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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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
Meurasod Spellslayer wrote:
Upon hearing that goblins are present, Meurasod spits on the ground and says "Hmmphh, vile vermin. I will slay them all. They are nothing more than an infestation, and I will purge them."

"And it will die, once it has told us all it knows."


F Human oracle of Bones 1

"I am good at telling if someone is lying. I also do know quite a bit about anatomy, that might be more usefull than blunt force"


Inactive

"They are goblins. If they are talking, they are lying."


F Human oracle of Bones 1

"I am still unable to talk to the dead, but goblins are neither tough nore brave, so we should be able to get the truth out of it. I have a spell that might help capturing it, the spell creates an illusion of sound. What would be the most tempting target for a goblin?"


Slides Innkeeper and storyteller.

"One can bet they would even argue about how to go about killing us."


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

"Something edible? Or an easy target."


@Mary: I've look at the rules about witches/wizard familiars: you can't speak with your familiar until level 5.. you only share an empathic link. Am I mistaken?


Slides Innkeeper and storyteller.

That's the fun part, the witch familiar's section, the Raven and Thrush are marked with an *. These two birds are the only two familiars that can speak 1 language of their master's choice, as a supernatural ability.


I should check again (or send me the link, that will be quicker). I knew about the Raven, but not about the Thrush.

A few minutes after, the bird comes back, and "speaks" into Mary's ear, to the probable surprise of her companions.
They look like they never heard some thrush talking in their whole life.

Couldn't let that bad joke pass.Sorry.^^

Mary:
*tchip*One small, dirty and bad looking human, a bad looking dog.*tchip* Another entrance on the side of the tower.*tchiptchip* Seems very dark inside*thippitchip*


Slides Innkeeper and storyteller.

Discretion by whispering is the way to go, i hope by 'speaking' that is what happened. Can't give away my witchy secrets already. :)

"Thank you, my dear."

"Zurka's observation was accurate, there is but one goblin with its animal. Moreso, there is another entrance on the side of the tower, but it's dark inside."

GM, Mary would like to take some thin lightweight branches from the forest.
Unless we can find those or other long thin wooden objects inside.


No problem for the branches. And yes, your avian friend was discreet. Time for all those "A little bird told me.." jokes!


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 nods. "OK then we slay the dog and capture the goblin. The best way to proceed here is to encircle it and catch it unawares as it tries to flee. Aralu can distract it with her magic so as to allow us to get into position. A good plan, right?" He waits for the others to agree or voice an alternate approach.


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

"If its guarding the entrance then it would just flee inside. Also, it may alert others if they are further inside. Drawing it away from the spire is key to that plan. Or we could avoid him and head inside."

Katara looked at them all calmly. "To draw it away I am our best bet. You guys decide where you are going to hide and hope the eagerness to come get me outweighs its desire to do anything else. With a bow it may think to shoot and call for reinforcements. Are you willing to take that chance?"


Inactive

"Is the blasted creature within bow or spell range?"


you can try to get closer to the goblin, within shooting range, but will need a stealth check.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

What would the knowledge check to know Goblins like to kill dogs and horses be? So I don't have to be meta.


Consider it an easily known fact (Dc 5 for you, 10 for the others).Put a map so you can make your plan. The guarded entrance is on the west, the other on the north side.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

"The sound of a wounded horse or dog would likely gain its attention. They do generally enjoy killing them, and the lure of an easy murder might be difficult to resist."


F Human oracle of Bones 1

"Both should be possilbe with my spell, it can create about as much sound as four humans. Now we need just the right distance, close enough that the scout hears it and will investigate, but far enough away that the ones inside the tower don't notice it."


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

"I also have some magic that will distract it somewhat. It is particularly effective against creatures used to darkness." Zurka adds. He is referring to the spell Flare

Once the party is ready to proceed, he once again retraces his steps trying to get as close to the goblin as possible before Aralu uses her own spell.

Stealth: 1d20 + 5 ⇒ (6) + 5 = 11


Both spells (Flare and Ghost sound) have a 25 feet range, so you'll have to get close to your target without being seen.


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

"Alright then we will do this. Get as close as needed for the spell to start if possible. I will need a guide to get close without light. As long as someone provides light when the fight starts I will be good. IF we are discovered early, play it smart."

Katara said.

Once someone paired up with her she would follow them stealthily.

Stealth: 1d20 + 3 ⇒ (9) + 3 = 12


Inactive

Meurasod looks at Katara "You take Zurka and Gorok with you. I will bring Mary and Aralu once the goblin has been dealt with."


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Gorok looks at Meurasod questioningly. "Are you sure? My combat skills do not fall on the subtle side of things. Explosions would alert any other goblins as well, if not better, than the scout."


Inactive

"Your vision may proove more useful than your tactics. And should the goblin get away, he should be running at full speed with his tail between his legs as fire lights the sky. Zurka and Katara will keep you safe and close, hopefully in range. I will keep these other two safe until we catch up with you. Go now, and blow up only what you must."


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Gorok shrugs.

Stealth: 1d20 ⇒ 18


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

"Well we know where you stand. Since no one is coming that can provide light as far as I know." It's clear by her tone of voice she isn't impressed by the fact he is going to remain 200 ft away in safety protecting these others.

Pulling out a torch and flint and steel to be able to light it when they get there


Inactive

"Now hold on there las. If yous gots a better idea, I'm all ears. I just don't think any of our compatriots here have any light magic at their command, and we seem to be short on long ranged weapons. I can see just fine but I'm not the quietest, now just what would you have us do? And I ain't trying to lead nones of ya, just stand in between yous and what means to does yous harm so then others got time to work. If yous gots something to say, nows as good as any to say it. If youns think I should just walk plum up to the critter and put me axe in its forehead, well I'm good with that one too. So don't be shy now, speak what's on your chest!"


GM roll:
Goblin Perception, distracted: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13


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

"Being over 200 ft away is the problem. You can still try to get closer say about 100ft and wait there. That is at least in good reaction range."


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 nods in agreement with Katara. "Yes, I agree. Plus should the goblin flee you would not be able to pursue it from that far a distance."


F Human oracle of Bones 1

"100 ft sounds good, just tell me where you want it to go and I will place the sound."


Slides Innkeeper and storyteller.

Mary takes in the various strategies her new compatriots are discussing.

Not seeing much of an opening for strategic suggestions from Mary here, the important pointers are already being addressed to.


Zurka, Gorok and Katara walks cautiously towards the spire.
The path is narrow, and treacherous. You manage to approach the goblin guard, who should be a little bit higher, right after this last turn.

Suddenly, Katara trips on a small stone...

You can hear a goblin's voice

Whaaazzzup?

Remember mary, Aralu and Meurasold are still 100 feet behind


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

"Katara, javelin, NOW."


Gob Rider Init: 1d20 + 3 ⇒ (3) + 3 = 6

Init,Meurasold: 1d20 + 3 ⇒ (5) + 3 = 8
Init,Katara: 1d20 + 1 ⇒ (4) + 1 = 5
Init,Zurka: 1d20 + 3 ⇒ (20) + 3 = 23
Init,Mary: 1d20 + 2 ⇒ (10) + 2 = 12
Init,Aralu: 1d20 + 1 ⇒ (8) + 1 = 9
Init,Gorok: 1d20 + 2 ⇒ (12) + 2 = 14

So Zurka and Gorok can act, then the Goblin, then Katara


Slides Innkeeper and storyteller.

Mary notices a slight change in behavior.

"Say, is it me or do our compatriots take a more aggressive stance? They're more quick in their movement. Best we head over there."

GM, 2 turns to get to the battlefield, or a run right?


yep. You run 4 times your base movement, except in heavy armor (3 times)


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 is startled by the strange call of the goblin. What does that mean, exactly? By the Shadow Lord, I shall never understand these lower races...

He looks down at the goblin and utters a magical phrase, pointing at the goblin. A brief flash of light erupts right in front of it. He does not hesitate as he moves quickly to engage it.

Standard action: Cast Flare at the Goblin. It must make a Fort save DC 12 or be dazzled for one minute. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
Move: Move 30' closer down the path.

OK when I heard that goblin, I immediately thought of THIS.


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

"Take a javelin off my back. I need to be able to see."


Slides Innkeeper and storyteller.

@ Zurka;
My thoughts exactly, though the Scary Movie version of it.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Gorok grumbles, draws her crossbow and moves up to the goblin. In Goblin "Do not move, do not speak. You WILL die if you do."

Standard action to shoot readied.


Inactive

@Aralu - "If you don't mind, keep your crossbow trained on that goblin. If he looks like he's going to move from that spot, try to get a shot off at him."

@Mary - "Mary, that little bird of yours, do you think it can get closer? Maybe even fly beyond him and see what's inside? Or too risky?"


Slides Innkeeper and storyteller.

"Flying past the goblin isn't the problem, but having it fly into a dark space is meaningless. It's not a cat who can see in the dark."


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Why are you all talking about it being dark? The GM never said anything about it being pitch black. YOU CAN ALL SEE JUST FINE!!!


Slides Innkeeper and storyteller.
Myself wrote:
Moreso, there is another entrance on the side of the tower, but it's dark inside."

that ;)


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Key word: inside, which we are not yet. Also, I'm more specifically talking about Katara, who appears to believe she is blind.


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

I am Human and in lowlight conditions can't see far clearly. It does not state how far someone can see in lowlight either. Since lowlight vision doubles the range of Light. Also my turn is AFTER the goblins.


It's not too dark yet, even for humans.
@Zurka: you got the reference. ;-)

Zurka gets in range for his spell, and sees the goblin was about to get "on saddle" on his dirty dog

goblin save vs dc12: 1d20 + 4 ⇒ (14) + 4 = 18

A small burst of light erupts from the fetchling hand... but the goblin was blinking at the same time!

Hopefully, Zurka's allies will come soon. And perhaps Gorok could dispatch these vermin.


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

Good to know. Since this was after nightfall I wasn't sure and without enough darkness stealth wouldn't work in the wide open field leading up to the Spire.

Katara would draw her javelin as she moved to a place she could get a good shot at the dog.

Javalin: 1d20 + 3 ⇒ (11) + 3 = 14
Dmg: 1d6 + 3 ⇒ (3) + 3 = 6

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