GM Abraham's Emerald Spire

Game Master Abraham Z.

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

Conditions: The red and yellow dotted areas on the map are two separate spinning blade traps that attack anyone entering them (or staying in their area). The purple template is a very smelly cloud that blocks vision more than 5' (started r1).

=== 00:58 Round 1->2 ===
Jangafzaar - dmg; summoning; Fort save needed;
Defaah - 8 dmg;
Zenae - 60 dmg; unconscious; prone; weapon dropped; dying; stabilization check needed;
Yanda - dmg; ant haul (06:00); false life (06:00); mutagen (01:10); fox's cunning (1:04); protection from arrows (06:58); Fort save needed;
Klarkosh (Gold) - dmg;
Automaton (Green) - 4 dmg;
Uhvat - dmg; Shield (01:02); Fort save needed;

Yanda has another drink while Zenae runs smack into the whirling blades...

Red spinning blade: 1d20 + 10 ⇒ (16) + 10 = 26
s dmg: 1d8 + 1 ⇒ (3) + 1 = 4
... nicking her slightly.

Klarkosh eyes the dinosaur and the half-orc in his face and then begins to waggle his fingers about while muttering various incantations...

GM screen:
Cast Defensively DC 21: 1d20 + 16 ⇒ (10) + 16 = 26

... and manages to maintain his concentration despite the foes right before him.

A cloud appears at the far end of the room, breaking the line of sight of the pathfinders and smelling like the worst rotten eggs imaginable.

Spellcraft DC 18 to ID the spell being cast:

Fort saves are needed from Jang, Uhvat, and Yanda. Please make your roll and make any decisions about rerolls or other shenanigans before looking at the spoiler below.

Jang, Uhvat, and Yanda, AFTER making Fort saves:
The DC is 18 (it is a poison effect in case that matters); if you made that you are unaffected (but think that you would likely have to save again if you remain in the cloud). If you failed you are nauseated (you can only take a single move action each turn). Jang, I believe this would also mean that you lose your summoning spell. Regardless of whether or not you make the save, you cannot see more than 5' away (Jang, I believe this means that if you made your save your summons will need to appear within 5' of you, which will mean they also need to save vs the cloud).

Although no one can see the Green automaton through the cloud, from the clattering sound it seems to be moving back towards its master through the spinning blades...
Red spinning blade: 1d20 + 10 ⇒ (7) + 10 = 17
s dmg: 1d8 + 1 ⇒ (8) + 1 = 9
... when it emerges from the cloud next to Zenae she can see that it seems very slightly battered by the experience as it turns its polearm towards her...
Guisarme, flank, PA: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 Uh oh!
CRIT CONFIRM? Guisarme, flank, PA: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Sorry about this, Zenae...
dmg including 3x crit, PA: 6d4 + 39 ⇒ (2, 2, 2, 2, 4, 3) + 39 = 54
... and that is the last thing that Zenae sees - perhaps forever - as it strikes her down with a single deadly blow. Even her comrades in the cloud can tell from the cry of pain, the sound of her slumping body, and the maniacal laughter from Klarkosh that something bad has happened.

End of Round 1 and start of Round 2

Before Defaah can do anything to move away, the blades continue to whirl...
Yellow spinning blade: 1d20 + 10 ⇒ (1) + 10 = 11
s dmg: 1d8 + 1 ⇒ (5) + 1 = 6
... but the dinosaur is unharmed for now. The blades will continue attacking each round as long as Defaah remains within their area.

Fort saves are needed from Jang, Yanda, and Uhvat

Stabilization check is needed from Zenae

Pathfinders are up! Good luck!

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 has the combat trait 'Hard to Kill'

Hard to Kill - Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

stabilize: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5

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.

fort save : 1d20 + 12 ⇒ (5) + 12 = 17

Folio Reroll fort save, 3 GM stars : 1d20 + 12 + 3 ⇒ (17) + 12 + 3 = 32

Jang can push the nausea away! He then 5 ft steps out of the cloud.

His summons ends and a celestial dire boar appears.

fort dire boar, +2 augmented summoning +4 con : 1d20 + 2 + 7 ⇒ (18) + 2 + 7 = 27

Jang speaks with the boar as they share a language and tells it to get out of the smoke and attack the machine things which are near the dinosaur.

Double move for dire boar. See green arrow. Ahh just 5 ft missing for a single move. Goes through red traps. Augmented Celestial Dire boar has AC 15, DR5/evil, 52 hp.

Jang shouts to Defaah to grapple the caster!

handle animal dc 12 : 1d20 + 9 ⇒ (4) + 9 = 13

Jang starts casting another summoning spell.

Converting resist energy communal.


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 caster.

Knows Grapple Trick but has no improved grapple so provokes, grapple : 1d20 + 7 ⇒ (9) + 7 = 16


Emerald Spire slides |
Defaah wrote:

Defaah tries to grapple the caster.

[Dice= Knows Grapple Trick but has no improved grapple so provokes, grapple ] 1d20+ +7 -

If his CMB is +4 why does Defaah have +7 on his grapple attempt?

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

fort st: 1d20 + 7 ⇒ (16) + 7 = 23, +2 vs. poisons
Yanda feels her way through the cloud, eventually finding an alcove of safety, though from her current position she cannot see any enemies so she pauses to down a shield extract.


Emerald Spire slides |

Jang, do you need to use an action to command Defaah to grapple? If he knows the trick I would think this would be free for you and not require a Handle Animal check? On the other hand, if you do need to use an action then you won't have the full round action available that you would need to do another summons. Let me know if I've got any of this wrong - it's been awhile since I've gone into this section of the rules...

Uhvat is up!

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 11 | AC:24 T:18 FF:22 20% miss | CMB:+13 CMD:31 | Saves F:14 R:10 W:14 | Init:+4 | Per:+17 | Spd: 30 | Reroll: 1/1 | Spells: L1 5/5 L2 4/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (8/8)

As soon as the stinking cloud appears, Uhvat concentrates briefly and summons a surge of adrenaline to fight off the poison! Cast Burst of Adrenaline as instantaneous spell for +8 to Constitution for fort save, i.e. +4. Fatigued for one round.

Fort Save: 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23

Assuming that’s a pass

WInded by the effort, Uhvat pushes through the fog towards where he last saw the caster.

I’m on mobile and for some reason can seem to select my token. (Likely is under some other items, and don’t want to start moving things around on mobile and accidentally mess things up.) Can someone help move him? He only has 20’ speed, so double move 40’ towards yellow. He will end up in the yellow blade trap area (think just to the left of the blade trap) but no help for that.


Emerald Spire slides |

Unfortunately you can't take immediate actions when you are flat-footed. I see that you have Combat Reflexes but that doesn't prevent you from being flat-footed (the way that, say, Uncanny Dodge does). The good news is that you still pass (barely) even without the adrenaline. And I've moved your token on the map.


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

Conditions: The red and yellow dotted areas on the map are two separate spinning blade traps that attack anyone entering them (or staying in their area). The purple template is a very smelly cloud that blocks vision more than 5' (started r1).

=== 00:58 Round 2->3 ===
Jangafzaar - dmg; summoning;
Celestial Dire Boar - dmg; (AC 15, DR5/evil, 52 hp);
Defaah - 23 dmg; grappled;
Zenae - 61 dmg; unconscious; prone; weapon dropped; dying; stabilization check needed;
Yanda - dmg; ant haul (06:00); false life (06:00); mutagen (01:10); fox's cunning (1:04); protection from arrows (06:58); shield (01:04);
Klarkosh (Gold) - dmg; grappled;
Automaton (Green) - 8 dmg;
Uhvat - dmg; Shield (01:02);

Zenae slips a bit closer to death though she is fortunately Hard to Kill.

Jang's heavenly pig appears and seems to take no notice of the poisonous fog as it hurries towards the battle...
Red spinning blade: 1d20 + 10 ⇒ (13) + 10 = 23
s dmg: 1d8 + 1 ⇒ (1) + 1 = 2
... the blades of the trap have no effect on its tough celestial skin. However, the guisarme of the automaton...
AoO Guisarme, PA: 1d20 + 8 ⇒ (5) + 8 = 13
S dmg, PA: 2d4 + 13 ⇒ (1, 4) + 13 = 18
... misses the lucky porker.

Then, after directing his dinosaur to grapple Klarkosh, Jang begins another summons. Jang, as noted upthread, I'm a bit unclear about your handle animal check for Defaah. Unless you have an unusual way of having an animal companion it should be a free action to tell an animal companion to do a trick that it knows. If it's not a free action then you can't start another summons since that requires your full-round action. Let me know if I've got this wrong but for now I'll just treat it as if the handle animal check was a 'just in case the GM asks for it' that didn't require any of your actions.

The dinosaur tries to grapple Klarkosh, who quickly lashes out...
AoO dagger: 1d20 + 5 ⇒ (3) + 5 = 8
... but to no avail. The gold-encased "master of the emerald spire" finds himself hugging a velociraptor!
Jang, please clarify Defaah's CMB for me. It says +4 on his sheet but you rolled +7 (doesn't matter in this instance but I might need to know for later).

Yanda stumbles through the poisonous cloud and chugs down another extract.

Uhvat too avoids the nauseating effects of the cloud and advances into battle...
Yellow spinning blade: 1d20 + 10 ⇒ (1) + 10 = 11
s dmg: 1d8 + 1 ⇒ (5) + 1 = 6
... easily avoiding any trouble from the spinning blades.

Despite being grappled, Klarkosh attempts to cast another spell.

Spellcraft DC 17 to ID spell (neither Yanda nor Jang can see due to the cloud, so are not able to make attempt this check):
Blindness/Deafness

GM Screen:

Concentration check vs grapple: 1d20 + 16 ⇒ (12) + 16 = 28
Concentration check for casting defensively: 1d20 + 16 ⇒ (12) + 16 = 28

Despite the grapple, Klarkosh manages to cast his spell, and to do so defensively with an eye to Uhvat's threatening tendrils. (Made two separate concentration checks)

Defaah Fort: 1d20 + 9 ⇒ (20) + 9 = 29
However, whatever shenanigans the master of the spire was attempting are for naught as the wily velociraptor resists them easily!

The automaton steps 5' into the blades and pokes at the grappling dinosaur with its guisarme.
Red spinning blade: 1d20 + 10 ⇒ (17) + 10 = 27
s dmg: 1d8 + 1 ⇒ (8) + 1 = 9
... the blades chip some more of the paint off of the construct.
Guisarme, PA vs grappled AC: 1d20 + 8 ⇒ (15) + 8 = 23
S dmg, PA: 2d4 + 13 ⇒ (1, 1) + 13 = 15
... and the polearm further wounds the brave dinosaur.

End of Round 2 and start of Round 3.

Jang, note that I don't believe the Grapple trick will enable Defaah to attempt to Pin but simply continue the grapple. If anyone thinks I'm wrong about this I'm open to hearing rules reasons.

Pathfinders are up! The bold may act!

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.

GM :
Thanks GM, sorry for the confusion! Defaah’s cmb is +4 only. I had copied this from the last combat and deleted the modifiers (flank etc) from the attack description but not the roll.
I’m still new to handle animals but I thought that Jang always has to make a dc 10 handle animal check as a FREE action (because it’s an animal companion) with DC 10 (which Jang automatically succeeds with +9 so I don’t roll) or DC 12 when Defaah is injured (which I roll because it could go wrong). In case he wants to push that would be a move action.
Regarding your question on pinning: the trick teaches the combat maneuver grapple and as pinning is part of the grapple combat maneuver I think Defaah should be able to pin but it’s your decision and I’m totally fine if you exclude pinning.

~

GM: one further question. Last round I assumed the dire boar had only 30 ft movement although it had 40ft and would have been able to attack the construct last round. In case it is ok to still do that I’ll make the attack here.

augmented celestial dire boar gore round 2 : 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 182d6 + 9 + 3 ⇒ (4, 3) + 9 + 3 = 19

~

Jang’s summons ends and another celestial dire boar appears. Jang tells it to wait a moment!

Jang casts Dispel Magic on the poison cloud.

dispel cl check : 1d20 + 6 ⇒ (19) + 6 = 25

Wow. But that was my last 3rd level spell.

Now that Jang can see the battle field he 5 ft steps into the room.

Jang speaks with the boar as they share a language and tells it to attack the construct.

Single move for dire boar. See blue arrow. Augmented Celestial Dire boar has AC 15, DR5/evil, 52 hp.

Both celestial boars attack the construct.

Blue augmented celestial dire boar gore, flank : 1d20 + 2 + 8 + 2 ⇒ (20) + 2 + 8 + 2 = 322d6 + 9 + 3 ⇒ (3, 6) + 9 + 3 = 21

Yellow augmented celestial dire boar gore, flank : 1d20 + 2 + 8 + 2 ⇒ (20) + 2 + 8 + 2 = 322d6 + 9 + 3 ⇒ (6, 4) + 9 + 3 = 22

CRIT? Blue augmented celestial dire boar gore, flank : 1d20 + 2 + 8 + 2 ⇒ (12) + 2 + 8 + 2 = 242d6 + 9 + 3 ⇒ (2, 1) + 9 + 3 = 15

CRIT? Yellow augmented celestial dire boar gore, flank : 1d20 + 2 + 8 + 2 ⇒ (4) + 2 + 8 + 2 = 162d6 + 9 + 3 ⇒ (5, 4) + 9 + 3 = 21
~

Jang shouts to Defaah to further grapple the caster (or pin if possible)!

handle animal dc 12 as Defaah is injured , free action : 1d20 + 9 ⇒ (20) + 9 = 29


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 continues to grapple the caster.

Knows Grapple Trick but has no improved grapple so provokes, grapple, controlling +5 : 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17

Silver Crusade

Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 11 | AC:24 T:18 FF:22 20% miss | CMB:+13 CMD:31 | Saves F:14 R:10 W:14 | Init:+4 | Per:+17 | Spd: 30 | Reroll: 1/1 | Spells: L1 5/5 L2 4/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (8/8)

Coming out from the fog, Uhvat finally sees Zenae bleeding away on the ground.

We have to end this quickly!

Once again, he summons his magic as his lash takes on a distinctively darker tinge. (Cast Chill Touch) He then closes in to the spellcaster, flanking him with the dinosaur.

Power Attack, Furious Focus, Flanking, Chill Touch
+1 ectoplasmic lash: 1d20 + 11 - 2 + 2 + 2 ⇒ (16) + 11 - 2 + 2 + 2 = 29 dmg: 2d6 + 8 + 6 + 1d6 ⇒ (4, 1) + 8 + 6 + (2) = 21

Zenae, how far away are you from dying?

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

stabilise: 1d20 + 3 - 5 ⇒ (17) + 3 - 5 = 15

Still got a few rounds left

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Yanda steps out from her alcove and waits, eyeing the spell caster. If he tries another spell she will splatter him with a bomb.

+10/3d6+10, 13 splash bomb [rng: 20 ft; 20/x2*; fire] {+4[BAB] +4[dex] +1[throw anything] +1[pblank] -2[deadly aim] +2[mutagen]/3d6 +5[int] +1[pblank] +4[deadly aim]}

  • to hit ranged touch: 1d20 + 10 ⇒ (17) + 10 = 27 {ignore allies in splash due to Precise Bombs}
  • damage, point blank, fox's cunning: 3d6 + 10 + 2 ⇒ (5, 1, 4) + 10 + 2 = 22 {catch fire from Explosive Bomb, 10' radius 13+2 damage splash, DC 18 {10 +3[lvl/2] +5[int]} Reflex ST for half splash damage}

  • Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    i.e. she is waiting for the caster to cast in an attempt to disrupt the spell.


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

    Conditions: The red and yellow dotted areas on the map are two separate spinning blade traps that attack anyone entering them (or staying in their area).

    === 00:58 Round 2->3 ===
    Jangafzaar - dmg;
    Yellow Celestial Dire Boar - 3 dmg; (AC 15, DR5/evil, 52 hp);
    Blue Celestial Dire Boar - 12 dmg; (AC 15, DR5/evil, 52 hp);
    Defaah - 23 dmg; grappled;
    Zenae - 62 dmg; unconscious; prone; weapon dropped; dying; stabilization check needed;
    Yanda - dmg; ant haul (06:00); false life (06:00); mutagen (01:10); fox's cunning (1:04); protection from arrows (06:58); shield (01:04); readied action if spell casting;
    Klarkosh (Gold) - 43 dmg; pinned;
    Automaton (Green) - 53 dmg;
    Uhvat - dmg; Shield (01:02);

    Jang:
    Ah yes, you are right about the Handle Animal checks - I rarely see them unless someone is trying to push the animal to do a trick it doesn't know because usually it's an auto-success. I forgot about the +2 DC when the animal is wounded. But in any case I think you should have a +4 from your bond with the animal and there is a cheap item (training harness I think) that gives another +4, which makes a lot of those checks automatic.

    Re the grapple/pin issue, yes your reasoning makes sense so I'm ok with that.

    Retroactively adding the dire boar's attack from last time... The dire boar advances out of the fog and the spinning blades and manages to poke the automaton with a sharp blow. Not all of the damage goes through but it is still plenty!

    Jang dispels the stinking cloud and then calls forth another celestial pig which he also sends into the battle...
    Red spinning blade: 1d20 + 10 ⇒ (3) + 10 = 13
    s dmg: 1d8 + 1 ⇒ (5) + 1 = 6
    ... it nimbly dodges the trap.
    AoO Guisarme, PA: 1d20 + 8 ⇒ (7) + 8 = 15
    S dmg, PA: 2d4 + 13 ⇒ (3, 1) + 13 = 17
    ... but takes a guisarme to the eye.

    It responds by immediately running its tusk right through the brains of the robot, rendering it rather inoperable.

    That was all from Blue's crit - redirecting Yellow's attack vs Klarkosh, which will require Yellow to step in the spinning blades.

    Yellow spinning blade: 1d20 + 10 ⇒ (17) + 10 = 27
    s dmg: 1d8 + 1 ⇒ (7) + 1 = 8

    The Yellow boar stabs at Klarkosh with its tusk and... -2 from no flank but his AC is reduced from being grappled so you *just* confirm unless...
    Fortification, high is always good for the one rolling: 1d100 ⇒ 69
    The boar's tusk stabs Klarkosh right through a gap in his gold-plating, though everyone can tell that his flesh is particularly sturdy, almost stone-like.

    Adding insult to injury, the dinosaur pins the wounded wizard.

    Uhvat continues the beat-down, lashing him with a chilly touch.

    Zenae continues dying.

    Yanda prepares to throw a bomb if needed.

    But it is not needed, as the "master of the emerald spire" can see he is beaten and surrenders.

    Combat over! Pathfinders are victorious! Nicely done - I thought maybe I had a chance that time but you all came on like a ton of bricks.

    Let me know how you would like to proceed. There are two more rooms on this level that you haven't found yet and really only one meaningful combat, though I doubt it would be much of a challenge for you all. This was the main encounter of the level (it was CR 8 - Klarkosh is a level 7 wizard with stoneskin up and some nasty spells if he had ever got a chance to use them) so I'm fine with hand-waving the final two rooms if you wish, or we can play them out, as you prefer.

    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 should have stabilized with that last roll

    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 pets Danduun and the bores where the latter vanish after several seconds.

    “I am glad that this is over now! The robot man was quite hostile! At the same time I feel a little ashamed because we invaded his home and he tried to defend himself and the only thing that we did was to attack! It’s probable that we will loot everything here and pretend that it was all for the taking anyway ... but he was evil, right?!?“ Jang asks and his question hangs in the air.

    Silver Crusade

    Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 11 | AC:24 T:18 FF:22 20% miss | CMB:+13 CMD:31 | Saves F:14 R:10 W:14 | Init:+4 | Per:+17 | Spd: 30 | Reroll: 1/1 | Spells: L1 5/5 L2 4/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (8/8)

    "We tried to speak, but he attacked first," Uhvat responds after a brief moment of thought.

    Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    "Evil, good, indifferent, it does not matter. The authorities in the region sent us to do the job and we did it and the world will be a safer place because of it. But, for your peace of mind, yes, the felow was evil or, at the very least, a megalomaniac that was going to send out an army of constructs to conquer by killing everyone that stands in the way."

    Yanda pauses for a while, then laughs at herself, realizing the irony of what she just said.


    Emerald Spire slides |

    Klarkosh, who is very much still awake, scowls at the pathfinders' banter. "Aye, priest, indeed, you are the invaders here, and I have no doubt that when the scales are weighed in Pharasma's boneyard you shall all earn what you deserve!" Turning to Uhvat, he replies, "Of course such is always the justification of invaders and desperadoes everywhere and everywhen. But surely I cannot be faulted for defending my home and the important work I have undertaken from interlopers and spies such as yourselves!" To Yanda, he simply grunts and mutters, under his breath, "And I would have gotten away with it too! If not for these meddling kids!"

    Despite these protestations, Klarkosh recognizes that he is beaten and grudgingly reveals the secrets of his domain, such as the means of operating the levers. In brief: there are multiple intersections on the level that toggle between two different positions, depending on whether or not the relevant lever is raised or lowered. Raising or lowering any black lever does the same for all the other black levers on the level, and the same is true for the red levers (you all never discovered this in your own examinations, though I think you were about to when you managed to open one of the entrances to his lair just through trial and error). What makes this all tricky is that there is no obvious way for you all to know which intersections are "red" ones and which are "black" ones. You'll be able to see what I mean when you look at the updated map where all is revealed.

    This enables the group to examine the final rooms of the level. Map updated. In the southeasternmost corner of the level the pathfinders find a scrap yard. Piles of scrap metal and broken machinery lie around this room, organized into tidy rows. Most are disassembled limbs or torsos from human-shaped machines. There’s a panel with a red-handled lever on the room’s east wall. Two clockwork servants are salvaging parts from several destroyed emerald automatons. They attack any intruders, firing nets and then moving to engage any characters who are not entangled but they are each CR 2 so this encounter is easily dealt with by the mighty pathfinders...

    In the final room of the level (Just west of the just-mentioned room) the pathfinders find a small pool of water in a basin of gold tile lies in the center of this chamber, and the walls are decorated with tiled patterns, 8 once colorful but now cracked and faded. Four staggered columns support the vaulted ceiling. Here the pathfinders might have had to fight Klarkosh's door warden: (if you had flipped the lever the other way back when you first entered this level this would have been the first room you entered) a minotaur that Klarkosh has been slowly “improving” by adding clockwork components, most notably metal plating over its body. But it answers to Klarkosh and since he is your prisoner it stands aside. (This is a minotaur with the brass-clad template - a CR 5 encounter)

    The pathfinders are free to investigate anything else on the level (though I think you've mainly covered anything - but feel free to ask any questions you may have) and when ready they return to Fort Inevitable for the inevitable rounds of paperwork and reporting. Klarkosh pleads to be released into the forest to fend for himself against the wolves there - "far more bearable than all that hellknight paperwork!"

    This concludes level 6 of the Emerald Spire! Nicely done. I have a pretty busy week ahead of me so it may be a few days before I can get chronicles to you but for planning your level up: you all earned: 3 xp, 4 prestige, and 6756 gp (or half those numbers if you are slow tracking - but for those continuing on in the Spire this is not one of the levels where slow tracking is advised - the next level is tier 5-7).


    Emerald Spire slides |

    Shazam - Activate! - Shazam!

    Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    And so it begins, again.


    Emerald Spire slides |

    The pathfinders have been cooling their heels in Fort Inevitable for what feels like months. When the paperwork clearing them to continue their investigations into the Spire finally comes through the Hellknight who delivers it is almost apologetic. "The Paralictor has had us all buried in writing reports - apparently the Order of the Pike is going to be assessing all our operations from here on out. Don't be surprised if you adventurers end up having to bring in "best practices" consultants! Thankfully, we're not quite there yet because let me tell you: that stuff is straight from Hell! Anyway, here's your passes. My advice: take 'em and get down there before someone decides you need to get cleared by the committee on committees!"

    The group takes the advice and wastes no time heading out of town, joined by their newest comrade, Kala, daughter of Krokum, and her faithful companion Stinky.

    Feel free to make character introductions as we get started.


    Emerald Spire slides |

    Using their spire transport tokens it is fairly quick work to return down to the level where Klarkosh had so recently attempted to build his construct army. From there, the group finds the stairs downwards and descends into the darkness.

    Unlike the previous level, there does not appear to be any illumination in the stairs. What are you using for light sources?

    Unless stated otherwise, the hall ceilings are 10' high and the room ceilings are 20' high.

    Signs of battle — most commonly dried blood, scorch marks, and smashed bones — appear along the stairway down.

    The stairs end in the northeast corner of a small, brightly lit room with a door on the west wall.

    Large, oil-fed brass torches in wall sconces illuminate the room, shedding light as lanterns.

    In the center of the room are two large iron racks holding numerous burning candles. There are 66 candles in six rows of 11. The iron candleholders are crafted so that each candle appears to be held in the jaws of a serpent. A phrase is written on each rack in a strange script.

    Knowledge of Undercommon or DC 20 Linguistics:
    The phrase says:
    “Offer prayer to Kro’akoth the Awakener, scaled brethren, and be welcome here.”

    The door on the west wall is open, and leads to a short passage that ends at another door.

    If you have any long term buffs that you use this is a perfectly reasonable starting point. I'll say that it is exactly noon when you arrive at this point for the ease of tracking such details.

    Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    Yanda downs her mutagen, ant haul extract, false life extract, and protection from arrows extract.

    false life: 1d10 + 7 ⇒ (3) + 7 = 10
    linguistics: 1d20 + 5 ⇒ (9) + 5 = 14

    The lighting from the candles is fine with her. She relies on the others to provide light.

    "Well, this is different. Perhaps the occupants have already been killed?"

    Silver Crusade

    Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 11 | AC:24 T:18 FF:22 20% miss | CMB:+13 CMD:31 | Saves F:14 R:10 W:14 | Init:+4 | Per:+17 | Spd: 30 | Reroll: 1/1 | Spells: L1 5/5 L2 4/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (8/8)

    Uhvat has darkvision so doesn't need light.

    False Life: 1d10 + 6 ⇒ (4) + 6 = 10

    "Indeed. This looks worrying."

    Uhvat spends a moment studying the room, particularly the signs of battle, to determine what combatants might be involved.

    Perception: 1d20 + 14 ⇒ (8) + 14 = 22

    He focuses briefly, concentrating on what might be behind the door, particularly try to sense for any presence of undeads. He then listens at the door for what might behind.
    Perception: 1d20 + 14 ⇒ (10) + 14 = 24

    Detect Undead. That and perception would be his standard SOP before going through doors.

    Grand Lodge

    Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

    Earlier, back at Fort Inevitable:

    The newly arrived human woman grimaces as the Hellknight takes his leave. "Ugh. I think part of that delay might be my fault." She had arrived a month and a half ago, two days ahead of the paperwork that was to grant her admission to the group's roster. She'd shrugged it off expressionlessly, though the perceptive would've noticed how overwhelmed and intimidated she was by the bureaucracy and paperwork.

    When she had first arrived, she had made quite an impression. Her tall, muscular frame filled the doorway. Dressed in simple leathers over a practical mithral chain shirt, she always had her warhammer holstered at her hip. It had been her grandfather's, christened Orc Brains with all the imagination of a man whose primary concern was survival in a land constantly raided by orcs. She was plain as dirt, with a hooked nose and a stern expression that only melted when she looked at her wolverine companion, Stinky. Aptly named, he behaved more like a beloved puppy dog than a wild animal. When she practiced reading, as Kellids are mostly raised illiterate and she only started learning after joining the Pathfinder Society, he would curl up beside her with his head in her lap to snooze while she scratched his ears absentmindedly. Mostly, however, she spent her time getting to know the team and how they work together.

    In combat, Kala and Stinky prefer to flank opponents so they can use their beefed up Outflank bonus. Out of combat, Kala hangs back due to lack of confidence, though she's been trying to overcome that.

    As the group descends into darkness, Kala casts Light on her warhammer, Orc Brains. Narrowing her eyes at the signs of the battle in the stairwell, she tries to determine how long ago it happened.

    Perception: 1d20 + 12 ⇒ (19) + 12 = 31

    She senses Stinky's interest in the remains and chuckles a little, sending a feeling of amusement and acceptance through their empathic link.

    The sight of the candles is at first welcoming. Once she takes a closer look at them, however, she senses evil at work. Nothing that worships snakes is good news. She doesn't even bother giving the writing a second look; it's obviously too complex for her to work out. She does, however, cast Detect Magic on the rack closest to her, just in case.

    Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    Yanda shrugs, not particularly worried herself. to her, it was a hopeful sign. Though...

    "Odd that someone left all those candles burning. What could that be about? Maybe I should lob a bomb in there and see what happens."

    The look on her face shows that she is only considering the option, she is not reaching for a bomb or anything.

    Now that she has taken her mutagen she looks more like some twig creature form the forest than the sylph she is. Every part of her is thin and her hands multi-jointed. Tie some cloth to her and she would make a fine kite.

    Grand Lodge

    Male wolverine 6 | HP -17/48 | AC 24, T 13, FF 21 | CMB +7, CMD 20 | Fort +8, Ref +8, Will +3* (see Defense spoiler) | Init +3 | Perception +5 | Speed 30ft | Climb 10 ft | Burrow 10 ft | Active conditions: Dead

    Ambling down the stairs behind his Kala, Stinky's curiosity is piqued by the scent of old blood. He sniffs at it, licks some off the wall, and grabs a bone to gnaw on later when they stop. There are always pauses in the journey when his Kala walks somewhere with people like this. They all smell like adventure: senses on high alert, but not scared. Just wary and a bit excited. Good smells. Like the smells from what's left of the marrow in this bone.

    As soon as the group pauses in the room with the candlelight, Stinky plops down next to Kala to gnaw on that bone. Feeling the subtle sense of suspicion and unease from her, he leans his back into her leg as a show of solidarity as his drool dribbles down the bone onto the floor. You've got this, Kala. ... Yum!

    The Concordance

    Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

    You all see a slight Wayang appearing with a gun in each of his two holsters - the guns are attached to the respective wrist with a very fine chain.

    He wears a chain shirt and beneath that an engineering outfit with lots of pockets and a large backpack on his back.

    He bows to the team and his tone is calculated when he says ”Tofang is my name. Gadgets are innovations with an inherent danger and potential utility in the right hand! I try to have these hands. I just returned from a mission involving water ... I hope my guns stay dry this time?“ he asks innocently.

    Tofang is sitting on a military saddle on top of a riding dog that looks like a mixture of a black wolfhound and a mastiff. It is clear that this dog can fight while carrying a rider and Tofang is not really fully in control.

    This is riding dog that he bought. So not an animal companion and he uses the riding dog for mobility.

    ~

    When the Pathfinders appear in the respective level, the Wayang seems to be a little afraid.

    He reads the words in undercommon.

    "He.. hey, look. Here it says 'Offer prayer to Kro’akoth the Awakener, scaled brethren, and be welcome here.' Do you know who that is?" Tofang asks.


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

    Conditions:

    === 12:00 Out of Initiative ===
    Tofang - dmg;
    Tofang's dog - dmg;
    Kala - dmg;
    Stinky - dmg;
    Yanda - dmg; 10 temp hp; ant haul (02:00); false life (19:00); mutagen (13:10); protection from arrows (19:00);
    Uhvat - dmg; 10 temp hp; false life (18:00);

    As the group descends the stairs through the wreckage of former battles Uhvat and Kala try to determine what might have happened but neither can make much sense of it beyond the determination that there were likely multiple battles that unfolded, none of them within days of the present: the blood is dry and caked; the scorch marks are no longer warm to the touch.

    When they arrive in the room, Tofang easily deciphers the inscription regarding Kro’akoth the Awakener and translates it for the others.

    Knowledge Religion DC 20:
    Kro’akoth is a relatively obscure nascent demon lord. For millennia Kro’akoth the Fire Serpent was a general in the armies of the Abyss. He was a fierce leader and won many victories, but when he watched a legion of gnolls charge to certain death screaming Lamashtu’s name, he realized true power lies in the worship of lesser beings. Kro’akoth started with legions of troglodytes already under his command, but he needed to find more followers not claimed by other demons. Over the centuries, he sought out forgotten mortal cults and those who never had gods at all. He now reigns over a network of cults, though few realize they serve the same master. Each cult has a slightly different agenda, but all worship Kro’akoth, even if their lower-level cultists don’t realize it.

    GM screen:

    Perception
    Uhvat: 1d20 + 14 ⇒ (9) + 14 = 23
    Tofang: 1d20 + 8 ⇒ (20) + 8 = 28

    As Uhvat and Tofang begin to cross the room, they each notice that the candles grow noticeably brighter and the stink of sulfur wafts across the room.

    Meanwhile, Kala notes that the candles do indeed appear to be magical.

    What would you like to do?

    Grand Lodge

    Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

    Kala's eyebrows rise as she senses the magical aura. Huh. Good hunch. She's mildly impressed with herself. In her rich, deep (for a woman) voice, she remarks: "These candles are magical. Just a sec." She continues to focus on her Detect Magic spell until she's figured out everything she can about them.

    Knowledge (arcana): 1d20 + 1 ⇒ (8) + 1 = 9
    If there is more than one aura I'll roll again for the rest.

    Unable to recognize what she's sensing, Kala inwardly groans at her ineptitude, then cuts herself short for a mental pep-talk. Hey, it's kinda hard to master the arcane arts when your spells are divinely granted and you're still learning how to read. Give yourself a break! You spotted it, and now your team can decide what to do about it. With *your* help. Clearing her throat, she asks for assistance with as much confidence as she can muster: "Um, I'm having trouble getting a read on this. Can anyone help me? Or is it no big deal? I don't know what the other levels of this place were like, so..."

    Once finished, she wracks her brain for anything related to Kro’akoth the Awakener or references to "scaled brethren".

    Knowledge (religion): 1d20 + 1 ⇒ (4) + 1 = 5

    Eh. Sounds like a big long word, anyway. Probably wouldn't've even been able to sound it out.

    Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20 Without the benefit of detect magic. I need to get me something that allows her to cast that.

    "More religious mumbo jumbo. I'm sure whatever it is for will become apparent soon enough. the question is whether we douse the candles before we go on, or I lob a bomb in there and see if I can melt them all. What do you all think? I figure you have a say since if stuff blows up you might get hurt too."

    Yanda starts fiddling with her bomb making stuff and pulls a flask from her belt. (alchemists fire. As a note all of her stuff is labelled so if she is down for the count you will know what her gear does.)

    The Concordance

    Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

    kn religion: 1d20 + 9 ⇒ (20) + 9 = 29

    Tofang casts detect magic with his discerning Wayfinder and investigates the candles.

    spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29

    Silver Crusade

    Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 11 | AC:24 T:18 FF:22 20% miss | CMB:+13 CMD:31 | Saves F:14 R:10 W:14 | Init:+4 | Per:+17 | Spd: 30 | Reroll: 1/1 | Spells: L1 5/5 L2 4/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (8/8)

    Not liking the strange candles nor the translation of the inscription, Uhvat manifests his ectoplasmic lash. As it coils snake-like in the air, he steps back. He ponders for some time, then simply nods at Yanda's suggestion, stepping back further into cover.


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

    Conditions:

    === 12:00 Round 1 ===
    Tofang - 25 dmg;
    Tofang's dog - 12 dmg;
    Yanda - 2 dmg; 10 temp hp; ant haul (02:00); false life (19:00); mutagen (13:10); protection from arrows (19:00);
    ? - dmg;
    Kala - 25 dmg;
    Stinky - 12 dmg;
    Uhvat - 15 dmg; 10 temp hp; false life (18:00);

    Kala is unable to discern anything about the magical candles beyond their magical nature and Yanda lacks the acumen of magic to make much sense of them. Tofang, however, is not only very knowledgable about the cults of Kro’akoth, but also apparently has a keen understanding of at least this sort of magic. Unfortunately, before he even has a chance to alert his new comrades about the presence of both abjuration and evocation magics, the candles grow even brighter and gutter wildly for an instant. Then they suddenly flare into brilliant sheets of flame that sweep across the room!

    Fireball: 6d6 ⇒ (6, 4, 4, 1, 6, 4) = 25 DC 14 for half

    Reflex Saves:

    Uhvat Reflex: 1d20 + 6 ⇒ (3) + 6 = 9 Insert conditional modifiers here
    Yanda Reflex: 1d20 + 10 ⇒ (3) + 10 = 13 +2 vs. poisons, +1 vs. water/cold/earth/acid, +2 if mutagen, +1 vs EX abilities of reptilian humanoid
    Reflex Tofang: 1d20 + 10 ⇒ (3) + 10 = 13
    Kala Reflex: 1d20 ⇒ 4 +1 vs. cold effects
    Stinky (Kala) Reflex: 1d20 ⇒ 17
    Tofang's dog: 1d20 ⇒ 14

    Sorry, that trap was a bit tricky to handle in the Play By Post format. Basically, none of your Perception checks in the room were sufficient to spot it. And it goes off 1 round after someone moves near it, so even though the second attempt at Detect Magic would have given you a good inkling that there was a trap, by that point it was too late.

    Also, please add the appropriate modifiers to slide 3 for Kala, Stinky, and Tofang's riding dog.

    Along with the pain of their burned flesh, the pathfinders hear, to their horror, from all around comes the tolling of a bell! It is not quiet.

    Initiative:

    Uhvat: 1d20 + 4 ⇒ (7) + 4 = 11
    Yanda: 1d20 + 4 ⇒ (13) + 4 = 17 +4 if Heightened Awareness active, +2 if mutagen active
    Kala: 1d20 + 1 ⇒ (12) + 1 = 13
    Tofang: 1d20 + 4 ⇒ (17) + 4 = 21
    ?: 1d20 + 0 ⇒ (17) + 0 = 17

    Tofang and Yanda are up! The bold may act! Good luck, pathfinders!

    Grand Lodge

    Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

    Huh. I thought I had filled everything in on Slide 3. Oops. All fixed now, though.

    Reflex DC 14: 1d20 + 6 ⇒ (17) + 6 = 23

    "AUGH!--Stinky! Are you okay?!"

    Grand Lodge

    Male wolverine 6 | HP -17/48 | AC 24, T 13, FF 21 | CMB +7, CMD 20 | Fort +8, Ref +8, Will +3* (see Defense spoiler) | Init +3 | Perception +5 | Speed 30ft | Climb 10 ft | Burrow 10 ft | Active conditions: Dead

    Reflex DC 14: 1d20 + 7 ⇒ (4) + 7 = 11

    OOOWWWW!!! Pain and anger surge back and forth between Stinky and Kala through their link, creating a feedback loop that usually ends in violence.

    Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    reflex: 1d20 + 12 ⇒ (16) + 12 = 28
    So 12 points of damage. Anticipating trouble on its way, Yanda downs an extract of shield.

    The Concordance

    Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

    Tofang drinks an extract of shield and draws his second gun.

    He now has both of his guns: +1 pistol, +1 Dragon pistol

    Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    After slugging the potion she rushes through the room and down the hallway.


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

    Conditions:Alarm bell pealing loudly

    === 12:00 Round 1--->2 ===
    Tofang - 25 dmg; shield (12:05);
    Tofang's dog - 12 dmg (13 hp); AC 13
    Yanda - 2 dmg; ant haul (02:00); mutagen (13:10); protection from arrows (19:00); shield (12:07);
    ? - dmg;
    Kala - 25 dmg;
    Stinky - 12 dmg;
    Uhvat - 15 dmg; 10 temp hp; false life (18:00);

    Yanda drinks an extract of shield and moves through the open doorway, coming to a stop in front of a second door. This door is closed.

    Tofang similarly chugs a shield extract and then draws his second gun. Tofang, a few questions about your dog: first, if it's just a normal riding dog, I believe it has 13 hp and AC 13, yes? So it is still conscious, but only barely. Second, it's been awhile since I reviewed the Ride rules especially for a character that isn't an Animal Companion - I think but maybe I'm misremembering, that you will need to each round make a DC 5 Ride check to maneuver the dog with your knees (so you have both hands free for your pistols) and ALSO make a DC 20 Ride check to Control the Mount in Battle (unless it is somehow combat trained?. I think you may also need to use a Move action to make a Handle Animal check each round. I'll review these rules when I get a chance but I just wanted to be sure that since the dog isn't an actual animal companion it's going to have some significant limitations (besides only having 13 hp!).

    The group sees no obvious enemies or other threats, beyond the candles which continue to skitter and glow ominously, but in loud bell - sounding much like an alarm - continues to peal urgently.

    Pathfinders are up! The bold may act. Round 1 and into Round 2.

    Sovereign Court

    Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

    Correction needed for Yanda's HP in combat card, should be -12 instead of -2. And what is the '? - dmg;' for between Yanda and Kala?

    "I'm thinking we need to get out of this room before those candles explode again. And I'm thinking that lobbing a bomb at them might be a Bad Idea."

    Out come her pics and she set to the lock with vigor.

    disable device, mutagen: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22

    Any aids or guidance spells appreciated.


    Emerald Spire slides |
    Firewarden Yanda wrote:

    Correction needed for Yanda's HP in combat card, should be -12 instead of -2. And what is the '? - dmg;' for between Yanda and Kala?

    By my tally Yanda made her save (the DC was 14 and you had a 13 +2 for having your mutagen active) for 12 damage total, of which 10 were absorbed by False Life, so a net of -2 dmg. Or have I missed something?

    The ? on the combat card is something(s) that you have not yet seen. :-)


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

    Conditions:Alarm bell pealing loudly

    === 12:00 Round 1--->2 ===
    Tofang - 25 dmg; shield (12:05);
    Tofang's dog - 12 dmg (13 hp); AC 13
    Yanda - 2 dmg; ant haul (02:00); mutagen (13:10); protection from arrows (19:00); shield (12:07);
    ? - dmg;
    Kala - 25 dmg;
    Stinky - 12 dmg;
    Uhvat - 15 dmg; 10 temp hp; false life (18:00);

    Yanda works on picking the lock of the second door but quickly concludes that the door is not even locked. However, it does not open.

    The bold may act!

    Grand Lodge

    Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

    "Agh! Quickly Stinky! Heel! Now down. Good boy! Stay!" Kala guides Stinky to take up a position along the wall with the others, then flanks the doorway's hallway with him. Shuddering in pain, she nabs a potion out of her pack and takes a deep breath. Is there enough time? Could I heal Stinky before they get here? (Whoever they are...)

    The Concordance

    Male N Wayang | Alchemist (gun chemist, mindchemist) 6 | HP 57/57 | With Barkskin & cogn.: AC 28 T 15 FF 25, Normal: AC 23 T 16 FF 18 | CMB +2, CMD 17 | F: +9, R: +12, W: +7 | Init: +5 | Perc: +11 | Alch. ordnance 11/11 | Folio Reroll 1/1 | Chaldira Reroll 1/1 | Darkvision | Speed 20ft, on riding dog 40ft | Riding Dog HP 13/13 | Familiar HP 28/28 | Active conditions: Heightened Awareness, Barkskin

    Tofang tries to heal himself.

    “Heal yourselves!!“

    umd clw wand dc 20 : 1d20 + 6 ⇒ (14) + 6 = 201d8 + 1 ⇒ (8) + 1 = 9

    Okay, just read the undercommon statement again. I’m an idiot form not doing that earlier.

    He says out loud in undercommon.

    “We offer prayer to Kro’akoth the Awakener to be welcome here!!“

    Silver Crusade

    Oread Spiritualist(Ectoplasmatist)/Monk(UC) L8/1| HP: 84/84 THP: 11 | AC:24 T:18 FF:22 20% miss | CMB:+13 CMD:31 | Saves F:14 R:10 W:14 | Init:+4 | Per:+17 | Spd: 30 | Reroll: 1/1 | Spells: L1 5/5 L2 4/5 L3 2/3 | Stun Fist: 3/3 | Conditions: endure elements (24h); false life (8h); heroism (80m); blur (8m); shield (8m); chill touch (8/8)

    "See if you can get that door to open. If need be, I'll hold ... it off."

    With one hand still grasping the undulating lash, Uhvat pulls out his healing wand and activates on himself.

    wand of clw: 1d8 + 1 ⇒ (5) + 1 = 6

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