Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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

Sorry, I assumed it was on the same side as we are of it's webs, if it's on the other side of the webs from us, then the darkvision won't do anything as you say. Apologies, I misunderstood your description somehow. At least that should slow it down before it can come attack us, while it gets through the webs to us.

"Tik'Klik!"

RTA: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Damage: 1d3 ⇒ 1

And we're going to need all the time we can get, with the dice bot pulling this $*#$& all the time.

999,998 bottles of beer on the wall, 999,998 bottles of beer,
take one down, smash it on the dice bot, 999,997 bottles of beer on the wall


Male Human Level 3 Investigator

Spotting the spider Tik'klik assails it with arcane energy but hits only webs.

Web Touch Attack against Barek: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
The moon spider shoots out thick webs at Barek restricting his movement. Barek is entangled.

Spiders Will Save DC 15: 1d20 + 3 ⇒ (7) + 3 = 10

Amadeen
Jorin
Barek
Johund
Tik'klik

Moon Spider -13, Evil Eye (-2 attack) 2/8 Rounds, Misfortune 1/2


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

Jorin will flurry properly this time at the moon spider

Arrow: 1d20 + 5 ⇒ (3) + 5 = 8 -1 for range penalties, 10' increment
damage: 1d3 + 2 ⇒ (3) + 2 = 5

Arrow: 1d20 + 5 ⇒ (19) + 5 = 24 -1 for range penalties, 10' increment
damage: 1d3 + 2 ⇒ (2) + 2 = 4

One hit, that's fine. The die roller seems to not be able to cope with loads of rolls at the same time

The first shot clips a web and loses its power but the second throw strikes home with Jorin giving a small cheer as it does. "Take that."

Edit: -1 to each attack given the range.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Johund drops a dagger ("I'll be back fer that"), then draws his sling, quickly loading and shooting a rock...

sling: 1d20 + 4 ⇒ (5) + 4 = 91d4 + 4 ⇒ (4) + 4 = 8

...that thuds softly into the web.


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

"Ya'know I've heard that some types actually pay to have this happen to them." Barek muses, "Don't think that big spiders feature in it though?"


Male Human Level 3 Investigator

Barek I rolled your character's ranged attack just on the off chance
Barek Ranged Attack: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Jorin hurls more objects at the spider, in a moment of instinct Barek snaps off a shot with his bow as he begins to feel the spider tug on the webs. The arrow sails into the spiders eye and it tumbles towards the floor. It takes a few minutes to hack through the webs.

The webs in this chamber hold two longswords (7gp 5sp each to sell), five daggers (1gp each to sell), and one hand axe, all rusty but still usable. There are 42 copper pieces amongst the webs.


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

"Tik'Klik..."

The golem again looks into it's hollow arm, and makes some sad sounding tik sounds before it slams it's forearm into the wall a couple of times, as if trying to loosen something up.

Then it's hand clicks back into a hand and stops being a cuff of rotating wooden chicklits. The golem then helps gather up things, eating the copper coins so they clank inside it's torso as they fall down from it's mouth. Not taking them, just like the image of him eating the coins, they're party treasure

Once done, he approaches the door to the south, and examines it carefully.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21 w +1 for Traps
Disable Device: 1d20 + 9 ⇒ (10) + 9 = 19 If needed


Male Human Level 3 Investigator

Tik'klik is able to open the door and observes a trap on the opposite side, it seems very similar to the one Jorin almost fell into. Now that ye can move across it without it collapsing thanks to Tik'klik ye can see a corridor turning to the west.

There are two doors on the southern side of this corridor and another behind a barred off section to the west.

Massive black iron gates bar the corridor, fashioned out of twisted, angular vertical bars that have sharp edges and are about a handspan apart, linked by welded crossbars. The gates have massive hinges set deep into the walls, and a heavy lock inside a welded box secures sliding bars that run into sockets in the floor and ceiling at the center of the corridor. Moreover, a black iron chain with links as thick as a human thumb wraps around the gates where they meet above and below the lockbox. The chain’s ends disappear into holes in the lockbox.


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

Added to loot sheet

Amadeen looks at the chains and the huge lock and the bars.

"Methinks someone really didn't want whomever - or whatever - is in there to get out. Or to be taken."

She turns to the group with a grin.

"Of course, we absolutely should have a look inside."

She examines the array of security, seeking any weaknesses or way to bypass them.

Perception, guidance: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25


Male Human Level 3 Investigator

Examining the strange gate Amadeen spots no obvious traps but it seems to be quite sturdy.


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

Amadeen continues

"Yup. It looks really, really sturdy. Tik, can you pick that lock?"


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Johund picks up his dagger, wiping a bit of spidersilk off of the blade on his arm. He chuckles at Tik'Klik. "That's a handy contraption."

He takes a look at the lock, testing its strength.

Strength check: 1d20 + 4 ⇒ (19) + 4 = 23

If that doesn't work...

"Nope..." He glances at the construct, mumbles a prayer and taps it on the head. "Try now."

Casting guidance on Tik'Klik.


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

Assuming that strength check doesn't pop the lock:

Amadeen suddenly has a look of realisation.

"One moment."

Fortune hex on Tik.

Nothing appears to happen. Unless you have spellcraft I imagine, though hexes are supernatural abilities

Tik may feel that much luckier.

"Now!" she exclaims excitedly.

Fortune (Su):

Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


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

Jorin watches the others around the door for a minute than turns to survey the room. Pulling out an arrow he levers the webs aside as he moves about examining the spiders lair.

'I wonder how long it went between meals?', he thought, 'I know some spiders can go for months at a time but they are a lot smaller. I wonder does size have an effect on the time between eating?'

Knowledge Nature roll, not trained.
Know Nature: 1d20 + 2 ⇒ (15) + 2 = 17

Capped at ten I presume.

Jorin continues to consider the problems of how the spider fed itself in a small room, relying on people or beasts wandering through a locked door.

'Maybe there is another way in?'

Perception to check for tunnels and such.

Perc: 1d20 + 9 ⇒ (15) + 9 = 24


Male Human Level 3 Investigator

It's a big spider, maybe it has supplemental sustenance, that glowing fungus.


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

"Tik'Klik."

Tik examines the gate for traps first, taking his time and going over it, especially after the last trap.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22 +1 w traps

Once he's satisfied, his finger split open, and lockpicking tools extend out.

Disable: 1d20 + 9 + 1 + 1 ⇒ (10) + 9 + 1 + 1 = 21 +1 Guidance, +1 Fortune


Male Human Level 3 Investigator

Fortune gets you a reroll once each round, so you could use it for the perception or the disable device check for example.


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

Seeing that Tik is taking his time, Amadeen decides to extend the good fortune she has bestowed upon him.

By without warning, beginning to cackle.

Cackle hex. Fortune duration is extended by one round, each round, until a round when she doesn't cackle.


Male Human Level 3 Investigator

The first round isn't resolved, I am waiting to see if Tik'klik is going using fortune for it's actual use not a +1. I assume he's familiar with something with the same name and a different effect from somewhere.


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

Yep, sorry, my own fault for missing the spoiler.

Disable Redux: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 So 20 was the better roll


Male Human Level 3 Investigator

As Tik'klik goes to the first lockbox a ghostly hand comes from the bars to try to touch him.

Touch Attack Vs Tik'klik: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 ⇒ 2

As the hand connects he feels cold.

DC 11 Fortitude Save or take:

1 point of strength damage.

The ghostly hand does not reappear. Tik'klik finds the first lock box too difficult to open this time.


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

Didn't we find two keys? I thought we did for some reason.

Jorin will try the second key if it exists in the lock.


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

Not knowing anything about locks Barek gathers up some of the drier webbing and starts idly braiding it together. Trying to see if it can be used as a rope?


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

Unless it affects objects, Tik is immune to anything requiring a fort save. Even if it did affect objects, the str drain would not have effect.

Construct Traints : Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

"Tik'Klik!"

The golem watches the ghostly hand reach out, and he frowns, and begins to make annoyed tick and click sounds at it. Then the golem begins to pick the lock again.

Disable Device: 1d20 + 9 ⇒ (18) + 9 = 27

If he sets off the trap again, he'll step back and cast his one repair spell to heal back his HP. Been waiting for him to get up to 8 or more damage, should be at 4 damage right now unless I missed something while I was being botted.


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

Seeing that the lock is not yet open and that Tik is still working on it, Amadeen continues to cackle.

@Tik: Fortune hex keeps going until I stop refreshing it with Cackle. So enjoy getting to reroll any ability check, attack roll, saving throw, or skill check for now. :)


Male Human Level 3 Investigator

Barek things you could make spider silk rope out of this but there would definitely be a knack to it. Maybe once braided doing something so you could let go of it a bit easier because it currently keeps sticking. A coating of powder perhaps?

Jorin finds none of your keys will open any of the lockboxes as Amadeen cackles.

Once more the lock proves too much for Tik'klik's skill... it just might be beyond his skill to finesse...

...but there is brute force and other doors.


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

Once Tik moves away from the lock, she will cease cackling.


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

Would Craft Nets help with Bareks rope making?


Male Human Level 3 Investigator

Sure, we can say it's crafting materials for 100ft of spider silk rope.


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

Might as well use the reroll

Reroll: 1d20 + 9 ⇒ (4) + 9 = 13 Nope

"Tik'klik"

Tik finally stops, and steps back. It's tools slide into it's hands, and it makes a sad "Tik Tik Kliiiiick.' Noise, then turns around and walks away from the door.


Male Human Level 3 Investigator

You're a goblin

Tik'klik walks away from the gate.


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

Amadeen falls quiet for a moment and then speaks up.

"Perhaps that door to the west first? There might be a key to be found there."

She will soon begin walking west.


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

Fixed the goblin thing, the new website update borked the campaign tools plug in, so it doesn't default my alias correctly


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I have a feeling the new website is going to be borking a lot of things for a while...

Johund stands before the western door, giving a look-see.

Perception traps, guidance: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9


Male Human Level 3 Investigator

Johund notices no traps on the door that he can discern and it does not appear to be locked.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Unless someone more perceptive stops him, Johund opens the door...


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

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Male Human Level 3 Investigator

Jorin doesn't spot any traps.

Sorry guys I wont be able to set things up for the next bit til Friday


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

"Tick'Klik..."

The golem also moves over to help search. Take 10 on aid perception

Edit : No problem, life comes first


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

Amadeen gets ready to move when the party is, keeping quiet.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Stealth: 1d20 + 8 ⇒ (16) + 8 = 24


Male Human Level 3 Investigator

Shabby, mold-covered tapestries hang from ceiling hooks, cloaking one wall of this chamber in faded forest hunting scenes. While probably of decent quality when new, they look sad now.

A plain wooden chair of massive construction stands centered before the tapestries, facing into the room. A large stone table stands against the eastern wall. Weapons and other items are neatly laid out on the table, as if displayed for sale in a shop.

A skeleton sits on the large wooden chair flanked by two others and a voice speaks "Who dares intrude upon my contemplations?"

Sense Motive DC 15:
None of the skeletons are moving or giving signs that they are the source of the voice.

Perception DC 22:
Another skeleton in robes hides behind a tapestry.

Map Updated

GM Rolls:

Initiative Amadeen: 1d20 + 9 ⇒ (1) + 9 = 10
Initiative Tik'klik: 1d20 + 9 ⇒ (6) + 9 = 15
Initiative Barek: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Jorin: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Johund: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Undead: 1d20 + 6 ⇒ (14) + 6 = 20
Stealth: 1d20 + 10 ⇒ (12) + 10 = 22


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

Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Amadeen whispers to the others:
"It's not the skeletons speaking."

Much more loudly, she speaks up.

"I know you aren't one of those skeletons. Come out and let's talk!"


Male Human Level 3 Investigator

A sharp laugh peels through the air "Why should I? You haven't even answered my question. You are the invaders here, I have stayed my hand so far but my patience is not something I am known for."


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

sense motive: 1d20 + 2 ⇒ (9) + 2 = 11

perception: 1d20 + 9 ⇒ (15) + 9 = 24

"What does this guy want and why is he hiding over there"

Jorin tries to indicates where the speaker is hiding with his head without being seen.

bluff: 1d20 ⇒ 16


Male Human Level 3 Investigator

Sense Motive: 1d20 + 3 ⇒ (1) + 3 = 4


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

Senset Motivius: 1d20 + 0 ⇒ (4) + 0 = 4 Nope
Perception: 1d20 + 8 ⇒ (6) + 8 = 14 Nope
Senset Motivius: 1d20 + 0 ⇒ (10) + 0 = 10 Nope

"Tik'Klik?"

The golem listens to the voice, then the others, then the voice, and then steps forward toward the table.

"Tik ik tik ik ik ik. Ik tik tik. Tik ick ick tik it ti kit tik t'tik. Tik ik ik tik tik ik tik tik. Tik kik ik kit tik." It says to the skeletons.

GM:

"I do not know why I am here. I have not been given proper instruction sets. I am following these creatures hoping to find out what is going on."


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

Sense motive: 1d20 + 2 ⇒ (5) + 2 = 7
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Barek notices the Skeleton hiding behind the curtains and readies his morningstar. "Might as well come on out an talk." He suggests.

Mong is sniffing the seat skeletons curiously.


Male Human Level 3 Investigator

By the time Tik'klik takes his second step Jorin can see they skeletons are about to attack. Clearly they don't trust ye or seem keen on ye repositioning.

Jorin
Skeletons
Johund
Barek
Tik'klik
Amadeen


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

Amadeen gets caught up in looking around and talking and only notices the skeletons moving after everyone else.

I may need to take improved initiative yet!


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

Jorin runs in taking center position in the hall. Holding the torch in one hand he reaches for a bola and launches it at Red.

Move action 15'

Barely in PBS

Bola: 1d20 + 5 ⇒ (16) + 5 = 21

What are these skeletons armed and armoured with? At least one is not making an attack in its next turn at least (I hope).

The torch in hand means my AC is 17 till I use it as a weapon.

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