoa. "Someone's playin tricks."

Aillig raises his voice to call into the room. "Only mischief is yer doin! Show yerself trickster!"

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