AC 18, T 12, FF 17 // Fort +7, Ref +3, Will +2 // CMD 18
"I could use a backrub, Caranthir," Jelani quips. "I always end up hunching when I'm in a dungeon for too long. Something about the ceilings. Gives a man lower back pain like you wouldn't believe."
To the east, stairs lead down to a basin of murky water. The hall is illuminated by faintly glowing moss and algae. As blue creature is lurking in the water (and he's not alone). When he sees the adventurers standing, he shouts something:
OooOOooo()()oo! OOooOoOOO!
Aquan:
You are not welcome here, you must leave this place. Go!
"Oh dear...I can't understand a word from what he is saying. I can cast comprehend languages, but I am not sure he will understand me. Does anyone speak Aquan?"
knowledge planes to identify the creature:1d20 + 8 ⇒ (10) + 8 = 18 linguistics if you allow that:1d20 + 9 ⇒ (7) + 9 = 16
"He says we are not welcome here. This may get hostile if we push further. I don't see an alternative right now..."
At that declaration to his party members, Thistle takes a second to cast shield of faith on himself, preparing for the apparent forthcoming battle.
Will last 4 minutes, current AC reflected in the stat line. I'll try not to overuse it, so I might need to rely on you a little to let me know when it wears off.
Edit: profile updated, good to go!
Thistle speaks out to the strange creatures in front of him, in common. "We are from the pathfinder society, and we mean to explore this tower. We do not wish conflict, but we will not run away either."
Seeing Thistle cast a spell, the Undine immediately assumes a hostile stance, then shouts in Common I told you to go away. Now go, before I kill you all!. He then proceeds to cast a spell.
You'd hear a clonking sound. You'd also get an idea of how far this flooded chamber extends (by the drop in water level.
Enora (Who's this Asuna?):
The crab looks strange, not like a mundane giant crab at all. Upon closer examination, it has a glowing rune, matching the one on the Undine's forehead: it is an eidolon!
The critter in the back is a water mephitic, another creature from the elemental plane of water.
Even in the faint light of the flooded tunnel, the glowing rune connecting the Undine and the Crab creature is somewhat obvious - it's the tell-tale link between a summoner and his eidolon.
Bruce:
For expedience I'm just going to give you answers to the most-asked questions:
Undine:
- Resistances: cold 5
- Special Attacks: he's treated as a NPC summoner, expect spells from the summoner list
- Special Defenses: Shield Ally
Crab:
- It's an eidolon
- It looks like it has pretty sharp claws
- It looks like it can swim properly
Icey:
- It's a water mephit
- These guys are known for their elemental breath weapon
The Undine is casting Haste
[/spoiler]
Enora summon a battery of missiles that slam into the undine.
Haste takes a standard action to cast. Unless I'm mistaken, casting should be finished by the time the missile strikes..
Rules Query:
I'm tentatively ruling yes, but couldn't find a definitive answer: Can you charge through water if you have a swim speed? Having a swim speed allows running through water, but nothing is said on charging. If somebody can prove me this is not allowed, I'll retcon the attack.
The crab creature pounces on Thistle, who is standing at the water's edge. A quick succession of claws and bites hits the cleric, causing painful wounds in the briny water.
(Salty water? Strange, you're quite far from the nearest ocean...)
AC 18, T 12, FF 17 // Fort +7, Ref +3, Will +2 // CMD 18
Crowelani moves to the front of the pack and swings his earthbreaker at the crab-eidolon. "Leave Thisstle alone! We're just performing a little home invasion. No need to get so violent."
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 1
Fellgrim tosses a bomb at the crab, taking care to avoid splash damage to areas with allies ...
Bomb:1d20 + 8 ⇒ (4) + 8 = 12 for Fire:2d6 + 2 ⇒ (1, 3) + 2 = 6 or Splash:4 = 4 damage.
Misdirection:1d8 ⇒ 3 which puts it 1 square to the left of target.
Thistle and Crowelani now form the front line against the eidolon. Both of their swings are easily evaded by the amphibious creature. Fellgrim lobs in a bomb, covering both of the front-liners, and the crab, in fire.
Caranthir fires off two well-aimed arrows at the crab creature, but it manages to evade one, while the other plinks harmlessly off the crab's shell.
The little water mephitic retreats into the corridor, out of sight. The undine casts a spell and causes a cloud sparkling of golden dust to appear over the party.
Though covered with glitters, Enora was able to close her eyes quick enough to avoid blinding.
"Shoot the Undine if you still can!"
Enora says as she points her staff at it.
readied attack for when the Undine starts casting again. MM:4d4 + 4 ⇒ (4, 2, 1, 4) + 4 = 15
Thistle reels and shields his eyes from the glittering spell, blinking a few times in hopes that the stars he sees are not because he has succumbed to the effects of the spell.
Enora watches the Undine closely, and prepares to launch a volley of missiles for when he opens his mouth. Bruce manages to slither his way past the crab, then move next to the undine summoner.
The crab pounces on Bruce (Drawing an AoO from Jenali if he makes his save), and claws and bites his way through the vigilante
I am assuming with a 12 I didn't make the save, can you please confirm for me? I need to figure out how I am going to get up and heal bruce... Is it possible to cast a cure spell if I can get in melee touch range? Technically I can't see him to reach out and touch, but talking is a free action, and I could have him "guide me in" by voice. An easier way would be to channel, but that would require some stretching of the rules to know I am keeping bruce in the radius and the undine out of it... Happy to make some rolls/percentile checks to pull it off if needed, also fine if you rule I can't, I will come up with something. :)
Thistle is blinded, the save DC was 15. Let me make that ruling a bit easier:
Caranthir fires off two arrow, one barely missing the undine, the other hitting his straight in the chest. As the undine starts to open his mouth to cast again, four magic missile slam into his chest and head, and the creature sploshes down into the water below.
That does make it much easier... :) Umm... Is this a temporary blinded condition? Or do I need to do something else to remove it?
Edit: Going to assume it was glitterdust, which would mean I can see now. Please correct me if I am wrong :)
Once the very brief blindness subsides, Thistle blinks his eyes, looking around to see the threat gone. He quickly moves up, seeing Bruce cut in many places, and produces his curing wand.
Thistle is standing in front of a passage to a room to the south. The silty water in this flooded room reeks of shellfish. In the faint light, he can see bones and other refuse, piled up in the southwest corner. Hundreds of toad-sized crabs clamber about the heap, skittering over top of each other.
"Ladies and Gentlemen, I think we are about to incur the worst case of crabs anyone has ever seen... Felgrim, do you have your bombs handy?"
Thistle takes a few seconds to cast Guidance on each of his party members before they enter the room. 1 minute duration or until discharged, +1 on an attack roll or saving throw With that complete, he cautiously enters the room.
Will start to work out the character page asap so you have a stat line.
Also will fill up known spells and little things like that. Still need to buy some normal adventuring gear.
I didn't pay attention to the fact that we had sorcerer in this group already... Sorry about that! I can re-do this character since he is fresh, maybe a healer in a dungeon crawl is in order... Or a trap finder... I get things updated this weekend
Re-rolled an Healer Oracle. Never played one before, making this one was fun, I am excited about what it will be like. Will be interesting to play a completely deaf character also... I am really looking forward to this dungeon!
I just got my copy of ACG and I am having issues with obtaining the license for it in herolab. Any way I modified a cleric stat block to reflect all the abilities of my warpriest. I thought about making an investigator but I already have one at level 2.
I am going to bring a wizard. There is a chance he wont be avaible in time but then I was planning on playing the wizard pregen but I could as easily do the rogue one if you guys prefer.
I don't know how to make a tile for myself, only because I have never done it before... I would be happy to do it if someone can let me know how its done...
It's actually quite simple (and I've already done if for you).
- Go to insert->image, then select the image you want to upload. The easiest is 'by Url', but you also select an image on your HD
-- First right click on your avatar and click on 'copy image address' (or something similar, depending on your browser),
-- Paste the copied url into the URL box (your image should already start to load)
- Press 'select' (like a boss)
- Resize your image to the right size
The coming three weeks I will be traveling as part of a vacation (will tell where afterwards). Suffice to say my posting rate might slow down a little as I will only have my mobile with me and I thus can't do level up stuff very well. I will stay in motels which often have free wifi so to the best of my ability I will try not to hold people back, but please do not be afraid to gmpc me. Apologies for the inconvenience.
Cheers.
Even if you can post, but can't manipulate the maps, I think if you leave notes the rest of us can help you out, especially if its just moving your piece around. I get the impression from this group that we won't have much of a problem moving things along.
sorry for the sporadic posting. I went camping this weekend and expected to have signal... which I didn't. On my next turn I will move further back into the room so someone else can take a swing at the little beasties :)
This level gives 3xp, which advances you a level. If you're planning to do all levels, you might want to use the slow track at some point, or your character may be too high of a character level to be in the right tier for the dungeon level.
Dungeon level -> PFS Tier
I -> (1-2)
II -> (1-3)
III -> (2-4)
IV -> (3-5) <--You might want to run this one at slow track
V -> (3-5) <--You might want to run this one at slow track
VI -> (4-6)
etc..
Hehe. There's sixteen. I've run this one as a kind of pilot, to see if I liked them (I did). I'll be running more levels, though I'm not guaranteeing that I'll run all of them.
I'm extending an invitation to all players to stay on as long as they like. I'll recruit new players from the boards for to replace anyone who doesn't want to continue, so don't worry if you can't or don't want to go on.
I'll stick around as well. You might want to send a link for the land rush chronicle Kludde since I believe it starts at level 1. Also here is the list of levels and the ones marked with an * are recommended for slow credit.
Level 1: The Tower Ruins 1–2
Level 2: The Cellars 1–3
Level 3: Splinterden 2–4
Level 4: Godhome 3–5*
Level 5: The Drowned Level 3–5*
Level 6: The Clockwork Maze 4–6
Level 7: Shrine of the Awakener 5–7
Level 8: The Circle of Vissk-Thar 6–8
Level 9: The Spire Axis 7–9
Level 10: The Magma Vault 8–10*
Level 11: The Tomb of Yarrix 8–10*
Level 12: The Automaton Forge 9–11*
Level 13: The Pleasure Gardens 9–11*
Level 14: The Throne of Azlant 10–12*
Level 15: Order and Chaos 10–12*
Level 16: The Emerald Root 11–13
I am going to take slow credit for this and the next one Kludde since I started off as level 2.
AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2
Can someone explain how taking slow credit works? Is it each time you level you can choose it and then just use slow advancement for that level or something? How many EXP do you need on slow?
When I used to play PFS before there was no slow credit.
Taking the slow track means you just get half exp for that scenario, and you need a total of 3 to ding. So theoretically you would do 6 scenarios to get to the next level if you did all slow. You can switch back and forth between slow and fast whenever you want
You can choose slow advancement, which gives you half XP, gold and PP/Fame, so you don't level up as as fast. In this case, the chronicle would give you 1.5 XP (in other words, 3 XP after two chronicles), 2 PP and half gold.
XP, PP and fame requirements remain unchanged, just gain less from a chronicle.
I've put the land grab chronicles here. Your actual chronicles will give you instructions on what to do with it.
I've also put up the actual chronicle, but I'd like to emphasise once again: we're not done yet. Once you leave the dungeon or move to the next level, we're finished, but right now you're stuck in a tower with thousands of angry goblins below. One hundred million billion goblins. That many. Really. A go billion.
Let me know if you want to spend PP on land, and I'll add it to the chronicle(s). I get to hack my chronicle generator to make it possible - it's fun.
So hopefully I'm not missing anything, but it seems like we have everything handled up here, and the only place left to go is down? If that is the case, lets go! :)
Looking at the chronicle sheet, it looks like we ding to level 2 as soon as we are done here? Goes to show my inexperience with this stuff so far... I will get the hang of it eventually!
AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2
Thistle Voltare wrote:
So hopefully I'm not missing anything, but it seems like we have everything handled up here, and the only place left to go is down? If that is the case, lets go! :)
Looking at the chronicle sheet, it looks like we ding to level 2 as soon as we are done here? Goes to show my inexperience with this stuff so far... I will get the hang of it eventually!
I believe we treat this as an ended session, and then just level up before continuing to the next "level". Because technically that will be a new session/chronicle. Right DM Kludde?
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
Fellgrim Cogmaester ... checking in for Shadowkhan and the second level of Emerald Spire as a Gnome Alchemist fresh from basic training (aka 0 XP). Looking forward to the adventure.
I hope you all enjoyed this level. I GM'ed this for a real-life group last tuesday, and got some interesting feedback. I'm curious to hear what you thought about the level.
To clear up all confusion: the first level is finished, and it counts as a complete PFS module session, with 3 xp, and 4 pp. We'll start the next level as soon as player number six checks in.
Next level is The Cellars (Tier 1-3), we continue with
Bruce
Skaarr
Asuna
Thistle
Fellgrim
>PatheticsWretch's PC<
We also wave off Jalik and Amiri: thanks for playing!