
Booj |

The little monk slinks off among the trees and bramble, seeing what there is to see.
Not being extravagantly daring, but want to come back with something useful in info. 3 Stealth, 3 Perception, and whatever else the GM asks for.
1d20 + 11 ⇒ (10) + 11 = 211d20 + 11 ⇒ (8) + 11 = 191d20 + 11 ⇒ (20) + 11 = 311d20 + 2 ⇒ (8) + 2 = 101d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (9) + 2 = 11
Quiet and blind, as advertised!

Aardvark DM |

Yuriel, still need a spot for you. Booj, which direction are you moving, NW toward J19 along the path, N toward the hill at L28, or NE around back toward K32?
Thank you Armand, it is a scanned image though, with some of my homemade terrain thrown on top. It looks like we lost Seljak for sure as well.

Aardvark DM |

Booj scurries off into the treeline, as always, gleefully enjoying a task given to him. You see him scrabble through the trees, losing sight of him now and again. As he passes the next shrub, you lose him entirely, he really is proving to be an excellent sneak.
Don't forget your 20 gets a +5, so it's a 36 stealth.
It will take him two rounds to get to where he is. Is anyone doing anything until he returns?

Aardvark DM |

Booj, are you going further/doing more, or will you return with your report?

Armand Duvallier |

Armand finishes up his manicure and breathes gently on his dagger.
"I am prepared. Already I grow annoyed and this is good. Chalyse shall build my fury into a mighty weapon."
As usual he looks slightly incompetent, but his dagger crackles slightly.
Readying Lightning Strike for first enemy to appear in range.

Aardvark DM |

It will also take him 2 rounds to return, I will give Yuriel a little more time to respond, then will most likely update later today (8-10 hrs from now)

Aardvark DM |

Booj pops up out of the nearby flora, briefly startling the rest of you with his sudden appearance. He gives a quick summary of his findings, which in this instance happen to be not much of anything. The tower appears to lack signs of activity, the question becomes about to to proceed.

Aardvark DM |

There is a door in the north side of the tower facing square G25, and 3 windows spaced evenly on the second story, facing I24, I28, and K26 respectively. It's about 30' high, two story, the windows are about 16-18' from the ground.

Yuriel Gard |

Yuriel breathes an almost unnoticeable sigh of relief as Booj returns unharmed. "Well, shall we secure the tower then? It seems untenanted, but we should still be careful. Shall I lead out?"
Yuriel retraces Booj's path round the NE side of the tower, moving as far asmpossible this turn.

Aardvark DM |

You all ease up together through the wooded landscape, following the way that Booj had chose to travel. As a group you skulk up the small hill and around the tower, opposite the clear road, that most likely would be watched if anyone were to be watching. Together you make it close to the towr, and can see the door fairly clearly from here. Still, there have been no signs of activity from within.
In case it's tough to see them, you guys are all at around E30

Aardvark DM |

As Yuriel creeps up to the door, ready to face what lurks beyond its facade, a yawning maw of ground opens beneath his feet, and he is able to step back in time to avoid falling into its depths. His cautious pace most likely aiding in the prevention of his fall. With the crumbling of the false floor over the pit, there is an accompanying clatter of ringing bells, as if the surface were rigged to some alarm system. It looks like there is limited time to act before whoever the alarm is for springs to action.
Pit attack against Yuriel, 1d20 + 4 ⇒ (3) + 4 = 7 vs Ref, miss. Yuriel stands safely beside it. You get a surprise round (1 action)before initiative.

Yuriel Gard |

"I think I set off an alarm," Yuriel calls to the others, somewhat redundantly. The blue-skinned elf raises his bronze shield to just about chin height, relaxing into a balanced and alert defensive pose.
Total defense action. +2 to all defenses until SOMNT. AC 20; Fort 18; Ref 15; Will 14.

Aardvark DM |

Following the alarm of ringing bells, a flurry of activity can be heard from inside the tower. Looking back, it's not much of a lookout if the alarm is only raised when someone approaches the tower door itself.
Armand 1d20 + 3 ⇒ (18) + 3 = 21
Booj 1d20 + 4 ⇒ (6) + 4 = 10
Jacen 1d20 ⇒ 19
Yuriel 1d20 + 2 ⇒ (7) + 2 = 9
Kobold Q 1d20 + 5 ⇒ (18) + 5 = 23
Kobold S 1d20 + 3 ⇒ (19) + 3 = 22
Kobold T 1d20 + 5 ⇒ (12) + 5 = 17
Order of Init:
Kobold Q - No visible action
Kobold S - Fires at Yuriel
Armand -
Jacen -
Kobold T -
Booj -
Yuriel -
The sounds from within the tower belies no indication as to just how many may be inside. Before too long though, two small reptilian heads pop up from over the battlements of the tower top. Seeing a victim at the door below, they each load their slings with a clay globe, slightly bigger than a sling bullet at let fly down towards Yuriel. Armand is just able to cast at them before they let fly, but they are just far enough away that Jacen's spell will not reach them. They let fly down at the Water Elf, one hits nearby into the depths of the pit, leaving a glob of sticky substance. The other, though, hits Yuriel hard on the shoulder, breaking open and dumping cinders down his arm.
Kobold S2 1d6 ⇒ 4, attacking Yuriel 1d20 + 8 ⇒ (14) + 8 = 22 vs. AC, damage 1d6 + 5 ⇒ (6) + 5 = 11 and 2 Ongoing Fire damage (save ends).
After Armand's readied action, he then takes his normal turn, is that correct? They have superior cover while on the tower top.

Armand Duvallier |

Lightning Strike (Ref)
1d20 + 5 ⇒ (1) + 5 = 6 v K2 - bleurgh
Startled by the sudden appearance of the kobolds, Armand's readied lightning acts only as a flair to highlight the group's presence.
"Now, I am enraged."
Tired of his own incompetence, he tries again, hurling another bolt at the snickering kobolds. This time the bolt at least goes in the right direction.
Lightning Strike (ref) by K2 again as his main turn.
1d20 + 5 ⇒ (9) + 5 = 14 - maybe a hit. If so,
1d8 + 7 ⇒ (5) + 7 = 12 to K2 and 3 damage to K1.
He retreats prudently behind a tree.
Move to C31 and hopefully gain cover.

Aardvark DM |

Armand's bolts strike at the tower, causing the kobolds to flinch in worry. The first struck just below the top, much like a judge for where to aim next. The next shot is almost right on target, but the blocking effect of the battlements reflected the bolt away from the target.
Jacen's turn

Aardvark DM |

Booj 1d20 + 2 ⇒ (5) + 2 = 7
Jacen 1d20 + 4 ⇒ (16) + 4 = 20
Yuriel 1d20 + 4 ⇒ (3) + 4 = 7
Nice, Armand got it exactly on the dot, and only could have with a rolled 20
Passively, everyone but Armand knows they are Kobolds, small natural humanoids of the reptilian type

Yuriel Gard |

Yuriel curses, brushing burning sticky embers from his shoulder with one gauntleted hand. "We need to get closer! I'm going in."
How easily can Yuriel get into the tower? Does he need to jump over the pit or can he edge round it?

Jacen Ramirez |

Jacen unleashes Kavast's holy fire upon the nearest kobold slinger.
Sacred Flame
1d20 + 4 ⇒ (15) + 4 = 19 vs S2?'s Reflex for 1d6 + 4 ⇒ (3) + 4 = 7 radiant damage.
On Hit: One ally Jacen can see (Yuriel) can make a saving throw.
Move to F29.
___
24 of 24 HP; 8 of 8 Surges
Initiative +0:
Passive Perception 14, Passive Insight 19; Low-light vision
AP: 0
Conditions: none
Dailies:
Encounters:

Aardvark DM |

Jacen uses Armand's shots to adjust his own aim, and it pays off. The kobold shrieks in pain and then yells something back in an indiscernable sibilant language, yet the amount of snark is audible. The strike is motivation to help Yuriel fight through the burning cinders, but they stick and the pain persists. There is some movement inside that can be heard from the windows, but nothing visible.
The door can be reached from the edge of the pits (squares G9 and H7), but is locked and either needs to be picked or hacked, there's no room to shoulder it.
The walls are mortared stone, but old and crumbled, DC 15 Athletics to climb.
Yuriel -
Kobold Q - No visible action
Kobold S - Fires at Yuriel
Armand - Launches lightning at slingers and misses
Jacen - Hits Slinger 2 with Sacred Flame
Kobold T -

Booj |

MInor: Stow sling. Move: H10. Standard: Crane's Wings vs S2 Fort, w/Flurry
1d20 + 4 ⇒ (18) + 4 = 221d10 + 4 + 5 ⇒ (4) + 4 + 5 = 13
Looks like a hit! Decline the push.
Booj stows his sling, realizing the nature of the fight in front of him. He then cartwheels into the nearest kobold, kicking him soundly in the nose before landing in front of his opponent.

Aardvark DM |

The only two visible kobolds are on the top of the tower, 30' up

Jacen Ramirez |

The kobold shrieks in pain and then yells something back in an indiscernable sibilant language, yet the amount of snark is audible. The strike is motivation to help Yuriel fight through the burning cinders, but they stick and the pain persists.
"If pain persists, see a doctor."
I just noticed that my avatar looks like Dr House played by Hugh Laurie.

Booj |

The goblin flings a stone at one of the kobolds on top of the tower, then flings himself at the tower, attempting to grab a jutting stone some 8 feet above the ground.
Ah, misunderstood, sorry. In that case . . . Standard: Sling vs Slinger2 AC. Minor: Stow sling. Move: Jump as far as I can up the wall with Crane's Wings.
If I can keep the roll, that would be ideal, of course. But if not (and a new damage roll, necessarily)
1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (6) + 4 = 10
Athletics to jump. with +5 power bonus, running start. Athletics to cling.
1d20 + 9 ⇒ (10) + 9 = 191d20 + 4 ⇒ (20) + 4 = 24
That's a vertical leap+grab of 5' (4' for Booj, 1' for his arms) + 3' (19/5)

Aardvark DM |

I'm fine with you keeping the first attack roll.
Booj sets his sling to spinning and fires at that very same sweet spot that saw Jacen's righteous blast strike true. The stone thunks off the head of the kobold, setting him reeling briefly, a large cut bleeding down his face is clearly visible from even this distance. The little goblin then grasps the nearby tree, swings onto a low hanging limb, and flies at the tower. He lands over a man's height up the wall, and clings to it like a spider. Not only does he cling there, he easily makes his way up without problem to end almost twenty feet off the ground, and is now parallel to the window in the east wall.
You had 4 sq of move left, and a 29 total for the climb, I took liberties that you would climb. If you prefer I will keep you at where you landed.
Kobold Q - No visible action
Kobold S - #2 Bloodied, Fires at Yuriel
Armand - Launches lightning at slingers and misses
Jacen - Hits Slinger 2 with Sacred Flame
Kobold T - No visible action
Booj - Shot Slinger 2, then leapt onto and climbed the tower

Yuriel Gard |

The door can be reached from the edge of the pits (squares G9 and H7), but is locked and either needs to be picked or hacked, there's no room to shoulder it.
The walls are mortared stone, but old and crumbled, DC 15 Athletics to climb.
Yuriel takes a quick look at the door then discards that option, he's no light-fingered thief, and spears are not made for hacking. Better a dangerous climb than to sit here meekly as a target. "Good idea, Booj. I will race you to the top. Cower, kobolds - your doom rises!"
Yuriel starts climbing the wall infront of him, following Booj's example. Athletics: 1d20 + 9 ⇒ (3) + 9 = 12. Saving throw: 1d20 + 2 ⇒ (12) + 2 = 14.