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


1,301 to 1,350 of 3,110 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>

Splinter 1, Will Save vs Sleep: 1d20 + 1 ⇒ (3) + 1 = 4, Save Failed - Splinter 1 is Unconscious

Splinter 2, Will Save vs Sleep: 1d20 + 1 ⇒ (17) + 1 = 18, Save Made

Splinter 3, Will Save vs Sleep: 1d20 + 1 ⇒ (18) + 1 = 19, Save Made

Drusellia targets her spell on the three men gathered around the camp fire - without being observed, she lowers a soporific cloud upon them - as one, they all start yawning and slumping... But two of them manage to snap out of it - whilst one falls forward on his face...

"What the?"

The men start shouting to each other and calling out into the woods... Grabbing crossbows from the floor, they start to look for cover...

There are four conscious men - none are currently in cover (they are about thirty feet from the cave entrance)

Initiative for Party and Enemy

Symon, Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Luther, Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Conner, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Dezco, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Drusellia, Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Splinters, Initiative: 1d20 + 7 ⇒ (9) + 7 = 16

Initiative Order
Luther, Symon then
Splinters then
Dezco, Conner and Drusellia

Luther and Symon may take their turn now - note that there is no map for this encounter


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

Dru ducks behind the nearest available cover and stays 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 speaks to Dru:
"Try that magic again, I am sure you will have more targets."

Luther moves towards the bandits and uses his holy symbol to give a commanding word of power at the closest bandit.

20' move + std action command spell

"Fall!!" and he feels compelled to drop prone.

Will DC15 Command:

Command

School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric 1

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one living creature

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.


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

Begrudgingly, Dru peeks from around whatever cover she has found to see the biggest cluster of targets. She will attempt another sleep spell (her last), aiming it carefully as to avoid hitting her allies in the effect.

Spells Remaining: 0
Tremors Remaining: 6


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 fires his crossbow at one of the running men.

Attack-ranged: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 ⇒ 2


Symon's bolt, aimed at one of the running outlaws, catches the man in his leg... He stumbles but still manages to stagger into cover...

Splinter 2, Will Save vs Sleep: 1d20 + 1 ⇒ (17) + 1 = 18, Will Save Made

Splinter 3, Will Save vs Sleep: 1d20 + 1 ⇒ (17) + 1 = 18, Will Save Made

Drusellia's cloud of torpor once more descends but this time, the outlaws are oblivious to it... Running into cover, they start peppering the entrance of the cave with crossbow bolts - targetting the shadows that they think they can see... Symon and Drusellia, both crouched behind rocky outcrops, are still hit...

Splinter 2, Crossbow vs Symon: 1d20 + 5 ⇒ (1) + 5 = 6, missing

Splinter 3, Crossbow vs Symon: 1d20 + 5 ⇒ (14) + 5 = 19, critical threat
Confirming Critical, 1d20 + 5 ⇒ (3) + 5 = 8, Critical Not Confirmed: 1d8 ⇒ 3

Splinter 4, Crossbow vs Drusellia: 1d20 + 5 ⇒ (20) + 5 = 25, critical threat
Confirming Critical, 1d20 + 5 ⇒ (6) + 5 = 11, Critical Not Confirmed: 1d8 ⇒ 6

Splinter 5, Crossbow vs Symon: 1d20 + 5 ⇒ (7) + 5 = 12, missing

Splinter 6, Crossbow vs Drusellia: 1d20 + 5 ⇒ (7) + 5 = 12, missing

Everyone may take their turn now (except Drusellia who acted in advance of initiative)

Dark Archive

How far away are they 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

Symon, you forgot your sneak attack damage for catching them flatfooted. I also don't know if I was in range to execute the command spell. If not, I double moved.

Luther sees the group hurt, and quickly draws his holy symbol to provide healing energy. A precise yet melodious jingling sound fills the air (associated with keys of the City from Abadar). Those affected momentarily feel as if they are encompassed and sheltered within some vast structure that towers around them. There is a visible outline like a door-frame around Luther, with warmth and light streaming in from behind Luther, casting him in shadow. Unfortunately for any injured bandits, they are not in the healing light.

Luther then advances to put pressure on the Splinters.

Channel positive: 2d6 ⇒ (5, 1) = 6

3/6 Channel left--Party now completely healed--Luther performs a channel std and 20'move in the order needed to heal the party.

"Dezco, get after these bandits!!"

Dark Archive

Needs to know of I can charge them boss! :3


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

Hopefully I dropped one prone for you!!

Dark Archive

Hopefully I can get to him before he stands up lol, otherwise Dezo will just double move.


The bandits are still around 30 feet from the cave entrance

Luther - sorry, was late when I made the post - completely forgot your Command - making Will Save now

Splinter 2, Will Save vs Command: 1d20 + 1 ⇒ (10) + 1 = 11, Will Save Failed

As one of the Splinters runs for cover, he hears Luther's words and - to the surprise of his friends - suddenly lies down in the snow...

Splinter 2 is Prone

Adding Symon's Sneak Damage: 2d6 ⇒ (2, 6) = 8

GM Only:
Splinter 1 = Asleep, Splinter 2 = Prone, Splinter 3 = 7/17HP, Splinter 4 = 17/17HP

Dark Archive

Does that mean they are 30ft from us? That's what I've been asking.


Yes...if, it makes things easier to visualise for you... You are at the cave entrance / they are 30 feet from the cave entrance.


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 fires another bolt at the bandit who shot him.

Attack-ranged: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 ⇒ 1

Thanks for the sneak attack reminder...I thought they had already moved, so were no longer flat footed!

Dark Archive

K, thanks. Couldn't figure out if they were between us and cave entrance.

Seeing the bolts fly past and strike his allies Dezco charges forth to strike at the bandit that unceremoniously laid down while his friends were retreating.

Charging Power Attack: 1d20 + 6 - 1 + 2 ⇒ (14) + 6 - 1 + 2 = 21
Damage: 1d10 + 7 ⇒ (1) + 7 = 8


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 says: "Splinters, come out to playaay!"


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

Repositioning slightly, Dru visualizes a target and places her palm upon the ground. Concentrating, she sends a wave of tremors beneath the feet of one of the standing splinters.

Dru vs. Splinter (tremor): 1d20 + 7 ⇒ (16) + 7 = 23

Spells Remaining: 0
Tremors Remaining: 5


GMPC for Conner

Preferring to stay within the shadows, Conner throws a conjured globule of acid at one of the outlaws hoding behind cover - and misjudges the range terribly...

Conner, Acid Splash vs Splinter 3 (Touch / Cover): 1d20 + 3 ⇒ (3) + 3 = 6, missing

Symon's bolt rips into one of the tents that is being used as cover but doesn't quite penetrate to hit the outlaw on the other side...

Racing from the cave, Dezco strikes at the outlaw who has laid down in the snow - his blow is so wild that he only just hits his prone target... But the blade still bites deep...

GM Only:
Splinter 1 = Asleep, Splinter 2 = 9/17HP (prone), Splinter 3 = 7/17HP, Splinter 4 , 5 and 6 = 17/17HP

The prone outlaw, draws his sword and - from a prone position - swats ineffectually at Dezco before crawling away...

Splinter 2, Short Sword vs Dezco (from Prone): 1d20 + 4 ⇒ (2) + 4 = 6, missing - then 15ft movement

Dezco may take an Attack of Opportunity against Splinter 2

Seeing a target burst from the cave, the outlaws all train their crossbows upon Dezco and, in a crescendo of taut strings releasing, let a volley of bolts free...

Splinter 3, Crossbow vs Dezco: 1d20 + 5 ⇒ (10) + 5 = 15, missing

Splinter 4, Crossbow vs Dezco: 1d20 + 5 ⇒ (14) + 5 = 19, hitting (taking into account Barkskin / Protection From Evil and Charging / Point Blank Shot) for 1d8 ⇒ 2

Splinter 5, Crossbow vs Dezco: 1d20 + 5 ⇒ (12) + 5 = 17, hitting (taking into account Barkskin / Protection From Evil and Charging / Point Blank Shot) for 1d8 ⇒ 3

Splinter 6, Crossbow vs Dezco: 1d20 + 5 ⇒ (7) + 5 = 12, missing

From her positon of safety, Drusellia then knocks another of the outlaws off of his feet - a localised tremor causing his world to tumble...

Luther, Conner, Dezco and Symon - you may act now

Dark Archive

Attack of Oppurtunity: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 1d10 + 7 ⇒ (4) + 7 = 11

Confirm of Oppurtunity: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11
Damage: 1d10 + 7 ⇒ (3) + 7 = 10
So 21 if confirmed but doubtful.

Felling his foe (or if he is simply crawling away bleeding to death) Dezco will charge the next nearest splinter for shooting at him.

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


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 advances and casts again, as he watches the dwarf takes some hits, he is confident Dezco can tough out the few hits on him.

Luther waves his holy symbol and a disembodied longsword appears and begins targeting the bandit farthest away. The spiritual longsword misses, but seems poised to attack the bandit again!

spiritual weapon: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 1 ⇒ (5) + 1 = 6

Spiritual Weapon:

Range medium (130 ft)

School evocation [force]; Level cleric 2

Casting Time 1 standard action

Components V, S, DF

Effect magic weapon of force

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.

A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).

Luther calls to the bandits as he moves with his flail to stand over the prone bandit: "Splinters, we have your leader, we have superior magic, you need to surrender and make it easier on yourself. You have seen me reach into your mind and make you do what I say."

Move=20' to the bandits, std= spiritual weapon Spiritual weapon has 2 more rounds left. Dezco, remember you have bull's strength!! You should be +2 to hit and damage for it.

Dark Archive

*sniff* This campaign is the only one I ever get buffed in.

So for AoO it would be 27 and 14 dmg, 13 for the confirm and 27 if it's a crit. The Charge would be 17 and 18 dmg.


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's job is to manage buffs and healing like a good point guard or quarterback. I have been pleased about getting some use out of the Command spell. In my Wrath of the Righteous game my monk asked for mage armor from the magic-user who refused and wanted to save it for herself or one of the NPCs we were escorting. Every hit from a ghoul I took would have missed me on the front line if I had had mage armor and we basically got TPKed. I guess buffing is a lost art.

Dark Archive

Our CoCT group almost had a TPK due to the boss at the end of the Queitlands buffing himself up to the point where we couldn't even touch him. Literally, high AC and he was flying.


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

Sad. Magic user a sorc or wiz? If wiz u might suggest and pay for him/ her to make a bunch of scrolls or purchase a wand and have Mage carry it. XD
Frowning in consternation at his miss, Conner tries again.
ranged touch attack: 1d20 + 3 ⇒ (13) + 3 = 16
acid damage: 1d3 ⇒ 1
firing at 3 again


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 again fires at the enemy, hoping to catch one of them as they peak out from behind their shelter.

Attack-ranged: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 ⇒ 3


Within seconds, Dezco has impaled the Splinter who was crawling away and, seeing a second target, rushes in - swinging his blade, with a terrible downcut, the outlaw is opened from shoulder to stomach...falling forwards with a wet gurgle...

Splinter 2 and Splinter 4 are now dead

Conner's aim is much improved with his second attempt to throw acid...there is a cry of agony from beyond one of the tents as the acid burns at someone's flesh... Seeing the same target, Symon slams a bolt into his shoulder...

With one outlaw asleep, one knocked prone by Drusellia and two killed by the force of nature that charged from the cave, the last two standing outlaws (one of whom is badly wounded) do the sensible thing and run for the tree-line...

GM Only:
Splinter 1 = Asleep, Splinters 2 and 4 = Dead, Splinter 3 = 3/17HP, Splinter 5 = Prone, Splinter 6 = 17/17HP

The outlaw knocked prone by Drusellia, somewhat foolishly, fires his crossbow at Dezco...

Splinter 5, Crossbow vs Dezco: 1d20 + 5 ⇒ (18) + 5 = 23, hitting for 1d8 ⇒ 2

Splinters: 1 asleep, 2 and 4 dead, 3 and 6 running, 5 prone (attacked Dezco)

Everyone may take their turn now

Dark Archive

Having almost forgotten how much he loathed crossbows and their projectiles Dezco will thank the prone Splinter for reminding him, pointy end of his sword first.

Charging Power Attack: 1d20 + 8 - 1 + 2 ⇒ (12) + 8 - 1 + 2 = 21
Damage: 1d10 + 10 ⇒ (6) + 10 = 16


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

One of the running splinters finds a disembodied sword following him and trying to cut him.
sw att/damage: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 1 ⇒ (3) + 1 = 4
Luther draws his crossbow and fires for good measure at the same one.
mwork xbow: 1d20 + 4 ⇒ (9) + 4 = 131d8 ⇒ 2

if bandit is within 130' of Luther next round:

sw att: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1 ⇒ (5) + 1 = 6


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 stays under cover, just in case any stray crossbow bolts come her way, but she will try to trip up one of the running outlaws (the one being menaced by Luther's sword).

Dru vs. Splinter: 1d20 + 7 ⇒ (20) + 7 = 27

Spells Remaining: 0
Tremors Remaining: 4


The outlaw who had fired upon Dezco has a look of terror upon his face as the dwarf, clearly furious at being fired upon, turns and charges him – the resultant attack nearly enough to knock the man unconscious in a single blow…

Seeing the remaining two outlaws running for the trees, Luther directs his incorporeal floating blade to attack the closest of the two – it strikes hard – the outlaw stumbling in surprise shortly before Drusellia pulls the ground from beneath him – he falls flat on his face, his crossbow flying from his hands. Luther’s attempt with a crossbow is less successful – the bolt flying high and wide of his intended target.

The other outlaw, who is badly wounded, is still running for the trees…

Splinter 1 is asleep, Splinters 2 and 4 are dead, Splinter 3 is running (badly wounded), Splinter 5 is prone next to Dezco (and very badly wounded) and Splinter 6 is prone – about 60 feet from the entrance to the cave

Symon and Conner, you may take your turn now


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

Taking aim, Symon attempts to bring down the fleeing, wounded bandit.

Attack-ranged: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 ⇒ 7

Not sure of range modifiers, so adjust as needed


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

Dropping his sword, Conner grabs his sling and let's fly with a bullet.
"Crap! He's getting away!"
attack: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d4 + 3 ⇒ (4) + 3 = 7
firing at the running guy.


Symon’s bolt, fast and true, strikes the fleeing outlaw who, without a sound, falls forwards into the snow – blood reddening the virgin white snow where he falls… Conner’s slung bullet lands in the snow somewhere near the dying man.

Getting back to his feet, the other fleeing outlaw runs for the trees…

You have this round left before he has ‘escaped’ into the trees…

On the ground next to Dezco, the final outlaw slashes at the dwarf with his shortsword.

Splinter 5, Short Sword vs Dezco (Prone): 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18, missing

Splinter 1 is asleep, Splinters 2, 3 and 4 are dead, Splinter 5 is prone next to Dezco and Splinter 6 is running (now 90ft from the cave entrance)

Everyone may take their turn now

Dark Archive

Dezco pokes the annoying crossbowman laying before him.

Power Attack: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
Damage: 1d10 + 10 ⇒ (3) + 10 = 13

Confirm: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
Damage: 1d10 + 10 ⇒ (5) + 10 = 15
If that somehow confirms it'll be 28.


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

Quickly reloading, Symon targets the running thug and fires.

Attack-ranged: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d10 ⇒ 1


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 directs his floating sword to hit the last bandit.
I think we can use spoilered roll__. Move = send spiritual weapon after last bandit. Move = reload xbow


Dezco’s downward swing slays his opponent immediately… with only one outlaw remaining, Luther’s ghostly sword swings and misses before evaporating like morning mist. Symon’s crossbow bolt is more accurate, striking the fleeing man in the shoulder – but not halting his escape.

Splinter 1 is asleep, Splinters 2 to 5 are dead and Splinter 6 is fleeing

Drusellia and Conner may take their turn now


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 slumps back against the cover, breathing heavily. "I fear that I will be of no more use today," she sighs.

Dark Archive

"Moral support." Dezco chuckles over to the Drow.


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

After Conner acts, Luther heals Dezco with his last heal spell.
clw: 1d8 + 3 ⇒ (3) + 3 = 6

"This is our new campsite for now--time to secure the area and set watches."


GMPC / Delay for Conner

In a moment of indecision by Conner, the outlaw - bleeding and stumbling - reaches the treeline and disappears from view...

Consider him escaped...

....whilst, near the still warm embers of the campfire, one of the outlaws slumbers on - blissfully unaware of the carnage around him.

Whilst you take time to set up camp, you examine the crates, boxes and barrels - for the most part, you discover food and provisions - enough to sustain you, away from the Fort, for a good couple of weeks. You do also find a small cache of loot - a chest containing 300 gold pieces and an elegantly crafted morningstar.

Examining the morningstar for long enough determines it to be a +1 Thundering Morningstar

Actions? Setting up camp / resting? Interrogating your prisoner?

Dark Archive

Lets all cuddle around him so he'll freak out when he wakes up!


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

"I suggest that we wake our prisoner and press him for information," Dru says flatly.

LOL, Dez!

Dark Archive

It'll keep him off balance for the questioning :3

"Sounds good to me." Dezco muses aloud as he desposes of the bodies.


Moving you along...

The outlaw does not slumber on for long before Drusellia's spell wears off - long enough though for him to be bound and dragged back into the cave entrance where he can be questioned with little chance of disturbance.

His eyes snap open, and seeing the party around him - especially the blood-soaked dwarf - his eyes widen in fear...

Plans? Questions for Prisoner?


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 picks her nails with a utility knife, letting him see her ebony skin and white hair.


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's start easy. How many Splinters are left out there besides your group? Where are your hideouts now? Who is in charge now?"

Luther takes a few practice swings with the flail.

"Or maybe we tell the lady commander about your play and bring you to her."

Luther looks grimly to Dez.
"He is cooperating for now, so we don't need your skills at the moment. If you can secure a good campsite, I'll call you if our new friend proves difficult."

Dark Archive

Laying his hand and fingers flat against one another in front of his chest Dezco gives Luther a rather formal bow before moving over to modify the campsite to be more to their liking.


The captive, truculent to begin with, is soon talking as Luther makes a show of using the flail, "There's ony Lenik and his boys left now, I guess Lenik would have been in charge now - they went out on a raid a few days back and could return any day now... Old Phenogian ran off with his creatures when he realised that we'd lost the 'den' - I expect he'll end up back in Thornkeep or somewhere - he certainly won't be coming back here", through snot and panicked tears, he continues, "This is our 'hideout' now... Was anyway... We don't have any other places at the moment"

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