Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
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***The Greenbelt***
Capital
Kingdom Stats/Log


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Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

Tik readies another action to attack the first to come within 30'.

RTA, Readied: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d3 ⇒ 1

Gods the dice bot hates me for some reason


Female Human Slayer 1 (HP:12/12, AC18 T16 FF12, Saves F4 R7 W4, Init 6, Perception 6)

Darya takes aim, studying the form and movements of her mark and follows up with another arrow.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Studied target, then another shot at purple. Don't forget to back up into cover, folks.

Edit. Not just you, apparently.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Ouch. Bad luck on the damage rolls.

Amadeen steps into position where she can reach others and shield herself somewhat. She stands ready to give the nearest ghoul the evil eye.

5' step south on her turn. Stealthily if possible.

Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

If a ghoul is within 30' by Amadeen's turn (preferring unentangled ghouls): Evil Eye (-2 attack). Then Cackle to extend duration by another round.

If a ghoul is not within 30' by Amadeen's turn: ready a standard action to use Evil Eye (-2 attack) on first ghoul to get within 30' of her.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Jorin looks about him, gauging ranges to each ghoul and the parties positions. He steps forward and shakes free his lasso getting ready to use it. I'll slow them down, give us more time. Don't worry", he says smiling,"I won't be reckless about it"

5' step forward and ready action to lasso the first ghoul that comes within 10' of me.

If I can stealth as part f the 5' step without losing my readied action I will, otherwise I'll just ready action

stealth: 1d20 + 11 ⇒ (16) + 11 = 27

lasso: 1d20 + 5 ⇒ (20) + 5 = 25


Male Human Level 3 Investigator

The ghoul Darya is shooting at is already beginning to reflexively recoil from her attacks which mitigates the damage he is about to take.

I don't think you can stealth and make a readied action

Tik'klik, Amadeen and Jorin prepare to counter attack once the ghouls close in.

Bounding out of the crypt comes a ghoul blue and runs afoul of Amadeen's hex. A heartbeat after this Tik'klik fires a glob of acidic energy that goes wide. Jorin brings the lasso down around the rope around his foe leaving a very irritated looking ghoul.

Will Save: 1d20 + 5 ⇒ (9) + 5 = 14

The Injured Ghoul Purple moves up and tried to bite Barek but misjudges the distance and it's fangs come down on nothing with air.

Bite: 1d20 + 3 ⇒ (2) + 3 = 5

Barek picks up a nearby branch and swings it at the injured ghoul trying to catch it under the jaw.

Club: 1d20 + 2 ⇒ (4) + 2 = 6

Mong swiftly moves around the same ghoul as his companion and tries to bite at it's heel.

Bite: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Thornkeep Graveyard Map 2
Initiative-Round 2
Darya
Jorin
Tik'klik
Amadeen

Ghouls
-Blue Evil Eye Round 1/7, Lasso
-Green
-Purple -6HP
-Red
Barek

I have extended the map as per a player request, still trying to find the right size that finds the balance between being too fiddly and letting ye be tactically flexible


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Cheers Kevin.

Amadeen gulps at the sight of the ravening ghouls so close by, her arm still stinging from earlier, and steps behind Jorin. And then fixes a ghoul green with a steely gaze, chuckling loudly after.

5' foot step south-east. Evil Eye (-2 attack rolls) on green ghoul. Will DC 15.

If saved, duration is one round, going up to two with cackle.

If not saved, duration is seven round, going up to eight with cackle.

Either way, the Evil Eye (-2 attack rolls) on blue goes down to six rounds, then seven with cackle.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Jorin snaps the rope tight as it loops over the ghoul. "Got him" he thinks. Looking about again he shouts,"Tik, Amadeen step back a bit. They are going to push through us to ye if we aren't careful"

Jorin steps back and while maintaining a grip on the lasso flicks his left hand quickly, firing two chakrams at the ghoulblue in quick succession.

5' step back and flurry using two chakrams

Dex+PBS+Size-flurry

Chakram: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 2 ⇒ (5) + 2 = 7

Chakram: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 + 2 ⇒ (5) + 2 = 7

ghould is entangled so -4 to his Dex. Hopefully both hit

Both hands back on the rope


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

Tik seems annoyed as his other arm slides a morning star from the wrist, the hand folding back into a cuff that locks around the morning star's hilt. He slams the morning star into the purple ghoul attacking Barek, and then steps back 5 ft.

MorningStar: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Female Human Slayer 1 (HP:12/12, AC18 T16 FF12, Saves F4 R7 W4, Init 6, Perception 6)

Switching attention to a closer threat, the hunter girl once again studies her mark and lets the arrow fly.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Firing at blue


Male Human Level 3 Investigator

Darya and Jorins combined efforts put down one of the ghouls. The previously injured one takes a hit from Tik'klik and tries to pull back. Withdraw action

Mong AOO: 1d20 + 3 ⇒ (11) + 3 = 14
Mong brings the abomination down and finishez it off.

Red moves forward a little attempting to bite Darya and ckaw Jorin.
Bite Darya: 1d20 + 3 ⇒ (5) + 3 = 8
First Claw against Jorin: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Second Claw against Jorin: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Green moves to attack Barek and Tik'klik
Greens will save: 1d20 + 5 ⇒ (8) + 5 = 13
Bite against Tik'klik: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
First Claw against Tik'klik: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Second Claw against Barek: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17

Can't edit the map currently but will do so shortly. Remember to move your character on it if they move.
Darya
Jorin
Tik'klik
Amadeen
Ghouls
-Green
-Red
Barek


Male Human Level 3 Investigator

Barek moves to flank with Tik'klik and swings the branch with both hands at the ghoul while Mong tries biting it's leg.
Club: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
damage: 1d6 + 3 ⇒ (3) + 3 = 6
Bite: 1d20 + 3 ⇒ (6) + 3 = 9

Darya
Jorin
Tik'klik
Amadeen

Ghouls
-Green -6HP
-Red
Barek


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

Tik brings his morning star down on the ghoul!

MorningStar: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Jorin staggers as the ghoul hits him, wincing in pain as the claws rake over him."Well", he thinks,"that's going to leave a mark."Stepping back he looks to Amadeen."Maybe a shot of that wand is needed. I seem to be bleeding a bit here and there and there and over there. He chuckles at his own bad joke.

5' step back. Release the lasso. Flurry action targeting Red and if its already dead Green.

Dex+PBS+Size-flurry= +4

Throw: 1d20 + 4 ⇒ (16) + 4 = 20
Chakram: 1d6 + 2 ⇒ (2) + 2 = 4

Throw: 1d20 + 4 ⇒ (18) + 4 = 22
Chakram: 1d6 + 2 ⇒ (3) + 2 = 5

Jorin flicks both hands, chakrams falling into waiting fingers. Throwing the first overhanded he follows with a snap underhand throw feeling both flying straight and true.

I'm down to 3 hp after Spitsnarl the Wonder Ghoul got to me.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Jorin. Move round to Barek, I have a Cure light if needed.


Female Human Slayer 1 (HP:12/12, AC18 T16 FF12, Saves F4 R7 W4, Init 6, Perception 6)

Dropping the bow, Darya sizes up the ghoul as she brandishes her spear and strikes with a powerful sweep.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Freaking really? It rolls max damage the first time I miss? >_<


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

With a flick of her wrist, Amadeen launches the healing wand into her hand. She then steps back, lightly tapping Jorin on the back, chuckling.

"We can't have you bleeding everywhere, you'll leave a mess!"

Swift action to draw wand using spring-loaded wrist mount. 5' step back. Standard action for CLW. Move action to Cackle to extend durations of Evil Eyes by one to keep them steady.

CLW on Jorin: 1d8 + 1 ⇒ (6) + 1 = 7

That's not a bad result. -1 charge on CLW wand.


Male Human Level 3 Investigator

While Darya's shot misses Jorin hurls his chakrams at another ghoul which joins the others on the ground. One of Jorin's shots from last round was overkill on the previous target just factoring in the damage now.

Tik'klik watches as the last ghouls bounces out of the way of his attack.

Amadeen moves in to provide some much needed healing for Jorin.

The last ghoul, surrounded as it is unleashes it's fury upon those around it but to no avail as it starts to lash out unthinkingly.

Bite Barek: 1d20 + 3 ⇒ (8) + 3 = 11
Claw Mong: 1d20 + 3 ⇒ (2) + 3 = 5
Tik'klik: 1d20 + 3 ⇒ (4) + 3 = 7

Darya
Jorin
Tik'klik
Amadeen

Ghouls
-Green -6HP
Barek


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Amadeen stops her steady backing away - no need now - and turns to face the last ghoul, fixing them with a stare.

"Time for you to go down for good."

Evil Eye (-2 AC) on green. Will DC 15. Also cackle to extend durations.

If saved, 1 round of -2 AC.

If not saved, 7 rounds of -2 AC.

Durations after cackle hex:

Evil Eye (-2 attacks) on green (7 rounds)

Evil Eye (-2 AC) on green (2 or 8 rounds)


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

Tik ducks a wild swing and brings his morning star down on the ghoul!

MorningStar: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

I hate this dice bot


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Jorin blows out his cheeks and nods at Amadeen."Tough enough, they take a bit of a beating to go down." Moving past Amadeen he gets an angle on the last ghoul and spins a chakram its way.

Move 10' and make an attack.

Dex+PBS+Size= +5 Should have been noting Precise Shot earlier.

Throw: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Can't tell if that's a hit, too close to call it really. If it is Jorin will be well happy, if it's a miss he'll scowl and mutter about needing to improve his timing.


Female Human Slayer 1 (HP:12/12, AC18 T16 FF12, Saves F4 R7 W4, Init 6, Perception 6)

Darya joins the rest of the group in ganging up on the remaining ghoul.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 7 ⇒ (7) + 7 = 14


Male Human Level 3 Investigator

The last ghoul falls beneath your blows, leaving ye to check the surrounding area. It seems like they were using the nearby mausoleum as their lair.

There are no weapons or armor but there are a few items of value including a silver brooch (30gp) and a marble statuette making a depiction of the goddess Pharasma (100gp), two more interesting items include a Potion of Cure Light Wounds and a Potion of Sanctuary.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

"Filthy creatures, desecrating the resting place of this towns ancestors. It should be better for everyone now that they are gone. I wonder what caused them to nest here to begin with?"


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Amadeen steps up to the last ghoul to kick it, but at the last second catches wind of the smell and backs off.

"Ooof, that is *vile*! But at least they won't hurt anyone else. Maybe they wanted gravemeats?"

Seeing the statuette:

"Oh that is pretty. One to sell when we get back, but I'll hang onto it for now. The potions should go to whomever thinks they'll end up bleeding a lot."


Male Human Level 3 Investigator

Please start to consider two things.

First do you want to gold as the reward or the doubled amount with the cleric of Gorrum for healing and restorative magics.

Secondly do ye want to rest for the day or try your luck at one of the dungeons.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

A veritable pitter patter of 'phooms' occurs as the golem goes around and melts the heads off the ghouls with acid, ensuring they don't get back up again. A few shots to each body also makes sure that nothing comes out of the corpses. When it's done, it sits in the center of the cemetary, and begins rotating it's head 360 degrees, it's eyes glowing purple.

Detect undead again


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

"We should head back to the temple. It's worth making sure we're the ones to claim the reward and not some chancer seeing the ghouls are gone. Besides, cleaning up after being in a graveyard is appealing."

"Speaking of the reward, I think the spells are worth more to us. We've no cleric on-hand. I can patch up a few gouges but not grow back limbs or raise the dead."

We should definitely swing back by town. I'm okay to press on to a dungeon in the same day, after a quick wash. ;) Mage armour is used for the day but I'd be okay without it for this day.


Male Human Level 3 Investigator

Nothing new coming up under detect undead.

To be clear this place is lingering at the edge of town so it'll be minutes to get back to the shrine or inn for example without rushing.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

"The Emerald Spire is where the big payoff is, we shouldn't tarry long before wandering in there."


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

Tik stands up, and his hand unfolds and turns back into a hand, and generally he seems to have gone 'off alert'.

He then turns and begins to trundle toward the entrance to the graveyard.


Female Human Slayer 1 (HP:12/12, AC18 T16 FF12, Saves F4 R7 W4, Init 6, Perception 6)

"I'll be taking my share in coin," Darya shakes her head. "Need to save up for better arms, and a good warbow costs a damn fortune. That being said, I'm in favour of getting the token and moving on."


Male Human Level 3 Investigator

I am going to move things along to later in the day approaching the Emerald Spire. This doesn't stop you from having picked up items in town just let me know what you were looking for in a spoiler and I'll let you know if you can find it.

As you emerge from the Echo Wood underbrush, you find yourselves staring up at a ruined keep guarding a broken central tower, all 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, a doorway opens onto darkness, it's entrance seeming to steal light into it's inky depths.

Let me know your marching order please.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

We should actually consider spending the night in town and heading to the spire in the morning, so our spell casters are at full?

"Tik'Klik."

Tik'Klik trundles along in the middle of the group, casting Mage Armor on himself as they get to the spire. Assuming we stopped in town to rest for the evening


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

On reflection, probably best to sleep. I'll go with majority on that.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Resting up sounds like a good idea. Marching order? Darya on point. Barek. Amadeen. Tik'Klik. Jorin covering the back.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Barek Tanner wrote:
Resting up sounds like a good idea. Marching order? Darya on point. Barek. Amadeen. Tik'Klik. Jorin covering the back.

Agreed.

By the way, does anyone have the Heal skill and willing to help tend to Amadeen's ghoul bite? It would mean getting back 2 HP instead of 1 overnight. No huge problem if not but would be handy.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Barek does have the Heal skill and will help Amadeen.
Heal: 1d20 + 6 ⇒ (16) + 6 = 22

Though in this case Barek can just Take 20 and it's 26 for Heal.


Male Human Level 3 Investigator

Amadeen fort save please DC13..you're feeling a little hot as you trudge out to the Emerald Spire.

Fail:

You've got a bad fever. -1d3 Con, -1d3 Dex


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Cheers Barek.

Fort Save: 120 + 1 = 121

Real Fort Save: 1d20 + 1 ⇒ (19) + 1 = 20

Amadeen is blissfully unaware that anything was amiss.


Male Human Level 3 Investigator

Anything ye want to do approaching the spire or saunter up.

There's an old path.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Glancing at the spire, Amadeen speaks in a low voice. Her arm still stings from yesterday's fight, but is nearly healed thanks to rest and Barek's aid.

"We should sneak up. No sense in being obvious."

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10

Well, she might see something before it sees her.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Advance carefully and quietly. Keeping an eye out for the inevitable trouble.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Stealth: 1d20 + 6 ⇒ (18) + 6 = 24

So Barek will stealthily walk into a tree. :(

Just a note. Barek has the Scent ability, though he doesn't sniff party memebers.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Stealth: 1d20 + 7 ⇒ (4) + 7 = 11

"Tik'Klik?"

When everyone else starts doing the 'sneak sneak' walk, Tik Kliks, then begins following suit.

Tik smells like wood, mustard, sulfur, earth, and oil. On top of that there are hints of rancid meat.

When Barek is looking the other way, a bone with some slightly rancid meat on it drops out of Tik's arm onto the ground in front of the mutt that accompanies them.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Jorin grins as Tik drops the bone and continues to follow the party as the rear guard moving quietly resisting the urge to pet Mong as he go's by because it's not a good idea to pet an eating dog that's still unfamiliar with you. He maintains a watch on the middle and rear of the group careful of an ambush.

stealth: 1d20 + 11 ⇒ (7) + 11 = 18

perception: 1d20 + 8 ⇒ (10) + 8 = 18

Suppressing a small laugh that slightly ruins his stealthy composure he still keeps a fairly good lookout as Barek carefully avoids a tree.


Male Human Level 3 Investigator

Darya Stealth: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 - 1 - 2 ⇒ (13) - 1 - 2 = 10
The stone staircase that led up to the tower's door is now nothing more than a rubble-strewn cliff. On the tower's south side, a dirt path winds up the steep embankment to a pitch black doorway.

You come across a goblin guard near the entrance that is gleefully playing a game of tug of war with a mangy canine over a bone. The canine’s face has the same flat nose, beady eyes, and protruding teeth as a rat grown grotesquely large.

Neither of noticed ye before it's too late. Ye get a surprise round... I'll roll initiative if either survives.

Combat Map

Knowledge Nature DC 11:

Loathed by men and beasts alike, goblin dogs are ugly, stinking, craven, and foul-tempered. It’s no surprise that goblins find kindred spirits in these shunned, disgusting beasts. Constantly itching, afflicted with a species-wide mange exacerbated by prolific dander, even the healthiest goblin dog looks sickly and starved.

Despite its name, the goblin dog is in fact a species of rodent grown monstrously large. Their long-legged shape and proclivity to hunt and run in packs earned them their popular name, a name that many goblins take issue with, as it galls the average goblin to consider these, their favored mounts, having anything at all to do with actual dogs. Of course, being goblins, they haven’t bothered to come up with alternate names for goblin dogs. Perhaps they don’t realize they can.

Contact with a goblin dog’s infested, mangy hide causes most other creatures to break out into hives, a condition known as “goblin rash.” Goblinoids seem to be immune to this affliction, and are fond of keeping goblin dogs as guardians and mounts.

Despite their skin conditions and disorders, goblin dogs are highly resistant to disease. Their favored food is carrion—the riper, the better. That many goblin tribes let their goblin dogs run free in their lairs is the single reason most goblin dens aren’t filthier than they actually are; constantly hungry, a goblin dog eats anything it can chew that it finds left behind by other, more discerning palates.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

K. Nature: 1d20 + 8 ⇒ (19) + 8 = 27

Amadeen whispers to the others: "Don't let the goblin dog-rat touch you, they're diseased. I'll soften it up."

A quiet 5' step south-east. Standard action: evil eye (-2 ac) against the goblin dog. Will save DC 15.

Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

Save: 1 round of -2 AC goblin dog.
Fail: 7 rounds of -2 AC goblin dog.

If there's no significant reaction from friend or foe, Amadeen will keep using evil eyes. Will post as needed.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

"Tik'Klik!"

Tik'Klik, out of range, moves up the path 30 ft. As he moves, one hand breaks down and forms a cuff around his wrist, and the other does the same, allowing a morningstar to extrude from the wrist, before the former hand now cuff clamps down on the shaft.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Barek lines up the Goblin carefully.
Crossbow: 1d20 + 3 ⇒ (4) + 3 = 7

Oh my, the RNG is not my friend lately.


Female Human Slayer 1 (HP:12/12, AC18 T16 FF12, Saves F4 R7 W4, Init 6, Perception 6)

Darya follows up on the Amadeen's hex, taking a shot at the dog.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 ⇒ 5


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Purchases:
One bag of sling bullets(10)@1sp. One bag of caltrops@1gp

Seeing the goblin and dog like thing ahead Jorin pulls a chakram from his arm, gauging the distance as easier to the goblin he sights along his arm before pulling it back over his head and flicking it forward, the chakram almost singing as it cuts the air.

Dex+PBS+Size= +5

throw: 1d20 + 5 ⇒ (10) + 5 = 15

St+PBS= +2

Damage: 1d6 + 2 ⇒ (6) + 2 = 8

My weight limit for not losing my AC bonus is very close, I'm unlikely to be able to carry anything except very light items.

Edit -1 to hit and damage, was out of PBS range and another -2 to hit for beyond 30' range so 12 to hit and 7 damage.

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