GM Zer0darkfire's Emerald Spire (Inactive)

Game Master asdffghjkl01

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Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Yes, I am in the cultist robes

Grand Lodge

male Nagaji
Stats:
HP130/130 Ac 35 FF 33 T 14 F 16 R 11 W 18 / Ini +7 Perc +27
Fighter 14

Trutzburg will also wear the robes and masks.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6
Regnum Blastface wrote:
"This isn't the smartest of ideas, but ok."

Did I misunderstand your previous post?

Hmmm... I suppose you were recommending just blazing away as soon as we open the door?

But, then, before you lamented that we weren't able to ask the guards any questions.

What is different here?

Regardless, we would be bad Pathfinders if we didn't at least make an attempt to learn more about why these cultists are here, don't you think?

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT
Jawhar wrote:
Regnum Blastface wrote:
"This isn't the smartest of ideas, but ok."

Did I misunderstand your previous post?

Hmmm... I suppose you were recommending just blazing away as soon as we open the door?

But, then, before you lamented that we weren't able to ask the guards any questions.

What is different here?

Regardless, we would be bad Pathfinders if we didn't at least make an attempt to learn more about why these cultists are here, don't you think?

Yes, but the group has started this floor (and the upper ones) guns blazing as it were. Who knows what the cultists know, if anything. Its not like we have been trying to be quiet. They could be planning a trap or something, or be ready for the incoming attack.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

No, a trap would be bad.

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

GM you have PM

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

I am tired of this argument. If you guys insist on being murder hobos, that is fine. Just go ahead and start killing them all.

Jawhar is going back to the entrance and leaving the spire for good. Barm and Regnum have their wands back.

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

I am just roleplaying my character.

Just imagine what would happen if I took off my mask and went into the room with the cultists. They would attack us immediately.

In the same way you reacted, I can react also, but from a different point of view. I will not do that, because this is a roleplay game.

It is easy to give up and leave everything. That is not my way.

Dark Archive

|Absalom Initiation Slides
Jawhar wrote:

I am tired of this argument. If you guys insist on being murder hobos, that is fine. Just go ahead and start killing them all.

Jawhar is going back to the entrance and leaving the spire for good. Barm and Regnum have their wands back.

I did mean unconscious, sorry.

If Jawhar would like to leave the floor for the time being, I will still give you full credit since you are acting within the code of conduct of your character.

Off the record though, these people are actually bandits with an evil alignment that would attack you on sight if you weren't wearing their full body uniform. They would be more likely to take you prisoner than to outright kill you if that matters.

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:
GM Zer0darkfire wrote:
Off the record though, these people are actually bandits with an evil alignment that would attack you on sight if you weren't wearing their full body uniform. They would be more likely to take you prisoner than to outright kill you if that matters.

That's my point. Thank you GM!

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT
Jawhar wrote:

I am tired of this argument. If you guys insist on being murder hobos, that is fine. Just go ahead and start killing them all.

Jawhar is going back to the entrance and leaving the spire for good. Barm and Regnum have their wands back.

This is Pathfinder. You know as well as everyone else that there will be combat, and generally plenty of it. In mega dungeons such as this where every floor is 3xp, it will be there. If you truely suggest sneaking around and getting to the next level, what then? More avoiding everything?

You were wanting answers, and have come across a couple of groups of cultists. Where were your questions to them? Where was the scene where you had an extended dialogue with them? You talk about rping. Regnum is a grizzled war veteran. He honestly wouldn't want to leave a potential enemy behind. While keeping one or two alive for interrogation to get more information is a good thing and Regnum would certainly approve, that hasn't been done yet, either. And, your character must know that, deep down, if you weren't wearing the robes, you would be attacked on sight at worst, interrogated endlessly at best, else you wouldn't be wearing them.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

My character's limited skills are based around Diplomacy, not Bluff. I did what I could to encourage actual communication. Nobody else wants to play it the way I do, so I am backing off.

There has been no indication so far that these thieves are evil. Talondreal even scanned some and they did not detect as evil.

You guys have exposed yourselves now, so I guess we'll see whether discharging a firearm in the middle of their complex brings the whole facility down on you or not.

@GM I do not need any credit for this mission.

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

Jawhar why didn't you start to communicate with cultists?

Looks like you're new to this game. You will learn that a good team consists of a mix of different skills.

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT
Jawhar wrote:

My character's limited skills are based around Diplomacy, not Bluff. I did what I could to encourage actual communication. Nobody else wants to play it the way I do, so I am backing off.

There has been no indication so far that these thieves are evil. Talondreal even scanned some and they did not detect as evil.

You guys have exposed yourselves now, so I guess we'll see whether discharging a firearm in the middle of their complex brings the whole facility down on you or not.

@GM I do not need any credit for this mission.

And you skills at either are better than both of mine combined. Regnum is a fighter, not a talker. For this super dungeon I took something specifically designed NOT to have much in the way of social skills or graces (my other thought besides a musket master was a tower shield warrior). Regnum didn't talk because:

1. Not his thing, both in terms of skill makeup and gameplay
2. He (and I) were waiting for someone else to have their moment to shine where Regnum has in combat.

The Concordance

Ganzi Master of the Unexpected 13 | ER: Acid 5, Electricity 5, Sonic 5 | HP: 120/120 | AC: 17 | T: 11 | FF: 16 | CMD: 17 | Fort +12, Ref +12, Will +14 (+2 vs polymorph ; +5 vs mind-affecting) | Init: +1 | Perc: +1 | SM: +19 | Speed: 30 ft.
Tracked Resources:
Spells: 0 - 11 ; 1 - 8/8 ; 2 - 8/8 ; 3 - 8/8 ; 4 - 7/8 ; 5 - 6/7 ; 6: 5/5 ; Quibble: 1/1 ; Flicker: 6/6 ; Battle Spirit 6/6 ; Pure Whimsy: 0/2 ; Dazing spell (lesser): 3/3
Barm wrote:
Jawhar why didn't you start to communicate with cultists?

He replied: Jawhar is not a "bluffer" character. He is a diplomate. I can fully understand why he acted this way.

****

My mind about this matter: I don't like scenarios in PFS that encourage to murder hobo. We had here, I think, an interesting alternative: blend in and sneak around. I don't get how you understood that our mission here was to wipe clean the tower. We are to explore and report. Ah, and also cooperate, which we quite did until now.
RP, on my opinion, is not just speaking with NPCs. It's interacting with the story told, in a general matter. I see no problems finishing a level without fighting. It's brilliant, even, if we can manage that! But don't get me wrong, I love a good fight. I just find that playing this other way is equally satisfying.

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

OK, can we now continue to play?

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

I am pasting his god's code:
Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.
I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.
When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.
Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.
Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.
It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.

Dark Archive

|Absalom Initiation Slides
Saint Gudule wrote:


My mind about this matter: I don't like scenarios in PFS that encourage to murder hobo. We had here, I think, an interesting alternative: blend in and sneak around. I don't get how you understood that our mission here was to wipe clean the tower. We are to explore and report. Ah, and also cooperate, which we quite did until now.
RP, on my opinion, is not just speaking with NPCs. It's interacting with the story told, in a general matter. I see no problems finishing a level without fighting. It's brilliant, even, if we can manage that! But don't get me wrong, I love a good fight. I just find that playing this other way is equally satisfying.

Most people do murder hobo through the spire, but this is one of the floors where you could just sneak your way to the stairs to the next floor and be done! Since this is PFS, this floor will be "clear" for future floors.

Basically to finish and emerald spire floor you need to find the stairs to the next floor and take them. This may occasionally lower your loot in the form of Chronicle items, but most of those are purchasable with fame anyway except for the spire token, which you already have access to now.

Dark Archive

|Absalom Initiation Slides
Talondreal wrote:

I am pasting his god's code:

I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.

You have evidence that they are thieves, but not really "malice".

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

what about worshipping of the god of murder?

Dark Archive

|Absalom Initiation Slides
Talondreal wrote:
what about worshipping of the god of murder?

That doesn't mean that they commit murder, they just think Norgorber is cool.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

That is true.

The Concordance

Ganzi Master of the Unexpected 13 | ER: Acid 5, Electricity 5, Sonic 5 | HP: 120/120 | AC: 17 | T: 11 | FF: 16 | CMD: 17 | Fort +12, Ref +12, Will +14 (+2 vs polymorph ; +5 vs mind-affecting) | Init: +1 | Perc: +1 | SM: +19 | Speed: 30 ft.
Tracked Resources:
Spells: 0 - 11 ; 1 - 8/8 ; 2 - 8/8 ; 3 - 8/8 ; 4 - 7/8 ; 5 - 6/7 ; 6: 5/5 ; Quibble: 1/1 ; Flicker: 6/6 ; Battle Spirit 6/6 ; Pure Whimsy: 0/2 ; Dazing spell (lesser): 3/3

He's also the God of thieves.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

His cult is a major baddy in the Runelords AP correct?

Grand Lodge

male Nagaji
Stats:
HP130/130 Ac 35 FF 33 T 14 F 16 R 11 W 18 / Ini +7 Perc +27
Fighter 14

Actually nope.

Dark Archive

|Absalom Initiation Slides

Chronicle Sheets! New one is character name+ Splinterden.

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT

Ok, I want to make sure this works, and reading up it does, just wanting confirmation here.

The steps for reloading is as follows:
Full round -> standard action -> move action -> free action.

A twohanded firearm uses a full round action,
but Musket Master treat it as a onehanded firearm for reloading, thus a standard action.
Rapid reload lowers this to a move action.
Paper cartridges lowers this one step to a free action.

So, with that in mind, if I take Rapid Shot feat, I can shoot twice with my musket at a -2 penalty, yes?

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT

Went to the surface:
Purchases: +1 Musket, +1 Light Armor, 45 Alchemical Charges (Paper), Transport Token.

Sold: Masterwork Musket, Masterwork Armor, Non-Alchemical Charges ammo (bullets, poweder, etc)

New Day Job Roll for next level: Craft Firearms: 1d20 + 10 ⇒ (14) + 10 = 24

Dark Archive

|Absalom Initiation Slides

That all sounds correct to me Regnum. Remember that paper cartridges increase your misfire chance.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

That was interesting!

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

Purchases: +1 to greatsword and +1 cloak of resistance

Barm is ready for level 4

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT
GM Zer0darkfire wrote:
That all sounds correct to me Regnum. Remember that paper cartridges increase your misfire chance.

Yah, but that is what Quick Clear is for.....

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Leveling to 5th level now.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

He leveled in Paladin so he is 4th level/1st level draconic sorcerer.

I took favored prestige class so when he goes dragon disciple.I bought a head band of charisma +2.

Dark Archive

|Absalom Initiation Slides
Talondreal wrote:

He leveled in Paladin so he is 4th level/1st level draconic sorcerer.

I took favored prestige class so when he goes dragon disciple.I bought a head band of charisma +2.

Are you already level 5? Everyone else is 4.

Too bad prestigious spellcaster isn't legal, that feat is great.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

He just turned 5th. Is that a problem?

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

I was looking at prestigious caster, it seems interesting but is such a feat tax.

Dark Archive

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|Absalom Initiation Slides

No, I'll just need to slow track you for the next two floors so you stay in tier.

Level 1: The Tower Ruins 1–2
Level 2: The Cellars 1–3
Level 3: Splinterden 2–4
Level 4: Godhome 3–5
Level 5: The Drowned Level 3–5
Level 6: The Clockwork Maze 4–6
Level 7: Shrine of the Awakener 5–7
Level 8: The Circle of Vissk-Thar 6–8
Level 9: The Spire Axis 7–9
Level 10: The Magma Vault 8–10
Level 11: The Tomb of Yarrix 8–10
Level 12: The Automaton Forge 9–11
Level 13: The Pleasure Gardens 9–11
Level 14: The Throne of Azlant 10–12
Level 15: Order and Chaos 10–12
Level 16: The Emerald Root 11–13

Silver Crusade

Rogue 3/1 Diviner AC 19, touch 15, flat-footed 15(+4 armor, +3 Dex, +1 dodge, +1 size) hp 28 (3d8+3) Fort +3, Ref +7, Will +5; +2 vs. fear Percpetion +12, In +8

I have this character, who is a rogue/diviner that is 4th level.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

What does slow track mean?

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT

It means for the next sheet you get 1/2 xp, fame, and gold.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Would it be better to use Benny then?

Dark Archive

|Absalom Initiation Slides

With the land rush chronicle sheet, playing the spire on one PC is generally better. You'll just be getting half xp, fame, and gold for the next two floors, but will end up being around the same as the rest of the party in the end.

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT

Anyone else besides me buy the token? I'm sure they will come in handy at some point soon.....

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

I do like this character.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Isnt the oracle our healer?

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

If I buy a token I'll be almost out of money.

Dark Archive

|Absalom Initiation Slides

Well, a couple of you can work a wand. If that's enough for you I can recruit any player or just leave you at 5.

Survey
Wait for a healer/support PC:
Play with the current 5:
Open recruitment to anyone:

Grand Lodge

Human Gunslinger (Musket Master) 13 | HP110/110| AC 30 T 23 FF 20 | CMB +13, CMD 36 | F: +12, R: +16, W: +10 | Init: +14 | Perc: +35, SM: +4 | Speed 30ft | Active conditions: None. 6/6 GRIT

Regnum's Rankings.

1. Wait for a healer/support PC
2. Open recruitment to anyone
3. Play with the current 5

Reasoning: A dedicated healer/support in a somewhat combat heavy environment would be most useful. Worst case, a 6th to help out in anyway they can.

Grand Lodge

”Barm” | Male CN Medium Human Fighter 14 | HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 | Speed 30ft | Active Conditions:

1. Wait for a healer/support PC
2. Open recruitment to anyone
3. Play with the current 5

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