GM Abraham's Emerald Spire

Game Master Abraham Z.

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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

"Smelly: heel." Kala instructs her bear to follow her closely as she squeezes through the hole, scraping up her armor with a cringe-inducing screech, and picks her way over to Lucifer. "Good eyes, Lucifer. I'm all for the secret short cut."


Male bear 8 | HP 52/52 | AC 24, T 13, FF 21 | CMB +0, CMD 22 | Fort +7, Ref +7, Will +3* (see Defense spoiler) | Init +2 | Perception +6 | Speed 40ft | Active conditions: none

*YAWN.* Huh? Okay. I'm coming. Smelly ambles after Kala, squeezing through the hole and plopping down beside her when she stops by the little sneaky guy. When's naptime?

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Guy shrugs as he takes back his anytool. Once the others are through the hole, Guy follows, assuming it is safe.

Dark Archive

Male TN Wayang Unchained Rogue 9.0 | AC 23 (T 16/FF 19)*+2 vs Traps | CMB +6 CMD 23 (FF 17) | HP 75/75 | Init +3 | Fort +6 Ref +13 Will +6 *+2 vs Shadow Magic / +1 vs Humanoid Reptilians)(Evasion) | Perception +20 (+3 to locate traps / +2 avoid surprises) | Darkvision 60' | Speed 20' | Ghost Sound 1/1 | Pass w/o Trace 1/1 | Ventriloquism 1/1 | Vanish 4/4 | Languages: Common, Abyssal, Azlanti, Draconic, Goblin, Infernal, Wayang | Active Conditions:

Lucifer pulls out his tools but examines the door and lock for traps first before going to pick it.

Perception (Traps): 1d20 + 23 ⇒ (18) + 23 = 41

Disable Device (Lock *if no traps*): 1d20 + 25 ⇒ (17) + 25 = 42


Emerald Spire slides |

The door does not appear to be trapped and Lucifer is able to open it, noting that the lock was a good one.

Beyond the open door the pathfinders can see that vandals have not defaced the tiny, cramped room. The walls are painted in gold leaf. In the center of the room lies a heap of coins from which poke other glittering prizes including a chalice, jewelry, gemstones, and a sword with a jeweled hilt.

Map updated. Please position yourselves where you would like to be.

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab nods at Lucifer.

“I’ll step through the door again. You coming?“ the grippli with the bone crown says.

Sabz and Aaftaab go through the opening and look around.

perception : 1d20 + 15 ⇒ (2) + 15 = 17


Male N Medium Velociraptor | Animal Companion 7 (Bodyguard Archetype) | HP 57/57 | AC 24 T 14 FF 20 | CMB +9, CMD 22| F: +10, R: +10 (no Evasion), W: +4/+8 vs. Ench. | Init: +4 | Perc: +12 | Senses: Low-light vision, Scent | Speed 60ft | Active conditions: None

Sabz now makes a small growling sound and also looks around.

perception, scent additionally +8 : 1d20 + 12 ⇒ (17) + 12 = 29

Grand Lodge

Male NG Aasimar Bard (Arcane Healer) 8 | HP 59/59| AC 16 T 11 FF 15 | CMB +11, CMD 20 | F: +6, R: +9, W: +8 | Speed 30ft | Active conditions: none

Anything interesting, Aaftaab?

Azrael calls up his magical senses while he looks over the small hoard.

casting detect magic

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Guy, who has been lingering back in the corridor suddenly find that the others have rounded a corner and disappeared. With an "Oh dear," the small man almost lurches from his hiding place and scurries forward to find a new one and resumes peeking around the corner of a convenient, if partial and broken down, wall.

Dark Archive

Male TN Wayang Unchained Rogue 9.0 | AC 23 (T 16/FF 19)*+2 vs Traps | CMB +6 CMD 23 (FF 17) | HP 75/75 | Init +3 | Fort +6 Ref +13 Will +6 *+2 vs Shadow Magic / +1 vs Humanoid Reptilians)(Evasion) | Perception +20 (+3 to locate traps / +2 avoid surprises) | Darkvision 60' | Speed 20' | Ghost Sound 1/1 | Pass w/o Trace 1/1 | Ventriloquism 1/1 | Vanish 4/4 | Languages: Common, Abyssal, Azlanti, Draconic, Goblin, Infernal, Wayang | Active Conditions:

"That hoard of treasure just sitting in the center of the room, screams trap."

Lucifer carefully scans the area for traps.

Perception (Traps): 1d20 + 23 ⇒ (8) + 23 = 31


Emerald Spire slides |

Before Aaftaab and Sabz have a chance to enter the room, Lucifer warns them that the entire room appears to be a cunning trap, with the entire floor in fact sitting over a camouflaged pit!

Bah humbug to paizo devs for writing a module where the DC to spot the trap is lower than Lucifer's plus!

I've moved everyone back out of the room in light of Lucifer's warning.

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Peeking around 'his' wall, Guy makes throws in his thoughts.

"Do we think that the treasure is real? Maybe we should spring the trap and climb down after it?"

And when Guy says we, he really means anyone but him.

Dark Archive

Male TN Wayang Unchained Rogue 9.0 | AC 23 (T 16/FF 19)*+2 vs Traps | CMB +6 CMD 23 (FF 17) | HP 75/75 | Init +3 | Fort +6 Ref +13 Will +6 *+2 vs Shadow Magic / +1 vs Humanoid Reptilians)(Evasion) | Perception +20 (+3 to locate traps / +2 avoid surprises) | Darkvision 60' | Speed 20' | Ghost Sound 1/1 | Pass w/o Trace 1/1 | Ventriloquism 1/1 | Vanish 4/4 | Languages: Common, Abyssal, Azlanti, Draconic, Goblin, Infernal, Wayang | Active Conditions:

"Let me see if I can jar the pit trap in someway where it won't open up. If that fails, then setting it off harmless should work too."

Lucifer goes to work on making the trap harmless.

Disable Device: 1d20 + 25 ⇒ (5) + 25 = 30

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

"The noise might carry farther than anything else we've done. I'm okay with doubling back for it once we've cleared the areas around it." While the others are all focused on the treasure room, Kala backs up a bit to keep an eye on the other exit from this room.

Perception: 1d20 + 14 ⇒ (14) + 14 = 28


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

Conditions: All squares are difficult terrain; Medium creatures are Squeezing;

=== 12:15 Round 1 ===
Aaftaab - dmg;
Saabz - dmg;
Red - dmg;
Blue - dmg;
Green - dmg;
Yellow - dmg;
Azrael Azarhe - dmg;
Lucifer - dmg;
Guy du Loc - dmg;
Kala - 22 dmg;
Smelly - dmg;

As Lucifer is disarming the trap, Kala backs into the room to check for any other trouble that might arise, just in time to be set upon by four creatures! Skin pale as a slug’s belly, eyes huge and bulging, these things crawl down the wall like spiders, but their shapes are hideously humanoid!

Initiative:

Kala: 1d20 + 1 ⇒ (8) + 1 = 9
Aaftaab: 1d20 + 9 ⇒ (19) + 9 = 28
Lucifer: 1d20 + 3 ⇒ (7) + 3 = 10
Azrael: 1d20 + 9 ⇒ (3) + 9 = 12
Guy: 1d20 + 1 ⇒ (9) + 1 = 10
bad guys: 1d20 + 8 ⇒ (15) + 8 = 23

Surprise Round!

Although the debris in the area makes all squares difficult terrain, these small creatures do not seem to have any difficulty moving about; nor do they need to squeeze in the tight passageways. Further, they leap through the air with ease, attacking as they pass! They leap out of hidden nooks and crannies in the ceilings and the walls, swinging their clubs at Kala in midair before landing on the ground. This movement does not provoke.

Knowledge Nature DC 12:
Degenerate humans long lost from the world of light, Morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlock priests of such ancestor worship have access to the domains of Darkness, Earth, Madness, and Strength. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.

Morlocks move about on two legs at times, but often drop down to a creepy four-limbed shuffle when speed or stealth is necessary. Their wiry, often emaciated frames mask the strength of their limbs and their swift reactions.

Morlocks typically give birth to broods of three to four babies at a time, ravenous creatures born with a full set of teeth and a cannibalistic predisposition. The first few weeks of a brood’s life must be carefully mothered to prevent attrition—it usually takes that long for the morlock young to overcome their natural inclination to feed on whatever is closest. Morlocks mature quickly, achieving adulthood after only 5 years of life. A typical morlock can live to a ripe old age of 60—although the majority of their kind die far sooner than that due to violence.

For every five by which you beat the DC you may ask one question from the list here.

Red Club vs flat-footed Squeezing AC, higher ground: 1d20 + 5 ⇒ (11) + 5 = 16
B dmg: 1d6 + 2 ⇒ (1) + 2 = 3 + sneak attack: 1d6 ⇒ 3

Blue Club vs flat-footed Squeezing AC, higher ground: 1d20 + 5 ⇒ (10) + 5 = 15
B dmg: 1d6 + 2 ⇒ (3) + 2 = 5 + sneak attack: 1d6 ⇒ 2

Green Club vs flat-footed Squeezing AC, higher ground: 1d20 + 5 ⇒ (18) + 5 = 23
B dmg: 1d6 + 2 ⇒ (6) + 2 = 8 + sneak attack: 1d6 ⇒ 1

Yellow Club vs flat-footed Squeezing AC, higher ground: 1d20 + 5 ⇒ (2) + 5 = 7
B dmg: 1d6 + 2 ⇒ (6) + 2 = 8 + sneak attack: 1d6 ⇒ 6

Kala, I think your flat-footed Squeezing AC is 14, yes?

Thanks to their surprise and the tight quarters, the first three creatures all manage to land solid blows on the daughter of Krokum!

Start of Round 1

Aaftaab and Sabz are up! The bold may act!

Reminder: all squares are difficult terrain from the rubble AND you are squeezing (double movement cost for each square - which stacks with difficult terrain - and also -4 on all attacks and -4 to your AC. Please include the -4 modifier on your attacks.

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

Yes, her AC is 14 while squeezing. That's 22 points of damage. Squeezing stinks!

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Say, what is the knowledge roll for these guys? If guy figures out they are fire resistant he will choose a different action.

knowledge ?: 1d20 ⇒ 1; KnArc+6, KnHis+6, KnNob+6, KnRel+9

Screwing up his courage, Guy bolts from his hiding place and lays down a fireball enveloping all the strange creatures as well as much of the room they are in.

Nice of them to gather together like that for me, don't you think?

Naturally he does not include his allies. That would be dumb.

fireball, spell specialization, DC 21: 10d6 ⇒ (5, 2, 1, 1, 1, 2, 5, 2, 1, 5) = 25

Hopefully bad saves will make up for the roll being 10 point under average. 5 ones and three twos? Really? Or maybe he finds out they are fire resistant. I want my spell back :(


Emerald Spire slides |

Sorry if it wasn't clear, Guy, but you aren't up yet. So far we've had a surprise round (during which the creatures both moved and attacked due to a special ability they have) and now we are at the start of round 1 - only Aaftaab (and Sabz) beat them on initiative. You can see this in the Initiative Card at the top of my post because only Aaftaab and Sabz are bolded (meaning they can act).

Once your turn comes around, it would be a DC 12 Knowledge Nature check to know something about them but it doesn't look like you have that Knowledge?

Also, I'm not sure which square you were in before moving, but remember that each square effectively costs 20' of movement speed (10' for difficult terrain, and double for squeezing).

Aaftaab and Sabz are up!

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab directs Sabz to move forward.

60 ft movement of Sabz is enough to get there with squeezing and difficult terrain.

Aaftaab then attacks the strange creature with his kukri.

+1 Kukri Adamantine, flanking : 1d20 + 16 ⇒ (18) + 16 = 341d3 + 7 + 3d6 ⇒ (1) + 7 + (6, 1, 5) = 20
crit? : 1d20 + 16 ⇒ (11) + 16 = 271d3 + 7 ⇒ (1) + 7 = 8

A Crit from Aaftaab provokes an AoO from Sabz because of OUTFLANK and this leads to another AoO for Aaftaab because of PAIRED OPPORTUNIST. See spoiler below.

AoO Kukri : 1d20 + 16 ⇒ (8) + 16 = 241d3 + 7 + 3d6 ⇒ (3) + 7 + (4, 5, 1) = 20

“What are these things that attacked Kala?!?“ he asks.

To hit / Damage calculations and sneak attack legitimation:

Inquisitor (Sacred Huntsmaster) 2: PACK FLANKING (Combat, Teamwork): Prerequisites : Int 13, Combat Expertise, ability to acquire an animal companion. Benefit : When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.

Adamantine Kukri +1 with outflanking +16, slashing (1d3+7+3d6; 18-20/x2), To hit: Enhancement +1, BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’ / Damage: 1d3+ 6 Dex Finesse + 2d6 Sneak Attack + d6 Precise Strike Feat +1 Enhancement
~

A Crit from Aaftaab provokes an AoO from Sabz because of OUTFLANK and this leads to another AoO for Aaftaab because of PAIRED OPPORTUNIST.

OUTFLANK (Combat, Teamwork): Prerequisites : Base attack bonus +4. Benefit : Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

PAIRED OPPORTUNIST (Combat, Teamwork): Benefit : Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.


Male N Medium Velociraptor | Animal Companion 7 (Bodyguard Archetype) | HP 57/57 | AC 24 T 14 FF 20 | CMB +9, CMD 22| F: +10, R: +10 (no Evasion), W: +4/+8 vs. Ench. | Init: +4 | Perc: +12 | Senses: Low-light vision, Scent | Speed 60ft | Active conditions: None

Sabz attacks with a powerful talon as ordered by Aaftaab!

Talon, +1 magic, precise strike as flanking : 1d20 + 11 ⇒ (6) + 11 = 171d8 + 9 + 1d6 ⇒ (6) + 9 + (1) = 16

To hit / damage calculations:

Melee to hit with Outflank: +11 (BAB +4, Str +4, Amulet of Mighty Fist +1, Outflank +4, Power Attack -2)
Melee damage: +9 (Str +4, Amulet of Mighty Fist +1, Power Attack +4)

When Aaftaab is able to critically wound the opponent, Sabz uses his outflanking tactics to attack.

AoO : 1d20 + 11 ⇒ (6) + 11 = 171d8 + 9 + 1d6 ⇒ (4) + 9 + (6) = 19

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul
GM Abraham wrote:

Sorry if it wasn't clear, Guy, but you aren't up yet. So far we've had a surprise round (during which the creatures both moved and attacked due to a special ability they have) and now we are at the start of round 1 - only Aaftaab (and Sabz) beat them on initiative. You can see this in the Initiative Card at the top of my post because only Aaftaab and Sabz are bolded (meaning they can act).

Once your turn comes around, it would be a DC 12 Knowledge Nature check to know something about them but it doesn't look like you have that Knowledge?

Also, I'm not sure which square you were in before moving, but remember that each square effectively costs 20' of movement speed (10' for difficult terrain, and double for squeezing).

Aaftaab and Sabz are up!

Thanks for the clarification. I moved Guy back to his original position.


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

Conditions: All squares are difficult terrain;

Medium creatures are Squeezing;
Current time: 12:15 (the level was entered at 12:00)
=== Round 1 ===
Azrael Azarhe - dmg;
Lucifer - dmg;
Guy du Loc - dmg;
Kala - 22 dmg;
Smelly - dmg;
=== Round 2 ===
Aaftaab - dmg;
Saabz - dmg;
Red - dmg;
Blue - dmg; very dead;
Green - dmg;
Yellow - dmg;

Aaftaab and Saabz DEMOLISH the poor fellow at the end of the line - as he dies, he looks accusingly at his fellows, as if to say, "why did I have to bring up the rear?!?"

The three remaining creatures glance mournfully at the corpse of their friend before hightailing it out of the room, screeching in terror!

I've revealed the portion of the map that they moved into to facilitate your movement but note that none of you is able to see their current position. The yellow arrow indicates the hole through which they moved. I've moved their tokens off the map for the moment just because you don't know where they are.

Also, reminder that the entire area is pitch black except for whatever light sources you already have activated. When you post, please remind me what sort of vision you have and also what light source, if any, is already activated on you.

Read if you enter the square past the yellow arrow:
A crude passage dug from the earth winds through the darkness. Side tunnels lead into the darkness every few feet. There is an overwhelming stench of urine and feces. Please give me a Fort save

Don't forget that all squares are difficult terrain and that Squeezing doubles the movement cost of each square (i.e. each square will generally cost 20' of movement)

Pathfinders are up! The bold may act!

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Guy has no light source and human vision. He is relying on the others to light the way. Unless someone wants to lend him a torch or something?

Guy waits until some of the others have moved. He is not too keen on being point man, you may have noticed.

Grand Lodge

Male NG Aasimar Bard (Arcane Healer) 8 | HP 59/59| AC 16 T 11 FF 15 | CMB +11, CMD 20 | F: +6, R: +9, W: +8 | Speed 30ft | Active conditions: none

darkvision

Azrael sings out a quick bit of inspiration before beginning a longer chant to open a path to another realm.

Inspire Courage and begin summon monster 3

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab directs Sabz to move in to follow the creatures.

1 move action for 60 ft, 3 squares. Further actions dependent on what happens. ;-)

fort save Aaftaab : 1d20 + 11 ⇒ (16) + 11 = 27


Male N Medium Velociraptor | Animal Companion 7 (Bodyguard Archetype) | HP 57/57 | AC 24 T 14 FF 20 | CMB +9, CMD 22| F: +10, R: +10 (no Evasion), W: +4/+8 vs. Ench. | Init: +4 | Perc: +12 | Senses: Low-light vision, Scent | Speed 60ft | Active conditions: None

Sabz is disturbed by the stench but tries to shake it off.

fort : 1d20 + 10 ⇒ (8) + 10 = 18

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Guy finally moves forward, crouching and scuttling until he can see down the passage. Figuring that a fireball will fill all the nooks and crannies quite nicely he tosses a spark which explodes nicely in the confined passages.

DC 21 fireball, specialization: 10d6 ⇒ (4, 4, 6, 1, 1, 6, 4, 4, 2, 2) = 34

"Fire in the hole! I always wanted to say that."

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

I had thought that Kala cast light on her shield, but if she did it was farther back than I searched.

"OW!" Kala is fuming at being pummeled so efficiently, and then those little creeps ran off before she could return the favor. "Smelly! Track!" Once she's satisfied that the bear will get up off his rump to obey the command, she quickly casts Light on her shield so she doesn't get surprised like that again.


Male bear 8 | HP 52/52 | AC 24, T 13, FF 21 | CMB +0, CMD 22 | Fort +7, Ref +7, Will +3* (see Defense spoiler) | Init +2 | Perception +6 | Speed 40ft | Active conditions: none

Track? Uh, okay. Heaving himself up, Smelly picks his way through the rubble, following after the creatures. As he pulls even with Kala, he noses her with concern. Oh, you're hurt! Are you okay? Poor Kala. I'll find 'em for you.

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Can we please retcon my movement as Guy is before me in initiative? If you allow that Gm please moves my token back 3 squares.

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul
Aaftaab wrote:
Can we please retcon my movement as Guy is before me in initiative? If you allow that Gm please moves my token back 3 squares.

I based the fireball on where your icon is so you should be fine. Why do you need to retcon?

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Just wanted to give you more options. ;-) Maybe there are tunnels leading away from the passage?

Dark Archive

Male TN Wayang Unchained Rogue 9.0 | AC 23 (T 16/FF 19)*+2 vs Traps | CMB +6 CMD 23 (FF 17) | HP 75/75 | Init +3 | Fort +6 Ref +13 Will +6 *+2 vs Shadow Magic / +1 vs Humanoid Reptilians)(Evasion) | Perception +20 (+3 to locate traps / +2 avoid surprises) | Darkvision 60' | Speed 20' | Ghost Sound 1/1 | Pass w/o Trace 1/1 | Ventriloquism 1/1 | Vanish 4/4 | Languages: Common, Abyssal, Azlanti, Draconic, Goblin, Infernal, Wayang | Active Conditions:

Lucifer has Darkvision

Listening to the sound of battle start and stop suddenly behind him, Lucifer decides to continue working on disarming the trap with the treasure hoard.


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

Conditions: All squares are difficult terrain;

Medium creatures are Squeezing;
Inspire Courage (started round 1);
Current time: 12:15 (the level was entered at 12:00)
=== Round 1 ===
Azrael Azarhe - dmg; darkvision; casting summon monster 3;
Lucifer - dmg; darkvision; disarming trap (round 1 of ?);
Guy du Loc - dmg; no light & normal vision;
Kala - 22 dmg; Light on shield & normal vision;
Smelly - dmg;
=== Round 2 ===
Aaftaab - dmg; poopstench Fort passed; 1 move action used;
Saabz - dmg; poopstench Fort passed; low-light vision & scent;
Red - ? dmg;
Blue - dmg; very dead;
Green - ? dmg;
Yellow - ? dmg;

Azrael beings to call forth a monstrous ally, while also exhorting his comrades to be brave. Azrael, don't you inspire as a move action? If so, you can't also cast a summon spell since that is a full 1 round casting. Or have I misunderstood something?

Aaftaab and Sabz move into the dark tunnel and are assaulted by the hideous stench. Nevertheless, they manage to keep their lunches down. No further Fort saves needed vs the stench.

Aaftaab, are you riding Sabz? If so, do you need to make Ride checks or is it an auto-pass? Do you need to use an action to Handle Animal? (I've been playing more PF2e lately and the PF1e mount rules, which I once knew really well due to having a crazy cavalier on a griffon, are a bit murky in my mind right now).

Guy advances forward and hurls a ball of fire into the twisted passages of the latrine.

GM screen:

Red Reflex vs Fireball DC 21: 1d20 + 9 ⇒ (4) + 9 = 13 Dead
Green Reflex vs Fireball DC 21: 1d20 + 9 ⇒ (3) + 9 = 12 Dead
Yellow Reflex vs Fireball DC 21: 1d20 + 9 ⇒ (20) + 9 = 29 17 dmg

They all hear shrieks of agony and pain from within the dark tunnel. The terrible smell of feces is replaced by the even more terrible smell of barbecued feces.

Kala casts light on her shield and Smelly tries to sniff out which way the enemies went. He can tell that they went into the area past the yellow arrow.

Lucifer continues to work at disarming the trap.

GM screen:
Disarm rounds required: 2d4 ⇒ (3, 2) = 5

Aaftaab and Sabz still have actions remaining.

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Gut attempt to bluff them out of their hole, knowing that he has a very limited arsenal and could not possibly keep up the barrage.

"You can come out and surrender or I can fry you all in place in there. You sure you want to play this game?"

Grand Lodge

Male NG Aasimar Bard (Arcane Healer) 8 | HP 59/59| AC 16 T 11 FF 15 | CMB +11, CMD 20 | F: +6, R: +9, W: +8 | Speed 30ft | Active conditions: none
Quote:
Azrael beings to call forth a monstrous ally, while also exhorting his comrades to be brave. Azrael, don't you inspire as a move action? If so, you can't also cast a summon spell since that is a full 1 round casting. Or have I misunderstood something?

No, you're right. I'm just it off practice with casters. Just replace the saucy summon with a more heroic Haste

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab is riding Sabz and moves forward.

Moving another 60 ft on Sabz. Aaftaab still has move and standard actions depending on what happens. I will answer ride/handle animal later today in the discussion GM. :-)


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

Conditions: All squares are difficult terrain;

Medium creatures are Squeezing (-4 atks, -4 AC, each square is double movement cost);
Inspire Courage (started round 1);
Haste (r9);
Current time: 12:15 (the level was entered at 12:00)
=== Round 1 ===
Azrael Azarhe - dmg; darkvision;
Lucifer - dmg; darkvision; disarming trap (round 1 of ?);
Guy du Loc - dmg; no light & normal vision;
Kala - 22 dmg; Light on shield & normal vision;
Smelly - dmg;
=== Round 2 ===
Aaftaab - 7 dmg; poopstench Fort passed;
Saabz - 12 dmg; poopstench Fort passed; low-light vision & scent;
Red - ? dmg;
Blue - dmg; very dead;
Green - ? dmg;
Yellow - ? dmg;

Aaftaab and Saabz advance into the chamber and suddenly two javelins fly out from the side passages at them. I moved you back one square to the spot where this occurs in case you want to change the rest of your movement and/or take any actions.

Javelin vs Aaftaab flatfooted, squeezing: 1d20 + 10 ⇒ (4) + 10 = 14
dmg: 1d6 + 6 ⇒ (1) + 6 = 7

Javelin vs Saabz flatfooted, squeezing: 1d20 + 10 ⇒ (8) + 10 = 18
dmg: 1d6 + 6 ⇒ (6) + 6 = 12

Each of them is struck by the projectiles!

They see no sign of the three enemies. Aaftaab, I think you have no light source with you and neither you nor Saabz have darkvision, yes? Note that the narrowness of the chamber (really like a tight little cave) means that the light sources back in the other room will not really help you in here).

Aaftaab is up! (And Saabz still has 1 square of movement available).

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Ah, super sorry GM! Aaftaab has darkvision 60 but Sabz has lowlight vision and scent. Aaftaab is using an ioun torch to light the surroundings.

Aaftaab immediately casts protection from evil on himself but cannot do anything else.


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

Conditions: All squares are difficult terrain;

Medium creatures are Squeezing (-4 atks, -4 AC, each square is double movement cost);
Inspire Courage (started round 1);
Haste (r9);
Current time: 12:15 (the level was entered at 12:00)
=== Round 2->3 ===
Aaftaab - 7 dmg; poopstench Fort passed; darkvision 60'; ioun torch; protection from evil (12:18);
Saabz - 12 dmg; poopstench Fort passed; low-light vision & scent;
Red - ? dmg;
Blue - dmg; very dead;
Green - ? dmg;
Yellow - ? dmg;
Azrael Azarhe - dmg; darkvision;
Lucifer - dmg; darkvision; disarming trap (round 1 of ?);
Guy du Loc - dmg; no light & normal vision;
Kala - 22 dmg; Light on shield & normal vision;
Smelly - dmg;

Round 2 has begun

GM screen:

Aaftaab Perception: 1d20 + 15 ⇒ (19) + 15 = 34 +1 vs traps.
Stealth, caverns: 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16

Aaftaab can just make out the unmoving body of one of the creatures at the far end of the tight quarters. He also thinks he hears something moving in that direction.

Pathfinders are up! The bold may act.

Read if you enter the next chamber past the yellow arrow on the map:
A crude passage dug from the earth winds through the darkness. Side tunnels lead into the darkness every few feet. There is an overwhelming stench of urine and feces. Please give me a Fort save.

Don't forget the combo of difficult terrain & squeezing when making your movement.

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Guy will use [url=http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classOptions/cleric.html#blessing-of-the-faithful]blessing of the faithful[/dice] on Aaftaab after moving a bit closer, but not too close.

Effects: +2 sacred bonus on AC until the Guy's next turn

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

So each square counts at 20' of movement? Well, that's...tedious, but realistic.

Growling at how difficult it is for her large body to maneuver through this tight space, Kala lets Smelly stumble past her so she can start casting a spell.

Beginning to cast Summon Nature's Ally II. It'll be a small air elemental. That can fly. SO THERE! ;)


Male bear 8 | HP 52/52 | AC 24, T 13, FF 21 | CMB +0, CMD 22 | Fort +7, Ref +7, Will +3* (see Defense spoiler) | Init +2 | Perception +6 | Speed 40ft | Active conditions: none

Ouch. These rocks hurt my paws. I don't like that. A nap would be better--phew! That's a lot of smell.

Fortitude: 1d20 + 7 ⇒ (11) + 7 = 18

40 ft movement speed; double move

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

*bump*

Dark Archive

Male TN Wayang Unchained Rogue 9.0 | AC 23 (T 16/FF 19)*+2 vs Traps | CMB +6 CMD 23 (FF 17) | HP 75/75 | Init +3 | Fort +6 Ref +13 Will +6 *+2 vs Shadow Magic / +1 vs Humanoid Reptilians)(Evasion) | Perception +20 (+3 to locate traps / +2 avoid surprises) | Darkvision 60' | Speed 20' | Ghost Sound 1/1 | Pass w/o Trace 1/1 | Ventriloquism 1/1 | Vanish 4/4 | Languages: Common, Abyssal, Azlanti, Draconic, Goblin, Infernal, Wayang | Active Conditions:

Lucifer continues with the trap, unaware the others are chasing the enemy that attacked.

Grand Lodge

Male NG Aasimar Bard (Arcane Healer) 8 | HP 59/59| AC 16 T 11 FF 15 | CMB +11, CMD 20 | F: +6, R: +9, W: +8 | Speed 30ft | Active conditions: none

Is Azrael up? He isn't bolded, but he's is the same chunk of initiative.


Emerald Spire slides |

Bump. This slipped off of my active list. Sorry again for the interminable delays. I will truly get us going again after Christmas.


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

Conditions: All squares are difficult terrain;

Medium creatures are Squeezing (-4 atks, -4 AC, each square is double movement cost);
Current time: 12:15 (the level was entered at 12:00)
=== Out of initiative ===
Aaftaab - 7 dmg; darkvision 60'; ioun torch; protection from evil (12:18);
Saabz - 12 dmg; low-light vision & scent;
Azrael Azarhe - dmg; darkvision;
Lucifer - dmg; darkvision;
Guy du Loc - dmg; no light & normal vision;
Kala - 22 dmg; Light on shield & normal vision;
Smelly - dmg;

And... returning us now to our long-delayed action. Sorry again for how long it has taken me to pick this back up!

When Aaftaab advances into the tight warren of tunnels he finds the bodies of two (Red & Green) of the creatures - evidently burnt to a crisp by Guy's fireball. He also hears the sound of the last enemy hurrying off in the distance but unfortunately the tightness of the quarters prevents him from giving chase. What consequences there may be from Yellow's escape remains to be seen.

Meanwhile, Lucifer successfully disarms the trap back in the other room, revealing that what appeared to be a horde of treasure is in fact nothing more than a covered pit trap that takes up the entire floor of the room. The pit at the bottom is filled with nasty looking barbed skewers. Nevertheless, amidst the "bait" there does appear to be some actual treasure.

DC 15 Appraise:
Less than half of the loot is real, and the rest consists of copper coins covered in gold leaf. Still, a character who sifts through the hoard recovers 1,000 gp in assorted coins, 15 pieces of quartzite and similar low-quality gemstones worth 10 gp apiece, six pieces of jewelry worth 150 gp each, and a bejeweled masterwork longsword worth 750 gp.

The openings on the other side of the pit trap seem to be completely blocked off by rubble.

I've marked the only obvious path forward on the map with a yellow arrow. This is also the direction that Aaftaab heard Yellow escaping. What would you like to do?

Scarab Sages

Male N/G Human Cleric (Ecclesitheurge)/11 | HP: 117/117, ER 10 fire | AC/FF/Tch: 13/13/9 | CMD: 15 | F/R/W: +14/5/16 +14/5/16 | Init: +1 +1 | Speed 30 ft | Init:+1 | Diplo+21, Heal+11, Kn Arc/His/Nat/Nob/Pln+6, KnRel+16, Ling+6, Perc+12, SMot+21, SCft+7 | Active Conditions: mage armor, hunters blessing (?;?), ant haul

Appraise: 1d20 + 6 ⇒ (11) + 6 = 17

Ass the group sifts through the inventory, he examines each piece if allowed, scrapping gold off some fake coppers, but tossing real ones into a pile with a smile. He also picks out some of the jewels and jewelry and adds them to the worthy pile.

"And the true treasure here is this sword, crafted the great Sir Elensworth. Not only is it a finely crafted sword, but has the artistry and jewels to make it a sword fit for a king. Typically swords like this are enchanted for anyone that could afford AND use a sword like this would also add a spell or two. The owner probably got robbed, or worse, before he could get around to it. Or she, I guess."

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab is clearly not amused that this little creature can now warn their friends.

"Okay, so what now? Do we go on through this tiny path?" the little grippli asks.

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