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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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 helps search the room for any valuables


Examining the garderobe, Symon finds an unusual feature - a discrete button disguised as a knot in the wood along the rear wall. Before he considers pressing it, he listens carefully against the northern wall and hears nothing - consulting the map, it is quite likely that the rear of the garderobe backs onto the secret library.

Looking around the rest if the room, little of real value is found although, intriguingly, the wardrobe is locked firmly shut.


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

"Shall I open this hidden catch to see if it does actually go back to the library? Also I will have a look at that wardrobe as well!"

Perception (traps-take 10): 10+6+1=17

Disable Device (take 10): 10+7=17

If I can take 20 I will...I do not think we are in a hurry!


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

"Let us open the wardrobe and move on. Dez may have a crowbar if the fancy way doesn't work."

We are only talking a few minutes to do an exhaustive search of a small area here, so we should be fine.

Dark Archive

"No, but I do have a longaxe." he says while tilting his head back to indicate the aptly named Dwarven Longaxe strapped to his back.


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

Still upset over cutting his own leg, Conner doesn't really help search. He instead grips his sword tightly and stands guard.
don't know what came over me. Sawing my leg like that! Can't be overcome like that again....


Taking 20, Symon still won't get past the lock on the wardrobe

Symon struggles with the lock until, dismayed at it's complexity, he is forced to concede defeat.


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 am sorry, but this lock is beyond me. Maybe we will need to break it open..but gently."


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 searches their collection of keys, including the special 'map' key to see if they fit.

If they fail, they will try opening it on the way back. They move to the cave and the West doors.


None of the keys that you currently have seem to fit the box so, leaving it alone for now, the group continues their exploration...

Moving into the cavern and over to the heavy stone door that, marked with a version of Pharasma's sigil, clearly leads to a crypt - Symon pauses to listen but hears nothing.

Knowledge (Religion) DC15:
The symbols of Pharasma are very old...whoever was interred here (if it is indeed a crypt) met their end a long time ago... The symbols themselves seem to be as benign as the ones adorning the crypt in the Temple of Silence at Fort Inevitable.

The ancient stone door opens into a dusty old crypt... cobwebs coat the dark corners of the room. Five stone sepulchres sit in the chamber’s northern and center portions, each is carved with an effigy of a masked man or woman. Whilst, to the south, one large sepulchre lies, its lid apparently secured with iron bands.

...across each of the sepulchres lies a red satin drape, each one delicately embroidered with the image of a skull.

GM Only:
Kalast Tynal, Stealth: 1d20 + 16 ⇒ (5) + 16 = 21

Perception DC21:
There is an insistent scratching noise coming from the southernmost of the sepulchres


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

take 10 per

"Something is in the big one. I think it will be something we need to put down. Dez, wanna pop it? Holy water and acid ready?"

Dark Archive

Nodding to Luther Dezo will move over to the aforementioned sepulchre with his longaxe drawn to use as a fulcrum in an attempt to pop the lid.

Strength: 1d20 + 2 ⇒ (17) + 2 = 19


As the iron bands are released from the stone coffin and Dezco levers the casket, the heavy lid slides to the side and the decaying body of a glowing eyed humanoid quickly starts to clamber from it's tomb, "Who disturbs my sleep?"

Knowledge (Religion DC13):
Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.

Initiative for Party / Enemy

Symon, Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Luther, Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Dezco, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Conner, Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Drusellia, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Kalast Tynal, Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Initiative for Party / Enemy
Dezco, Symon then
Kalast Tynal then
Drusellia, Luther and Conner

Dezco and Symon, you may act now - your enemy is prone and flat-footed (but has partial cover)

Dezco and Symon, your enemy will stand on it's turn so you may all take an Attack of Opportunity now

Dark Archive

Seeing and hearing the creature within adress them Dezco drops his longaxe and draws his bastard sword to hack at the sepulchre's occupant.

Power Attack: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Damage: 1d10 + 7 ⇒ (8) + 7 = 15

AoO: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15
Damage: 1d10 + 7 ⇒ (8) + 7 = 15


Dezco’s blade, almost as a muscle memory, slashes twice at the undead rising from it’s resting place – his first attack cuts a vicious rend in the torso of the creature but his follow up, an opportunistic attack at best, narrowly misses.

GM Only:
Kalast Tynal = 33/48HP

In the spirit of keeping things moving, I will give Symon a further 12 hours to post otherwise he will delay


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

Moving quickly, Symon slashes out with his magical rapier at the undead horror.

Attack-melee: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

AoO: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Symon stabs in at the undead, his first attack piercing deep between the ribs of his opponent…black filth sliding off of his blade as he withdraws it. His second attack is unbalanced and wild…

Adding Sneak Damage for Symon: 2d6 ⇒ (6, 3) = 9

GM Only:
Kalast Tynal = 19/48HP

”I will tear your living hearts from your bodies and render you my unliving slaves!!!”

Kalast Tynal attacks 1=Symon, 2=Dezco, 3=Conner, 4=Luther: 1d4 ⇒ 2

Lurching at Dezco, the ancient horror slashes wildly with outstretched hands...

Kalast Tynal, Slam vs: 1d20 + 6 ⇒ (9) + 6 = 15, missing

Everyone may take their turn now


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 waits until all have attempted to fell the creature.

If the creature still stands....
"Abadar cleanse you."
channel +ve to harm undead DC 14 will for half: 2d6 ⇒ (1, 1) = 2
The result is a bit of positive energy.


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 concentrates, sending a tremor of earth beneath the undead abomination.

Tremor: 1d20 + 7 ⇒ (12) + 7 = 19

Spells Remaining: 2
Tremors Remaining: 6


The wight, possibly unsteady on it's feet after being interred for so very long, falls as Drusellia's tremors shake it's sepulchre.

Note that, whilst prone, it has cover from you

Dark Archive

"Slaves? All the more reason to put you back into the ground." Dezco's low voice almost growls as he hacks again at the undead creature.

Power Attack: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 1d10 + 7 ⇒ (3) + 7 = 10

Confirm: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 1d10 + 7 ⇒ (1) + 7 = 8
Whoa....

Double Confirm?: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Damage: 1d10 + 7 ⇒ (6) + 7 = 13


I think double 20 deserves better than leaving your foe on 1HP... And so...

With a mighty swing of his blade, Dezco severs the head from the shoulders of the wight – it’s arms raised in defense are also sliced through as the sword crashes home. Instantly the body starts to crumble and, within seconds, all that remains is a surprisingly small pile of bone dust. In the middle of the dust lies an elaborately decorated pectoral (an armoured collar usually designed to protect the throat and upper chest) made of aged and tarnished gold.

Combat Over

Dezco - FYI, I don't believe double 20 counts as some 'mega-critical'


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

Stop hogging all the 20's Dezco...lol

Looking in the coffin after Dezco's tremendous strike, Symon sees the strange item of armor(?) and lifts it out for the others to see.

"Great attack Dezco! that thing did not stand a chance. Look what I found. What is it?"

Dark Archive

@Zed: okies, and thanks ^w^

@Symon: I can't help it! Dezco is apparently a box full of kittens when 20s are concerned.

"Thank you." Dezo genuinely responds to the fetchling while taking a moment in order to pry his sword out of the wight's resting place.


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 looks at the collar. "Looks like more magical protection for our pointdwarf."

Dark Archive

"Let's have Miss Drusellia check it out first before you go gussying me up more." he chuckles as he finally winches his blade free.


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

And Dru will do so.

Dru examines the collar carefully, muttering an arcane phrase and turning it over in her hands.

Casting detect magic and using Spellcraft.

Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25


Drusellia turns the tarnished gold over in her hands, looking for traces of arcane energy, but is eventually forced to concede that it isn't magical and, in fact, is probably no more than a ceremonial piece...


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 over the item to see if it has any monetary worth.

Appraise: 1d20 + 6 ⇒ (20) + 6 = 26


Symon - it is very well crafted...and old...at a guess, you think it would make five hundred gold if sold to the right people...


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

"More treasure!! Let's move on."


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 continues to make sure they finish exploring this level before going down.

I think caves then down.


The cave, from which the doors to the crypt and the temple have led, is of no real interest however, at the northern end of the cave – a tunnel, no more than ten feet high and five feet wide – roughly hewn into the rock – disappears into the darkness. Listening carefully, you can’t hear anything other than the occasional dripping of water.


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

"This looks like something a dwarf would want to explore."

Luther gives Dezco a wink.

"I'll be right behind you after Symon."

Dark Archive

Rolling his eyes under his mask Dezco will carefully move forward through the tunnel.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15 +2 if Stonecunning applies.


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 creeps behind Dezco, keeping a watch on anything out of the ordinary.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


The tunnel, dank and unlit, continues into the earth for quite a way before you realise that you have been gradually climbing. It is difficult to tell just how far you have come - possibly as much as half a mile - when the tunnel opens up into a larger cavern...a cavern stocked with crates and barrels - and, up ahead beyond a corner, a glint of daylight...

Perception DC20:
You are fairly sure that you can smell burning wood and cooking meat

Dark Archive

Perception: 1d20 + 10 ⇒ (13) + 10 = 23

Slowing down Dezco motions to the others, "Someone's cooking something up there..."


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 talks quietly before they meet the cook. "I have a feeling this will be dangerous, so I need you more protected Dezco. The barkskin is due to wear off soon. Some massive strength would be a good idea too."
Luther casts protection from evil followed by bull's strength on Dezco.

Protection from evil 29/30 rounds left, Bull's Strength 30/30 rounds left

"We can secure this area and rest possibly. The narrow entrance will be easy to defend. I know Dru used a lot of resources, and I am going to make sure our pointdwarf is buffed to the max."

Dark Archive

Dezco nods in agreement while keeping his bastard sword ready. Moving forward he makes sure the other are ready as well.


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

Following along, Conner readies his sword and nods at Dezco.
"ready when you are." he whispers as he moves forward with the dwarf.


Moving further along the cave, towards the sunlight, you start to hear voices... many voices...laughing, joking and then, as one, breaking into song. A raucous and quite obscene song follows - the subject of which appears to be Lady Commander Druvost of Fort Inevitable.

When you get to a safe position, still hidden, you peer out and see five men gathered around a roaring fire - a large animal of some form, turning on a spit above it - the drifting snow in the clearing around the cave entrance appears to have been shovelled to the sides such that a small campsite (there are three tents near the fire) could be established.

Stealth Checks from here on please


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 whispers to the others, "I'm afraid that the stealth afforded my kin eludes me. I'll do the best I can, but expecting me to be stealthy is a lost cause. Still, I think that I have a spell that may assist us, if I can get close enough to use it."

Stealth (untrained): 1d20 + 2 ⇒ (20) + 2 = 22

And wonders never cease.


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 stands still as a statue, ready to rush in with his flail and shield. He motions for Dez to follow her. Remembering Dezco has short legs, he wants him close to the action when the fighting starts.

Dark Archive

Nodding he moves out, although he really didn't really need any encouragement to follow after the drow.

Stealth: 1d20 + 9 ⇒ (12) + 9 = 21


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

stealth: 1d20 + 1 - 2 ⇒ (14) + 1 - 2 = 13
Conner winces as he moves forward. Definitely more audible than his companions.


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 readies his rapier and sneaks closer to the singing men.

Stealth: 1d20 + 8 ⇒ (5) + 8 = 13

and of course the rogue pooched it on his stealth roll...eat a d$!# dice roller!


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 will not move until the men are aware of their presence, as soon as they are, he prepares to rush in to help Dru. His new plate armor was quite thick and protective, but also quite noisy when he moved.


As the group cautiously move towards the cave entrance, Conner manages to knock over a precariously balanced pile of crates…which lands on Symon causing him to yelp in sudden pain…

Outlaws, Perception (distracted): 1d20 + 4 - 5 ⇒ (18) + 4 - 5 = 17

The singing abruptly stops and, after a moment, a voice calls out to you, ”Hastenfar? Is that you in there?”


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

If Dru is within 120 feet and can see the men, she will cast sleep on the largest grouping within 10 feet of one another she can find. Assuming that she cannot see them, she will creep closer to the entrance in an effort to find a target.

Stealth (untrained): 1d20 + 2 ⇒ (17) + 2 = 19

Spells Remaining: 1 (if sleep goes off)
Tremors Reamaining: 6

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