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


1,451 to 1,500 of 3,110 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

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

If Luther has already cast his spell, he invokes his protection (+2 ac to all for 3 rounds), if not, he makes Dez strong.


Luther – you had already cast Bark-Skin so your action to cast Protection for all (+2AC for 3 rounds) is okay

GM Only:
Electric Eel, Readied Action: Charge first creature to enter water from western steps
Water Mephit, Delays

Watching the acid burn into Dezco’s armour, the blue-skinned figure floats in the water at the eastern end of the corridor – whilst, in the water near the steps, a long sleek shape occasionally moves near the surface…

Dezco will take further damage from the acid at the end of his turn unless he neutralises it somehow

Everyone may take their turn now

Dark Archive

Anyone got any milk? At work atm, will post actual action when I get home in a bit.


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 was trying for bull's strength after the barkskin when he felt they were going to fight. He'll go with protecting over bull's strength if it is a choice.


All - Luther provides +2AC to everyone / Bull's Strength on Dezco has not happened


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 intones the word that will send two magic missiles streaming towards the blue-skinned figure.

Damage (magic missile): 2d4 + 2 ⇒ (1, 2) + 2 = 5

Spells Remaining: 5


Drusellia's missile fizzes along the corridor before unerringly striking the small figure watching you from so far away....

GM Only:
Water Mephit = 14/19HP

Dezco, Luther, Conner and Symon may act 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

Looking down at his armor, then at the water, Conner grimaces in distaste.
"Maybe we should reconsider. And look for a way down that isn't full of wet stuff that I won't drink and can't breath."
"Or maybe come back more prepared to deal with said wet stuff. Rush isn't my style."


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

Placing a bolt onto his crossbow, Symon takes a shot at the unknown creature swimming near them.

Attack-ranged: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 ⇒ 7

Cannot seem to move my figure on the map..


Symon's bolt fizzes ineffectually into the water...

Sorry, hadn't enabled editting on map... Sorted 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

"We can break off if they don't come after us."


Leaving the water-logged corridor behind, the group trudges back up the stairs towards the inevitable stench of the Troglodyte’s lair – ringing the chain that hangs in the corridor shortly before the top of the stairs - nothing happens for a minute or two and then, with a sharp fizzing sound, the rock that prevent access further up the stairs blinks out of existence. A sibilant voice calls out, ”Come… come…”

Climbing the last remaining stairs, your troglodyte greets you, ”You have defeated the men who were alive then dead then alive already?” Your passage through the lair is, as per your previous visit, filled with the troglodyte extolling the virtues and power of Skraa-orm. At the stairs leading up to the Splinter’s hideout, your guide wishes you well and then resumes it’s sentry duties in front of the closed doors.

Resting overnight in the Splinter’s hideout? Levelling up?


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

We rest and level in splinter's hideout.


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

Once again, during the rest period, Dru spends her time alone. If approached, she is polite, but curt in her desire to be by herself.


The night spent in the Splinter’s hideout is quiet and restful… The established watch hears nothing untoward throughout the time spent in the abandoned rooms and, as folks take their breakfast, they feel genuinely invigorated.

Luther, Symon and Drusellia are all levelled to Level 4 (all gaining a Hero Point as well) – Dezco / Conner still to do

What are your plans now? Returning to the Drowned Level through the Troglodyte’s Lair? Something else?


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

Scavenge for metal and return. If needed, we can return to fort for metal.


Trekking back down from the Splinter's hideout, you find yourself at the entrance to the troglodyte's lair and are greeted by a different representative of the 'Children of Thagh'. An older troglodyte who introduces himself as Kargh, welcomes you to Godhome, "Slaagh told me that folk of 'Up Above' would seek passage through... He rests now... You have your offering to the God on the Box... Yes?"

Happy for you to have scavenged enough metal from the remnants of the Splinter's equipment and from Gorloth's level


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

Learning from last time, Luther makes sue everyone is together and braced as a metalless Dru drops the items one by one from the group.

First, Luther thanks their hosts:
"We come again to offer. Thank you."

With prepatation, was hoping to avoid any chance of getting ducked in

Once in the water, Luther casts a spell that makes gills appear on everyone. Everyone has 48 minutes of water breathing.


The offering of scrap metal (items of kitchenware, hand tools and a pair of poorly fashioned swords) is 'accepted' by the God in the Box and you are duly shown to the stairs that lead downwards...

...back to the steps that lead into the water - where the crabs still skitter around your feet.

Luther - you might want to hold off of casting Aboleth's Lung until you are submerged? The water here is only waist height and your spell will stop your targets being able to breath air - also, can you sort out your spells for the day?


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 holds his magic until drowning becomes a more real danger.

spells are good


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 scans the water once again, looking for the creature he say last time they were here. He keeps his crossbow at the ready, knowing that he and his comrades are soon going into battle.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


The flooded corridor seems quiet, the occasional clacking of the crabs being the only sound that punctuates the silence, and the only movement is the gentle lapping of small waves against the steps.


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 on having everyone breathe like fish, and decides to give Dezco the barkskin to protect him (40 minutes).

"We want to secure a dry place to rest rather than have to scavenge for metal every time we return. I can give us water breathing for 48 minutes each twice, so we have to stick together. We will all be breathing air, or all breathing water. I figured drowning is a real threat we want to avoid."

Taking some practice swings under the water with his morningstar, Luther is not happy with the results. He switches to a dagger.
"Stabbing weapons work the best I found."

underwater combat:

Underwater Combat

Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's attack rolls, damage, and movement. In some cases a creature's opponents might get a bonus on attacks. The effects are summarized on Table: Combat Adjustments Underwater. They apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.

Table: Combat Adjustments Underwater

Synopsis = Piercing weapons work best - others at -2 to hit and half damage

1 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
2 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling.
3 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
4 Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect.

Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.


Moving you along

Proceeding down the steps into the surprisingly cold water, the stairs level out with the water near to waist height…

Moving through the waist height water (unless you have a Swim Speed) is effectively moving through difficult terrain

Arriving at the first hallway to the south, you peer into a small room - the silty water in this flooded room reeks of shellfish. Bones and other refuse are piled high in the south-western corner of the room - hundreds of the toad-sized crabs skitter over the pile... and then, seeing the lights and activity from the corridor, they pour into the water and, as a boiling swarm, start to flow into the corridor.

Initiative for Party / Enemy

Symon, Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Luther, Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Dezco, Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Conner, Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Drusellia, Initiative: 1d20 + 2 ⇒ (15) + 2 = 17

Crab Swarm, Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Initiative Order
Crab Swarm then
Luther, Drusellia, Symon, Conner and Dezco

Enemy Actions and Map Update to Follow


The Crab Swarm surges over Dezco, claws nipping… scratching… piercing…

Swarm Damage to Dezco:2d6 ⇒ (2, 2) = 4

Map Updated - Everyone may take their 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

Seeing the spider-like creatures swarm poor Dezco, Symon gives a yell and tries to stab the closest crabs.

Attack-melee: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


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 moves around if needed to get a shot, missing badly with his morningstar.
mstar: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 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

Dru begins to intone the words to a sleep spell. She maneuvers to get a clear view of the back of the swarm and centers the spell such that it will encompass the crabs, but not her companions.


Neither Luther nor Symon's weapons seem to have much of an effect upon the gathering swarm...no sooner does one crab die than another two take it's place...

The Crab Swarm is immune to Weapon Damage

Drusellia's soporific intonations also have a negligible effect...the swarm seems to slow for a second before surging forwards with renewed vigour...

The Crab Swarm is greater than 4HD and, further, immune to mind-affecting effects

Waiting on actions from Dezco / Conner

All - pessimistically assuming that Conner is unavailable to post, is there a particular course of action that you would like Conner to take?

Dark Archive

Having nothing to combat the swarm and unable to move lest the crabs just swarm his allies Dezco stands still. Annoyingly so.


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

From our traeasure list, I spent 50 gp to get each of us an acid flask --- 5 x acid = 50 (carried by all)
So we each have a flask of acid.
You can throw a flask of acid as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Against swarms a direct hit should do +50%


Note that, where you are currently standing...waist deep in water, thrown splash weapons will not be so effective


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

Then I guess we are 0% effective and will running away again. At least a mage can relearn a burning hands spell for next day. Consider us in full retreat. Too bad this swarm wasn't affected by weapons--some are.


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

Well can we rest on the stairs, so as not to have to pay the "iron toll" to the trogs?


Cool, I think we are calling for a 'reset' on this one?

Fleeing from the crab swarm, the party of adventurers pick a spot about fifty feet up the staircase and make camp... Taking the opportunity to sharpen weapons, discuss tactics and rest - everyone rests a while...

Which spells do you want Drusellia to have for the day? Think she is GMPC for the rest of the week / weekend now - Paizocon?

Returning back to the familiar patch of dry land at the foot of the steps, a few lone crabs remain...


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

Mobicon, Mobile, AL, actually, but I'm running PFS scenarios for almost the entirety of the convention.


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 knows the following spells:

2nd scorching ray
1st expeditious excavation, mage armor, magic missile, sleep
0 daze, detect magic, haunted fey aspect, ray of frost, read magic, sotto voce

As a sorcerer, she doesn't need to prepare them, but she is limited to what you see there.


Cool, Conner has memorised Burning Hands... What next?


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

With Conner filling up on burning hands to deal with all the little crabs (lets say all his level one slots but one for shocking grasp), the group heads back to face the crabs.


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

This is the worst case of crabs I have ever seen!!! Come on...you know you were all thinking it!!


GMPC for Conner and treating the combat simply / quickly

Cautiously approaching the room that the swarm previously crawled out from, Conner waves a lit torch to attract the scavenging mass… With a sudden rise in noise, the swarm once more pour out of the room to find prey…

Retreating to the steps, Conner draw upon his arcane powers and gouts of flame pour from his fingertips…

Conner, 3 uses of Burning Hands: 3d4 ⇒ (4, 2, 3) = 9, 3d4 ⇒ (2, 3, 1) = 6, 3d4 ⇒ (1, 1, 4) = 6, multiplied by 1.5, 31

With the swarm nearly fully subsided but threatening to overwhelm him at the last, Conner flings his flask of acid into the mass for 1d6 ⇒ 5, multiplied by 1.5, 7

Conner’s last gasp attack is just enough to stop the swarm… looking around him, hundreds – maybe thousands of blackened crustacean corpses lie on the floor… it is then that he starts to realise that he too has been quite badly injured in the fight…

2 rounds of Crab Swarm attack: 2d6 ⇒ (6, 1) = 7, 2d6 ⇒ (6, 6) = 12

What / Where next?


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

3× clw wand: 3d8 + 3 ⇒ (2, 2, 3) + 3 = 10
Towards the voice we heard last time.
wand 2 44 charges


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 moves down the tunnel where the crabs came from, and using his dark vision, scans the area.


Moving up to the hallway where the Aquan voice originated from, Symon looks around the corner and sees a much larger room. The brackish water in the room is clear and, in comparison to the previous room, smells fresh and clean... There is a hallway leading to the east from this room. Even from the entrance, you can feel a gentle current pulling to the south - where, beyond a wall of rubble, a tumbling waterfall can be heard.

GM Only:
Water Elemental, Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

Perception DC21:
There are waves forming within the room that appear to contradict the way in which the current is flowing - looking for a few seconds, it appears that the waves are staying in one particular location...


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

perception: 1d20 + 7 ⇒ (15) + 7 = 22

Symon gets the other's attention and points to the area of waves as he slowly brings his crossbow up to aim at the area.


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

Perception: 1d20 + 2 ⇒ (17) + 2 = 19

Dru follows his gaze, but sees nothing.


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 nods and sees the area Simon is pointing too.

He points to Dezco and himself, and follows the dwarf to investigate.

I think we go with Symon and Dru row 2, Conner in the rear.


As Dezco boldly enters the room (with his companions bravely leading from the rear), the standing wave grows in height - quickly adopting a shape that mirrors Dezco's form. It stands erect for a second and then crashes down as breaking surf - surging towards the dwarf.

Initiative for Party and Enemy

Symon, Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Luther, Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Conner, Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Dezco, Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Drusellia, Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Water Elemental, Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Initiative Order
Water Elemental then
Dezco, Symon, Luther, Conner and Drusellia

Water Elementals turn coming shortly


As Dezco moves into the room, the building wave changes direction and, taking it's vaguely humanoid form, crashes against the dwarf...drenching the adventurer but causing him no lasting damage.

Water Elemental, Slam vs Dezco (Power Attack / Water Mastery): 1d20 + 7 - 1 + 1 ⇒ (2) + 7 - 1 + 1 = 9, missing

Everyone 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

Dru fires two magic missles at the elemental.

Damage (magic missile): 2d4 + 2 ⇒ (3, 2) + 2 = 7

1,451 to 1,500 of 3,110 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Emerald Spire All Messageboards

Want to post a reply? Sign in.