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


2,351 to 2,400 of 3,110 << first < prev | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | next > last >>

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

Ooo..just remembered I have hero points...can I use one to succeed my poison roll? A re-roll will probably just be another fail...


That's what they're there for... Reroll if you like!!!


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 begins to summon another creature, his eagle shifts to attack from above the naga, leaving room for Brent.

The badger rushes to engage the ogrekin and Luther's instruction.

badger vs ogrekin 2: 1d20 + 4 ⇒ (19) + 4 = 231d4 + 2 ⇒ (4) + 2 = 6
eagle vs naga: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 1 ⇒ (1) + 1 = 2
eagle vs naga: 1d20 + 2 ⇒ (4) + 2 = 61d4 + 1 ⇒ (1) + 1 = 2
eagle vs naga: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 1 ⇒ (3) + 1 = 4

Summon Monster I


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent strides up to the Naga, and strikes

unarmed strike: 1d20 + 11 ⇒ (18) + 11 = 29power attack

damage: 1d8 + 13 ⇒ (4) + 13 = 17


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 snarls a curse in elvish and again shoots a beam of light from her outstretched hand, aiming for the naga.

Scorching ray (ranged touch): 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 4d6 ⇒ (6, 3, 6, 3) = 18 fire
Caster level check: 1d20 + 5 ⇒ (19) + 5 = 24


The naga, who somehow seemed less prepared for combat than the last time that they met, finally falls beneath Drusellia's ray of fire and Brent's inelegant upper cut... the sheer mass of the creature crashing to the ground as it's muscles and sinews relax for the final time...

Waiting on that Hero Point (for a second save vs Sleep) decision from Symon before the enemies take their turn


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

Sorry...

Save. 1d20 + 3 ⇒ (4) + 3 = 7

Well that's that...sound asleep


As Symon drifts off, the Serpentfolk priest turns its attention towards the Drow sorceress...

Caster Level Check vs Drusellia: 1d20 + 7 ⇒ (11) + 7 = 18

...tendrils of control start to clutch at Drusellia...

Serpentfolk Priest, Dominate Person vs Drusellia - Drusellia needs to make a Will Save (DC18) to negate domination by the Naga

Standing around the serpentfolk, the ogrekin wave their spears menacingly...

Ogrekin, readied action - Shortspear vs next enemy in threatened space

Everyone may take their turn (apart from sleepy Symon!)


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 snores in a loud and threatening manner!!!


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 sighs in relief as the naga is down. "Symon, wake up!!"

Brent may have to grapple Dru if she goes to the dark side.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 5 - Current AC 27

With no time to celebrate as the Naga falls, Armitron flies over to attack the Serpentfolk priest

Masterwork Longsword - Keen + Bull's Strength/Ray of Enfeeblement 1d20 + 10 ⇒ (17) + 10 = 27
Critical Hit Confirmation 1d20 + 10 ⇒ (2) + 10 = 12
Damage 1d8 + 2 ⇒ (1) + 2 = 3

Armitron's sword barely nicks the hard hided serpentfolk.

I assume the Ray's effects is still with me despite the Naga's death.

Armitron HP = 40/44


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength
Luther Lightblade wrote:

Luther sighs in relief as the naga is down. "Symon, wake up!!"

Brent may have to grapple Dru if she goes to the dark side.

could be fun. :)


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 completes this summoning and an eagle appears near the last serpent and his guardian ogrekin.

Std=wait move 20' up to ogrekin1

Luther moves right up to the ogrekin, moving inside his spear range and puts up his shield to defend. He does this before Armitron flies past the spears of the ogrekin to draw the ogrekin's response. Then Luther's earlier eagle flies past the ogrekin to harass the naga caster. I moved Armitron over the ogrekin as Luther is hoping to take the AoO. If he has the right feat, he probably gets three AoOs

The badger continues to harass the ogrekin(2), clawing and biting.
bite: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 4 ⇒ (9) + 4 = 131d3 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 4 ⇒ (2) + 4 = 61d3 + 2 ⇒ (1) + 2 = 3

The newly summoned eagle attacks the other ogrekin(1).
claw: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 231d4 ⇒ 1
claw: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 261d4 ⇒ 3
bite: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 131d4 ⇒ 1

And the eagle that flew over attacks the serpentfolk, attempting to smite.
bite: 1d20 + 2 ⇒ (10) + 2 = 121d4 ⇒ 2 +1 damage if evil

confirm earlier crit/xtra damage: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 201d4 ⇒ 1

Badger will disappear at start of Luther's next turn, an eagle two turns later, and another eagle four turns later


As the ogrekin are harassed by various creatures, they try to fight back… one of Luther’s eagles is caught on the end of a spear – and the malformed ogre starts honking with delight…

GM Only:
Sartoss = 77/85, Ogrekin 1 = 20/25, Ogrekin 2 = 15/25

Ogrekin 1, Shortspear vs Luther (Readied Action): 1d20 + 7 ⇒ (10) + 7 = 17, missing

Ogrekin 2, Shortspear vs Celestial Eagle (Readied Action): 1d20 + 7 ⇒ (20) + 7 = 27, Critical Threat
Confirming Critical: 1d20 + 7 ⇒ (11) + 7 = 18, Critical Confirmed for 2d6 + 10 ⇒ (5, 3) + 10 = 18

One of Luther’s Eagles is banished back to it’s plane

Waiting on save / action from Drusellia and action from Brent


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

I think we are waiting on Dru to save. If Dru fails, Brent will have to move to where Luther is and Luther will move next to Dru and cast protection from evil giving her another save at +2. The current save should be at +7 due to enchantment. We can use the hero point to reroll the +9 pro evil save if needed.


Okay, looks like we should press on... Luther / someone else - do you want to roll Dru's save? (and then whatever happens next dependent on save / failed save).


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

Dru Will Save +2 vs enchantment: 1d20 + 7 ⇒ (15) + 7 = 22

Dru resists the control of the evil serpent.
Luther is at 2/6 channels left


Waiting on action from Drusellia (happy for anyone else to suggest action or post for her) and from Brent.


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

Dru advances on the ogrekin and casts her whip of spiders. The reach of the whip exceeds the spear. Her attack lands short, only hitting the clumsiest of creatures.

touch attack: 1d20 + 5 ⇒ (5) + 5 = 10

whip of spiders:

School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a square of red cloth)

EFFECT

Range 0 ft.
Effect whiplike swarm
Duration 1 round/level (D (see text)
Saving Throw none; Spell Resistance yes

DESCRIPTION

You summon hundreds of Diminutive spiders, which cling together in the form of a whip made for a creature of your size. You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack. Any creature you strike with the whip takes swarm damage as if it were attacked by a spider swarm (1d6 points of damage plus poison and distraction). The swarm whip is able to damage creatures with armor or natural armor, even if a normal whip could not. It cannot be used to make bull rush, grapple, or trip attacks, and (unlike a swarm) is subject to a miss chance for concealment and cover.

The whip is immune to all weapon damage, is never staggered or reduced to a dying state by damage, and is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). The whip takes half again as much damage from spells or effects that affect an area, but since it is considered part of your gear, it takes damage only if you fail a saving throw on a 1 or if it is specifically targeted by an opponent. The whip does not have a swarm's susceptibility to high winds.

As a standard action, you can transform the whip into a spider swarm (all squares of the swarm must be within 15 feet of you); thereafter it functions as summon swarm. The spider swarm has 3 hit points and persists in that form for 2 rounds or until the end of this spell's duration, whichever comes first.

Seeing Dru still fighting for them, Luther advances and swings his thundering Morningstar at the ogrekin.
attack/damage: 1d20 + 6 ⇒ (10) + 6 = 161d8 + 2 ⇒ (2) + 2 = 4
Luther hadn't committed to a standard action yet.


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

That sounds good for Dru. Sorry, got delayed with con stuff.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

sorry little delayed. I'll act in a couple of hours, at work


GMPC for Brent

Rushing towards one of the Ogrekin, Brent charges!!!

Brent, Unarmed strike vs Ogrekin 2 (Charge): 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14, hitting for 1d8 + 13 ⇒ (6) + 13 = 19

...the dim-witted oaf, slow to react to the charging brawler, falls to the floor...

Whilst the other ogrekin, stabbing wildly, attacks Armitron.

Ogrekin 1, Shortspear vs Armitron: 1d20 + 7 ⇒ (19) + 7 = 26, hitting for 1d6 + 5 ⇒ (5) + 5 = 10

Cornered, the serpentfolk raises a silver symbol aloft, "Kneel... Kneel and beg for the forgiveness of the Awakener!!!"

Sartoss, Channel Negative Energy: 2d6 ⇒ (1, 6) = 7 damage

Everyone can make a DC17 Will Save to reduce the damage from the Serpentfolk's Channel to 3

Ogrekin 1, Will Save vs Channel: 1d20 + 1 ⇒ (1) + 1 = 2, Save Failed - Full Damage

GM Only:
Sartoss = 77/85, Ogrekin 1 = 13/25

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

eagle save fort: 1d20 + 1 ⇒ (6) + 1 = 7
Luther save fort: 1d20 + 10 ⇒ (17) + 10 = 27

The eagle is wilted by the negative energy and falls to the ground (5-7=-2 hp).

Luther channels in return to heal all but their foes.
channel positive: 3d6 ⇒ (5, 4, 2) = 11

The eagle comes to life and manages a single bite at the evil cleric.
bite: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 1 ⇒ (1) + 1 = 2

Luther has 1/6 channels left -- Dru was out of range of the channel, and I think of the evil channel too


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

sorry work was real long yesterday


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 6 - Current AC 27

Armitron does his best to resist the negative wave but is unable to figt off its effects.

Will Save DC 17 1d20 + 10 ⇒ (5) + 10 = 15

The positive energy of Luther washes over him inspiring him to battle on. Armitron, threatened by the Ogrekin decides that the Serpent still must go first.

Masterwork Longsword - Keen + Bull's Strength/Ray of Enfeeblement 1d20 + 10 ⇒ (1) + 10 = 11
Damage 1d8 + 2 ⇒ (4) + 2 = 6

Armitron's sword swings badly wide of the Serpentfolk.


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 hurls a trio of magic missiles at the ogrekin nearest her (#2).

Magic missile: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

not certain if ogrekin two has dropped, your text says yes, the map still haves him here. If he is still up, use this attack against him, ignoring charge

will: 1d20 + 2 ⇒ (10) + 2 = 12
That hurts
Brent charges the serpent man

unarmed: 1d20 + 11 ⇒ (15) + 11 = 26power attack, charge, current AC 19

damage: 1d8 + 13 ⇒ (5) + 13 = 18

so hurt 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 lets out a battle snore and twitches the little finger on his left hand in defiance to the sleep poison!


All – I inadvertently left Ogrekin 2 on the map after Brent killed it… attacks against it (Dru / Brent) will be applied to the Serpentfolk instead

Brent crashes in against the serpentfolk priest, his anger boiling as he crashes against his foe… and, moments later, a flurry of arcane missiles explode around the priest…

Serpentfolk Priest, Blur – Miss Chance of 20%: 1d100 ⇒ 60, hitting

Drusellia, Caster Level Check vs Serpentfolk: 1d20 + 5 ⇒ (14) + 5 = 19, hitting

GM Only:
Sartoss = 51/85, Ogrekin 1 = 13/25

Pulses of divine energy flow backwards and forwards as the clerics channel the power of their deity… Abadar, in this instance, proving to look upon the group with more favour…

…and so, abandoning the strategy of channelling divine energy, the priest reverts to using its rapier…

Serpentfolk Priest, Rapier vs Brent: 1d20 + 14 ⇒ (19) + 14 = 33, Critical Threat
Confirming Critical: 1d20 + 14 ⇒ (4) + 14 = 18, Critical NOT Confirmed: 1d6 + 2 ⇒ (4) + 2 = 6
Serpentfolk Priest, Rapier vs Brent: 1d20 + 9 ⇒ (3) + 9 = 12, missing

Serpentfolk Priest, Bite vs Brent: 1d20 + 8 ⇒ (13) + 8 = 21, hitting for 1d6 + 1 ⇒ (2) + 1 = 3 plus Poison including a further 4 poison damage

Brent must make a DC18 Fortitude Save or be affected by the Poison

Ogrekin 1, Shortspear vs Armitron: 1d20 + 7 ⇒ (19) + 7 = 26, hitting for 1d6 + 5 ⇒ (4) + 5 = 9

Everyone may take their turn now


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 7 - Current AC 25

Now that Brent has taken the fight to the Priest, Armitron turns to the Ogrekin who has struck him a second time and strikes back.

Masterwork Longsword - Keen + Bull's Strength/Ray of Enfeeblement 1d20 + 10 ⇒ (18) + 10 = 28
Confirm Critical 1d20 + 10 ⇒ (15) + 10 = 25
Damage 1d8 + 2 ⇒ (6) + 2 = 8
Critical Damage 1d8 + 2 ⇒ (8) + 2 = 10

Lay on Hands as a Swift Action 2d6 ⇒ (3, 4) = 7. - 4/7 Left for the Day


...with an elegant blow, Armitron slays the remaining ogrekin - suddenly, the serpentfolk's boasts about Kro'akoth 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's eagle continues to attack the priest.
bite: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 1 ⇒ (4) + 1 = 5

Luther channels to aid his friends, his holy symbol fades out as he finishes calling on Abadar's favors. The divine tinkling of keys is heard, but no enemies get healed as the healing bypasses the evil creatures.

channel last: 3d6 ⇒ (5, 1, 1) = 7


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

OUCH! thank heavens for the healing

fort: 1d20 + 12 ⇒ (3) + 12 = 15
I hate these dice :( I'll wait for the poisons effect before acting


Even as Luther calls upon Abadar’s healing, Brent starts to feel the burning poison course through his veins… and, affecting him quickly, accumulating in his muscles…

Brent is Weakened: -2 penalty to Strength based Attack Rolls, Damage rolls, Skill Checks and Ability Checks – he is considered to be carrying at least a medium load.

Brent, Symon and Drusellia may act now.


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent feels a wave of weakness, but he focuses beyond it.
Argh!

unarmaed one: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27power attack, boar style

unarmed two: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28

crit confirm: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15

damage 1: 1d8 + 12 ⇒ (7) + 12 = 19

damage 2: 1d8 + 10 ⇒ (3) + 10 = 13

damage boar style: 2d6 ⇒ (2, 4) = 6


The serpentfolk priest is almost overwhelmed by Brent's sudden rage - two powerful blows nearly lifting the ophidian cleric off it's feet... a particularly cruel blow across the face of the priest half blinds it...

GM Only:
Sartoss = 13/85

Drusellia may act now


Okay, I'd normally say it's the weekend and it's fine if Dru can't get to posting... Weekends are normally considered a 'bonus'... However, the priest is so close to defeated that we may as well crack on... Especially as Level 6 beckons...

GMPC for Drusellia

Seeing the serpentfolk stagger beneath Brent's blows, Dru flings a salvo of arcane missiles at the remaining foe...

Drusellia, Magic Missile vs Serpentfolk, Caster Level Check: 1d20 + 5 ⇒ (16) + 5 = 21, hitting for 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13

It is all the serpentfolk can do when it calls upon Kro'akoth for help...

Serpentfolk, Concentration Check - Cast Defensively: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11, Spell Lost.

Everyone may act 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 swings with his Morningstar.
to hit/damage: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 2 ⇒ (7) + 2 = 9

The eagle tries to get a few attacks in.
bite: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 1 ⇒ (1) + 1 = 2
confirm: 1d20 + 2 ⇒ (4) + 2 = 61d4 + 1 ⇒ (2) + 1 = 3


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

Round 8 - Current AC 25

Taking advantage of the flank with the presence of his allies Armitron tries to finish the priest off.

Masterwork Longsword - Keen + Bull's Strength/Ray of Enfeeblement + Flank1d20 + 12 ⇒ (1) + 12 = 13

Damage 1d8 + 2 ⇒ (2) + 2 = 4


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

wow. Those rolls were...just wow

fort save: 1d20 + 12 ⇒ (17) + 12 = 29

unarmed one: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22power attack, boar style, brent poison damage

unarmed two: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9

well. OK. if the first strike hit

damage: 1d8 + 12 ⇒ (3) + 12 = 15

so has Brent shaken off the poison?


Outnumbered, surrounded and inadequately defended, the serpentfolk priest succumbs to the blows from the group... as it fll, it hisses one last time, "Kro'akoth... will... avenge... me.... ack!!!" and is gone...

...and, with that, the Shrine of the Awakener is purged of the serpentfolk and their allies...

Combat Over

It appears that - for the first time in a while - the friends have a moment of respite to recover and explore - the large temple, decorated with demonic idols and sigils, does not contain anything of huge interest... However, looking down into the pit from whence the naga climbed, Symon spies a number of decorative masks - possibly death masks... Unfortunately, they are semi-buried beneath a writhing mass of snakes...

That is pretty much it for this level of the Emerald Spire... there is a hidden room that you haven't discovered however it isn't critical in terms of driving the story forwards so no need to worry!!!

...and also, congratulations - you may all level up to Level 6!!! Normal rules, please put a commentary of your levelling into the discussion thread so everyone knows what kinda stuff you cool folk can do now.

When you level, you'll return to full HP and lose any adverse Poison effects.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"Good plan Luther! I was a bit hesitant to rush in under such fashion but it all worked out".

Armitron lays hands of Symon and tries to rouse him.

Lay on Hands Symon 2d6 ⇒ (6, 5) = 11

"Shall we visit that prisoner after we finish searching this 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

"Yes we shall. We should be able to secure this area and rest here after cleansing the areas of evil."

Luther begins to help mop up the area and collect any useful items from the fallen.


The serpentfolk priest, clearly the leader of the cult of Kro’akoth within the spire, was well equipped – looting its body for usable items or treasure, the friends discover:

  • 2 Masterwork Silver Rapiers,
  • A Pearl of Power (capable of recalling a 2nd level Spell),
  • and a Gold Holy Symbol of Kro’akoth (worth 600gp).

whilst the other serpentfolk was carrying a Masterwork Scimitar and a Composite Shortbow…


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Brent sighs, and stretches. a good fight


So you folks are resting up here? Anyone doing anything about the decorative masks in the pit around the spire? Or the prisoner? When you finish your exploration, you'll discover a set of stairs heading down from the room where the Ogrekin came from...

No massive hurry to move you folks on as it would be good to give Symon the chance to level 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

Dru sits down and takes a deep breath, letting it out again. "Maybe we should take a break here." She closes her eyes and slows her breathing, concentrating on her breathing.


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |

"Agreed, the stench of evil pervades this place. Perhaps we should take an extra day to hallow these halls. There is also the prisoner to be dealt with".


brawler 6 Human, male HP: 22/48 AC 19 T 14 FF 17 CMB +10 CMD 24 Fort +8/Ref +8/ Will +3/ Perception +8 Martial Flexibility 5/6
current effects:
bulls strength

Whats to deal with. Smack him on the head, and either end him or hand him over for someone else to end him. But a rest would be good.


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

"The prisoner may have information about this area."

Luther helps them fortify the area. They do not want to go past the candles anymore.

2,351 to 2,400 of 3,110 << first < prev | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Emerald Spire All Messageboards

Want to post a reply? Sign in.