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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Heading up the stairs, away from the serpentfolk lair, the tension in the group relaxes somewhat… and pretty soon, talk turns to the prospect of being away from the depths and feeling the warmth of the sun once more…

…a hope that is put abruptly on hold when they arrive at the Clockwork Maze above the first of the serpentfolk nests (Level 6 of the Emerald Spire). Standing impassively at the top of the stairs, two automatons are positioned as sentries… the moment that they see the first of the group, they present their swords…

…and, behind them, through the walls and floors of this level, the ticking of cogs and gears grows louder…

Actions? Just as a reminder, you made a commitment to the ruler of this domain to clear the levels below of the serpentfolk menace…


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 guess we stay a night with the metal men. No sun yet."


Male Human Paladin 5 (Holy Tactician) | (Oath of Vengeance) |
Luther Lightblade wrote:
"I guess we stay a night with the metal men. No sun yet."

"So it seems. I welcome taking the fight back to these serpents sooner now that we have seen their tricks".


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

With a sigh, Symon breaks out some rations and begins to eat the flavorless dried goods.

"Well, at least we can relax with those big metal guardians watching over us...I hope!"


Once more, the friends find themselves making camp beneath the watchful eye of the metal guardians… for the most part, they remain motionless but, whenever anyone moves ...as if to go past them towards the door away from the staircase, they whir into life and present their weapons…

…after a somewhat fitful night’s rest (Everyone returns to full HP and all daily spells, etc are recharged), the group awake to a grinding of cogs and gears… and the door swings open – with a certain degree of pomposity, the metal clad man strides through and addresses the adventurers, ”So, you have returned… what news have you of the serpentfolk menace who have infested my domain? Have they been 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

Brent sizes up the metal man and says 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 decides to be truthful.
"We were betrayed by a serpentfolk prisoner. We retreated in the face of superior numbers, the traitorous female wanted us to weaken ourselves killing the leader and probably would have finished us off. We are going to make another trip down there and continue to prune their numbers and hopefully finish them. We know where the boss resides, we will go there next."


”The serpentfolk are indeed a deceitful race… you would be well-advised to keep your wits about you if any truce is offered”, a hint of fanaticism slips into the metal-clad man’s voice, ”Steel… that is the only language they understand… slay them and, in return, you may take their treasures and enjoy free passage through my dominion”.

Heading back down to the Serpentfolk Level?


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

Armitron nods to their "patron", "Indeed, it is time for yet another lesson".

Ready to go!


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

"Yeah, but who is teaching who...", Symon mutters under his breath.


Rested and with vengeance in their hearts, the group make their way back through the first of the serpentfolk lairs… past the rooms where the troglodytes were fought, past the prison where ‘Fist’ was rescued from and through to the room where the naga was finally slain. The rooms seem quiet… lifeless and abandoned… and so the group, weapons in hand and senses alert, continue downwards…

Going to hand-wave all the normal saves, etc to move our heroes’ story onwards…

…down to the small landing with the pool – where the serpent statue is sat upon its plinth once more… it takes only a moment but yet again, it tugs at some subconscious desires within the group… and, one by one, Armitron, Brent, Symon, Luther and Drusellia are tempted by the gem held within the jaws of the statue – stepping forwards, each of them blink out of existence for a moment… and find themselves back in the labyrinthine tunnels where they were ‘captured’ by the spectral snakes. Instantly alert, the friends wait for the inevitable hissing approach of the snakes…

…but it never comes. Silence reigns supreme within the darkened tunnels… and so, having waited long enough, the friends move along the tunnels – ever alert to the risk that the snakes will appear… but they never do, and after turning several corners within the maze, Symon leads the group to a door to the east. Listening and checking for traps, he finds nothing – and so, cautiously, the door is opened…

The scene beyond the door is carnage – the modestly sized room is split in the middle by a pool… and, floating in the pool, there are two serpentfolk corpses… lying in a puddle of blood in the far corner of the room, another dead serpentfolk stares with lifeless eyes at the opened door. Examining the bodies, it seems that whatever happened here occurred several hours ago… and, from the severity of the wounds, was quick and brutal… Moving on through the only exit from the room, the aftermath of what must have been a running battle is found in the next room as well… a larger room comprising a ten feet deep pit surrounded on all sides by a walkway, the pit is populated by a writhing swarm of snakes – and in the swarm, there are at least three more dead serpentfolk…

Map updated to show these rooms and the overall layout of the level.

…heading northwards through a battered down door, the group finally find themselves in familiar surroundings – and, having ensured that they aren’t about to be attacked from the rear, they make their way along the corridor to the double-door entrance of the large temple. Here, at least, there is less evidence of the battle that must have raged through the serpentfolk’s lair… all is quiet.

Actions?


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 looks around, puzzled. What in the nine hells happened here.
He moves over and nudges a corpse. Looks like this battle happened without us.


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 casts, and barkskin forms on Brent. He casts again, and 1d3 + 1 ⇒ (1) + 1 = 2 celestial badgers appear when the door to the shrine is opened.


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

"Well the female did want us to fight for her, perhaps she took matters into her own hands.".

Armitron will activate his Detect Evil to sense if there is an active spell on this shrine.


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 slowly approaches the doors. He is watchful of any spectral snakes that might appear. Once at the door, he listens to see if he can hear anything within.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


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 idly kicks the corpse of a serpentfolk, saying nothing.


The signs of the struggle that must have raged through the serpentfolk lair is less visible here but, without doubt, something also happened here as Symon finds out... the spectral snake which had previously emanated from the doorway north - is no longer present. And a second look around reveals that the statue next to the doorway has been damaged and then defaced...

...with that good bit of fortune, the friends get ready to open the door - Symon hears voices on the far side whilst Armitron, reaching out to detect the presence of evil, feels the presence of several auras...

With little more to be gained by waiting, the friends ready themselves and push the door open. The temple behind the doors is the least damaged of the chambers seen thus far - however the serpentfolk who have defended it, and are clearly ready to defend it once more, all seem injured to some degree or other...

"So, the rescuers of Ziszkaa have returned once more... Now our fury shall know no bounds!!!", the two-headed serpentfolk spits his words with contempt and venom towards the friends.

Initiative for Party and Enemy

Symon, Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Armitron, Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Luther, Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Brent, Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Drusellia, Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Serpentfolk, Initiative: 1d20 + 9 ⇒ (15) + 9 = 24

Initiative Order
Serpentfolk then
Armitron, Symon, Luther, Brent and Drusellia

As the friends watch, the sorcerous serpentfolk intones a spell and vanishes from sight!!!

Spellcraft DC17:
Uzar-Kus has cast Invisibility upon himself.

...whilst the other serpentfolk - the closest two of whom appear to be grievously wounded, take up their bows and, swiftly notching their arrows, let a volley of missiles loose against the friends at the open door.

Serpentfolk 1, Composite Shortbow vs Armitron (Favoured Enemy - Human): 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23, hitting for 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Serpentfolk 2, Composite Shortbow vs Armitron (Favoured Enemy - Human): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33, hitting for 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Serpentfolk 3, Composite Shortbow vs Brent (Favoured Enemy - Human): 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29, hitting for 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10

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

2 summoned wolverines:

N Medium animal
Init +2; Senses low-light vision, scent; Perception +10

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 28 (3d8+15)
Fort +7, Ref +5, Will +2

OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +6 (1d6+4), bite +6 (1d4+4)
Special Attacks rage

STATISTICS
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +10, Perception +10

SPECIAL ABILITIES

Rage (Ex)
A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.

Luther's summoned celestial badgers move around the serpentfolk and attack from behind.

left wolverine: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 221d6 + 4 ⇒ (4) + 4 = 8
right wolverine: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 181d6 + 4 ⇒ (4) + 4 = 8

Luther targets the area of the sorceress, and his divine magic fights to dispel the arcane magic.

dispel magic check: 1d20 + 7 ⇒ (15) + 7 = 22


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

Spellcraft: 1d20 + 10 ⇒ (15) + 10 = 25

"Watch for him," Dru shouts. "He's gone invisible!" With a gesture and a string of magical syllables, Dru sends a fireball hurtling into the farthest pair of serpentfolk (aiming to cover the area where the invisible one was last seen and the unharmed serpentfolk with a bow).

Damage: 6d6 ⇒ (3, 5, 3, 5, 2, 2) = 20 (DC 17 Reflex for half)
Caster Level Check: 1d20 + 6 ⇒ (7) + 6 = 13


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

Ducking into the shadows, Symon takes aim at one of the snakepeople and lets loose and arrow.

Attack-ranged: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 ⇒ 5
Sneak: 2d6 ⇒ (1, 2) = 3


Luther’s attempts to dispel the invisibility spell cast by the two-headed serpentfolk is immediately successful, hissing and spitting with rage, the sorcerous viper shimmers back into view… and, having not moved from its original position, presents a good opportunity for Drusellia to toss a fireball at it; the entire area beneath the huge statue is briefly lit with flame but, when they subside, neither of the serpentfolk appear harmed…

Drusellia’s CL check didn’t get past the Serpentfolk’s SR.

…whilst, focussing on the closest of the serpentfolk, Luther’s wolverines bite and claw – blood is spilt as one of the summoned beasts grabs a leg… and, for a moment it seems that Symon has an easy shot to make, yet somehow he fires high and wide.

Waiting on actions from Armitron and Brent.


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

Round 1

The Paladin heals himself before wading into the fray. LoH 2d6 ⇒ (3, 1) = 4

Armitron charges the closest Serpentfolk flanking Luther's Badger.

Longsword Attack #1 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

Damage 1d8 + 3 ⇒ (5) + 3 = 8

Longsword Attack #2 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18

Damage 1d8 + 3 ⇒ (2) + 3 = 5


Armitron's blade hits hard... and his target, already wounded when the friends opened the door, falls to the floor...

GMPC for Brent

...whilst, growling anomalistically, Brent also rushes in...

Brent, Unarmed Strike vs Serpentfolk 2 (Charge): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22, hitting for 1d8 + 11 ⇒ (3) + 11 = 14

GM Only:
Serpentfolk 2 = 14 damage

From beneath the shadow of the statue, the serpentfolk archer continues to fire upon Brent - but, in a stroke of good fortune, all three arrows fly well wide...

Serpentfolk 3, Composite Shortbow vs Brent (Into Melee / Favoured Enemy - Human): 1d20 + 12 + 2 - 4 ⇒ (3) + 12 + 2 - 4 = 13, missing
Serpentfolk 3, Composite Shortbow vs Brent (Rapid Shot / Into Melee / Favoured Enemy - Human): 1d20 + 12 + 2 - 4 ⇒ (1) + 12 + 2 - 4 = 11, missing
Serpentfolk 3, Composite Shortbow vs Brent (Into Melee / Favoured Enemy - Human): 1d20 + 7 + 2 - 4 ⇒ (8) + 7 + 2 - 4 = 13, missing

...whilst the serpentfolk under attack by Brent drops its short bow and, bringing its sword upwards, slices at Brent.

Serpentfolk 2, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 14 ⇒ (15) + 14 = 29, hitting for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14

And, next to the archer, the twin-headed serpentfolk starts to intone another spell.

Spellcraft DC20:
The two-headed serpentfolk is casting Dominate Person

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

Trying to disrupt whatever foul spell the serpent is trying to cast, Symon fires from the shadows at it.

Attack-ranged: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 ⇒ 3
Sneak Damage: 2d6 ⇒ (3, 4) = 7


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 steps up and casts powerful divine magic, and a door to another dimension opens up. He steps through bringing Brent and Armitron with him and they appear right next to the now visible caster.

Std = cast dimension door and bring Armitron and Brent with him to appear next to the caster

"Smite him Armitron, the holy badger will do so."

The holy wolverine rushes the caster, finding itself flanking with Brent.

celestial wolvreine = smite evil swift, charge

wolverine charge: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 211d6 + 4 ⇒ (1) + 4 = 5
+2 damage if caster has evil aura

The other wolverine on the right continues to attack the serpentfolk with a flurry.
claw: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 4 ⇒ (3) + 4 = 7
bite: 1d20 + 6 ⇒ (17) + 6 = 231d4 + 4 ⇒ (3) + 4 = 7
confirm claw?/xtra damage: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 4 ⇒ (5) + 4 = 9

Armitron and Brent can do full attack actions on the bad guy 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

Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13

Dru snarls as her fireball fails to harm the serpentfolk. With a hiss, she spits the words to her magic missile spell, sending three bolts at the serpentfolk caster.

Damage: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11
Caster Level Check: 1d20 + 6 ⇒ (6) + 6 = 12

Spells: U/6/6/3
Charges: 23


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

Round 2

The Paladin heals himself yet again as he takes full advantage of the magic of Luther.

Longsword Attack #1 Flank and Smite Evil1d20 + 9 + 2 + 4 ⇒ (7) + 9 + 2 + 4 = 22

Damage 1d8 + 3 + 6 ⇒ (8) + 3 + 6 = 17

Longsword Attack #2 Flank and Smite Evil1d20 + 4 + 2 + 4 ⇒ (10) + 4 + 2 + 4 = 20

Damage 1d8 + 3 + 6 ⇒ (5) + 3 + 6 = 14


From the shadows, Symon's arrow stabs through the serpentfolk's robes... the hissing of both heads announcing that, beneath the folds of its ceremonial clothes, the arrow found flesh.

Uzar-Kus, Concentration Check against injury whilst casting (DC25): 1d20 + 6 + 6 ⇒ (15) + 6 + 6 = 27

And, following Luther's instruction, one of the wolverines bounds along the temple floor towards the serpentfolk sorcerer - as it does so, one of the statues that lines the hall spira a gout of acid towards it...

Acid-Spitting Serpent Statues, Acid Arrow vs Wolverine )Ranged Touch): 1d20 + 10 ⇒ (3) + 10 = 13, hitting for 2d4 ⇒ (4, 3) = 7

Slightly scorched but far from defeated, the wolverine crashes into the sorcerer... but misplaces its charge and only catches the robes... Luther's other wolverine finds more luck attacking the guard at the southern end of the temple - twice, fang and claw find their mark...

Wolverine on Serpentfolk 2, two hits for 14 damage.

Cursing the loss of the fireball, Drusellia reverts to use of magic missiles yet, once more, the arcane nature of the serpentfolk foils her...

Drusellia does not get past Uzar-Kus SR.

...and then, turning the balance of the battle completely, Luther steps - bringing Armitron and Brent with him - through space and arrives at the far end of the temple. Immediately Armitron and Brent attack... yet both, disoriented from their experience, miss with each and every attack they make.

Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull's Strength, Boar Style): 1d20 + 9 ⇒ (2) + 9 = 11, missing
Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull's Strength, Boar Style): 1d20 + 9 ⇒ (9) + 9 = 18, missing
Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull's Strength, Boar Style): 1d20 + 4 ⇒ (2) + 4 = 6, missing

GM Only:
Uzar-Kus = 10 damage, Serpentfolk 2 = 28 damage

Serpentfolk to act next.


In a flurry of steel and arrows, the serpentfolk guards target Luther's wolverines... they are hardy creatures yet they are less than agile when avoiding such an onslaught... within seconds, they are gone...

Serpentfolk 2, Scimitar vs S Wolverine: 1d20 + 14 ⇒ (9) + 14 = 23, hitting for 1d6 + 6 ⇒ (3) + 6 = 9
Serpentfolk 2, Scimitar vs S Wolverine: 1d20 + 9 ⇒ (15) + 9 = 24, hitting for 1d6 + 6 ⇒ (4) + 6 = 10
Serpentfolk 2, Scimitar vs S Wolverine: 1d20 + 8 ⇒ (4) + 8 = 12, missing

Serpentfolk 3, Composite Shortbow vs N Wolverine (into melee): 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19, hitting for 1d6 + 7 ⇒ (5) + 7 = 12
Serpentfolk 3, Composite Shortbow vs N Wolverine (Rapid Shot / into melee): 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28, Critical Threat
Confirming Critical: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23, Critical Confirmed, 3d6 + 21 ⇒ (3, 3, 1) + 21 = 28
Serpentfolk 3, Composite Shortbow vs S Wolverine (into melee): 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16, hitting for 1d6 + 7 ⇒ (4) + 7 = 11

Both wolverines are dead.

...and then, stepping back to give itself space, the serpentfolk sorcerer fixes Brent with its gaze. Instantly, Brent goes slack-jawed and his fists relax...

Uzar-Kus 5ft step into space vacated by slain wolverine.

Brent, Will Save vs Dominate Person (DC21): 1d20 + 3 ⇒ (7) + 3 = 10

Sense Motive DC15:
Brent is acting under the compulsion of something other than his own free will.

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 swaps with Armitron, and casts a spell as he touches his friends. Protection from evil influences surround Luther, Armitron, and Brent.

Protection from evil communal - 2 minutes Luther, 2 minutes Brent, 3 minutes Armitron

Protection from evil:

School abjuration [good]; Level cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1; Domain good 1; Subdomain purity 1

CASTING

Casting Time 1 standard action
Components V, S, M/DF

EFFECT

Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text

FAQ
Does protection from evil (good/law/etc.) work against all charm and compulsion effects? Or does it just work against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion.

DESCRIPTION

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Evil, Communal

Level cleric/oracle 2, inquisitor 2, paladin 2, sorcerer/wizard 2, summoner/unchained summoner 2
Target creatures touched

DESCRIPTION

This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched.

Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11

The surviving wolverine goes into a rage, attacking the serpentfolk.

15 hp left and enraged (+4 str +4 CON)

wolverine claw: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 6 ⇒ (5) + 6 = 11
wolverine claw: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 6 ⇒ (5) + 6 = 11
wolverine bite: 1d20 + 8 ⇒ (10) + 8 = 181d4 + 6 ⇒ (1) + 6 = 7


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

Sense Motive (untrained): 1d20 + 1 ⇒ (12) + 1 = 13

Dru decides to try a scorching ray, hoping that something in her repertoire will do the trick.

Ranged Touch: 1d20 + 6 ⇒ (15) + 6 = 21
CL Check: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 4d6 ⇒ (4, 2, 1, 2) = 9 (fire)

Spells: U/6/5/3
Charges: 23


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

Getting close with his rapier, Symon attempts to backstab one of the wounded snake guards.

Attack-melee: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d6 ⇒ 6
Sneak Damage: 2d6 ⇒ (3, 6) = 9


Luther wrote:

...The surviving wolverine goes into a rage, attacking the serpentfolk.

15 hp left and enraged (+4 str +4 CON)

As per previous GM post, the serpentfolk have slain both of the Wolverines...

  • Serpentfolk 2 - Scimitar, 19 damage to South Wolverine (10, 9)
  • Serpentfolk 3 - Composite Shortbow, 40 damage to North Wolverine (12, 28) and 11 damage to South Wolverine
  • South Wolverine 30 damage, North Wolverine 40 damage

As Luther seeks Abadar's protection, Symon and Drusellia continue their attempts to bring the serpentfolk cult down... yet neither attacks, rapier or ray, are enough to break the defences of their foes...

...and then, with a striking of an unseen bell, the fog over Brent's eyes is lifted...

Brent, Will Save vs Dominate Person (with +2 morale bonus) DC21: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23, saved - Brent is no longer dominated.

Waiting on an action from Armitron / Brent


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

Round 3

Armitron attempts once again to Smite the Sorcerer.

Longsword Attack #1 Smite Evil 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22

Damage 1d8 + 3 + 6 ⇒ (2) + 3 + 6 = 11

Longsword Attack #2 Smite Evil 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15

Damage 1d8 + 3 + 6 ⇒ (1) + 3 + 6 = 10


Apologies for a couple of quiet days – last Friday was the end of the kid’s school year so lots of family stuff to do then and across the weekend… normal service resumed.

Armitron’s blade snicks and slices… cold steel slashing through the air as the paladin goes about his holy duty… but the serpentfolk is too lithe, too slippery, too evasive for the warrior – it weaves, ducks and swerves around all of the attacks… and, as Brent moves forward to assist Armitron, it continues its strangely hypnotic movements – and each one of Brent’s iron fists meets only air…

GMPC for Brent… edit, sorry for sucky GM rolling!!!

Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull’s Strength, Boar Style): 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15, missing

Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull’s Strength, Boar Style): 1d20 + 9 + 2 - 2 ⇒ (8) + 9 + 2 - 2 = 17, missing

Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull’s Strength, Boar Style): 1d20 + 4 + 2 - 2 ⇒ (6) + 4 + 2 - 2 = 10, missing

Seeing yet another spell arcing towards the sorcerer beneath the large statue, the serpentfolk guard tries to slip past Symon… and rushes towards Drusellia – scimitar in its hand and murder in its eyes…

Serpentfolk 2, Move towards Drusellia provoking AoO from Symon

Symon – you may take an AoO vs Serpentfolk 2

Serpentfolk 2, Scimitar vs Drusellia: 1d20 + 14 ⇒ (8) + 14 = 22, hitting for 1d6 + 6 ⇒ (1) + 6 = 7

Whilst, beneath the statue, the battle rages on… a cloud of arrows flies at Brent…

Serpentfolk 3, Composite Shortbow vs Brent (favoured enemy – humans / into melee): 1d20 + 14 + 2 - 4 ⇒ (13) + 14 + 2 - 4 = 25, hitting for 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Serpentfolk 3, Composite Shortbow vs Brent (favoured enemy – humans / into melee / Rapid Shot): 1d20 + 14 + 2 - 4 ⇒ (12) + 14 + 2 - 4 = 24, hitting for 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Serpentfolk 3, Composite Shortbow vs Brent (favoured enemy – humans / into melee): 1d20 + 9 + 2 - 4 ⇒ (6) + 9 + 2 - 4 = 13, missing

…and, cursing as its domination of Brent fails, the sorcerer reverts to dagger and fang… it's aberrant twin heads each snapping forwards with venom spitting from its serpentine maw... And, when Brent falls, the sorcerer's attention turns towards Armitron...

Uzar-Kus, Dagger vs Brent: 1d20 + 17 ⇒ (6) + 17 = 23, hitting for 1d4 + 2 ⇒ (1) + 2 = 3

Uzar-Kus, Dagger vs Armitron: 1d20 + 12 ⇒ (10) + 12 = 22, missing

Uzar-Kus, Bite vs Armitron: 1d20 + 10 ⇒ (4) + 10 = 14, missing

Uzar-Kus, Bite vs Armitron: 1d20 + 10 ⇒ (12) + 10 = 22, missing

Brent is at -1HP, Unconscious and Dying, he must make a DC10 CON check (with a -1 penalty) to Stabilise

Brent is now Poisoned and must make a DC19 Fortitude Save or be affected.

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 channels, and his friends heal.

+ve energy to allies only: 4d6 ⇒ (4, 6, 4, 2) = 16


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 returns the favor with her rapier against the serpentfolk now threatening her.

Dru vs. Serpentfolk: 1d20 + 2 ⇒ (18) + 2 = 20
Confirm crit?: 1d20 + 2 ⇒ (5) + 2 = 7
Damage (rapier): 1d6 - 1 ⇒ (2) - 1 = 1


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

Round 4

Armitron grits his teeth as Brent falls, even injured these creatures are resilient foes!

Longsword Attack #1 Smite Evil 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32
Confirm Critical? Smite Evil 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22

Damage 1d8 + 3 + 6 ⇒ (8) + 3 + 6 = 17 - If Crit. 2d8 + 6 + 6 ⇒ (3, 7) + 6 + 6 = 22

Longsword Attack #2 Smite Evil 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24

Damage 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15


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

AoO on Serpent folk: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d6 ⇒ 2
Sneak: 2d6 ⇒ (5, 2) = 7

Following the serpent trying to attack Dru, Symon sticks it again with his rapier.

Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d6 ⇒ 2
Sneak: 2d6 ⇒ (3, 6) = 9

Sorry guys..my rolls suck!!!


GMPC save for Brent vs Poison: 1d20 + 8 ⇒ (8) + 8 = 16, Save Failed, Brent is now Weakened and takes a -2 penalty to STR-based Attack Rolls, Damage Rolls, Skill Checks and Ability Checks.

Luther’s healing brings respite to Armitron and, more importantly, to the fallen Brent… the brawler, sweeping the arrows from his side, grunts thanks to the Abadarian and starts to get to his feet.

Note that Drusellia and Symon are well out of the 30ft Channel Energy Radius.

Armitron, stepping past Brent, grits his teeth and slashes at the serpentine spell-caster... this time, the paladin is not fooled by the creature’s infuriating swaying and twice, his blade makes contact with flesh and bone… the sorcerer grimaces, the injuries caused by Armitron are severe and, right now, it seems that the creature can’t take much more punishment…

Standing, Brent can’t stop another thrust of the serpentfolk’s dagger slicing into his thigh… and then, when he punches at his attacker, once more, he misses.

Brent Stands provoking an AoO

Uzar-Kus, Dagger vs Brent: 1d20 + 17 ⇒ (10) + 17 = 27, hitting for 1d4 + 2 ⇒ (1) + 2 = 3

Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull’s Strength, Weakened): 1d20 + 9 + 2 - 2 - 2 ⇒ (12) + 9 + 2 - 2 - 2 = 19, missing

Whilst, at the far end of the temple, Drusellia stabs at her attacker with her rapier… her steel strikes flesh yet the wound is superficial – and, despite now being in a position to cause a grievous wound, Symon misses his opportunity – twice, his flashing blade thrusts wide of his target…

GM Only:
Uzar-Kus = 42 damage, Serpentfolk 2 = 11 damage, Serpentfolk 3 unhurt

Serpentfolk to act next.


Serpentfolk 2, Scimitar vs Drusellia: 1d20 + 14 ⇒ (19) + 14 = 33, Critical Threat
Confirming Critical, 1d20 + 14 ⇒ (6) + 14 = 20, Critical Confirmed for 2d6 + 12 ⇒ (1, 4) + 12 = 17

Hissing at Drusellia as her rapier scratches across its thigh, the serpentfolk raises its scimitar... and brings it down hard against her shoulder... unable to dodge the blow, the sorceress falls...

Spinning on its heels, the serpentfolk slashes and bites at Symon... but, more accustomed to melee, he is a target that refuses to be hit...

Serpentfolk 2, cimitar vs Symon: 1d20 + 9 ⇒ (7) + 9 = 16, missing

Serpentfolk 2, Bite vs Symon: 1d20 + 8 ⇒ (2) + 8 = 10, missing

Drusellia is at -2HP, Unconscious and Dying, she needs to make a DC10 CON Check ( with a -2 penalty) to stabilise

Armitron's defenses are built around his armour rather than Symon's natural agility... but they are equally effective - arrow after arrow clattering from his plate steel...

Serpentfolk 3, Composite Shortbow vs Armitron (favoured enemy – humans / into melee): 1d20 + 12 + 2 - 4 ⇒ (3) + 12 + 2 - 4 = 13, missing

Serpentfolk 3, Composite Shortbow vs Armitron (favoured enemy – humans / into melee / rapid shot): 1d20 + 12 + 2 - 4 ⇒ (8) + 12 + 2 - 4 = 18, missing

Serpentfolk 3, Composite Shortbow vs Armitron (favoured enemy – humans / into melee): 1d20 + 7 + 2 - 4 ⇒ (10) + 7 + 2 - 4 = 15, missing

Hissing with rage that Brent had risen, the sorcerer unleashes a volley of phosphorescent green bolts at the scrapper... unerringly, each of them hits and, once more, Brent falls...

Uzar-Kus, Magic Missile vs Brent: 5d4 + 5 ⇒ (3, 2, 1, 3, 4) + 5 = 18

Brent is at -6HP, Unconscious and Dying, he needs to make a DC10 CON Check (with a -6 penalty) to stabilise

Everyone may act now... note that Uzar-Kus and Serpentfolk 2 are both quite injured.


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

"Finish off the leader Armitron! !"

Luther heals Brent. He hope Brent will contribute at some time.

convert summ Mon 3 to cure serious: 3d8 + 7 ⇒ (8, 8, 6) + 7 = 29


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

Round 5

Armitron nods in response to Luther, "Your days of evil are at an end foul creature!"

Longsword Attack #1 Smite Evil 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32
Potential Critical 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23

Damage 1d8 + 3 + 6 ⇒ (2) + 3 + 6 = 11 - If crit confirmed - Damage 2d8 + 6 + 6 ⇒ (1, 3) + 6 + 6 = 16

Longsword Attack #2 Smite Evil 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18

Damage 1d8 + 3 + 6 ⇒ (1) + 3 + 6 = 10


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

Stablization check: 1d20 - 2 ⇒ (18) - 2 = 16


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

Dodging and twisting out of the snake's way, Symon melds into the darkness and strikes at the creature from a completely different location.

Attack-melee: 1d20 + 10 ⇒ (15) + 10 = 25
Confirm Crit: 1d20 + 10 ⇒ (5) + 10 = 15

Stealth: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d6 ⇒ 5
Sneak: 2d6 ⇒ (4, 5) = 9


Symon, sliding into the shadow, stabs at the serpentfolk as it looms over Drusellia... and, as the steel rasps against bone, the reptilian guard falls...

Serpentfolk 2 is dead

...and Armitron, continuing to press the attack, swipes at the sorcerer - his blade slices hard into flesh and blood spatters against the huge statue...

GM Only:
Uzar-Kus = 53 damage, Serpentfolk 3 unhurt

Staggering towards the Serpentfolk after he is healed, Brent swings at the sorcerer... but, badly poisoned, the Brawler's punch is wild...

Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull’s Strength, Weakened): 1d20 + 9 + 2 - 2 - 2 ⇒ (7) + 9 + 2 - 2 - 2 = 14, missing

Stepping around the spell-caster, the last of the guards swings and bites at Brent... and misses dreadfully.

Serpentfolk 3, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17, missing

Serpentfolk 3, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, missing

Serpentfolk 3, Bite vs Brent (Favoured Enemy - Human): 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15, missing

...whilst, bleeding badly and wheezing, the sorcerer steps away and, once more casts an invisibility spell...

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

"You know where the invisible creature is. Get it."

Luther begins to summon help after ducking behind the cover of the statue.

Summon 3-full round -- don't let her get away or we fight her 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 checks to see that Dru is stable before sliding back into the shadows. Switching his bow for his rapier, the rogue takes aim at the remaining snakeman and fires.

Attack-ranged: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 ⇒ 3
Sneak: 2d6 ⇒ (3, 1) = 4


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

Round 6

Rather than attack a foe he cannot see, Armitron attacks the last of the Serpentfolk defending the sorcerer.

Longsword Attack #1 1d20 + 9 ⇒ (16) + 9 = 25

Damage 1d8 + 3 ⇒ (4) + 3 = 7

Longsword Attack #2 1d20 + 4 ⇒ (18) + 4 = 22

Damage 1d8 + 3 ⇒ (3) + 3 = 6


As the sorcerer disappears from view, Luther starts to call upon his faith... and commences to pull a creature from the aether...

...and with only one visible foe, Symon and Armitron focus upon the serpentfolk guard - standing near Dru's unconscious body, Symon lets fly with an arrow... but, over the length of the temple, its flight wobbles and it skews wide. Armitron finds more luck though, stepping forwards he slashes at the reptile... and twice cuts into flesh.

Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull’s Strength, Weakened, Boar Style):1d20 + 9 + 2 - 2 - 2 ⇒ (18) + 9 + 2 - 2 - 2 = 25, hitting for 1d8 + 11 ⇒ (3) + 11 = 14
Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull’s Strength, Weakened, Boar Style):1d20 + 9 + 2 - 2 - 2 ⇒ (16) + 9 + 2 - 2 - 2 = 23, hitting for 1d8 + 11 ⇒ (7) + 11 = 18
Brent, Unarmed Strike vs Uzar-Kus (Power Attack, Bull’s Strength, Weakened, Boar Style):1d20 + 4 + 2 - 2 - 2 ⇒ (5) + 4 + 2 - 2 - 2 = 7, missing

Boar Style, 2 hits for a further 2d6 ⇒ (3, 5) = 8 bleed damage

GM Only:
Uzar-Kus = 53 damage, Serpentfolk 3 = 43 damage

Badly injured, the guard continues to slash and bite at Brent... and, once more, brings him down.

Serpentfolk 3, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31, hitting for 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Serpentfolk 3, Scimitar vs Brent (Favoured Enemy - Human): 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20, missing
Serpentfolk 3, Bite vs Brent (Favoured Enemy - Human): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22, hitting for 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 plus Poison including a further 3 poison damage.

Brent, Fortitude Save vs Poison: 1d20 + 8 ⇒ (13) + 8 = 21, saved.
Brent, CON Check to Stabilise: 1d20 + 1 - 3 ⇒ (12) + 1 - 3 = 10, Stabilised.

...and, of the sorcerer, there is no sign.

Everyone may take their turn now

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