PFS1 The Emerald Spire: Level 1 - The Tower Ruins (GM Mike...R) [Outpost VII]

Game Master Mike...R

Maps and Handouts
Signup Sheet


1 to 50 of 320 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Rain lashes against the windows of Dryblade House - the Pathfinder Lodge in the city of Daggermark, largest settlement in the River Kingdoms and home of the infamous Assassins' and Poisoners' guilds. You were summoned here at the request of the local Venture-Captain, Istivil Bosk, however you are currently waiting in the reception area outside of his office while he deals with a previous visitor...

Silver Crusade

The Emerald Spire: Level 1 Male CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13 T 12 FF 12 | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

A physically weak looking gnome with white hair sits cross-legged on a chair.
He is wearing just a haramaki for armor and aspell component pouch - showing that he probably is some king of magic user.
On his purple skin there are prominent tattoos. Many look like strange patterns, but the one on his left leg shows a tiny scorpion.

The gnome introduces himself to the other pathfinders: "My name is Tat, Tat Gnosor - and I like fire." He smiles and winks.

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none

A purple-haired female clad in full plate armor sits quietly in the corner reading a big ironbound tome. Her skin is literary golden color, and mysterious golden crystaline dust flows around her, which suggest her otherworldy heritage. She notices the others Pathfinders in the reception area, and lower her tome: "Patchouli of the Rosenthal family, priest of Milani. May the Everbloom guide your path." then resume her reading.


The door to the office swings open and the Venture Captain emerges accompanied by his previous guest, a dwarf, to whom he wishes good luck before turning his attention to the assembled Pathfinders.

"Ah you've arrived, very good..." he says as he ushers the party into the office, closing the door behind them and then sitting down behind his desk. "I must say I'm very excited about this opportunity, which is why I asked you to come here with such urgency...". He pulls a map from a nearby shelf and unfolds it on the table. "Perhaps some of you have heard of the Emerald Spire? It's an ancient Azlanti ruin, situated in the eastern reaches of the Echo Wood to the north of here."

"I've been trying to get access to the site for a while now as it could prove a fascinating trove of information and relics. Unfortunately my requests so far to send a team of Pathfinders to investigate the place have always fallen on deaf ears. That was until now... You see an opportunity may have presented itself and I'm hoping this team will be able to help me take advantage of it."

He turns his attention back to the map, pointing to an area between the Echo Wood and the West Sellen River. "The area in which the Spire sits falls under the control of the nearby town of Fort Inevitable, a walled settlement close the the Crusader Road. The local authorities within the town, the Hellknights of the Order of the Pike, had previously not been keen on the idea of outsiders poking around inside the ruins. They had concerns that such activities could cause more trouble than they were worth."

"However, recently there have been increased reports of goblin attack in the area. Outlying farms being burned, attacks on travelers and so on. Initial investigations by the Hellknights indicate that these goblins may have set up a base in the ruins of the Spire, that said Hellknight forces are currently thinly stretched and it may be a while before they can afford the resources to mount a proper raid on the ruins to clear out any goblins. So that is where our opportunity comes in... After my most recent enquiry to the Hellknights about the possibility of sending a team of Pathfinders into the ruins, I received a reply from the commander of the towns garrison, Paralictor Lady Audara Drovust, with an interesting proposition in it. Specifically Lady Drovust would allow a team of Pathfinders access to the ruins of the Emerald Spire for the purpose of clearing out any goblin threat found there. Should we prove ourselves dealing with the goblins, the Paralictor has indicated she may be open to allowing the Pathfinder Society further access to the site. This would be a fascinating and unique opportunity and I'm keen to take full advantage of it."

"With that in mind, I would like you to travel north to Fort Inevitable and speak with the Hellknights there. From what I understand they will be able to issue you with the appropriate paperwork to allow you access to the Spire. We have only been granted access to the ruins for the purpose of dealing with the goblins, so once you are done with that you should report back to Fort Inevitable. Hellknights are known for being sticklers for the law and the purpose of this assignment is to get in their good graces so that we can access more of the Spire. In light of that you should be careful not to upset them by overstepping the bounds of your mission."

"Any question?"

There is a picture of Venture Captain Bosk in the slides if you want to know what he looks like.

Silver Crusade

The Emerald Spire: Level 1 Male CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13 T 12 FF 12 | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Tat strikes a thoughtful pose.

"Hm... what's going to happen to any valuables we might find while dealing with the goblins? Can we use them? Can we keep them? Or are we bound to leave them there - or give them to the hellknights? I wouldn’t want to jeopardize the mission over a few trinkets, but if they are finders keepers..."

Liberty's Edge

Male Catfolk Unchained Rogue 1 | HP 10/10 | AC 16 / 14 T / 12 | Fort +3, Reflex +6, Will +0| CMD 15 | Init +4 | Perc +6 Unchained Rogue 1

A catfolk dressed in leather armor comes late into the room.

"Sorry I'm late. Can we avoid the Hellknights?"


"The deal proposed by Paralictor Drovurst would allow the Society to keep any items discovered while dealing with the goblins and also for the team to study the upper structure of the Spire, which is the area where she believes the goblins have occupied. We do not have permission to explore the underground sections of the ruin at this point, although hopefully if you do a good enough job, the Lady Paralictor will grant the Society permission to explore further."

"As for avoiding the Hellknights, I would not recommend that. It has taken me a lot of work to even get their permission for this limited access to the site and while we may be able to get access to the ruins without involving the Hellknights, they would soon find out and that would blow our chances of gaining any further access."

"In broad terms this is a diplomatic mission, the aim being to prove to the Hellknights that they can trust us to explore the ruins without causing any trouble. If we can do that it will be a real boon to the Society. One key thing to remember with the Hellknights is that they are principally servants of law. While they may be stern an intimidating, that does not necessarily mean that they are they are out to cause problems or aligned to Hell. If you treat them with respect then the chances are they will return the favour."

"...Oh and one other thing while I remember... From my studies into the Spire, I am led to believe that the upper section is under the effect of some sort of 'light draining' magic. I'm not sure of the exact details, but from what I understand things like torches will only have a limited ability to bring light to the area. So being able to see in the dark will be a big benefit when exploring the ruins."


Having answered your questions the Venture Captain wishes you good luck and send you on your way. Transport between Daggermark and Fort Inevitable has been fully paid for by the Venture Captain and the journey there is reassuringly uneventful.

Fort Inevitable stands on rolling plains between the West Sellen River and the eaves of of the Echo Wood. The town is surrounded by green pastures and wide, golden fields of grain. A strong stone wall with battlements and gatehouses protects the settlement, and within this formidable defense, the town is an orderly collection of two- and three-story stone houses and workshops with roofs of red tile or blue slate. If the streets seem a little cheerless and drab, at least they’re paved with good cobblestones and cleared regularly.

Looming over the town is the Hellknight's citadel. When you arrive you are directed to make an appointment with the duty Maralictor, who examines your paperwork and issues you with a letter of warrant, authorising access to the above ground levels of the Spire. You are also provided with the services of a guide who is able to lead you to the location of the Spire itself.

I've revealed pictures of Fort Inevitable and Paralictor Drovurst if you want to know what they look like (Incidentally the Hellknights in the picture of Fort Inevitable are from the Order of the Nail which has a small contingent stationed in the town. A few Hellknights from the Order of the Gate are also based in the settlement). Is there anything you would like to do in preparation before you head off to explore the Spire (either in Fort Inevitable or before you left Daggermark)?

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none

Patchouli is ready.

Silver Crusade

The Emerald Spire: Level 1 Male CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13 T 12 FF 12 | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1
Patchouli Rosenthal wrote:
Patchouli is ready.

Ditto.

The Exchange

M Android Planar Rifter Gunner Gunslinger 1: Speed:30, Init:5, AC:17, FF:14, T:13, Fort:5, Ref:5, Will:0 Constructed Trait, HP:12/14, Perc=6 Darkvision and Lowlight, Grit:1/1

Sweet, we have been granted permission And has no questions.


After acquiring their letter of warrant from the Hellknights, the party meet up with Fraxon who had arrived in town a little earlier and get ready to head out to the Emerald Spire. Their guide for the journey is a local hunter by the name of Branek, he's a gruff man of few words, but clearly knows his way around the local woods.

The party's destination lies six miles to the northeast of Fort Inevitable, deep in the Echo Wood about halfway to the nearby settlement of Thornkeep. It stands in a broad, raised clearing in the forest known as the Spire Glen. The Glen is almost perfectly circular with the the ruins of the Emerald Spire sitting at it's center, as if some unseen hand had long ago drawn a border around the old tower with a compass more than 500 yards wide. The trees of the Echo Wood crowd up against this unseen border and suddenly halt. Nothing larger than a sapling grows in the Glen itself.

As the party emerge from the Echo Wood's underbrush, they find themselves staring up at the Emerald Spire's ruined keep guarding the broken central tower, all of which are made of smooth green glass. It’s obvious that a grand battle took place here many years ago and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Melted chunks of twisted glass pepper the ground, lending a green hue to the clearing’s light. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris. At the top of a steep dirt path winding up through the rubble, the party spot a doorway opening onto darkness, its entrance seeming to steal light into its inky depths.

Having delivered the Pathfinders to their destination Branik wishes them good luck before stalking back into the forest where he promises to wait for their return...

I've moved the character tokens to the main map on the slides. You have arrived on the edge of the clearing surrounding the Emerald Spire, what do you want to do now?

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none

Patchouli put up Heighten Awareness and move closer to the castle gate, signaling others to follow her.

Silver Crusade

The Emerald Spire: Level 1 Male CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13 T 12 FF 12 | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Tat studies Patchouli's magic.

Spellcraft t: 1d20 + 6 ⇒ (14) + 6 = 20

Interesting spell...

He then follows her closer to the castle gate.

Liberty's Edge

Male Catfolk Unchained Rogue 1 | HP 10/10 | AC 16 / 14 T / 12 | Fort +3, Reflex +6, Will +0| CMD 15 | Init +4 | Perc +6 Unchained Rogue 1

Rouqar follows the others.

"Are we ready? Rrr..."

The Exchange

M Android Planar Rifter Gunner Gunslinger 1: Speed:30, Init:5, AC:17, FF:14, T:13, Fort:5, Ref:5, Will:0 Constructed Trait, HP:12/14, Perc=6 Darkvision and Lowlight, Grit:1/1

Tusk follows the others to be closer to the party.


The stone staircase which led up to the keep's main door is now nothing more than a rubble-strewn cliff. However, on the tower’s south side, a dirt path winds up the steep embankment providing the party with a more viable route up to the ruins themselves...

I've backed everyone up a little bit on the map as Patchouli will spot something as she moves up the path. I'll give everyone a chance to put their tokens on the map behind Patchouli before revealing what she spots (If you haven't had a chance to yet, could everyone make sure they have added their character information to the slides and sign up sheet - see the links at the top of this page. Thanks!).

Grand Lodge

m CN dwarf Cleric 1 | HP 14/14 | AC 19 T 11 FF 18 | CMB +2 CMD 17 | F +6 R +1 W +5 | Perc +8 | DV90' | 20 ft. | Fury 1/6

There is a noise from behind and clearly someone is overtaking you, breaking through the bushes... It turns out to be a dwarf in heavy chain mail with a gloomy disposition and a strange, grayish complexion that instinctively makes him seem repulsive to other dwarves. Instead of a beard, he sports a mustache, an obvious deviation from the traditions of his people. His face bears several rune tattoos, ostensibly of mystical significance, and his body bears scars from numerous fights. It is evident that this is no young dwarf who has witnessed some sh*t in his long life. He communicates in an exceedingly rude manner, grumbles a lot and swears frequently, and is always eager to engage in a conflict - all of this is apparent in his behavior immediately upon meeting him. He carries a masterwork but still brutal-looking pickaxe as a weapon.

A bloody blown-up trail in tha damn forest, I barely found ye while I was following tha damn tracks! Arrrghh!!! I arrived at tha fort a week earlier than ye, but I ended up in jail for a drunken brawl an' debauchery. I assure ye, I was framed. While saying all this, he spits irritably several times. One good thing be that we have ta kill little green freaks! Tha'ss'a fun, bhahah! Oh, aye... Me name be Khon'Ur. He smiles with a gap-toothed bandit smile and it looks rather unpleasant.


I'll move things along and those who have not placed their tokens yet can add them to the back of the group.

As she emerges form the shadow of the keep's original entrance fortifications Patchouli thinks she can spot a way into the ruin. The footpath climbs up to a jagged hole in the side of the green glass tower. Looking at the hole she notices that the light from outside of the building does not penetrate any more than a few feet into the ancient structure, beyond that it’s pitch black.

Luckily for Patchouli her vision is able to penetrate into the inky darkness beyond the entrance, where her eyes alight on another set of eyes staring right back at her... The owner of the eyes shouts something in a language she does not understand, before aiming a bow, ready to shoot...

Technically there are two sets of eye looking at Patchouli from the hole, one owned by a goblin and one owned by it's mount (a strange rat like creature). Note that it is pitch black inside the hole, so only those with darkvision are able to see the goblin and it's mount.

For those who speak goblin:
The goblin shouted "Get out here Griznak you lazy rat. Stop picking your nose. Looks like we've got visitors..."

GM Rolls:
Initiative:
Init(Rouqar): 1d20 + 4 ⇒ (7) + 4 = 11
Init(Patchouli): 1d20 + 5 ⇒ (19) + 5 = 24
Init(Fraxon): 1d20 + 1 ⇒ (5) + 1 = 6
Init(Tat): 1d20 + 9 ⇒ (14) + 9 = 23
Init(Tusk Arane): 1d20 + 5 ⇒ (6) + 5 = 11
Init(Khon'Ur): 1d20 + 1 ⇒ (13) + 1 = 14
Init(Orange Mounted Goblin): 1d20 + 3 ⇒ (10) + 3 = 13
Init(While Mounted Goblin): 1d20 + 3 ⇒ (19) + 3 = 22

Initiative wrote:

ROUND 1:

Patchouli
Tat
Khon'Ur
Mounted Goblin (orange)
Tusk Arane
Rouqar
Fraxon

(Bold may act)

Grand Lodge

m CN dwarf Cleric 1 | HP 14/14 | AC 19 T 11 FF 18 | CMB +2 CMD 17 | F +6 R +1 W +5 | Perc +8 | DV90' | 20 ft. | Fury 1/6

Come here, ye two freaks! Menacingly shaking his shield and heavy pick, Khon'Ur walks forward and prepares to meet the goblin raider.

Ready Action: Heavy Pick: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 3 ⇒ (2) + 3 = 5

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none

Patchouli takes out a wand as she move, and activate it on herself. "Goblin ahead!"
UMD wnad of Shield: 1d20 + 3 ⇒ (18) + 3 = 21

Swift Action Shikigami Style

Silver Crusade

The Emerald Spire: Level 1 Male CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13 T 12 FF 12 | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Goblins already... let's take it slow for now...

Tat follows the dwarf and prepares a cantrip, ready to fire.

readied cantrip acid splash, condition: as soon as the goblin attacks the pathfinders or starts to approach them

readied alchemical enhanced acid splash: 1d20 + 2 ⇒ (8) + 2 = 10 (vs. touch AC)
acid: 1d3 + 2 ⇒ (1) + 2 = 3 (+1 force damage)


The goblin steers her mount to get a slightly better angle on Patchouli and then lets fly with an arrow...

Goblin arrow vs Patchouli: 1d20 + 5 ⇒ (1) + 5 = 6

...which flies harmlessly over the aphorite's head.

Due to the height of the cliff the goblin would be just out of range of Tat's acid splash where it currently is. He'd need the goblin to be one square forward for him to hit her from down here, or once he gets around the corner he will be on a similar level as the goblin.

Initiative wrote:

ROUND 1:

Patchouli
Tat
Khon'Ur
Mounted Goblin (orange)
Tusk Arane
Rouqar
Fraxon

(Bold may act. Tokens not yet on the map can start from one of the 3 squares at the start of the path)

Liberty's Edge

Male Catfolk Unchained Rogue 1 | HP 10/10 | AC 16 / 14 T / 12 | Fort +3, Reflex +6, Will +0| CMD 15 | Init +4 | Perc +6 Unchained Rogue 1

The catfolk moves and readies an attack.

"Anyone see them?"

Grand Lodge

m CN dwarf Cleric 1 | HP 14/14 | AC 19 T 11 FF 18 | CMB +2 CMD 17 | F +6 R +1 W +5 | Perc +8 | DV90' | 20 ft. | Fury 1/6

The dwarf gives the cat-man a surprised look. Aye.

Silver Crusade

Male Dwarf Warpriest 1 Ini+1 HP (4/17) AC 17 T11 FF15 Fort+5 Ref+1 Will +5 Per +3 Speed 20

Having heard of the Pathfinder's mission, but coming from another road, Fraxon had a day off before their arrival. He puts it to good use to buy some new equipment for war, while visiting Fort Inevitable.

First, he bought a sturdy but finely crafted set of scale mail, trading his battle-tested lamellar leather armor, praising Rillin Naginghad for his skills, and studying his art for a few hours, Fraxon having some knowledge about armor making himself. Sell Lammelar for 30 GP, buy Masterwork Scale mail for 200 GP

Then, he sells his dwarf battleaxe to buy an even sharper and well balanced one, recognizing the talent of Tsador Ironmaker but arguing lenghtily about the price Sell battleaxe for 15 GP, buy masterwork dwarf battleaxe for 330 GP; final gold 520+30+15-200-330=35 GP

He was waiting at the rendez vous point, and before he could introduce himself properly, a goblin ruins the moment. He speaks in common, in harsh, short sentences with a very strong dwarf accent

Only a goblin. More treacherous than dangerous. More around. Always more around.

What about the terrain? Can we move easily or is it difficult terrain? Can we charge?


The path up to the hole looks clear to Fraxon, but where it goes through the wall there is a lot of rubble.

The path isn't difficult terrain but the once you get to the gap in the wall it will become difficult terrain due to the rubble on the floor of the keep. You wouldn't be able to charge from where you are as there is a steep embankment between you and where the goblin is, it looks like the quickest way to get to the goblin would be along the path which you are currently moving up.


As everyone has their tokens on the map now I'll let the rest of the party start taking their second round.

Initiative wrote:

ROUND 1/2:

Patchouli
Tat
Khon'Ur
Mounted Goblin (orange)
Tusk Arane
Rouqar
Fraxon

(Bold may act)

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none

Patchouli presses on.Double move

Silver Crusade

Male Dwarf Warpriest 1 Ini+1 HP (4/17) AC 17 T11 FF15 Fort+5 Ref+1 Will +5 Per +3 Speed 20

Fraxon hurries up, as much as he can, but still has some way to go before fighting the goblin

Double move

Silver Crusade

The Emerald Spire: Level 1 Male CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13 T 12 FF 12 | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Curses, he's too far away! I need to get closer.

Tat hustles forward, following the path. (double move)

The Exchange

M Android Planar Rifter Gunner Gunslinger 1: Speed:30, Init:5, AC:17, FF:14, T:13, Fort:5, Ref:5, Will:0 Constructed Trait, HP:12/14, Perc=6 Darkvision and Lowlight, Grit:1/1

DoubleMove toward the goblin along the path


The party continue to advance up the path leading up to the hole in the keep's wall.

Initiative wrote:

ROUND 2:

Patchouli
Tat
Khon'Ur
Mounted Goblin (orange)
Tusk Arane
Rouqar
Fraxon

(Bold may act)


I'll assume Khon'Ur will also double move up the path, so have moved him on the map.

As the party advance the goblin takes another shot at Patchouli...

goblin arrow vs Patchouli: 1d20 + 5 ⇒ (13) + 5 = 18

...which bounces off of her armour. She then drops her bow and retrieves a wicked looking polearm (so now has reach). Her mount once again adjusts its position.

Ahead Patchouli can now see the room beyond the hole. Half-melted blocks of green glass lie thick across the floor. A crumbling archway to the north leads into another chamber, while a door to the west leads into the round tower at the southwest corner of the building. To the east, a barricade of rubble and wooden stakes blocks a passage leading into the tower. It is clear that moving through this area will be difficult, although the goblin and its mount appear very familiar with the terrain and seem comfortable moving through it. (The area within the keep, starting with the two squares that form the hole through the wall, are difficult terrain)

Initiative wrote:

ROUND 2/3:

Patchouli
(something happens)
Tat
Khon'Ur
Mounted Goblin (orange)
Tusk Arane
Rouqar
Fraxon

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none

Patchouli moves in to strike at the goblin. BONK!
Holy Book w/ Shikigami Style: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d8 + 4 ⇒ (5) + 4 = 9

The Exchange

M Android Planar Rifter Gunner Gunslinger 1: Speed:30, Init:5, AC:17, FF:14, T:13, Fort:5, Ref:5, Will:0 Constructed Trait, HP:12/14, Perc=6 Darkvision and Lowlight, Grit:1/1

Doublemoves

The Exchange

M Android Planar Rifter Gunner Gunslinger 1: Speed:30, Init:5, AC:17, FF:14, T:13, Fort:5, Ref:5, Will:0 Constructed Trait, HP:12/14, Perc=6 Darkvision and Lowlight, Grit:1/1
Patchouli Rosenthal wrote:

Patchouli moves in to strike at the goblin. BONK!

Careful that weapon has reach! I don't know where you were before, if you were already 10 feet from the goblin, you could have just 5 foot stepped, but if you weren't you probably just provoked an aoo. Nothing you can do about it, your character is melee, just letting you know, and my character is responding appropriately.

Grand Lodge

m CN dwarf Cleric 1 | HP 14/14 | AC 19 T 11 FF 18 | CMB +2 CMD 17 | F +6 R +1 W +5 | Perc +8 | DV90' | 20 ft. | Fury 1/6
GM Mike...R wrote:
I'll assume Khon'Ur will also double move up the path, so have moved him on the map.

Yeah, thank you, that's exactly what I would do.

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none
Tusk Arane wrote:
Patchouli Rosenthal wrote:

Patchouli moves in to strike at the goblin. BONK!

Careful that weapon has reach! I don't know where you were before, if you were already 10 feet from the goblin, you could have just 5 foot stepped, but if you weren't you probably just provoked an aoo. Nothing you can do about it, your character is melee, just letting you know, and my character is responding appropriately.

Patchouli was unfortunately 15 ft away, so she has to move up. She's confident in her defense, though/


As Patchouli advances the goblin strikes at the aphorite with her weapon...

goblin horsechopper AoO vs Patchouli: 1d20 + 3 ⇒ (11) + 3 = 14

...and once again misses. However, she does also manage to dodge away from the book.

Initiative wrote:

ROUND 2/3:

Patchouli
(something happens)
Tat
Khon'Ur
Mounted Goblin (orange)
Tusk Arane
Rouqar
Fraxon

(Bold may act)

Silver Crusade

Male Dwarf Warpriest 1 Ini+1 HP (4/17) AC 17 T11 FF15 Fort+5 Ref+1 Will +5 Per +3 Speed 20

Fraxon moves again, even if he isn't near enough to attack the goblin

Double move

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none

Just realized that Patchouli actually is hitting at +5 (3 STR, 1BAB, 1 from Holy Book ability). Would a 16 hit?

Liberty's Edge

Male Catfolk Unchained Rogue 1 | HP 10/10 | AC 16 / 14 T / 12 | Fort +3, Reflex +6, Will +0| CMD 15 | Init +4 | Perc +6 Unchained Rogue 1

Rouqar moves closer.

"Rrr..Fraxon let's get the goblins"

double move


The party continue their advance up the path towards the keep. Now more of them are able to see inside it becomes apparent to those without darkvision (I think just Rouqar) that something is odd about the darkness inside the ruin, it's not just dark, something seams to be actively draining away the light.

From a mechanical perspective any light source, no matter how strong, will only illuminate a 5 foot radius within the keep. All areas not illuminated in this way will be in darkness. This does not have any impact on darkvision, which will work fine within the building. As a reminder the floor inside of the keep is also covered in rubble so counts as difficult terrane. Once inside of the building assume that both of these conditions are in effect in all areas unless specifically told otherwise.

Out of the darkness to the west (west is up on this map) a second goblin appears, again riding on a rat like creature and armed with a bow. This goblin takes a shot at Fraxon...

Goblin bow vs Fraxon (-4 for soft cover): 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4

...but misses. He then drops his bow and draws a similar reach weapon to the one wielded by the first goblin.

Initiative wrote:

ROUND 3:

Patchouli
Mounted Goblin (white)
Tat
Khon'Ur
Mounted Goblin (orange)
Tusk Arane
Rouqar
Fraxon

(Bold may act)

Silver Crusade

The Emerald Spire: Level 1 Male CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13 T 12 FF 12 | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Another goblin?

Tat moves up and hurls a blob of acid at the goblin with the bow.

alchemical enhanced acid splash: 1d20 + 2 ⇒ (17) + 2 = 19 (vs. touch AC)
acid: 1d3 + 2 ⇒ (2) + 2 = 4 +1 force damage

Grand Lodge

m CN dwarf Cleric 1 | HP 14/14 | AC 19 T 11 FF 18 | CMB +2 CMD 17 | F +6 R +1 W +5 | Perc +8 | DV90' | 20 ft. | Fury 1/6

The menacing chugging is coming. Khon'Ur comes closer, notices another goblin and his anger literally has no limit! He points his finger at him. In tha name o' Chandrabha! Damn ye, ye filthy green piece o' manure!

Doom, DC14 Will, white goblin


GM Rolls:
White goblin will vs doom: 1d20 + 1 ⇒ (15) + 1 = 16

The blob of acid thrown by Tat at the new arrival hits the goblin square in the chest and starts to sizzle through his armour. The goblin yelps in pain and surprise. The goblin's distress is nearly compounded as Khon'Ur calls down the doom of Chandrabha upon him, however despite a brief wobble, the rider remains resolute.

Meanwhile the first goblin continues her assault on the party. First her mount bites at Patchouli...

Orange mount bite vs Patchouli: 1d20 + 2 ⇒ (1) + 2 = 3

...and misses. Then she attacks Khon'Ur with her horsechopper...

Orange goblin horsechopper vs Khon'Ur (-4 for soft cover): 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3

...which also misses. Looking frustrated, she instructs her mount to take a step backwards.

Initiative wrote:

ROUND 3:

Patchouli
Mounted Goblin (white) -5
Tat
Khon'Ur
Mounted Goblin (orange)
Tusk Arane
Rouqar
Fraxon

(Bold may act)

Dark Archive

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 1 | HP 16/20 | AC 21 T 12 FF 20 | CMB +4, CMD 15 | F +6, R +1, W +2 | Init +1 | Perc +5 | Speed 20ft | Active conditions: none

Patchouli moves in and tries to BONK the white goblin, with no vail.
Holy Book: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d8 + 4 ⇒ (1) + 4 = 5

The Exchange

M Android Planar Rifter Gunner Gunslinger 1: Speed:30, Init:5, AC:17, FF:14, T:13, Fort:5, Ref:5, Will:0 Constructed Trait, HP:12/14, Perc=6 Darkvision and Lowlight, Grit:1/1

Move and shoot oranges mount with Pistol hit: 1d20 + 4 ⇒ (15) + 4 = 19 vs touch doesn't include any cover it might have
dmg: 1d8 ⇒ 6 half of that is fire cause I'm a planar rifter, probably doesn't matter though.

Liberty's Edge

Male Catfolk Unchained Rogue 1 | HP 10/10 | AC 16 / 14 T / 12 | Fort +3, Reflex +6, Will +0| CMD 15 | Init +4 | Perc +6 Unchained Rogue 1

Rouqar moves and and stabs at the goblin.

attack: 1d20 + 4 ⇒ (9) + 4 = 13

damage: 1d6 + 1 ⇒ (1) + 1 = 2

"Rrrrrr...."

1 to 50 of 320 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PFS1 The Emerald Spire: Level 1 - The Tower Ruins (GM Mike...R) All Messageboards

Want to post a reply? Sign in.