GM Abraham's Emerald Spire

Game Master Abraham Z.

Emerald Spire slides
Emerald Spire quests
Knowledge Checks
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The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

”Defaah!! Are you alright?!?“

Jang tries to shake off the gaze effects!

fort : 1d20 + 8 + 14 ⇒ (19) + 8 + 14 = 41

Jang then starts casting a summoning spell to summon a celestial dire boar!

PFS legal option for Erastil clerics for summon monster 3. Using stone shape spell to convert. 1 round casting time.

The first lantern archon still has readied to attack of the div casts any spell or spell like ability.

He then moves to center himself!


Granite Focus (Ex): A foundation of faith’s focus is truly impressive. At 3rd level, the foundation of faith can take a move action to center herself. If she does, she adds her Constitution modifier to any concentration checks attempted as part of casting cleric spells until the end of her turn.

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 17 | AC:24+4 T:18 FF:22+4 20% miss | CMB:+13+2 CMD:31 | Saves F:14+2 R:10+2 W:14+2 | Init:+4 | Per:+17+2 | Spd: 30 | Reroll: 1/1 | Spells: L1 2/5 L2 3/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (6/8)

Uhvat struggles to break out of the paralyzing force ...
Fort: 1d20 + 9 ⇒ (15) + 9 = 24

... this time successuflly pulling himself together, stepping out in front of dinosaur as he sends his lash flailing towards the creature.

vs orange: Power Attack, Furious Focus, Chill Touch
+1 ectoplasmic lash: 1d20 + 11 - 2 + 2 ⇒ (7) + 11 - 2 + 2 = 18 dmg: 2d6 + 8 + 6 + 1d6 ⇒ (4, 3) + 8 + 6 + (6) = 27
If hit, fort DC15 or 1 Str dmg


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions:At the start of your turn, if within 30' of Orange, declare a) act normally (make a Fort save); b) avert gaze (roll 50% chance of needing to make a Fort save - if needed roll a Fort save; Orange gains concealment from you); c) close eyes (No Fort save needed but effectively blind for the entire round (including any movement)

=== 00:40 Round 4 ===
Black Sun - dmg; stunned;
Uhvat - dmg; Chill Touch (2);
Yanda - dmg; ant haul (06:00); false life (06:00); mutagen (01:10); shield (00:46);
Zenae - 5 dmg; 1 non-lethal dmg; blind;
Jangafzaar - dmg; smoked goggles;
Lantern archon (Yellow) - dmg; readied attack (casting triggers);
Defaah - 7 dmg; stunned;
Green - 6 dmg;
Orange - 30 dmg; entangled (r8);

Zenae, - my goof - I forgot that you were still blind and therefore cannot take AoO. For your regular attack, I'm going to resolve this against the disembodied head that is in your square - I'm not sure if that was your intention but in any case being blind you have no way to follow Orange.

Zenae swings blindly at the flying head that has been nipping at her and connects solidly - a blow that would decapitate a normal head, though admittedly this head has no body to be severed from - but somehow it does much less damage than she would have expected.

Black Sun Fort: 1d20 + 8 ⇒ (3) + 8 = 11 +2 vs shadow/mind-affecting, +1 vs extraordinary abilities of [Reptilian] Humanoids
Black Sun cannot resist peeking into this lidless eye that has been so troubling his comrades and suddenly he too is stunned into silence!
Black Sun, you drop anything held in your hands. Please review the explanation of gaze attacks I gave upthread - if you don't post a choice of options at the start of your turn I'll assume that you are full eyes open.

With his smoked goggles and his already hardy dwarven constitution, Jang has no difficulty resisting the allure of Orange's gaze. Jang, I believe that if you are doing a 1 round summons that you don't also have a move action available. Am I missing something? If that's correct, do you want to drop the Granite Focus or do something other than summons with your standard action? Also, in the future please make a new roll for any readied action that hadn't been triggered previously.

The lantern archon continues to watch for any spell casting from Orange.

Uhvat shakes himself free from the power of the gaze and engages her in melee once again, striking her solidly. Not all of the damage goes through, but it still appears to get her attention...
Uhvat caster level check: 1d20 + 4 ⇒ (13) + 4 = 17
... including his Chill Touch, which appears to have its normal effect on her...

GM screen:
Fort DC 15: 1d20 + 4 ⇒ (19) + 4 = 23

... although she does not appear to be any weaker than before.

Just need clarification from Jang about what he wants to do and then I'll move us forward.

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Sorry GM, you are absolutely correct! No move action this round!

Ready Action, light rays ranged touch: 1d20 + 3 ⇒ (11) + 3 = 141d6 ⇒ 1


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions:At the start of your turn, if within 30' of Orange, declare a) act normally (make a Fort save); b) avert gaze (roll 50% chance of needing to make a Fort save - if needed roll a Fort save; Orange gains concealment from you); c) close eyes (No Fort save needed but effectively blind for the entire round (including any movement)

=== 00:40 Round 5 ===
Black Sun - dmg;
Uhvat - dmg; Chill Touch (2);
Yanda - dmg; ant haul (06:00); false life (06:00); mutagen (01:10); shield (00:46);
Zenae - 8 dmg; 1 non-lethal dmg; blind;
Jangafzaar - dmg; smoked goggles; casting summon monster 3;
Defaah - 7 dmg;
Lantern archon (Yellow) - dmg;
Green - 6 dmg;
Orange - 31 dmg; entangled (r8);

The Green head continues to gnaw at Zenae's closed eyes...

bite vs blind AC: 1d20 + 9 ⇒ (8) + 9 = 17
dmg: 1d4 - 1 ⇒ (4) - 1 = 3
Zenae Fort: 1d20 + 7 ⇒ (12) + 7 = 19
... drawing more blood but once again the warrior is too strong for whatever poison is dripping from Green's fangs.

Orange bats its huge eye alluring at the pathfinders, as if considering its options before it begins to gesticulate...
... triggering the Lantern archon's readied attack, which hits the creature, forcing it to try to maintain her concentration.

GM Screen:
Concentration check DC 15: 1d20 + 10 ⇒ (20) + 10 = 30

Somehow she manages, and continues uttering the incantation while staring fixedly at Uhvat, as if hoping somehow to avoid being struck again by his lash...
GM Screen:
Casting Defensively DC 23: 1d20 + 10 ⇒ (7) + 10 = 17

... unfortunately the effort of avoiding his lash causes her to lose her spell as it fizzles to no effect.

Start of Round 5

Pathfinders are up!

Grand Lodge

Female Half Orc Fighter - 5 | hp:-10/53 NL:0 | AC 16 | Init:+2 | BAB:5, MAB:9, RAB:7 | F:7, R:3, W:1 | Perc:5 | CLW Wand: 18c

Dammit ...... Somebody get this thing OFF me Zenae complains as she has another go at whatever it was that was nibbling at her face. Is anyone even flanking?

She takes a step backwards and takes a cautious peek at the creature that was attacking her. To her surprise, instead of the creature with the mesmerizing eye she had been fighting, it was some sort of floating head. Hopefully that step, and the column she was next to was blocking the view of that other creature.

Just in case though: fort: 1d20 + 7 ⇒ (2) + 7 = 9

If she isn't stunned:
sword: 1d20 + 10 ⇒ (8) + 10 = 18
slash: 2d6 + 6 ⇒ (2, 6) + 6 = 14

First chance I get she mutters I better get this sword enchanted

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang tries to shake off the gaze again!

fort save , smoked goggles : 1d20 + 14 + 8 ⇒ (8) + 14 + 8 = 30

His summoning spell ends and a celestial Dire Boar of Erastil’s plane appears.

Has DR 5/Evil, SR 10, resistance 10 Cold, Acid, and Electricity. Smite as swift action with +5 to damage vs evil foes.

Jang shares a language with all creatures that he summons and thus shouts. “Lantern Archon! Ready to shoot if the female Div casts!! Celestial dire boar attack!“

The lantern archon readies to shoot a ray at the female Div!

light rays ranged touch: 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 2

The summoned boar attacks the Div!

Melee gore, swift smite: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 9 + 5 ⇒ (3, 3) + 9 + 5 = 20

Jang then directs Defaah to grapple!


Female N, looks human (actually mostly human Ifrit) | Psychic 10 | Reroll 1/1 | Chaldira reroll 1/1| Rod Extend 3/3 | Rod Piercing 3/3 | HP 93/93 + temp HP 0/0 | AC 21 T 8 FF 21 | CMD 11 | F: +11, R: +7, W: +15 | Init: +1| Perc: +14, SM: +17, Dipl (Influence): +21, Bluff (Deceive): +21 | Focused Trance 3/3 | Expanded Awareness 3/3 | Phrenic Pool 8/8 | Spells: 1st 8/8 + 1/1 CP, 2nd 6/8, 3rd 8/8, 4th 7/7, 5th 4/4 | Darkvision 60ft | Speed 20ft | Active cond:

Defaah tries to grapple the Div.

Knows Grapple Trick but has no improved grapple so provokes, grapple, flank : 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 17 | AC:24+4 T:18 FF:22+4 20% miss | CMB:+13+2 CMD:31 | Saves F:14+2 R:10+2 W:14+2 | Init:+4 | Per:+17+2 | Spd: 30 | Reroll: 1/1 | Spells: L1 2/5 L2 3/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (6/8)

"Hang in there, Zanae."

Uhvat keeps his attention on the Div ...
Fort: 1d20 + 9 ⇒ (5) + 9 = 14

... but is once again stunned by her gaze.

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Oops, forgot fortitude for the critters.

fort dire boar : 1d20 + 7 ⇒ (15) + 7 = 22

fort Defaah : 1d20 + 9 ⇒ (3) + 9 = 12

fort lantern archon : 1d20 + 6 ⇒ (19) + 6 = 25


Emerald Spire slides |
GM Abraham’s Initiative Card wrote:

Conditions:At the start of your turn, if within 30' of Orange, declare a) act normally (make a Fort save); b) avert gaze (roll 50% chance of needing to make a Fort save - if needed roll a Fort save; Orange gains concealment from you); c) close eyes (No Fort save needed but effectively blind for the entire round (including any movement)

=== 00:40 Round 5 ===
Black Sun - dmg;
Uhvat - dmg; Chill Touch (2);
Yanda - dmg; ant haul (06:00); false life (06:00); mutagen (01:10); shield (00:46);
Zenae - 8 dmg; 1 non-lethal dmg; stunned; sword dropped;
Jangafzaar - dmg; smoked goggles; casting summon monster 3;
Defaah - 7 dmg;
Lantern archon (Yellow) - dmg;
Green - 6 dmg;
Orange - 31 dmg; entangled (r8);

Zenae takes the chance to open her eyes and is promptly stunned, dropping her sword. The gaze is resolved first thing on your turn, before you would have a chance to step back out of view. And the choice of eyes open or shut applies to the whole round - it's not something you can choose to do part way through your turn. Sorry.

However, it doesn't matter much as Jang's celestial pig arrives and promptly skewers the aghash to death! And with her demise her summoned doru remembers that it had left a pot on the stove back in its home plane and promptly vanishes!

Combat over - Pathfinders are victorious!

She had some pretty nasty options available - in particular at-will Bestow Curse - but she wasn't able to get them into action - glad to see you all come out of it in one piece.

There is little of further interest in this room. The aghash carries a handful of small yellow topazes in her robes. The six gemstones are worth 200 gp each. In addition, further investigation of the remnants of the two human-sized automatons reveals that they were much like the two constructs you destroyed in the previous room. What exactly destroyed these ones is not clear.

There is also another red lever on the wall, just next to where Yanda is currently standing. It is in the up position.

Where to now? There are two doors from this room: a single door to the West (top of the map) and a double door to the East (bottom of the map). There is also an unopened door at the other end of the corridor branch not taken earlier.


Emerald Spire slides |
Jangafzaar Kargar wrote:

Oops, forgot fortitude for the critters.

[Dice= fort dire boar ] d20+ + 7 -

[Dice= fort Defaah ] d20+ 9+ -

[Dice= fort lantern archon ] d20+ 6 + -

Oops, so did I! But it doesn't matter - the dire boar made it and easily murdered her with that crit.

Grand Lodge

Female Half Orc Fighter - 5 | hp:-10/53 NL:0 | AC 16 | Init:+2 | BAB:5, MAB:9, RAB:7 | F:7, R:3, W:1 | Perc:5 | CLW Wand: 18c

After recovering from stun, Zenae sits down on the floor feeling a bit woozy. Anyone know what those things were? she asks. And I could have sworn the floor was moving a coupla times. I ... think I'm just going to sit here until I KNOW it's stable again.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

"I have no idea what they were, but these topazes are welcome. Glad you guys were able to handle them because I just couldn't seem to get my act together."

Yanda heads towards the north door and starts checking it out.

perception: 1d20 + 9 ⇒ (4) + 9 = 13

"The door looks OK to me."

I think it is safe to assume that with that roll event if there is something she misses it.


Emerald Spire slides |

Yanda finds that the door to the west is locked. I know, I know, you all want the top of the map to be north. But I didn't write the mod and I can't change the text that is already there so this is just gonna get confusing if y'all can't adapt. The top of the map (this time!) is West! :-)

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

Dang it. I even read your note saying it was the west door and planned to say west when I wrote that and I STILL managed to put in north. DOH!

Once again Yanda pulls out her lockpicks and goes to work.

disable device, mutagen: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31


Emerald Spire slides |

Map has been updated

Parts of this chamber look like they were recently excavated. To the southeast, a curving cylinder of green crystal—part of the Emerald Spire—fills a quarter of the room. A... something... sits on the floor, working. This pale yellow humanoid has blank, bulging white eyes and gangly arms and legs. She clutches a pickaxe in her knobby hands, breaking chunks off the Spire. A large sack by her feet squirms and rustles. She does not look up when the door opens.

Knowledge (Nature) DC 13:
This is a pech (typically N Small fey (earth)). Untold ages ago, the pechs served forgotten masters in the deepest caverns of the world. In time, their masters moved on, leaving the pechs bereft of guidance. Some sought refuge in seemingly safer tunnels nearer the surface. Pechs are skilled miners and stonemasons, and are at times employed or enslaved as such by other subterranean races. The typical pech stands only 3-1/2 feet tall, but its dense flesh gives it a weight of 100 pounds. As usual, for every 5 by which you beat the DC, one question

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

kn nature: 1d20 + 9 ⇒ (16) + 9 = 25, immunities, resistances


Emerald Spire slides |

Yanda recalls that pech are immune to petrification and are resistant to spells and also to weapons that are not made of cold iron.

Grand Lodge

Female Half Orc Fighter - 5 | hp:-10/53 NL:0 | AC 16 | Init:+2 | BAB:5, MAB:9, RAB:7 | F:7, R:3, W:1 | Perc:5 | CLW Wand: 18c

Zenae gets off the floor and gingerly follows Yanda into the room.

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang also walks in with Defaah.

He waves a hand at the person on the ground.

"Hello, I hope that you are well. We see that you are working and we definitely do not want to disturb but it would be great if we could exchange some information. I mean, were you trapped here because of the mean evil woman in the room here?! Maybe we can help each other?" Jang asks innocently.

diplomacy : 1d20 + 18 ⇒ (4) + 18 = 22

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

"Indeed, what is a fey doing here and why are you mining the essence of this place?"

Which starts to get the wheels in Yanda's head turning. What possible uses could the spire's substance be of use to her? What kind of extracts and bombs could it produce?


Emerald Spire slides |

The creature ignores the pathfinders and shows no indication of registering anything they have said.

I'll add to Yanda's knowledge check that she recalls that pech likely don't understand Common, but do speak Undercommon and Terran.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

She repeats her question in Terran.


Emerald Spire slides |

In Terran, but presuming that Yanda translates for the others:

“Gundrun is busy. Gundrun must harvest crystals for the gold-faced man!”

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 17 | AC:24+4 T:18 FF:22+4 20% miss | CMB:+13+2 CMD:31 | Saves F:14+2 R:10+2 W:14+2 | Init:+4 | Per:+17+2 | Spd: 30 | Reroll: 1/1 | Spells: L1 2/5 L2 3/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (6/8)

Uhvat stares momentarily at Yanda. He, too, speaks Terran, but he looks vaguely relieved that the party does not have to rely on him to translate.

Uhvat has Charisma of 5... Sigh.

Instead, he pays attention to the conversation, translating for the rest of party so that Yanda can focus on speaking with the pech.

Grand Lodge

Female Half Orc Fighter - 5 | hp:-10/53 NL:0 | AC 16 | Init:+2 | BAB:5, MAB:9, RAB:7 | F:7, R:3, W:1 | Perc:5 | CLW Wand: 18c

Zenae doesn't understand Terran but she's seriously contemplating getting a piece of the Spire. Maybe enough to make a sword with.

But once Uhvat starts translating.
Please ask Gundrun who the gold faced man is she asks.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

"On it."

terran:

"Gold faced man? Who might that be? and why must you serve him? Or is he paying you?"


Emerald Spire slides |

No need to put the terran text in a spoiler. I assume you translate for everyone. I've noticed that especially in PbP the effect of using spoilers for language stuff - outside of initiative where it might be needed - is often to just exclude everyone who doesn't speak the language sometimes for long periods of time.

"Gold-faced man is a friend to the Great Master in the Deep. Gundrun lives to serve the master!”

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

"Ah, the master, he who lives to be served."

Yanda is being a bit sarcastic, though not drippingly so.

"Whatever does he do with the shards?"


Emerald Spire slides |

Gundrun looks as if Yanda's question has never occurred to her, nor can she conceive of any reason why it should have. She doesn't even bother shrugging.

Grand Lodge

Female Half Orc Fighter - 5 | hp:-10/53 NL:0 | AC 16 | Init:+2 | BAB:5, MAB:9, RAB:7 | F:7, R:3, W:1 | Perc:5 | CLW Wand: 18c

When she says the Master in the Deep ... does she mean someone deeper in the Spire, like a lower level below this one?

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

Yanda relays the question, "The Master in the Deep. Is he currently in the deeper levels of the spire? And where is the man with the gold face currently? Where do you take the spire fragments?"


Emerald Spire slides |

"The Great Master is the Maker of the Spire. Long ago Gundrun’s people served the Masters. Now we serve again!”

"Gold-faced man will come for the crystals when he wants them."

She turns back to her work as if the conversation is pointless to her.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

Re relays the conversation and adds, "Oh great, there are more than one of them."

"We should let this fellow be and let the authorities deal with him. Shall we try the other door?"

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang just takes the corpse of the Div and shows it to the emerald collector.

“Can you ask if this was the creature he interacted with?!“


Emerald Spire slides |

"Begone. Me tell you already: Gundrun is busy. Gundrun must harvest crystals for the gold-faced man!”


Emerald Spire slides |

What do you do?

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

"Sure, though he may react poorly. And then I think we should move on."

In Terran she says, "if this was the creature you worked for?"


Emerald Spire slides |

She ignores the pathfinders and continues chipping away at the Spire.

Grand Lodge

Female Half Orc Fighter - 5 | hp:-10/53 NL:0 | AC 16 | Init:+2 | BAB:5, MAB:9, RAB:7 | F:7, R:3, W:1 | Perc:5 | CLW Wand: 18c

Zenae just shrugs Come on. We're wasting time here She spins in her heels and steps out, heading for the next nearest unexplored area.

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 17 | AC:24+4 T:18 FF:22+4 20% miss | CMB:+13+2 CMD:31 | Saves F:14+2 R:10+2 W:14+2 | Init:+4 | Per:+17+2 | Spd: 30 | Reroll: 1/1 | Spells: L1 2/5 L2 3/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (6/8)

Uhvat stands quietly, as still as a statue, wise enough to leave the talking to the rest. Seeing the pech not particularly responsive, he nods in agreement with Zenae and follows closely behind, after making sure the rest are following.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

We head across the room to the double doors to the south, check the doors, and open them if we can.


Emerald Spire slides |

Yanda has no difficulty opening the double doors at the eastern end of the previous room (the one with the steaming fountain, where the group fought the aghash with its terrible gaze). It opens to another corridor. Around a short bend, a wide staircase descends into darkness. A panel with a red-handled lever and a black-handled lever is located on the eastern wall of the room. The red lever is in the "up" position and the black lever is in the "down" position. A destroyed automaton lies in pieces near the stairs.

Map updated. I've also added black and red circles on the map to indicate the places where you have encountered levers.

Grand Lodge

Female Half Orc Fighter - 5 | hp:-10/53 NL:0 | AC 16 | Init:+2 | BAB:5, MAB:9, RAB:7 | F:7, R:3, W:1 | Perc:5 | CLW Wand: 18c

I presume that's the way down to the next level. But, if I'm reading my notes right, we still have a door to check out before we start pulling levers.


Emerald Spire slides |

Yes, you still have a door that you have not yet investigated, back where the corridor split before you entered the room with the aghash.

And yes, the stairs are indeed the way to level 7.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 61/66; 5 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, false life, protection from arrows (90/90), ablative barrier (20/45), mutagen (dex), heroism, barkskin (+4), fly, resist fire-10, shield, haste, air crystal, good hope

After exploring the new room, assuming nothing is found, Yanda heads back towards the remaining door in the corridor the the EAST (I noticed you got tired of correcting me :)).

Grand Lodge

Female Half Orc Fighter - 5 | hp:-10/53 NL:0 | AC 16 | Init:+2 | BAB:5, MAB:9, RAB:7 | F:7, R:3, W:1 | Perc:5 | CLW Wand: 18c

Zenae follows her to protect her.

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang and Defaah follow in the back.


Emerald Spire slides |

The group retraces its footsteps to the door they had passed earlier. It opens without any difficulty.

Arming dummies and racks of basic weapons line the walls of this chamber. There is a double door in the northern wall, a single door in the southern wall, and two doors in the western wall (you are at the more southern of these two doors).

A single black lever protrudes from a control panel on the south wall, in the "down" position.

An automaton - much like the two you destroyed earlier - stands in the middle of the room, unmoving. It does not react when the door is opened.

Between the group and the automaton stands a set of bronze bars, extending from floor to ceiling, much like a portcullis, seemingly blocking entry beyond the first portion of the chamber.

Map updated. Please position yourself on the map where you wish to be.

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