GM Abraham's Emerald Spire

Game Master Abraham Z.

Emerald Spire slides
Emerald Spire quests
Knowledge Checks
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Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

"Well that was ominous."

After trying all her tricks on the door she gives up, waiting for the muscles to try bashing it in (which seems the obvious progression from there). When THAT does not work she nervously advances with the others.

The vanishing act causes Yanda to start.
"Jey, you there? Did you cast an invisibility spell?"

Why, oh why, do I keep coming back here? Oh, yea, the money and the land and, of course, the title. I may be pushing my luck.

Assuming no response Yanda will urge the others to move forward and check the place where he vanished.

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

GM Only:
Jey keeps going towards the door, listening to see if he can hear anyone on the other side. Perception: 1d20 + 16 ⇒ (13) + 16 = 29


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

Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;

Conditions:
Current time: 12:05 (the level was entered at 12:00)
=== Out of Initiative ===

Yanda - dmg; 16 temp hp; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);

Dolgar Ironfist - dmg; 3 non-lethal dmg; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);

Jeydahvu - dmg; 1 non-lethal dmg; DR 1/-; Resist Acid 10; Darkvision 60; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00); Mirror Image (4) (12:08); Shield (12:06);

Shiva- dmg; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Comp Lang (13:40); Bardic Performance (+1d6 Cold dmg to party weapons & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, +14 slam 15' 1d8+7);

Reminder to everyone, please post your actions, speech, etc. in a spoiler due to the fact that the party is now separated. Thanks. I know it's a bit awkward but it hopefully won't be for too long.

Earlier...
When the outer door slammed shut behind them Yanda tried to see if she could get the door open through technical means but alas it wouldn't budge. (Assuming that strength was also tried...) Nor did it open when even the strongest party members pushed at it. For better or worse - very likely worse - the group had to conclude that they were stuck inside the depths of the Emerald Spire.

Yanda, Shiva, and Dolgar:
When Yanda calls out to Jey there is no response. Do you wish to advance forward, as Yanda indicated? If so, who is moving into the corridor first?

Jey:
As you approach the end of the passage you feel a sudden wave of dizziness. The passage seems to stretch out ahead, as if it is somehow growing longer—and with each step you take, the door at the end of the hall recedes exactly as far as you move!

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

not Jey:
Shiva pulls out a rope. Leave plenty of slack between us so we can move around, but wrap this around you so we don't get separated.

If everyone agrees and connects shell let Dolgar lead the way to where Jey disappeared.

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

GM Only:
Jey stands still and calls for help. He tries launching a few pebbles at the door to see what will happen to the projectiles...

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

not Jey:
Yanda hooks herself up. "Ready when you are."

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

not Jey:
I can confirm that he's not invisible.
He takes the rope and attaches it around his waist and says Ready.


Emerald Spire slides |

The group ropes itself up and proceeds into the corridor. Just as their comrade had done, they too disappear one by one, or at least appear to disappear to those of their comrades who have not yet disappeared. It isn't long, however, before the entire group, including Jeydahvu, is reunited. Indeed, at first glance it seems as though everything is exactly the same as before, except that now their missing comrade has reappeared. It doesn't take long, though, to realize that something is amiss. The first clue is that Jeydahvu is tossing pebbles at the door. The pebbles fly harmlessly through the air but somehow never manage to reach the door. And when Jeydahvu, or anyone else, attempts to follow along and approach the end of the passage they feel a sudden wave of dizziness. The passage seems to stretch out ahead, as if it is somehow growing longer—and with each step one takes, the door at the end of the hall recedes exactly as far as one has moved.

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

Dolgar grumbles as the door seems to never be reachable.

I'm sure it's an Illusion! he grumpily says before closing his eyes and moving towards the door at full speed! For a dwarf


Emerald Spire slides |

Closing his eyes does not enable Dolgar to escape whatever this effect is. Indeed, the effect seems to apply in every direction: not only does the door ahead of them seem reachable and yet cannot be reached, but also the corridor behind them, where they just recently fought the automatons, does not look to be far away. Until they try to reach it.

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Jey waves at the newcomers. "We are trapped I think. I shall sit and meditate with the stones. Feel free to investigate. You will not disturb me."

He sits cross-legged with his greatsword across his lap, eyes closed.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

Is there any direction they can take that IS productive?

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

We could try moving multiple directions at once. Whatever this is may not be able to stretch that much.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

"Might be worth a try, but that could cause us to get separated again."

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

It's that or try one of the side passages as far as I can tell


Emerald Spire slides |

No matter which direction the pathfinders turn, they find the results are the same.

I'll allow Knowledge Arcana to attempt to know more about your situation. Or an attempt to Escape with Escape Artist.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

Yanda examines the field more closely, looking for some sort of crack or vulnerability.

escape artist, heroism: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Deep in meditation, Jey briefly ponders the magic that may be surrounding them.

Knowledge Arcana: 1d20 + 5 ⇒ (8) + 5 = 13

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Knowlege (Arcana): 1d20 + 9 ⇒ (3) + 9 = 12

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

Know (Arcana): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

Dolgar tries to understand.


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

Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;

Conditions:
Current time: 20:10 (the level was entered at 12:00)
=== Out of Initiative ===

Yanda - dmg; 16 temp hp; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);

Dolgar Ironfist - dmg; 3 non-lethal dmg; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);

Jeydahvu - dmg; 1 non-lethal dmg; DR 1/-; Resist Acid 10; Darkvision 60; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00); Mirror Image (4) (12:08); Shield (12:06);

Shiva- dmg; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Comp Lang (13:40); Bardic Performance (+1d6 Cold dmg to party weapons & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, +14 slam 15' 1d8+7);

Unfortunately, the pathfinders are neither able to escape nor reach any sort of deeper understanding of what has happened to them. The hours roll by. Quite tediously, in fact. By the time the trap has run its course eight hours later they are each quite worn out! I need Fort saves from everyone.

Unfortunately, many of their magical preparations have expired by this time. To be a little meta for a moment: I think the scenario author - Wolfgang Baur - was maybe tired of how buffed many parties get before adventuring!

Fortunately, they reappear in exactly the same areas they were before and when they once again attempt to advance, they - at last - find that they are able to do so!

Which way? You have four smaller doors at the end of each corridor and a double door in the middle.

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Jeydahvu Fort: 1d20 + 12 ⇒ (4) + 12 = 16 +2 saves vs. haunts, acid, air, cold, earth, fire, electricity, or water; +1 insight bonus to saves during surprise round; +2 bonus on saving throws vs spells that you or an ally cast

"Someone does not like adventurers to always go left I think. Let us go right, then." reasons the oread, heading the opposite direction and due south.

Jey drinks twice antitoxin/plague, then pulls two wands and casts mirror image 1d4 + 1 ⇒ (4) + 1 = 5 and shield.

He then draws his sword and listens at the door, also looking for traps.
Perception: 1d20 + 16 ⇒ (3) + 16 = 19


Emerald Spire slides |

Jey manages to shake off the fatigue of the long time in the trap without any lingering effect. After casting a couple of spells he heads to one of the doors to the south. He hears nothing behind it, nor does he spot any traps.

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Jey nods to the party assuming they took a similar amount of rounds to get ready and open the door!

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Fortitude: 1d20 + 12 ⇒ (17) + 12 = 29

Well, that was frustrating. I'll follow you Jey.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

Yanda spends some time creating a new mutagen while she waits, after the former mutagen expires and preparing another heroism extract when that expires (had an open slot). She is irritated, yet relieved when the barrier vanishes. As soon as the barrier lifts she drinks her new extract and extract of heroism. In the end the only enhancement she lost was the barkskin.

"Well, do we wait until our abilities regenerate or should we continue on? I did not loose all that many of my enhancements so I am ready to move on. I'm sure glad this barrier thing was not permanent."

fort: 1d20 + 9 ⇒ (16) + 9 = 25

Unfortunately this punishes certain classes like Alchemists and Inquisitors who use their buffs to come up to par with fighters. Without the enhancements they are generally inadequate. But I have come to expect anti-alchemist encounters in this dungeon (mostly fire proofing and will based saves, so this is a novel twist). No worries though, I'm actually starting to anticipate and enjoy the challenge. Too many PFS scenarios are cake walks. In the end though, she did not lose all that many enhancements which surprises me. One more hour and it would have been much worse.


Emerald Spire slides |
Firewarden Yanda wrote:
Unfortunately this punishes certain classes like Alchemists and Inquisitors who use their buffs to come up to par with fighters. Without the enhancements they are generally inadequate. But I have come to expect anti-alchemist encounters in this dungeon (mostly fire proofing and will based saves, so this is a novel twist). No worries though, I'm actually starting to anticipate and enjoy the challenge. Too many PFS scenarios are cake walks. In the end though, she did not lose all that many enhancements which surprises me. One more hour and it would have been much worse.

Yes. It's a bit like those scenarios where the party are thrown into jail without their gear - suddenly the wizard is helpless but the monk is unaffected. I also think the choice of an 8 hour duration for the trap is odd given that it's a 8-10 tier module. Basically the weakest members of the party will lose all their hour/level buffs but the level 9 and 10 folks will still have enough duration to possibly keep those same buffs for the rest of the level. But the whole Emerald Spire is filled with these sorts of 'a bit more editorial review would have helped' glitches - like the number of baddies you've faced that can basically only hit pathfinders if they roll an 18 or higher...


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

Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;

Conditions:
Current time: 20:10 (the level was entered at 12:00)
=== Out of Initiative ===

Yanda - dmg; 16 temp hp; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Mutagen (21:40); Heroism (21:40);

Dolgar Ironfist - dmg; 3 non-lethal dmg; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);

Jeydahvu - dmg; 1 non-lethal dmg; DR 1/-; Resist Acid 10; Darkvision 60; Antitoxin (21:10); Antiplague (21:10); Mirror Image (5) (20:13); Shield (20:11);

Shiva- dmg; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Bardic Performance (+1d6 Cold dmg to party weapons & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, +14 slam 15' 1d8+7);

Rolling for Dolgar to keep us moving along...

Dolgar Fort: 1d20 + 13 ⇒ (2) + 13 = 15 +5 vs spell and spelllike abilities, +3 vs poison
Dolgar, do you have a reroll or other ability you want to use before I reveal whether this is a success or failure?

Jey opens the door to reveal...

This small chamber is quite cold. Within are five corroded metal bunk beds covered with a layer of frost. On the bunks lie the frozen corpses of humans in robes of red and white, clutching necklaces or holy symbols in their hands.

Map updated

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

The jaded alchemist observes and comments.

"Wanna bet they rise up and attack us when we enter? Anyone? Maybe I should just bomb them on general principals. Someone want to stick an arrow into one of them?"

She fingers her vials on one side and her components on the other, a ferel look on her face.


Emerald Spire slides |

What could possibly go wrong?!?

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

If I had an cantrip to damage them I would, but we might as well go in. We need to learn more about Yarrix.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

"I'll be right behind you."

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.

Jey goes in, adding protection from evil to his list of precautions...

quick search of one of the bodies... i.e. PATHFINDERIZING!, Perception: 1d20 + 16 ⇒ (6) + 16 = 22

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

Shiva follows Jey into the room to look around.

Perception: 1d20 + 14 ⇒ (18) + 14 = 32


Emerald Spire slides |

Jey, from a wand or from spellslots? When you cast spells, please also note the duration in your post - that's helpful for my record keeping

The pathfinders don't notice anything out of the ordinary in the room, unless you think that five corpses of priests and priestesses of various faiths, laid to rest in an eerie and unchanging cold, is unusual.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

"Let's move on for now. I'm almost disappointed they did not jump up and attack us. Maybe they will later."

Did anyone rummage around in the bunk beds or search the corpses or cast detect magic?

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.
GM Abraham wrote:
Jey, from a wand or from spellslots? When you cast spells, please also note the duration in your post - that's helpful for my record keeping

Previous posts were all from vials/wands; this one is from spellslots i.e. antitox/plague 1hr; MI 3min; S 1min; PvsE 9min

Jey goes into the next room. PS: anyone of you good with traps or do you want Jey to keep risking his rocky hide? :P

Sovereign Court

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Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

Oddly, detecting traps uses perception while disabling them uses disable device. Since you have a better perception than Yanda you would be best at checking, but let Yanda take over if you spot one.


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

Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;

Conditions:
Current time: 20:15 (the level was entered at 12:00)
=== Out of Initiative ===

Yanda - dmg; 16 temp hp; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Mutagen (21:40); Heroism (21:40);

Dolgar Ironfist - dmg; 3 non-lethal dmg; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00); Still need to know if Dolgar is rerolling Fort save from earlier;

Jeydahvu - dmg; 1 non-lethal dmg; DR 1/-; Resist Acid 10; Darkvision 60; Antitoxin (21:10); Antiplague (21:10); Mirror Image (5) (20:13); Shield (20:11); Prot Evil (20:19);

Shiva- dmg; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Bardic Performance (+1d6 Cold dmg to party weapons & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, +14 slam 15' 1d8+7);

After spending a few minutes poking around among the frozen corpses, the pathfinders move on to the next room. Map updated

Broad steps lead up to a horseshoe-shaped platform in the eastern half of the room that stands 10 feet higher than the western portion of the room. In the middle of the eastern wall stands a large bronze door inscribed with mystic symbols, while plainer doors exit to the north and west (the door to the west is the door that you are entering from). Ancient seals of lead and wax on the eastern door appear to have been broken long ago.

Eight dusty stone statues stand along the walls. The statues on the southern wall depict powerful ancient rulers, each holding a symbol of authority: a scepter, an orb, a scroll, and a wizard’s staff. Four more statues line the northern wall. The one in the northeast corner, dressed in ornate armor, holds a steel sword, which it looks like it has just swung. The two statues nearest to the attacker have had their heads severed as though in one sword blow. Each holds its own shocked head in one hand. The one closest to the sword-wielding statue holds a steel shield that appears to have offered it no protection. The last statue, at the northwest corner, cowers in fear.

Knowledge History or Nobility DC 30:
You recognize some of the figures as legendary monarchs and nobles who dabbled in dark cults. The statues along the southern wall depict nobles who were followers of the Shadowed Fire long ago—the evil priestess’s most favored minions in life. The statues along the northern wall show a scene of Yarrix’s consort Tormankai striking down the priestess’s enemies.

Dolgar, reminder that I still need a response from you regarding your Fort save from earlier. Do you have a reroll and if so, are you using it?

Jey, note that some of the buffs you just cast (MI and Shield) have now expired. Let me know if you are renewing them before you enter this room.

Scarab Sages

| Speed 30ft | Lore Master: 1/1 | Elemental Assault: 10/10 | Spells: 1st 7/7 2nd 6/6 3rd 5/5 4th 2/2 | Raging Song 31/31 | Reroll 1/1 | Active conditions: None Female Suli Skald (Spell Warrior) 10

using Lore Master to take 20 as a standard action, 31

Oh look, evil cults killing the people who disagreed with them. The guy with the sword is Yarrix's consort so we'll probably find him down here, too.

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.
Jeydahvu wrote:

Jey goes in, adding protection from evil to his list of precautions...

[dice=quick search of one of the bodies... i.e. PATHFINDERIZING!, Perception]1d20+16

@GM Abraham: Jey buffed, inspected one of the bodies quickly, and kept going in the next room. How come the 1min and 3min buffs are out already?

The Exchange

AC25 (FF24/T11); HP 112/112 (Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

no using reroll on that. But if it matters, If I'm next to my 3 others comrades I have +3 to my roll save.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 50/66; 14 NL (0/14 false life) | AC/FF/Tch: 28/20/18 20/15/15 | CMD 23 21 | Fort/Ref/Will +11/17/6 +9/15/4 | Init: +5 +5 | Speed 30 ft | darkvision | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +12, Spellcraft +12 | Active Conditions: ant haul, protection from arrows (90/90), ablative barrier (45/45), mutagen (dex), heroism, barkskin (+4), false life, fly, resist fire-20, shield, fly, reduce person, antitoxin

Is north to the right on this map?

Lorking behind Jey, Yanda examines the statues from afar, having no clue what they might be about. No chance at that knowledge roll.

"That makes sense, Shiva. I suppose we should search the room."

Entering the room, she examines the first statue.

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


Emerald Spire slides |
Jeydahvu wrote:
@GM Abraham: Jey buffed, inspected one of the bodies quickly, and kept going in the next room. How come the 1min and 3min buffs are out already?

I normally consider that it takes about 5 minutes to go through a room (and I've found that to be pretty standard procedure among many if not most GMs). It's fine with me if you want to re-cast those spells before entering the next room. If you all want to go through at a faster pace that's ok too, but you'll probably miss a lot of detail, possibly some treasure, etc.


Emerald Spire slides |
Dolgar Ironfist wrote:
no using reroll on that. But if it matters, If I'm next to my 3 others comrades I have +3 to my roll save.

Unfortunately, Dolgar is the worse for the wear after spending 8 hours in the Looping Passage trap. I'm going to rule that the +3 for adjacent allies doesn't apply in this case.

Con dmg: 1d4 ⇒ 1
Wis dmg: 1d4 ⇒ 3
Dolgar, you are also fatigued.


Emerald Spire slides |
Firewarden Yanda wrote:
Is north to the right on this map?

North is at the top of the map.


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

Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;

Conditions:
Current time: 20:15 (the level was entered at 12:00)
=== Out of Initiative ===

Yanda - dmg; 16 temp hp; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Mutagen (21:40); Heroism (21:40);

Dolgar Ironfist - dmg; 3 non-lethal dmg; 1 Con dmg; 3 Wis dmg; fatigued; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);

Jeydahvu - dmg; 1 non-lethal dmg; DR 1/-; Resist Acid 10; Darkvision 60; Antitoxin (21:10); Antiplague (21:10); Mirror Image (5) (20:13); Shield (20:11); Prot Evil (20:19);

Shiva- dmg; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Bardic Performance (+1d6 Cold dmg to party weapons & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, +14 slam 15' 1d8+7);

Yanda doesn't notice anything about the first statue beyond what has already been written above. It looks like a statue.


Emerald Spire slides |

Btw, does anyone have Detect Magic?

The Concordance

Active Buffs:
haste, RAGE, shield, mirror image x5, antitoxin/plague, Protection from Evil, soothe syrup/vermin repellent
Male N Oread Bloodrager 9 - Init +4, Senses: Darkvision 60 ft., Perception +16, AC 26/ touch 15/ ff 25 (+1 insight to AC during surprise); CMD 29; hp 95/103, nonlethal 13 pts., DR 1/--, F+13, R+6, W+10, Resist Acid 10, Speed 60 ft., Burrow 60 ft.
GM Abraham wrote:
Jeydahvu wrote:
@GM Abraham: Jey buffed, inspected one of the bodies quickly, and kept going in the next room. How come the 1min and 3min buffs are out already?
I normally consider that it takes about 5 minutes to go through a room (and I've found that to be pretty standard procedure among many if not most GMs). It's fine with me if you want to re-cast those spells before entering the next room. If you all want to go through at a faster pace that's ok too, but you'll probably miss a lot of detail, possibly some treasure, etc.

Ah thanks for explaining. That min 5 min per room is the piece of info I was missing as most other tables I've been at do the opposite: they move on to next room immediately to retain buffs if nothing moves, and then come back to search previous rooms after buffs are down, thus allowing even hasted PCs to remain so sometimes for two consecutive battles. I'll recast the spells, thx, but the bloodrager's preference for the future is obviously to keep moving if there are no enemies. Also, can you briefly explain the duration tracker? Pro evil 20:19 means it has 4 min left yes? Thx


Emerald Spire slides |

That's right - the time listed is when a spell or other buff expires. Even without time for thoroughly exploring, I usually consider that some time is absorbed by catching your breath, wiping your sword clean, bandaging wounds, etc. after each fight.

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