[PFS/DMK/EMS] The Emerald Spire Superdungeon

Game Master Kludde

Maps and Handouts


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Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Bruce checks the hallway and the door Skaarr suggested.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22 +1 for traps

If it looks clear Bruce will open in.

Know engeering: 1d20 + 7 + 1d6 ⇒ (18) + 7 + (2) = 27
Does this collapse look like it was set up intentionally? Like some sort of trap?

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"Wait a second...let's take a look at this corpse," Caranthir says.

He takes a minute to try to remove rubble from the corpse, looking for anything to identify the deceased, as well as anything of value.

perception: 1d20 + 6 ⇒ (8) + 6 = 14

After he checks that out (of if he can't remove enough rubble to find anything) he takes his place with the group.


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The rubble contains a full human skeleton, but one that has been shattered into many pieces. The skeleton’s priestly robes are now mere mouldering scraps, and the blade of a nearby sword has rusted away into uselessness.

The rubble seems to be the result of a violent explosion, one that has blasted away a cavity in the ceiling. In the center of the cavity, about 15 feet above the floor, a 5-foot-diameter irregular hole or shaft rises up into the darkness.

The northern door is free of traps.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"Let us proceed," Caranthir suggests solemnly after examining the corpse. He replaces the rocks to completely bury the priest.

"This will remain this poor fellow's final resting place."

He nods to Bruce to open the door.


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Another large hall awaits the adventurers behind the door. The large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires. Drapes of dust-covered spider webs cling to the ceiling.

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Bruce will check the room for traps before entering.

perception: 1d20 + 6 ⇒ (13) + 6 = 19 +1 for traps
"Anyone feel brave enough to light the brazier?"


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This chamber is devoid of the luminescent fungus that otherwise provides some lighting to these halls. It's pitch-black in here.

Bruce find no sign of traps, nor any threat in the vicinity. The brazier stands unlit, the caskets are undisturbed.

Dark Archive

Sorcerer 8 | AC 17/30 (T 13/11, FF 15/28). HP 42/52, Fort +5/10, Ref +6/10, Will +6/6. Init +12, CMB 0/11, CMD 13/23, Speed 30ft/30ft
attacks:
Confusion (dc25)Suggestion (dc25) Hideous laughter (dc 24), Charm (dc 23), Snowball (5d6 cold) ranged touch +5, dc 20 or stagger, L Crossbow +5 1d8 | Ankylosaurus tail +12 2d6+15 dc21 fort or daze 1 rnd (1d4 stun on crit)
Skills:
Bluff +22, Diplomacy +15, Handle Animal +12, Intimidate +14, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +3, Perception -1/+15(+18 scent), Spellcraft +10, Use Magic Device +17

Asuna casts dancing lights.
"This seems better."

-Posted with Wayfinder

Grand Lodge

Male NG Nagaji Oracle (Sarenrae) 11 | HP: 99/99 | AC: 32 (15 Tch, 30 FF) | CMB: +11, CMD: 26 | F: +10, R: +10, W: +12 | Init: +4 | Perc: +15 +18, SM: +4 | Speed 20ft | Channel 7/7, Energy Body: 11/11 | Spells: 5th 5/5, 4th 5/7,4 3rd 6/7, 2nd 7/8, 1st 8/8 | Daily Abilities: [Gaze DC17] | Active Conditions: Archon's Aura, air walk, free move, prot from evil

Thistle steps into the room with the group to inspect. Seeing the brazier in the center he thinks to himself how much easier it would be to see if it were lit properly. As he steps forward, a tinkle of lights appears.

Ah, extra lights. Good, they will make it easier to see as I light this brazier.

He swipes his torch over the top of the brazier, lighting whatever coals or remnants remain in order to help fill the room with a warm light, something this place seems to have lacked for far to long.

C'mon, what could it hurt? :)


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As Thistle approached the brazier, and lights it, a chill breeze arises from nowhere with an eerie howl. The room seems to darken, despite the light from the fire, and in the sudden gloom, scores of small spectral eyeballs appear, drifting with the breeze. They peer intensely before fading away...

Dark Archive

Sorcerer 8 | AC 17/30 (T 13/11, FF 15/28). HP 42/52, Fort +5/10, Ref +6/10, Will +6/6. Init +12, CMB 0/11, CMD 13/23, Speed 30ft/30ft
attacks:
Confusion (dc25)Suggestion (dc25) Hideous laughter (dc 24), Charm (dc 23), Snowball (5d6 cold) ranged touch +5, dc 20 or stagger, L Crossbow +5 1d8 | Ankylosaurus tail +12 2d6+15 dc21 fort or daze 1 rnd (1d4 stun on crit)
Skills:
Bluff +22, Diplomacy +15, Handle Animal +12, Intimidate +14, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +3, Perception -1/+15(+18 scent), Spellcraft +10, Use Magic Device +17

"Ow why did you have to do that Thistle..." Asuna says.

-Posted with Wayfinder

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Does it look like we can climb up into the hole in the ceiling from the collapse?


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The hole in the ceiling (in the previous room), is 15 feet up from the floor. It should be possible to climb the shaft, once you're able to get up there.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"That was...bizarre," Caranthir says after Thistle lights the brazier. The elf tries to determine if he recognizes the magic at work.

spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8

Caranthir moves around the room, looking for anything of interest or value. Once satisfied with his search, he says "We should try that door to the east."

perception: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Knowledge spectral eyeballs: 1d20 + 7 + 1d6 ⇒ (20) + 7 + (4) = 31

Bruce will check the eastern door for traps before opening it.

perception: 1d20 + 6 ⇒ (10) + 6 = 16+1 for traps

If it looks good Bruce will open the door.

The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

"Perhaps we should try the other door?"
Fellgrim asks nervously ... and a little hopefully.


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Caranthir finds nothing of value. Assuming you don't look inside the caskets

Bruce tries to remember something about these spectral eyeballs, but it doesn't correspond to anything he knows. It may have been a haunted image of some sort.

On his way back, Caranthir does notice a shiny little object when in the room with the rubble. It is a small key, and one that fits exactly on the locked eastern door.

Bruce's inspection doesn't reveal any traps, and the door opens to another rectangular room.

Wisps of decayed and sagging spider webs droop from the walls of this room, which appears to be empty except for the long-dead, dismembered corpse of a giant spider and a stout, freestanding wooden closet in the southwestern corner. The ceiling is covered with dusty spider webs bulging down from a grid of wooden beams and plaster fifteen feet above the floor. Faint moans and plaintive sobbing come from the closet.

Grand Lodge

Male NG Nagaji Oracle (Sarenrae) 11 | HP: 99/99 | AC: 32 (15 Tch, 30 FF) | CMB: +11, CMD: 26 | F: +10, R: +10, W: +12 | Init: +4 | Perc: +15 +18, SM: +4 | Speed 20ft | Channel 7/7, Energy Body: 11/11 | Spells: 5th 5/5, 4th 5/7,4 3rd 6/7, 2nd 7/8, 1st 8/8 | Daily Abilities: [Gaze DC17] | Active Conditions: Archon's Aura, air walk, free move, prot from evil

Thistle cringes when the chill breeze sweeps through the room, followed by the haunting sight of the disembodied eyes. He turns back to the group and shrugs his shoulders sheepishly, "Oops..."

Realizing that nothing more seems to be coming from his decision to light the brazier, he moves along with the group to the next room. As they enter, he scans the cobwebs, oblivious of the muffled sounds coming from the cabinet.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"These caskets give me cause for great concern," Caranthir says as they listen to the moans.

He holds his bow firmly, with the lit, nocked arrow still in place.

"Surely this is some trick of necromancy," he adds. "We should check this closet, and likely the other caskets behind us, before proceeding."

Dark Archive

Sorcerer 8 | AC 17/30 (T 13/11, FF 15/28). HP 42/52, Fort +5/10, Ref +6/10, Will +6/6. Init +12, CMB 0/11, CMD 13/23, Speed 30ft/30ft
attacks:
Confusion (dc25)Suggestion (dc25) Hideous laughter (dc 24), Charm (dc 23), Snowball (5d6 cold) ranged touch +5, dc 20 or stagger, L Crossbow +5 1d8 | Ankylosaurus tail +12 2d6+15 dc21 fort or daze 1 rnd (1d4 stun on crit)
Skills:
Bluff +22, Diplomacy +15, Handle Animal +12, Intimidate +14, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +3, Perception -1/+15(+18 scent), Spellcraft +10, Use Magic Device +17

"Yeah I wouldn't want to have some zombies crawl up from behind."

Sczarni

HP:20/21
Other Stats:
AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2

Skaarr nods and takes up position in front of the closet. "I'll open this when you guys are ready, and then we can go back for the caskets after we figure out what's moaning."

Once everyone is in position he grips his axe awkwardly with one hand long enough to open the closet doors. Then he opens them with the other hand.


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As soon as Skaarr so much as touches the closet, it falls apart and the moaning stops. Inside, however, is a zombie, ready to eat Skaarr's brains

GM rolls:

Init, Thistle : 1d20 + 0 ⇒ (15) + 0 = 15
Init, Bruce W: 1d20 + 2 ⇒ (13) + 2 = 15
Init, Asuna: 1d20 + 2 ⇒ (4) + 2 = 6
Init, Skaar: 1d20 + 3 ⇒ (14) + 3 = 17
Init, Carathir: 1d20 + 11 ⇒ (12) + 11 = 23
Init, Fellgrim: 1d20 + 3 ⇒ (13) + 3 = 16

Init, zombie: 1d20 + 2 ⇒ (16) + 2 = 18

---
Caranthr
--
Zombie
---
Skaarr
Fellgrim
Thistle
Bruce
Asuna
---

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Surprised by the collapsing cabinet, Caranthir nevertheless manages to loose a pair of arrows at the creature.

Though he has to thread the needle to avoid hitting his companions, one arrow strikes true.

Attack rapid fire: 1d20 + 5 - 8 ⇒ (20) + 5 - 8 = 17for damage: 1d8 + 1 ⇒ (8) + 1 = 9 Enemy should still be flat-footed. already included -8 for firing into melee and cover.

crit?: 1d20 + 5 - 8 ⇒ (18) + 5 - 8 = 15 for damage: 2d8 + 2 ⇒ (8, 7) + 2 = 17

Attack rapid fire: 1d20 + 5 - 8 ⇒ (7) + 5 - 8 = 4 for damage: 1d8 + 1 ⇒ (1) + 1 = 2


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Caranthir, with lightning-quick reflexes, manages to shoot an arrow, avoiding Skaarr and Kirito but hitting the zombies. The arrow pierces the head of the zombies and nails it to the wall, where t remains, motionless.

Good shot! Combat over...

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"You owe me one, Skarr," Caranthir says with a rare smile. He leaves the arrow in the zombie's forehead.

"I'd rather not retrieve that one," he says, though he does search the cabinet and room for anything of value.

Should we go back and open those coffins? I'm sure there's something bad in them, but hate to leave anything of value.

Sczarni

HP:20/21
Other Stats:
AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2

"Thanks," Skaarr says with a grin. "Coffins, then?"

Grand Lodge

Male NG Nagaji Oracle (Sarenrae) 11 | HP: 99/99 | AC: 32 (15 Tch, 30 FF) | CMB: +11, CMD: 26 | F: +10, R: +10, W: +12 | Init: +4 | Perc: +15 +18, SM: +4 | Speed 20ft | Channel 7/7, Energy Body: 11/11 | Spells: 5th 5/5, 4th 5/7,4 3rd 6/7, 2nd 7/8, 1st 8/8 | Daily Abilities: [Gaze DC17] | Active Conditions: Archon's Aura, air walk, free move, prot from evil

That was a quick combat! Nice shot Caranthir!

Thistle barely has an opportunity to twitch in reaction to the undead closet zombie when an arrow tacks its rotting head to the wall. He turns around and nods his head, impressed by the elf.

Wordlessly, he goes about the room, searching for any details they might have missed in their initial sweep before following the group to the next room.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


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As soon as Thistle moves, a weighted net drops from the ceiling, entangling the oracle.

Net/RT: 1d20 + 10 ⇒ (18) + 10 = 281d6 ⇒ 1

Needs an escape artist check to escape from.

Grand Lodge

Male NG Nagaji Oracle (Sarenrae) 11 | HP: 99/99 | AC: 32 (15 Tch, 30 FF) | CMB: +11, CMD: 26 | F: +10, R: +10, W: +12 | Init: +4 | Perc: +15 +18, SM: +4 | Speed 20ft | Channel 7/7, Energy Body: 11/11 | Spells: 5th 5/5, 4th 5/7,4 3rd 6/7, 2nd 7/8, 1st 8/8 | Daily Abilities: [Gaze DC17] | Active Conditions: Archon's Aura, air walk, free move, prot from evil

Hissing with frustration, Thistle moves to slide out from the entangling net.

Escape Artist: 1d20 + 2 ⇒ (15) + 2 = 17


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There's no imminent threat (anymore). Thistle's initial attempt doesn't get him anywhere, but there's more time to try.

Feel free to take 20

Grand Lodge

Male NG Nagaji Oracle (Sarenrae) 11 | HP: 99/99 | AC: 32 (15 Tch, 30 FF) | CMB: +11, CMD: 26 | F: +10, R: +10, W: +12 | Init: +4 | Perc: +15 +18, SM: +4 | Speed 20ft | Channel 7/7, Energy Body: 11/11 | Spells: 5th 5/5, 4th 5/7,4 3rd 6/7, 2nd 7/8, 1st 8/8 | Daily Abilities: [Gaze DC17] | Active Conditions: Archon's Aura, air walk, free move, prot from evil

Thistle hisses again at the net, cursing its inconvenience.

"Get your snickers in now... Har har."

Thistle resets, and takes his time to pick his way out from the net. Taking 20 for 22

Once free from the net, he nods again to the ruthless efficiency of the elven marksman.

"That could have been worse..."

Dark Archive

Sorcerer 8 | AC 17/30 (T 13/11, FF 15/28). HP 42/52, Fort +5/10, Ref +6/10, Will +6/6. Init +12, CMB 0/11, CMD 13/23, Speed 30ft/30ft
attacks:
Confusion (dc25)Suggestion (dc25) Hideous laughter (dc 24), Charm (dc 23), Snowball (5d6 cold) ranged touch +5, dc 20 or stagger, L Crossbow +5 1d8 | Ankylosaurus tail +12 2d6+15 dc21 fort or daze 1 rnd (1d4 stun on crit)
Skills:
Bluff +22, Diplomacy +15, Handle Animal +12, Intimidate +14, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +3, Perception -1/+15(+18 scent), Spellcraft +10, Use Magic Device +17

Asuna snickers a little "I didn't know nets could be used to capture snakes, hehe."

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Bruce nods at Caranthir's well placed shot. "Perhaps the caskets are worth checking out." When the net falls on Thistle, Bruce does his best to try and help his friend out of the net.

Bruce leads the way back to the caskets and inspects one before opening it.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15 +1 for traps

If it looks safe Bruce will open it.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Caranthir accepts the complements graciously, but does not dwell on the one good shot.

He prepares another arrow with light, casting the cantrip on the fletching of his arrow, then nocking it.

"Yes, let's check the caskets," he says as the group moves back into the room. He readies to shoot anything that comes out of a casket.

Any volunteers to open them?


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Anyone at all?

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

I said I would in my last post if it was clear of traps.

-Posted with Wayfinder


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As soon as Bruce open a casket, the disturbed bones inside rise up to form a shambling skeleton. All around him, the lids of the caskets move, and five more skeletons rise from the dead.

GM rolls:

Init, Thistle : 1d20 + 0 ⇒ (15) + 0 = 15
Init, Bruce W: 1d20 + 2 ⇒ (7) + 2 = 9
Init, Asuna: 1d20 + 2 ⇒ (14) + 2 = 16
Init, Skaar: 1d20 + 3 ⇒ (11) + 3 = 14
Init, Carathir: 1d20 + 11 ⇒ (12) + 11 = 23
Init, Fellgrim: 1d20 + 3 ⇒ (17) + 3 = 20

Init, skeletons: 1d20 + 6 ⇒ (9) + 6 = 15

---
Caranthir
Fellgrim
Asuna

---
Skeleton
Skeleton
Skeleton
Skeleton
Skeleton
Skeleton
---
Thistle
Skaarr
Bruce
---

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Seeing the caskets move, Caranthir quickly steps into the doorway, draws a blunt-typed arrow from his quiver, and fires it at the skeleton to his right.

"This place is crawling with undead!" he yells.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20 for damage: 1d8 + 1 ⇒ (7) + 1 = 8 bludgeoning damage

Dark Archive

Sorcerer 8 | AC 17/30 (T 13/11, FF 15/28). HP 42/52, Fort +5/10, Ref +6/10, Will +6/6. Init +12, CMB 0/11, CMD 13/23, Speed 30ft/30ft
attacks:
Confusion (dc25)Suggestion (dc25) Hideous laughter (dc 24), Charm (dc 23), Snowball (5d6 cold) ranged touch +5, dc 20 or stagger, L Crossbow +5 1d8 | Ankylosaurus tail +12 2d6+15 dc21 fort or daze 1 rnd (1d4 stun on crit)
Skills:
Bluff +22, Diplomacy +15, Handle Animal +12, Intimidate +14, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +3, Perception -1/+15(+18 scent), Spellcraft +10, Use Magic Device +17

"Attack it Kirito!" Asuna yells

Kiroto then steps inside and claws and bites at the nearest skeleton.
attack: 1d20 + 5 ⇒ (4) + 5 = 9
bite: 1d6 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 1d4 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 5 ⇒ (17) + 5 = 22
dmg: 1d4 + 4 ⇒ (3) + 4 = 7

And for good measure Asuna casts disrupt undead at the nearest skeleton, but misses in the confusion of battle.
touch ray: 1d20 + 3 ⇒ (2) + 3 = 5


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Ever vigilant, Caranthir fires an arrow and again manages to lay waste to his foe in a single shot. The blunt arrow strikes the chest of the skeleton, and smashes it to bits.

Kirito claws and bites at the skeleton that is about to attack Bruce, and misses twice. Then, with a fast swipe, it hits the skeleton and send splinters of bone flying, leaving nothing but a heap of knuckles.

---
Caranthir
Fellgrim
Asuna
---
Skeleton
Skeleton
Skeleton - Dead
Skeleton
Skeleton
Skeleton - Dead
---
Thistle
Skaarr
Bruce
---

The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

"Ohh ... this is so not a good idea."
Fellgrim will drink his strength mutagen and move into the room


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Four skeletons shamble up to the adventurers, two of them trying to get at the source of their disturbance: Bruce, who has been caught completely off-guard. He manages to avoid the first swipe, but the second bony claw rips across his cheek.

Claw, Bruce: 1d20 + 2 ⇒ (7) + 2 = 9
Claw, Bruce: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (1) + 2 = 3
Claw, Fellgrim: 1d20 + 2 ⇒ (11) + 2 = 13
Claw, Kirito: 1d20 + 2 ⇒ (3) + 2 = 5

---
Thistle
Skaarr
Bruce
Caranthir
Fellgrim
Asuna

---
Skeleton
Skeleton
Skeleton - Dead
Skeleton
Skeleton
Skeleton - Dead
---
---

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"Get out of there, Bruce!" Caranthir yells as he moves to the side to get a clear shot. Adjusting his aim to fire close to his companions, he fires another blunt arrow.

Attack rapid fire: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16 for damage: 1d8 + 1 ⇒ (7) + 1 = 8
Bludgeoning dmg


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With the sick, cracking sound of bone breaking, Caranthir hits the bullseye on another skeleton, and takes it out.

---
Thistle
Skaarr
Bruce

Caranthir
Fellgrim
Asuna

---
Skeleton
Skeleton
Skeleton - Dead
Skeleton - Dead
Skeleton
Skeleton - Dead
---

Grand Lodge

Male NG Nagaji Oracle (Sarenrae) 11 | HP: 99/99 | AC: 32 (15 Tch, 30 FF) | CMB: +11, CMD: 26 | F: +10, R: +10, W: +12 | Init: +4 | Perc: +15 +18, SM: +4 | Speed 20ft | Channel 7/7, Energy Body: 11/11 | Spells: 5th 5/5, 4th 5/7,4 3rd 6/7, 2nd 7/8, 1st 8/8 | Daily Abilities: [Gaze DC17] | Active Conditions: Archon's Aura, air walk, free move, prot from evil

The Skeletons are falling around him rather quickly, but Thistle moves to put the suddenly surrounded Bruce in a more advantageous position. Risking leaving an opening to the skeleton as he passes by, Thistle quick steps past the gnome and slips to the other side of one of the skeletons, pinning it between himself and Bruce. Knowing he can end the battle rather quickly, he calls upon his divine grace to bring light to the darkened room.

Taking an AoO from the skelly to get into flanking with Bruce, in case the channel doesn't have much effect...

Channel Positive Energy to Harm Undead, DC15: 1d6 ⇒ 2

Oof...

The Exchange

HP 75/75 | AC25 T15 FF20 | Init +3 Perc +22 SPD 30 CMB +9 CMD 25 | F+13 R+15 W+8 | NG Traveller Gnome | Alchemist (Grenadier) 8 Master Chymist 3 | Bomb +12/+7; 4d6+5 (Fire) | sheet

Round 2 Initiative 20
Fellgrim swings his Gnomish Hammer with enhanced strength at the skeleton in front of him ...
Attack: 1d20 + 2 ⇒ (3) + 2 = 5 for Bludgeoning Damage: 1d6 + 1 ⇒ (4) + 1 = 5
... and manages to chip the sarcophagus behind him with his mighty blow.

Dark Archive

Sorcerer 8 | AC 17/30 (T 13/11, FF 15/28). HP 42/52, Fort +5/10, Ref +6/10, Will +6/6. Init +12, CMB 0/11, CMD 13/23, Speed 30ft/30ft
attacks:
Confusion (dc25)Suggestion (dc25) Hideous laughter (dc 24), Charm (dc 23), Snowball (5d6 cold) ranged touch +5, dc 20 or stagger, L Crossbow +5 1d8 | Ankylosaurus tail +12 2d6+15 dc21 fort or daze 1 rnd (1d4 stun on crit)
Skills:
Bluff +22, Diplomacy +15, Handle Animal +12, Intimidate +14, Knowledge (arcana) +7, Knowledge (nature) +7, Linguistics +3, Perception -1/+15(+18 scent), Spellcraft +10, Use Magic Device +17

Kirito continues to but and claw at nearby skeletons. bite: 1d20 + 5 ⇒ (15) + 5 = 20
dmg: 1d6 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d4 + 4 ⇒ (1) + 4 = 5
claw: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d4 + 4 ⇒ (4) + 4 = 8

Asuna shoots out another ray of disrupt undead, moving into the room if needed.
ray: 1d20 + 3 ⇒ (20) + 3 = 23
dmg: 1d6 ⇒ 5
confirm: 1d20 + 3 ⇒ (7) + 3 = 10
dmg: 1d6 ⇒ 4

-Posted with Wayfinder

Sczarni

HP:20/21
Other Stats:
AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2

Skaarr moves into the coffin chamber, and waits to see if the others will make room for him, or if they even need his help.

Move action, then pass for now.

Grand Lodge

F Caped Crusader 10
Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Bruce will full with-draw.


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Will: 1d20 + 2 ⇒ (13) + 2 = 15
Will: 1d20 + 2 ⇒ (3) + 2 = 5
Will: 1d20 + 2 ⇒ (13) + 2 = 15

Thistle fills the room with a positive glow, blasting some of the bones into pieces of dust. Fellgrims swing is too wild to cause any harm, but Kirito's Bite takes out another of the bony abominations. Sauna disrupts a skeleton with a targeted ray of disrupting energy, turning a skeleton into a pule of dust. When the dust settles, only a single skeleton remains standing.

The last of the skeletons claws at Thistle, but rakes only air.

Claw, Thistle: 1d20 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (4) + 2 = 6
Claw, Thistle: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (3) + 2 = 5

---
Thistle
Skaarr
Bruce
Caranthir
Fellgrim
Asuna

---
Skeleton - Dead
Skeleton - Dead
Skeleton - Dead
Skeleton - Dead
Skeleton (2)
Skeleton - Dead
---

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