[PFS/DMK/EMS] The Emerald Spire Superdungeon

Game Master Kludde

Maps and Handouts


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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 begins to carefully tie the new prisoners, taking extra care to bind the caster tight, as well as gag her.

He prepares to escort them to the cells.

"Anything else before I lock these up?" he asks.


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The shirt is a +1 chain shirt, the weapon a +1 rapier

Asuna has a look at the holy symbol, and concludes that the woman is a worshiper of Norgorber

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 tosses the holy symbol in a trashcan if there is one and offers the armor and rapier to anyone who might like it.
"I think we're nearly done on this level. There shouldn't be too many stragglers around I think?"

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 huffs in satisfaction as the group easily overpowers the cleric leader of this group of bandits.

Assuming we have searched this area completely, taking 20, etc. Have 3 more doors to open, guessing 2 of the doors are connected to the same room. Moved my token to initiate the next room, though obviously with standard procedure. ie Bruce checking the door, group moving together.

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

"I think there are still a few more doors to check," Caranthir responds to Asuna after they have secured and locked up the new prisoners.

He joins Thistle to check the first door.

"These likely connect with the other side we already saw," Caranthir observes.


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The door opens to another broad corridor. One wall is fitted with arrow slits, looking south toward a large room with a distinctive green glow. A barred wooden door leads to the room beyond the arrow slits. Two of the border wood scouts are standing guard, looking south, but quickly turn around as the group enters the room.

GM rolls:

Bruce roll: 1d20 + 1d6 + 8 ⇒ (6) + (5) + 8 = 19
Init, Thistle : 1d20 + 0 ⇒ (20) + 0 = 20
Init, Bruce W: 1d20 + 2 ⇒ (1) + 2 = 3
Init, Asuna: 1d20 + 2 ⇒ (6) + 2 = 8
Init, Jelani: 1d20 + 5 ⇒ (7) + 5 = 12
Init, Carathir: 1d20 + 7 ⇒ (16) + 7 = 23
Init, Fellgrim: 1d20 + 3 ⇒ (2) + 3 = 5
Init, Scouts: 1d20 + 3 ⇒ (7) + 3 = 10

---
Caranthir
Thistle
Jelani

---
Scout
Scout
---
Asuna
Fellgrim
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

Caranthir steps through the door and quickly fires a pair of arrows against the surprised men. both against flat-footed...

"I have yet to determine how best to subdue these bandits...the sleep spell works wonders, though I am guessing arrows still do the trick," he says.

Attack rapid fire: 1d20 + 7 ⇒ (16) + 7 = 23 for damage: 1d8 + 2 ⇒ (8) + 2 = 10
Attack rapid fire: 1d20 + 7 ⇒ (6) + 7 = 13 for damage: 1d8 + 2 ⇒ (6) + 2 = 8 If first one goes down, fire against second.

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 takes a moment to cast bless before marching into the room, shield held up and prepared for the rogues to fire their arrows at him.

He notices another of the statues that seem to have the gas in them, and double checks to make sure his antidote mask is on straight.

+1 to everyone's attack (not damage), and +1 to all saves vs fear effects


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Caranthir is quick and ruthless against these bandits, felling the first bandit with a single arrow, and severely wounding a second with the next.

---
Caranthir
Thistle
Jelani

---
Scout - Dead
Scout (8)
---
Asuna
Fellgrim
Bruce
---

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

LOL, wasn't sure if I even needed to cast a spell, but I am pretty sure we are near the end of the level, so I figured I would use it up. Couldn't reach them in one round anyways... Nice Shootin tex!


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Ninja's, but no matter. Waiting for Jelani to finish that last scout...

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Can do, sir! -salutes-

Actually, I don't have the movement.

Jelani runs into the room. He points his hammer at the wounded bandit's face. "Drop it and lay down, or I will smash you." He points to the partially dried blood, and bits of bandit that are already splattered all over his face and armor. "Already done for plenty of your mates today, lovie."


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The bandit, intimidated and gravely wounded, surrenders. Who-who are you? Who sent you? Has Norgorber come to claim us? Have we displeased him?

Combat over

Is Jelani wearing one of those antidote masks? If not, please roll a fort save


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One more room left:

An ancient stone door opens into a dusty old crypt.Five stone sepulchers sit in the chamber’s northern and center portions. Each is carved with an effigy of a masked man or woman. To the south, one large sepulcher lies, its lid secured with iron bands.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Yeah, I put one on when we first found them.

"We're here to clean this place of vermin, like you. I am Norgorber as far as you're concerned."

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 out the last room. Searching the area carefully for traps.

Take 20 perception: 20 + 10 + 1d6 ⇒ 20 + 10 + (2) = 32

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

Once the wounded guard is secured in the cells, Caranthir rejoins Bruce in front of the last room.

He casts gravity bow to give his weapon increased power, then looks around.

The room is not revealed on the map, but we have a description...I'm guessing we've peeked in, then?


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The room is revealed now.

Bruce moves through the room with great care, inspecting every nook and cranny. There's no hazard of note in here. From the inscriptions on tombs, it seems like they holds the master thieves of old. Bruce, during his close investogation, notices that these inscriptions are newer than the tombs in here. A case of falsification of history?

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

detect magic

Caranthir examines each of the tombs in turn.

"Perhaps we should open these. It is curious that the inscriptions and the age of the tombs do not seem to match. Any volunteers?" he says as he nocks an arrow.


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Caranthir doesn't even find a single trace of magic in the room.

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

"Nothing magical, though I would venture to guess these tombs contain some mystery still," he says, still waiting for a stronger companion to lift the lids off the tombs.

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 gets the hint from the conversation, and wouldn't have been able to ignore his own curiosity anyways. Moving forward, he hefts the stone lid, and peers inside.

strength check, just in case: 1d20 + 3 ⇒ (14) + 3 = 17

-Posted with Wayfinder


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Thistle pries of the iron bands of the tomb, and before he even manages to lift the lid, it busts open. A dessicated corpse, rotting putrid flesh, with glowing red eyes rises up, and seems ready to vent years of angers locked inside.

DC 13 K(religion):

This is a wight, an undead spirit permanently bound to a corpse. You may ask one question, and one more for every 5 that you exceeded the DC.

GM rolls:

Init, Thistle : 1d20 + 0 ⇒ (6) + 0 = 6
Init, Bruce W: 1d20 + 2 ⇒ (17) + 2 = 19
Init, Asuna: 1d20 + 2 ⇒ (7) + 2 = 9
Init, Jelani: 1d20 + 5 ⇒ (16) + 5 = 21
Init, Carathir: 1d20 + 7 ⇒ (7) + 7 = 14
Init, Fellgrim: 1d20 + 3 ⇒ (7) + 3 = 10

Init, Wight: 1d20 + 1 ⇒ (5) + 1 = 6

---
Jelani
Bruce
Caranthir
Fellgrim
Asuna

---
Wight
---
Thistle
---

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Jelani hears the sarcophagus burst open and runs into the chamber, seeing some manner of undead - his hated foe, he get ready to vent the years of anger locked inside him. "Get dead again!" he growls, swelling with fury, before winding up for one of his signature two-handed smashes.

Free action; Rage
Move action; move into room.
Attack (Rage, Power Attack, Furious Focus, FE): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 332d6 + 19 + 2 ⇒ (1, 2) + 19 + 2 = 24 Damn. Shoulda bought a greatsword.

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 tosses a snowball at the undead creature.
ranged touch: 1d20 + 3 ⇒ (20) + 3 = 23
dmg: 3d6 ⇒ (3, 3, 2) = 8
confirm ranged touch: 1d20 + 3 ⇒ (12) + 3 = 15
confirmed dmg: 3d6 ⇒ (1, 2, 5) = 8

She keeps Kirito at the back for now out of fear for her companion. Undead can be dangerous creatures.


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Jelani and Asuna are the quickest to react when the Wight appears. A vicious slash, and a freezing spell is all it takes to bring the undead monster down.

Combat over

Inside the sepulchre is a golden pectoral, of tremendous worth.

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 use his wayfinder to cast detect magic and examine the golden pectoral.

Spellcraft: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (6) = 19


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The pectoral is mundane, though solid gold, and quite expensive.

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 motions for the rest of the tombs to be opened in like manner, one at a a time.

Liberty's Edge

HP: 96/119, Rage 4/9, Bloodrage 11/16
Stats:
AC 26, T 14, FF 26 // Fort +13 (+16), Ref +10 Will +2 // CMD 31 (32 vs overrun))
Active:

Jelani will open all the sarcophagi, not being particularly scared of whatever might be inside with such a competent group at his back.

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

Dangit.. I thought I had posted that, but it looks like Paizo's gremlins ate my post...


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The other tombs contain the bodies of nobles, long dead and fortunately remaining so. It seems the crypts were altered by the recent inhabitants to make them look like the tombs of ancient thief guildmasters, though in reality they seem to belong to some noble family.

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 looks to the north outside the cleared room.

"This must be how the bandits were finding ingress and egress," he observes. Is this an exit to outside, or another place to explore?

"We should keep going. Should we try the stairs near the glowing green crystal we saw when we first came in?" the elf asks.

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 smiles yet again at the ruthless efficiency of his companions. He claps Jelani on his back and smiles at the sultry sorceress.

After making sure the lair of the bandits is indeed fully clear, he looks to find a way to permanently disable the gas trap. With that complete, he indicates to his companions that the prisoners need to be turned in to the authorities back in the keep.

there is a connection between these groups in each of these levels that goes back to this bad guy, I'm not sure if we have missed anything yet, but I want to make sure Thistle is looking for all of the clues he can to uncover it. Perhaps a questioning of the captured bandit leader will give us more information. We don't necessarily need to rp it, unless you want us too. I think that is all the loose ends for this level. I feel the same way when I leave a hotel room... Like I need to go back and double check everything... Maybe I missed something :)

-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

Did we ever find the alchemist?


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Yes, the alchemist was the guy with the iron snake. It would've been obvious had it survived a round.

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

Haha! We are efficient if anything... :)

-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

No formula book?

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

"Looks like we have cleared this bandit lair. Let's escort these prisoners back to the Hellknights. Hopefully they will not be to angry with us."

We did put in for the license last time. With the Society footing the bill correct? Bruce is all ready to go for the next level.

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

Yeah, I just want to check out the tunnel to the north and make sure it doesn't go anywhere (is it just how they are getting in/out? Then I think we go down the stairs to the next level, and hopefully hand-wave the turning in of the prisoners.

On another note, I am interested in any theories about what we are doing here/still need to accomplish (aside from exploration)...having missed the first level, I feel a little bit in the dark.

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

If I recall there are one or two wizards that went missing.

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

Okay, that's all I knew about, but you guys were talking about finding an alchemist you were looking for...

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 is more interested in finding formula books and since there was a full alchemical lab he was hoping to find one.


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Hmm, no. Turns out it was a transmuter with the craft(alchemy) skill

I think we're ready to move on to the next level (provided everybody has made their choice of character for the next level)

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

Sorry, was this a slow or regular level? If it's just another regular level (pursuant to your recommendations), I'll just stick with Caranthir.

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

the one we are just now finishing is regular. The next two are recommended slow.

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 drinks to of his prepared extracts before approaching the door. He will examine the door for traps before opening it.

Perception: 1d20 + 12 + 1d6 ⇒ (12) + 12 + (6) = 30

Drinking heightened senses and dark vision. That's right the lowly human now has dark vision.

"I can scout ahead more efficiently now as I do no require light to see. So try not to shine any lights on me please."

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

Okay, I'll be posting with a re-skinned Caranthir. I already have an account set up, so I'm good to go.

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 takes the written suggestion from Bruce regarding the light, and wills the light cast on his shield to wink out. It's easy enough to cast it again if necessary anyways.

As long as he doesn't get too far ahead. I hope he remembers I can't hear if he screams for help...

Satisfied at the results of turning in the bandits, and ridding the area of the group, Thistle prepares himself and his newly enchanted morningstar as the group prepares to go deeper into the spire, ever curious as to what new challenge lies before him.


HP: 40/40; Rage 11/12
Stats:
AC 18, T 12, FF 17 // Fort +7, Ref +3, Will +2 // CMD 18

I'm ready to move on to the next level.

Jelani shrugs. "Ready when y'all are," he says.

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