The Emerald Spire (Inactive)

Game Master Zesdead

Paizo's 'The Emerald Spire'.

...in which our adventurers explore the 'Magma Vault'.

Party Health
Drusellia Malacore 30/30 HP, 3 Hero Points
Luther Lightblade 51/51 HP, 3 Hero Points
Symon 55/55 HP, 3 Hero Points
Eldar of the Lost 68/76 HP, 1 Hero Point

Maps
The Emerald Spire - Level 10
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


1,501 to 1,550 of 3,110 << first < prev | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | next > last >>

Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

In the tight confines, it will be difficult to mass against the creature. Luther tries to help defend Dezco, trying to parry the water blasts with his weapon. Unfortunately Luther is not comfortable in the water.

aid to AC for Dez: 1d20 + 3 ⇒ (3) + 3 = 6

Dark Archive

Coughing up some of the water that had been splashed against him the dwarf takes a swing at the water apparition before him.

Power Attack: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Damage: 1d10 + 10 ⇒ (7) + 10 = 17


Drusellia's missiles light up the elemental - flashes of violet shorting across the watery form of the creature... and then Dezco, swinging his blade in anger, slices through it causing grievous damage to the already calming tempest...

Dezco - can you talk me through your +10 to damage?

GM Only:
Water Elemental = 6/30HP

Splashing, rather than crashing, against the dwarf - the elemental presses its futile attack...

Water Elemental, Slam vs Dezco (Water Mastery): 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12, missing

Everyone may take their turn now

Dark Archive

+3 STR for two handing, as well as +6 for Power Attack, and you said the sword is just masterwork so it would be 9, not 10.


Ah, it's the two handing to get STR up to a +3 I was missing...cool

The Bastard Sword was always just Masterwork...Original Post Here although the rapier that Tarrin Dars dropped is a proper +1 Magic Weapon (Symon has that I think)

Anyhow...use that +9 to chop that elemental into water droplets and we can move on...


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

sword is +1, do +10 is right

Luther prepares to interposed his weapon.
aid: 1d20 + 4 ⇒ (4) + 4 = 8

Luther is not helping at all.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Yes I have that rapier....still not able to get sight on the elemental.

Unable to aim at the creature, Symon pulls his rapier out and prepares to move forward if the need arises.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia blasts it with another two missiles.

Damage (magic missile): 2d4 + 2 ⇒ (1, 3) + 2 = 6


Drusellia’s second barrage of missiles is enough to subdue your elemental foe…the humanoid shape within the water suddenly collapses – leaving nothing more than ripples in the waist deep water…

Looking to the east from the room where the elemental came from, there is a much larger room whilst, to the south, there is a pile of rubble through which water is flowing, in a small waterfall, into another room. There is no sign of life in either direction...

Moving towards the rubble, there is nothing of note trapped within the various items of stonework and detritus that acts as a partial dam, slowing the water flow through into the room to the south. Looking into the room to the south, it is apparent that the ceiling height (which is about 7 feet in the room that you are standing in) drops quickly to about 2 feet (with the water level being about 1 foot below that ceiling)… peering over the dam, Symon confirms that the floor level in the southern room is some way below the level of the room that you are in – the filth of the water in that room though prevents him from determining just how deep the water is…

The room to the east, which is illuminated by a silvery glow to the north, seems to be a relatively large room with several alcoves to the north and to the south.

GM Only:
Large Water Elemental, Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Jorqual, Stealth (Invisible): 1d20 + 40 ⇒ (17) + 40 = 57
Crab Eidolon, Stealth: 1d20 + 10 ⇒ (18) + 10 = 28

Perception DC25:
There is a much larger standing wave, circling near the shimmering light, within the room

Perception DC28:
There is something scuttling around in the water (the 'something' is large enough to be visible above the water level) towards the western end of the room


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Perception: 1d20 + 15 ⇒ (1) + 15 = 16
Luther points east.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Symon moves carefully into the room, trying to look in all directions at once, and failing! He nods to Luther and begins to move towards the east.


Anticipating you will be moving into adjacent room...Perception checks form Drusellia and Dezco?


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru couldn't even make those on a Take 20, so no.

Dark Archive

Perception: 1d20 + 11 ⇒ (1) + 11 = 12


Conner, Perception: 1d20 + 3 ⇒ (1) + 3 = 4

Oblivious to the unnatural water phenomenon in the eastern room, the party followntheir instincts and move along the narrow corridor in search of a way through this flood...

...and, as they near the entrance into the room, a vast whirlpool - some ten feet across - forms in the water. Spinning faster and faster, it rises up and forms into a tsunami like wave... that smashes against Dezco as he moves into the room.

Surprise Round

Large Water Elemental, Slam vs Dezco (Charge / Water Mastery): 1d20 + 12 + 2 + 1 ⇒ (10) + 12 + 2 + 1 = 25, hitting for 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12

Initiative for Party and Enemy

Symon, Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Luther, Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Conner, Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Dezco, Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Drusellia, Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Large Water Elemental, Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Initiative Order
Luther, Dezco, Conner, Symon, Drusellia then
Large Water Elemental

Everyone may take their turn now


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"This is going to be a tough one!!"
Luther casts his protection aura on everyone - +2 AC for four rounds

Dark Archive

Coughing up as he is once again sloshed with unruly water Dezco slashes back at the elemental.

Attack: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Damage: 1d10 + 9 ⇒ (5) + 9 = 14


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

After Dez attacks, Luther tries to take Dez's place in front. He encorages Symon to bait the creature to attack him, but invokes his travel powers to ignore the water and run right up to the creature to take the blow for Dez if Symon can't.

"Dez, we can't take him, fall back now."

if Dez moves back 10', Symon moves to draw an aoo using total defense, I can move up five, and that puts me in front ten feet from elemental. If not, Dez eats the attack of opportunity to get behind me. With travel domain, I may be able to get away next round after everyone moves.

Luther arms himself with the horn and activates the fog to cover the retreat and does not get the protection aura up yet.

Dark Archive

Hesitating only a moment Dezco nods without turning around before shuffling back.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia withdraws, blasting the elemental with a scorching ray as she goes.

Ranged touch: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 4d6 ⇒ (6, 2, 2, 1) = 11 (fire)


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Trying to draw the creatures attention, Symon moves into the room, allowing Dezco to withdraw to the other room.

Using total defense (+4 AC)as he moves forward to draw out the elemental's attack, with +4 for mobility to AC as well (Total AC-26)...again cannot move me on map, so if someone could do so...thanks!


Luther - Can you move party around on map according to your plans and, if you are blowing the horn of fog, could you place the cloud on the map also


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

I moved Dez back two squares = 20' of movement in difficult terrain, Symon up one and back two = 30' to use defense. I do not know if an AoO is triggered after fog cloud, but we are trying to keep Dez from taking it. Who is the designer of this level? It definitely requires our A game.

Dark Archive

Sean K. Reynolds, so yeah...


The Drowned Level, Level 5 of the Emerald Spire, is by Sean K Reynolds – I find it quite interestingly placed after the troglodyte level (which can quite readily be traversed without violence) – it’s also the first (but not the last) where the environment starts to play a big part in the encounters.

Drusellia’s arc of fire burns into the elemental creature attacking Dezco…steam pours from the ‘wound’ as the crashing waves are almost imperceptibly diminished… Dezco’s blade, in contrast, drags in the water and misses it’s intended target.

GM Only:
Large Water Elemental = 57/68HP

With the water elemental crashing down on them, the party make the decision to fall back…not an easy thing to do within the churning water. To provide some cover, Luther blows the horn that they found in Gorloth’s cellars…the corridor instantly filled with a thick mist…allowing Dezco and Symon to fall back.

Large Water Elemental, Slam vs Symon (Attack of Opportunity / Water Mastery): 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14, missing

As Luther stands within the tunnel, fists of water flail at him… but they are easy to dodge...

Large Water Elemental, Slam vs Luther (Water Mastery): 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17, missing

Large Water Elemental, Slam vs Luther (Water Mastery): 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17, missing

Everyone may take their turn now


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther then moves back to hold the creature at the entrance to the next room, not allowing it to exit. He tries to blow the horn again if he can, keeping the mist coming.

Moved figures on map to put Luther holding the bottleneck. If the cloud prevents sight through it, Luther should be able to move back without a withdraw. If he can, he continues to blow the horn and make the second cloud in front of him. If not, just delete it.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"Now what?" Drusellia asks irritably.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon continues to act as a distraction to the elemental, while hoping to provide flanking assistance to his allies.

Sorry just looked at the map...thought I was closer to the thing...so Symon will distract it if/when it comes through the fog....also not sure if his shadow bleed is in effect due to dim light.

Dark Archive

Drusellia Malacore wrote:
"Now what?" Drusellia asks irritably.

Dezco can just shrug.


Suddenly...the sound of waves crashing at the other end of the fog-filled tunnel ceases...and instead of the chaotic splashing, you hear the 'whooshing' of a huge volume of water starts to spin - a terrific vortex of energy drawing water upwards and smashing it against the ceiling. With the vortex fully formed, it roars through the tunnel...slamming into Luther and then Conner.

Water Elemental does not provoke Attacks of Opportunity whilst in Vortex Form

Luther / Conner - you must make a DC19 Reflex Save to avoid being slammed by the water - 1d8 + 5 ⇒ (2) + 5 = 7 on a Failed Save (no damage if you make Save)

Conner - if you fail the first save, you must make a second Reflex Save DC19 to avoid being suspended within the vortex - if you fail, you will take damage on your turn and must make a DC15 + Spell Level Concentration Check to cast spells - you will also take a penalty on any weapon attacks - if you are caught in the vortex, you can attempt a further Reflex Save on your turn to escape

The Water Elemental has concealment (20% miss chance) from you whilst in vortex form...and you have concealment from it

Everyone may take their turn now


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

ref: 1d20 + 3 ⇒ (18) + 3 = 21
Luther avoids the blow. He begins to invoke divine protection, and a divine aura defends everyone. +2 ac for 4 rounds. This is what power attack is meant for. Guess we need some fire or magic missile (ignore concealment) power!!


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Dru concentrates and releases another blast of arcane power at the elemental. Casting another scorching ray.

Ranged touch: 1d20 + 5 ⇒ (10) + 5 = 15
Miss chance: 1d100 ⇒ 91 (low is bad)
Damage: 4d6 ⇒ (6, 2, 4, 3) = 15 (fire)

Dark Archive

Sighing at the likelihood of getting sloshed with water, again, Dezco wades up to the elemental to strike... but errs on account of not really knowing the best way way to strike an amorphous vortex of wet aggression while it twirled Conner within.

Concealment: 1d100 ⇒ 82
Attack: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Sorry...b-day today and did not check posts...

Symon darts forward and using his magical rapier, strikes at the elemental.

Attack-melee: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Miss: 1d100 ⇒ 66

Figures..elementals are immune to crits!! grrr...lol


Conner, Reflex Save vs Large Water Elemental Vortex: 1d20 + 3 ⇒ (7) + 3 = 10, Save Failed – 7 damage

Conner, Reflex Save vs Large Water Elemental Vortex: 1d20 + 3 ⇒ (17) + 3 = 20, Saved – Conner is not lifted by the Water Elemental

Drusellia’s barrage of flame envelopes the whirling water generating a plume of steam that obscures vision briefly… Dezco perhaps struggling to see through the steam misses with his sword whilst Symon, stabbing his rapier into the whirlwind, scrapes against something semi-solid…

Symon’s Rapier does not get past the Water Elemental’s Damage Reduction (DR5/-)

GM Only:
Large Water Elemental = 42/68HP

Moving from the corner, the vortex of water smashes through Conner then Symon before, at the western side of the room, the vortex slows and reforms into a crashing wave… a mocking humanoid face forming in the foam…

Water Elemental does not provoke Attacks of Opportunity whilst in Vortex Form

Symon / Conner - you must make a DC19 Reflex Save to avoid being slammed by the water – 1d8 + 5 ⇒ (4) + 5 = 9 on a Failed Save (no damage if you make Save)

Conner, Reflex Save vs Large Water Elemental Vortex: 1d20 + 3 ⇒ (4) + 3 = 7, Save Failed – 9 damage

Large Water Elemental, Move then revert from Vortex Form

Everyone may take their turn now

Dark Archive

Stepping over Dezco attempts to strike the watery form again.

Concealment: 1d100 ⇒ 70
Attack: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Ref save: 1d20 + 8 ⇒ (9) + 8 = 17

Current HP: 22/31

Being caught up and slammed around in the vortex of water, Symon is shaken up.

Getting his bearings, he lashes out with his rapier once again.

Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Well at least I am providing flanking for someone else to hit it..lol


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther steps next to Conner and touches him with healing he invokes his power to move through the water at will and move next to the elemental. I think I have cover to avoid AoO. If not, I will channel.
convert Arboleth's Lung to CMW: 2d8 + 4 ⇒ (7, 2) + 4 = 13
channel +ve if Luther not 'under cover' excluding elemental: 2d6 ⇒ (6, 1) = 7

"Now shock it Connner!!"
Maybe Conner can try shocking grasp with his sword using spell combat. Dru can target part of the elemental not engaged to avoid the -4 penatly


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Acting for conner - previous swift +1 to hit ten rounds, this round swift +2d6 lightning, cast shocking grasp and attack.
Conner had charged his weapon to give it arcane power as he was being carried along by the whirlpool (+1 to hit ten rounds). Using his last spell, Conner invokes the power of his sword with the shocking grasp spell as he also uses arcane energy to confer even more electrical power.
longsword hit/weapon damage/electrical damage (4d6 shocking with trait + 2d6 arcane talent: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d8 + 3 ⇒ (2) + 3 = 56d6 ⇒ (5, 4, 1, 4, 5, 3) = 22
The sword strikes true and dissipates energy throughout the creature.


Dezco swings wildly once more whilst Symon, again, strikes something semi-solid but too little effect.... and then, having studied the creature with a detached interest, the magus steps forward... Conner's sword shines tungsten white as he plunges it into the tower of water before him... The elemental roars in anguish as it rolls backwards from its foe...

GM Only:
Large Water Elemental = 20/68HP

GMPC for Drusellia - Drusellia total defense / delays (an AoO here would be deadly!!!)

The elemental, boiling and frothing, forms a fist that smashes into Luther...
then Conner...
then Symon...
before Dezco, standing resolute, deflects the sweeping blow with his sword...

Water Elemental, Great Cleave
Water Elemental, Slam vs Luther (Water Mastery): 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31, hitting for 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Water Elemental, Slam vs Conner (Water Mastery): 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26, hitting for 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Water Elemental, Slam vs Symon (Water Mastery): 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33, Critical Threat
Confirming Critical: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25, hitting for 2d8 + 10 + 2 ⇒ (2, 8) + 10 + 2 = 22
Water Elemental, Slam vs Luther (Water Mastery): 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18, missing

Everyone may take their turn now


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther keeps the protective aura up and channels to heal everyone but the elemental channel: 2d6 ⇒ (3, 5) = 8 to keep the massive damage to a minimum.

He prepares to draw an attack to allow Drusilla to finish off the creature, for they cannot take that damage for long.

Conner's Action
Conner charges his sword and swings again.
Conner hit/weapon damage/lightning damage: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 181d8 + 4 ⇒ (2) + 4 = 62d6 ⇒ (2, 3) = 5
If it is not gone when Dru acts, Luther moves to allow her to shoot and draw an AoO. We can't have her not acting.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Current HP: 8/31

Thanks Luther!

Symon almost succumbs to the bashing from the watery monster, but the warmth of Luther's healing brings him back around.

Seeing that fire might harm the beast, Symon reaches into his pack and withdraws a globe of alchemist's fire. Taking aim he hurlers it at the elemental.

Attack-ranged: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 ⇒ 1

Why are my damage dice now cursed!!! Can I not do more than 1 point of damage!

Dark Archive

Starting to question the effectiveness of stabbing water Dezco nonetheless keeps up the attack.

Attack: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage: 1d10 + 9 ⇒ (9) + 9 = 18


Conner's attack hits once more yet the blow is not powerful enough to end the peril...

GM Only:
Water Elemental = 14/68

Goading the elemental into attacking him, Luther draws back and, for his efforts is rewarded with a crashing blow...

Water Elemental, Slam vs Luther (AoO / Water Mastery): 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33, Critical Threat
Confirming Critical: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15, Critical NOT Confirmed, Damage: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9

As Luther draws the elemental's attention, Dru concentrates and releases another blast of arcane power at the elemental.

Drusellia, Scorching Ray vs Drusellia (Ranged touch): 1d20 + 5 ⇒ (2) + 5 = 7, missing

Water Elemental Turn coming shortly


Visibly weakening, the elemental changes its strategy...once more spinning into a whirling vortex, it crashes over Dezco...the dwarf starts to feel himself lifted from his feet before the water spout moves back along the tunnel.

Water Elemental does not provoke Attacks of Opportunity whilst in Vortex Form

Dezco - you must make a DC19 Reflex Save to avoid being slammed by the water - 1d8 + 5 ⇒ (1) + 5 = 6 on a Failed Save (no damage if you make Save)

[ooc]Dezco - if you fail the first save, you must make a second Reflex Save DC19 to avoid being suspended within the vortex - if you fail, you will take damage on your turn and must make a DC15 + Spell Level Concentration Check to cast spells - you will also take a penalty on any weapon attacks - if you are caught in the vortex, you can attempt a further Reflex Save on your turn to escape

The Water Elemental has concealment (20% miss chance) from you whilst in vortex form...and you have concealment from it

Everyone may take their turn now

Dark Archive

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
-_-

Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
Ha!

Miss chance: 1d100 ⇒ 37
Attack: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage: 1d10 + 9 ⇒ (8) + 9 = 17

Not in the slightest amused at being put through a rinse cycle Dezco drunkenly stabs at the elemental... again.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther continues to heal after seeing Dezco hurt. The jingling of keys can be heard as healing touches all but the elemental.

channel +ve: 2d6 ⇒ (3, 5) = 8

Conner
Conner charges up the sword and swings again-- a nasty blow catching the elemental with arcing bolts from the sword, but he hits an apparition in the water instead.
hit/weapon damage/electricity: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 3 ⇒ (4) + 3 = 72d6 ⇒ (6, 6) = 12
miss chance: 1d100 ⇒ 16

Tracked Resources
Luther channels 4/6 left -- 20/27hp
Connor 1/5 arcane pool
Hope Dez got it then or we may need Dru to cast defensively, I think magic missile bypasses concealment


Folks, the vortex whirled over Dezco and back into the tunnel...into the original room. It is some thirty feet from you now so, unless you are making ranged attacks, you are going to struggle to get to it... The map is up to date / please check and, if necessary, retcon your actions

Dark Archive

My bad, thought I went along for the ride. Make Dezco's attack a charge if it's allowed.


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther heals and moves 20' using his ability to travel with no impediment. Dezco sloshes through the water, moving a little slow (2x move through difficult terrain = 4 squares and no charge). Conner moves along too.

1,501 to 1,550 of 3,110 << first < prev | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Emerald Spire All Messageboards

Want to post a reply? Sign in.