Emerald Spire (PFS) (Inactive)

Game Master Michael Hallet

Maps


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Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

I'm working under the assumption that my touch of the sea is still active (lasts 4 minutes) while everyone else's is expired. Please correct if I am wrong

Aldy will tap himself with his wand of heightened awareness (which I will use for initiative if needed), then I will swim out and search the first door before opening it.

Hey guys, I can still swim - let me go check those doors - I'll dash back here if anything hostile comes out.

Dark Archive

The first door opens revealing an empty storage room.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint helps the group search the "empty" room then helps Aldy open the door to the next room once Aldy confirms that he door is not trapped.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"Hmm. More water." Bree looks annoyed down the new hallway. He follows Aldy and keeps his axe at the ready.

Is the water shallow enough to walk through or do I need to swim?

Dark Archive

The hallway here is completely filled. You need to swim.

The next door is not trapped. It leads to another empty storage room.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Search and open the last door before we have to return to the main hallway!

Perception: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25+2 for traps

Dark Archive

You open the door, but unlike the previous rooms, no magic holds back the current of water that rushes into the room.

I need Swim checks and Reflex saves from Aldy, Flint and Brand.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Brand swears under his breath at the sight of more water.

Reflex 1d20 + 5 ⇒ (16) + 5 = 21

With the opening of the door, Brand has more reason to curse and swear even more.

Dark Archive

I need both the swim check and the reflex save.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Swim: 1d20 + 0 ⇒ (2) + 0 = 2

Reflex: 1d20 + 8 ⇒ (4) + 8 = 12

Flint gets bowled over by the wave of water, his angry yells turned into gurgles.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Reflex: 1d20 + 9 ⇒ (2) + 9 = 11

Swim: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Swim 1d20 + 3 ⇒ (18) + 3 = 21

Dark Archive

Brand and Aldy manage to swim against the current, but Flint is whisked into the room. He tries to catch the side of the doorway, but he cannot get a grip. He falls into the pool, the surface of which is 4 feet below the platform at the entrance to the room. Thankfully the water itself is only about 4 feet deep. However, Flint soon realizes he is not alone...

A gigantic eel with rows of sharp teeth appears to be hungry.

Initiative:

Aldy: 1d20 + 6 ⇒ (6) + 6 = 12
Arkolo: 1d20 + 8 ⇒ (6) + 8 = 14
Brand: 1d20 + 6 ⇒ (18) + 6 = 24
Breelajah: 1d20 + 3 ⇒ (10) + 3 = 13
Flint: 1d20 + 5 ⇒ (2) + 5 = 7
Eel: 1d20 + 6 ⇒ (13) + 6 = 19

Those behind Aldy don't have line of sight to the eel and it will take them a moment to react to what happens. So we'll be running a surprise round with the eel, Flint and Aldy. (If anyone has the ability to act during the surprise round, let me know and you can take a single action on your turn.)

The eel reaches out to bite the morsel that was just handed to it.

bite: 1d20 + 11 ⇒ (1) + 11 = 122d6 + 9 ⇒ (1, 1) + 9 = 11

However he is a little to eager and bites the water just in front of the dwarf.

The water is still rapidly draining into the room, if you start your turn in or enter the red outlined area you can choose to be pushed 20 feet by the water into the room. Resisting the pull of the water requires a DC 15 Swim check.

Brand (surprised)
Eel
Arkolo (surprised)
Breelajah (surprised)
Aldy (single-action)
Flint (single-action)

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will allow himself to be pulled into the room, then use Studied Target on the Eel.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint splashes around, the water nearly to his eyelids. Even on his toes, he is having a hard time breathing easily!

Swim: 1d20 ⇒ 11

He splashes away from the beast, towards the wall where he grabs on. Ah, sweet earth, save me now! Triggering an AoO from swimming away. Next round I can use my Climb speed to get up and out of the water.

Dark Archive

AoO: 1d20 + 11 ⇒ (8) + 11 = 192d6 + 9 ⇒ (3, 5) + 9 = 17
Grab: 1d20 + 16 ⇒ (13) + 16 = 29

The giant eel bites into Flint hard and keeps him from swimming away.

14 damage after DR and grappled.

Brand is up with the first full action in round 1.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy should be in a position to bodyguard that, right?

Bodyguard: 1d20 + 8 ⇒ (15) + 8 = 23

Which should get his AC high enough to miss Flint?

Dark Archive

Aldy Rolda wrote:

Aldy should be in a position to bodyguard that, right?

Which should get his AC high enough to miss Flint?

Yes. I had assumed when you didn't pre-roll it that you couldn't use it for some reason.

Note for Flint however because you are either swimming (1/4 speed) or moving through deep bog (1/3 speed) you are only able to move 1 square as a move action. You are 10 feet away, but it is apparent that the eel has 10 foot reach, so you are still not out of danger yet.

Brand is up.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

As the eel's jaws narrowly miss Flint, he splashes around to give Aldy a wink. "Thanks, mate." Then, noticing how long the eel's neck is, the dwarf's face goes a little pale.

Thanks, I was thinking it was half speed.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Swim 1d20 + 3 ⇒ (9) + 3 = 12

Brand attempts to swim over to lend his aid. Failing that, he allows the water to just pull him in and takes a swipe at the eel as he goes....

Attack 1d20 + 7 ⇒ (3) + 7 = 101d10 + 3 ⇒ (6) + 3 = 9

Dark Archive

1d3 ⇒ 1

With an entire buffet in front of it, the eel decides it will snack on Flint...

bite: 1d20 + 11 ⇒ (5) + 11 = 162d6 + 9 ⇒ (2, 5) + 9 = 16

But with all the splashing going on it isn't able to get a good hold on him.

The water is still rapidly draining into the room, if you start your turn in or enter the red outlined area you can choose to be pushed 20 feet by the water into the room. Resisting the pull of the water requires a DC 15 Swim check.

The water is currently 4 feet deep and rising.

Eel
Arkolo
Breelajah
Aldy
Flint
Brand

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Swim: 1d20 ⇒ 7 Fail by four or less, I flounder in place.

From the looks of it, that doesn't actually take any of my turn if I don't move.

Flint is unable to get any traction in the water so he turns in place. He pulls a stream of mud from the nearby wall but is unable to send it into the eel's side.

Elemental Blast @ Eel: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 2d6 + 11 ⇒ (5, 2) + 11 = 18

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

The stream of water in the hallway swirls past Bree's legs and he feels the gentle tug of the growing current. He knows that if he steps a few feet forward it will become more difficult to resist. However, everyone seems to be moving in that direction. Aldy, Brand, and Flint have all disappeared into the room at the end of the hallway. Without any additional delay Bree moves forward then allows the current to move him into the room. As he passes the doorway he sees a giant eel. He moves his hands and feet to try to direct his movement in the water in order to get close to the eel.

Swim: 1d20 + 4 ⇒ (16) + 4 = 20 Trying to guide myself in the current to come out by the eel. If that works then I'll attack.

As he floats free of the current, the giant eel is right in front of him. He brings his axe down on the slimy body, trying to slash it open.

battleaxe@eel: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 3 ⇒ (5) + 3 = 8

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Aldy will attempt to stab the creature with his rapier.

Attack: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Damage: 1d4 - 2 + 2 ⇒ (1) - 2 + 2 = 1

And then bodyguard any allies that get attacked.

Bodyguard: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Bodyguard: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Bodyguard: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Bodyguard: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Swim 1d20 + 3 ⇒ (10) + 3 = 13
You know if we last long enough all the water be drained out?
Attack? 1d20 + 7 ⇒ (1) + 7 = 81d10 + 3 ⇒ (5) + 3 = 8
Apply Penalties as needed.

Brand flails about but still attempts to bring his axe on the Eel.
Try being the operative word.

Dark Archive

Aldy manages to just barely nick the eel with his rapier as the other flail about in the water.

AC 19 is the magic number.

Arkolo left to act.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Shaking his head, Arkolo steps forward into the gushing water which immediately drags him forward into range where he unleashes two shots at the eel past his allies.

Twang!: 1d20 + 9 + 2 + 1 - 2 ⇒ (13) + 9 + 2 + 1 - 2 = 23
Thud!: 1d8 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

Twang!: 1d20 + 9 + 2 + 1 - 2 ⇒ (19) + 9 + 2 + 1 - 2 = 29
Thud!: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13

Point Blank Shot, Precise Shot, Rapid Shot & Divine Favor.

Dark Archive

As Flint lobs a bit of mud at it, the eel strikes at him.

I just realized Flint's attack would provoke an AoO for making a ranged attack within its reach.
bite: 1d20 + 11 ⇒ (8) + 11 = 192d6 + 9 ⇒ (2, 5) + 9 = 16

Aldy is able to keep the eel from grabbing onto Flint.

So it decides to instead take a bite out of the creature flailing at it nearby.

bite: 1d20 + 11 ⇒ (7) + 11 = 182d6 + 9 ⇒ (2, 2) + 9 = 13

The water is still rapidly draining into the room, if you start your turn in or enter the red outlined area you can choose to be pushed 20 feet by the water into the room. Resisting the pull of the water requires a DC 15 Swim check.

The water is currently 5 feet deep and rising.

Eel (21 damage)
Arkolo
Breelajah
Aldy
Flint
Brand

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"This is ridiculous," Bree growls and scowls at the eel. Claws start to grow out of his hands. "Stupid eel!" He swings his battleaxe with a ferocity fueled by rage.

battleaxe@eel, raging: 1d20 + 9 ⇒ (17) + 9 = 26
damage,raging: 1d8 + 5 ⇒ (8) + 5 = 13
claw,raging: 1d20 + 4 ⇒ (18) + 4 = 22 Do I get one claw attack?
damage,raging: 1d6 + 2 ⇒ (1) + 2 = 3

Dark Archive

If you are using the battleaxe 1-handed, then you can make a single claw attack as a secondary natural weapon. You take a -5 penalty to the attack roll and user half your strength bonus on damage.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Swim: 1d20 ⇒ 8 Fail by four or less, I flounder in place.

Flint continues to tread water. Instead of swimming away, he sends a large spike of earth right into the eel's head! Triggering AoO

Elemental Blast @ Eel: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 2d6 + 11 ⇒ (4, 1) + 11 = 16
Crit Damage: 2d6 + 11 ⇒ (4, 4) + 11 = 19

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

Trying to maintain his position, Arkolo hugs the wall before firing a shot. Maybe 2 depending on if the swim roll needs an action?

Swim: 1d20 + 6 ⇒ (16) + 6 = 22

Twang!: 1d20 + 9 + 2 + 1 - 2 ⇒ (18) + 9 + 2 + 1 - 2 = 28 +2 if only 1 shot allowed
Thud!: 1d8 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14

Twang!: 1d20 + 9 + 2 + 1 - 2 ⇒ (7) + 9 + 2 + 1 - 2 = 17
Thud!: 1d8 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11

Dark Archive

Flint confirm: 1d20 + 8 ⇒ (19) + 8 = 27

AoO: 1d20 + 11 ⇒ (7) + 11 = 182d6 + 9 ⇒ (2, 5) + 9 = 16

Good. I don't have to make you roll a concentration check. Remember, kinetic blasts are spell-like abilities, so using them while threatened provokes unless you try to cast defensively. That is in addition to the AoO that is provoked from making a ranged attack while threatened.

The Pathfinders manage to pummel the eel until it stops thrashing. Water continues to rush in until the pool reaches a depth of 8 feet, even with the ledge. At this point, the hallways are clear of water.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

Bree allows himself to calm down and calmly swims to the edge of the room where he can stand on the ledge.

How deep is the water when I'm standing on the ledge?

Dark Archive

Maybe a few millimeters.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]
GM Mike Hallet wrote:
...Remember, kinetic blasts are spell-like abilities, so using them while threatened provokes unless you try to cast defensively. That is in addition to the AoO that is provoked from making a ranged attack while threatened.

That's a good point. I guess I haven't run into anyone able to take two AoO's yet on this character, but it's a great point. Also, thanks for the confirm roll, I've been playing too much Starfinder.

Flint slowly but surely swims to the wall taking 10 and then climbs up the wall and out of the room onto dry land. He shakes some of the water off then looks at the eel with distaste. He looks back into the room full of water, and the portal, then shrugs. "Nothing valuable in here? Nothing but eel guts?" He looks around to be sure.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

"Well that was.... wet. Next door?"

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Next door! At least the hallways are clear now...

Aldy leads on to the next door down the hallway.

Perception: 1d20 + 13 ⇒ (11) + 13 = 24+2 more for traps.

Aldy searches the door, then opens it.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

"Yes, next door. I'm getting tired of all of this water. I suppose that we're at the bottom of the spire now."

Bree sloshes through the water and joins Aldy.

Dark Archive

The hallway is open at the far end you can see the crab eidolon that had once been in the first room with the platform tank, or at least something that looks like it being the second one you've seen. It definitely notices you.

The room beyond is filled with water, like many you have encountered.

You do hear someone talking, the voice sounding very similar to the undine from that room. The voice that answers is more masculine. With all the sloshing and echoing it's hard to make out what they are saying.

Are you still going to search the door?

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Lets go check out who she's talking too - make sure they don't want to give us any trouble either before we start opening more doors.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Beneath his breath Brand curses up a storm.

He was wet.
His gear was wet.
His beard was a mess and now?

Apparently more water.
Yes. He was developing a dislike for it.

Dark Archive

The undine you encounter is speaking to another of her kind. This one also has a crab eidolon watching over her.

Aldy spots a creature, perhaps some sort of construct floating in the water. It is constructed with a shark's tail and carries a ranseur. Glowing green light seeps from between its armored plates.

Knowledge (arcana) DC 19:
You recognize the creature from research you likely did before entering the spire. This must be one of the emerald automata of Klarkosh! These constructs are powered by the energy of the Emerald Spire.

Aquan:
"Those are the ones I saw."

"They must be the ones that killed Jorqual. Let us have our revenge, sister."

It is clear that these undines mean you harm and are in no mood to negotiate.

Initiative:

Aldy: 1d20 + 6 ⇒ (13) + 6 = 19
Arkolo: 1d20 + 8 ⇒ (10) + 8 = 18
Brand: 1d20 + 6 ⇒ (16) + 6 = 22
Breelajah: 1d20 + 3 ⇒ (11) + 3 = 14
Flint: 1d20 + 5 ⇒ (16) + 5 = 21
Dayana: 1d20 ⇒ 16
Eidolon: 1d20 + 3 ⇒ (13) + 3 = 16
Senethar: 1d20 ⇒ 15
Gold Eidolon: 1d20 + 3 ⇒ (9) + 3 = 12
Automaton: 1d20 + 1 ⇒ (20) + 1 = 21

Brand
Flint

Automaton
Aldy
Arkolo
Dayana
Dayana's Eidolon
Senethar

Breelajah
Senethar's Eidolon

The water in this room is 20 feet deep. The alcoves are only 1 foot above the water level.

Grand Lodge

#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1 | HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|
Skills:
Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|

Why!!!! Can't swim in this mirk...

Brand opts to stay still and holds a defensive position instead. Perhaps He could use his body to shield the others...while they take shots at these undines.

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Flint delays until Aldo and Arkolo begin to act. Delaying past the Automaton.

Dark Archive

The automaton swims to where it can attempt to stab Aldy with it's ranseur.

ranseur: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 282d4 + 7 + 6 ⇒ (2, 1) + 7 + 6 = 16 (Uh oh..)
ranseur: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 254d4 + 14 + 12 ⇒ (2, 3, 1, 1) + 14 + 12 = 33 (Well, crap.)

Before Aldy knows what hit him, the automaton drives his spear through the wayang's heart, killing him instantly.

Hopefully I'm wrong and I missed something or you have a trick up your sleeve, but a x3 crit with power attack running is going to be fatal to most level 4 PCs.

Brand
Automaton
Flint
Aldy (49 damage, dead)
Arkolo

Dayana
Dayana's Eidolon
Senethar

Breelajah
Senethar's Eidolon

The water in this room is 20 feet deep. The alcoves are only 1 foot above the water level.

Liberty's Edge

M Current AC: 29 AC Base: 21 T 15 FF 21 | HP 29/29| F +4 R +9 W +5 | CMD 13 | Init +6 | Perc +13 (+15 vs. Traps) | Spells: 1st 5/5 2nd: 0/2 Inspiration: 4/6 | Active Buffs: See Invisibility, Barkskin Investigator 4

Well that was fun.

Dark Archive

Male Human (Varisian) Raging: Bloodrager/4 | HP 21/48 | AC 17 T 11 FF 15 | Fort +9, Ref +3, Will +4 | CMB 9, CMD 20 (18 FL) | Init +3, Perc +7

:-(

The Exchange

M NN Dwarf Kineticist 4 | HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1 | Speed 20ft | Burn: 8/9 |
Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Ummmm...whoa? That got real, real quick.

Flint's mouth gapes open as Aldy - the most observant, fastest,and bravest among the group - drops to the floor. Fear races through the dwarf's mind, of this terrifying construct and it's death-touch. He claps his hands together, then raises them into the air above his head. As he does so, a wall of earth rises between Aldy and the automaton, completely blocking vision into the next room. (Kinetic Cover)

He looks to Aldy's unmoving body and then to the others. Face of concern, he says with urgency, "We need to get Aldy's body out of here. I don't think we can take that...thing." He takes a few steps down the hall then waits to see if others follow.

Grand Lodge

NG M Half Orc Inquisitor of Erastil 6 - HP 45/45 - AC 20, T 15, FF 15 - F+9, R+10, W+11 - Init: +8 - Perc +12 (DV) - SM +15 – Spells (1) 4/5, (2) 4/4, Judgement 2/2, Blessed Infiltration 2/3, Bane 6/6, Discern Lies 6/6 – Active Conditions: Nil

"A retreat does seem prudent... Bree - Can you grab his body?"

Arkolo looks to the rest of the group for agreement.

If we retreat the Arkolo ducks into the side side passage to let the others pass.

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