GM Abraham's Emerald Spire

Game Master Abraham Z.

Emerald Spire slides
Emerald Spire quests
Knowledge Checks
Spell Templates


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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

It seems we must. Our only choice is to be wary of an ambush. Clearing the other paths would only give them more time.

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

"I guess so," Guy says, looking back longingly.

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 summoned air elemental pops into being just in time for the fight to be over. Growling, Kala commands it: "Chase that fleeing creature and give it as much trouble as you can! Great use of a spell. Perfect timing."

She continues grousing under her breath in the extremely tight space while the coin-counting occurs. When she just can't take it anymore, she suddenly realizes something that makes her feel like an idiot. "Look, let's just scoop all that into my handy haversack and sort through it later. I don't like the idea of them having a ton of time to set up another ambush for us." She's antsy to get out of these tiny, cramped tunnels.

[ooc]@GM Abraham: Does it look like the tunnels get wide enough that we don't have to squeeze once we move out of this room?


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

Oh. There's nothing to fight anymore. Oh, well. Smelly plops down where he is and begins licking himself, oblivious to the fact that he's blocking the exit. When Kala nudges him, he looks up in confusion. What? ... Oh. Time to go? Okay. Heaving himself to his feet, he follows the tunnel into the darkness with the group.


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

Conditions:

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;

Kala, there may well be other portions of the level that require squeezing but not the next room, at least as far as you can tell from the entrance.

The group slowly advances forward through the horrific stench of urine and feces of some as-yet-unidentified creatures.

Fort save vs the smell for everyone who has not yet entered the area (I think everyone but Aaftaab and Sabz):
DC 10 or sickened for 1d4 rounds

I've revealed more of the map and moved your tokens up to the entrance of the room.

The northern section of this large hall (i.e. the section where you are entering) remains intact, but the walls along the side have collapsed inward, creating a bottle-shaped cavern. At the narrowest point stands a wooden door (i.e. at the far end of the room - depending on your vision you may not be able to see this door from the entrance - there are no light sources besides what you are carrying). The room is divided by a waist-high pile of rock and debris running from east to west. (All the squares with rock and debris are difficult terrain. The pile of rocks running through the center of the room is high enough to block line of sight for small creatures and to require (easy) climb checks for them. Medium and larger can ignore line of sight issues but still treat the squares as difficult terrain.)

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

fort: 1d20 + 12 ⇒ (7) + 12 = 19

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 fort : 1d20 + 11 ⇒ (1) + 11 = 121d4 ⇒ 1

“Arghh .. this smell is disgusting!!“ he says and retrieves his wand to heal himself and Sabz.

Aaftaab clw : 2d8 + 2 ⇒ (2, 6) + 2 = 10

Sabz clw : 3d8 + 3 ⇒ (1, 8, 1) + 3 = 13


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

fort : 1d20 + 10 ⇒ (2) + 10 = 12 Sabz seems less affected by the stench.

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

Fortitude: 1d20 + 6 ⇒ (15) + 6 = 21

Any trouble up there?

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

Before moving on, Kala uses her wand of Cure Light Wounds on herself, then offers it to the others. "Anyone else need topping off?"

Wand of CLW: 4d8 + 4 ⇒ (6, 4, 3, 6) + 4 = 23
Now at full HP.

Upon entering the reeking corridor, Kala gags, then tears up. Stinky would've felt right at home here. She takes a moment to mourn him--and fight the urge to vomit.

Fort Save: 1d20 + 9 ⇒ (13) + 9 = 22

Kala had cast Light on her shield.

Finally leaving the odorous room behind, Kala edges out into the next room. "Smelly, heel." Fully expecting another ambush, she keeps her shield raised in front of her and watches all sides as well as the ceiling. Straining her ears for any sounds not made by her team, she approaches the low rubble wall and peers over it to see if there's anything there: creatures, traps, whatever.

Perception: 1d20 + 14 ⇒ (8) + 14 = 22


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

Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10

Huh? Oh. Okay. Say, when do we break for a nap? I need to dream about honey for three months to clear out the memory of those smells. Phew! Smelly ambles amiably after Kala, making low mumbling sounds that really do not help Kala's attempt at listening.

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 tries to look for anything special in the room with detect magic.

perception : 1d20 + 15 ⇒ (5) + 15 = 20

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 also peeks into the tunnel that leads into the unknown.


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

Conditions:

Current time: 12:15 (the level was entered at 12:00)
=== Out of initiative ===
Aaftaab - dmg; darkvision 60'; ioun torch; protection from evil (12:18);
Saabz - dmg; low-light vision & scent;
Azrael Azarhe - dmg; darkvision;
Lucifer - dmg; darkvision;
Guy du Loc - dmg; no light & normal vision;
Kala - dmg; Light on shield & normal vision;
Smelly - dmg;

Everyone fully healed. Aaftaab fortunately already made their Fort save vs the stench (back before our hiatus) so they are not sickened. Everyone else makes the save.

Aaftaab and Sabz move forward into the room but find that the door at the far end is wedged shut. (I've moved you back one square so that you are still on this side of the door).

Meanwhile, Kala examines the wall of rubble and notices that there is a secret entrance within it (noted with the yellow arrow on the map). It appears to lead into a very narrow crawlspace or tunnel or something like that, but because it bends almost immediately one cannot see more than a few feet without entering it (which would, as in the previous room require squeezing through difficult terrain).

I've taken the liberty of moving everyone else up to the entrance to the chamber. 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

"Uh, hey guys? Looks like there's another tunnel here. See?" Kala points out the secret tunnel to everyone. "I don't wanna go in there. If they're going to ambush us again, I want to be able to move." She looks to the group for their input.

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

"Ambush," Guy nervously squeaks as ne looks behind him. Stepping into the room, he peers into the tunnel.

"Yea, me neither. Any other way forward? Please?"


Emerald Spire slides |

There is a door on the other side of the room but it is currently wedged shut.

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

Azrael works his way up to the door and looks it over, trying to spot a way to get it loose.

Knowlege (Engineering): 1d20 + 9 ⇒ (6) + 9 = 15


Emerald Spire slides |

Azrael thinks that the door is not locked but has simply been (crudely) jammed. A bit of elbow grease should suffice to open it.

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

Which is something that Guy is seriously lacking in. As a result he waits and watches as the other apply the grease.

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 steps over the low wall. "All right. Everyone stand back." Once folks have moved, Kala beckons to the bear. Making eye contact, she commands: "Smelly: Push down the door!"

Handle Animal (Push) DC 25: 1d20 + 13 ⇒ (7) + 13 = 20


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
Kala, daughter of Krokum wrote:
"Smelly: Waaa waaa wa waaa!"

Huh? Smelly gives Kala a lovably dopey look, then plops down on the floor with his head on his paws. Might as well take a nap. Looks like we're hanging out here for a while. <yawn>

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

"Ugh! Yeah, I know you don't know that one yet. I'll have to teach you later, you big sleepy boulder." Kala gives him an affectionate nudge. "Okay, fine. I'll try it."

@GM Abraham: What kind of roll is this? CMB +8, STR +3

Body slam the door: 1d20 ⇒ 3
Add whichever modifier is appropriate.

"...Ow. This thing is really well jammed. And solid. Anyone else wanna try?" Kala rolls her shoulder as best she can under her armor to work out the pain from the impact. Dang. That's gonna leave a bruise.

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

Strength: 1d20 + 3 ⇒ (10) + 3 = 13

Azrael steps up and heaves against the door


Emerald Spire slides |

It is a Str check (or a much harder Sunder maneuver)

The feeble pathfinders throw themselves against the door but it does not budge.

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

"Don't give up. Keep trying." Guy calls out helpfully.

I recommend submitting a batch of rolls as it is just a matter of time.

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

Strength: 1d20 + 3 ⇒ (10) + 3 = 13

Strength: 1d20 + 3 ⇒ (18) + 3 = 21

Strength: 1d20 + 3 ⇒ (19) + 3 = 22


Emerald Spire slides |

With some additional exertion Azrael is able to shove the door open. The passage beyond almost immediately turns a corner.

map updated.

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 moves into the tunnel and looks for anything special in the tunnel and room with detect magic.

perception : 1d20 + 15 ⇒ (7) + 15 = 22

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

Nodding appreciatively at Azrael's determination and strength, Kala nudges Smelly with her toe. "Wake up, sleepyhead. Time to go." She gives the bear a scratch behind the ears, then follows Aaftaab into the tunnel. Her warhammer, Orc Brains, is in one hand, her shield is up, and light is cast upon it.

Perception: 1d20 + 14 ⇒ (8) + 14 = 22


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

Huh? Where's everybody going? Smelly stretches, gives a massive bear yawn, then heaves himself up to amble after the group. I didn't even get a good nap in.

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

"Well done," calls the ever encouraging cleric.

"Be careful in there." in a nervous voice.

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:

Sorry. Didn't realize the game had started back up.

Lucifer moves up behind Aaftaab and then carefully looks around also.

Perception (+3 Traps): 1d20 + 20 ⇒ (17) + 20 = 37

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

Azrael calls out in Aklo, Come out little ones. This doesn't have to be a war.

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

After a pause to listen for a response, Kala asks: "What'd you say?"

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

"And who are you talking to?"

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

I speak general monster not goblin so they may not understand, but I told them we don't have to fight.

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

"Told who? Or are you just assuming something is out there?"

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

We know there are goblins out there. We just don't know if they're working for someone.


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

Conditions: Difficult terrain - all squares with rocks or rubble.

Current time: 12:20 (the level was entered at 12:00)
=== Round 1 ===
Aaftaab - dmg; darkvision 60'; ioun torch; protection from evil (12:18);
Saabz - dmg; low-light vision & scent;
Cyan - dmg;
Green - dmg;
Yellow - 17 dmg;
Maroon - dmg;
Kala - dmg; Light on shield & normal vision;
Smelly - 10 dmg;
Azrael Azarhe - dmg; darkvision;
Red - dmg;
Blue - dmg;
Orange - dmg;
Purple - dmg;
Lucifer - dmg; darkvision;
Guy du Loc - dmg; no light & normal vision;

After Azrael forces the jammed door open, the pathfinders make their way into the corridor beyond. It soon turns a corner and beyond that... they are surprised to find that the passage soon comes to an end, blocked off by yet another mass of rubble. Whoever lives here, it seems they spend as much time tearing the place apart as they do building it... Squeezing through the rubble, they find another door.

Before they have a chance to investigate the door, however, the sound of an alarmed squeak from Kala's bear in the rear alerts them that they are no longer alone!

Initiative:

Kala: 1d20 + 1 ⇒ (15) + 1 = 16
Aaftaab: 1d20 + 9 ⇒ (14) + 9 = 23
Lucifer: 1d20 + 3 ⇒ (8) + 3 = 11
Azrael: 1d20 + 9 ⇒ (2) + 9 = 11
Guy: 1d20 + 1 ⇒ (1) + 1 = 2
Foes 1-4: 1d20 + 8 ⇒ (3) + 8 = 11
Foes 5-7: 1d20 + 8 ⇒ (13) + 8 = 21
MC: 1d20 + 10 ⇒ (6) + 10 = 16

Start of the surprise round

Multiple creatures come swarming out of holes in the bunker and cracks in the walls, leaping through the air at their foes and swinging fearsome clubs as they fly through the air. I'm aware that foes only get a single standard or move action during a surprise round. These creatures have a special ability that allows them to make an attack while they leap, all as a standard action.

Cyan club vs Smelly flat-footed AC: 1d20 + 5 ⇒ (11) + 5 = 16
Green club vs Smelly flat-footed AC: 1d20 + 5 ⇒ (4) + 5 = 9
Yellow club vs Smelly flat-footed AC: 1d20 + 5 ⇒ (4) + 5 = 9
Maroon heavy pick vs Smelly flat-footed AC: 1d20 + 8 ⇒ (8) + 8 = 16
Red club vs Smelly flat-footed AC: 1d20 + 5 ⇒ (11) + 5 = 16
Blue club vs Smelly flat-footed AC: 1d20 + 5 ⇒ (17) + 5 = 22
B dmg: 1d6 + 2 ⇒ (5) + 2 = 7 + sneak attack: 1d6 ⇒ 3
Orange club vs Smelly flat-footed AC: 1d20 + 5 ⇒ (3) + 5 = 8
Purple club vs Smelly flat-footed AC: 1d20 + 5 ⇒ (3) + 5 = 8

Though the creatures may have taken Smelly by surprise, all by one of their blows glance harmlessly off his tough hide. Clearly these creatures are not ready to deal with fearsome pathfinders!

End of the surprise round and beginning of Round 1

Aaftaab and Saabz are up!

The creatures look like the same type of creatures (as yet unidentified, but definitely not goblins!) that you fought before. Indeed, Yellow looks badly singed, as if perhaps he (barely) survived the fireball you threw earlier.

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.

Incidentally, it's not a mistake that several of the creatures are clumped together in a single square. This is a special ability they have.

Note that all the squares on the map with rocks or debris are difficult terrain unless you have a climb speed.

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 stands there with a surprised look on his face and stands there stuttering as he points at the mass of man-eating creatures no more than 10 feet from himself.

knowledge ?: 1d20 ⇒ 1, see above for knowledge skills.

Sheesh. Can someone else identify these guys. I need to know if they are evil and/or outsiders before I waste a Holy Smite or Burst of Radiance spell.

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.

2 x 60 ft movement of Sabz is enough to get there with squeezing and difficult terrain. Do double move.

“These creatures are persistent!!!“

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

Knowledge (nature) DC 12: 1d20 + 6 ⇒ (1) + 6 = 7
To quote Guy: "Sheesh."

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

Knowlege (Nature): 1d20 + 10 ⇒ (16) + 10 = 26

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

Hey, look, I know things


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

Conditions: Difficult terrain - all squares with rocks or rubble. The area within the Maroon template is DARKNESS - only those with Darkvision can see.

Current time: 12:20 (the level was entered at 12:00)
=== Round 1 ===
Aaftaab - dmg; darkvision 60'; ioun torch; protection from evil (12:18);
Saabz (AC 24) - dmg; low-light vision & scent;
Cyan - dmg;
Green - dmg;
Yellow - 17 dmg;
Maroon - dmg;
Kala - dmg; Light on shield & normal vision;
Smelly - 23 dmg;
Azrael Azarhe - dmg; darkvision;
Red - dmg;
Blue - dmg;
Orange - dmg;
Purple - dmg;
Lucifer - dmg; darkvision;
Guy du Loc - dmg; no light & normal vision;

Aaftaab and Saabz advance forward to join the battle.

Cyan steps 5' into Green's square and then targets...
Target 1=A 2=S: 1d2 ⇒ 1 ... Aaftaab.

Cyan club, flank: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Cyan bite, flank: 1d20 + 0 + 2 ⇒ (1) + 0 + 2 = 3
Note: they have a special ability that gives them flanking when they share a square

Target 1=A 2=S: 1d2 ⇒ 2
Green, on the other hand, attempts to bludgeon Saabz.
Green club, flank: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Cyan bite, flank: 1d20 + 0 + 2 ⇒ (12) + 0 + 2 = 14

Yellow continues to swing at poor Smelly.
Yellow club, flank, vs flat-footed AC: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
B dmg: 1d6 + 3 ⇒ (5) + 3 = 8 + sneak: 1d6 ⇒ 5
Yellow bite, flank: 1d20 + 0 + 2 ⇒ (9) + 0 + 2 = 11

Those in the room see Maroon take a step away from Smelly, retrieve a flask, and smash it down on the floor! The light from Aaftaab's ioun torch and Kala's light spell are unable to penetrate within the room!

The area within the Maroon template is in darkness. Those with darkvision (I believe only Aaftaab, Azrael, and Lucifer) can see normally; Saabz can use scent to target foes normally but will still have a 50% miss chance on attacks. Anyone moving within the Maroon template will gain the Blind condition.

Kala, Smelly, and Azrael may act! Azrael, once you move to where you can see the foes, you can ask two questions about the morlocks.

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 hears the sound of many whiffs and one solid <whump>, followed by Smelly's indignant yelp of pain. She turns to go defend her bear, only to come up against a solid wall of pure black darkness. "Great. Guy, don't do any more fireballs. Can you dispel that?" With that, she shifts past him and begins groping around in the dark as she tries to make her way to Smelly. "Everyone make noise so we don't hit you by accident! Smelly! Attack!"

She feels her way past Saabz and finds a bit of open space. Shuffling sounds indicate there are foes within reach, and swinging her hands around doesn't find a furry flank. Here goes nothing. That wry thought echoing through her mind, Kala takes a mighty swing at a space beside her.

Cold Iron Warhammer +1 vs. Red: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 3 ⇒ (3) + 3 = 6
Total Concealment: Hits above a 50: 1d100 ⇒ 47

She whiffs. Well, I might've given one of them a cold.

Kala loses 3 AC from being Blinded, so she's now at 17.


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

Ow! Hey. I was trying to sleep, you miseries. Geez! At first Smelly doesn't realize the danger he's in, but Kala's command wakes him fully. He gives a huff of acknowledgement to her (he can hear her nearby, but it's too gosh darned dark to see anything all of a sudden), he lashes out at one of the creatures that he can hear kind of between him and Kala's voice.

Attacking 1 (red) or 2 (cyan): 1d2 ⇒ 2
bite: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 3 ⇒ (3) + 3 = 6
Total Concealment; hits above 50: 1d100 ⇒ 6

left claw: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 3 ⇒ (4) + 3 = 7
Total Concealment; hits above 50: 1d100 ⇒ 91

right claw: 1d20 + 2 ⇒ (7) + 2 = 91d4 + 3 ⇒ (2) + 3 = 5
Total Concealment; hits above 50: 1d100 ⇒ 93

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

As Azrael comes around the first corner he sees a bottleneck ahead. With no room to advance to the fight proper he lifts his horn and lets loose a mighty blast.

Using Three Reasons to Live to start the performance and raising the Inspire Courage bonus to +4 on attacks and damage. Anyone who can see him gets an additional +2 from Flagbearer.

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

Does Guy recognize the spell that was cast/item that was used? In other words does he think a simple light spell from his wayfinder will dispel the darkness?

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