Pirate Rob's Emerald Spire Campaign (Inactive)

Game Master Pirate Rob

Emerald Spire - PFS "Campaign Style"
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Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya tries again to shove the bugbear back.

sword: 1d20 + 4 ⇒ (9) + 4 = 13

It's no good, I can't move him!

Ac 24

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico is still blessing Valya with a +2 sacred bonus on AC.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi continues his ranged energy attacks.

cold blast (ranged touch), minus cover, melee: 1d20 + 4 - 4 - 4 ⇒ (6) + 4 - 4 - 4 = 2
cold dmg: 1d6 + 3 ⇒ (1) + 3 = 4


Aspenthar

GM Dice:
1d20 ⇒ 8
1d8 ⇒ 8

The party is unable to find any openings in the Bugbear's defense. Another potentially skull crushing blow misses Valya.

Fatigue on both sides is starting to set in but so far Grulk looks determined to stand his ground.

Initiative
You guys
Grulk

Everybody is up!

Back home safely, my posting timing may be slightly irregular but am hoping to finish this level up either Friday or Monday.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar again fires hoping for a lucky shot.

Attack: 1d20 + 8 - 8 ⇒ (12) + 8 - 8 = 12DMG: 1d8 + 2 ⇒ (6) + 2 = 8

Glad you made it back, hope all is well. Do what you gotta do as far as I'm concerned. Real Life > Game.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi continues his futile-seeming cold blasts.

cold blast (ranged touch), minus cover, melee: 1d20 + 4 - 4 - 4 ⇒ (15) + 4 - 4 - 4 = 11
cold dmg: 1d6 + 3 ⇒ (5) + 3 = 8

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

"Hit him!", screams Tico, them he whispers, "Ra, guide her attacks..."

Now Tico blesses Valya with a +2 sacred bonus on attack rolls.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya gives up on shoving the bugbear, instead slashing and biting him.

sword: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
slashing: 1d10 + 3 ⇒ (10) + 3 = 13
bite: 1d20 + 4 - 5 + 2 ⇒ (6) + 4 - 5 + 2 = 7
s/b/p: 1d6 + 1 ⇒ (6) + 1 = 7

Those blessings are awesome, so versatile!


Aspenthar

With Tico's help Valya lands a massive slash on the Bugbear. Hits his 18 AC!

This is enough to break the Bugbear's courage and he flees!

Timing with exactly what you can see is weird due to being a turn based system, but will describe as though it's happening in real time.

The Bugbear flees, around the corner, leaping though a canvas sheet covering a secret door and featherfalling down 30 feet to safety before taking off running.

Everybody can take a ranged shot from the top of tower (about 30 feet away) if they like, or go jumping down after him.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Pirate GM wrote:
Cheapy (Will McCardell), the author for that cleric archetype and a buddy of mine will appreciate hearing the praise) If you've got any particular thoughts regarding it he'd be happy to hear.

In really, I think this ability is useful only in early levels. If this bonus rises at least +1/6 levels, it would be much better. Example: +1 on level 1; +2 on level 6; +3 on level 12; +4 on level 18.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Tico shoots a fire bolt on bugbear's ass!

Rgd touch Atk - fire damage: 1d20 + 1 ⇒ (18) + 1 = 191d6 ⇒ 3

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Nar slides to a stop right at the edge and fires off a shot at the fleeing Bugbear.

Attack: 1d20 + 8 ⇒ (10) + 8 = 18DMG: 1d8 + 2 ⇒ (4) + 2 = 6


Aspenthar

Nar and Tico are finally able to take clear shots against the Bugbear who only makes it a few steps along the roof of the first floor before collapsing under his wounds!

Combat over!

The climb down from here looks particularly difficult, but with some time and some rope is fairly trivial.

Full description of this room:

This strange chamber pulses with the green glow of the column of glass-like crystal that forms the core of the tower. The walls of the room are damaged, and the roof is cracked. The spire in the center juts up, just peaking above the crude ceiling. A bed and a side table sit in the northern half of the room, and archery targets line the eastern section of wall.

None of the items in the room seem particurally valuable but assuming you eventually recover Grulk's corpse and find...

leather armor, composite longbow (+2 Str), morningstar, a that appears to be me of a tiny cloud, 3 garnets worth 50 gp each, 124 gp

Detect Magic + Spellcraft 16:
Ring of Feather Falling

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Typo? "a that appears to be me of a tiny cloud" ?? Assuming that was supposed to be "a *ring* that appears to be *made* out of a tiny cloud" (and that it got mangled by autocorrect, the bane of all typists everywhere).

Sabi spends some time looking through the side table, and under couch cushions for loose change.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
(Okay, you already assumed we searched the room, but I thought I'd check.)

Sabi helps carry as much back as he's able, which admittedly, isn't much.

"Now, shall we gather the prisoners are head back to the fort? I could use a bath."

(When they do eventually return, Masao spends some time trying to speak with the goblin prisoners. ... He'd like to practice learning the language ... )


Aspenthar

Gm Dice:
5d100 ⇒ (33, 89, 4, 37, 85) = 248

Yes indeed, a ring. No auto-correct just baby eating the sleeps.

Nothing else of value there.

I don't think you guys have missed anything of interest. There's potentially a pair of sleepy goblins tucked away but without the ability to speak to them, they aren't particularly interesting.

We'll deal with some paperwork and RP back at town and then set back out for level 2 sometime next week. My posting will almost certainly be a bit slower than before but I'm still hoping to keep a brisk pace most days.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

As Tico don't have spellcraft (yes, I'm stupid), he just recognize that the ring is magic.

Sabi wrote:
"Now, shall we gather the prisoners are head back to the fort? I could use a bath."

"I agree, Sabi. Is everybody ok?", Tico take a look around, and seems that he have a hurry.

"Let's do it fast. I have bad feelings about that wizard that Girl was talking about".

As soon as they catch the prisoners at the previous room, Tico insists to come back fast to town. Besides the wizard, he have other interests in the city.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

If everyone is ready to head back, I believe it is time to collect our wards and head back into the fort. The bath a night's rest sound pretty good to me. Hopefully this whole structure isn't like this first floor.

Nar will dutifully collect the Goblins and make sure to help escort them back. He will also provide each of them a use of his lay on hands to help heal what wounds he caused.

Oh and Tico may I have my wand back?

Lay on Hands, Goblin 1: 1d6 ⇒ 4
Lay on Hands, Goblin 2: 1d6 ⇒ 6
Lay on Hands, Goblin 3: 1d6 ⇒ 5


Aspenthar

Returning to Fort Inevitable is of little trouble. There is almost a glow of triumph around the party as you return victoriously.

At the city gates you are taken aside into a sorting room where all the loot you have recovered is sorted, identified and cataloged by the Hellknights who are both exceedingly detail orientated and fair in their taxation.

This also means that anything you bring back gets identified as part of the deal.

The Goblins are swiftly tried and hung

While the Paralictor does not make the time to personally take your report Signifer Hast is quite curious about what you've found and will ask overly detailed questions regarding any magical phenomena, especially the lighting.

Signifier Hast probes deeper about the lighting [b]"So you're saying that once you gained some elevation the effect stopped? Hmmm, I wonder how deep

Feel free to apply your chronicle sheet and level as appropriate. I'll add some more detail regarding the Fort and stuff when I get a chance.

What sorts of stuff are you guys looking to do while in town? I'll help me figure out what to describe next, may not get a good post up until Monday.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Mostly shopping. I'll level and get details tomorrow.

Things I know I want are an ioun torch, 2pp for a wand of CLW.

It seems there's not enough fame for cloak of resistance, I'll have to do some math, but I think I'll be a bit short on gp for magic armor too.


Aspenthar

I know your pain, Cloak of Resistance +1 is always the item I'm checking my chronicle sheets for when going shopping at level ~2.

On an amusing note you can keep Clanky's arm if so desired.

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Nodding at the efficiency of the Hellknights as they sift and catalog the recovered items, before turning to the Signifer as he begins questioning the team

Apologies Signifer Hast, my own observations are likely to be of little use to you, given that I was unaffected by the lack of light.

Valya excuses herself as early as politely possible and moves straight to the market to get herself some new gear.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Do you mean we can keep the arm, without paying the cost from the Chronicle? If so, sure!

Masao uses his newfound wealth to purchase some gear and upgrade his armor.

Purchase:
* Mithral (MW) chain shirt (1,100 gp)
* ioun torch (75 gp)
* wand of cure light wounds (2 PP)

He'll also sell his slightly used studded leather to the armorer. (50% of 25 gp is 12.5 gp)

Documented on his Inventory tracking sheet.

This initial adventure was fruitful for him. He was able to practice speaking a new language with the goblin prisoners before they were hung. (Rank in Linguistics, now know Goblin language.) His prowess with controlling his elemental powers is growing as well, and he's learned some new tricks. (A permanent shield of water, and an extra utility talent.)


Aspenthar

Nope, still have to buy it, I just always get a chuckle from it. Remember, that before playing at lvl 2 in PFS you can freely retrain any aspect of your character, including equipment, so no need to sell the armor for half price, you can exchange it at full value.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10
Nar Ibn Saif wrote:

If everyone is ready to head back, I believe it is time to collect our wards and head back into the fort. The bath a night's rest sound pretty good to me. Hopefully this whole structure isn't like this first floor.

Nar will dutifully collect the Goblins and make sure to help escort them back. He will also provide each of them a use of his lay on hands to help heal what wounds he caused.

Oh and Tico may I have my wand back?

[dice=Lay on Hands, Goblin 1]1d6
[dice=Lay on Hands, Goblin 2]1d6
[dice=Lay on Hands, Goblin 3]1d6

"For sure, my friend, here it is", Tico gives the wand back to its owner.

"I'll try to buy another when we arrive the town", he says with a smile in his face.

I'll upgrade Tico's sheet till wednesday, then I'll post decently. I'm having some troubles to solve in my work for now.


Aspenthar

After returning home victoriously and dealing with the Hell Knight bureaucracy you are invited to dinner by Abernard Royst, a retired wizard and adventurer of some renown.

He's got wild white hair and is quite cantankerous.

Over a nice meal served at his house 41"Everybody in town has been talkin' 'bout your victory over the goblins over at the ole green spire. To cut to the point though, I'm looking for something down there, and I hear you're planning on going down and I'd like to make it worth your while to get the piece I'm looking for."

He will carefully pull out a small ornate wooden box that appears unusually heavy, says a word over the lock and then opens with a key.

Inside is a strange almost shimmering piece of pale green metal, about the size of a finger join that looks like a chip from a sculpted item with a serrated edge.

"This piece was brought out by adventures much like yourselves in an expedition over 20 years ago. I'm looking for the rest of the statue, if you happen to come across it in your expeditions, I'd pay fifteen hundred gold for it. I imagine it won't be easy to locate though."

After just a couple minutes examining to piece he'll put it back in the box with an arcane lock and smile.

"Enough business for now though, it's time to drink and share stories."

A very nice wine is served and he'll start by sharing a story about his party's victory over a group of goblins trying once again to recreate the great goblin kingdom of Zod.

Knowledge Dungeoneering DC 10 (makable untrained):
Noqual is one of the rarer types of skymetal and has magic-resistant properties. It appears as a pale green crystal, but can be forged like iron, and has half the weight of iron yet is just as strong. You would guess that the whole piece is rather small but that Royst is offering quite a bit over market price.

Sense Motive DC 12:
There seems to be no love lost between Abernard and the Hell Knights. Although from a bit of conversation it's clear he stays out of politics.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Know(whatever): 1d20 + 0 ⇒ (8) + 0 = 8
Sense Motive: 1d20 + 0 ⇒ (14) + 0 = 14

"How big is this statue, exactly, and can you describe what the rest of it looks like?"


Aspenthar

Royst responds with a bit of annoyance "If I knew what the rest of the statue looked like I'd tell ya, likely smaller than you fist though."

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

"If we find such a statue, bringing it back isn't a problem. The biggest problem, I think, is getting it past the Hell Knight accountants. That is quite a risk."

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

We could always drop I somewhere between the spire and the fort. Its a broken statue, if ever questioned we would simply say we didn't think it was worth much

She eyes the paladin

We need not discuss this now, we will find a way

She raises a toast, sipping delicately at the wine.

Now Royst, what can you tell us of the spire, the better to prepare us for our second foray?


Aspenthar

He responds "No need to smuggle it by them, that my friend would be far too much trouble. My interest in the item is no secret, I've been asking adventures headed into the spire for a decade now to find it for me."

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Kn(Dungeoneering): 1d20 ⇒ 13
Sense Motive: 1d20 - 3 ⇒ (4) - 3 = 1

It seems like something we can look for, no guarantees of course. It's certainly made of an interesting material.

Nar will later relate the properties of the metal to the rest of the group when not in front of other people. Feel free to check out the spoiler

Rob, if it's ok, I'm going to drop a GM credit on to Nar as well (slow track 7-07 Trouble in Tamran).


np w gm credit sheet. As a note there are lots of leads in town for various things below some dont appear until quite deep though.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Kn.(Dungeoneering) - unt.: 1d20 + 1 ⇒ (10) + 1 = 11
Sense Motive: 1d20 + 8 ⇒ (12) + 8 = 20

Tico and his friends were welcomed as heroes in Fort Inevitable, mainly for the fact that they take with them many goblins prisoners, to the delight of Hellknights.

The cleric's fame spread quickly among the most influential residents, which allowed him to buy a few land for a good price. " The beginning of a dream ", there Tico will build its base of operations against the slavers.

While at Emerald Spire, Tico learned a lot about the behavior of Goblins, its form of communication, and had been devoting to learn their language, as he would probably have to put it into practice again.

Before going to meet Abernard Royst, Tico purchase some scrolls and a wand similar to the Nar, " now I have mine, ha! , thought the smiling cleric.

During dinner, Tico behaves well and listens attentively to what the old Wizard have to ask them.

" I appreciate the honor, my good man. It will be a pleasure to help you, but can we know why are you willing to pay us more than this stuff really worth? " Tico says while sipping some wine.


Aspenthar

Royst responds, not especially nicely "It's like the fish that got away. Anyway, it's one of those sky metals, plenty to be interested in them."

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya nods

Very well then, if we find this statue we can bring it to you. Have you any hints what we might find on the next level?

the tiefling delicately mops one corner of her mouth with a napkin.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

" This wine gave me a little willingness to go to the toilet, I'll be back in one minute " Tico rises and once in the bathroom, he casts enhanced diplomacy and uses touch of glory on himself.

Shortly after he returns to the table and between one conversation and another, he tries to extract from the old Wizard any information on why he doesn't participate in local politics, if he knows any slave trader, if there is some sort of black market in town, if the slaves of the city are conformed about their current situation, among many other things involving the tyranny of Cheliax.

Diplomacy + enhanced diplomacy + touch of glory: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27


Aspenthar

Responding to Valya "I've heard rumors about the levels below, but the fragmented notes I've collected over the years may not be as detailed as you like, but I've got some idea what lies below, just not a good sense of order."

You are all served quite delicious looking bowls of chocolate pudding. After savoring a bite he continues.

"From what I've been able to gather, the first 3 levels below the surface are each quite distinct. One of them survivors claim to be overrun by spiders and ruled over by some sort of lich who was able to suck the very life out of people. Another had Troglodytes worshiping some ancient device fallen from the sky, and what I suspect is the deepest of the three was nearly completely flooded. Hopefully everything below it isn't also filled with water. I'd be interested in hear how well this lines up with reality, when you come back though."

Sense Motive DC 10:
No dishonesty but he's very unsure of the quality of information.

Royst chats with Tico a bit, and while he avoids directly discussing politics he does proudly announce that he holds no slaves, instead pays his servants a fair wage, and he gets better pudding that way. (The pudding is quite good.) He is clearly not in favor of the Hellknight's tyrannical style and use of slaves but as an old man he doesn't seem to have either the drive or energy to get involved with politics.

Sense Motive DC 20:
He's old, but a bit more spry than he lets on. It's possible he's up to something but pushing him will likely just get him to retreat further into his wrinkled old sage persona.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Sabi mulls over the conversation while sipping at his wine. He expresses grattitute for the fine meal ("The finest we've seen since long before arriving.").

As much as the sage is avoiding politics, he's certainly playing a very political game, and it's making Sabi a bit uncomfortable. He looks forward to retiring for the evening and further adventuring on the morrow. Hopefully nothing that will scratch his new mithral shirt.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Sense Motive #1: 1d20 + 8 ⇒ (4) + 8 = 12
Sense Motive #2: 1d20 + 8 ⇒ (17) + 8 = 25

I'll post later.

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Sense Motive: 1d20 - 3 ⇒ (2) - 3 = -1
Seems like a very nice, trustworthy, old fellow with no ulterior motives to me.

Well interesting challenges all, maybe time to do some shopping before we head back. Thank you for the fine meal.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Between sips of wine, Tico listen carefully to the words of the wise man and talks with him on all matters. When he notices the Wizard's intentions about the Hellkinghts, the cleric tries to say without calling attention that he would support actions in this regard.

Tico will roll Bluff to "Convey Secret Message" to the old man, showing him his will to free people from tyranny of Cheliax.

Bluff DC 15: 1d20 + 2 ⇒ (15) + 2 = 17


Aspenthar

While Tico thinks the old man got the message, it's late enough into the night and the wine that he's not entirely sure.

With just enough time to get back to your inn Royst calls an end to dinner and sends you along your way.

As a minor bookkeeping note Fort Inevitable is under 5,000 population, meaning many prestige purchases cost an extra 5pp (like the 2pp 750gp item). While this is not an issue in between adventures since that time is always nebulous it is something to note if you were to say retreat and regroup during a level.

Any business other than routine shopping before heading back out?

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

I think I'm ready. Have my own light source this time.

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

i'm ready!


Aspenthar

GM Dice:
1d100 ⇒ 54
1d100 ⇒ 11
1d100 ⇒ 11
1d6 ⇒ 1
1d20 ⇒ 13

With shopping completed and another interesting Fort Inevitable personality met the party trecks back through the Echo Woods to the Emerald Spire.

The surface level appears to be empty of any real threats although significantly more full of vermin such as rats and spiders that have been eating supplies left behind by the goblins.

One particularly bold centipede drops on you from the darkness that is present in the surface level but it is not dangerous enough to be a real threat to you.

The additional lighting is of little help on the surface, even the ioun torch doesn't illuminate more than 5 feet.

When descending the stairs though the light quickly spread out and puts you all a bit more at ease...

At the bottom of the stairs is a chamber made of stone blocks. The ceiling is almost 20feet tall and you see several featureless stone slabs that you can only assume are doors.

In addition to your light there are occasional patches of luminescent greenish-white furry mold that provide dim illumination.

In an alcove to the east you see the remnants of an extinguished torch.

Perception 20:
There is a secret door in the back of the alcove.


Aspenthar

Emerald Spire Map is updated.

Grand Lodge

Human (Tian-Min) Hydrokineticist 7 | AC 28 (t 16 ff 24) (Fortification 15%) CMD 18 | F+11 R+9 W+3 | Init +8 Perc +6 | HP 87 -21 burn/87 (Burn: 3; ×7 non-lethal)

Perception: 1d20 + 5 ⇒ (4) + 5 = 9 I found the stairs!

"Shall we continue straight ahead?" south

Sovereign Court

Female Tiefling Ranger 7, hp 60/60, AC 29(30)|T 12|FF 27, F +7|R +7|W +5, Init +2, Perception +13 Darkvision 60 ft
skills:
disable device +12, knowledge (dungeoneering) +10, knowledge (local) +10, perception +13, stealth +12, survival +13

Valya nods

It is as good a direction as any Sabi, I will lead on

Valya approaches the door, listening outside for a moment before entering in.

perception: 1d20 + 8 ⇒ (12) + 8 = 20

Liberty's Edge

Stuff:
Rod of Elemental Spell (Acid) 3/3; Wand of Bless 40; Wand of Cure Light Wounds 29; Holy Staff (scenario) 6; Aura of Heroism: 1 round left.
Male Human Cleric (Ecclesitheurge) 8 - HP 51/59 - Init +1 - AC (17) 14 | touch 11 | FF 13 (16) - CMD 16 - Fort +10 | Ref +6 | Will +16 - Perception +11 - Channel (3d6) 3/5 - Restorative Touch 10/10 - Touch of Glory 8/10

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Pirate GM wrote:
In an alcove to the east you see the remnants of an extinguished torch.

Before they continue, Tico will inspect the torch. It seems that it was extinguished recently? How much time? Is that any skill check for this?

Once checked the torch, Tico nods to Valya.

"I agree, Valya. You and Sabi can lead us. Nar and I will follow you."

Silver Crusade

Male Ifrit Divine Hunter Paladin 3/Fighter (Archer) 2/Evangelist (Erastil) 2 hp 43/51 | AC 21 | FF 15 | T 16 | CMD 21 | Fort +14 | Ref +15 | Will +7 | Init +10 | Perception +14 | Sense Motive -3 | Movement 30ft | Darkvision 60ft | Suggested = melee, poison = 1 str dmg
Tracked Resources:
Wand of Cure Lt. 67/50, LoHs 3/6, S.C LoH (CL 4) 1/1, Burning Hands 1/1, Smite 2/2, Fire in the Blood 7/7, Reroll 1/1, Spells: 1/1

Perception: 1d20 + 3 ⇒ (1) + 3 = 4 Hmm, smells like green

Works for me.

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