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

Aldy will 5-foot step and poke ineffectually without a flank at the goblin commander!

Attack1: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
damage: 1d4 - 1 ⇒ (1) - 1 = 0
Attack1 confirm: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
damage: 1d4 - 1 ⇒ (4) - 1 = 3

Attack1: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
damage: 1d4 - 1 ⇒ (3) - 1 = 2

So two damage!


That 0 means a minimum of 1 non-lethal damage, which in his 0HP staggered state knocks the goblin out!

Aldy’s first hit is barely a bruise, but enough to knock the goblin commando unconscious. Taking no chances he stabs the goblin again as he slumps over and falls off his mount.

The goblin dog bites at the creature that stabbed his master. The wound is a little itchy but Adly fights off the worst of the infection in the goblin dog's saliva.

bite attack: 1d20 + 3 ⇒ (20) + 3 = 23
bite damage: 1d6 + 1 ⇒ (2) + 1 = 3

Aldy Fort save: 1d20 + 2 ⇒ (20) + 2 = 22

Round 4 (cont)
Ganem
Tarbin (2 damage)
Aldy (3 damage)
goblin dog
Evgeny (3 damage, prone) <- UP NEXT
Teeva (10 damage) <- UP NEXT
No. 201113 <- UP NEXT
Brand (4 damage) <- UP NEXT

Round 5
Ganem <- UP NEXT
Tarbin (2 damage) <- UP NEXT
Aldy (3 damage) <- UP NEXT
goblin dog
Evgeny (3 damage, prone)
Teeva (10 damage)
No. 201113
Brand (4 damage)

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|

Stepping forward once more, Brand sets his stance wide as he brings the axe in an overhead chop towards the goblin on its pet!
Target Goblin with dislike 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 211d10 + 3 ⇒ (9) + 3 = 12
"Just you left." muttters the dwarf.

Grand Lodge

M Human Warpriest 1 (Erastil) | Init +3 | AC: 16/11/15 | Saves: 2/1/5 | Init: 3, Perception +8, Sense Motive +7

Since Evgeny is prone, he will be delaying until there is a good opportunity to stand. I'll act before the goblin is up, but wait to see what others are doing.


With a final axe strike from Brand the goblin dog falls and the fort goes quiet as the sounds of combat die down.

COMBAT OVER!

Well done all. Tough set of fights there and you handled it quite well.

The group checks over the bodies of the dead goblins.

On the commando you find a set of studded leather armour, horsechopper, short bow, full quiver of arrows and a small vial of liquid (magical).

The 5 other goblins all have identical gear - leather armour, light wooden shield, short sword, short bow and a quiver of arrows.

Grand Lodge

M Human Warpriest 1 (Erastil) | Init +3 | AC: 16/11/15 | Saves: 2/1/5 | Init: 3, Perception +8, Sense Motive +7

We should pick someone to keep track of loot. Personally, I'm the treasurer in most of my games, so I'd rather not be in this game, but if nobody's interested, I could do it.

Evgeny stood up, dusting himself off. "Thanks for having my back. I'm not sure how I'll be able to stay back like this. We'll have to come up with something." He patted Ganem on the back to thank him for the heal.

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

I volunteer to track the loot. I'll create a google spreadsheet and post a link in the discussion thread.

Ganem quickly looks at the others for injuries...

"Does anyone require healing?", he asks the group while holding up his wand.

Spellcraft on potion: 1d20 + 5 ⇒ (20) + 5 = 25

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|

Thank you for keeping track of the loot, Ganem
Checking himself for other wounds, Brand indicates himself as he speaks.
"Aye. I could do with some though I do think the others have the same problem as well."


The group remembers that they found an identical vial on the first goblin commando. Ganem identifies them as both being Cure Moderate Wounds potions.

Time to decide where to go next.

Some of the group with darkvision can see that there is another circular room ahead that looks like a dead end while another set of double doors lies to the east.

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

That was.... a lot of goblins. Its kinda nice to fight someone my own size for a change!

Aldy will search the empty circular room, then go search the double doors for traps.

Take 10 on stealth for 25

search room: 1d20 + 6 ⇒ (9) + 6 = 15
search door: 1d20 + 6 ⇒ (5) + 6 = 11 + 1 more for traps


Aldy notices something a little strange. A muddied up piece of cloth is hanging from the wall. Under the cloth is a hole clearly dug for goblin sized people to crawl through. Dangling from the ceiling is just past the cloth is a rather tattered looking rope.

Aldy looks around a bit more then notices a slight difference in the roof above the doorway to circular room. He concludes that if the rope is pulled a large shower of rocky rubble will fall down and block this room off.

See the ghost image of the rock fall on the map.

The set of double doors looks safe to go through.

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

Not being hugely thrilled about crawling down a dark tunnel by himself, Aldy will alert the party to the rock fall trap and tell them to avoid that area, then, if no one objects, he will crack the door slightly and peek into the next room.

Maybe allow a bit of time for someone else to pipe up with an opinion, but if no one objects that's what he is doing

Grand Lodge

M Human Warpriest 1 (Erastil) | Init +3 | AC: 16/11/15 | Saves: 2/1/5 | Init: 3, Perception +8, Sense Motive +7

"You scouting ahead sounds wise. You are both cautious and nimble," Evgeny chimed in.

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Gamen taps the wounded with his wand...

Tarbin: 1d8 + 1 ⇒ (2) + 1 = 3
Aldy: 1d8 + 1 ⇒ (4) + 1 = 5
Evgeny: 1d8 + 1 ⇒ (7) + 1 = 8
Brand: 1d8 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

"Looks like every goblin from the River Kingdoms made its way here.", Ganem says as he tightens the bandage around his neck...

"Good idea, Aldy...yeah, let's stay clear of that trap..."

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|

"Good call on the trap. It'll be ages before we can dig ourselves out if we don't perish at first. Let us proceed on with your suggestion to scout."


Aldy peeks through the door and into the room. He sees a curving room with a door leading east and a passage leading off to the south. A small table with four rickety chairs sits in the middle of the room. A pair of dice lies on the table amid cups and plates. He also spots a cloth hung on the wall that looks quite similar to the one he has just seen.

I think that's enough to assume it's the other side of the passageway so I've revealed it.

Sovereign Court

Male LN Gnome UnSummoner 1 | HP 10/10 | AC:18 T:14 FF:15 | CMD 9 | Fort+1 Ref+3 Will+2 | Init +3 | Perception +0, Sense Motive +0, Low-Light Vision

"Don't suppose any of you boys play dice?" He grins at his own comment but doesn't enter, opting to let those more adjusted to finding traps lead the way.

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

Seeing the room empty, Aldy will open the door further, and motion for his companions to follow.

Careful guys, I think there is another rock trap here. Hurry past the entrance into this room.

Once inside, he will allow his companions to search the room.
I've been known to play dice on occasion. Don't listen to my brother though, he'll tell you I cheat. I'd never do such a thing.

Then he goes to the doors to the west to give them a listen.

Take 10 on stealth for a 25

Perception: 1d20 + 6 ⇒ (18) + 6 = 24+1 for traps

Grand Lodge

M Half- Elf Sorcerer (Crossblooded) 1 HP: 6/8 AC: 13 FF: 10 Touch: 13 Fort: 2 Ref: 3 Will: 0 Melee Attack: 1 Ranged Attack: 3 Init: 3 Know (Arcana): 3 Stealth: 11 Darkvision, Light Sensitivity

No. 201113 follows along slowly, nervously shaking and twitching every few seconds.

Apologies for not posting, been a crazy last few days at work, but we're good now.

Grand Lodge

M Human Warpriest 1 (Erastil) | Init +3 | AC: 16/11/15 | Saves: 2/1/5 | Init: 3, Perception +8, Sense Motive +7

"I would be up for a friendly game of dice. With low-stakes, of course. It would be a good way to build some camaraderie, but we don't want our vices to get the better of us." Evgeny added.

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|

"Perhaps we are all forgetting what we are here for?" Brand attempts to bring eveyone's attention back to the room and it's missing inhabitants.

Grand Lodge

M Human Warpriest 1 (Erastil) | Init +3 | AC: 16/11/15 | Saves: 2/1/5 | Init: 3, Perception +8, Sense Motive +7

"I assume he meant when we rest for the evening. It would be foolish to do now, of course."

Since I never said it. While he's trying to let Aldy not get too far ahead, Evgeny has switch light to a holy symbol dangling on his neck.
He'll move it back to Brand when everyone's caught up.

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Ganem follows the others into the room...

"Do you hear anything, Aldy?"

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Sovereign Court

Male LN Gnome UnSummoner 1 | HP 10/10 | AC:18 T:14 FF:15 | CMD 9 | Fort+1 Ref+3 Will+2 | Init +3 | Perception +0, Sense Motive +0, Low-Light Vision

Tarbin and Teeva follow along with the group, keeping their eyes peeled on their surroundings. Teeva occasionally gives her spiked chains a whirl, itching for a fight even in her injured state.


Aldy checks the door but he doesn't hear anything in the room. He checks the single door and finds that it's locked.

He does see that the room continues and is mirrored on the other side of this passageway. Aldy thinks that this room may connect back to the barricade at the entrance.

Everyone is very cautious but doesn't see or hear any enemies or devious mechanisms designed to harm them.

Aldy gets out his tools and tries to unlock the door but. The lock is quite an old and rather common design and is unlocked easily.

disable device: 1d20 + 9 ⇒ (6) + 9 = 15

Inside the room Aldy sees rows of wooden racks on the walls holding a ramshackle collection of rusty blades, scraps of armor, and warped arrows. The only things looking remotely usable are half a dozen dogslicers and half a dozen horsechoppers piled in the corners.

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|

"This...." Brand begins upon spying the armory for that's what it looked like to him.
"looks like the armory for those goblins. So I'd expect to encounter more of those then."

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

"I wonder if they hid anything fancy in here..."

Cast detect magic on the room with weapons and armor


Evgeny uses his light to search for anything of greater quality than a mundane weapon.

Perception: 1d8 + 8 ⇒ (6) + 8 = 14


Ganem checks over the room but only picks up the background enchantment that is dimming the lights.

Evgeny looks around too but only finds the badly made goblin weapons.

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|

"I suppose we should move on. Scout? All yours." Brand is ready to leave this 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

Anybody want a crappy goblin weapon? Anyone? No? You'd rather fight with a moldy pointed stick? That seems like the right choice. Anyways. Moving on...

Aldy will check the door to the south for traps and pop it open.

perception: 1d20 + 6 ⇒ (2) + 6 = 8 +1 for traps
disable devire: 1d20 + 9 ⇒ (3) + 9 = 12 +1 for traps


Aldy checks the next door. This one also appears to be safe and isn't even locked. Aldy looks in side and sees a set of stairs winding downward to the right, circling around a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material—a spire within a spire.

Aldy perception: 1d20 + 6 ⇒ (17) + 6 = 23

As Aldy investigates the strange material he can hear the faint shuffling of feet from down the stairs. He pauses to listen harder and hears a high pitches groan between more sounds of shuffling feet.

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

Not yet ready to go deeper, Aldy presses on to his new location. If there are no more creatures in the little alcove he is approaching, he will go ahead and approach the next door and do the same listen / look / open schtick

Take 10 on stealth.

Perception listening: 1d20 + 6 ⇒ (1) + 6 = 7+1 for traps[
Perception searching door: 1d20 + 6 ⇒ (12) + 6 = 18
Disable if relevant: 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Ganem stares in awe at the glowing, green wall...

"Amazing..."

Grand Lodge

M Human Warpriest 1 (Erastil) | Init +3 | AC: 16/11/15 | Saves: 2/1/5 | Init: 3, Perception +8, Sense Motive +7

This seems to be the main way up and down. We should finish a sweep of this floor first, though.

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|

"And when our scout reports back, it'll be good. The last fight was after all due to his report." Brand idely fune a finger down his axe testing its edge.


Aldy looks over the door. It seems safe and doesn't require any tinkering either to remove a hazard or to unlock the door. Aldy listens at the door but doesn't hear anything. He opens the door and is surprised to see three goblins hiding behind goblin sized sleeping cots! They seem just as surprised to see him.

The room is full to bursting with a motley collection of cots and other furniture cobbled from scraps of wood and cloth. The stench of rotting food is overpowering. Another door across the room leads to the north.

GM stuff:

Goblin RED stealth: 1d20 + 4 ⇒ (10) + 4 = 14
Goblin GREEN stealth: 1d20 + 4 ⇒ (4) + 4 = 8
Goblin BLUE stealth: 1d20 + 4 ⇒ (7) + 4 = 11
Goblin RED perception: 1d20 - 1 ⇒ (14) - 1 = 13
Goblin GREEN perception: 1d20 - 1 ⇒ (11) - 1 = 10
Goblin BLUE perception: 1d20 - 1 ⇒ (15) - 1 = 14

Initiative 1 Ganem: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative 2 Ganem: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative No. 201113: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Brand: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Evgeny: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Tarbin: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative Aldy: 1d20 + 7 ⇒ (4) + 7 = 11
Initiative Teeva: 1d20 + 1 ⇒ (3) + 1 = 4
Goblin RED Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Goblin GREEN Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Goblin BLUE Initiative: 1d20 + 6 ⇒ (5) + 6 = 11

COMBAT BEGINS

One of the goblins comes to his senses before the others and jumps around the cot to move in and strike at Aldy with his dogslicer. Its speed catches the wayang of guard and he takes a slice to the arm dropping down from pushing the door.

Goblin RED dogslicer attack: 1d20 + 2 ⇒ (16) + 2 = 18
Goblin RED dogslicer damage: 1d4 ⇒ 2

Round 1

Goblin RED
Evgeny <- UP NEXT
Ganem <- UP NEXT
Tarbin <- UP NEXT
Aldy <- UP NEXT
Goblin GREEN
Goblin BLUE
No. 201113
Brand
Teeva

Grand Lodge

M Human Warpriest 1 (Erastil) | Init +3 | AC: 16/11/15 | Saves: 2/1/5 | Init: 3, Perception +8, Sense Motive +7

Evgeny has been following Aldy closely, because otherwise he would lose him. I'm going to place him behind Aldy for the start of combat.

Evgeny was also startled by the appearance of the Goblin. He touches Aldy, having a piece of his armor generate light and draws his bow.

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 fight defensively and full attack, holding the door until his companions arrive.

Attack 1: 1d20 + 6 - 2 - 4 ⇒ (7) + 6 - 2 - 4 = 7
Attack 2: 1d20 + 6 - 2 - 4 ⇒ (13) + 6 - 2 - 4 = 13

AC is 21.

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Ganem moves toward the commotion and touches Evgeny on the shoulder.

Cast guidance on Evgeny.


I'm happy for you all to be a little nearer to Aldy for when the fight starts.

Round 1 (cont)

Evgeny lights up Aldy's armour with some magical light. Aldy fights more defensively to protect against the oncoming goblins but is unable to land a telling blow. Ganem blesses Evgeny with some divine guidance.

Goblin RED
Evgeny
Ganem
Tarbin <- UP NEXT
Aldy
Goblin GREEN
Goblin BLUE
No. 201113
Brand
Teeva


Round 1 (cont)

Botting Tarbin for this round to keep things moving. I also moved everyone nearer tot eh action.

Tarbin moves to where he can see the goblin and tries to cloud it's mind with some arcane trickery. The weak willed goblin falls for the trick and is briefly lost in his own thoughts.Daze.

will save: 1d20 - 1 ⇒ (4) - 1 = 3

The other two goblins dash over and try to strike at Aldy, but his fast reactions and fighting to defend himself thwart their efforts.

Goblin GREEN dogslicer attack: 1d20 + 2 ⇒ (9) + 2 = 11

Goblin BLUE dogslicer attack: 1d20 + 2 ⇒ (8) + 2 = 10

Goblin RED
Evgeny
Ganem
Tarbin
Aldy
Goblin GREEN
Goblin BLUE
No. 201113 <- UP NEXT
Brand <- UP NEXT
Teeva <- UP NEXT

Grand Lodge

M Half- Elf Sorcerer (Crossblooded) 1 HP: 6/8 AC: 13 FF: 10 Touch: 13 Fort: 2 Ref: 3 Will: 0 Melee Attack: 1 Ranged Attack: 3 Init: 3 Know (Arcana): 3 Stealth: 11 Darkvision, Light Sensitivity

No. 201113 bravely rushes into position, ready to help defend his friends..... until he notices that there's no clean shot. No matter where he goes, his friend Aldy is still blocking the door.

Oh well, cowardice is it's own reward, he thinks to himself.

He then yells out to the goblins.

"I ha-hate goblins! G-go away!"

No. 201113 moves into positions, hoping for a better shot next time.


The Paizo site has been screwy the last few days so i'm going to give people another few hours to post before sending out messages and botting.

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|

Here. *Strokes Beard*

Grand Lodge

Male Elf Oracle 2 (Ancient Lorekeeper) | HP: 17/17 | AC: 20 (FF: 18; Touch: 12) | Fort: +2, Ref +2, Will +4 | Init +2 (roll twice, take best roll) | CMB: +3 | CMD: 14 | Perception +7 Sense Motive +0

Ganem lets his mind wander over time and space...


Brand you were on the UP NEXT list, but to move things along i'll bot you and Teeva.

Round 1 (cont)

Brand moves in and tries to hit one of the goblins through the doorway, but the space is to tight to swing properly.

waraxe attack: 1d20 + 4 ⇒ (6) + 4 = 10

Teeva moves up a little and tries to be ready for an opening to move in further.

The goblin in front of Aldy tries to stab him with his crude goblin-made weapon, but Aldy parries the attack and doesn't get hit.

Goblin RED dogslicer attack: 1d20 + 2 ⇒ (11) + 2 = 13

Round 2

Goblin RED
Evgeny <- UP NEXT
Ganem <- UP NEXT
Tarbin <- UP NEXT
Aldy <- UP NEXT
Goblin GREEN
Goblin BLUE
No. 201113
Brand
Teeva

Grand Lodge

M Human Warpriest 1 (Erastil) | Init +3 | AC: 16/11/15 | Saves: 2/1/5 | Init: 3, Perception +8, Sense Motive +7

"Take a defensive stance Aldy! I need a clear shot!"

Evgeny delays. If Aldy take a total defense then we aren't firing into melee.

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

Where does it say that Evgeny? I don't see anything to that effect under total defense.

Attack 1: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Attack 1: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6

Aldy slashes with each of his swords, then backs away to make room for his companions.

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Community / Forums / Online Campaigns / Play-by-Post / GM Volandis' Emerald Spire 1 All Messageboards

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Six miles northeast of Fort Inevitable lies one of the deepest and strangest dungeons to be found anywhere in the lands of the Inner Sea—the Emerald Spire. Like an iceberg, this weird structure shows only a small portion of itself above the surface; level upon level of hidden vaults and mysterious crypts lie buried deep below the ground. Few of the people living in Fort Inevitable or the surrounding lands have even the slightest inkling of the dungeon’s true extent, let alone its astounding age.
Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti tower that appears to be made of green glass harder than stone. The upper portions of the tower were destroyed long ago, leaving broken, half-melted glass blocks lying jumbled around the tower’s perimeter and the ground nearby. The site is well known to locals from both Fort Inevitable and Thornkeep, and many travellers passing through the Crusader Road area make the trek into the forest to look on the ruins—from a safe distance. The Spire’s ruins are known to be infested with dangerous monsters, and the surroundings attract an unhealthy number of bandits, raiders, and hungry predators.

I’m recruiting for a party to do at least the first floor of the Emerald Spire Superdungeon. There is potential to do more floors if the group wishes. This will be for PFS credit and the first floor is tier 1-2. If the group does more floors it’s possible to go on slow path so you do not level out of tier for further floors.

I have 2 spaces reserved so I’m looking for 4 people to join the group. I’ll put emphasis on picking a balanced party, but if there are multiple applications for the same role I’ll do a lottery for each role required. If there are a large enough number of applications I’ll consider running a full second group at the same time and with the same option to continue to other floors.

For players i'd like to see at least one post a day Monday through Thursday and at least one post on the weekend. If you're going to be busy or absent for an extended period of time, post in the discussion or message me privately. Botting instructions in your character profile are handy though not required.

As we’re heading into a big holiday period I’m going to delay game start until 2nd January. Application cut off is midnight UK Time 27th December. I’ll make final decisions on which characters are accepted on 28th of December and inform everyone who is accepted by the end of that day.

If you’re interested in joining please post below with character name, class and role(s) your character would fill (healer, damage, support, trap finder, etc). If you’re character does something crazy or unexpected now is the time to share!

Thank you!

Grand Lodge

Sounds fun! Do you know what kinds of PCs will be in the two reserved spots? Thanks!

Grand Lodge

Name: No. 201113
Class: Orc/Draconic Sorcerer
Role: Damage Dealer, Support, Occasional Comic Relief

No. 201113 looks down at the paper in his hands. App--lee-vacation? Well, I needed a vacation. Especially after helping that Blackros gal, he begins nervously looking around. A spot of ink catches his attention. SPORES!!!! he yells, before ducking underneath the table. Quietly, he begins....

Name: No 201113....

Dark Archive

Interesting...I have a couple of low-level PCs. Let me look at them again when I get home and I'll post.

Dark Archive

I'll apply with a 1st lv. Dwarven wizard...

The Exchange

Hey, got a new character in creation if your interested.

Name: Rom & Rem
Class: Unchained Twin Summoner
Role: Skill monkey's, Support team.

Rom and Rem are inseparable... which one is rom and which one is rem, and which one is the summon and the summoner, they are unlikely to divulge. They are always happy to help! The both of them work together the best advantage possible, giving assistance bonuses whenever they can, and setting up nasty flanking circles...


The two reserve characters:

Spellcaster, support, access to healing spells (though not specifically a healer).

Melee, rogue skills, dexterity based.


I have a few lower level characters that could come.


Hey I've not done a whole lot of PBP, but I'd really like to join up

Name: Hallbjorn Ka-Varn
Class: Fighter
Role: Damage Dealer

Sovereign Court

Would this PC be of use GM?


I have a 2nd level wizard (conjuror(, slayer, brawler that could go as well as a 1.2 mesmerist.


A little update to pull things together.

Thank you everyone for your interest in my game.

So far we have my two reserve players:

1 Spellcaster, support, access to healing spells (though not specifically a healer).
2 Melee, rogue skills, dexterity based.

Signed up here:

Kelian - interested
No. 201113 - sorcerer - spellcaster, damage dealer, support
MoFiddy - interested
Newmark - dwarven wizard
Rom & Rem - summoner (twin) - skills, support
Hallbjorn - fighter - damage dealer
Terevalis - various options

@Lady Alya De Qill

That character looks to be level 3. I'm afraid the first section of Emerald Spire is only tier 1-2. New characters are always welcome though :)

The Exchange

Sheet Overhaul. Went with a Kellid Viking Fighter.


Would you recommend a lvl 1 character for this?


As an adventure it is aimed at characters starting at level 1. I think it could be tough going for a brand new all level 1 party, but it's certainly doable.

The adventure is written for 4 players but when played for PFS credit it makes no allowance for 6 players, so it's naturally easier with more players too ;)


Ok. I think then that my mesmerist who is a 1.2 character might fit best.


I don't have any characters in (I'm new to PBP, but eager to try).

A number of melee and full-caster roles seem to be called already, so I think I'd run with a Warpriest of Erastil. A switch-hitter with access to casting and some extra healing for the group

Should be able to wear a few hats reasonably well despite the low level.


As we have a new character signed up and Terevalis has decided on playing a mesmerist i'll take this opportunity to update the list.

Reserve 1 Spellcaster, support, access to healing spells (though not specifically a healer).
Reserve 2 Melee, rogue skills, dexterity based.

Signed up here:

Kelian - interested
No. 201113 - sorcerer - spellcaster, damage dealer, support
MoFiddy - interested
Newmark - dwarven wizard
Rom & Rem - summoner (twin) - skills, support
Hallbjorn - fighter - damage dealer
Terevalis - Mesmerist
yiannisph - warpriest - switch-hitter, spells, access to healing

Almost enough people interested to run two full groups and it's only 21st!

I'll send messages out tonight to Kelian and MoFiddy to check they're still interested and give them a chance to reply before the holiday weekend.


I added an alias and sheet to get better acquainted with the board.

I can fill just about any role if needed, but the other submissions covered most roles so I picked something that could be secondary at a few things.


Hooray!

Sovereign Court

Am interested if there's still space.

Grand Lodge

Here she is.

Grand Lodge

I don't think she will be able to do all 3. I am thinking of making a witch or an Oracle or even a samurai.

The Exchange

Just a heads up that I'm experimenting with some other builds/classes, but will still preform the same roll as buffer/skill monkey for party breakdowns.

Mostly, waffling between a bard build and the twinned summoner build.

Dark Archive

I think that this witch will be fun to play instead of my mesmerist.


Update

Reserve 1 Spellcaster, support, access to healing spells (though not specifically a healer).
Reserve 2 Melee, rogue skills, dexterity based.

Signed up here:

Kelian - interested (but currently travelling without access to character info)
No. 201113 - sorcerer - spellcaster, damage dealer, support
Newmark - dwarven wizard
Rom & Rem/Romulus Arrowdong - summoner (twin)/bard - skills, support
Hallbjorn - fighter - damage dealer
Terevalis/Heccuba - Mesmerist Witch
yiannisph - warpriest - switch-hitter, spells, access to healing
nightdeath - interested

10 on the list with a day to go.


I'm brand-new to PFS and very inexperienced with PbP, but I'd like to put my hat into the ring. I am registered with PFS and I can get a character built pretty quickly.

My thought is a Half Orc Paladin with the Divine Defender archetype, with the role of meat shield/tank.

Grand Lodge

MoFiddy wrote:
Interesting...I have a couple of low-level PCs. Let me look at them again when I get home and I'll post.

Here is my submission!

Ganem is an elf who was raised by dwarves. Nothing tragic has happened in his life....he is just a bit odd.

Mechanically, he is an Oracle with the Ancient Lorekeeper archetype. He is not a melee type...more of a support caster.

I actually have a boon from the Pathfinder Online kickstarter that I'd like to apply to this character too. It is actually related the Emerald Spire.

Thanks!


Another Update!

Reserve 1 Spellcaster, support, access to healing spells (though not specifically a healer).
Reserve 2 Melee, rogue skills, dexterity based.

Signed up here:

Kelian - interested (but currently travelling without access to character info)
No. 201113 - sorcerer - spellcaster, damage dealer, support
MoFiddy/Ganem - Oracle - spellcaster, support Re-added as missed earlier due to GM failing a confusion roll :P
Newmark - dwarven wizard
Rom & Rem/Romulus Arrowdong - summoner (twin)/bard - skills, support
Hallbjorn - fighter - damage dealer
Terevalis/Heccuba - Mesmerist Witch
yiannisph - warpriest - switch-hitter, spells, access to healing
nightdeath - interested
Fobok - Paladin - meat shield

And now that's 12. We're a bit heavy on spellcasters but i think if split correctly we can balance out two groups. 1 day to go so we'll see if anyone else signs up between now and then!

Grand Lodge

I have to say, I once played in a group of all spellcasters- (1 Summoner, 1 Psychic, 2 Sorcerer's, and a Cleric) and it was actually a lot of fun. We really had to plan out every action we were going to take and made liberal use of the Summon Monster line of spells, but it we made it through and everyone had a blast. In conclusion- don't worry about being too heavy on the spellcasters, we'll just have more fun!


One tiny change, if that's alright, I'm switching my idea to Redeemer instead of Divine Defender. I only just discovered the Redeemer archetype, and I love the role-play opportunities in it. I had also already decided that Dasus (my Paladin) would be a Paladin of Apsu, and it fits so perfectly that he would be trying to bring monstrous creatures into the light for the final battle.

He'll be more of an aggressive meat shield than I'd originally planned, but still meat shield, but with some added diplomacy and intimidation abilities, and for play by post especially this seems more fun option.

Sovereign Court

I'll submit a Dwarven Fighter.
Will likely go a few levels of Inqusitor and fighter the rest.

Role: Would be front liner, Tactical Melee Warrior.


If I can still toss in, I'd like to throw in rebuilding this guy. So heavy on the damage dealing.

Leaning either on Barbarian Mad Dog or Ranger two handed with an animal companion.

I do have another concept that I threw out before on a different Campaign, it was a Dwarven Barbarian Exile who got drunk, took on a group of orcs by leading a rampaging group of oxen into them, and then stealing the Musk Ox, Corporal Moo who got promoted for killing the leader on his way out. His name is Fosead GreatBelly

Dark Archive

She is built as a debuffer :)


1 person marked this as a favorite.

And that's the cut off on sign ups!

Thank you everyone who has shown interest in my game(s). I've put the full list below which currently sits at my 2 reserves plus 11 sign ups.

Reserve 1 Spellcaster, support, access to healing spells (though not specifically a healer).
Reserve 2 Melee, rogue skills, dexterity based.

Kelian - interested (currently travelling. no access to character info)
No. 201113 - sorcerer - spellcaster, damage dealer, support
MoFiddy/Ganem - Oracle - spellcaster, support
Newmark - dwarven wizard
Rom & Rem/Romulus Arrowdong - summoner (twin)/bard - skills, support
Hallbjorn - fighter - damage dealer
Terevalis/Heccuba - Witch - spellcaster, debuffer
yiannisph - warpriest - switch-hitter, spells, access to healing
nightdeath - dwarf fighter/inquisitor - front line, tactical melee warrior
Fobok - Paladin - meat shield, some social slills
Bjorn - Melee heavy hitter, possibly with animal companion.

I'll review the applications and split them to balance out two parties. As there are 13 total players it does unfortunately mean that someone will not make the cut, but i'll keep that person informed in case anyone drops out.

I'll reply to this thread tomorrow and send messages to everyone once i've made my selections.

Dark Archive

This should be fun. Good luck to us all.

Silver Crusade

Aha, I figured out this whole alias thing. I think.

Yeah, good luck everybody! Looks like some very interesting concepts here. :-)

Grand Lodge

Sounds good. Thanks!

Grand Lodge

For ease of access, I figured I should post here under my aliad as well.

Sovereign Court

Saw the post in recruitment, I've got a character I'd like to take if he fits. Tarbin here is an Unsummoner who covers a decent number of bases, but doesn't cover the trapfinding need.

He can cast Grease and Silent Image as SLA's in addition to the buffs usually reserved for the Eidolon (though he has 3 castings a day, so with his Eidolon Mage Armored the 2 castings of Enlarge Person are free to be divvied out). He himself is built around using Dirty Trick at reach with his Longspear (no bonus to CMD from Cover, so he uses it from behind his allies), so he doesn't relegate himself to cantrip/crossbow duty. Teeva is built as a decent Two-Handed Weapon Fighter and can hit pretty hard and accurately.

Flavor wise, it's a Gnome with his Kyton Eidolon. Here is his Eidolon, Teeva.

I can cover Heal Checks, Disable Device Checks, and UMD checks, but that's about the extent of my Skill Monkeying (Besides a +5 to Face Skills, which I don't see getting much use in a Superdungeon). There's also the bonus of being able to make 2 Perception Checks.

Only level 1 so there's only so much I could do. I'd love to tag along if the character would be a decent aid. If there's a better or more appropriate fit, I don't mind letting someone else in. Fresh at 0xp, so I don't have the advantage of coming in with wands or anything. I'm happy to play on Slow progression to play the proper floors.


I don't have any appropriate characters at the moment, but if you are still in tier 1 2, Is be happy to make a rogue or something to cover the traps base. Probably a tenth unclaimed rogue. If that's ok with you, I can be ready to go tomorrow around lunchtime CST.


OK that's 2 and one who can handle traps.

Recruitment closed!

Thank you all.

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