GM Zer0darkfire's Emerald Spire (Inactive)

Game Master asdffghjkl01

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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:

"Shall we continue?" Barm tries to open the door to the next room.

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 just smiles! "Sure. But some healing here, would also be appreciated!"

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:

Barm will wait with opening the door after Trutzburg is healed.

The Exchange

Female Half elf Cleric 5 / Sorc 8 Init +1 HP 76/76 AC 20 T12 FF19 Fort +10 Ref+8 Will+16 Perc +10 Channel 3d6 7/7 CLW Wand 33/50 CMW 3/50 Spd 40"

Channel: 3d6 ⇒ (1, 6, 2) = 9

Baied heal everyone, then she tries to stop the fighter burning. It takes a few tries, but it finally works

Cast Resist Energy as an arcane spell on Truzburg and Barm

Arcane spell, 21%+: 1d100 ⇒ 9
Arcane spell, 21%+: 1d100 ⇒ 21
Arcane spell, 21%+: 1d100 ⇒ 80

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

haste is probably close to expiring but good hope should still be up, yes?


Role Gate for Q2

round counter: 5

Baied does some healing and tries a couple times to give Barm and Trutzburg energy resistance.

Baied, you know that failing the arcane armor check causes you to lose the spellslot right? Are you able to cast resist energy four times?

damage: 2d6 ⇒ (4, 1) = 5
damage: 2d6 ⇒ (1, 6) = 7
damage for trutzburg: 2d6 ⇒ (6, 6) = 12

Barm, -15
Trutzburg -49

Good Hope is still up. Haste may not be, it's been what, seven rounds since it was cast?

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

7 rounds sounds right, which would leave about 6 rounds

The Exchange

Female Half elf Cleric 5 / Sorc 8 Init +1 HP 76/76 AC 20 T12 FF19 Fort +10 Ref+8 Will+16 Perc +10 Channel 3d6 7/7 CLW Wand 33/50 CMW 3/50 Spd 40"

Resist Energy is a level 2 spell, as a Sorcerer 8 I can cast it 6 times a day: 6L1/6L2/5L3/3L4 spells/day


Role Gate for Q2

That's fine, I guess I should have asked more along the lines of "do you want to cast it that many times".

Anymore healing, buffing, or readying before you move to the next room? Everyone other than Baied has about five rounds to do any preparing while she heals and gives fire resistance (Saint Gudule has 4 due to healing as well).

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 hopes and prays his musket doesn't keep misfiring on him!

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:

Barm waits others to prepare.

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

Sorry for my absence.

Gudule seems fine and is ready to move on.


Role Gate for Q2

Round counter: 5

A small shrine sits in the northwest corner of this room. A set of tiered steps leads down to the room itself. A table stands in the middle of the room, and two green pedestals rise in alcoves to the west and east. To the south looms a towering statue of a skeletal dragon made of stone and crystal.

A character who succeeds at a DC 25 Knowledge (religion) check:

recognizes the statue to the south and the room as a whole as dedicated to the Fossilized King Ayrzul, the elemental lord of earth. The Vault Builders have long looked to Ayrzul as a patron more than a god, and the awakening of one of his favored children has attracted the demigod’s attention, after a fashion.

You see the bottom half of the Vault Keeper's body quickly regrowing in the eastern alcove.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

knowledge, religion: 1d20 + 9 ⇒ (6) + 9 = 15

Frēodwēn begins an inspiring oratory and then a moment later turns his attention to the vault keeper and begins peppering it with arrows.

+2 holy shocking composite longbow, inspired, good hope, haste, point blank shot, rapid shot, deadly aim, arcane strike, manyshot: 1d20 + 19 + 3 + 2 + 1 + 1 - 2 - 3 ⇒ (19) + 19 + 3 + 2 + 1 + 1 - 2 - 3 = 40
cold iron, good, magic, piercing, electric: 2d8 + 10 + 6 + 4 + 2 + 12 + 6 + 2d6 ⇒ (3, 5) + 10 + 6 + 4 + 2 + 12 + 6 + (3, 5) = 56

confirm crit: 1d20 + 19 + 3 + 2 + 1 + 1 - 2 - 3 ⇒ (18) + 19 + 3 + 2 + 1 + 1 - 2 - 3 = 39
cold iron, good, magic, piercing, electric: 4d8 + 20 + 12 + 8 + 4 + 24 + 12 + 4d6 ⇒ (5, 6, 4, 1) + 20 + 12 + 8 + 4 + 24 + 12 + (4, 1, 2, 4) = 107

+2 holy shocking composite longbow, inspired, good hope, haste, point blank shot, rapid shot, deadly aim, arcane strike: 1d20 + 19 + 3 + 2 + 1 + 1 - 2 - 3 ⇒ (11) + 19 + 3 + 2 + 1 + 1 - 2 - 3 = 32
cold iron, good, magic, piercing, electric: 1d8 + 5 + 3 + 2 + 1 + 6 + 3 + 1d6 ⇒ (1) + 5 + 3 + 2 + 1 + 6 + 3 + (5) = 26

+2 holy shocking composite longbow, inspired, good hope, haste, point blank shot, rapid shot, deadly aim, arcane strike: 1d20 + 14 + 3 + 2 + 1 + 1 - 2 - 3 ⇒ (16) + 14 + 3 + 2 + 1 + 1 - 2 - 3 = 32
cold iron, good, magic, piercing, electric: 1d8 + 5 + 3 + 2 + 1 + 6 + 3 + 1d5 ⇒ (6) + 5 + 3 + 2 + 1 + 6 + 3 + (5) = 31

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:

Barm enters the room.

The Exchange

Female Half elf Cleric 5 / Sorc 8 Init +1 HP 76/76 AC 20 T12 FF19 Fort +10 Ref+8 Will+16 Perc +10 Channel 3d6 7/7 CLW Wand 33/50 CMW 3/50 Spd 40"

Know Religion: 1d20 + 10 ⇒ (9) + 10 = 19

Baied looks at the creature, uncertain of its powers and abilities


Role Gate for Q2

Freodwen destroys the reforming body with well placed arrows. When Iluchtewhar is destroyed, a tremor rumbles through the structure. The ground shakes, and pieces of debris fall from the cavern ceiling. A pulse of energy gathers in the branches and tendrils of the Emerald Spire root, then suddenly rushes inward and upward, ascending the Spire. From far above comes a receding series of echoes of explosion after explosion, gradually diminishing as they ascend toward the distant surface.

The pech cheers, "Finally! The old master is dead and we are free!"

The treasure of the complex has remained here for ages, untouched. Sitting at the statue’s feet are a +3 construct bane adamantine heavy pick, a staff of earth and stone, a stone of good luck, and a philosopher’s stone.

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 once again plays Sherpa and helps carry everything that his companions haven't decided they want.

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 don't wanna any of those things!"

"Is that it? Are we done?"

Barm looks around in disbelief.

The Exchange

Female Half elf Cleric 5 / Sorc 8 Init +1 HP 76/76 AC 20 T12 FF19 Fort +10 Ref+8 Will+16 Perc +10 Channel 3d6 7/7 CLW Wand 33/50 CMW 3/50 Spd 40"

It might be that you have killed everything there was to kill, Barm, if that's what you mean.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

"I think there is more to discover here" Frēodwēn says as he picks up the stone of good luck . "I'll take this if you don't mind"

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

Saint Gudule nods.
"Yes that can't be the end of it... Oh! A nice staff!" he says, picking carelessly the staff of earth and stone.

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

"Well, shall we?"


Role Gate for Q2

In the previous room, you find a secret tunnel that heads slightly south and west. It leads you to A lake of chill water that reaches to the walls of this cave. Glowing green branches of crystal extrude from the southern wall, and a gravelly beach rises near the westernmost crystal. To the north, the crystals grow to reach a pair of stone terraces that lead up from the water to a door, on which an eye-shaped rune shimmers.

The lake water is extremely cold and you can see the forms of about six creatures swimming in it under the water. There isn't anything of interest here, so you had back the safe way to where you were.

Opening the other doorway south from the previous room leads you to a small room that connects to an emerald root, but has nothing else of interest.

With the defeat Iluchtewhar, you (perhaps unknowingly) avert a great deal of future mischief. Not only are the mad Vault Keeper’s designs for a reordering of the surrounding surface realms to suit its vision foiled, the Emerald Spire’s potential for destruction is largely neutralized. Iluchtewhar’s long imprisonment made him a part of the Spire, and no other entity can harness its power. Over the course of weeks, the planar conjunctions common in the area diminish or cease, and constructs powered by the Spire shards exhaust their reserves of energy and deactivate. While the Spire loses much of its potential power, it is nearly indestructible, and its dungeon levels remain. In time, Darklands creatures or surface villains may slowly trickle in to claim depopulated levels.

Using either teleportation magic or the emerald spire keystones, you travel back to the surface and return to town. As usual, letters from the Pathfinder Society await you, wands of sending included for quick communication. The letters generally ask for status reports and updates on your progress of exploring the spire, of which, you can finally say you have fully explored the entire structure.

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

A year and a half and we finally explored the entire thing. Damn. Nicely done, folks!

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 will drink a beer for all of us! Guys, that was a wonderful experience! Thank you all!

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

thanks for letting me join, everyone. I started this with a different GM years ago and wanted to finish it in his Honor after he passed away suddenly. It's been a pleasure.

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

WOOT... Thanks for it all!!!!

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

Thanks everyone for this amazing adventure! Thank you GM and glad Freodwen could join us :)

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