Gob Smash One

Game Master Tacticslion

They be goblins, you be food... why are they so weird, dude?

That's what the W.D.G.F.F. (Western Duchy Goblin Fighting Force) first Reconnaissance and Strike Crew, aka "Gob Smash One" (that's you) have been sent to find out, in the barren mana wastes beyond the edge of the Duchy near the border of Geb in an ancient abandoned outpost called Hightower...


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~ Destiny Calls... and it speaks Goblin with a lisp. ~

The sky has been darkening all day, and the smell of rain and magic has been thick in the air. Now it has finally begun to fall, accompanied by loud peals of thunder that seem to roll across the landscape and eerie lights like the depths of a forge that seem to run through the sky or ground on their own.

The sun is entirely hidden behind massive stormclouds, making it seem like night instead of late noon, and a cold wind blows from the north. As bolts of lightning begin to slam from cloud to ground and pieces of hail begin to strike the earth and turn into tiny centipedes or butterflies or causing the ground to alternately grow thick with fresh grass or wilt plants all around or sprout up in tiny bursts of fire like incredibly diminutive gunshots, the need for shelter soon becomes exceedingly obvious.

Ahead in the distance, a large tor rises from the ground, its form illuminated by the occasional lightning bolt - your long-awaited destination, Hightower, though it no longer seems like much. It seems rocky and solid, and even though climbing it in this weather would normally be folly, you all know that it represents shelter that would provide safety from the storm... though you have no idea what awaits you inside the place. The only alternative is to "endure the 'weather'", which, soon, may well be at least somewhat similar to saying that you can "endure the 'warmth'" when talking about a major volcanic eruption happening under your bedroll while you sleep there.

The donkeys sniff and paw a little nervously. They've lived in the Mana Wastes and have seen many things - they don't like the looks of this one bit.

At first glance, the long space between here and there seems entirely abandoned. The entrance to Hightower is, according to the map, relatively well-hidden in one of the many rocky outcroppings the tor holds - most all of the rest of which are (or once were) thoroughly trapped.

Okay, posting rules. Out-of-character comments, things made mentally, and similar, are to be put in spoiler-text, unless you're specifically trying to tell the other players something.

If you wish to have a conversation in the past, you may utilize the "flextime" mechanic (which I've stolen shamelessly from the brief description of the idea a poster named Greed mentioned once that was established by her own GM). That mechanic simply goes as follows: when you write anything for a conversation that the main plot has passed by (which it will, eventually), you may, to some extent, continue to engage in that conversation. Give the conversation a name, such as "the longest riddle game" or "ways to skin a goblin" and place that side-conversation in spoiler text. It can continue to go back and forth in that way. Please remember the board rules, and keep it safe for work.

Similarly, if you have such things mentally with each other, feel free to post one or more players' names in spoilers and hold the conversation - that way people don't feel obliged to follow every small scrap of side-conversation that goes on. In a group this large, that's important. You can hold as many side-conversations as you like... but try to keep it reasonable. Posts with eleven spoilers boxes... well, I have to read everything, even if everyone else doesn't. So, for me: please. (:D)

Finally, in-game actions in the Gameplay are limited to about three posts per day, unless everyone's already posted at least twice; other posts need to be made in discussion. You are not expected to post more than once per day, but during combat rounds twice per day (if possible) is greatly appreciated. If we finish this short first adventure, there will be another mechanic that will allow you to skip a day entirely and not make the plot even blink.

I will try to inform us all of whether or not we're progressing in rounds, minutes, hours, or other time increments. Often it's going to be semi-formal at most, but I'll let you know when it really matters. Otherwise, after Hightower, how to progress is up to you - I have a plot, and it's pretty big doin's (and fits with most of your goals or themes), but at the same time, if you decide to hop the rails, you may.

Happy gaming!


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Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla rides at or near the front of the group headed toward Hightower.

"Alright, guys, there's the tower. Mental communication only from this point on. If we need to dismount on the slippery ground, I suggest slipping on your cleats, but with any luck, our sure-footed donkeys can bring us right up to, and even into, the tower. Let's move quickly to avoid the storm, but try not to make a lot of noise to give away our approach. The place may be abandoned, but we have to be ready to meet a whole army of gobs and gob mages, just in case. Use your training, and do us all proud. Go Gob Smash One!"

Layla scans the area, including the tower itself, as they approach, looking for the entrance, traps, and any sign of gob activity.

Intimidate: 1d20 + 6 ⇒ (7) + 6 = 13 just for leadership-type purposes
Knowledge (Local): 1d20 + 7 ⇒ (4) + 7 = 11
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Profession (Hunter, esp. of Gobs & other local vermin): 1d20 + 6 ⇒ (12) + 6 = 18
Stealth: 1d20 + 12 ⇒ (2) + 12 = 14
Survival: 1d20 + 6 ⇒ (14) + 6 = 20 (+1 to track) (+2 to avoid getting lost)

Hey, fellow players, check out the GM's most recent big post in the discussion thread for the mechanics of our murderous abilities. We all basically get a sneak attack, or an improved one, and a bunch of other nifty bonuses!

Grand Lodge

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Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

Eris rides beside Layla, and nods in agreement as the ranger gives her suggestions to the squad. She lifts her fingers to her temple as she broadcasts a mental message to the entire group. "Well said, Layla! Let us ride on, comrades, and get to cover as quickly as possible."

She looks up at the gathering clouds. "I don't want to get caught out in this rain," she says, aloud. "Araena silkweave is wonderful stuff, but it's not particularly stain resistant."


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Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Shaedo follows close behind Eris, wishing to stay near the fox-friend sorceress who has been so kind to her. Doing her best not be distracted by the wonders falling from the sky all around, she manages to keep her course.
"Spiders, newts, fires, ice, life, and death! This is not a storm. It's a tempest! Oh... I could write such of song of this. This is much worse than anything I've seen traveling the edges of the Wastes. Yes, now that we've seen what the sky has to offer us, let's get into the Tower quickly."
Shaedo slips comfortably into telepathy without being warned, all too happy to take any advantage in stealth she might be able to claim.

Shaedo's declaration of friendship to Eris:
This was Shaedo's response to Eris's praise of her natural form and offering of protection on the discussion board.
"Oh! ... Such, kind words! You truly are a sorceress, you have caught me off guard!" She is almost at a lost what to say she is so touched, her eyes twinkling, yet she is so only for a moment.
"Though please understand, that I hide my fox only because I get the sniffles when I get all wet. And the sniffles are no good to have when one has a fox snout! I also do not wish to carry in my fur whatever unstable magics might fall to earth in the rains of this storm. You understand."
Shaedo's expression suddenly becomes serious, solemn. " But you have offered to protect me. To invite a kitsune to wear her true form is a profound gesture of respect for my people. For all I've known- and for me. I feel I can trust you, and so I shall think of you as a friend. I am sure that you know, by your bond with Kallisti, that friendship for a fox, is for life. I shall stay close to you, friend."


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Waves* (^_^)

At the breaking of the storm, Sunny's reaction is one of amazement mixed with alarm,

"JIMMINIES!"

*I in't NEVER seen nuffin' like this afore!*

Perception:1d20 + 5 ⇒ (6) + 5 = 11

She peers about, trying to spot the shelter every one is looking for even as she follows the group and leads her donkey (Which she has named 'Horse') (^_^)


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Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

Struggling to get his poncho on over the top of his duster while holding his pistol at the ready on the back of a mutant donkey, Vitreous nudges his donkey slightly off course so he is now heading off at a slight angle away from the group. "Which way to the tower? I can't see a blasted thing with this rain gear on."

After a few more moments, he is finally able to get his head through the hole and settle the poncho correctly, realizing that he is several yards a way from the group, Vitreous lifts off his smoke goggles and actively searches for the opening to the tower.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


GM:
1d8 ⇒ 3
1d8 ⇒ 3
1d8 ⇒ 7
1d8 ⇒ 2
1d100 ⇒ 9
1d100 ⇒ 24
1d100 ⇒ 50
1d8 ⇒ 7
1d100 ⇒ 100
1d100 ⇒ 100
1d100 ⇒ 98
1d100 ⇒ 31
3d10 ⇒ (8, 3, 2) = 13
1d20 ⇒ 4
1d3 ⇒ 2
1d10 ⇒ 8
1d20 ⇒ 16
1d2 ⇒ 1
1d8 ⇒ 3
1d20 ⇒ 14
1d100 ⇒ 100
1d4 ⇒ 2
1d12 ⇒ 10

At first, in the distance, the mists began rising from the earth like the breath of dead spirits. Actually, it might be dead spirits - at least that kind of looks like Uncle Protley who disappeared all those - oh, wait, no, now it looks like an angry donkey. Huh. Actually, maybe it is Uncle Protley after all.

Anyway, the mists began rising first. You saw them from a really long way off... both of them. From the north west and the south, they were moving in your general direction... quickly, though it would still take some time to reach you... probably.

The random inconsistent patters of very heavy rain start, too - spitting and hissing on the ground in your general area. Huge, hard drops of water land with periodic and audibly heavy *pak! tak-pat! tat-plok-plok!* promising more... much more, and soon. 1d12 ⇒ 5 You also happened to notice that - every once in a while - one 1d4 ⇒ 2, er, I mean two of the raindrops even hit 1d3 ⇒ 2 Pix and 1d3 ⇒ 1 Lulu! Poor Pix gets knocked right out of the air and onto Lulu's lap (such as it is in a saddle)! (Fortunately, Pix is entirely unharmed... just knocked around a bit.) Lulu's exquisitely cute and very large hat entirely keeps her entirely safe and dry... for now.

Despite these ominous indications, the rain is not entirely coming down, yet... this is just for show, as it were, the promise of weather coming to show lesser creature's who's really the boss.

You can't help but notice in the far distance, deep within the recesses of the darkness of the fog, something that looks like the wavy lines of heat streaming up from desert ground is rising forth with a faint - though somehow... sickening? ... blue glow to it.

All of you are suddenly exceedingly certain that you do not want to be caught in that blue glow... whatever it is.

Dice rolls made... some incredible luck on your part. Won't yet say if it's good or bad luck, however. More results from those rolls will be forthcoming... later...

Grand Lodge

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Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

"I'm wary of that fog coming up behind us, my friends" Eris says, once again mentally transmitting to the entire group. "And that blue glow...they both have a certain ominous-ness about them."

"Ominous-ness. Is that actually a word? Wait, never mind. It doesn't matter."

"What does matter is that I don't want to lose a single one of you out here! So ride on, and ride well."

Eris quickly looks up and down the line, checking to make sure everyone is still with the group. She notices Vitreous a few yards out of the formation and her brow furrows with concern. "Mr. Drimplegatto? Are you alright? Please don't fall behind--this situation may quickly turn dangerous!"

Eris' response to Shaedo:
Eris blushes, and her smile is wide, warm, and entirely genuine. "Aw! Aren't you just the sweetest little thing!"

"Of course we shall be good friends, Shaedo," Eris says confidently. Kallisti climbs up on on Eris' shoulder and chitters happily, as if in full agreement with Eris' statement.

"Now, we should be in shelter soon quite soon, darling. But until we are, let me see what I can do to help mitigate the coming storm somewhat."

Eris summons a warm wind, sending it sweeping around Shaedo. While nowhere near strong enough to keep a severe storm entirely at bay, the refreshing breeze nevertheless promises to make the ride a bit more comfortable, sparing the kitsune and her mount from the worst of the rain.

"There we are! A little prestidigitation is a very handy thing, wouldn't you agree?"


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Vitals: Hp 37/37. AC 26, T 15, FF +23, Fort +5, Ref +7, Will +2 (+2 vs spells and SLAs, Evasion, Stalwart, Fort, DR 2-), Percept +11, Darkvision 60ft, Initiative +6, Stealth +9, Sense Motive -1
Skills:
+11 Acro, +5 Climb, +11 DD, +11 Fly, +11 Percep, +3 Perform (Strip Dancing), +8 Prof (Soldier), -1 Sense Motive, +10 Stealth

Ho hum. Ho Hum! On we go, Gob Smash One!
Stone then spurs Stone the donkey onwards ever fasterand straight towards the tower, more intent on climbing it rather than any destination once he gets to the top...
Climb check: 1d20 + 5 ⇒ (14) + 5 = 19
While still trying to maintain a degree of stealth
stealth: 1d20 + 12 ⇒ (2) + 12 = 14
Only once he has climbed up a ways (and not very quietly) will he look around him to see wher he is an where he is supposed to be headed
perception: 1d20 + 12 ⇒ (18) + 12 = 30

Edit: use the donkeys climb skill, not mine (so 12 +14=26)


Male Goblin Ranger 3 | HP 36/36 | Init +6 | Fort +5| Ref +7| Will +3| Perception +8| Darkvision 60ft|

dot


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Shaedo watches Stone charge off and begin to climb, and broadcasts to the group.
"Where are you going Stone? Everyone, shall we go around the tower to seek a door?? Or up to find a window?"
She is confident in her climbing abilities, but has taken the advice of staying with the group to heart.

Shaedo's further friendly banter with Eris:
As Eris speaks, Shaedo's two tails sway back and forth in unison as the fox-eared girl sniggers, happy about her new friendship.
Then her attention is caught up in the delightful breeze. Her eyes follow the currents side to side as the kitsune giggles in delight.
"By my whiskers! You've conjured one of the sweet, warming breezes of Jalmeray all around me! It's as if I have returned to the polished streets of Niswan, to perform before a court of minor nobility and their pet genie!"
Shaedo then catches Kallisti's eyes, and gives the fellow vulpine a wink and friendly tnit, tnit!
"I knew you were a good person Eris, when I saw that a fox had chosen you for a companion. Foxes have an excellent sense for a person.
Don't we Kallisti? (tehe!)"
Shaedo gives Kallisti another sly wink.


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla mentals to the group,

"According to our nifty map, the entrance to Hightower is hidden in one of these here rocky outcroppings in this tor at the tower's base. Let's all look for it, and keep a careful watch out for traps!"

If its usefulness seems done for the moment, Layla carefully rolls up the map and sticks it in her bag under her poncho. She coats both her kukri in the funky blue poison, opens her own personal umbrella to guard against the rain, and continues to search for the entrance, traps, or any sign of gob activity. See rolls in previous post.

Fellow players:
Anyone who hasn't yet may want to make perception and stealth checks.
Also, it's great how Eris and Shaedo are using bold to indicate talking out loud, but bold italics to indicate talking mentally to the whole group. Makes it clear without needing to describe it every time. Let's all try to do that, if possible. Just add another set of brackets before and after the mental speech with an i instead of a b.

Hey, GM:
Do we know, generally speaking, what our funky blue poison does? I think you may have linked to it somewhere back in discussion, but I didn't check it out then and can't find it now. Sorry!

EDIT: Oh, hey, I found the blue poison online! Although, I believe our GM said ours was even stronger or has some extra effects or something, I'm gonna put the basics here so we all have an idea of what it does:
Blue Whinnis Poison (20 vials each)
Type poison (injury); Save Fortitude DC 14
Frequency 1/round for 2 rounds
Initial Effect 1 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save


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Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Prepared Spells and Abilities:
Since I am the only prepared caster here I shall post in a spoiler exactly what spells I have at the start of each day. Also realized I hadn't included my size modifier to my stealth checks on my character sheet. Also for the GM: Because of my alternate racial trait, I have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing.

Lvl 0 Dancing Lights, Prestidigitation, Detect Magic, Ray of Frost
Lvl 1 (Abj.)Protection from Evil, Ray of Enfeeblement, Obscuring Mist, Color Spray
School Powers: Resistance Fire 5
Protective Ward: 7 casts remaining, +1 deflection bonus, 10ft around me.

I recognize the tactical benefit of group telepathy but I am still wary of the source. We should remove these when me return to Alkenstar. It also appears my mist spell won't be necessary. Suppose it saves me a spell for today.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22


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CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Why would you be wary of the source, Dijiron? They're from the Emergency General! Ceru begins to wonder if the ratfolk is a traitor, because of course the items given to them for their mission cannot possibly be anything but beneficial and it is absolutely clear that everything they are experiencing is fine and perfectly normal for the circumstances. She is careful to keep such thoughts to herself, however, as she does not want to foment dissent amongst the group. She presses forward with the others.

Perception, general looking out: 1d20 + 8 ⇒ (7) + 8 = 15
Perception, check for traps: 1d20 + 9 ⇒ (9) + 9 = 18
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Because I graduated from one the finest academies in Absalom and yet I can't figure out the source of its power nor have I even heard of such a thing being possible. There could be a benign purpose behind it but there could also be a more sinister motive behind it. After all, what if these things don't just transmit thoughts? What if they overwrite them? I think it is not a possibility worth looking into. Pay me no mind. I'm probably just overreacting.

Formatting Explanation:
I realized I've been too critical of the telepathy things when they supposed to be influencing my thoughts. So I decided to show that happening with the non-bolded text.


Those with any survival can tell that not one but two cold-fronts are moving in, and ready to slam into each other (and that warm western front) with full force, and soon. [ooc]Vitreous, from your survival in the Discussion thread, you know that once that fog hits, you all are going to be lucky to see anything, let alone find your way up a slick Tor at night. Oh, hey, look, it's about time for a little more weather...
Re: telepathy-things. It's worth noting: I'm not controlling your mind or character, Dijiron. It sure is... interesting... to watch the conclusions that you guys come to, though. Really interesting. Hee-hee.


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

dotting in....at work limited read time...hope to get more in later...


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny urges her donkey onwards,

"C'mon horsey! C'mon!"

Wishin' every one all'a very bestest. *Mentally continues to skip and dance and hug people* (^_^)


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Meanwhile, Shaedo decides it's important to broadcast her thoughts concerning the unsung verses of her earlier travel song.
"I didn't get to finish singing the Pharaoh's Forbidden Jewel before the storm began. Probably for the best- it has a disturbing ending. I think the Osiriani Pharaoh ends up killing his beloved and binding her to himself as an undead for eternity. Though by doing so, he has lost her forever, so even with eternal life, he shall never have the one thing he truly desires."
*Shudders*
"I suppose the lesson is, normally good things like love- or good intentions- can motivate people to do pretty horrible things sometimes. Though I am *not* saying that has any relevance to *our* situation whatsoever! Nope. None."

Multi-tasking, while sharing her thoughts, Shaedo searches for the hidden entrance, that Layla mentioned as being hidden among the rocky outcroppings, as well as any traps nearby. She moves as silently as the situation allows.
Shaedo tries to stay near Ceru, so as to both warn her of any traps she finds, and not stray into any she may miss, but that Ceru may find.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4
Dijiron wrote:

Because I graduated from one the finest academies in Absalom and yet I can't figure out the source of its power nor have I even heard of such a thing being possible. There could be a benign purpose behind it but there could also be a more sinister motive behind it. After all, what if these things don't just transmit thoughts? What if they overwrite them? I think it is not a possibility worth looking into. Pay me no mind. I'm probably just overreacting.

** spoiler omitted **

Well, I failed all my wizard training, and I haven't made them blow us all up yet, which alone is probably a good reassurance that they are safe.


EDIT: ARG! Lost a bunch of stuff.

Re-making it now, though I'm much less happy with how the prose of this one came out. :(

GM:

1d12 ⇒ 5
1d3 ⇒ 3
1d6 ⇒ 2

A light spattering - really a kind of misty sprinkle - of cold rain begins picking up, joining the occasional heavy drops from before. Though hail has fallen, and been continuing to do weird things, such as becoming a lightning bolt over there, nothing has hit any of you... yet.

Oh, wait: speak of the devil, a lump of hail lands on Ooze, dealing no damage (this time, thanks to his armor), but turning into an inch-long worm-like creature... which instantly spontaneously combusts, roasting itself over the coarse of a second as, attached to his chest, it dies instantly. Ooze would find it quite tasty, if he cares too try it.

Well, nothing dangerous has struck your crew. Yet.

It's then that you begin to notice the flurries. Soft and few, at first, they seem a strange anomaly, but hardly noteworthy. When the frozen flakes of sky-water start fluttering down in earnest, however, they become very noteworthy. ... snow? In central Garund? In foothills? This late in the spring?!

Although it melts or evaporates instantly when it touches any of you, the donkeys, the ground, or really anything, it becomes pretty clear that it's steadily getting heavier. But weather this hot, how-... ah, well, there you go.

Like a blanket wrapping around you, or, more accurately, like a curtan being pulled across the plain, the temperature drops dramatically: what was once 70-80 degree weather suddenly becomes 30-40 - still too much for this kind of snow, but cold. Some of the rain becomes an occasional bit of sleet as well, joining the hail in producing the weirdest of effects. Did... did that rock just try to woo your mother? Okay, that was little disturbing.

Anyway, the rain, sleet, hail, and snow are a... dangerous combination in this terrain. Much more so due to the odd magical events.

Vitreous:
Vitreous: your Survival checks in the Discussion thread are exceptionally helpful, here. You know that should that mist actually come upon you, visibility is going to go to nil. Second, you realize that the snow isn't going to be getting any softer. If you all wanted a blizzard - in central Garund in the late spring - you're in luck! Because one is coming! Hard! Combined with true rain, sleet, and not-enough-cold to sustain a blizzard, but too-cold-to-be-in for an extended stay without... problems.

Also, though it's much harder to notice, based on the cloud patterns, you've got a warm front moving from due-west, and about to hit the two - two! - cold fronts at the same time. When those three - three! Go-zra, what an insane mess of non-Euclidean weather (wait, when is weather ever Euclidean?) - slam into each other, the good news is, you won't be worried about blizzards or fog or hail anymore. The bad news is you'll be worried about a hurricane - a hurricane that will be dropping down snow, sleet, hail, lightning, rain, and wind like the a 'mystic' in Absalom drops Pesh: that is, to say, a lot.

When combined with the magical weirdness - oh, hey, you get a pet frog- oh, wait, no, now it's smoking pipe made of porous coral base with a (literal) swiss cheese-bite/grip (as in it's made from swiss cheese); either way, it's now sitting on the flat top of your hat - you may well be the first gnome privileged to witness a blanket of snow - in a hurricane in central Garund in the late spring in lower foothills - suddenly combust, then animate, and decided to dance a merry jig on the graves - well pyres - of Gob Smash One.

Admittedly, something like that last one is highly unlikely. But then again, you now have a new pipe made of coral and cheese that used to be a frog that used to be a piece of soft sleet, so...

It's quite obvious to most that soft piece of sleet splotches onto Vitreous' hat, spontaneously turning into a frog- oh, wait, no, now it's a calabash-style smoking pipe* made of porous coral bowl/body with a (literal) swiss cheese-mouthpiece (as in it's actually made from swiss cheese). It seems that it might be lit with something, as actual smoke leaks from all of the holes in the pipe's coral bowl, including the big one, but softly.

* The classic "tuba-shaped" tobacco pipe. I have thoroughly exhausted my knowledge of pipes in this post. :D

Grand Lodge

Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

Eris raises an eyebrow at the rapidly mutating storm, and the sleet-frog-pipe on Vitreous' hat. "My word! That's...not something one sees very often."

Raising her fingers to her temple once again, Eris broadcasts another mental alert to the group. "Please stay calm, everyone. We're getting closer to Hightower, and the shelter it promises. As Layla told us, the tower's entrance is concealed somewhere among those rocky outcroppings at its base--coordinate your searching there, if you please."

"Stone, my dwarven friend, climbing the tower is not a bad idea, per se, but risky in this weather--I wouldn't want you picked off the side by a stray lash of lightening! Sunny, dear girl, I highly appreciate your positive attitude. Keep it up, we need all the encouragement we can get! And Ooze, um, friend, are you alright? I heard you screaming at the top of your lungs..."

Once she's checked in with the squad, Eris turns her attention to searching for the tower entrance. Perception: 1d20 + 3 ⇒ (10) + 3 = 13

"Kallisti, my fairest one, would you kindly take a peek around and see if you spot something that looks like a cozy fox burrow? Thank you, darling!" Kallisti's Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Eris and Shadeo's Coversation:
"Niswan, you say? Oh, that sounds intriguing--I've never been. You'll simply have to tell me all about it, darling." Kallisti, still crouched on Eris's shoulder, winks back playfully at Shaedo, though the familiar does appear to be growing nervous about the oncoming storm...


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Male Goblin Ranger 3 | HP 36/36 | Init +6 | Fort +5| Ref +7| Will +3| Perception +8| Darkvision 60ft|

Ooze is lost in his own thoughts trying to overcome the bizarre horror of having OTHER PEOPLE'S voices in his head. He is shocked from his contemplation of breaking off an arrow head and digging the voices out of his superior brain by a rain drop transforming into a pretty worm and cooking itself.

"HOW CONVENIENT!" he shrieks unable to separate his internal dialogue from his new found telepathic ability. Popping the pretty into his mouth he chews voraciously and eagerly looks to the sky for the continuation of worm rain.

"The two eyed mutant humie woman is speaking into my brain." he projects. "Ummm Ooze is fine now, fox herder."

Stealth: 1d20 + 17 ⇒ (17) + 17 = 34
Survival: 1d20 + 7 ⇒ (12) + 7 = 19 +1 if tracking.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25 +2 if audibly detectable.


Vitals: Hp 37/37. AC 26, T 15, FF +23, Fort +5, Ref +7, Will +2 (+2 vs spells and SLAs, Evasion, Stalwart, Fort, DR 2-), Percept +11, Darkvision 60ft, Initiative +6, Stealth +9, Sense Motive -1
Skills:
+11 Acro, +5 Climb, +11 DD, +11 Fly, +11 Percep, +3 Perform (Strip Dancing), +8 Prof (Soldier), -1 Sense Motive, +10 Stealth

any chance you can tell me what my rather decent perception check from my vantage point might incur?
Also, is it bad that i really want Stone to go dancing in the rain, just to see what the RNG would have in store for him? Would it help knowing that he has Perform: Stripdancing?


Stone, yes. I was originally waiting on people to add any more Perception checks, as well as any other checks, before noting what was seen by anyone.

To be clear, you are near the Tor, but not quite on it - not yet. You're in hill-country, and the land rolls - you were able to see the Tor before you could get to it. You rode up the next hill to see the even larger hill that has the large Tor on it.

In any event, being closer, you treat your Perception check as +2 higher (or rather, you lower the DC by 2).

A given spoiler is what you see based on your checks. You may presume that you get the information from "earlier" checks - in other words, Eris, you can see what Layla and Sunny see, and Dijiron, you can see what Eris sees... and so on.

--------------------------------------

Perception:

Layla, Sunny... and Kallisti:
The Hightower Tor is not far up the cliff - there are all sorts of entryways and passages that look like they might lead somewhere, though the notes on the map assure you that most of them lead to dead ends or, more likely, just "dead". Layla, you see lots of sign of goblin that has passed through. Sunny, your urging has encouraged Horse to be on the high look out!

Eris:
After a moment's concentration, you're able to cut out about half of them as clearly worthless - too shallow, way too low, or just not shaped correctly in the slightest.

Dijiron:
There are several predominant openings of which one could probably be the entrance way the map is talking about. Though the map is very clear, and no expense was spared for details or notes, this place has been abandoned for a long time... and has likely seen more than one Mana Storm; it... looks a bit different by now.

Ceru, Shaedo:
You successfully whittle the prospects down to three, however. Yet which of them is the correct one...?

You can tell that there once was a smoothed out ramp of dirt and purposefully cut rock, creating a solid path up to one of the entrances.

Ceru, you begin to notice all the clever traps that have been place: in addition to the natural snares and hazards for rushing across most of the ground (except for the ramp you notice), there are also a few very simple hidden pit traps.

Both of you respect the fact that it's impossible to stealth up the ramp under normal conditions... or you could, but you'd take penalties in your case... but maybe if you could hold off until it was raining, you'd probably be able to do exactly that...

Vitreous:
You see them. Eyes glittering in the dark - in one of the false entrances. An entire warbarnd of goblins without their mounts... waiting for anyone to get close and spring a surprise assault; they wield strangely excellent versions of normal goblin weapons and armor.

They've a number of clever contraptions that help hide them - stone-camouflage nets, stone-shaped tower shields, and similar things. And worse, they look like they've extensively prepared for assaults, by readying themselves to slip into the holes. They're clearly guarding the ramp, however, all eyes are pointed there.

Surprisingly, they don't seem to have seen you, yet, meaning you could still make this a stealth-assault... if you cared to.

Ooze:
You notice that there is one entryway that isn't guarded at all, and has something like a gleam heavy hard metal in it - iron maybe? - that doesn't look like the kind of metal you tell people to hold and bash heads in, but rather the kind that just sits there for a while.

Stone:
There's a door in that one entrance. Also, there's a ladder - or what used to be one - and a very cunningly hidden stairwell leading up the side of the Tor - perfect for ascending to the top of the tower.

Hightower has clearly seen better days. You suspect that there's a hole in the roof up top, and maybe an entrance in...that small cave right there. Yes, it's not on the map, but it may well provide a way in...

You can tell that the main entrance is heavily guarded, though it would be a charge action on their part to come at you before you got to the ramp. It would be exceedingly difficult to get you once you were on the ramp, however.

Additionally, you can tell for certain that there's an entrance in the roof (which you could theoretically scout around and get to from a different way) or from a small cavern (again, coming at it from a different angle). You'd have to leave the donkeys behind, though - they won't fit. Maybe you could find some caves for them, though. Survival Checks required

Short version:
There are numerous potential false-entrances, pit traps, and dangerous things. There's even a hidden cadre of goblins waiting for travelers to get closer than you are, that outnumber you by more than two-to-one. It's also a terrible idea to charge at them: you will be hurt, a lot, quite possibly enough to kill you, and certainly ruin your donkeys' legs (if you're riding them, or yours if you're the one doing the running).
There is, however, a ramp - although hard to get to if the goblins want to stop you, but once you're on, hard for them to stop you.
The ramp leads to the door indicated by the map and, in that same area, there's a hidden stair-and-ladder that leads to the roof - and probably an entrance there. There is also a small cave closer to the ground that might allow you to get in lower, but you'd have to find a place for the Donkeys if you go that way.

--------------------------------------

Survival:

Ooze:
You recognize that the area is ripe for potential ambushes, and you suspect that any attempt to quickly charge at the tower is doomed for failure and broken bones - your donkey's leg and your neck.

Layla:
You can tell that there are a number of murder holes and clever passageways near the base of the tower... it would be an absolutely terrible place to hold battles for anyone taller than four feet, and it could be highly unpleasant for anyone else. There are a few places to hide your donkeys if you didn't want to take them with you, but there'd be no way to guard or hide them. They'd likely be safe from the direct effects of the storm, but it'd be difficult to guarantee that none of the other conjured creatures or effects could come near them or get under the shelter. In fact, the creatures are very likely to seek shelter in those or similar areas.

You're pretty sure, between the other spot checks and your Survival, that there are rather safe passages, and you can lead people to the ramp spotted by Ceru and Shaedo and the others easily and safely enough, even if you couldn't see it. It was left purposefully unguarded.

--------------------------------------

Stealth:

Surprisingly enough, it seems clear that the goblins have not yet seen you - it's possible that they're too freaked out by the random effects, too focused on the ramp, and not terribly observant. You're too far away to engage at present, but at least two of your scouts feel sure you could sneak by or up on this outer group, if you wish.


Stone the Dwarf wrote:
Also, is it bad that i really want Stone to go dancing in the rain, just to see what the RNG would have in store for him? Would it help knowing that he has Perform: Stripdancing?

No, it's not wrong but, one way or the other, you likely wouldn't be playing a goblin* for long, so... your call. >:)

Oh, and, bearing in mind that this thread is, inherently, a roughly PG-13 by virtue of being on the Paizo forums... that skill is always helpful/harmful (at the same time), every time you use it, even! and especially! when it's entirely unrelated to the situation at hand! as then you can come up with a way it applies to the situation at hand...

* or male, humanoid, etc.: a dwarf is a feasible possibility, though... at least just as much as anything else! presuming you don't end up with a character re-roll...


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Okeys, my quickest idea is to simply use the 'edge' of the storm as cover. Close on'a Gobbies who's bein' lookin' out an' SMASH 'em wiff a cavalry, like, charge! (^_^)

Um...or, er, more a donkey like charge... (>_>)

Agin, very much cheers ta' all.


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Shaedo's eyes glint deviously.
This storm is the perfect setting for a trickster! In weather like this, anything can happen, so any illusion, any deception will likely be believed.
We've seen the hail turn to slugs, frogs, pipes and cheese. Why not horses, and dogs? Tehehe!! Why not great terrifying hounds!

Look how they fear the chaos- let's see if we can make them panic. If we play our little trick just right, maybe we get most of them to flee into the hills. Even if we don't manage that, I am sure we can throw chaos into their ranks, and so make them especially vulnerable for a donkey charge!

Between all of us who use magic, we can surely make it sound as if the gobbies are surrounded by everything they detest and fear, and maybe I can try out some of the toys I picked up in Alkenstar!


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

should Lulu make a perception check now? or is there no point right now?

As the storm gets worse lulu and pix struggle to stay out of its way. Pix is constantly flying around trying to catch raindrops before they hit lulu.

Lulu has pulled her hat over her face trying to not get too wet.

the little crystal on the tip of her staff glows with a white light. (as the light spell) so Lulu can see where she is going.

perception if needed: 1d20 + 4 ⇒ (13) + 4 = 17
knowledge nature if needed: 1d20 + 5 ⇒ (6) + 5 = 11
Spellcraft because I have a rank in it, so why not: 1d20 + 8 ⇒ (11) + 8 = 19


Your spellcraft mostly allows you to recognize magic spells when you see them. And you see them. Lots of them, really. In fact, that mist coming toward you from both directions? Combination of natural mist enhanced with repeated iterations of obscuring mist effects that are, you think, created by the magical emanations of the storm itself with no particular intelligence behind it. Similarly, many of these magical events are about as potent as first or second level spell effects, but without sentience or purpose.

You're knowledge (nature) higher than you listed by +1, and remember, you can always take 10 in the future, as they're trained skills... bumping your result just high enough that it nets you information.

Your perception and spellcraft together allows your knowledge of natural forces to inform you that - obviously - the mana storm is not entirely natural... but more importantly than that... you realize that it's not entirely natural: that is, it's not happening of it's own volition. It seems that its being... manipulated... somehow, though at a guess... you'd say it's not fine control, or maybe any sort of control at all. It's more like it's just being... stirred.

In fact, in some ways, it seems more like a natural reaction after all... a natural (insomuch as that applies) reaction to something unnatural in the area, like antibodies rushing to the site of infection. You've no idea what that actually means, however - it just seems to be a reaction by the Mana Wastes to some sort of unnatural (well, more unnatural)... something.


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Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"We've got all these nifty new sneaking and murdering abilities, it seems ta me that we oughtta use 'em!
Our mission is to wipe out the gobs, not scare 'em off, but a direct charge not only breaks our donkeys' legs, it loses us the element of surprise.
I suggest we sneak up on the band of 2 dozen gobs who are watching the main approach to the tower and wipe 'em out before they know what hit 'em.
The main question is what to do with the donkeys.
Option 1: We could let the misty outer edge of the storm provide cover for us as we ride the donkeys up near the gobs-in-hiding, wipe out the gobs, and then ride our donkeys up the ramp and into the tower.
Option 2: We could hide the donkeys in a cave near us out here to let them wait out the storm, sneak up on the gobs on foot, then wipe them out and more freely enter the tower ourselves.
Option 3: We could let Stone and Ooze go up the main way toward the tower with all the donkeys tied together, while the rest of us sneak around on foot to surprise-attack the gobs-in-waiting, who will probably be distracted by and confused about Stone and Ooze riding up (seemingly peacefully) with all those donkeys. Then, once we wipe out the gobs, our donkeys will be right there to ride up into the tower.
Thoughts? Suggestions? Votes for which option?
"


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

"That's whut I said. I be sayin' tha' first option." Sunny shields her face from the worst of the rain as she peers at their target, urging her donkey to keep up with every one else.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru mentally shares the locations of the put traps she notices.

I think option one might work best too... and Shaedo could some of the tricks she was talking about. Two's not a bad idea either. I wouldn't say three as you yourself, Layla, said we shouldn't split ourselves up.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

I'm definitely for any plan that doesn't involve charging on our steeds. I'm not one for such melees. I prefer a more tactical approach. Thus Option one is preferable.

I like option 2 as well as it removes the x-factor of the donkeys but it could leave them vulnerable. Option three would work better on saner opponents that would search for a logical response rather than attacking anything unfamiliar on sight.

We should definitely try to confuse them before attacking in order to soften their defenses. Eris, you and I can distract them with some crude constructs made with prestidigitation while Shaedo confuses them with some ghost sounds. Stone can call out to them in goblin and try to lure them out while the rest of us attack. What do you all think?


Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

Distractions are my specialty. Let me load this alchemist fire into the vial launcher. When this thing goes off everyone will know where I am and if those goblins are that eager for a fight they'll come straight for me. Option 3 is my favorite, but it looks like option 1 will get the job done! I don't think we have time to hide the donkeys and then fight them with these nasty storms coming in fast.

Squad leader, ma'am what're your orders?

Vitreous loads and alchemist fire from his bandoleer into his pistol and loads a cold iron bullet and black powder into the main barrel.

Thinking to himself:
I wonder if I could rig the blue whinnis (but its green?) to explode and poison multiple goblins all at once as splash weapon?


Think to yourself, yourself responds:
You got alchemy or engineering? Yes? Then yes. It'd be a highly diluted dose, and, as Blue Whinnis is injury, you'd need to make sure they were hurt when you applied it... somehow. Maybe by combining it with a different splash weapon? You'd have to make a non-take-10 check, though.

Grand Lodge

Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

For a moment, Eris is overwhelmed by the complexity of the situation. So many possibilities, and too much of a chance for her squad to be hurt--or killed--if she makes the wrong choice. But she quickly puts it out of her mind. She is a Kaddern, by the gods, a scion of true nobility, and she would not fail her troops here!

She sits up straighter in her saddle (as best she can, as Inconvenience is not a particularly imposing mount) and addresses her comrades with another mental broadcast. "Thank you all! There are a lot of excellent plans and ideas being passed back and forth, and I, for one, am humbled by your bravery and ingenuity."

"Here's what we know for certain: One, we cannot risk fighting in the storm, and Two, those goblins have too strong of a defensive position for us to assault head on. Three, the goblins will outnumber and flank us if we face them in the open."

Eris looks down the hill, trying to analyze the features her squad has spotted and pointed out to her. She bites her lip, anxiety at the thought of potential battle warring with her innate confidence and pride. "We could simply ignore the goblins and ride past them, in stealth, with the edge of the storm. But I think you've all seen that would solve little. We shall have to face the goblins when we choose to leave Hightower, and they may have received reinforcements by then."

"So we're going with Layla's option one, my dear comrades. Let's get into a defensive position and fight some goblins! Here is what I would like you to do: anyone capable of creating a distraction, do so. Draw the goblins' attention away from the approach to the main entrance. As they're distracted, the entire squad will ride past the goblins, seizing the ramp and taking the defensive high ground. Our artillery--that's Stone, Ooze, and Vitreous--will provide cover, if needed, while we ride past the goblins."

Eris' confident smile as she lays out her plan is a thing of beauty. "Once on the ramp, we'll be in a good position to draw the goblins out and dispatch them. They'll lose the advantage of numbers. We'll want our armored fighters at the bottom of the ramp, with our ranged support above them, taking advantage of the height to gain a clear line of sight on our opponents. Those of us with healing wands will take up a middle line, providing support to the front liners."

"All of you are free to follow your own instincts in battle; I trust you. Together, we will triumph!"

Eris pulls out her everburning torch, lit with a startling ice-blue flame, and raises it into the air. Aloud, she shouts, "Ride on, my comrades! We are the vanguard of the storm!" Then, with a sharp spur to her donkey's side, Eris rides at full speed down into the valley, focused on the ramps at the main entrance.

Spoiler:
Sorry for long post! So much opportunity for dramatic speeches. Anyway, here's an Initiative roll: Initiative: 1d20 + 2 ⇒ (16) + 2 = 18 And Eris will use flare and prestidigitation spells as her distraction methods.

Here's hoping I haven't just created a plan that will kill us all! Of course, none of your characters are under any obligation to follow Eris--she just over-confidently thinks she's the leader, but that doesn't really make it so!


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

EDIT: Opps, I was presupposed! This probably would have been said maybe a second before Eris' very impressive speech, if that is okay. ^^

Initiative:
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

What I don't like is that there are so many gobbies over there. I want there to be fewer. We get some of them to run off into this weather, we would be killing them. They won't survive this tempest! Also, Dijiron is right. We could weaken them a little by confusing them.

However, I like Layla's strategicy thinking. I like option one. We stay together, and if things don't go our way, we can make a quicker get away on our donkeys than on foot. We should try to position ourselves near the tower during combat, so we can run into there if we have to.

Vitreous! You are a gnome after my own heart. If they remain distracted, maybe we can set a little trap of our own? I have the ability to turn invisible. Let's say I lay out some caltrops and oil between them and us, then we strike from range, and you set fire to their path as *they* charge- over caltrops! (Yiiiheehee!)

But Kall-I mean Eris- is in charge, so I too wish to hear her thoughts. (Literally! Tehehe!)

Shaedo asks a question of herself:
Would I have time to add poison to my caltrops before combat? Yihehe!
Apologies to the GM for such a long post!

Eris and Shaedo's conversation:
"Yes, Niswan! I have faint memories of being there as a little kitsune kit, and then it was one my clan's last stops before coming to Alkenstar! It was the only time in my life I had ever performed before an actual court. They were just a small family- but they were being waited on by an actual genie!

"It is a beautiful place- with silk banners, fountains that pour wine, people from all over the world gathering to trade stories and learning, everything is vibrant. And the city is surrounded by some of the greenest country I have ever seen. It was one of the few places my clan had ever met another kitsune troupe! (I suppose those silly nobles wanted an evening of kitsune entertainment!)

"Oh, Eris, you would love my troupe! And they you! Oh, I hope they are okay. I was separated from them when I was drafted. In particular you remind me of Yunoki..."
Shaedo's speech trails off as her ears suddenly perk up. She looks into the sky, and also notices Kallisti getting restive.
"A storm in this place is likely going to be... very bad..." Shaedo muses with concern.


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CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru nods agreement with the plan, and checks her pockets to be sure everything is where she expects it to be. She makes sure her acid flasks are not where her cinnamon is, because there is no reason at the moment to spice the goblins.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Initiative: 1d20 + 7 ⇒ (13) + 7 = 20

Dijiron casts Prestidigitation to create a simulacrum made of rocks and has it dance within range of the goblins.


Ask yourself a question, give yourself an answer:
Yes: you're skilled at poison; no apologies needed.

Oh, and probably totally unimportant whatsoever. Yep. Totally. Maybe. Muwahahah. (It's probably not what you think it is. Heh.)

GM:
1d20 ⇒ 16
1d20 ⇒ 2
1d20 ⇒ 19
1d20 ⇒ 15
1d20 ⇒ 10
1d20 ⇒ 15
1d20 ⇒ 13
1d20 ⇒ 13
1d20 ⇒ 14
1d20 ⇒ 17
1d20 ⇒ 2
1d20 ⇒ 7
1d20 ⇒ 8
1d20 ⇒ 3
1d20 ⇒ 5
1d20 ⇒ 10
1d20 ⇒ 11
1d20 ⇒ 11
1d20 ⇒ 7
1d20 ⇒ 12
1d20 ⇒ 2
1d20 ⇒ 20
1d20 ⇒ 9
1d20 ⇒ 18
1d20 ⇒ 10
1d20 ⇒ 6
1d20 ⇒ 6
1d20 ⇒ 18
1d20 ⇒ 17
1d20 ⇒ 16
1d20 ⇒ 7
1d20 ⇒ 9
1d20 ⇒ 8
1d20 ⇒ 13
1d20 ⇒ 13
1d20 ⇒ 11
1d20 ⇒ 2


Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

Shaedo applies poison to as many caltrops of one set as she can, before it looks like real combat is beginning. She then turns invisible should time remain before the attack begins, or at the first opportunity once things start.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

makes sense not only to test these mutated goblin strengths as well as ours in the mean time while removing threats that could come and hit us in the back

beylinda will draw her weapon and readied herself for what was about to come


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Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Approaching the ramp and the goblin's as stealthily as he can, Vitreous aims at a spot in the middle of the goblins and fires the vial launcher, lobbing a vial of alchemist fire in their midst. Then command Snuffles to take him up the ramp!
Ride: 1d20 + 7 ⇒ (6) + 7 = 13
Attack a square to hit most goblins: 1d20 + 4 ⇒ (15) + 4 = 19
Due to the vial launcher having shorter range than the pistol, I'm firing at my second range increment, so getting a -2 penalty to shot. I am trying to hit the ground and not a specific target so the AC to hit should be pretty low.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sowwie! Will be out of communication/gaming for the next few days.

Should be able to keep an eye on what's happening, but if you need a post from Sunny to move things along, please feel free to 'Bot' her.

Very much cheers and wishing every one all the very best.


Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Layla smiles and nods at Eris's inspiring speech, and grins wickedly at Vitreous's plan to lob poison-coated alchemist's fire at the gobs.
She recognizes that Shaedo does have a point that any gobs who run off alone into the storm are most likely dead anyway, but still, she likes to finish a job as completely as possible. She remembers a story she heard once in a tavern about some hyenas who were supposed to kill a little lion cub, but they let him run off, thinking he was as good as dead, only to have the lion return years later, fully grown and angry. ... Yeah, she plans to kill as many of the gobs as possible.
When Eris spurs her donkey to ride ahead, she mentals to the group,
"You heard our leader! Move out! Just watch your path to keep your donkey on the smoother ground, and try to stay in the mists for cover! We want to get to that ramp without them noticing us, if possible! Tricksters, have fun with those distractions! Go Gob Smash One!"
Her plan is to ride near the front to help with scouting out the best path, then, if they make it to the ramp unnoticed, she will stop at the base of the ramp, letting others go up past her, and handing one of them the reigns to her donkey, from which she will dismount, after pulling on her cleats, to avoid slipping on the slick ground. She will wait, on foot, at the base of the ramp, a kukri in one hand and the other hand free to throw her chakram in case the occasion presents itself to attack before the gobs close to melee range.
Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
See my first post on this page for stealth, survival, perception, intimidate, profession (gob hunter) and knowledge (local) checks.


Male Goblin Ranger 3 | HP 36/36 | Init +6 | Fort +5| Ref +7| Will +3| Perception +8| Darkvision 60ft|

Init: 1d20 + 6 ⇒ (10) + 6 = 16
Stealth: 1d20 + 17 ⇒ (13) + 17 = 30
Ride: 1d20 + 13 ⇒ (14) + 13 = 27

"Yes! Ooze will finally slay lesser Goblins! he mentally chortles with glee as he draws his bow and seems to disappear into the shadows of the storm.

Following the plan, stealth up the ramp, dismount, start raining down arrows.


You finish your votes and basic preparation and, as you spur your mounts forward, the storm... envelops.

The arrives first, as it begins to come heavily, and you can see hail falling all around now, though not as consistent as the rain or sleet... or snow. Surprisingly quickly, even though it melts rapidly, small snowbanks begin to build, melting and turning into puddles, that actually float other banks of snow, slowing the melting process, allowing a hint of snowy build-up.

GM:
1d100 ⇒ 67
1d20 ⇒ 6
1d12 ⇒ 10
1d6 ⇒ 2
1d8 ⇒ 4

The sleet, though far more sporadic than the rain, increases in frequency as well, leaving a clattering sound as it impacts and transforms all around the lot of you, but leave you entirely unscathed... for now. As random creatures or objects simply exist, are destroyed, or meld into one another - here a hat of what appear to be crackers; there a kiwi bird in a nest crafted of kiwi fruit; the bushes on that hill suddenly twisting into a dangerous-looking gazebo; way over yonder in the distance, an enormous oak tree suddenly sprouts and grows tall, only to transform into a huge wooden goblin, and then catch on fire and waste to ashes that, upon being impacted by no less than ten pieces of hail turns briefly flares with an entrancing yet sickening rainbow before becoming a swarm of fey-touched wasps helplessly whipped away by a gust of wind - you begin to feel the crackling in the air that comes with magic far, far too great for anyone to wield.

The thought, probably started by one of you and lent around absently, idly flits through the network that you wonder if this is what the deepest reaches of the Maelstrom itself is like.

The noise goes from distant white noise to heavy clacking to 'make it stop!' as wind, thunder, and lightning stir up powerfully all around you. You see over a dozen lightning strikes over the course of a few second in the sky, from air to earth, and even a few seemingly along the ground itself; strange crackling orbs of beautiful but exceedingly eerie colors float seemingly of their own accord - those with a more naturalistic inclination are aware of "ball lightning" and, what is normally an exceedingly rare event is on display in full force for all to see: it's not rare right now. Though pitch without it, the ball lightning, and constant background of lightning (and the accompanying near-deafening thunder that comes with it - the kind that rumbles through you, where you can feel it behind your breastbone in your chest) provides enough light that you can keep to the path, memorizing the way you need to go, quickly.

As you begin getting close, the mists surround you, instantly cutting you off from the rest of the world around. It's akin to being swallowed by an enormous blanket, or being lost in a land of grays and darkness. For an instant, there's a sensation of feeling forever alone and disconnected, save for the faint touch of the minds of everyone else within your network, before your steeds, led by knowledge and apparently rapid memorization of the safe path, break above the slowly-rising fog cover to look down on the unsuspecting goblins, currently somewhat shaken from the sudden arrival of the end of the world.

If they only knew.

Just before breaking above the mists, Vitreous, having solidified his mental picture of the area, launches a hastily rigged alchemist fire-poison right behind the goblins to scare them out of their hole.

There is a moment of slowness as his finger depresses the trigger, and the device begins to hurl its charge. He feels it, first - the kind of heavy charge of magical energy that comes with the activation of a spell.

Stone happens to see a couple of pieces of hail heading directly for Viterous' head, that instead slam into themselves. As his hastily rigged vial of gobbo-doom lets fly, so does the magic, picking up the device and hurling it, creating a straight line cutting through the fog as a couple of stunned goblins see the gnome for but an instant before he vanishes back into the mists. The sudden - and excessively potent - gust of wind whips from the no-longer-extant hailstones, claiming the twin-death and moving it hard, right at past the goblins and into their hidey-holes... and into the heretofore unseen barrels beyond.

You all feel the explosive as it quakes the ground ever-so-briefly, causing goblins to flail about in panic, running from the grave flames, straight for the ramp. It seems at least two are actively on fire, you watch a third blunder into his own trap in terror, instantly breaking his leg... and then his neck, as he gives out a startled "Gob!".

Two of them stagger, dazed, with a sickened expression on their face, before collapsing into a pleasant sleep as the fires move out and engulf them.

The rest very quickly come to their senses, as you hear some voices yelling things like "GOB-GOB!" or "GOBLEG!" and "GOBGOBBLE!" with a final "GOOOOOB!" - it's like no form of goblin you've ever heard, not even you Stone and Ooze.

Though some are partially burnt, begin charging for the ramp, clearly hoping to escape the hellfire unleashed behind them.

If you haven't roll for initiative, and roll for stealth; the latter roll determines how ready they are to fight.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

init: 1d20 + 6 ⇒ (1) + 6 = 7

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25


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Lulu Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Stone Initiative: 1d20 + 6 ⇒ (3) + 6 = 9

Sunny Initiative: 1d20 + 3 ⇒ (6) + 3 = 9; also, Beylinda, since you've seen how she does before, would you mind being the one boting Sunny?

Hawkeye Initiative: 1d20 ⇒ 5

Initiative:
20: Dijiron, Shaedo
18: Eris, Layla
16: Ooze
14: Ceru
12: Vitreous
10: Lulu
9: Stone, Sunny
7: Bey

You don't need to wait for someone higher in initiative to post before you - simply describe your general action and, if it's not possible to accomplish (because, say, that goblin's dead), I'll go with a different one that's as similar as I can come up with or you can change your stated action.

To avoid confusion: six of them died in that phenomenal explosion (one directly, two flailing on fire, a third from running into a trap, and two more from falling asleep... and into the spreading fire... - I'd warned you you'd had some "luck"... and it may not be over, for good or ill...) and there are now 17 of the little cretins running mostly blindly through the mists, toward the ramp, though they are not there yet. You are above the mists... for now, though they're rising rapidly... and can mark the locations of the goblins by the trails their movements make in the mist. Effectively, you all have concealment, and they don't, for now, though that may will change in starting the following round. Currently, they are frightened and confused, yet still somehow acting in a relatively orderly manner. Their hidey-hole and some area in front and around is currently on fire.

EDIT: the ramp is highly uneven - it blends into the ground - but presume about forty-foot wide at the base, but narrows quickly, and ends at about ten at the top; it's about 80-100 feet "long", depending on what arbitrary "near the ground" point you start counting as the ramp. The place where you are is currently about 18-24 feet wide, give or take.

Also, because it was asked, Vitreous held onto his hurler device - it was only the special bomb that was picked up and whipped away (though it was a close thing, actually, as it tore at his grip briefly).

Eris Dexterity: 1d20 + 2 ⇒ (3) + 2 = 5

Lulu Stealth: 1d20 + 12 ⇒ (1) + 12 = 13

Sunny: 1d20 + 8 ⇒ (13) + 8 = 21

Current Stealth:
34: Ooze (going with your earlier one, Ooze)
26: Ceru, Vitreous
25: Beylinda
22: Dijiron
21: Sunny
13: Lulu
16: Shaedo
14: Layla, Stone
5: Eris

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