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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Dark Archive

Puzzled, he nonetheless pockets the two crowns without a word.


After a day within Fort Inevitable, you reconvene at the Juliver Arms, spending a pleasant evening with hearty food and good conversation before retiring to bed. The following morning, the world is blanketed in White…a heavy snowfall has occurred during the night…but the sun shines bright in a clear sky…

Are you heading directly back to the Emerald Spire or do you have any more business in Fort Inevitable?

Dark Archive

Dezco does not.


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

Heading out at the crack of dawn.
Luther seems to be little bothered by the cold. It is as if he has a natural resistance to the elements. He picks up snow and packs snowballs for amusement.

"Dezco, you are at home tracking and leading. We are off to the Spire. I trust your eyes to help with ambushes, but I can find them too."

He thinks about the construct.
"Maybe we can find the body and salvage that too?"


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

Not enough loot/ money to have more business in the fort yet...XD

" Maybe, Luther, but I doubt it. I had bits of its body stuck to me when it exploded...."
Conner replies seeming to be able to follow Luther's line of thinking...
He seems little discomfited by this weather. Gods know I'm cold as hell....


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 huddles in his cloak, shielding his eyes from the bright white light reflected off the snow all around them.
"I will look forward to getting back into the darkness of the tower. I still have not become accustomed to this...snow...and the way it amplifies the sunlight! How are you doing Dru?"


Your journey back to the ruins is much slower than previously due to the drifting snow…the Echo Woods are deathly quiet throughout your journey. Instinctively, you lower your voices to try and prevent anyone noticing your presence….but it is difficult, nigh on impossible, to be stealthy in your approach. It takes nearly five hours to arrive at the Spire Glen, the midday sun high in the sky…the snow doesn’t seem as deep in the circular clearing around the ruins, as if something has either prevented it from drifting or, possibly, that it has melted a little faster…the phenomena is not your pressing concern for now though…as, halfway between you and the structure, there are three goblins...

…they haven’t noticed you yet though…and seem far more interested in the pitched snowball fight they are currently engaged in…

Dark Archive

Lowering his voice to even more a whisper, if such a thing was even possible "Do we dispose of them or go around, or a distraction?"


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

Quietly:"Surprise then now rather than fight them alert with friends later! Can you and Simon pick one at a time off with coordinated shots with our mages on magical backup?"

Dark Archive

Pulling out a hammer he mutters to either himself or Luther "Could work, I'll brain the closest with a toss if the others can be sniped, I suggest we rush right after the first volley incase any of them are still standing."


The Spire Glen is a HUGE clearing...the tree cover from the Woods stops some 500yards from the ruins...the goblins, have strayed quite close to the edge of the woods...they're approximately 300ft from your current position.


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 could sneak closer and take a shot...if that is what we plan to do

Dark Archive

I stand corrected.

Sliding his mask up to get a better view of the goblins he just as quickly slides it back down. "On second thoughts this looks more suited to the archers."


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

On the journey, Drusellia seems fascinated by the snow. She is continually picking up handfuls and playfully throwing snowballs. On sighting the goblins, her tone becomes more serious. "I may be able to lure them closer," she offers.


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

" Well. I do have a sling, but I'm not very good with it. Luring them closer sounds like a good idea..."
Conner says quietly as he draws his cold iron shortsword and grips it tightly.
" And I'd much rather fight them out here where I can see...."


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 casts dancing lights, materializing them at the edge of the spell's range (110 feet). Once the goblins have spotted them, she slowly brings the lights closer.


It takes a while, but eventually the goblins notice the lights flittering around across the snow…”Ooooh!!!! Fairies or something… Tasty…”

Dropping their snowballs and drawing their swords, the goblins start to move towards the lure…”Sneaky, Sneaky…Catching the Snack...”

How close to your position is Drusellia bringing the lights?


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

"Don't let the lights get too close. 50 feet should do it."


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

Once the creatures are within range (50' or so), Symon will fire at the lead goblin.

Attack-ranged: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 5
Sneak Damage: 1d6 ⇒ 6


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

Realizing that Conner is not good at ranged combat, Luther casts a spell and Conner finds himself moving much faster.
Longstrider spell -- adds 20' to movement speed -- errata changed the original wording of confers a 50' move speed

Luther whispers:
"Conner, you can chase them down and make sure none sound the alarm."

As much I would like to save the domain spell, this looks like the time it is most useful, and allowing the alarm to be sounded would be disastrous


Symon’s well aimed shot, whistles through the crisp air and, with a satisfying ‘thump’, pierces the lead goblin’s torso. The goblin looks down at the bolt embedded in it’s chest and then falls face forward into the snow…lying perfectly still.

The other two goblins, after a moment of stunned silence, turn tail and run back towards the ruins.

The goblins are nearly 1500 feet from the Spire when you attack them…and only 50 feet from you…with Conner having the improved speed from Longstrider, if he runs he will catch the goblins within 1 round…(at which point they will be 170 feet from your current position)

Dark Archive

I forgot, can you make a thrown Attack at the end of a charge? Or just melee?


Dezco - I don't believe you can normally end a Charge with a Thrown Attack...I believe you need to take the following feat:

From Paizo PRD wrote:

Charging Hurler (Combat), You know how to use your momentum to enhance your thrown weapon attack

Benefit: You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a –2 penalty to your AC until the start of your next turn.

Also, if possible, can we keep questions like this in the Discussion Thread?


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 forward and fires his crossbow at the back of the fleeing goblins.

Attack-Ranged: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18

Damage: 1d8 ⇒ 5

Sneak Damage: 1d6 ⇒ 2

Not sure if I would get sneak damage...


A second bolt from Symon darts through the crisp air...catching one of the running goblins, it tumbles, catches itself and hobbles on...a trail of red blood bright in the monochromatic snowscape....

No sneak attack as the Goblins are no longer 'flat-footed'


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

Conner will grunt his thanks to Luther and sprint after the fleeing goblins.
Having to run to get there he runs past the goblins, turning and stopping to cut off their retreat.

Spoiler:

They run 120, plus the 50 puts em at 170, I run 200, putting me 30 feet beyond them. neither can attack the other because of running. even if they just run past me I can charge one next round... their run 120 puts 'em 90 feet from me, my charge at 100...XD


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

Not the best crossbowman, Luther had unpacked his crossbow and commented: "The trusty crossbow, almost anyone can use the light version with a little training."
He takes part in the initial volley after making Conner faster.

shot1/damage: 1d20 + 1 ⇒ (3) + 1 = 41d8 ⇒ 1
Luther calmly reloads and fires a second shot.

shot2/damage: 1d20 + 1 ⇒ (19) + 1 = 201d8 ⇒ 1
confirm?/xtra damage: 1d20 + 1 ⇒ (10) + 1 = 111d8 ⇒ 4

Luther's first shot goes wide, his second shot hits the goblin that Symon had targeted.


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

Psst ...19 is a threat on a crossbow...

Dark Archive

Drawing his Longaxe Dezco will hustle along after Connor to help corralling the Goblins.
Run for a total of 80ft


The injured goblin, a trail of crimson behind it in the snow, staggers a further twenty feet or so before Luther's bolt slams into it's back...and it lies still...

Seeing Conner ahead of it, the remaining goblin gives up on running and drawing it's short sword, approaches the Magus...teeth bared in an animalistic snarl...

Initiative for Party / Enemy

Drusellia, Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Dezco, Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Conner, Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Symon, Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Luther, Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

Goblin, Initiative: 1d20 + 6 ⇒ (6) + 6 = 12

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

Conner, Luther and Symon may take their turns now...goblin is about 200 feet from the edge of the woods...and 30 feet from Conner


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

"Conner, let me take a shot first."
xbow: 1d20 + 1 ⇒ (8) + 1 = 91d8 ⇒ 2


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

Hearing Luther shout, Conner waits til after the bolt goes zinging by, then charges the remaining goblin...
attack with charging: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Between the canny little fellow's dodge and the slippery snow, Conner also misses the devilish critter...
Current AC 13
" Damn."


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 forward and takes aim at the goblin as it slides and runs across the field.

Attack-Ranged: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 ⇒ 3


Luther and Symon let off another salvo of crossbow bolts, one falls well short whilst the other thuds into the goblin's shoulder...it squeals but carries on it's advance towards Conner...who, charging at the green skinned menace, slashes wildly and misses...

Ducking beneath Conner's sword, the goblin lunges forward and stabs at it's opponent...

Goblin, Short Sword vs Goblin: 1d20 + 2 ⇒ (14) + 2 = 16, hitting for 1d4 ⇒ 3

Everyone may take their turn now...note that any ranged shots will now need to take into account 'firing into melee'

Dark Archive

Finally catching up Dezco will swat at the little runner with his Longaxe.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d12 + 3 ⇒ (11) + 3 = 14


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 runs with his empty crossbow.
60' he covers in heavy armor.


Catching up with Conner and the goblin, Dezco swings his axe in a wide arc...catching the goblin and spreading blood in a terrible halo around him...

The last of the three goblins is dead...you can carry on across the Spire Glen to the Ruins if you wish...place your characters where you want them to enter on the map


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 will creep forward and make sure the goblins have not setup any kind of "surprise" for us.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28


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

Before entering, Conner will cast light on his CI shortsword, then draw a sunrod from the bundle in his pack and ignite it. A light source in both hands, he will move into the entryway opposite Symon, so as not to give away his fiends position...
" I am really starting to hate goblins...."

Dark Archive

Seeing Symon switch to a sneaking posture Dezco will follow in after him, rather than the human shining like a bullseye. As he enters the structure he scans the floors and walls, keeping an eye out for enemies and traps.

Stealth: 1d20 + 5 ⇒ (12) + 5 = 17

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

+2 from Favored Enemy: Aberrations if it's applicable.

+2 from Stonecunning vs any traps and secret doors.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther searches the fallen.
Take 20 for 32


Luther - your search of the goblins finds little of interest...each was carrying a short sword and small bits of particularly stinky cheese wrapped in cloth.

Sneaking into the entrance hall of the ruins again, the place has a distinctly deserted feel about it...snow has blown in through the cracks in the wall...and it is deathly quiet...

Neither Symon nor Dezco detect any movement....nor do they see evidence of any traps...


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

Carrying three small swords on his pack, Luther let's Simon and the ranger lead.


How are you proceeding into the Ruins? Are you going to proceed through to the room where you fought the auotmaton? Or are you exploring via a different route?


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 leads them in from the second row, Same route as last time. Looking for clanky's remains.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon creeps forward into the room where they fought the mechanical creature the other day. He moves to the back of the room where the closed door leads further into the ruin. He checks the door to see if it is barred in anyway, or might contain some sort of trap, knowing how much goblins love trapping things!

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Dark Archive

Dezco hangs back as the group moves through the area the has previously ventured while still keeping an eye out for things.

Perception: 1d20 + 6 ⇒ (4) + 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

Drusellia stays near the center of the group, her elven eyes watching for movement in the shadows.


As Symon opens the door beyond the room where you fought Skizzertz and 'Clanky', he sees a curving hall, there are doors hanging ajar to the south and to the west, as well as a closed pair of double doors to the north…presumably leading to the core of the ruins. The southwest corner of the room has collapsed in a mound of green glass rubble, but a tunnel runs through the debris…shored up by rough timbers.

Luther: There is hardly any evidence of 'Clanky' in the room where it exploded...a few bits of bent metal but no more...although Conner did carry some back to Fort Inevitable, he certainly left a lot more here than is currently present in the room...

There is still no sign of life within the ruins, the wind whistles through the cracks in the wall and the open doors...

Map Update to Follow


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 points through the timbered tunnel.

"This way first."

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