Lil"Eschie The Emerald Spire-Bad to the Bones Team (Inactive)

Game Master Escharid Blackrose

Fort Inevitable Map
ES3 Splinterden
Loot tracker
Forest map
Meurasold HP 30/30 AC 18/11/15
Zurka HP 24/24 AC 17/13/14
Mary HP 19/19 AC 12/12/10
Katara HP 12/22 AC 15/11/14
Aralu HP 17/17 AC 14/11/13
Walter HP 10/25 AC 18/13/15


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My bad, Mary, I forgot to edit the map last evening. Both Goblins are dead. You can descend the stairs or explore the rest of the ground level


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka wipes the goblin blood off his blade and sheaths it. "Looks like a way down here. I would see if those two wizards are still around here on this level of the Spire first. We can return here later."


Inactive

While patting his beard to put out any smoldering hairs, Meurasod speaks "Yeah, I think we should clear this level too. The southern hall way goes a little bit further, and were there any doors in that last room?"


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

"Yes, there was. We also have the door behind you. I agree. Let us clear this level first, then move down."


F Human oracle of Bones 1

Aralu nods "yes, we should search level by level, or else there is a good chance we miss them and never notice"


Slides Innkeeper and storyteller.

"Leaving any worthwhile trinkets would be a waste.
Structured searching has worked well in the past, it often paid off."


Inactive

Meurasod backs up and puts an ear to the west door giving a quick listen before testing the handle. Not hearing anything, he attempts to fling the door open, ready to carve into more goblins.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7


Meurasold hears nothing on the west door. But unlike most doors of this rotten, dark place,there is a lock on this one.


Slides Innkeeper and storyteller.

"Hear anything beyond the door?", Mary asks with curiosity and caution.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka notes the lock on the door. "We should try opening this lock as who we seek may be on the other side. Did any of those goblins carry a key?" He eyes the locked door closely. "It is possible the lock may also be trapped as well."


I can probably pick the lock, if you give me time enough

Says Gorok


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

"OK, do it. We will watch your back." Zurka replies.


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

"Ill cover you from this side." She stated backing out of the way as was needed.


Inactive

"I ain't hear a peep and it's locked. Makes me wonder if it's trapped too. Feel free to give it a look, but be careful. Those vile little creatures don't gots no honor.


Taking 20 for Perception
DisDev,DC15: 1d20 + 6 ⇒ (16) + 6 = 22

it takes only a few moments for the half orc to open the door, after carefully checking it for any potential trap.

The small room contains nothing immediatly dangerous.Rows of wooden racks on the walls of this room hold a ramshackle collection of rusty blades, scraps of armor, and warped arrows.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka's face lights up with excitement when he first notices the weapons and armor, but it is replaced by disappointment on seeing their condition. "We may as well see if there is anything valuable remaining."

Cast Detect Magic.
Search the room, Perception take 20, total 19.


Zurka:
nothing magic here, and most of the weapons are in poor condition, almost ruined. You could take six horsechoppers and six dog slicers and try to sell them (at basic metal price) at the Fort You could get maybe around 10-15 gp for the metal


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka gathers up the almost useless metal weapons and shows them to his companions. "Barely worth anything. The base metals should net us some gold but not very much." He says with a note of disgust.

"Let's move on." He points to the room south of the storage room and the door in the east wall ahead. "We should check there next."


Slides Innkeeper and storyteller.

Mary makes a small gesture with her hand.

"Not very much could still make that tiny bit of difference in getting supplied properly for a task ahead."


Inactive

"Agreed. Anyone got any rope? If we can bundle these up together, I can lug them around. Shouldn't bother me too badly."


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara would also search with him seeing no one else doing the same. Take 20 = 24

"More than one set of eyes looking over things should be good."

"As for carrying them. I can tie them up for you. Let me wrap them up in what ever spare cloth I can find. Make the bundle more managable. As for next room. Lets try the one to the east."


Katara see nothing strange of or value in the small room, and the team manage to make a bundle of the few weapons to sale.

You walk cautiously toward the south part of the guard room.Rubble and sharpened sticks barricade the western entrance to this curved room, and a thin wall runs down the room’s middle.
To the north, a short passageway leads to a similar room. Doors are set
in the eastern wall of the room and both walls of the passageway.

You hear voices, in goblin. Quite a few voices...


F Human oracle of Bones 1

Aralu tries to pinpoint from where the voices are coming

perception: 1d20 + 2 ⇒ (14) + 2 = 16


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka mutters a vile curse under his breath as he also tries to find where the foul pests are lurking.

Perception: 1d20 - 1 ⇒ (20) - 1 = 19

"I think we can get the jump on them."


Inactive

"Katara, you and Zurka take point. I'll bring up the rear. Mary, stay close to them. You're the only one that curses goblins better than I do" he says with a giant grin. "Hopefully we won't attract anything from the other levels" he mutters to himself as heads back towards the stairs.


The goblin voices comes from behind the eastern door.

see map


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara would approach the door quietly and looks for traps.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Then she would quietly see if the door was locked.

If it wasn't she would motion to the others she was ready to open it. Torch on the ground and greatsword in hand.

Once the okay was given by all she would open the door.


The door doesn't look trapped, or locked.

Everyone gets ready..

But when Katara tries to push the door open, it resists. Something must block the door, in the room.

DC 15 STR check to open


Slides Innkeeper and storyteller.

"Locked huh, shame.
Might mean something valuable is in there."


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka waits for Katara to push open the door. "I will be ready for them."


Slides Innkeeper and storyteller.

"Yes, we've got your backs."


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara would look at them and nods before shifting her stance as she went to shove the door open.

Str Check: 1d20 + 3 ⇒ (1) + 3 = 4

But her feet slid out of under her as she did so.....


Slides Innkeeper and storyteller.

Mary strokes the back of the thrush.
"Hush, little one."

Cast guidance.

The thrush flies up and circles above Katara for a moment, before doing a Bruce Lee on the door.
Str songbird, guidance for awesome: 1d20 + 1 - 5 ⇒ (19) + 1 - 5 = 15

If it didn't work, Mary stands next to the door, out of harm's way, then punches the door.
Str: 1d20 - 1 ⇒ (16) - 1 = 15


Inactive

This made me laugh out loud. The mental image of a thrush doing the Bruce Lee shout was just too funny!


Lol'ed too..^^ Will post tonight as I must update the map.. BIG fight coming!

After an awe inspiring Kiai, the lil"bird dashes to the door.
Under your unbelieving eyes, the bird manages to kick it open, when the more powerful Katara has failed..

Shame on you, Katara, shame on you..^^


Slides Innkeeper and storyteller.

I couldn't resist.
In a now cold WOtR, my little halfling witch kicked down a heavy door, while the beefy fighter failed. But this tops that awesome.

The thrush chirps merrily, before circling and landing on Mary's shoulder.
Mary strokes its back.

"Aww, yes you are sweet."
It snuggles down underneath her hair, out of sight.


There is a bunch of goblins here....

and someone in a kind of plate armor, a thin human maybe...

and another, strange (well, stranger than the others, "regular" goblins) goblin issuing orders, nearby the "knight"

Clanky, stay here! goblins attack, goblins kill and burn! Skizzert waits and looks!

Init, Clanky: 1d20 - 1 ⇒ (20) - 1 = 19
Init Skizzert: 1d20 + 4 ⇒ (16) + 4 = 20
Init, Goblins: 1d20 + 6 ⇒ (6) + 6 = 12

Init,Meurasold: 1d20 + 3 ⇒ (5) + 3 = 8
Init,Katara: 1d20 + 1 ⇒ (3) + 1 = 4
Init,Zurka: 1d20 + 3 ⇒ (2) + 3 = 5
Init,Mary: 1d20 + 2 ⇒ (13) + 2 = 15
Init,Aralu: 1d20 + 1 ⇒ (19) + 1 = 20
Init,Gorok: 1d20 + 2 ⇒ (18) + 2 = 20

The strange Goblin says something in his guttural tongue, and soon, another goblin appears, looking just like him!

Now Aralu, Gorok, Clanky, Mary, goblins, Meurasold, Zurka, Katara.


ooops, should have noticed that Aralu is traveling. Will GMPC her for this round

Maybe you could put your bombs to good use, this time?

Aralu prays to whatever dark god fancies her, and touches Gorok's shoulder

Casting Guidance, +1 to next roll

Gorok grunts, and advances toward the room, readying another of his strange, explosive chemicals.

[dice=Bomb throw on the "metal knight", Guidance, Precise shot, outta range]1d20+3+1+1-2[/dice]

the bomb falls right onto the metal-wearing goblin (or whatever it is!)

Dmg, Precise shot: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 DC 14 Ref for 4 dmg

Ref save, Blue Gob: 1d20 + 3 ⇒ (17) + 3 = 20
Ref save, Yellow Gob: 1d20 + 3 ⇒ (5) + 3 = 8
Ref save, strange Gob: 1d20 + 4 ⇒ (1) + 4 = 5

GM:

Gob red 6/6 HP
Gob violet 6/6
Gob yellow 2/6
gob green 6/6
Gob Blue 2/6
Gob 6/6
Skizzert 12/16
Clanky 32/36

Two of the goblins near the armored knight are badly burned, and the image of the strange goblin poof out. The knight comes forward and put his fist where Gorok's face is...
There is blood and half-orc teeth on the floor, but your valiant comrade is still standing!

Iron Knight: 1d20 + 6 ⇒ (8) + 6 = 14
Dmg: 1d6 + 4 ⇒ (1) + 4 = 5


Slides Innkeeper and storyteller.

Mary moves up slightly, after hearing screams of pain and seeing something resembling a fist hit Gorok.

"Oh my..."

Seeing the knight, she spreads out her palm.
"The powers do not agree with harming my compatriot."

Evil eye for -2 on attacks.


Inactive

Hearing the commotion of the goblins and the smack of metal crunching bone caught Meurasod's attention. The desire to spill goblin blood was almost overwhelming to the dwarf, but he didn't want to abandon his position as rear guard. He knew all too well what could happen when one left their post. "Gorok, you okay? What do you guys see? How many are there?"


Back!

For an unknown reason, the knight doesn't seem to attack with less focus.

The goblins scatter so they won't all fall to another prey, and scream obscenities to the group, encouraging their armored champion and displaying their crude weapons to challenge their foes

Goblins delay action

Gorok answers Meurasold angrily

There are more goblins... and this big armored one! Fight him! I won't take another blow easily..


Inactive

"Alright, get back here and keep an eye on the passage behind us so they don't sneak around us again." Meurasod moves up next to the doorway and takes a quick peak into the room to appraise the situation. He readies to swing his axe at anything that may leave the room.


Move Action: 30 feet next to Gorok
Standard Action: Ready attack action against anything leaving the room.

Attack if triggered:

Attack with Waraxe: 1d20 + 4 ⇒ (2) + 4 = 6 {+1 attack if goblin}
Waraxe Damage: 1d10 + 3 ⇒ (5) + 3 = 8


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka waits for Gorok to retreat, then moves up to where Meurasod awaits the attack of the 'knight'. As his eyes spy the iron knight, he grips his rapier tightly but decides to wait.

I wonder what sort of being this is...

Knowledge Arcane: 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge Dungeoneering: 1d20 + 7 ⇒ (16) + 7 = 23
Knowledge Planes: 1d20 + 4 ⇒ (2) + 4 = 6

Move: move to current position on map.
Ready attack on anyone exiting the room.
Readied action, Rapier: 1d20 + 1 ⇒ (1) + 1 = 2; damage: 1d6 + 1 ⇒ (3) + 1 = 4 piercing.
Note: Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance. I think I have forgotten to mention this.


It would be a DC 19 Know Arcana to identify your foe


Gorok growls

You're too close! I can't get out!

Desperate for a solution, the half orc tries to dodge the knight's attack

Gorok Acrobatics, untrained: 1d20 + 2 - 1 ⇒ (1) + 2 - 1 = 2

But he fails miserably, takes an heavy blow and falls on the ground
Slam, PA: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
Dmg, PA: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

The good news is that you can now attack!

Gorok now at -3 HP


Inactive


Who's turn is it exactly? If Gorok went, shouldn't it be clanky?


Slides Innkeeper and storyteller.

Ow...my hex for Gorok this day has been used. We'll need to stabilize her the manual way.


"Clanky", as the goblins call him, might be a knight, but he's not a strategist, as he advance towards the next foes, exposing himself in the process

AoO feast for Zurka, Meurasold and Katara!

Noooooo Clanky! Don't go that way!
shouts, a little too late, the strange goblin


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

AoO: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Dmg: 1d10 + 4 ⇒ (3) + 4 = 7

Katara would take the opening presented and then studies her target as she struck out again trying to pierce through it's armor.

Atk Studied Target: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Dmg: 1d10 + 4 + 1 ⇒ (8) + 4 + 1 = 13


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka's initial blow was horrendously off mark, but the armored foe foolishly granted him another chance...

Readied action missed as noted above...
AoO: Rapier: 1d20 + 1 ⇒ (2) + 1 = 3; damage: 1d6 + 1 ⇒ (2) + 1 = 3 piercing.

...which is only marginally better than his original blow.

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