GM XaveTheNerd's Emerald Spire Full Run (Inactive)

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Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

Merritt approaches the vat... and instantly recoils. "Ewwww, no. This is not for us. I think we'll provide our own food. It's a simple matter of digestive systems; don't be offended. You wouldn't like the food we eat either, I'm sure." He pauses, puzzled. "So, how much iron-metal does your god normally demand in tribute?"


Hell's Vengeance - Slides

The troglodyte describes, in varying ways, somewhere around 10 pounds of metal. Sometimes a little less, sometimes a little more. He lists off nearly 20 different ways people have paid.

He does seem a bit saddened at your lack of appetite for his grub.

Zelphar:
The vat detects as magic, but the food within does not.


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

Torrak scrunches his nose at the 'grub' that's offered before turning to the others. "Well let's get on with tha safe passage fer tha Pathfinders. Don' know why they couldn' jus' do it themselves, jus' ah bunch of lizards eating goop," he complains.


Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active

Kn Arcana / Spellcraft: 1d20 + 11 ⇒ (7) + 11 = 18 +2 spellcraft to ID magic item properties

Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

"Meh; we can get iron spikes up top for coppers. It's a shame to walk all that way there and back, but we might as well. Now as we've been told off for just killing our way through, anyways."

10 lbs of spikes would be 50 cp = 5 sp. Let's grab a bunch so we can go back and forth if we have to. Merritt's got a bunch of carrying capacity now.


Hell's Vengeance - Slides

@Merritt: That's a surprisingly cheap way through! If the whole party agrees, we'll do it.

"Iron-metal spikes! The god in the box would be pleased! Here, I let you go back!"

If you all have Spire Transport Tokens, it's actually very fast to return to the top. Otherwise you do have to walk all the way back up. You'd probably spend a day in Fort Inevitable before coming back down.


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

"Thah works fer me," Torrak says to Merritt's proposal.
________
In game, I don't think we have any reason to rush, so I see no problem with taking the long way.

Silver Crusade

M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith

Tseghet grumbles about "...extortions and bribes - these are not honorable!", but recognizes that a peaceable tribe should be left in peace whenever possible.

Yep, spikes sound good here.


Hell's Vengeance - Slides

The Pathfinders return to the surface and spend a whopping 5 silver pieces on 10 pounds of iron. Upon returning, the same Troglodyte awaits the party and he leads them to the godbox. Though potentially painful for those in the way, the pathfinders release the iron spikes into the air of the room.

After a majority of the spikes hit the godbox, an audible click resounds through the entire area.

"The god in the box has accepted your tribute, friends! Please, follow me. I lead you to stairs that go down!"

Slaagh leads you to the northeastern-most room of the floor, where he opens the door to reveal a set of descending stairs. A tall troglodyte statue stands in the center of this otherwise featureless square room, its arms outstretched. Light-sticks are mounted on the east and west walls, providng dim green illumination, augmenting the stronger glow from the door.

Ya wanna call this floor done? See what I mean by nice and easy?


Hell's Vengeance - Slides

The Pathfinders are given a small break at Fort Inevitable (a day off! Yay!). Upon their return to the Spire the following day, Venture Captain Ambrus Valsin greets the Pathfinders. "Ahh! Good morning! I hope you enjoyed your day off. We got a bit of reconnaisance done after your last report, so that you're more aware of what awaits. The situation is a bit, well, wet. You see, the rookie pathfinders we sent yesterday were a bit underprepared for the amount of water they found. It's, well, a lot. In their small trek, the water didn't get more than 2 feet deep, but I'd suspect you may have to be completely submerged. I suggest you prepare accordingly. I won't judge you if you walk away and come back tomorrow with a whole new setup."

---

Post here when you're all ready! Expect underwater combat.


Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active

I'm gonna spend 2PP on a scroll of ride the waves—maybe y'all should too since that spell makes aqueous combat not suck. Looks like gameplay probably won't advance until at least tomorrow so tonight/tomorrow I'm gonna buy some more stuff and pay to scribe some spells in my book (I can get the spellcraft DC for that by taking 10 no problem)


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

Torrak says nothing, but slams the door on the way out. Despite the barrier, a lot of Dwarven cursing can be heard.

The next day (likely after you've heard reports of a very angry Dwarf causing a ruckus), he arrives in arm floaties. Red in the face, he's clearly just inflated them. He shoves a scroll in Zelphar's arms and pounds his new weapon, a well-made Nodachi against the floor, signalling is readiness for departure. He casts a look of longing at Skullcrusher languishing in a neat coil on his hip. It'll only be for a moment, I promise baby. This doesn't mean anything, I'm so sorry. They're making me do it!

His eyes shimmer with tears, but not a single one makes it past his eyelids.

Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

Merritt returns with a shiny new crossbow that has a slightly different gear assembly. He also hands Zelphar a scroll, but doesn't wear any of the distress that definitely cannot be noticed in Torrak. Not noticeable at all.


Hell's Vengeance - Slides

Still waiting on Tseghet's purchases.


Hell's Vengeance - Slides

Level 5: The Drowned Level

The ramp winding down from the level above ends in a flight of stairs leading to a dank, low-ceilinged room. The curved surface of the Emerald Spire takes up the northwest corner, and to the easy is a broad stairway leading down to a dark passage from which the soft sound of lapping of water emanates. A small, closed door stands in the south wall. Several toad-sized crabs skitter about.

As the Pathfinders have no reason to stealth, I don't see why the book puts in an "if they're stealthing" option. I'm going to say you didn't stealth down the stairs. You haven't before, why would you start now?

A strange blue head pokes from the water shouting first in Aquan and then in Common if needed:

"Leave this place! You're interrupting my studies! Man, second interruption this week."

Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

"Leaving this place would interrupt our studies. Who are you?" Merritt approaches with confidence, but no obvious threat.


Hell's Vengeance - Slides

"As a rightful inhabitant of the spire, I won't ask again."

Negotiations aren't going to go anywhere.

Initiative:

Torrak: 1d20 + 4 ⇒ (2) + 4 = 6
Merritt: 1d20 + 6 ⇒ (15) + 6 = 21
Tseghet: 1d20 + 0 ⇒ (7) + 0 = 7
Zelphar: 1d20 + 3 ⇒ (5) + 3 = 8
Jorqual: 1d20 + 0 ⇒ (9) + 0 = 9
Crab Thing: 1d20 + 3 ⇒ (13) + 3 = 16
Water Mephit: 1d20 + 3 ⇒ (12) + 3 = 15

A strange crab-like creature rises from just beneath the surface of the water near the blue man, a strange blue winged creature on its back.

Murky Waters
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Merritt
Crab Thing
Water Mephit
Jorqual
Zelphar
Tseghet
Torrak

The water is difficult terrain for anybody without a swim speed. It's only 2 feet deep at this point.

Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

"Well, that's unfortunate. Valsin just told us to try to be friendlier. You could have gotten our good side!" Merritt steps to the water's edge and heaves a bomb with all that he's got.

Actions:

Move: 10'
Standard: throw bomb at crab thing

Bomb, ranged touch: 1d20 + 9 ⇒ (2) + 9 = 11
Damage, fire: 2d6 + 6 ⇒ (6, 1) + 6 = 13 8 splash damage
Miss direction?: 1d8 ⇒ 8 Splash weapon master: adjust to 7


Hell's Vengeance - Slides

With a quick flick the bomb leaves Merritt's hand, but misses the crab thing.

Reflex: 1d20 + 7 ⇒ (4) + 7 = 11 Fail

It is hit by the splash, though, and gets very angry about that.

Mephit reflex: 1d20 + 5 ⇒ (5) + 5 = 10

The Mephit is also covered in fire, and it recoils from the heat!

"Get them!" shouts Jorqual to his eidolon. "And go warn Senethar!" he shouts to the Mephit. They comply. And delay for a moment.

Jorqual casts a spell after swimming backwards a bit, targeting himself, the mephit, and his eidolon.

DC 17 (-1 for every 10 feet) Spellcraft:
Haste. What a cheater, he's a regular summoner.

The eidolon rushes forward, meeting Merritt at the stairs as it tears into him with its claws (and pounce).

Claw: 1d20 + 8 + 1 + 2 ⇒ (8) + 8 + 1 + 2 = 19
Claw: 1d20 + 8 + 1 + 2 ⇒ (9) + 8 + 1 + 2 = 20
Bite: 1d20 + 8 + 1 + 2 ⇒ (6) + 8 + 1 + 2 = 17
Bite: 1d20 + 8 + 1 + 2 ⇒ (6) + 8 + 1 + 2 = 17

Claw damage: 1d6 + 3 ⇒ (1) + 3 = 4
Claw damage: 1d6 + 3 ⇒ (6) + 3 = 9
Bite damage: 1d8 + 3 ⇒ (2) + 3 = 5
Bite damage: 1d8 + 3 ⇒ (8) + 3 = 11

Well. Okay. Unless Merritt has anything I wasn't aware of, he's unconscious.

The beast draws so much blood from Merritt all at once that the water is instantly stained a deep red. The creature gurgles as it throws Merritt's unconscious body to the ground, turning its gaze to Torrak.

The mephit quickly scurries off, magically faster than it should be as it dives under the water and out of sight.

Murky Waters
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Merritt (-29; unconscious; not stable)
Jorqual
Crab Thing (-8)
Water Mephit (-8)
Zelphar
Tseghet
Torrak


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

"Make 'em come tah us!" Torrak says over his shoulder as a crab rips Merritt to pieces. What have they been feeding that thing?!

Not trusting his new weapon, he leans it up against the wall and draws out Skullcrusher.
________
Readied
Skullcrusher (OC, PA): 1d20 + 7 ⇒ (9) + 7 = 161d10 + 13 ⇒ (9) + 13 = 22
AoO
Skullcrusher (OC, PA): 1d20 + 7 ⇒ (1) + 7 = 81d10 + 13 ⇒ (5) + 13 = 18 This is what Torrak gets for touching another weapon! Spiteful attack rolls XD
Yeesh, we're going to have to get really tactical here.

Silver Crusade

M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith

Sorry for the absence - Tseghet would only have purchased a scroll of ride the waves as well.

”You shall not take down the forces of the Inheritor that easily!” Tseghet bellows as he moves down the stairwell.

Casting stabilize on Merritt. Let’s wait to heal you until you’re not adjacent to an angry crab monster. XD


Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active

Zelphar quickly summons a small earth elemental. In Terran he says, ”My good elemental—Rocky I will call you—please carry that poor unconscious fellow away from that beast over there. And, once you’re able, beat up the beast from an advantageous position across from the dwarf wielding the chain.”

Summon Monster 2, small earth elemental. Unless Merrit + gear weighs more than 300 lbs he can just carry him no problem. Next round he’ll hopefully try to flank the crab with Torrak.


Hell's Vengeance - Slides

Torrak readies an attack for the Eidolon.

Tseghet stabilizes Merritt.

Zelphar summons an elemental, and it drags Merritt's unconscious body away from the main path of battle.

Jorqual begins casting a spell from the water. It's going to take a full round.

The crab marches forward angrily, frustrated that it can't charge. It attacks Torrak, as expected, but not before Torrak tries to take some good swings at it. Unfortunately, neither seem to dent it's thick exoskeleton.

Crab attack!: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19

The crab returns the favor of being unable to pierce the armor.

The mephit continues to swim away. It's definitely LONG gone at this point.

Murky Waters
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Merritt (-29; unconscious; stable)
Jorqual
Crab Thing (-8)
Water Mephit (-8)
Zelphar
Tseghet
Torrak


Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active

Zelphar moves in, careful to not step directly on Merrit’s unconscious person, and suddenly a vivid cone of clashing colors springs forth from his hand, spraying all up in the crab-beast’s crabby face. Using Potent Magic to make the WILL DC 17

Zelphar calls out in Terran, "Rocky! move over 5 feet to your left and hit the crab thing!" Rocky steps 5’ and whacks the crab.
Rocky smash! PA, earth mastery: 1d20 + 6 ⇒ (19) + 6 = 25
Rocky smash! PA, earth mastery: 1d6 + 11 ⇒ (4) + 11 = 15

The skinny elf then tries to identify the spell being cast by the water-person.
spellcraft: 1d20 + 11 ⇒ (3) + 11 = 14

1: Zelphar move + color spray. 2: elemental 5' step + attack—Not gonna wait for the flank because Torrak may wanna go after the dude casting.


Hell's Vengeance - Slides

Eidolon save: 1d20 + 1 ⇒ (13) + 1 = 14

FAIL. (checks hit dice) Stunned and blinded for 1d4 ⇒ 4 rounds plus stunned for one more.

Zelphar does not identify the spell being cast.

Rock go smash. One hits. The other still can't quite pierce the exoskeleton.

You didn't roll damage, Zelphar. I'll let you roll it if you'd like.

Murky Waters
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Merritt (-29; unconscious; stable)
Jorqual
Crab Thing (-8; Stunned 5; Blinded 4)
Water Mephit (-8)
Zelphar
Tseghet
Torrak


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

"Nice trick!" Torrak shouts to Zelphar before trotting off for the caster. Swirling Skullcrusher in it's customary circle overhead, he let's it loose in the direction of the Mephit!
________
Skullcrusher (Overhand Chop, PA) vs Water Mephit: 1d20 + 7 ⇒ (13) + 7 = 201d10 + 13 ⇒ (2) + 13 = 15


Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active

Sorry I wasn't more clear—just one attack. The second roll was damage (I'll label it more clearly next time)
Rocky smash! PA, earth mastery: 1d6 + 11 ⇒ (4) + 11 = 15

Silver Crusade

M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith

Spellcraft vs DC 16: 1d20 + 6 ⇒ (5) + 6 = 11

”In the name of the Inheritor, halt your foul magics!” Tseghet commands, eyes flashing with righteous fury as he descends the stairs towards the stunned crab-creature.

Spontaneously converting weapons against evil into command (Will 15) on caster and moving into space vacated by elemental.


Hell's Vengeance - Slides

OH. That's quite the damage number. I saw the +11 and assumed attack.

Torrak swings his ball and chain at the summoner (The mephit is only in initiative so I can count rounds at this point).. The ball and chain hit the man so hard he staggers backwards a bit as water flies everywhere!

Will: 1d20 + 6 ⇒ (5) + 6 = 11

The summoner just stands there. Menacingly. Guess he's not summoning.

From there, the Pathfinders make quick work of the room's inhabitants without expending any expensive resources. (The summoner was below half health. The eidolon was definitely killed before the stunned wore off, and since combat is done, the Mephit isn't going to do anything weird. It does not reappear.)

Out of Initiative. Heal Merritt.

How do you wish to proceed? The water in the hallway ahead is already almost 2 feet deep/

Silver Crusade

M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith

Tseghet produces his wand and applies it vigorously to Merritt. "It is surely by the grace of the Inheritor that you are still with us," he declares as he helps the tiefling to his feet. "Truly, She has shown you Her favor."

CLW: 5d8 + 5 ⇒ (8, 7, 7, 1, 5) + 5 = 33

Hah, with rolls like that, who's to say she hasn't? XD


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

As Merritt comes to, Torrak is standing over him with his face awfully close. "Do ye know what it is I do and what it is that ye do? I stand in front, and ye throw yer bombs over my head. Ye remember?" he asks, prodding the Tiefling's chest.
________
We use the scrolls and then take the first right? Right hand rule until something happens? Also, clutch color spray there Zelphar!

Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

Merritt rises up to sitting, leaning backwards with both arms outstretched behind him. He catches his breath as Torrak berates him. "It was a long throw; I had to get close!" He snaps, grumbling as he stands, "besides, probably the last bomb I'll get to throw in this waterlogged bit of dungeon...."


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

He knows my pain, my suffering! Torrak immediately pulls away from Merritt and holds Skullcrusher close. For a few moments, he strokes the weapon before coiling it carefully and hanging it from his waist again. Goodbye for now, my sweet.

Picking up that other weapon, he somberly stares at the floor while the others prepare themselves for a swim.


Hell's Vengeance - Slides

Alright. Right hand rule it is.

Torrak walks forward, and as he looks into the first room, he notices that the silty water in this flooded room reeks of shellfish. Bones and other refuse are piled up in the southwest corner. Hundreds of toad-sized crabs clamber about this heap, skittering over top of each other. The room is only flooded do a depth of 2 feet, but the SWARM OF CRABS in this room remains under the water at all times. (sorry Merritt!)

Initiative:

Torrak: 1d20 + 4 ⇒ (16) + 4 = 20
Merritt: 1d20 + 6 ⇒ (11) + 6 = 17
Tseghet: 1d20 + 0 ⇒ (14) + 0 = 14
Zelphar: 1d20 + 3 ⇒ (19) + 3 = 22
Crab swarm: 1d20 + 2 ⇒ (5) + 2 = 7

Revenge of the Crabs
Initiative - the BOLD may act!
Active effects: 2 foot deep water;
-----------------------------------------------
Zelphar
Torrak
Merritt
Tseghet
Crab swarm (Underwater)

Silver Crusade

M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith

"Fall back!" Tseghet bellows, sword held uselessly in his hand. "They are but mindless vermin and will follow us up the stairs where we may dispose of them with holy fire!"

Double move - walk to behind Torrak to see the crabs, then back to dry land.


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

Torrak follows Tseghet and doubles back to dry land. "Smart thinkin'!" he admits. "Merritt, thah means ye gotta run too!"
________
Double move! Crab swarm in water you'd have to swim in (not necessarily what we're in) is so cruel. Really, any swarm with a maneuverability advantage is, but doubly so when it has cover from splash weapons! Just noticed there's a door here (where Torrak's token is now). Should we open that one up after this?

Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

"You don't have to tell me twice!" Harrowed by near-death, the tiefling outpaces both Tseghet and Torrak, falling back at their words without bothering to move up closer and see what he's falling back from.

Double move: 60'


Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active

"A tactical retreat seems quite prudent!" If Zelphar could move behind Merritt he would. Don't really have anything I can think of to do besides move.


Hell's Vengeance - Slides

The crabs do most certainly follow mindlessly, climbing up onto the stairs. and out of the water.

Revenge of the Crabs
Initiative - the BOLD may act!
Active effects: 2 foot deep water;
-----------------------------------------------
Zelphar
Torrak
Merritt
Tseghet
Crab swarm (not underwater)

Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

Merritt returns, coming down the stairs cautiously and tossing a bomb from the lowest step.

Actions:

Move: 15'
Standard: throw bomb

Bomb, ranged touch, pbs: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Damage, fire, pbs: 2d6 + 6 + 1 ⇒ (4, 6) + 6 + 1 = 17 splash 8, DC 16
Miss direction?: 1d8 ⇒ 3 adjust to 4 with splash weapon mastery


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

Torrak reaches for his flask of Alchemist's Fire, but grabs naught but air. Oh s&#*.

Seeing Merritt gearing up to toss his own, very real, bomb, the Dwarf shakes his legs out, getting ready to run. As the Tiefling tosses his bomb, Torrak runs forward and jumps to grab it.

"Alley OOP!" he shouts as he slam dunks the explosive onto the swarm.
________
That was just a really elaborate (and hopefully amusing) way of saying: delay until after everyone has gone, then move closer to the swarm as a sacrifice. I consent to PvP, blow me up before they eat me... please? Figured stalling the swarm served us better than doing nothing. I've decided that a "bomber" alchemist is part of my dream party. Their bombs doing splash damage is just so damn useful, not to mention all the other cool stuff you can tack onto them (and, you know, the rest of the class abilities). 25pts of damage to a swarm? That's serious business that is hard to replicate. Sure, a wizard can fireball, but that's a 3rd level spell that's contending for a lot of more useful spells (not to mention the AoE's size is more problematic). So thanks Merritt :)

Silver Crusade

M LG Half-Orc Evangelist Cleric 4 | HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft | Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith

Tseghet grabs his own alchemist’s fire and tosses it down at the swarm. ”Remember, the Inheritor rewards martyrs - but not fools!”

Alchemist’s Fire: 1d20 + 3 ⇒ (16) + 3 = 19
Fire damage: 1d6 ⇒ 4


Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active

Did it take more than 4 mins to heal Merritt and find the crab swarm? If not, Rocky would try to smash. If so...I don't have much, sorry.

Rocky attacks...maybe?:
Rocky smash! PA, flank, earth mastery: 1d20 + 8 ⇒ (12) + 8 = 20
Slam damage! PA, earth mastery: 1d6 + 11 ⇒ (4) + 11 = 15


Hell's Vengeance - Slides

The swarm is too small for rocky.

The swarm survives the bomb and the alchemist fire before surrounding Torrak.

The swarm manages to deal 2d6 ⇒ (4, 4) = 8 damage to Torrak before it gets utterly obliterated by a second bomb.


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

"Ouch! Ouch! EEEEEEE!" Torrak squeals, swatting near his groin. "NO! NOT MAH JUBILEES!" Fortunately before the Farcrusher line reaches a premature end, another bomb sees the crabs cooked.

He shakes his legs out, sending some crabs across the floor. "Alrigh' well that was... sumthin'. Let's get tha ball rollin' again!"
________
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
Away we go! Healed and charges marked.

Dark Archive

Male LN Tiefling Alchemist 5 | HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMD: 17 (13 Fl) | F: +6, R: +9, W: +4 | Init: +6 | Perc: +10, SM +2 | Speed 30ft | Active conditions: none

Is that another swarm on the map now? Or just the last one that didn't get removed?


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Male CG Elf Arcanist (Occultist) 4 | HP 22/22| AC11 T11 FF 10 | CMB 0, CMD 11 | F +4, R +3, W +4 | INI +3 | PRCP +1 | SPD 30' | Arcane Reservoir 8/11 | Spells: 1st 1/5 2nd 2/3| Active

"I suppose it's time to ride the waves further into this exceedingly-moist cavern?" Zelphar says with an exaggerated grin as he waves (heh) his scroll of Ride the Waves in the air for the other Pathfinders to see.


Hell's Vengeance - Slides

I KNEW I was missing one yesterday.

Searching the room with the crabs will take awhile, so the Pathfinders make a note and move on.

I couldn't come up with a good way to reveal any less of the map, so I just revealed a whole lot of it. Each major room does likely have something in it, so please don't move too far just because it's revealed.

The brackish water in this room is mostly clear and smells clean. A gentle current flows south, where a waterfall can be heard.

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20

Perception:

Torrak: 1d20 + 3 ⇒ (20) + 3 = 23
Merritt: 1d20 + 9 ⇒ (6) + 9 = 15 +2 traps
Tseghet: 1d20 + 8 ⇒ (12) + 8 = 20Fails due to the distance penalty
Zelphar: 1d20 - 1 ⇒ (12) - 1 = 11

Torrak notices the water move sentiently towards him.

Initiative:

Torrak: 1d20 + 4 ⇒ (19) + 4 = 23
Merritt: 1d20 + 6 ⇒ (1) + 6 = 7
Tseghet: 1d20 + 0 ⇒ (9) + 0 = 9
Zelphar: 1d20 + 3 ⇒ (8) + 3 = 11
Water elemental: 1d20 + 1 ⇒ (9) + 1 = 10

The Water Itself
Initiative - the BOLD may act!
Active effects: 2 foot deep water; surprise round
-----------------------------------------------
Torrak
Zelphar
Water elemental
Tseghet
Merritt


Torrak "the Clog" Farcrusher CN Male Dwarf Two-Handed Fighter 4 HP: 46/48 | AC: 21 T: 12 FF: 19 CMD: 19 +4 vs Giants, Bullrush/Trip, +1 vs Sunder | F+8 R+4 W+4 +3 vs poison, spells, SLA's | Init +4 | Perception +6

Smash first, questions later! "Nope, nope, nope, nope, nope!" Torrak says, shaking his head. Having never fought the water before, his thrust only manages to skewer the floor.
________
Mwk Nodachi (Overhand Chop, Power Attack) vs Water Elemental: 1d20 + 6 ⇒ (1) + 6 = 71d10 + 13 ⇒ (6) + 13 = 19
AoO?: 1d20 + 6 ⇒ (6) + 6 = 121d10 + 13 ⇒ (4) + 13 = 17 Ok then, diceroller.
I'm assuming we can 5ft step with the magic we've got on us right now. If not, Torrak was one square to the NE of his current position.


Hell's Vengeance - Slides

Torrak takes his nodachi and plunges it into the water blindly. The water 7 feet to the left of where he stabbed then lurches forward at him. Torrak again stabs blindly at the water!

Partial charge: 1d20 + 9 ⇒ (11) + 9 = 20

Luckily, Torrak is able to maneuver his armor into the way of the blow, negating it entirely. Though, the room now reeks of wet dwarf.

The Water Itself
Initiative - the BOLD may act!
Active effects: 2 foot deep water;
-----------------------------------------------
Torrak
Zelphar
Water elemental
Tseghet
Merritt

Stated clearly: You may move with your land speed with difficult terrain, or your swim speed as normal.

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