GM Volandis' Emerald Spire 2 (Inactive)

Game Master Luthor Volandis

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Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

I think we should, yeah.

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

I second investigating the chest and finishing up.


Emerald Spire slides |

Well, tell me what you want to do and please move your icons to the appropriate spots.


”Adowyn” | Female NG Medium Human Hunter 1 | HP 11/11 | AC 17, T 14, FF 13 | CMD 14 | F +4 R +6 W +2 | Init +4 | Perc +9 | Speed 30ft | Animal Focus 1/1; Spells 1st 2/2 | Active Conditions: None

All of us check for traps.

If there is no trap then Adowyn opens the chest.

Silver Crusade

LG Male Gnome Paladin (Chosen One) 2/Oracle (Seeker) 1 | HP: 35/35 | AC: 21 T: 13 FF: 19 | CMB: 3, CMD: 15 | F: 7 R: 1 W: 6* | Init: 2 | Speed 20ft | Active conditions: 21 CLW Charges Used
Resources:
| Racial Spell Like Ability: 4/4 | Oracle Spells: (1st): 3/4 | Share Will: 1/1 | Smite Evil: 1/1 | Lay On Hands: 1/4

Altovin doesn't feel too safe with the chest.

"I couldn't find anything before but the ceiling worries me. I have an idea though. Please stand back." Altovin warns the others to watch from the doorway while he begins his incantation to summon a few magical creatures.

Summon Minor Monster:1d3 ⇒ 2 Small Monkeys.

Altovin waves at the creatures he summoned near the chest.

"Do you mind opening that chest and bringing me the items?" he directs knowing that they will leave the plane shortly after triggering any traps.


Emerald Spire slides |

Perception:

Adowyn: 1d20 + 9 ⇒ (13) + 9 = 22
Leryn: 1d20 + 5 ⇒ (10) + 5 = 15
Altovin: 1d20 + 2 ⇒ (3) + 2 = 5
Dasus: 1d20 - 2 ⇒ (2) - 2 = 0
Heccuba: 1d20 + 4 ⇒ (9) + 4 = 13
Romulus: 1d20 + 6 ⇒ (12) + 6 = 18

Adowyn feels confident that the chest is indeed trapped.

Altovin shrewdly summons two monkeys who happily open the chest, while the rest of the group watches from the doorway. To no one's surprise (except perhaps the monkeys!), when they open the chest the entire ceiling comes slamming down upon them, crushing them (and anyone else who would have been in the room - fortunately you are all just outside).

Trap dmg: 2d10 ⇒ (8, 6) = 14 Reflex DC 15 negates

After the trap is triggered, and the battered remains of the monkeys have returned to the place from whence they were summoned, the group can see that there is nothing of value in the chest. It contains only, cryptically, a bleached cat skull and an aged, handwritten note reading, “Curiosity Kills: another ingenious demise, courtesy of Addington’s Fine Traps and Defenses."

And with that, we have completed level 2 of the Emerald Spire. Congratulations on surviving the perilous journey! I will work on getting chronicle sheets prepared for you shortly. Mostly likely early next week. For your planning purposes, you'll receive 3 xp and 4 prestige (unless you are slow tracking - if so, please tell me). If you wish to select one of the hexes on the Emerald Spire bonus chronicle (did your earlier GM give that to you?) please let me know so I can note it on your chronicle. Also, go ahead and give me day job rolls.

Feel free to ask any questions about this level that you are curious about - anything that didn't make sense or that you are wondering about what it was all about. The climax, as I already said, was supposed to be the fight with Gorloth but you wandered into that pretty early on. That fight was also tougher than it would have been otherwise because your previous GM had you fighting a Moon Spider at the same time (I'm still not sure why he did that - it's not how it's written, but that was the situation when I arrived on the scene so I just went with it).

I hope you've all enjoyed this. Please let me know if you are interested in continuing on and if so, if you would like me to continue as your GM. I'd be very happy to do so, but will also not be offended if you decide not to continue or want to find a different GM for the rest of the journey. I will say that if we continue together I will try to have a faster pace - I got a bit overwhelmed during Gameday but things are finally settling down as the games there have wrapped up.

If you do want to continue on together, we'll take a little break before continuing back into the dungeon, both so that you can do some role play with the residents of Fort Inevitable, and so you can plan your level up. I'll create a new gameplay thread so we aren't squatting in GM Volandis' thread (which I can't edit). Also, fyi, I'll be completely off the grid next week from December 6 to 11.

As you plan your level up, remember that if you have not yet played at level 2 (I don't think any of you have), you can freely rebuild everything about your character (except that you have to pay for any expendables used along the way). Once you play at level 2, everything becomes "locked in" and changing things becomes subject to the (limited and expensive) retraining rules. So this is a good moment to take stock of your character and be sure that you are happy with the direction you are taking them.

Lastly, one thing to consider as you decide whether you want to keep descending further into the Spire, is to understand a bit about its (meta) design. Each level was written by a completely different author, so they have very different feel and flavor and challenge degrees. For example, just because this level had lots of traps and secret doors, that doesn't mean that the next level will. This can make the whole thing feel somewhat episodic - and it is - but that's also where the story hooks in Fort Inevitable are useful to help give a sense of a larger story line.

The Exchange

Male Human Bard 4 hp 27 (4d8+4) AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic +8 Perception +2 Int

Wooohoo! Victory! I definitely enjoyed, and I 100% would like to continue. I'm also excited to hit level 3! Sweetness! I also like to purchase hex B1 for my sheet. I do plan on buying up the riverlands as we go up in level.

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

He did give that to us but I need to find it.

Silver Crusade

Male Half-orc Paladin 4 (Redeemer) AC 23, T 11, FF 19 | F +10/R+6/W+6 | HP 16/36 | CMB +6, CMD 18/17F | Init +1 | Perception -2 | Condition: None

I am most definitely interested in continuing with you as GM! I'm going to go for B2, if that's all right. I'll start planning my Level 3. :-)

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

I am interested as well!


”Adowyn” | Female NG Medium Human Hunter 1 | HP 11/11 | AC 17, T 14, FF 13 | CMD 14 | F +4 R +6 W +2 | Init +4 | Perc +9 | Speed 30ft | Animal Focus 1/1; Spells 1st 2/2 | Active Conditions: None

Hello GM Abraham,
Again thanks so much for taking this group to the end of this level!

You are a great GM!

I only realized that dungeon crawls are fun but that I like the story based scenarios better so that I will prioritize and not continue this game.

Have fun on the next levels!!! ;-)

Dark Archive

Init +7; Senses Perception +4 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 14 (1d6+2) Fort +1, Ref +1, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)

Thanks for playing with us Adowyn. Book will miss your wolf.

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