Diremerc's Emerald Spire (Inactive)

Game Master DireMerc

Loot log

Fort Inevitable Map

locations:

1. Caerlin’s Vineyard:
Few people with elven blood wind up spending much time in Fort Inevitable, but the old vintner Caerlin is an exception. Now over a century old, he wears his years well, as most half-elves do. A former resident of Mosswater, he escaped from the town’s monstrous destruction more than 50 years ago and reestablished himself in Southwood—the best grapegrowing country he could find nearby. Caerlin strongly dislikes the Hellknights, and refuses to use slaves. He does make use of indentured servants, but treats them fairly and pays them well when they complete their terms. His daughter Taeserle currently manages most of the winery’s production.

2. The Stonde Homestead: Giles Stonde was swept up in Lady Commander Drovust’s investigation of Lord Varden’s assassination and hanged by the Hellknights, leaving his wife Ilyana Stonde and their young children without a means of support. Ilyana and her children are scraping by, earning a little money by gathering mushrooms and herbs in the nearby woods, tending a vegetable garden, and keeping a number of chickens and goats.

3. Drurn’s Tannery: The burly half-orc Drurn, a retired sellsword, owns this tannery and the adjoining pasture lands. His work is not especially good, but it’s cheap and convenient for the crafters and tailors in Fort Inevitable. Drurn keeps a dozen slaves in dismal conditions, and is routinely in trouble with the Hellknights for his excessively brutal treatment of them.

4. Naldred’s Farm:
Expansive fields of golden wheat surround the fine stone farmhouse of Naldred Tillman. Naldred is the largest private slave owner in the Hellknights’ domain, with a half-dozen hired overseers keeping watch over almost 30 field slaves, who are housed in a secure barracks building across the lane from Naldred’s home. Naldred’s fields stretch for almost a mile south and east of Fort Inevitable, and this huge farm produces a vast quantity of grain in most years. Blunt and opinionated, Naldred is a staunch supporter of the Hellknights’ rule; in fact, two of his sons are currently training as armigers. He is a hard taskmaster, working his slaves to exhaustion, but he is rarely capricious or cruel for the sake of cruelty.

5. Holworth Dairy:
The green hillside overlooking Misty Lake is home to the Holworths, a large and rambunctious clan of native Southwooders who have lived in this spot for the better part of 2 centuries. The current matriarch of the clan is Nilsa, usually referred to simply as Mother Holworth. She is a stern, sharp-tongued woman halfway through her seventh decade who has outlived two husbands and now has a house full of children, grandchildren, and even a couple of very young great-grandchildren. The Holworths are noted for producing a variety of excellent cheeses, although they’ve had an increasingly hard time paying the Hellknight taxes over the last couple of years.

6. Serragon Ironworks:
Just downhill (and downwind) from the Holworths’ dairy farm is the largest foundry in Fort Inevitable, the Serragon Ironworks. The ironworks’ proprietor is Daldar Serragon, a former nobleman of Galt who fled to the River Kingdoms 20 years ago to escape the gallows. He bought out a local smelter from its previous owner, and expanded the workshop over the years. Daldar is not much of an artisan, but he has the loyalty of an excellent ironmaster, the dwarven smith Hurmarsk Firehammer. Most of the Ironworks’ stokers and cinder haulers are slaves, while the actual metalworkers are employees.

7. Misty Lake:
The original settlement of Southwood was established here because the site combined good farmland with easy access to water. Misty Lake is fed by both a small, unnamed stream that flows out of the southern Echo Wood and springs under the low hill on which Fort Inevitable stands. The lake is deep, reaching 50 feet in its middle. There are rumors that an old lord of Southwood concealed a treasure chest in the lake more than 100 years ago. People have tried various schemes for searching the lake bottom, but no one has found any treasure yet.

8. Kettlefoot Mill:
The well-established halfling miller Anden Kettlefoot is the owner of this large and prosperous mill. Anden is a man of 40, and lives in the attached house with his wife Seela and several small children. He quietly sets aside flour and money to help anyone in need. More than once he has stepped in to save an unfortunate citizen from going into debt and losing everything to the lady commander’s court—a dangerous habit that hasn’t won him many friends among the Hellknights.

9. Mosswater Gate:
Fort Inevitable’s impressive defenses begin with two main gatehouses; the western gatehouse is known as the Mosswater Gate. This gate consists of a large timber door sheathed in iron plate, plus a portcullis on the inner side. Numerous arrow slits overlook both the approach to the gates and the interior passage, which is also covered by murder holes set in its ceiling. The upper floor of the gatehouse serves as extra barracks space and storage for the Hellknight garrison. The Mosswater gate is under the command of Maralictor Kiera Wirt. She leads a detail of five Hellknighs who question everyone entering or leaving town. Maralictor Wirt is a decent person for a Hellknight, and applies a good deal of common sense and compassion as she executes her duties.

10. City Wall:
A strong city wall protects Fort Inevitable. The walls average 30 feet in height and are a little more than 10 feet thick at the base. A battlement at the top faces outward, with an 8-foot-wide walk running the length of the wall. Towers every 100 to 200 feet provide good arcs of fire against approaching attackers, and serve as extra storage for food and arms. The towers also provide extra barracks space when the lady commander needs to house more Hellknights than can easily fit in her own keep, the gatehouses, and the Mardyl Barracks. Hellknight sentries regularly patrol the wall tops and the towers.

11. Gate Market:
Fort Inevitable’s market square, which lies just inside the Mosswater Gate, is quiet, orderly, and very tightly regulated. Local farmers and livestock-keepers apply to the Citadel for licenses to bring their produce, dairy goods, and meat to market on a regular rotation. The townsfolk often meet and gossip in the market square while stocking up on household provisions; “I heard it by the gate” is a local expression for the rumor mill.

Rumors: Current rumors claim that adventurers are in demand by the Goldenfire Order of Thornkeep, strange attacks by new types of undead monsters have High Mother Sarise Dremagne (from area 33) concerned, and Abernard Royst (who lives in area 41) keeps trying to find out more about the Spire—and even claims there’s hidden chambers beneath it.

12. Zoldor’s Masonry:
This large work yard on the south side of the Gate Market is the establishment of the stonemason and builder Zoldor Maril. A bitter, miserly man of 60 years, Zoldor owns eight slaves, who handle much of the drudgework of moving and shaping heavy stones. He sorely resents the Hellknights’ heavy taxes and their insistence on fair dealing, but his work is safe and solid, and many of the buildings in and around town were built under his supervision. Zoldor is not above bribing civilian bureaucrats (though not Hellknights) to delay approval of building plans until he is hired to erect the structure in question.

13. The Juliver Arms:
Large and comfortable by anyone’s standards, the Juliver Arms is the best inn to be found in Fort Inevitable. It’s under the management of a bustling clan of halflings named the Reedbanks, who pride themselves on setting a lavish table. The accommodations are not cheap: the Reedbanks cater to wealthy merchants and adventurers with loose pockets. The clan patriarch is Doliver Reedbank. Doliver doesn’t like the Hellknights at all, but he’s no revolutionary—he sympathizes with the Seven Foxes, but lacks the courage or ability to take up active resistance.

Iliara Starcloak of the Goldenfire Order is renting a room here trying to find out what happenned to the missing spellcasters who had come to study portals, as such the Goldenfire Order is still interested in detailed research about any extraplanar portals the anyone finds.

14. The Red Shield Tavern:
Named for the striking coat of arms hanging in the common room, the Red Shield is a busy taphouse that is especially popular with the Hellknights. On any given evening, a dozen or more of the town’s off-duty garrison guards can be found here, enjoying drafts of bitter or stout. The proprietor is Embra Morsk, a retired adventurer. She is a no-nonsense businesswoman, and fearless when it comes to defending her property. The old shield with its red device once belonged to a noted local hero named Dinwood.

15. Poldmar Stables:
This large livery store, carriage shop, and stable is under the management of Kallon Poldmar, a respected member of the Council of Prosperity. His stable boards visitors’ mounts, buys and sells horses and mules, and carries leather goods such as saddles, saddlebags, and reins. He and his wife, Pola, reside in one of the townhouses just a few doors over.

16. Gertrand Yeldun;
A comfortable townhome on Juliver Way, this house belongs to the human moneychanger Gertrand Yeldun.

17. Mirelinda the Clothier:
The flamboyant Varisian Mirelinda Doumaz owns a workshop that produces all sorts of cotton, linen, wool, and felt cloth. She is a weaver, not a seamstress, and sells cloth by the bolt to merchants throughout the region. She drives more profits by buying the contracts of indentured servants and setting them to work at her looms. She doesn’t hesitate to punish workers who aren’t keeping up with demand. To her customers and neighbors, Mirelinda presents a very different face. She hosts lavish entertainments at her home, and often scandalizes the town with her affairs. There are many dark rumors about where she found the coin she needed to establish herself in Fort Inevitable.

18. North Gate Cemetery:
The grounds of the Temple of Silence are home to the largest cemetery in town. It is well tended, and there have been no problems with undead in living memory.

19. Temple of Silence:
The Temple of Silence has stood here for almost 200 years, founded after a priestess of Pharasma passing through was struck by a powerful vision on this spot. Her fellow Pharasmins raised a small shrine, and by the time the Hellknights seized control of the town, the Temple of Silence was well established as the second most popular church in town. The presiding priest of the Temple of Silence is an Ustalav man named Dimeru Faldindor.

20. The North Gate:
Smaller and less busy than the gates on Juliver Way, the North Gate is intended for foot traffic only. The guard detail here is smaller than at the other gates, consisting of three Hellknights plus a gate-sergeant.

21. Garrison Stable:
The Hellknights maintain a good-sized stable close by the town’s north gate. It can mount and equip 30 riders at one time. Most of the mounts are trained warhorses. The Hellknight in charge of the stable is Hielon Keenlance. A battered and scarred old veteran, Hielon rarely leads patrols in person these days, instead training (and frequently beating or haranguing) younger troops.

22. Nolm Bindery Trading:
in papermaking, bookbinding, inks, and books of all kinds, Falandra’s Bindery is a cluttered and friendly place that is part workshop and part used bookstore. The owner is Falandra Nolm, a woman
still in her twenties. She inherited the store from her father, Presdar Nolm, who was one of the accused conspirators arrested and executed after Lord Varden’s death.

23. The Stalwart Priory:
A small number of monks from the Taldan Order of the Stalwart Fist answered the call of the Mendevian Crusade. Three years ago, a master of the order named Sister Khedra established a small priory in the Crusader Road region to aid and support pilgrims and Stalwart Fist members on their way to Mendev. The Stalwart Priory includes a small shrine dedicated to Irori, living quarters for up to a dozen monks and students, and a large dojo. Sister Khedra maintains a firm policy of non-involvement with politics and civic affairs.

24. Sefurd’s Potions and Reagents:
Located between North Way and the Fountain Square, this is the shop of the apothecary Londor Sefurd. Sefurd is an unpleasant character with an oily, wheedling manner and an unhealthy interest in exotic toxins. He deals in potions, spell components, alchemical mixtures, and, of course, a wide array of poisons. Master Sefurd is disliked by most who know him, and his trade is regarded as suspicious by the Hellknights. Many people wonder why the lady commander hasn’t shut down his business and run him out of town.

25. Rillin’s Armory:
Master armorer Rillin Nadinghad is widely acknowledged as the best crafter of plate armor for a hundred miles around Fort Inevitable. Her workshop and store have stood in Fountain Square for decades. She and her team of armorers—mostly her own grown children, aided by a handful of indentured servants who work the bellows and stoke the furnaces—create and sell most forms of armor with significant metalwork.

26. Braddon’s General Store:
Owned and operated by the affable merchant Thom Braddon, this shop sells provisions, tools, cookware, tack and harness, and a hundred other useful things. Braddon set up shop shortly after Lady Commander Drovust’s witch hunts following Lord Varden’s death. The store’s previous owner was one of the people executed, and Braddon bought the place in a public auction. Some of Fort Inevitable’s populace still harbor resentment toward him for the manner in which he came to own his business.

27. Victory Fountain:
This fountain consists of a stone plinth within a pool, crowned by a statue of the half-elf heroine Tarwynna, leader of the army that crushed the goblin kingdom of Zog. The fountain and its statue date back to before the Mendevian Crusades brought a plague of bandits down on Southwood. The Fountain Square is a common meeting place in town, and notices are tacked up on a message board nearby.

28. Hall of Rectitude:
Cases of criminal and civil justice in Fort Inevitable are heard in this imposing courthouse. The Hall of Rectitude is home to a pair of spacious courtrooms, the offices of the town’s magistrates, and an extensive jail that’s usually quite full of prisoners, most serving short sentences for minor offenses. The officer in charge is Maralictor Tisserle Ilomna, the town’s chief magistrate and overseer of the police functions of the garrison. Lady Commander Drovust retains the power to review Maralictor Ilomna’s rulings and commute or increase sentences as she deems necessary, but for the most part Maralictor Ilomna’s judgments stand—she is a stickler for applying the letter of the law.

29. Mardyl Barracks:
The original stronghold of Southwood, this old stone building served as Lord Commander Varden’s headquarters until the new Commander’s Citadel was completed. It is now used as an auxiliary barracks by the Hellknights. Lady Drovust assigned the Mardyl Barracks to the Order of the Nail, and allows them to use it as their local headquarters. About 20 of Fort Inevitable’s Hellknights count themselves as members of the Order of the Nail, and are under the command of Maralictor Dandru Wolfhelm. The Nail knights muster with the larger Pike contingent when the lady commander calls out the whole garrison, but they do not otherwise share in guard duties. Instead, they vigorously
patrol the roads and byways of the area surrounding Fort Inevitable, following their order’s mandate to suppress banditry. Maralictor Wolfhelm often hires adventurers with letters of warrant to supplement his order’s patrols.

30. The Bailey:
Strictly speaking, a bailey is a courtyard enclosed between walls. However, this open ground in front of the Commander’s Citadel acquired the name years ago when the Hellknights were considering the construction of a much larger keep on this spot, and the name stuck. The wide, green field serves as the Hellknights’ primary practice ground inside Fort Inevitable, and from sunup to sundown one can find garrison soldiers sparring, shooting, or exercising in this area.

31. Chancery:
This building includes a chapel dedicated to gods of law, a good-sized library, arcane workrooms, and the Fort Inevitable offices of the Order of the Gate. This is the domain of Signifer Oritian Hast, a brilliant and articulate man who makes a great show of providing wise counsel to the lady commander on all magical matters. As the most extensive library in Fort Inevitable and a center of magical knowledge, the Chancery serves as something of a Hellknight-sponsored wizards’ guild. The licensing and charter processes are expensive and time-consuming, but a mage with the coin and the patience can become a patron of the Chancery, with special privileges for library access and workroom usage—the Order of the Gate is always on the lookout for potential recruits, after all.

32. Commander’s Citadel:
The single strongest fortification in the Crusader Road region, the Commander’s Citadel is a roomy, octagonal tower more than 90 feet tall. Round turrets at the corners of the main structure provide excellent fields of fire both inside and outside the city wall. The main door opens on the bailey inside the walls, but there is also a small postern (usually locked) that leads outside the city wall to the shore of Misty Lake. The Citadel is home to Lady Commander Audara Drovust, as well as 40 Hellknights of the Order of the Pike and a number of servants. In addition to living quarters, it houses kitchens, a banquet hall, offices for town officials, a small chapel, extensive cellars for food storage, a well, and dungeons for holding prisoners of special interest to the lady commander. The Citadel’s routine business is in the hands of the castellan, a Hellknight named Karn Kerromick, while the lady commander’s personal schedule and appointments are managed by the chamberlain, Erron Nythist. Those who wish to speak to Lady Drovust finds that they’ll need to explain their business to the castellan or the chamberlain first.

33. Temple of the Golden Key:
One of the largest and most ornate buildings in town, the Temple of the Golden Key is dedicated to the worship of Abadar, god of law and commerce. Hellknights under arms do not set foot in the temple without asking permission from the ranking priest present, and the lady commander does not involve herself in ecclesiastical matters. The current leader of the temple is High Mother Sarise Dremagne, who oversees a small staff of three junior acolytes, a handful of servants, and a number of laypeople who serve as deacons and attendants. The temple is routinely packed on days of worship, and a fair number of Hellknights (mostly from the Order of the Nail) are usually in attendance.

34. Goldfoot’s Mercantile:
At the east end of North Way stand two large warehouses, just across the street from a bustling counting-house and workshop. These buildings are the headquarters of the prosperous trading house Goldfoot’s Mercantile, under the proprietorship of Mormuk Goldfoot. The business deals in commodities, buying up large quantities of refined materials such as cured leather, bolts of cloth, metal ingots, furs, spices, and wines, and shipping them to where they’ll command the highest prices. Goldfoot’s employs a dozen clerks and laborers, none of them slaves. Mormuk is a fat, good-natured dwarf, and takes pride in being good company. He dislikes the Hellknights’ regime, but believes that prosperity is the best response to oppression.

35. Juliver Leather Goods:
This store sells armor, clothing, saddles, tack and harness, and other goods made from leather. The proprietor is a competent leatherworker named Salle Ulmander. The rear of the building is the workshop, while the front is the store. Salle supervises two younger brothers and a cousin, teaching them leatherworking as she
manages the business and the household. The Ulmanders are newcomers, having emigrated from Tymon in search of a new place to set up their family trade.

36. The Salamander Company:
The Salamander Company is the largest and most successful mercenary band in the area. The Salamanders march under a black banner featuring the emblem of a scarlet salamander; they number almost 200, scattered all over the River Kingdoms in small bands on different contracts. Currently, around 30 mercenaries are available for hire in Fort Inevitable. The leader of the Salamanders is a battle-tested war-mage named Red Shireena. She is fairly selective about recruits, and usually requires prospective Salamanders to prove their worth by sparring on the training grounds. Salamander Company mercenaries are generally paid 1 to 10 gp per day based on experience and talents, plus whatever they can pick up on the side during their assignments.

37. Tsador’s Arms:
The best weapon shop in Fort Inevitable is Tsador’s Arms, owned and operated by the half-orc weaponsmith Tsador Ironmaker. Tsador is a surly, sour-tempered fellow with a greedy streak a mile wide; he runs his forges with slaves toiling at the bellows and poorly paid apprentice smiths hammering at the hot iron, and barely remembers to feed and clothe the lot of them. Tsador sells a good deal of cheaply made work, but he is actually a talented weaponsmith when motivated by the promise of a big payday. For custom orders (such as masterwork or enchanted blades), he typically charges 20 to 30 percent more than the listed price, but the work is really quite good.

38. The Helmed Lady:
The second taphouse in Fort Inevitable is the Helmed Lady, located between Fountain Square and the North Way. The tavern takes its name from the statue of Tarwynna in the nearby fountain. The proprietor is an aged dwarf named Kagnin Alemaster. Kagnin’s sons are adventurers of note, and she proudly displays mementos of their journeys around the taproom. They are rarely at home, so she employs a sizable staff of serving maids and brewer’s assistants to create her excellent beer. The Helmed Lady is popular with the average citizens, but Hellknights do most of their drinking at the Red Shield.

39. Lord Commander’s Granary:
These four large silos hold a huge reserve of grain. The Hellknights buy up the first quarter of each local farmer’s harvest and set it aside. Unfortunately, the lady commander sets the rates at which the town buys its reserve from the farmers, so the grain-growers don’t make much money on what they sell to the granary. However, in times of plenty they come out ahead, since even if the granary hasn’t been drawn down in a given season, a certain amount of stored grain must be replaced each year.

40. Dilapidated House:
This house has stood vacant for several years. The Hellknights are preparing to take possession of the place and auction it off.

41. Abernard Royst’s House:
A white-haired sage of 55 years, Abernard Royst is one of the most notable adventurers permanently residing in Fort Inevitable. Abernard is a cantankerous fellow who spends most of his time engaged in research and experimentation. He rarely risks life and limb in dungeons anymore, but always has a long list of unusual materials or difficult tasks he’s willing to hire adventuring parties to acquire or perform for him. He often takes in apprentices, and proves to be a much more considerate master than his gruff personality would suggest. Abernard is always careful to observe the laws of Fort Inevitable

42. Juliver Gate:
Identical in construction to the Mosswater Gate (area 9), the Juliver Gate is home to another dozen Hellknight guards, led by an officer name Bolgur. The Juliver Road continues southeast for about 70 miles until it reaches the town of Sezgin in the realm of Lambreth.

43. Town Sewers:
Fort Inevitable’s streets are drained by a well-built sewer system that empties into a small creek on the north side of the city wall. The discharge is covered by a locked grate, but anyone with a little determination can enter the city’s sewers here. The sewer network has several other access points in town, including locked staircases near the Mosswater Gate and the Mardyl Barracks, plus a handful of secret entrances in the cellars of various homes and businesses. In the sewers, vermin such as rats, centipedes, and cockroaches sometimes gather in dangerous numbers. Worse yet, bands of gremlins haunt the disused tunnels, though the lady commander attributes their mischief to “criminals and malcontents.”


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Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

"So, that's eight gold each with an extra two left?"

Seeing Hunter is willing to run the permit errand, the Blue hands Hunter 9 gold,

"Here, I'm willing to make up one of the coin difference."

Jo'Ki then joins the others on the trip to the armory.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

In that case, I'm willing to toss some gold toward getting the permission. 50gp each would just be obscene. :)

Ulmah, after doing her shopping, calmly waits for her allies to finish their business, drinking down a few delicious brews at the local pub. She eyes a few young men who might have enough life in them to give her pleasure, but decides that business comes first for the moment.


When you go to get the permit you are met with a rather grumpy female hellnight who explains how the permit works and asks a number of questions

How many in your party? Their names?

Your reason for wanting a permit? What area will you be patrolling?

If you answer her questions and are in accord with the terms and pay the fee then she writes the permit puts the sigil of the lady commander on it and hands it to you.

about the permit:
The permit is is actually a letter of warrant. What is it well while obvious monsters are fair game to all, the Hellknights do not recognize the right of any self-declared adventurer to kill “villains” and seize their belongings. That’s common banditry, and those who ride back to Fort Inevitable after committing such vigilantism can expect to be arrested— unless they’ve first secured a letter of warrant. A letter of warrant is a license from the lord commander authorizing the bearer and her company to “act in the interest of good order and keep the lady commander’s laws.” That is generally construed as doing most of the things adventuring parties typically do—attacking outlaws, hunting monsters, surveying dangerous ruins, and investigating mysteries. Adventurers operating from Fort Inevitable purchase a letter of warrant for 50 gp per month, and agree to turn over 20 percent of the coin, goods, and property they confiscate to the Citadel. The lady commander’s agents also require weekly reports of just what actions were taken with a letter of warrant.

Confiscated goods includes only things taken from bandits and other humanoid criminals and not loot taken from other sources. If you pay this tax or not is up to you there will only be trouble if you get caught. Never know which merchant is a hellknight informant.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

"I'm not sure I like what this is saying, but I don't see a whole lot of choice. I can deal with this. If they want records, I can record where we get each piece of loot so no overzealous tax collector gets ideas of taking more than their fair share..."

He then offers up 9g.

Horkut will manage the loot distribution/logs in and out of game. Emerald Spire Loot Log. I'll keep this up to date as we go. If there are items that individuals would like to keep instead of selling, please mention in game or post on the sheet. Also, DireMerc, could you add this link to the game info so its easily accessible?

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

thanks for taking that on, Horkut
Mustafa gladly hands his 8gp over. As long as he doesn't have to personally deal with the Hellknights, he's a much happier individual.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1
Horkut wrote:

"I'm not sure I like what this is saying, but I don't see a whole lot of choice. I can deal with this. If they want records, I can record where we get each piece of loot so no overzealous tax collector gets ideas of taking more than their fair share..."

He then offers up 9g.

Horkut will manage the loot distribution/logs in and out of game. Emerald Spire Loot Log. I'll keep this up to date as we go. If there are items that individuals would like to keep instead of selling, please mention in game or post on the sheet. Also, DireMerc, could you add this link to the game info so its easily accessible?

Thank you so much, Horkut! It's always good to have someone watching over things like this, and I know I don't have time to. :)


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Sounds fair enough, we hunt for game, for a challenge for a worthy opponent. what area to patrol, well I'm not the leader, but I've come to find a worthy opponent, whatever area that is. Name's Hunter and He hands over his 8 gold. subtracting that from my sheet now.


With your shopping done and your permit secured the only thing left is the journey to the emerald spire. The journey is not very long only about six miles and while there is no road that goes right to the spire the road to Thornkeep takes you about halfway there.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Do we know it is six miles. Oh, miss, one more thing, it is a long journey to location, six miles is a long walk, we would be grateful if you can lead us to the area, six miles of continuous walking.


Who are you asking the hellknight administrator? Finding out it's six miles is not difficult most people in the region can tell you were it is. Actually if you go somewhere up high you can probably see it from there. It's a giant green glowing crystal that's like a mile high.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

oh, okay, I guess I wouldn't need to ask that then if I can see it from here.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

Horkut pulls Hunter by the arm and smiles at the hellknight.

"I'm sure we can find our way..."

Once they are out of earshot.

"The fewer hellknights we have to deal with, the better. The only thing worse than an oppressive government, is one that simply decided they are in charge without consent. Let'e get out of here."


In any case the hellknights wouldn't be giving you an escort there lol at least not without there being something to benefit them

The hellknight raises an eyebrow like she doesn't understand the question. Give you a look "are you seriously asking me that" and horkut steps in she just waves you away and calls the next person forward.


I forgot but Mustafa wanted to visit the temple of the golden key did anyone go with him?


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

On the shopping trip, Jo'Ki sells his studded leather,1/2 original cost? and buys a set of masterwork studded leather, 10 sling bullets and a spring-loaded wrist sheathe. He straps the wrist sheath on his left arm and loads an extract of Cure Light Wounds in it. Jo'Ki leaves his other extract slot open in case something comes up in the field he can use it to prepare something specific, the Sacramental Cognatogen he prepared that day,was that of the sub-domain of Exploration

Mustafa went shopping as well, so if he is done purchasing when Mustafa goes, Jo'Ki won't mind tagging along


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

While shopping, Prugrun looks around the shop and quickly spies the Bow he's been looking for. After asking to see it, he fully draws the bow, nods, and settles on the purchase as well as ample ammo of both normal and blunt variety. Trading in his Chakrams and all but his favorite 4 bullets. The Half-Orc Shopkeep subtly points out that he's 44 gold short; a non-negligible amount that no amount of armor polishing will make up.

Embarrassed, Prugrun stammers "C-C-C-C-Can someone p-p-p-please cover the rest? I'll be in your debt!" his face quickly blushing.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

Ulmah, having gotten bored of the young men fawning over her at the bar, had walked by at the right moment, and heard poor Prugrun stammering to the store's owner. "Oh, my dear, sweet friend. I can help you out. You may owe me for the difference, with only a small interest fee. Of course, if you were to expire before paying me back, your body will be used to create an undead thrall who will then pay off your debt in service to me. If this is all amenable to you..." Ulmah smiles a sweet, convincing smile.


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

I don't know much about that second part, but I don't plan on dying, so thank you! Thank you weird vampire lady! Prugrun excitedly provides the 44 gold he was missing to the shopkeeper, and beams with excitement at his new bow. Just like my old one! But without all the spikes! Now off to the temple?


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

Horkut starts to jump in and save his friend, but is too late. He starts to speak, and let's out an exasperated sigh instead.

"Oh Prugrun, you glorious idiot...
Then again I guess you don't really need it if you are dead.

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

OMG, I LOVE that you just traded your body for 44 GP! For the sake of hilarity, I'm gonna assume Mustafa was NOT in the room when that happened.

Following the purchases, Mustafa makes his way to the Temple with whoever else wants to come along. "Anything we can find out ahead of time means we won't be surprised later. I hope."

Ah, one more thing, it might be a good idea to hit the hotel too to find out information on the folks that went before us. Starcloak at the Juliver Arms


Going to fast forward a little bit.

You head to the temple of the golden key and ask for a meeting with the high mother Sarise Dremagne to speak to her about the local undead menace. You are granted a meeting and she relays to you that she has had visions of a terrible evil deep underground in the lower levels of the emerald spire. Lately monsters in the area have grown more bold and undead have even attacked for Inevitable. The hellknights quickly put them down and kept it quiet however. She tells you she has successfully divined one small clue about this strange new threat: the emblem of a crown above a skull. You inform you you intend to go to the ruins and she promises you a reward if you can recover any information about this new danger during your incursion into the ruins.

Next you visit the juliver arms and meet Iliara Starcloak to talk to her about her missing wizards. She tells you simply that both the missing wizards left several weeks ago, the wizards Tiawask and Jharun of Thornkeep set out to explore the ruins of the Emerald Spire and research strange portals that have been appearing in the area and they believed they originated from somewhere underground. There has been no news of them. Iliara says she is willing to pay a reward for their rescue and has made arrangements to have them resurrected if their bodies can be recovered if the worst has happened.

Having done what you can to prepare for now you leave for the emerald spire. You travel what you can on the road and finnaly reach the point were you will need to enter the forest.

You will need to cross several miles of forest that are supposedly infested with bandits and monsters and when you get there is a goblin clan living on the top level of the ruins you will need to deal with. Do you take any precautions at this point?

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

"Anyone speak goblin? Might be we can parley with them. Or perhaps scare them off. My guess is we'll more likely have to go through them than around them. They don't normally give you much choice."


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

Jo'Ki's ears perk up,

"I do, as I am sure you all could guess...I do not know exactly how they will take to my bluish nature though. My research has pointed to the presence of Blues in goblin societies resulting in either them being destroyed at birth, or taking over the whole tribe when allowed to live. I believe I will go purchase a potion of Disguise Self, if we have time and it is all the same to everyone else"

Someone did not start the Alchemist with Spellcraft, which is necessary for adding spells/formula into the books


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

As the party leaves the fort, and enter less civilized areas, Prugrun becomes more at ease. He seems to look much less anxious as he takes a deep breath.

"Nothing like being back in nature, where one truly feels free. We also can speak the mother-tongue. Those weaklings won't give us much trouble once Horkut talks some sense into them." He says, motioning to himself and his fellow hobgoblin.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

At first sign of the goblins, Ulmah shrugs. "They deserve to have a place to live, like any other creatures. Perhaps our blue friend here will be able to convince them to let us pass safely?"


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

"Goblin is not an eloquent language of negotiation, but I'm sure I can talk some sense into them."

"Let's deal with the bandits first though. One step at a time. Bandits speak only the binary language of blood and money. And I'm all out of money..."


Ohh a random encounter table I don't get to use these very often anymore lol.

1st hour of travel: 1d100 ⇒ 38 nothing
2nd hour of travel: 1d100 ⇒ 78 goblin raiders

Your traveling along towards the spire when

ran target: 1d6 ⇒ 5

suddenly a goblin commando rises from the bush atop a nearby cliff and launches an arrow aimed at Pugrun. attack shortbow: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 1 ⇒ (6) + 1 = 7

After shooting he wistles and a group of goblins riding goblin dogs jump down riding towards the group.

3 goblins on goblin dogs and one archer atop a 10 foot slopped hill.

roll init and include your round 1 actions in your post I will sort them out after.

goblin init: 1d20 + 4 ⇒ (19) + 4 = 23 If the goblins go first then they will engage into melee.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

"Well, they just forfeit the right to live, now didn't they? I take back what I said earlier."
init: 1d20 + 1 ⇒ (4) + 1 = 5

Assuming one of the goblins gets close enough to attack, Ulmah enhances her scimitar with necromantic energy and swings it at the goblin. Expending a point from her necromantic pool, scimitar enhanced to +1 for 1 minute.
+1 scimitar: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 3 ⇒ (5) + 3 = 8
crit on the first attack of the game??: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

"They are merely sorting out the parlay outcome before the actual parlay. Mundane goblins are definitely a backwards bunch."

Init: 1d20 + 4 ⇒ (17) + 4 = 21

If he does not find himself adjacent to a goblin which puts him at risk of an AoO (or is able to take a 5' step away from the threat area, AND the archer is within his bomb's second range increment (40') Jo'Ki will lob a bomb at the archer.

Bomb vs Touch (-2 to hit from 21'-40'): 1d20 + 7 ⇒ (19) + 7 = 26
DMG-FIRE!: 1d6 + 3 ⇒ (5) + 3 = 8


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

Init: 1d20 + 6 ⇒ (8) + 6 = 14

"These maggots never did have much sense for brains"

Prugrun takes a 5 foot step back if threatened, and looses an arrow at the archer on the cliff.

Attack Composite Longbow: 1d20 + 5 ⇒ (19) + 5 = 24
damage Arrow: 1d8 + 2 ⇒ (7) + 2 = 9


Pretty sure that arrow hit Prugrun's flat-footed ac make sure to keep track of damage

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

Why do goblins always try to do things the hard way?
init: 1d20 ⇒ 20
Mustafa's blade flashes in his hand as he swipes at the nearest goblin.
scimitar: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

It did, sorry.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

init: 1d20 + 2 ⇒ (10) + 2 = 12

Horkut draws his sword and smiles.

Goblin:
"Bad move. We were willing to negotiate, but now I'm offended."

His smile turns into a chant as he begins drumming on his chest and stomping his foot. The unusual chant is infectious. Allies find themselves being drawn into a bloodlust.

Allies can choose to accept raging song:

Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Fully engrossed in his own chant, he suddenly strikes at an adjacent goblin.

falchion attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

William is somewhere in the back hit: 3 + 1d20 ⇒ 3 + (11) = 14 and he will pull out his loaded musket and fire at a goblin, hit: 4 - 4 + 1d20 ⇒ 4 - 4 + (15) = 15 -4 for firing into melee vs touch dmg: 1d12 ⇒ 10 piercing and blunt.


Made a mistake on that attack before it was a d4 not a d6 revised damaged on Prugrun dmg: 1d4 + 1 ⇒ (3) + 1 = 4

The archer takes another shot at Prugrun.
attack shortbow: 1d20 + 6 ⇒ (15) + 6 = 211d4 + 1 ⇒ (4) + 1 = 5

The goblin cavalry charges in.

One of the goblins sees Joki and snarls in anger he jumps of his dog in a leaping attack swinging at him wildy "DIE MITE" he shouts in goblin.
attack: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 1 ⇒ (4) + 1 = 5

His dog attack Joki as well
attack goblin dog: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 2 ⇒ (3) + 2 = 5
confirm crit goblin dog: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (2) + 2 = 4

The next goblin rider goes for Horkut attacking in combination with his dog.
attack goblin: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 1 ⇒ (1) + 1 = 2
attack goblin dog: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (6) + 2 = 8

The next rider goes after Ulmah
attack goblin: 1d20 + 4 ⇒ (15) + 4 = 191d4 + 1 ⇒ (2) + 1 = 3
attack goblin dog: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 2 ⇒ (1) + 2 = 3

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

Joki let me know if you change your action because of this if not I assume a step back and bomb at the goblin in front of you.

Joki takes a step back and tries to blow up the goblin attacking him he hits him dead on burning him badly (8 fire damage) but he's still standing (I think it splashes on the dog as well for minimum damage?)

Pregrun steps back and shoots at the archer a hit! and he is badly injured (9 damage)

Mustafa closes in on the closest goblin and just barely misses him.

Horkut slashes at the goblin that came after him nearly downing him in one blow. (9 damage)

Ulmah slashes at the closest goblin landing a solid hit. (8 damage)

William raises hit rifle and takes a shot killing the goblin Ulmah injured.

This battle could use a map I will try to trow something together asap

Your go again.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

HP: 9/11

Horkut lets the song fade, but the rhythm sticks in your brain, keeping the rage burning. Lingering performance, if you chose to accept the song last turn, it continues for 2 additional turns.

He then swings again at the adjacent goblin.
He still has an unused move action. If the goblin moves or dies before his Init (12), he will move and strike another within 30ft

falchion: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

That's fine, as long as I'm not putting any allies in the splash

Having stepped back from imminent threat, the badly injured blue pops his extract of Cure Light Wounds out and downs it. Not wanting to give the, thus far, well hitting enemies any further advantage, he shakes Horkut's song from his mind.

"Maybe next time I will bop to that ditty, but I'm not hip to that tune right at the moment."

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

if there's a way for Mustafa to move and heal Pregrun, he'll do that. I was waiting to see if you had a map coming.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

Ulmah will continue to rip into the closest goblin.
+1 scimitar: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 + 3 ⇒ (6) + 3 = 9


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

"Gah, this little f&~!er is accurate! I'm being made into a pin cushion! Kill him!" shouts Prugrun as he starts to nod along to the beat.

Freebooter's Bane on the archer. +1 attack and damage for anyone attacking him

He then focuses and draws his bow again, shooting another arrow at the archer.

Attack Comp.Bow +freebooter bonus(FB): 1d20 + 6 ⇒ (3) + 6 = 9
Damage Arrow + FB: 1d8 + 3 ⇒ (2) + 3 = 5


Combat map Usually I would add coordinates but I don't have time at the moment. This should give you a good idea of the layout.

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

ah, beauty
Mustafa calls upon his deity and touches Prugrun's shoulder, transferring healing energy into him.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
well, it's better than a poke in the eye


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Hunter will take a move actions to reload, rapid reload and then his 2nd move action to move back. Map ain't letting me move, but I'm going to move 3 blocks southeast.


The map is unfortunately not interactive I haven't figured out how to do that yet just tell me were/how you move and I will adjust the map each round

Btw if you understand goblin and have knowledge nature you recognizes a mite as being a short blue goblin-like fey creature.

Horkut drops the goblin on the dog in front of him.

joki heals himself.

Ulmah drops the goblin dog that is next to her in a single blow. (his rider was already down)

Pugrun misses the archer.

Mustafa heals pugrun 3 points

hunter moves back and reloads.

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

The last goblin rider and his dog attack joki
attack goblin rider: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 1 ⇒ (2) + 1 = 3
attack goblin rider 2: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 1 ⇒ (1) + 1 = 2
attack goblin dog: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (2) + 2 = 4

the goblin dog attacks horkut trying to avenger it's rider.
attack goblin dog: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (2) + 2 = 4

the other goblin dog attacks Ulmah also trying to avenger it's rider.
attack goblin dog: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (1) + 2 = 3

The sniper takes a shot at Mustafa and then drops down and runs away (going north on the map I didn't move him on the new map but assume he is out of sigh unless you move quite a ways north).
attack: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 1 ⇒ (4) + 1 = 5

updated map

your go.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

Which goblin dog just but Ulmah? There don't seem to be any near her.


I actually kinda posted that backwards now that I look at it. since the goblins had the highest init and acted first. The dog that attacked ulmah is the one that she killed on her turn to answer your question


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

Okey dokey!

Ulmah steps toward one of the other goblins and swings her scimitar at him, hoping to finish him off before he shoots anyone else.

Moving over to the archer, then trying to decapitate him.
+1 scimitar: 1d20 + 3 ⇒ (17) + 3 = 20 So close to that crit!
damage: 1d6 + 3 ⇒ (4) + 3 = 7


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Hunter moves down a square and fires a shot at the goblin dog hit: 4 - 4 + 1d20 ⇒ 4 - 4 + (4) = 4 vs touch firing into melee
dmg: 1d12 ⇒ 9


Ulmah moves up to the goblin attacking joki and strikes him down.

William fires and misses.

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