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 is glad to put the snake level behind the party, and returns to leading hunting trips around the area for a while.

day job (survival): 1d20 + 12 ⇒ (9) + 12 = 21

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)

Of course, the first task is to report in to the Hellknights, per the original agreement. It's not Sabi's first choice of activity, but he likes breathing well enough that this seems like a small sacrifice to make to ensure his continued good health.

Faction Journal Card wrote:
Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

Profession(scribe): 1d20 + 5 ⇒ (20) + 5 = 25

Penning a superbly worded memorandum, Masao informs the society of the Abyssal gate, the serpentfolk, and the naga encountered in the deeper levels of the spire.

Once those tasks are finished, he stops by the properties and businesses the party owns to ensure everything is working in proper order.

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

After finish the exploration of the last level of the Espire, Tico returned to Fort Inevitable with the others, and keep doing his regular work with papers at the tannery.

day job - Profession (scribe): 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12

The cleric gathers his savings and buys the freedom of some slaves and expands the business of the tannery. Buy area B3.


Aspenthar

Signifier Haast is pleased to hear your report, he is particularly interested in the news of the Abyssal portal and will ask you to destroy such a foul chaotic portal next time you delve into the spire. Haast will even provide you with a scroll to help make sure the portal close is permanent.

Business with the Tannery is going well, the quality of goods continue to improve and malnourishment among the workers seems to have been solved.

You will also receive a letter back from Zarta complimenting you on your work so far. She apologizes for leaving you in such a backwater for so long, she did not suspect that the Spire would be this deep.

The Hellknights still haven't managed to raze the condemned house that has the secret sewer entrance but there is signs of occasional use while you've been out of town.

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)
Pirate GM wrote:
The Hellknights still haven't managed to raze the condemned house that has the secret sewer entrance but there is signs of occasional use while you've been out of town.

I remember very little of that house, as it's been a couple of months. Is it possible to purchase that property?

Or, perhaps it might be advantageous to go exploring in that tunnel?


Aspenthar

The bandits in the spire gave you a map, the map allows you to get in and out of the city though the sewers via this house. There's some evidence of use by other groups than you, and a minor mystery on why the Hellknights have let a condemned building stand for so long. Other things of interest may be further investigating towards the 7 Foxes or other various leads. I'll try and get some summary of assorted town goings on to potentially follow up on, but likely won't beuntil tomorrow.


Aspenthar

Other notes: Signifier Haast is implicated in helping protect the bandits that live in the Spire from reprisal. There's issues with exhaustion in some of the other slaves outside of town. There's the halfling dairy that's struggling. There's the old guy who's treated you to dinner several times who'd be happy to host for dinner again. I'm sure there are a few other leads and notes that I've forgotten about.

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

As a note, every time we go to town, Nar goes over to the halfling dairy to buy cheeses for the workers at the tannery, but he's been unable to figure anything more helpful to do.

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

Whilst out hunting, Valya takes care to spend some time around the businesses where the slaves are known to be more exhausted than other places.

Whilst she has no interest in breaking the law, she cannot ignore the plight of people in danger, and after all her companions whom she has grown fond of, would of course leap to assist these downtrodden ones, if indeed they are being oppressed.

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

"Maybe we should check the secret sewer entrance, what do you think, my friends?", Tico asks to his comrades.

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 it bears some investigating, yes."

Sabi joins Tico, and heads out to the "secret" entrance.


Aspenthar

The map the bandits gave you seems to work, following the green arrows from the sewer entrance in the dilapidated house does eventually lead you out through a secret passage north of town.

This will be quite useful if you ever need to enter/leave town at night or otherwise avoid the Hellknight controlled gates.

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)

"That was ... less intriguing than I'd hoped."

"Perhaps we should return to our assignment and continue to investigate the spire."


Aspenthar

Alright, I'll get us started on the next level of the spire either tonight or tomorrow.


Aspenthar

Choo choo! Once again my apologies for my recent slowdown, am hoping to pick back up. We can reevaluate after this level.

Returning to the Spire you have no trouble getting back down to the stairs at the end of the Abyssal-Serpentfolk level.

While there do you want to do anything with the Abyssal Gate? Signifier Haast has given you a scroll to help close the portal, or do you want to leave it alone?

Eventually heading down...

This level strongly resembles the previous level, unless otherwise mentioned hallways are 10 feet high; ceilings in rooms are 20 feet high. Doors: The doors are good wooden doors and are unlocked unless otherwise stated.

Across this small chamber from the ascending staircase, another staircase winds down into darkness. Off to one side is a calm pool of murky water with a pedestal in its center. Atop the pedestal, a golden serpent idol grasps an emerald in its fangs.

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:
While there do you want to do anything with the Abyssal Gate? Signifier Haast has given you a scroll to help close the portal, or do you want to leave it alone?

Certainly Tico will try to close the portal with the scroll. Have to do any check?

EDIT: I have to prepare Tico's spells as well.


Aspenthar

No check required, the portal closes, meaning abyssal creatures will not be able to enter through here in the future.

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

Thank Erastil that thing is closed now, I'll sleep much better knowing it won't be letting such foul creatures into our midst.

Getting down to the new floor. Nar would take the opportunity to move in and investigate the pedestal and make sure his bow is at hand just in case.

Perception: 1d20 + 14 ⇒ (17) + 14 = 31


Aspenthar

GM Dice:

Nar Will: 1d20 + 7 ⇒ (8) + 7 = 15

Nar enters the room and approaches the idol, as soon as he gets near the statue though he disappears.

Spellcraft 19:
Some sort of teleportation, likely not long range.

Nar, we'll get back to you later...

What does everybody else do?

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's expression barely flickers, before she to approaches the idol the same as Nar did.

Wherever he's gone, he's alone, and we can't have that now...

She steps forward and hope whatever took him will do the same to her.

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
Pirate GM wrote:

** spoiler omitted **

Nar enters the room and approaches the idol, as soon as he gets near the statue though he disappears.

** spoiler omitted **

Nar, we'll get back to you later...

What does everybody else do?

Awesome!

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

When Nar suddenly disappears right before his eyes, Tico exclaimed: "What a h...!?"

Spellcraft DC 19: 1d20 + 9 ⇒ (18) + 9 = 27

Valya wrote:
Wherever he's gone, he's alone, and we can't have that now...

"This is some sort of teleportation, likely not long range. Maybe if we touch the idol, we could be teletransported to where Nar is..."

Tico enters the room and approaches the idol, as Nar did.

Still have to prepare Tico's spells. :x

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)

"Um, Nar? Hello?!"

Trying to think back to whether he saw Nar cast any spell, and evaluating what he knows of the paladin's demeanor (and paladin demeanors in general), Sabi decides this is likely not a prank.

He's perfectly willing to let Valya step forward first, but if she disappears, he nods at Tico and steps forward as well.


Aspenthar

Gm Dice:
Tico Will: 1d20 + 12 ⇒ (2) + 12 = 14
valyawill: 1d20 + 5 ⇒ (4) + 5 = 9
sabi will: 1d20 + 3 ⇒ (19) + 3 = 22
Sabi Will: 1d20 + 3 ⇒ (3) + 3 = 6

Valya steps forward, then heads to the altar and disapears.
Tico approaches the altar and also disappears in a similar way as soon as he gets near the altar.

Finally Sabi steps forward and feels a pull in his mind to move up to the altar but is able to resist it if desired.

Continuing to head in though Sabi nonetheless disappears as soon as he gets near the idol.

Note, nobody actually touched the idol.

In the couse of about 10 seconds or so you all find yourself somewhere else...

Strange serpentine patterns of green glass embedded are in the floor. A fair of snakehead patters open up into the chamber you are in, with their tails stretching out in both other directions.

I added the whole spiral to the visible map for ease of play, but obviously you can't see where it goes from the middle.

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

Oh good everyone's here. Though where here is, is a whole different question.

Nar will look around to see if either direction seems more favorable

Perc: 1d20 + 14 ⇒ (19) + 14 = 33

If not Nar is happy to follow where ever the party goes, if so he'll speak up.


Aspenthar

No difference in paths that you can tell from here.

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

"Is everybody ok?", Tico asks, before cast Detect Magic on the chamber.

Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18

Still have to prepare Tico's spells...


Aspenthar

You can sense a bit of lingering conjuration, likely from the teleportation, as well as the party's stuff.

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)

Seeing no difference, Sabi picks the one on his right, and starts walking. Cautiously and quietly.

Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Perception: 1d20 + 6 ⇒ (3) + 6 = 9


Aspenthar

I think I picked 'right'

Heading down the corridor it twists and turns, the ever present snake motiff still appearing on the floor. Turning a final corner you see a door on the north wall just infront of the tail of the floor snake but hear a strange hissing noise coming from there as well.

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)
Pirate GM wrote:
I think I picked 'right'

You're the GM. Of course you did. ;^) If I'd wanted to be more specific, I'd have been more specific. For all I care, you could have blindfolded Sabi and spun him in a circle several times, then made him go 'right' and I'd still be happy.

Sabi turns back to make sure his friends are close behind. If not, he sneaks back to them to share what little he's found, then sets out again, beckoning them to follow.

Stealth: 1d20 + 9 ⇒ (1) + 9 = 10
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Checking first to ensure no one is watching, Sabi moves up and examines the door, listening for noises from the room beyond. I'll assume standard door protocol, whatever it was.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Aspenthar

By the time you get everybody in position the hissing has stopped and instead has been replaced by a spectral serpent where the mural's tail was. It is taking up the entire corridor and slowly advancing towards you!

Know Arcana 18:
This serpent is made out of force and seems to take up the whole hallway. You're not sure there's much to be done about it other than get out of the way until the magic runs out.

Initiative
All Y'all
Inexorable Spectral Serpent

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 shows off a new trick. Deciding that a spectral form is unlikely to feel cold, he tries a bludgeoning column of air instead.

Throwing stealth to the not-entirely-metaphorical wind, Sabi calls elemental power to himself in a rush of wind far different from the whistling cold that typically surround him.
Gather power, empowered

ranged (bludgeon): 1d20 + 13 ⇒ (8) + 13 = 21
bludgeon dmg: 4d6 + 15 ⇒ (4, 2, 6, 6) + 15 = 33 Empowered, so +50%


Aspenthar

Sabi's blast hits the spectral serpent but has no effect!

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 keeps herself between the approaching serpent and the rest of the group, peering over her shield as she backs away up the corridor.

Someone needs to check where this thing is chasing us... she warns, not daring to glance over her shoulder and trusting to the rest of the team to ensure there was somewhere to run to.

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

Not knowing any better Nar would fire an arrow off at the snake and try and get out of the way if possible.

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)

Cursing softly in his native tongue, Sabi retreats as fast as the party will allow.
Keeping Sabi in "front".


Aspenthar

After about 1 minute of retreat the party finds itself back in the starting chamber. Rather than being able to flee further another identical spectral snake approaches from the other hallway as well.

At this point both of the snakes solidify into greencobras with brightly colored scaly hoods.

init:
init green: 1d20 + 6 ⇒ (3) + 6 = 9
purple: 1d20 + 6 ⇒ (11) + 6 = 17
Sabi: 1d20 + 8 ⇒ (17) + 8 = 25
Nar: 1d20 + 10 ⇒ (8) + 10 = 18
Valya: 1d20 + 2 ⇒ (13) + 2 = 15
init Tico: 1d20 + 1 ⇒ (14) + 1 = 15

Initiative
Sabi
Nar

purple
Valya
Tico
Green

Sabi and Nar are up!

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

More snakes? I was really hoping for fewer snakes.

Nar will fire off a couple arrows at the northern cobra.

Attack 1: 1d20 + 10 ⇒ (13) + 10 = 23DMG: 1d8 + 7 ⇒ (3) + 7 = 10
Attack 2: 1d20 + 10 ⇒ (17) + 10 = 27DMG: 1d8 + 7 ⇒ (4) + 7 = 11
Attack 3: 1d20 + 5 ⇒ (20) + 5 = 25DMG: 1d8 + 7 ⇒ (8) + 7 = 15
Confirm?: 1d20 + 5 ⇒ (16) + 5 = 21IF so add: 2d8 + 14 ⇒ (5, 3) + 14 = 22


Aspenthar

Nar's arrows prove effective but are not enough to eliminate the snake.

Sabi is up!


Aspenthar

Sabi Gathers power and fires at the same snake.

ranged (bludgeon): 1d20 + 13 ⇒ (3) + 13 = 16
bludgeon dmg: 4d6 + 15 ⇒ (2, 1, 5, 4) + 15 = 27 *1.5=40

Sabi's blast finishes the snake off, and with that both snakes turn spectral once more but fade away.

Out of combat. Nothing else of interest prior to the northern door. South passageway just leads to a dead end.

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 breathes a sign of relief

That could have gone badly... very badly, good shooting.

She glances around at the room, before commenting

Well it's that north door or nothing then

Shield held before her, she opens it and steps through.

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 breathes a sigh of relief as well, echoing Valya.

He too explores the room before turning to his companions. "Well, shall we try that hallway again?"

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 think we have to, though why's it always have to be snakes?

Nar will collect his ammo and restock his quiver and get ready to try the hallway again.

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 with you, guys", Tico nods and follow the others in the north way.


Aspenthar

init:
Blue: 1d20 + 9 ⇒ (10) + 9 = 19
Red: 1d20 + 9 ⇒ (2) + 9 = 11
Sabi: 1d20 + 8 ⇒ (2) + 8 = 10
Nar: 1d20 + 10 ⇒ (12) + 10 = 22
Valya: 1d20 + 2 ⇒ (5) + 2 = 7
Tico: 1d20 + 1 ⇒ (14) + 1 = 15
red: 1d4 + 1 ⇒ (4) + 1 = 5
Blue: 1d4 + 1 ⇒ (1) + 1 = 2

Opening the door reveals a faint ringing in the air as well as a pair of emerald bridges over a long pool, defended by many blurry identical red and blue robed serpentfolk. They are clearly ready for you and are not friendly.

Initiative

Nar
Blue (2 images)
Tico
Red (5 images)
Sabi
Valya

Nar is up!

Feel free to roll your own blur/Mirror Image. Blur is d100 1-20 always misses. Mirror Image is images+1. 1 is the real target.

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

Seeing Valya caught a bit by surprise by the new serpents, Nar will step in front of her and fire off an arrow at the closest (red) Serpent. Sorry didn't want to take away the charge possiblity, but Valya' all the way at the bottom, I'm assuming a hard corner there so no 5ft step possibility

Attack: 1d20 + 12 ⇒ (6) + 12 = 18DMG: 1d8 + 7 ⇒ (3) + 7 = 10
Blur: 1d100 ⇒ 12Mirror Image: 1d6 ⇒ 5

Mostly hoping to blow an image getting within 5 AC, but Blur looks to have taken care of everything


Aspenthar

correct on the no 5ft step, this opening hallway is a pain.

Nar misses the blurry form of the serpent.

Nar then hears a hissing in his mind
I'm too elusssive for your arrowsss outsider, come fassse me in melee instead.

Suggestion will dc 16

Initiative

Tico
Red (5 images)
Sabi
Valya
Nar
Blue (2 images)

Tico is up!

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

Will: 1d20 + 7 ⇒ (7) + 7 = 14 So I don't forget

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

While walks into the room, Tico draws a scroll of dispel magic and use it against the red snake-man.

Targeted Dispel: blur.
CL check: 1d20 + 5 ⇒ (7) + 5 = 12 Pfff...

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BartonOliver


Sunlord Thalachos
Silver Crusade Nar Ibn Saif

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

(343 posts)
BartonOliver

Fiendish Zen


Demon-Spawn
Sovereign Court Valya Sunrider

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

(391 posts)

SirPeter


Mystic Theurge
Liberty's Edge Tico Marvillos

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
(432 posts)
SirPeter

TomG


Chung Po
Grand Lodge Masao Sabiumi

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)
(366 posts)
Sahba Mandyra