[PFS/DMK/EMS] The Emerald Spire Superdungeon

Game Master Kludde

Maps and Handouts


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Enora:

The magical teams are a Headband of inspired wisdom +2 and a +1 adamantine battleaxe

After exploring all the alcoves on this end of the exhaust, Caranthir suggests going back upstream. With the strongest current having subsided, it should be possible to reach there.

If you're not sick of this water that is. It takes a DC 15 swim check to move upstream

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

"Might as well clear the level"
Swim: 1d20 + 1 ⇒ (20) + 1 = 21

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 swims to next doorway to scout ahead, then waits for Bruce to check out the door.

take 10 swim for 15

perception: 1d20 + 8 ⇒ (19) + 8 = 27

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 follows along trying his best to swing against the current.

Swim: 1d20 + 2 ⇒ (16) + 2 = 18

He then checks the door before opening it.

Perception: 1d20 + 10 + 1d6 ⇒ (3) + 10 + (1) = 14

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

anything on the parchment and notes? :)
swim: 1d20 - 1 ⇒ (2) - 1 = 1 swim: 1d20 - 1 ⇒ (12) - 1 = 11 swim: 1d20 - 1 ⇒ (12) - 1 = 11 swim: 1d20 - 1 ⇒ (13) - 1 = 12 swim: 1d20 - 1 ⇒ (11) - 1 = 10

think I need a take 20 :d

-Posted with Wayfinder

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

Thistle does his best to fight the current and catch up to the group.

Swim check: 1d20 + 4 - 3 ⇒ (6) + 4 - 3 = 7
Swim check: 1d20 + 4 - 3 ⇒ (16) + 4 - 3 = 17

And only has moderately more success that the plucky cute sorceress.

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 follows along after the others.

Take 10 on swim.


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The party swims back upstream, with Bruce scouting ahead for the door. He opens it with ease, and behind it is another flooded corridor, that leads to four more doors.

Opening either of the southern doors:

These doors lead to small, empty niches only

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

Check the door to the east?

Caranthir nocks an arrow and stands sentry in the hallway while Bruce does his work.


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GM rolls:

Init, Thistle : 1d20 + 0 ⇒ (20) + 0 = 20
Init, Bruce W: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Asuna: 1d20 + 2 ⇒ (17) + 2 = 19
Init, Crowelani: 1d20 + 1 ⇒ (2) + 1 = 3
Init, Carathir: 1d20 + 7 ⇒ (12) + 7 = 19
Init, Fellgrim: 1d20 + 3 ⇒ (7) + 3 = 10

Init, Sheal: 1d20 + 3 ⇒ (7) + 3 = 10

The door leads to another basin, just like the one with the summoner-sister. This one contains a nasty looking creature, though, combining the pointiest bits of shark and seal, and the result is hardly cute.

---
Thistle
Caranthir
Asuna
Bruce
Fellgrim

---
Shar-eal
---
Crowelani

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 is surprised to see the creature in this room. His first arrow misses entirely, but his second finds its mark.

Longbow Attack (rapid fire): 1d20 + 8 ⇒ (1) + 8 = 91d8 + 2 ⇒ (5) + 2 = 7
Longbow Attack (rapid fire): 1d20 + 8 ⇒ (12) + 8 = 201d8 + 2 ⇒ (3) + 2 = 5

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 1 Precise Bomb; Precise Shot; Point Blank; Mutagenic: +4 STR +2 AC -2 INT;
Fellgrim tosses bomb (7/8) at the creature ...
Bomb: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 for Fire: 2d6 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10
... using Precise Bomb to shield his friends from any splash damage.

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

Know Arcana: 1d20 + 10 + 1d6 ⇒ (8) + 10 + (1) = 19
Know Planes: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (6) = 21

As Bruce tries to identify the creature he moves along the edge of the room to get into a better position to strike. He also keeps an eye for any sweet spots to drive his spear into.

Move action to enter the room and another move action to study the target.

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

still a swim check to move in the water in the hallway?

Not able to get into the fight due to the water, Thistle casts divine favor on himself, hoping to get into the room as quickly as he can.

Swim: 1d20 + 4 - 3 ⇒ (19) + 4 - 3 = 20


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The water in the side hallway needs a DC 10 check, the room with the bunyip is not flooded, and has a ledge on which you can walk normally. The water that the bunyip is in is 10ft deep, so requires a swim check again.

Caranthir and Fellgrim waste no time in trying to eliminate the aggressive creature: Caranthir shoots an arrow into its gray skin, after which Fellgrim causes another big wave with a direct hit from his bomb.

Bruce identifies the creature, while Thistle casts a spell while moving out of the water.

Bruce:

It's a Bunyip. a cross between a shark and a seal. It has a bite that causes bleeding, and it goes into a frenzy if it smells blood. [ooc]No special defences

---
Thistle
Caranthir
Asuna
Bruce
Fellgrim
---
Bunyip (15)
---
Crowelani


Arcanist 4 | AC 17 (T 13, FF 15). HP 27, Fort +4, Ref +5, Will +5. Init +2, CMB 0 CMD 12, Speed 30ft
attacks:
Create Pit (dc16 or 2d6 dmg), Burning hands, Ear-piercing scream, Color Spray (dc15), Staff of Minor Arcana (10 charges) 4 magic missles 2 crg/8 min shield 1 crg, Prescience 6, Arcane Reservoir 5
Skills:
Appraise +8, Knowledge (arcana) +11, Knowledge (all others) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10

swim: 1d20 - 1 ⇒ (6) - 1 = 5
swim: 1d20 - 1 ⇒ (5) - 1 = 4
Enora tries to swim forward on her turn, but she seems to be having trouble with the water again.


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Asuna has trouble moving in the water, and fails to reach the group in time.

The shark-like creature rushes forward, and lets out a yelping sound before it sinks its teeth into Bruce's leg, causing a deep, bleeding cut. (As in, bleed, the mechanic).

Bite, bruce: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 1 ⇒ (8) + 1 = 9

---
Crowelani
Thistle
Caranthir
Asuna
Bruce
Fellgrim

---
Bunyip (15)
---

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

Swim check: 1d20 + 4 - 3 ⇒ (15) + 4 - 3 = 16

Thistle flails his arms and kicks his legs, determined to get into the room and be more useful.

Remind me to buy a couple potions of the sea, not that I will ever need them again after this probably...

Full move action to move 10 feet... yikes.

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 Precise Bomb; Precise Shot; Point Blank; Mutagenic: +4 STR +2 AC -2 INT;
Fellgrim tosses his last bomb (8/8) at the creature ...
Bomb: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 for Fire: 2d6 + 1 + 1 ⇒ (1, 4) + 1 + 1 = 7
... using Precise Shot to throw into melee and Precise Bomb to shield his friends from any splash damage. Unfortunately his aim was not as good as his last throw ...
Scatter: 1d8 ⇒ 6 (landing 1 square far right) for Splash: 4 = 4 damage (Reflex DC 13 for half).

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 places two well-aimed shots into the creature's skull.

Longbow Attack (rapid fire): 1d20 + 8 ⇒ (18) + 8 = 261d8 + 2 ⇒ (6) + 2 = 8
Longbow Attack (rapid fire): 1d20 + 8 ⇒ (19) + 8 = 271d8 + 2 ⇒ (3) + 2 = 5


Arcanist 4 | AC 17 (T 13, FF 15). HP 27, Fort +4, Ref +5, Will +5. Init +2, CMB 0 CMD 12, Speed 30ft
attacks:
Create Pit (dc16 or 2d6 dmg), Burning hands, Ear-piercing scream, Color Spray (dc15), Staff of Minor Arcana (10 charges) 4 magic missles 2 crg/8 min shield 1 crg, Prescience 6, Arcane Reservoir 5
Skills:
Appraise +8, Knowledge (arcana) +11, Knowledge (all others) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10

swim: 1d20 - 1 ⇒ (18) - 1 = 17
Enora is able to come around this time, but has to spend all of her time getting in position so she can cast spells next round. Finally having some ground beneath her feet she heaves heavily.


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While Thistle tries with all his might to get somewhere, he hears a deep boom, the sound of another charge by Fellgrim. Covering the creature in fire, just before Caranthir peppers is with arrows. Enora then emerges from the water column, seeing a heavily wounded shark-like creature perish from a shot in the soft underbelly.

RFX: 1d20 + 7 ⇒ (5) + 7 = 12

Combat over!

A portcullis separates this tank from the next one, the one with the summoner in it.

DC 20 Perception:

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

perception: 1d20 + 4 ⇒ (17) + 4 = 21

Thistle finally makes it into the room to see the creature expire, and sighs a heavy sigh.

With a quick look around, he confirms to his companions there is nothing more to be found here.

"let's be done with this and get down to the next level... Is that the last door?"

-Posted with Wayfinder


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Assuming you'll open that final door as well:

his flooded room is octagonal, shorter than it is wide, with a small platform overlooking the water.

The water is not as deep here as elsewhere (about four feet deep). In reservoir is a trashing, aggressive looking moray eel in the water.

Fortunately, there's a little platform here, which the creature cannot reach.

Grand Lodge

Yoon, Female CG Human Pyrokineticist 7 | HP: 81/87 Burn/NL: 4/28 | AC: 21 (16 Tch, 17 Fl) | CMB: 3, CMD: 17 | F: +11, R: +10, W: +5 | Init: +4 | Perc: +11, SM: +1 | Speed 20ft | Active conditions: Elemental Overflow (4)

"I've had enough of this water. Is there anything in this room that would make it worth dealing with that creature?"

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

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:

"Doubtful, let's get to the next level. I don't like this swimming around any more than you do."

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

"Agreed; however, I could use a bit of rest and resupply before tackling the next level"


Arcanist 4 | AC 17 (T 13, FF 15). HP 27, Fort +4, Ref +5, Will +5. Init +2, CMB 0 CMD 12, Speed 30ft
attacks:
Create Pit (dc16 or 2d6 dmg), Burning hands, Ear-piercing scream, Color Spray (dc15), Staff of Minor Arcana (10 charges) 4 magic missles 2 crg/8 min shield 1 crg, Prescience 6, Arcane Reservoir 5
Skills:
Appraise +8, Knowledge (arcana) +11, Knowledge (all others) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10

"I agree whole heartedly. I thought this would be exciting and fun but so far I have had to swim through massive amounts of water and resist the smell of Troglodytes. I am out! Asuna can fill in again and do the rest. I'll go back to throwing goblins in pits thank you."

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 need to dry out my gear...I'm worried my bow is losing some of its spring," Caranthir agrees. "Let us rest and refit, then continue the adventure!"

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 in agreement. "A set of dry clothes sounds really nice right now. Hopefully the next level isn't full of fire."


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The party decides to leave that last creature for what it is, A partially flooded hallway leads east from the Reservoir to a set of stairs going up. After 15 feet, they turn into a zigzagging descending staircase for 100 feet or so

The long stairway ends in a small chamber. On the north wall, a panel with two bronze levers—one red and one black—is set chest-high in the wall. To the east, an archway leads to an alcove. Distant ticking echoes through the walls, as if several large clocks were operating simultaneously.

The walls of the alcove are mismatched. Most of the room is finished in masonry blocks, but to the north is a curved wall of bronze. There’s a narrow seam between the bronze wall and the masonry, and the bronze wall seems to be vibrating very faintly

Welcome to level 6! Let me know when you are ready.

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 is back with Kirito and she looks better for wear.
"Hi everyone, how have you guys been doing." Asuna says cheerfully.

She takes a peek at the doors and walls with detect magic and tries to determine if there is anything magical going on.

spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
know arcana: 1d20 + 7 ⇒ (1) + 7 = 8

Well she might be able to see or identify any aura's based on school.


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Going to give everybody a chance to level up, so we'll move on as soon as everybody has checked in again.

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

Now I just need to get back into the mode of playing a deaf character, after being a little lax with that last level...

Thistle takes a moment to walk around the little room, and inspect the alcove. Once he has had a good look in this new place, he goes back to look at the levers more closely.

In his search, he places his hand on the stone and the bronze walls to feel the vibrations within them, unaware of the sound of ticking that echoes through the halls.

Perception, take 20, will wait for others before we start opening doors and pulling levers: 20 + 9 = 29 +3 more if check is not hearing related

At 5th level my oracle's curse starts to change, all my perception checks get a +3 bonus as long as it isn't hearing related. Not sure why I wouldn't just add it in, since I auto-fail all hearing related checks anyways. I'll keep posting it like I did above for now. My initiative also gets a bit better since I don't take as much of a penalty as I did in earlier levels.


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Caranthir, Fellgrim and Bruce look ready, Thistle and Asuna have signed in. Jelani: are you ready to go? as long as your character is within tier 4-6, you're fine

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 his extracts of heightened awareness and dark vision before checking out the machinery.

Perception: 1d20 + 9 + 2 + 1d6 ⇒ (15) + 9 + 2 + (1) = 27
Know Engineering: 1d20 + 8 + 2 + 1d6 ⇒ (14) + 8 + 2 + (6) = 30

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 joins the perceptive Bruce as they prepare for the next level.

The elf casts detect magic to assist in the investigation.

I'm ready to go except for some adamantine arrows, which I need to put on my sheet still. Otherwise gtg.


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The levers are not magical, though the investigation of Thistle and Bruce does reveal there is some kind of mechanism behind it, and it may be linked to that strange alcove.

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

"Well lets try the red lever then." Bruce says before reaching out and pulling the red lever.


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Bruce pulls the lever. He notices it can move into two directions: pushing puts it in an 'up position (it is currently in neutral), while pulling it brings it down. As soon as he puts the red lever in the down position, the alcove seems to shift, rotating, and a opening appears: a corridor opens, which moves around a corner.

A large double door, reinforced with iron bands, seals off the next room. It looks much newer than the dungeon walls. An emblem in the shape of an automation’s head inside interlocking gears is painted on the door.

DC 15 perc:

You hear faint hoof falls on stone

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 goes to check out the reinforced door. keeping an eye out for traps or other hidden dangers in this strange mechanical place.

Perception: 1d20 + 11 + 1d6 ⇒ (3) + 11 + (1) = 15

"Hmmm some sort of creature with hooves is on the other side. Perhaps a horse?" He writes out his suspicious for Thistle in chalk.

Know Local for the symbol: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (1) = 25

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 nods at Bruce's warning, and hefts his shield and magical, silvered morningstar. A smile creeps onto his face as he runs through the blessings the gods have bestowed upon him. Evil would do well to run...

He nods to Bruce to indicate he is ready to see what is on the other side.


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The symbol looks like somebody's personal mark, but not one that Bruce has seen before.

Thistle nods to open the door, A small pool of water in a basin of gold tile lies in the centre of this chamber, and the walls are decorated with tiled patterns, 7 once colorful but now cracked and faded. Four staggered columns support the vaulted ceiling.

A brass statue of a minotaur stands in the middle of the room

Perception, DC 17:

That's actually a real minotaur, just clad in a lot of brass plating.

GM rolls:

Init, Thistle : 1d20 + 0 ⇒ (15) + 0 = 15
Init, Bruce W: 1d20 + 2 ⇒ (3) + 2 = 5
Init, Asuna: 1d20 + 2 ⇒ (6) + 2 = 8
Init, Crowelani: 1d20 + 1 ⇒ (9) + 1 = 10
Init, Carathir: 1d20 + 7 ⇒ (15) + 7 = 22
Init, Fellgrim: 1d20 + 3 ⇒ (7) + 3 = 10

Init, Minotaur: 1d20 - 1 ⇒ (8) - 1 = 7

---
Caranthir
Thistle
Crowelani
Fellgrim
Asuna

---
Statue
---
Bruce W
---

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

perception: 1d20 - 1 ⇒ (18) - 1 = 17
"Pfft even with my eyesight I can tell that's a normal minotaur boys!" Asuna calls to the others.

She then summons a ball of snow and throws it at the creature.

snowball dc17 fort or stagger 1 rnd: 1d20 + 4 ⇒ (18) + 4 = 224d6 ⇒ (2, 5, 6, 5) = 18

"Go kill Kirito, they are too stupid to charm."
bite: 1d20 + 7 ⇒ (5) + 7 = 121d6 + 7 ⇒ (5) + 7 = 12
Kirito moves in for a bite, but misses.

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 smiles grimly as he sends a pair of arrows at the creature.

"Vile creatures, indeed!" he says, remembering a run-in he had with a Minotaur on his own Confirmation.

Longbow Attack (rapid fire)(deadly aim): 1d20 + 8 ⇒ (17) + 8 = 251d8 + 6 ⇒ (4) + 6 = 10
Longbow Attack (rapid fire)(deadly aim): 1d20 + 8 ⇒ (19) + 8 = 271d8 + 6 ⇒ (6) + 6 = 12 New and improved arrows, now with Deadly Aim!


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Fort: 1d20 + 7 ⇒ (18) + 7 = 25

Sauna cover the minotaur in frost, as Caranthir lands two superbly aimed arrows. The creature stirs, and roars in displeasure

---
Caranthir
Thistle
Crowelani

Fellgrim
Asuna
---
Statue (40)
---
Bruce W
---

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 sees the monstrosity, and peeks over his shoulder at his monstrous companion.

At least we have one of our own... and our's doesn't smell...

Thistle gauges the distance, and sees that the big man can reach the half cow creature, so he steps in and casts bless to aid his companions, ready to heal if necessary.

Cast bless, +1 to attack and +1 to saves vs fear

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 1
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Fellgrim moves up and tosses his first bomb ...
Bomb: 1d20 + 9 ⇒ (15) + 9 = 24 for Fire: 3d6 + 2 ⇒ (3, 2, 5) + 2 = 12


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Fellgrim adds a bomb to the onslaught, and a heavy blast sends the water in the pond splashing, and the minotaur keeling over. When the smoke clears, the minotaur lies dead on the floor.

Combat over

The minotaur was carrying a greataxe and a magical amulet.

Spellcraft DC 14:

Amulet of natural armour +1

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

spellcraft: 1d20 + 8 ⇒ (1) + 8 = 9

"Well the amulet is magic, but I can't figure out what it does. Wonder what the creature was doing here though, and why it thought wearing brass plates would be beneficial..."

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.

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

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.

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

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

-Posted with Wayfinder

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

Cool, was hoping for some variation ;).

You could always wait to see what the others are going to roll. But I am definitely in favor of healers and trap finders in a dungeon ;).

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

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!

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

I hope you bring an etchy sketch or something to write on ;).

Currently playing with a deaf life oracle in another game. He uses a butler to make himself understood :).


Weapons:
Melee falchion +3 (2d4+4/18-20) and bite -2 (1d4+1) or spiked guantlet +3 (1d4+3) and bite -2 (1d4+1) Ranged light crossbow -1 (1d8/19-20)
Orc Cleric of Urazra 1
Spells:
0: Enh. Diplomacy, Read Magic, Sotto Voce 1: Magic Fang, Divine Favor, Murderous Command
Stat Block:
HP 14/14 | AC: 17/ T: 11 /FF 16| F: +2/R: +1/W: +5 | CMB +3 | CMD +14 | Speed 20 | Int. +2 | Perc. +5 | SM +7 | Darkvision 60ft.

No problem on your time out this week, looking forward to the adventure


Not sure who the 6th is and what Merlk is playing, but we could use a trapfinder :).

-Posted with Wayfinder

Silver Crusade

Male Human Warpriest/1
stats:
HP 10/10 | Blessings 2/3 | AC:17 T:13 FF:14 | F:+4 R:+3 W:+4 | CMB +2 CMD +15 | Init:+3 | Perc: +2 | Speed 30

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.

Shadow Lodge

Mook lvl 12

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.

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

You could bring your lvl 2 investigator I guess. You can easily do the dungeon chain with it.

-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

Very well, Batman it is.


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Thought the name suggests John McClane

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 can throw some yippie kayas in there if you like :)

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

Still need to develop a proper personality. Will ponder on it.

-Posted with Wayfinder


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

GM:

Selling:
Large bastard sword
Shortbow
Shovel
Hide armor

Buying:
Bastard Sword
Sling
20x Sling bullets
Heavy wooden shield
Kikko armor


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Looks ready to go: I've put up a post!


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

Added a cestus as a last minute purchase.

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

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...


1 person marked this as a favorite.
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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

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

Sweeeet! Thanks, marking that for reference later. And thanks for doing it!

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

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.

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

Have fun on vacation!

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.

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

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 :)


Weapons:
Melee falchion +3 (2d4+4/18-20) and bite -2 (1d4+1) or spiked guantlet +3 (1d4+3) and bite -2 (1d4+1) Ranged light crossbow -1 (1d8/19-20)
Orc Cleric of Urazra 1
Spells:
0: Enh. Diplomacy, Read Magic, Sotto Voce 1: Magic Fang, Divine Favor, Murderous Command
Stat Block:
HP 14/14 | AC: 17/ T: 11 /FF 16| F: +2/R: +1/W: +5 | CMB +3 | CMD +14 | Speed 20 | Int. +2 | Perc. +5 | SM +7 | Darkvision 60ft.

Happy Weekend all,

Unfortunately I will be unable to logon to a network until late Sunday. GM's please control me if needed for this time.

Good luck

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

For PFS play this place seems to have a lot of invisible meta walls. Hopefully there are less on the other levels.

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

# 119407-12 Cheliax Asuna Kaneda

In case we need it anytime soon :P.


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We're almost at the end - not quite there yet, but let's see everyone's PFS# and day job rolls, so I can start preparing chronicles.

Who of you want to continue with the next level? I'll find a replacement for Merck, and we can head off to the cellars next.

Sczarni

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

# 12663-3 Sczarni, Skaarr

No day job.

I can continue on gladly. After 3 XP you level to 2nd, correct?


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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..

Sczarni

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

Whoa...how many levels are there?


Weapons:
Melee falchion +3 (2d4+4/18-20) and bite -2 (1d4+1) or spiked guantlet +3 (1d4+3) and bite -2 (1d4+1) Ranged light crossbow -1 (1d8/19-20)
Orc Cleric of Urazra 1
Spells:
0: Enh. Diplomacy, Read Magic, Sotto Voce 1: Magic Fang, Divine Favor, Murderous Command
Stat Block:
HP 14/14 | AC: 17/ T: 11 /FF 16| F: +2/R: +1/W: +5 | CMB +3 | CMD +14 | Speed 20 | Int. +2 | Perc. +5 | SM +7 | Darkvision 60ft.

PFS 92934-6

No Day Job

I will not be able to move on from this one... work calls and will limit my time.


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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.

So far I have Skaarr in, and Jalik out.

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

Count me in! I'll post the other stuff when I get back home in a couple hours

-Posted with Wayfinder

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

I'm in as well! No dayjob btw :).

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's PFS # is 133958-4, (also in my info line) and has no day job.

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'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.

Sczarni

HP:20/21
Other Stats:
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.

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

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

-Posted with Wayfinder


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

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.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

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.

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

I find the PP lands a bit underwhelming. Lookings forward to a million billion goblins. I'm guessing most die due to infighting and food shortages.

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

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!


Weapons:
Melee falchion +3 (2d4+4/18-20) and bite -2 (1d4+1) or spiked guantlet +3 (1d4+3) and bite -2 (1d4+1) Ranged light crossbow -1 (1d8/19-20)
Orc Cleric of Urazra 1
Spells:
0: Enh. Diplomacy, Read Magic, Sotto Voce 1: Magic Fang, Divine Favor, Murderous Command
Stat Block:
HP 14/14 | AC: 17/ T: 11 /FF 16| F: +2/R: +1/W: +5 | CMB +3 | CMD +14 | Speed 20 | Int. +2 | Perc. +5 | SM +7 | Darkvision 60ft.

What a great way to finsih a level... a million billion goblins


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

PFS# 35561-6
No day job
Dark Archives

Sczarni

HP:20/21
Other Stats:
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?

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

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.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Chronicles are here

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!

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

Thanks for playing and welcome to the new fellas :)

-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

Going to spend the 2 prestige to start the land grid.

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