Pirate Rob's Emerald Spire Campaign (Inactive)

Game Master Pirate Rob

Emerald Spire - PFS "Campaign Style"
Sheets


101 to 150 of 1,898 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Aspenthar

Although dark and creepy in places your trip through the Echo Woods is largely uneventful. The occasional snapped branch or large game animal occasionally leaves you on edge, but nothing actively approaches you.

Eventually the woods open out into an almost perfectly circular glen, more than 500 yards wide. The trees of the Echo Wood crowd up against this unseen border and suddenly halt—nothing larger than a sapling grows in the Glen.

In the center of the glen is a ruined keep, guarding a broken central tower, all made of smooth green glass. It’s obvious that a grand battle took place here many years ago, and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Melted chunks of twisted glass pepper the ground, lending a green hue to the clearing’s light.

Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris.

At the top of a steep dirt path winding up through the rubble, a doorway opens onto darkness, its entrance seeming to steal light into its inky depths.

I likely won't be able to post again until after the weekend. Happy labor day and I'll see everybody next week.

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)

"Ah, Valya. These hands are always ready."

There is little for Masao to prepare.

He pauses at the entrance. "Um, does anyone have a light?"


Aspenthar

Peeking my head in with a few notes/details that might help make decisions.

The ruined keep appears to be about 120'-150' feet in diameter. The size of a flip mat :)

Straight ahead a long ramp with a switchback, a bit over 65' in length from ground to entrance. From down here you cannot see into the Spire, it seems almost unnaturally dark.

As a reminder the keep is built on a low hill in the middle of a 500+ yard clearing.

You currently see no goblins or other creatures but do get the feeling of being watched.

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 gestures to her eyes and sighs

There goes the element of surprise... how do you humans ever sneak up on anything?

she shrugs

Magical light is best, cast on a weapon or a hat, I detest the flicker of natural flame and it takes up someone's hand when they could be doing something useful. Can anyone provide magical light for the group?

she looks around at everyone in turn

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)

"Sneaking? Usually I get someone else to carry the light, and I follow behind them." Sabi grins, attempting to be charming.

"I brought a torch, but I agree with Valya that a spell would be better."

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

It would appear I can offer some fire at this time, or a limited amount of Daylight but have no way of making light. Sorry, I myself can see in the dark and forgot that others may not be able to do so.I have an oil of daylight, but would prefer to save it for deeper darkness

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)

Masao looks meaningfully at Tico. "Well, what about you? Are you gonig to make fun of me for being Human, too?"

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 tilts her head to regard Masao

I am unsure why Mr Marvillos would do that given that you and he both share the same race

she looks puzzled, but then shrugs

A kind offer Nar but we need a renewable light source that is not a consumable, there is no telling how long each foray in to the depths will be and it would not go well for our less visually-gifted friends were we to run out of light unexpectedly whilst still underground

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)
Valya Sunrider wrote:
I am unsure why Mr Marvillos would do that given that you and he both share the same race

Hah! Not the first Tiefling I've met that's had a problem with humor.

Sabi taps his foot, waiting for Tico to reply.

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

Tico does have light prepped, btw

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)

yeah, I checked before I left most of my torches behind.


Aspenthar

I'm trying Google Slides instead of Drawings for the map because I have heard it is easier for mobile users to edit. Let me know about any issues you come across. Since a picture is worth a thousand words I thought I'd show you what the entrance looks like. I imagine you're sill at least 50ft back at this point, but feel free to approach or whatever else fits your fancy as desired.

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

I placed us all on the map, what looks to be about 50ft back. Hope that's ok. I'm ready to move in whenever.

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 looks down at her armor and shrugs

I think the stealthy scout option is somewhat denied us, so unless anyone has a way of looking ahead, I fear we have to simply rely on a standard approach

She makes sure her shield is secure and draws her sword, nodding at the others to show she's ready.

With that, she begins to approach the cave entrance. She moves to the wall first, then moves along it up to the entrance before peering in carefully.


Aspenthar

GM Dice:

Valya Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Nar Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Sabi Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Tico Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Valya In: 1d20 + 2 ⇒ (2) + 2 = 4
Nar I: 1d20 + 8 ⇒ (3) + 8 = 11
Sabi I: 1d20 + 3 ⇒ (15) + 3 = 18
Tico I: 1d20 + 1 ⇒ (20) + 1 = 21
Goblin Int: 1d20 + 5 ⇒ (2) + 5 = 7

There is no cave. What you see is an open earth path with a switchback that leads up to the Emerald Spire ruins. It's a fairly gentle elevation gain.

The footpath climbs up to a jagged hole in the side of the green glass tower. The light outside the tower does not penetrate into the building more than a few feet. Beyond that, it’s pitch black.

Just to be clear, from out here, light, even your magical light spells does not seem to penetrate into the spire ruins. Darkvision works normally however. The path up is not difficult, climbing up the hill rather than taking the switchback is climb DC 10

As the party approaches up the path everybody hear the cry of what is most likely a goblin. Valya and Nar can see a big headed green skinned goblin riding atop a dog just inside the darkness, that looks more like an over-sized rat than a proper hound. Everybody else can hear it.

Goblin:
"Long Shanks!"

Initiative"
Tico
Sabi
Nar
Goblin
Valvya

Bolded characters may act. Since you could delay or ready to go in whatever order you wanted anyway, I'm happy to those characters act in any order.

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

Well it appears there are goblins here, after all.
Nar will single move up to get a better angle and ready an attack if the Goblin comes out to where it can be seen.

Readied Attack:

PBS: 1d20 + 8 ⇒ (5) + 8 = 13DMG: 1d8 + 2 ⇒ (4) + 2 = 6
Default arrows always Cold Iron unless otherwise noted

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)

"What's that I hear? Hello?"

Sabi readies a kinetic blast against an aggressive target that he can see, although he's more than happy to talk things out. Unhappily, he doesn't know goblin. Yet.

Cold Blast (ranged touch, 30' range)+PBS: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Cold Dmg+PBS: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
At will; cold damage, up to 30' range. Not uber cool yet, but it will be when he levels up. Can use at melee range without provoking AoO.

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

Haven't heard from Tico in a while, does Labour day count as 'the weekend' regarding inability to post!? Not sure of public holidays in the US as am a Brit living in New Zealand you see :p

Valya hears the goblin talk, though she understands it not, she suspects it may have seen the party given their lack of subtlety.

She moves up next to the corridor mouth and prepares to charge

Posting now as may miss my cue otherwise as about to go to bed!

action once everyone else has acted:

charge!: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
slashing: 1d10 + 3 ⇒ (10) + 3 = 13
crit confirm: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
slashing: 1d10 + 3 ⇒ (6) + 3 = 9

AC 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
Sabi wrote:
"Well, what about you? Are you gonig to make fun of me for being Human, too?"

No, of course not, my friend. Here is some light for us, weakened humans.

Tico smiles to everybody, as his words sounds like a funny joke.

He casts light on his shortspear before they enter the spire.

Round 1

The cleric moves close to Nar and bless him with the sacred power of Ra.

Tico uses Blessing of the Faithful (Su) on Nar.

Sorry for being late, guys. Weekends are terrible for me to post, and last monday was holiday here in Brazil, the independence day, but now I'm back. =)


Aspenthar

GM Dice:
1d20 + 5 ⇒ (15) + 5 = 20
1d4 ⇒ 2

No worries, weekends will always be slow. as mentioned I was at a con all weekend GMing True Dragons, True Dragons, True Dragons and more True Dragons. Also, happy independence day!

Sabi and Nar ready for better shots while Tico moves up and blesses Nar.

There is some scuttling around in the darkness as the goblin and mount re-position themselves while the goblin draws a short bow and shouts

"Die Shanks!"

Despite the darkness Nar can see it (darkvision) and fires off a snap shot which unfortunately misses.

The goblin returns fire at Tico, his tiny arrow glancing off Tico's arm, but leaving a surprisingly deep gash. 4 damage to Tico

Valyva double moves up the winding switchback.

Initiative
Tico
Sabi Ready did not trigger
Nar Ready missed
Goblin
Valvya

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 misses even with the +2 on attack provided by the Blessing of the Faithful?

And thanks for the congratulations. :)


Aspenthar

Would still not be enough to hit the sneaky little goblin

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 will move up again to find a better angle and attack.

PBS: 1d20 + 8 ⇒ (7) + 8 = 15DMG: 1d8 + 2 ⇒ (1) + 2 = 3

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)

Masao cannot see the fight well. Perhaps getting closer will help. (As will looking at the map!)

double move up the switchback.

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, now within range, charges the beast.

charge!: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
slashing: 1d10 + 3 ⇒ (7) + 3 = 10

crit confirm: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
slashing: 1d10 + 3 ⇒ (5) + 3 = 8


Aspenthar

Valya: Normally I like actions getting up ahead of time, but there's enough hit and run tactics going on with the goblins that it may be best to wait until your turn, as the situation is likely to change after the goblin's turn.

Nar moves up and with Tico's help is able to actually hit the goblin this time.

The goblin cries out in pain as Sabi hustles to head up the hill.

The Purple line is currently the edge of vision for those of you without darkvision.

Those of you who have dark vision:

Half-melted blocks of green glass lie thick on the floor. A crumbling archway to the north leads into another chamber, while a door to the west leads into the round tower at the southwest
corner of the building.

Insider the spire, everything is difficult terrain.

Initiative
Tico
Goblins
Valya (Planning to charge)
Sabi
Nar

Tico is up!

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

Ra will protect you, honored warrior.

Tico moves and now bless Valya (with +2 on her AC).


Aspenthar

Pew: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d4 ⇒ 1

As tico blesses Valya the goblin scheeches.

Goblin:
Hurry up!

The goblin's mount turns tail and runs as the goblin fires a parting shot at Nar. 1 damage

Initiative
Valya (Can't Charge)
Sabi
Nar
Tico

Goblins

Everybody is up!

Once light gets into the spire:
Inside the structure, a magical effect swallows up light. Any light source, no matter how strong, illuminates only a 5-foot radius. Also the ground is littered with green rubble, making everywhere inside difficult terrain.

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)

Is that 5' light and 10' low light (as normal), or 5' light and then pitch black?

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

Hi GM! Usually I wouldn't pre-empt but figured I didn't want to take the chance of holding the game up given its fast pace! Will wait my turn in future :p

Valya nods her thanks to Tico as she moves up to follow the goblin dog as it retreats, the darkness proving no hindrance to her eyes.

Move up inside as far as possible or until there's a fork...


Aspenthar

5ft then pitch black.

Valya: Normally I love actions up ahead of time, it's just tricky at the moment with the goblin running around corners and making life as difficult as possible, and I felt bad telling you all your charge actions weren't going to work.

Valya you are able to double move all the way up to the goblin and dog.

Valya:
As you move into the first room to the east you can see a barricade of rubble and wooden stakes blocking a passage leading into the tower.

Following the goblin and dog deeper into the spire, you enter a large foyer that seems to have been the main tower entrance, but the grand doorway leading outside is now a broken mass of glass rubble. Crumbling archways lead to the north and south.

Valya is quickly swallowed up by the darkness, even Nar loses sight of her as she rounds a corner in pursuit of a goblin.

Initiative
Sabi
Nar
Tico

Goblins
Valya

Sabi, Nar and Tico up.

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

Aw don't feel bad! I'll take it all out on the goblin, and his little dog too! ;)

We've been made already, may as well help the others out

As she chases down the goblin and its mutt, Valya shouts over her shoulder to the rest of the party

There's a barricade just inside the first room...

Status: AC 24 (Thanks Tico!!!)

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)

Okay, so if I'm standing next to Tico, who has a light, I can't see him or the light. Check. This sucks.

Sabi listens for Valya and the goblin, as he approaches the darkness. He pokes his head in to see if his vision clears. Finding it does not, he steps back out, troubled.

"Are you okay in there, Val?" Sabi calls.

Solving this vision problem will be frustrating for him. He's never experienced this before.

Sabi is a fresh, 0 XP lvl 1, so he brought torches, but can't afford much else. Specifically, a torch, as Tico could cast light (and torches are oddly heavy). Suggestions?

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 moves inside the Emerald Spire and still blessing Valya.

I can cast Light in an object that Sabi carries, and then Tico follows him. What do you think about this?


Aspenthar

The first part of this can be a little rough with the lighting and difficult terrain, not impossible though. Remember retreat etc is an option.

Also, if you're standing right next to somebody with a light you can see them, and all the other squares adjacent to them, even those that are 10feet away from you. (can't see the adjacent squares to you that are 10 feet away from the light though) Of course if that light moves 10ft away from you, you won't be able to see it through the darkness. Also torches are just as good (bad?) in here as any other light source.

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)

Ah, clearer, now, thanks. Still annoying, but less restrictive than I thought.

Sabi listens for Val and Tico.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22 (Sorry, meant to do this earlier)

Later, when discussing light:

"Um, I need my hands free. You can cast light on my head, or on a strip of cloth I'll wear as a headband, or somesuch, just so long as my hands are free. Or, I could follow you, as you carry the light. Whichever you think is best."

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

Just to clarify: everyone that is adjacent to Tico could see 10ft in the dark, right?

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)

As I understand, if Tico has a light, 5' around him is illuminated. Everything else is covered in magical darkness. Darkvision works normally for the two outsiders.

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
Masao Sabiumi wrote:
As I understand, if Tico has a light, 5' around him is illuminated. Everything else is covered in magical darkness. Darkvision works normally for the two outsiders.

Ok, you're right. In that case, later I'll change the source of the light for the Sabi's headband.


Aspenthar

Darkvision works normally and Light is limited to 5 ft... so in traditional auwful forum representation here's a chart.

L = Light source
s = visible
x = other squares from which you could see into the lit area but not be illuminated yourself.

Anything beyond that would not be able to see the lit area

xxxxx
xsssx
xsLsx
xsssx
xxxxx

---
So currently both Sabi and Tico can see the squares adjacent to Tico, but not further in

The edges of a makeshift barrier are just visible to Tico's east. Is the compass rose up top good enough, or would it be helpful to rotate the map to make North = Up?

Remember everything inside is difficult terrain.

Tico can't see Valya from his current position but could have blessed before Valyva went charging in.

Tico blesses Valya as she goes charging after the goblin.

From behind the door into the SW tower, there comes a sound that's the cross between a grunt a growl and a squeak, possibly another goblin hound.

Initiative
Sabi
Nar

Goblins
Valya
Tico

Sabi has a standard action remaining and Nar is up.

I'm pretty flexible with timing so don't be afraid to describe your action as going before somebody else's in initiative with you if it would make sense. It's all supposed to simulate a real time combat anyway.

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

GM: ok, thank you! And I repositioned the token in the map, because I forgot about the difficult terrain... didn't made some difference, in fact.

About the compass rose: if it doesn't give you much work, I prefer that you rotate it. But only if it won't be a problem. =)

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'd also prefer a rotation, if it's not too much hassle.

Sabi will delay until Tico goes. (So he can stay in Tico's light halo.) (Will move adjacent with him during move actions.))

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 we need/want torches now (or post goblin) may be the best time to actually run back and do that IMO

Nar double moves in to be able to see everyone and hopefully provide cover fire to Valya.

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)

Actually, what I want is to find a treasure cache and then go buy an ioun torch. ... only need 25 gp more ...

Okay, what I *really* want is for someone from the fort to come out and cast a heightened daylight and make everything bright light. But that's just because I'm human.


Aspenthar

GM Dice:
1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Damage: 1d4 ⇒ 2


Map rotated, turns out select all, rotate 90 worked. Just had to rotate the minis back.

Nar moves up while Sabi waits.

The door to the SW tower finally opens revealing another dog riding goblin. This one armed with a horsechopper who tries to slice open Nar. Hitting for 5 damage

The orange goblin digs his heels into his dog which withdraws deeper into the spire. While fleeing the goblin takes a shot at Valya but misses due to the bumpy ride.

Initiative
Valya
Tico
Sabi
Nar

Goblins

Everybody is up!

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
Masao Sabiumi wrote:

Actually, what I want is to find a treasure cache and then go buy an ioun torch. ... only need 25 gp more ...

Okay, what I *really* want is for someone from the fort to come out and cast a heightened daylight and make everything bright light. But that's just because I'm human.

I agree with the second choice.

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 stares as the dog takes the goblin she's chasing further out of her reach, even at full pelt she won't catch it. Instead her attention turns to the open door and she reverses her movement, stepping over the uneven floor and bringing her sword to bear on the new threat.

move to engage purple goblin in melee
sword: 1d20 + 4 ⇒ (19) + 4 = 23
slashing: 1d10 + 3 ⇒ (9) + 3 = 12
crit confirm: 1d20 + 4 ⇒ (18) + 4 = 22
crit damage: 1d10 + 3 ⇒ (1) + 3 = 4

Status: AC24 for purple, 23 for everything else

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 moves up behind the goblin dog running away, and takes a shot. As he releases the arrow a glow comes over his hand which he brings back to his hip.

Move up away from melee dog, shoot at running dog rider, Lay on Hands

Attack: 1d20 + 8 ⇒ (10) + 8 = 18DMG: 1d8 + 2 ⇒ (5) + 2 = 7

LoH: 1d6 ⇒ 6


Aspenthar

GM Dice:
AoO: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Valya is able to jump over a swinging horsechopper from the purple gobiln and take it down, leaving the strange rodent-canine cross breed it was riding to hiss at her.

Nar lands a solid shot on the orange goblin, but it does not go down.

Sabi awaits Tico's guiding light.

Initiative

Tico
Sabi

Goblins 10
Valya
Nar

Sabi and Tico are up!

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 moves close to Valya and still blessing her.

101 to 150 of 1,898 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Pirate Rob's [PFS] Emerald Spire All Messageboards

Want to post a reply? Sign in.