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

Makkoa uses his Detect Magic cantrip to check for auras in the room.

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 catches a quick nap to rest after the last fight.

Perception check: 1d20 + 7 ⇒ (1) + 7 = 8


Makkoa finds no magical auras in the room.

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

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Joey just sees the chest and it captures his attention. He'll wait to see if anyone else detects stuff before moving to check the chest and such for dangers.


Joey barely notices there is even a chest there.

Grand Lodge

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

I think someone bought a wand of cure light wounds ..so we could use that before we move to dangerous stuff like opening a chest. I'll use goodberries (from the wand I bought) to top of the healing if we need it

Fysus will cast virtue on Joey (or whom ever will open the chest)

"Take your time, study the chest more carefully"

Might as well take 20 to look at it

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 did; I just forgot to write it on his character profile. Spent the PP for it, though.

CLW on self, 49 charges left: 1d8 + 1 ⇒ (3) + 1 = 4
CLW on self, 48 charges left: 1d8 + 1 ⇒ (2) + 1 = 3

Good enough for now.

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

Take 20 on Perception.

Taking his time to examine the room, Aillig points at the ceiling. "Looks like a seam around the room. Could be the ceiling slides down as a trap. Also another secret door over there. Nobody touch anything for a minute."

Returning to the main chamber, Aillig grabs the chair and table to prop open the secret doors, then offers magical guidance to the group.

Casting guidance on everyone again. +1 to a roll in the next minute.

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 then use SDOP on the chest before determining if he can safely open it. If he sees no traps he'll open it up.

Someone CLW wand me?: 1d8 + 1 ⇒ (7) + 1 = 8


Joey examines the chest carefully and finds that it is, indeed, trapped. Triggering the trap would likely drop the ceiling on the party.

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 tells the party of the impending doom. I really wanna get in that chest, but... I don't want to be squished either.

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 taps Joey with his CLW wand.

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 and his greed curiosity get the best of him. He tells everyone to step out of the room. If they comply, Joey will attempt to disarm the trap. Take 10 for 23, oops, plus guidance is 24.


Joey usher everyone out of the room and takes a deep breath and slowly, methodically probes the inner working of the trap. There's a mechanical click!, but Joey finds he has disabled the trap!

Opening the chest, Joey finds a bleached cat skull and an aged, handwritten note reading, “Curiosity Kills: another ingenious demise, courtesy of Addington’s Fine Traps and Defenses.”

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 makes a mental note of this name "Addington" before balling up the note and throwing it across the room. He then searches the chest for hidden compartments, not wanting to go away empty handed (well, he does have a finely bleached cat skull). Maybe its magical...

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 checks the chest for magic. "Don't pick it up until I look at it!"


Makkoa finds no magic in the chest.

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

This thread moves quickly!

Zcha'zcha steals the skeleton mage's skull and puts it in his pack. "Can't steal my magic when I have your head!"

Perception DC 25: 1d20 + 9 ⇒ (16) + 9 = 25

The darkling splits into two beings and moves to investigate the weird ceiling.

"What is wrong with this ceiling, Zcha?" one of the darklings states.

The other one starts giggling uncontrollably. "Why don't you find out!" He casts Mage Armor on himself as the other darkling investigates and then pushes him under the crack in the ceiling.

Grand Lodge

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

Fysus enchants some berries

2d4 ⇒ (3, 1) = 4

and hands all 4 of the to Joey

"Here, chew on this..it will make you feel better"


Searching the room turns up nothing more of interest. Examining the concealed door to the north reveals a short passage to the room that contained the zombie-in-the-box.

Returning back to the western concealed door, the door is opened, revealing gray webbing that fills this chamber. Huge cocoons of spider silk hang suspended in the webs, and the webs crawl with countless hundreds of pale little spiders.

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

"If we are to safely examine this room, I say we burn everything in there to a crisp first," Makkoa offers, remembering the success they have had with that so far.

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

"Aye." Aillig agrees with Makkoa. "Alchemist fire or spells?"

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

"Hm. What's in the big bundles there?"

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

Maybe something dead. Maybe they had treasure. Shall we cut them down before we burn it?

Hold the berries, I had someone tap me with a wand.

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
Quote:
“Curiosity Kills: another ingenious demise, courtesy of Addington’s Fine Traps and Defenses.”

That's a nice touch of flavor in this dungeon. Very reminiscent of old school Gygax. I hope Addington's name returns at some point.

Aillig looks to the bundles. "Hmm. Might be wise to avoid burning the whole place. Everyone back away a moment. I'll step in and be the bait for danger."

Aillig then casts guidance and steps into the room, watching for traps and hidden monsters.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
knowledge Nature (for spiders): 1d20 + 9 ⇒ (13) + 9 = 22


As Aillig moves into the room, the baby spiders coalesce into a swarm, moving toward the dwarf!

Aillig konws this swarm won't be damaged by normal weapons. (and all the other stuff about spider-y swarms)

Rolls:
A: 1d20 + 6 ⇒ (18) + 6 = 24
F: 1d20 + 3 ⇒ (11) + 3 = 14
J: 1d20 + 6 ⇒ (3) + 6 = 9
M: 1d20 + 3 ⇒ (1) + 3 = 4
S: 1d20 + 2 ⇒ (1) + 2 = 3
Z: 1d20 + 2 ⇒ (13) + 2 = 15
SS: 1d20 + 3 ⇒ (18) + 3 = 21

Initiative:
Aillig
Swarm
Zcha
Fysus
Joey
Makkoa
Soro

Aillig is up!

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 grabs one of his alchemist fires and hurls it at the spiders. He nearly fumbles the vial and ends up tossing it too far.

"Damnation!" He growls, stepping back to the wall.

Alchemst Fire with PBS: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Deviation: 1d8 ⇒ 6 I believe that puts it in the space directly north of my target (which should still splash the swarm for 1 point?)


Aillig grabs a flask and throws it, but his aim is long as it sails over the swarm and explodes to the north of them, merely splashing fiery liquid on it.

The swarm scurries forward, washing over Aillig! DC 11 Fort vs distraction

Damage: 1d6 ⇒ 4 DC 11 Fort vs poison or 1d2 ⇒ 1 STR damage.

Party up!

Grand Lodge

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

Fysus takes a step forward and looks like he's ready to start casting a spell

"Clear the area, I'll try to fry them"

readying burning hands for when Allig and Soro move out of the way (and nobody else are in the cone)

burning hands: 2d4 ⇒ (2, 1) = 3 fire damage (*1,5) reflex save DC 16 for half damage

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 backs up, hoping the other can deal with the swarm. In case they can't, he pulls his vial filled with alchemist's fire as well. "leave me an opening to throw next round!"

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

Fort vs Distraction: 1d20 + 5 ⇒ (16) + 5 = 21
Fort vs Poison: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Steeping west, Aillig get out his wand and cures himself. "I'll try to keep it occupied!"

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7

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 keeps out of the way of the swarm, since he doesn't have any AoE attacks.

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 motions for Soro to back away so he can take his spot. He then grabs a flask of alchy fire. Clear the way!

Toss!: 1d20 + 3 ⇒ (18) + 3 = 21 for Fire!: 1d6 ⇒ 5


1d20 ⇒ 4

Once everyone jostles for positions, Fysus burns the swarm, badly, then Joey finishes it off with a flask of alchemist's fire!

Nothing of interest is found in this room.

Out of Combat!

Soro's game reminded me I forgot this:

With a nagging feeling you forgot something, you return and check the remains of the skeleton leader. In a pouch hung around his neck,
he carried a vial of silversheen and a token, similar to the one you found in the goblin's chambers in the upper level.

Azlanti:
There is a sigil denoting "2" on the token.

DC 15 Knowledge (arcana) or Linguistics:
The sigil is an identifying mark similar to an arcane mark.

Having successfully explored this level, the party returns to Fort Inevitable to report, recuperate, and re-equip for the next level.

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

Knowledge Arcane + Guidance: 1d20 + 7 ⇒ (7) + 7 = 14

I have a scroll of comprehend languages, but if someone has it on a spell list, that would save some resources since we are basically done here.

@Tektite: I can't find a reference in the goblin chambers about a token. What was it?

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

Know. arcana 1d20 + 8 ⇒ (11) + 8 = 19

Linguistics 1d20 + 7 ⇒ (19) + 7 = 26

Someone remind me to throw another rank in Linguistics next level and learn Azlanti!

"That's a wizard's mark. Someone has been on both levels, it seems. Or created both levels, maybe?"

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

GM Tektite:
I thought the sigil was on the Spire core, not the token, and the sigils on the core didn't have numbers next to them--that was the drawings.


Soro:
Yeah, that's right. I was getting them mixed up.

Er, nevermind. I got things mixed up in my head. There was a sigil on the found papers in the goblin's chamber. The token doesnot have a sigil on it.

Spellcraft DC 22:
This small token is a thumb-sized cylinder of unbreakable greenish glass. A Spire transport token allows the bearer to use the Emerald Spire’s transport function. The bearer can teleport to a level only if she knows and speaks its identifying rune.

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

Spellcraft 1d20 + 8 ⇒ (2) + 8 = 10

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

Spellcraft + Guidance: 1d20 + 7 ⇒ (2) + 7 = 9 Bah.

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

Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25

Zcha'zcha grabs the token and looks it over. "This will teleport us in the Spire! Huzzah! We have to know the right word, though. WORDS OF POWER?!"


Everyone leveled and ready to go?

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

I just have to buy a few things.

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 think I'm ready to go.


GM:
6d20 ⇒ (4, 15, 8, 4, 6, 2) = 39

Returning to the Spire, the party descends to the next level! Broad stone stairs open 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. 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.

Fysus:
You notice a conceald door in the stairway corridor, right next to Aillig

New Map!

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 starts off the corridor by casting Detect Magic as usual for him in the newly discovered area.

Grand Lodge

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

"Allig, right next to you. in the stairway corridor..there's a concealed door. Might be worth it to check it out"

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 conduct SDOP on the concealed door. He'll open it if all seems well.


Finding no traps, Joey opens the unlocked door to reveal a small chamber. Weapon racks and wooden wardrobes line the walls of this room. The dummies in the center of the room wear suits of armor. Masks hang on the wall near the door; each consists of a brass nosepiece with cheek guards, from which a veil of red silk hangs.

The racks and arming dummies contain 10 short swords, 12 daggers, four light crossbows, three composite short bows (+2 Str), two suits of leather armor, and three suits of padded armor. The wardrobes contain 15 blood-red ceremonial robes and there are 12 masks. A reservoir in each mask’s nosepiece holds some sort of substance, which drips into the cloth.

Craft (alchmey) DC 13:
You would wager a guess the substance is an antidote to some sort of inhaled posion.

Craft (alchemy) DC 18:
You think it is an antidote for synesthesia gas, a poison that fascinates and sickens a person inhaling it.

Grand Lodge

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

"I sort of want to dress up in one of these things now and try to disguise ourselves as what ever is inside the rest of the area and sneak around..but with some sort of substance that's dripping into it....it doesn't sound safe. Might be better to just go in and fight what ever we encounter."

Fysus casts detect magic and takes a look around

Fysus picks up a robe and mask to take with him.

"..just in case."

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