The Emerald Spire (Inactive)

Game Master Zesdead

Paizo's 'The Emerald Spire'.

...in which our adventurers explore the 'Magma Vault'.

Party Health
Drusellia Malacore 30/30 HP, 3 Hero Points
Luther Lightblade 51/51 HP, 3 Hero Points
Symon 55/55 HP, 3 Hero Points
Eldar of the Lost 68/76 HP, 1 Hero Point

Maps
The Emerald Spire - Level 10
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


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Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Sorry, been ill.

Yes, Drusellia will open the scroll at some point.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

Just a note of interest, for those trapfinders, you can take 20 on the search, just not the disable.....


...and the GM can increase the chance of Wandering Monsters due to prevaricating PC's....evil laugh!!!

Hope you are feeling better Dru...

(Rewind)...as you descend the stairs, Dru opens the scroll tube and finds within a Sigil Painted on a Large Parchment

You don't hear anything listening at the door to the north but you do see a familiar green glow emanating from the gaps around the door...

Dark Archive

Dezco waits for Symon to open the door or Luther to issue a differant order, but keeps his weapon out and at the ready. Just in case there might be a chance of annoying goblinoids that shoot people in the back.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon returns to the group and tells them about the door. He waits to see what they want to do; open the door, or investigate the other avenues.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther whispers. "Let's open it."


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"Open."


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon checks the door for any traps, and if there are none, he opens it.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


Carefully pushing the door open, you make your way into a room filled with the stench of death.

A stout wooden table stands along the wall to your right, on the table lie three rotting human corpses and the remnants of a large spider. One of the human corpses has had all of its extremities severed, and its torso has been opened to reveal the internal organs. Another dismembered corpse has large spider legs sewn onto the stumps in place of the removed limbs, all of which are neatly arranged near the rest of the spider. A bucket full of reeking, old blood sits on the floor under the table, and needles with lengths of silken thread attached are stuck in a hand-sized block of bloodstained wax atop the table.

A curving wall of glowing green crystal bulges out into this chamber from one corner, the green light from the spire illuminating the room in a vibrant hue.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia blanches slightly, remembering something uncomfortable. "This is something that the drow might do," she says, "though they would likely use magic to accomplish these ends. We must be cautious."


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther points to the door down the hall.
"Not much in here."

Luther looks twice just in case.
1/2 per: 1d20 + 13 ⇒ (14) + 13 = 271d20 + 13 ⇒ (18) + 13 = 31


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

" Ugh. That's just gross..."
Conner gags as he holds the light up for the others.
" It's one thing to see and smell blood and offal in battle, another to see it likes this..."

Dark Archive

"Drow? Hmm, the only other things we've seen here have been goblins and while the crudeness matches their mentality this still seems beyond their capability." Dezco muses aloud while stroking his chin.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon looks at the "creation" and simply mutters, "Why?"

He shakes himself and continues to the next door.


Whilst most of you turn in disgust at the tableau within the room, Luther stands at the door for a few moments to examine the room. To the north and to the west, he espies the tell-tale signs of a secret door...misaligned bricks and scuffing on the floor. Whilst, close to the door at which you stand, a pressure plate of some form.

Looking at the table upon which the corpses are laid out, between the bodies lies an assortment of surgical tools, vials and a single scroll tube.

Examining further or moving down the corridor instead?


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther grabs the tools vials and scroll avoiding the plate; indicates the secret door and probable trap.

"Lookee there. Pressure plate and secret door. Symon?"


The surgical tools are rusted and bloodied, comprising of a bone saw, several scalpels, two chisels and a lumpen hammer. They may be of some value to an undertaker, taxidermist or similar.

The vials appear to contain some kind of a crimson viscous liquid and are unlabelled...whilst the scroll tube is the same design as the one you found in the upper level.

What are you doing? Are you examining this room / secret doors further or sticking with proceeding along the corridor?


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Secret door


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Search the room

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther points out the pressure plate and secret door.
"Looks like a trap and secret door. Can someone disarm this and open this door?"
Not wanting to bother Dru with another scroll, Luther puts it away for later and tries to discern the potions.
Perception to ID potions: 1d20 + 13 ⇒ (17) + 13 = 301d20 + 13 ⇒ (9) + 13 = 221d20 + 13 ⇒ (14) + 13 = 27

If no one wants to disarm the pressure plate, Luther will look for something heavy to trigger it from afar.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

Grimacing and fighting his gag reflex, Conner doesn't do much searching.
" Luther, you could drop that bucket of blood on the pressure plate to set it off, or fill it with something besides blood and throw it onto the plate...."


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon takes a look at the pressure plate. He then takes out his tools and gets to work disabling the mechanism.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Disable Device: 1d20 + 8 ⇒ (19) + 8 = 27

Dark Archive

"... Or let the lad work his magic"


Symon sets to work on the pressure plate soon finding a gap where stuffing an appropriate amount of packing material in prevents the plate from being depressed.

The pressure plate / trap is now disabled

Luther takes a look at the vials and discovers them to be curative potions, (Two Potions of Cure Moderate Wounds)

Looking around the room, you don't discover anything else of particular value or interest...

...and then a limb on the most decayed cadaver... twitches...


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia starts, seeing the corpse twitch out of the corner of her eye. "Did that thing just move?"


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"Shall we make sure it stays dead?"
Maybe cdg

Dark Archive

"With gusto..." his eagerness in replying finally showing off his revulsion he steps up and brings his axe down to disconnect the twitching limb.

You said all the extremities had been severed so I didn't think there was a head to aim for.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

"The pressure plate is disabled, we should...ahhh!! It moved!! I saw it!!"

The young shadowborn jumps as he sees the corpse twitch.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

"Doesn't surprise me, in THIS room."
Conner mumbles to himself as he grips his sword tighter and looks at the corpse.
There were 3 bodies, one dismembered, one with attached spider legs, and a third. Was it spider legs or the other that twitched? Oh and a dead spider corpse as well...


It was the most 'intact' corpse that twitched

Dezco brings his Axe down hard upon the arm of the cadaver that had twitched...the mass of the axe head smashes through bone and half-explodes the corpse's shoulder...rotting viscera and bone fragments fly over a small radius...splashing those nearby with noxious ooze.

When the weapon strikes the table, it makes a distinct 'thunk' type sound...and is immediately followed by a scuttling type noise in the ceiling above you.

A few minutes after Dezco severs the cadaver's arm, one of the spiders legs sewn to a corpse starts tapping on the table...

...tap, tap, tap...

Dark Archive

"I'm in favor of leaving the creepy room now..." There's a tang of disgust in his voice as he tries to clean who knows what off of his jacket and axe.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

" I agree. This is disgusting."
Glancing around,
" Which way? The hidden door to the north?"

Dark Archive

"But of course! You always go through the hidden door."


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon goes over and opens up the secret door...anything to get out of this creepy room!


Moving through a corridor that turns to the east, you soon arrive at another concealed door (it is not concealed from your side of the door), gently opening it, Symon discovers a pitch black room...this large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires. Drapes of dust-covered spider webs cling to the ceiling.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"Interesting, I think you always open the caskets too."

Luther looks twice around for hidden secrets.
perc1/2: 1d20 + 13 ⇒ (20) + 13 = 331d20 + 13 ⇒ (7) + 13 = 20

Dark Archive

"Sure. You go do that."

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


As Luther steps into the room a chill breeze arises from nowhere with an eerie howl. The weak light afforded by your light sources appear to darken, and in the sudden gloom, scores of small spectral eyeballs appear, drifting in the strange breeze. They peer at you intensely, before fading away.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

"By the gods, what were they? I am not too sure opening one of those caskets is a good idea..."


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther examines the coffins to see if they are trapped or locked.

Perception x3: 1d20 + 13 ⇒ (19) + 13 = 321d20 + 13 ⇒ (9) + 13 = 221d20 + 13 ⇒ (15) + 13 = 28


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

What are the eyes of? Darkvision.


Luther, none of the caskets appear to be locked and, so far as you can tell, there are no mechanisms or triggers that would indicate they are trapped.

Drusellia, the eyes were generally humanoid in appearance and were floating independent of any faces / bodies. There is no trace of them now.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

" Umm. anybody else feel like we're bein watched?"
Conner asks in all seriousness as the eyes float by.
" That! Was really weird."

Dark Archive

"I wonder if they belonged to the bodies in the other room... Just a thought."


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther opens the caskets.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"More likely an illusion," Drusellia says offhandedly.


Luther wrote:
Luther opens the caskets.

…and what could possibly go wrong!!!!

Pushing the heavy lid of one of the caskets aside, Luther reveals the dusty visage of a skull…lying alongside the other bones of a long since decayed corpse, it stares impassively for mere moments before the entire skeleton animates. As eldritch energies pull the bones into position, the skeleton stands…and reaches for Luther.

…and the noise of stone scraping against stone fills the crypt as the lids of five other caskets start to move.

Initiative for Party / Enemy

Drusellia, Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Dezco, Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Conner, Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Symon, Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Luther, Initiative: 1d20 + 3 ⇒ (8) + 3 = 11

Skeletons, Initiative: 1d20 + 5 ⇒ (2) + 5 = 7

Initiative Order

Drusellia, Dezco, Luther, Symon then
Skeletons then
Conner

Drusellia, Dezco, Luther and Symon may take their turn now

Map update to follow


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

"I knew it, I knew it!", mutters the fetchling as he whips his sword out of its sheath and swings at the undead horror before him.

Attack-melee: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 ⇒ 5


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia readies her sling and takes a step back. When she has an opening against one of the skeletons that is not being engaged by her comrades, she hurls a sling stone at the bony creatures.

Drusellia vs. Skeleton: 1d20 + 3 ⇒ (5) + 3 = 8
Damage (sling): 1d4 - 1 ⇒ (2) - 1 = 1

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