Lil"Eschie The Emerald Spire-Team I'm good and I know it! (Inactive)

Game Master Escharid Blackrose

Fort Inevitable Map
Emerald Spire-Map
Forest Ambush
Loot-Good team

Davlamin HP 10/10 AC 12/12/10
Warren HP 10/20 AC 20/11/19
Joza HP 10/18 AC 15/12/13
Rahiv HP 18/18 AC 16/13/13
Zinli HP 17/17 AC 16/14/13
Voyla HP 20/20 AC 17/14/13


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Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

Not sure Zinli got the skills to draw a map...

"So the shamans have the right to pour rain on people's heads?"

Zinli took her gunslinger kit from her bag, and started to open it.

"Don't worry, just doing my stuff really quickly! Please don't mind, I'm listening to you!"

She'll make two doses of black powder (2 GP)
So what do we need exactly? Trail rations, water, ropes, torches... What else? .__.


HP: 17/17 l AC: 15, T 13, FF 12 l CMD 16 l F +3, R +6, W +2 l A Sure Thing (1/day), L1: 3/3 l Init +7 l Senses: Perception -1
Skills:
Acrobatics +8, Climb +6, Diplomacy +9, Kn. Arcana/Local/Nobility +7, Kn. Dungeoneering +6, Prof. Farmer +4, Spellcraft +6, Stealth +7, Swim +6
Female NG Human Farmer 2 | Active Conditions:

"Oh!" Joza exclaims in surprise as Strider tosses her the wad of twine. She looks at it thoughtfully for a moment. "Wherever you found it, I'm sure we'll find a use for it at some point...ah! It could be used to rig traps and alarms around our campsites. Did you want me to hang onto it? I never was very good at rigging traps, but maybe between the six of us we can manage it!"

"Thank you again, wise one," Joza bows as the group readies to depart the sage's home. Turning to the others, she coughs. "I know enough about the lay of the land to help with making maps...but they probably won't look very pretty."

Before they leave Fort Inevitable, Joza suddenly remembers something from her earlier travels. "Does this place have an alchemist? Many of their creations would be useful in the coming days, I think. If so, I'd like to see what they have."

If possible, Joza will purchase one dose of Weapon Blanch (Cold Iron) for 20gp and one flask of Alchemist's Fire, also for 20gp. That's pretty much all of her cash except for about 6gp or so. Otherwise, RP aside, I'm ready to head to the Spire when everyone else is! :)


Shaman (Witch Doctor) 2 AC 16/13T/13Fl +6 Perception, +3 Initiative HP 18/18

Rahiv chuckled when she asked the question "That...was perhaps a shaman's duty but I am not sure. I assumed that they were getting too hot and just wanted to cool it back down a bit. I think it wouldn't faze anyone from my tribe when courting as we rather enjoy the water. he said making sure he was out of sight of the others so that they didn't realize it yet.

He watched what she was doing with curiosity while he spoke and even dipped a finger at what she the mixture with interest in tasting it to figure out what it was.


Quote:
So what do we need exactly? Trail rations, water, ropes, torches... What else? .__.

A cup of Nespresso?

Joza finds her alchemical weapons, after a few tries at the market.
Zinli uses her knowledge to create more black powder.

It seems everyone is ready to go to the Spire.
Adventure awaits!


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

A cup fo Nespresso and some cookies would be nice! ^^

"DON'T EAT THAT!"

Zinli grabbed Rahiv's wrist.

"Jeez! You freaked me out!" she sighed with relief. "That's black powder -that's not edible, you dummy! It's highly explosive! That's what I'm using to charge my gun so it can shoot bullets!"

She released him:

"Besides, it tastes terrible," she added. "Trust me. I've tried, and was sick for two days."


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Davlamin watched as everyone got ready to depart.

Hopefully we have enough rope and torches to aid us. Um...we do right?

The half-elf wanted to make sure everything was ready before the adventure began.


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

"Well, I don't have any... Do you?"


Shaman (Witch Doctor) 2 AC 16/13T/13Fl +6 Perception, +3 Initiative HP 18/18

Looked agast at her for the sudden yelling and grabbing his wrist. But he soon understood and nodded.

"Ah, forgive me I did not know. I didn't know that such a thing was made and not simply existed. I wonder, do dragons eat it then to produce flame?" he asked with curiosity.

As it seemed that everyone was gathering up and ready to head out. When they asked for torches and rope, Rahiv shrugged and pointed at his eyes. "I never saw the need of them." he said simply.

He walked along with them as his expenditures had already been taken care of, no real need of anything else to weigh him down. He did look at the extra gold he was given and wondered what to do with it before simply putting it in a pouch for now.


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Davlamin nodded.

Hm...We might need to get some just in case. Not a lot mind you but just enough to be safe than sorry.


HP: 17/17 l AC: 15, T 13, FF 12 l CMD 16 l F +3, R +6, W +2 l A Sure Thing (1/day), L1: 3/3 l Init +7 l Senses: Perception -1
Skills:
Acrobatics +8, Climb +6, Diplomacy +9, Kn. Arcana/Local/Nobility +7, Kn. Dungeoneering +6, Prof. Farmer +4, Spellcraft +6, Stealth +7, Swim +6
Female NG Human Farmer 2 | Active Conditions:

"I've got 50 feet of sturdy rope and some torches," Joza chimes in, cheered that she was finally able to find what she was looking for at the market. "We of the folk can see fairly well even at twilight, but true darkness is another story. A torch can also make a good weapon in a pinch!"

Joza does indeed have 50 feet of hemp rope and 5 torches, hehe.


Male Catfolk Rogue level 1/ ac: 16/14/12 / hp: 9/9 / init: +6 / fort: +1, ref: +6, will: +0

Ahh, yessss! I guess you can hold on to it...

Speaking with a bit of a lagged thought as to Strider's surprise Joza didn't act anything like he was expecting. Although still trying to understand why Joza stopped and looked at it so hard.

WoW, she didn't even play with it more intrigued by it??? Why is she so different then me, its almost like she not catfolk... or a different bread

Strider quickly jumped at the idea of light and features for being prepared and started to name a few items off that he was carrying within his possession, rather quickly not wanting to waste much time.

Umm I have 25 candles, 10 torches, grappling hook, tangled 50 foot rope, and a few other oddities......ummm....Nevermind thats it.

Strider stops in his track as far as conversation wise realizing that he may in fact divulging to much information. Strider was not use to letting people into his life and was more worried that the group who found to much information about him might actually turn him in. Strider skills were little when it comes to combat, however, with skills at the ready he was prepared to vanish as needed, or scout for traps and necessities. Strider claimed in his own mind to be the best climber in all of the world, but his world was very small still as he never really ventured to far from home.

Strider kept pace with the group and didn't leave their side although he made himself scarce when there was a guard near by but never letting the group from his site.

Looking back to Rahiv and Zinli, although it appears that Strider is giving Dalvamin a bit of the cold shoulder and not speaking directly to him in any of his comments.

I think I can take care of the map, I will take extra care in details and going to pick up some training on it later on when I can. Perhaps as I practice I will get better at it.

Trying to take up some of the reins off the group so that Strider appears to be offering something to the group. Strider was starting to feel that with lack of magic and other skills that he may not have what the group was looking for and was worried that they might discard him like his parents did some many years ago after birth.

Strider follows the group itching to get a move on. Sitting here walking about was not bringing them any closer to the rewards. So Strider was ready to get a move on and his step was showing that he was ready to make haste to the spire.

DM, I am picking up craft map as a profession next level, going to put it down in character sheet but its only stat bonus. Need more intelligence for more skill points :) only 11 per level right now


The trip to the Spire is quite uneventful. The Echo woods are as quiet as woods can be, but nothing attacks you.
The faint drizzle even stops, during the 6 hours march-Zinli short legs impeding your progression.
You stop to eat into the woods, but your greatest foes so far are some ants crawling near your food.

Finally, you come within sight of the Spire.
Standing in a wide clearing within the Echo Wood, the Emerald Spire, a supposed Azlanti very ancient relic, is the ruin of a large tower that appears to be made of green glass harder than stone. The upper portions of the tower were destroyed long ago, leaving broken, halfmelted glass blocks lying jumbled around the tower’s perimeter and the ground nearby.

The Spire from the outside

The clearing itself, as you finally realise, is an almost perfect circle, with the Spire at its center.The trees of the Echo Wood crowd up against this unseen border and suddenly halt—nothing larger than a sapling grows in the Glen. Even those who weren't raised in a rural area undertand this is not natural.


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

She charged her pistol on the way.

"The Spire! Finally!"

Zinli jumped for joy.

"Letsgoletsgoletsgoletsgo!!!! Let's take a look around!!!!"

Perception: 1d20 + 8 ⇒ (3) + 8 = 11


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Splendid Joza and Strider! Excellent thinking you wonderful catfolk you! Then let's be off!

He smiled at the two catfolk and showered praises and blessings of Calistria on both of them.

If both catfolk want you're welcome to swat him with a frying pan!

Later after traveling to the Spire and listening to the gnome's excitement...

Shush! We must be careful, Davlamin whispered cautiously.

Continuing to whisper, he added, I don't like walking through the front door. Let's carefully see if there's a back door.

Perception: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17

Checking for other entrances and for any trouble!


oh boy, troubles you will find.. if they don't find you first! Can I get stealth rolls for everybody? will post either tonight or tomorrow morning


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

Stealth: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22

Noisy gnome is somehow still stealthy!


Shaman (Witch Doctor) 2 AC 16/13T/13Fl +6 Perception, +3 Initiative HP 18/18

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

Not sure if there is any situational modifiers but there be mine all unmodified


Male Catfolk Rogue level 1/ ac: 16/14/12 / hp: 9/9 / init: +6 / fort: +1, ref: +6, will: +0

trying to stealth: 1d20 + 13 ⇒ (14) + 13 = 27


Male Human (Taldan) Fighter 1

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3

and then........here comes a bucket of nails carrying fireworks


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Stealth: 1d20 + 2 ⇒ (16) + 2 = 18

Is there anyway I can do both a stealth roll for me and aid another at the same time? I don't have the core rulebook so I'm not sure.


HP: 17/17 l AC: 15, T 13, FF 12 l CMD 16 l F +3, R +6, W +2 l A Sure Thing (1/day), L1: 3/3 l Init +7 l Senses: Perception -1
Skills:
Acrobatics +8, Climb +6, Diplomacy +9, Kn. Arcana/Local/Nobility +7, Kn. Dungeoneering +6, Prof. Farmer +4, Spellcraft +6, Stealth +7, Swim +6
Female NG Human Farmer 2 | Active Conditions:

Oof, been a long and busy day folks, sorry about the delay in posting!

As the group carefully approaches the Spire, Joza draws her weapons - a kukri and a trident, surprisingly enough - and moves forward, walking in something of a crouch and clearly trying her best to be as quiet as possible.

Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

Though she doesn't look around, she smiles slightly as they approach, pleased by the silence of her companions.

These others move as quietly as any folk - even little Zinli! This is g-

Her thoughts are interrupted by an awful clanking and rattling noise from behind her. Whipping her head around, she spies Ekran who is being anything BUT quiet in his armor.

So much for surprise...I suspect the whole Spire can hear Ekran approaching... she sighs wearily.


Shaman (Witch Doctor) 2 AC 16/13T/13Fl +6 Perception, +3 Initiative HP 18/18

Rahiv looked around carefully as he tread lightly towards the spire. He winched as he heard Ekran bounced his shield off a tree only to smack into the next...and the next...and the next.

Rahiv backed up a little from the group and stayed in the treeline. It was best for all of them if he stayed out of sight of the enemy as long as possible. A few bolts flying in to the enemy would be just fine, he thought as he looked around at the others.

Rahiv's eyes went wide and his heart stopped for a moment as he laid eyes on Joza's trident. He was suddenly quite concerned with where that trident was at all times even though Joza had never given him a reason to think she might 'accidentally' poke him with it.


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Davlamin smiled as he and the others stealthfully moved towards the spire.

Oh this is good. We might have the---

He quickly stopped that statement when he heard the commotion that Ekran was making with his shield.

Oh I had to speak too soon didn't I!?


2 people marked this as a favorite.

GM rolls:
Perception: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10

Most of you are really silent...
Then Ekran comes.

You hear a goblin's voice shouting

WhaaaZZZZUp!

Init, Davlamin: 1d20 + 2 ⇒ (7) + 2 = 9
Init, Ekran: 1d20 + 5 ⇒ (10) + 5 = 15
Init, Joza: 1d20 + 2 ⇒ (12) + 2 = 14
Init, Rahiv: 1d20 + 3 ⇒ (18) + 3 = 21
Init, Strider: 1d20 + 6 ⇒ (14) + 6 = 20
Init, Zinli: 1d20 + 3 ⇒ (4) + 3 = 7

Gobrider Init: 1d20 + 3 ⇒ (11) + 3 = 14

Emerald Spire-outside

init: Strider, Rahiv, Ekran, Gobelin, Joza, Davlamin, Zinli


Male Catfolk Rogue level 1/ ac: 16/14/12 / hp: 9/9 / init: +6 / fort: +1, ref: +6, will: +0

Strider was struggling to even stay with the group as this was his first time being part of something not of his own. Amazed that the group was completely silent even to the eyes of him. Strider quickly jerks around to notice Ekran roaring like the sound of a dragon from all his metal clunking around. Strider pauses and makes his way to the shadows a little further from the primary target, knowing his bow would due better justice from flanking position so at that Strider keeps some 30 feet in front of the bell, (Ekran) and tries to avoid any conflict. Pondering off in his little world thinking....

Oh...Blue fin tuna, dinner bell.....

Quickly, catching Striders attention from the moment of thought a kobold yells and to his surprise strider noticed it.

Combat...Figures it wouldn't take long... Purrrrfect. Watch and see how they do or help, well lets just get into position.

On Strider Init, he will hold until the Kobold goes, then take a double move and get into position 30 feet behind the kobold in flanking position with what ever target the kobold attacks. While moving he will draw his bow and notch one arrow

Strider quickly alert to the presence makes his move trying to find the best position to flank this Kobold so that Strider could actually be of aid to the group. Stealthy moving at half speed strider repositions to get into the right position should this encounter with such foul looking things go sour. Using the aid of the shadows to his advantage.

While Strider advances forward as he gracefully slips his bow from under his cape in one swift action drawing his arrow from the quiver tied to his leg rather then his back, it was easier to grasp when in couching position. The bow was of nothing special but it appeared to made from scrap wood and twine that was found throughout a city, the best that he could afford. Although, it was crafted rather interesting including a round glass aim device from the bottom of a glass mug. The arms were made from what appeared to be old bamboo shards woven together from maybe an old ladder. The top and bottom of the bow had a red ribbon tied around it like marker points, of course this ribbon was in no better shape then the bow.

At this time strider made sure that even the group didn't know his wear abouts as he moved through the shadow. It wasn't that strider wanted to run away but it was best he not be around should the group try to turn him in for what ever reason.

Never know who these kobolds be working for.... Hellknights always do dirty work outside there laws

Strider only assuming that they were sent by the hellknights to capture him and that wouldn't be good for him. Another good reason to make sure that he was not around till the time was right.


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

"Argh! Goblins!"

Zinli moved to use her gun without disturbing the other warriors, and aimed at the dog.

"Take that!"

Attack: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Hurray, first fumble! *facepalm!*

"Uh?! I missed!"

Misfire value of 5 before she can repair it.


Shaman (Witch Doctor) 2 AC 16/13T/13Fl +6 Perception, +3 Initiative HP 18/18

Holding action till the the Gobbo starts his movement towards someone

Rahiv watches curiously to see where the goblin goes and once he has chosen his target, he gives it a little lead before loosing a bolt at it.

attack: 1d20 + 3 ⇒ (20) + 3 = 23
conformation: 1d20 + 3 ⇒ (3) + 3 = 6

damage: 1d8 ⇒ 1


@Strider: it's a goblin, not a kobold. Not the same smell. :-)

Unfortunatly, nothing happens so far...

Then you hear shouts in goblins.


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

Come on baby... Work for me! Work for mommy! I promise I'll give you a full clean as soon as we get outta here!

She uses the deed Quick Clear to remove the broken condition from her firearm.

She repaired her weapon, and listened carefully.

How many are they?

Perception: 1d20 + 8 ⇒ (20) + 8 = 28


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Realizing that their approach was not going to be the stealthy one they had hoped, Davlamin quickly cast a spell on Ekran, his words sounding like that they were coming from a dragon.

Hewa litrix.

Translation from Draconic:
Mage Armor

As he spoke those words, a glowing suit of full plate armor made of golden light quickly enveloped the warrior. The half-elf figured that the fighter would soon be swarmed by the goblins and knew that he would need all of the protection he could get to stay alive!


Male Catfolk Rogue level 1/ ac: 16/14/12 / hp: 9/9 / init: +6 / fort: +1, ref: +6, will: +0

I think mage armor is self only


HP: 17/17 l AC: 15, T 13, FF 12 l CMD 16 l F +3, R +6, W +2 l A Sure Thing (1/day), L1: 3/3 l Init +7 l Senses: Perception -1
Skills:
Acrobatics +8, Climb +6, Diplomacy +9, Kn. Arcana/Local/Nobility +7, Kn. Dungeoneering +6, Prof. Farmer +4, Spellcraft +6, Stealth +7, Swim +6
Female NG Human Farmer 2 | Active Conditions:

Unable to see the goblin(s?) yet but realizing that they've sounded some sort of alarm, Joza sheathes her two weapons and instead appears to be preparing to draw her bow...

Two total move actions to sheathe both weapons, I believe. She'll actually draw her bow on the next round.


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Nope it isn't. I just checked but it is touched base. And since it's been over an hour since I posted I guess we can just assume that i touched his shoulder. This might be why you shouldn't play the temple of elemental evil computer game and turn around and play a pbp game. <_<


Zinli:
there is at least three different goblin "voices", and you hear two dogs barking.

You see no more goblins so far. It seems the one you saw went back into the Spire.


HP: 17/17 l AC: 15, T 13, FF 12 l CMD 16 l F +3, R +6, W +2 l A Sure Thing (1/day), L1: 3/3 l Init +7 l Senses: Perception -1
Skills:
Acrobatics +8, Climb +6, Diplomacy +9, Kn. Arcana/Local/Nobility +7, Kn. Dungeoneering +6, Prof. Farmer +4, Spellcraft +6, Stealth +7, Swim +6
Female NG Human Farmer 2 | Active Conditions:

"Well, I suppose they know we're here now...or that someone is here," Joza whispers to the others, though she still keeps her eyes open for trouble. "Seems like not much to do about it now except keep moving forward," she sighs.


Male Human (Taldan) Fighter 1

Turning scarlet Ekran mutters: Blasted feet! He draws his sword and readies himself for an onslaught of goblins.....but then they never come.

He tenses again and swears as he is enveloped in gilded armour created as if from thin air. He realizes where it comes from and exclaims, By Abadar's beard, Dav, give a man some warning! I thought I was in the clutches of a Rohk or Graspaphant. He grins a bit at that.

We may as well enter, they know we're here


Female Gnome Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 3/4

So did she shot a bullet? I thought they were charging us.

"For now, I hear at least three of them. With two dogs."


HP: 17/17 l AC: 15, T 13, FF 12 l CMD 16 l F +3, R +6, W +2 l A Sure Thing (1/day), L1: 3/3 l Init +7 l Senses: Perception -1
Skills:
Acrobatics +8, Climb +6, Diplomacy +9, Kn. Arcana/Local/Nobility +7, Kn. Dungeoneering +6, Prof. Farmer +4, Spellcraft +6, Stealth +7, Swim +6
Female NG Human Farmer 2 | Active Conditions:

"Well...if we are smart, I think we can handle that many without too much trouble," Joza nods. "In the future though, perhaps one or two should do some scouting ahead - especially the deeper we go. I make a passable scout, but I believe we have someone with us that does it much better than I..." she trails off, looking around for Strider.


The path to the entrances seems clear, as far as some place where goblins live can be "clear".

Strangely, the inside of the tower looks darker than an goblin's heart. There is plenty of rubble and filth on the ground.

Anything beyond the 5-foot area is darkness. Ranged combat and melee attacks with reach have a 50% miss chance unless the attacker has darkvision or a source of light. Illumination radius is halved (10 feet for a torch/Light spell, 15 Feet for a sunrod.) and reduce the condition to Dim light (20% chance to miss ranged or hand to hand combat) in this radius. Creatures without darkvision take a –4 penalty on Perception checks that rely on sight in full darkness. The terrain inside this level of the Spire is difficult (your Move is halved, and no charge possible)


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

Hm...this is strange. I've never seen crystals like this before.

Knowledge (history): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 Seeing if he's heard of anything like this in his books.

Knowledge (arcana): 1d20 + 10 ⇒ (17) + 10 = 27 I'm...hm...not sure what he could learn from arcana.

Seems like the light is almost...being I don't know how to explain it but it seems like there light is faint. Knowing goblins, we will certainly be at a disadvantage except for Rahiv and our catfolk friends. I assume both of you can see in complete darkness correct? Strider since you've mentioned before that you can handle traps, it might be good to have scout slightly ahead of us. And it might be best if we all stick fairly close to one another. No point in being picked off one by one. I would prefer not to give the little green skinned vermin anymore advantages.


HP: 17/17 l AC: 15, T 13, FF 12 l CMD 16 l F +3, R +6, W +2 l A Sure Thing (1/day), L1: 3/3 l Init +7 l Senses: Perception -1
Skills:
Acrobatics +8, Climb +6, Diplomacy +9, Kn. Arcana/Local/Nobility +7, Kn. Dungeoneering +6, Prof. Farmer +4, Spellcraft +6, Stealth +7, Swim +6
Female NG Human Farmer 2 | Active Conditions:

Joza shakes her head. "I can see in dim light, but not in total darkness, which is what it looks like lies ahead of us. Unless he's some strange breed of folk that I've never heard of, Strider's vision would be the same as mine. We're going to have to have at least some light to move forward."


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

I see. I'm afraid I have no magic that could aid us. I don't even have any torches.

The sorcerer was a bit at a loss of what to do.

Anyone have any sunrods or an ever burning torch handy?

Perception: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18

Not sure if that's a good thing or a bad thing. Since we're in enemy territory, I'm guessing a bad thing!


Male Catfolk Rogue level 1/ ac: 16/14/12 / hp: 9/9 / init: +6 / fort: +1, ref: +6, will: +0

Oh ok thanks Davlamin didn't notice the major adjustment to the old 3.5 edition.

Strider still in the midst of the shadows not sure about what is going to be lurking in the spire except some gentle Kobolds who are are apparently more scared of the group then we are of them. Well at least in the fighter eyes. Strider was still the very cautions one. Although he wasn't really being obvious to the group and thought it was best to stay that way. Strider watched the kobold/goblin thing run back into the depths of the spire and could only assume that the door blocking there way be littered with traps. It would be best that Strider scout ahead but do so with wings of fleeting grace when danger arrives.

Strider concealed his bow back beneath his tattered clothing, and rested his arrow back into the quiver upon his leg. Doing so before making his way into the dreaded spire entryway.

Hmm, they need torches I see and traps need be detected. I wonder if these kobolds are smart enough to trap there own door.

Carefully approach the door and look around to see if I notice anything, should enough time be allowed Strider will examine the door in a little more detail.

I will take 10 on the door.if allowed Total 16, if not here is roll for what ever I do spot

perception: 1d20 + 6 ⇒ (5) + 6 = 11

After looking the door over, Strider marks on the with the chalk that he carries or a arrow if the ground is dirt and not stone. A circle with a T for trap or the same circle with a T hash / tag through the circle based on his results.

Since the group completely didn't stock up on the ideal of torches Strider drops a two torches on the ground about five feet from the door so they are able to use them upon entry. Strider would rather accept the darkness and move as needed, after all the light from the group would aid in his low light vision.

Strider was hoping to use the cover of the darkness to his advantage and attempted to do all this wonderful actions under the cover of stealth. Of course the group at some point may attempt to get in the door while Strider was taking this long time checking out the door so if that would be the cause he will make himself known but only to the group if he can help it.

Stealth, + or - any other modifiers DM things should apply: 1d20 + 13 ⇒ (1) + 13 = 14

Side Note - Should there be a trap on door

After marking the ground with the T before putting hash through circle Strider will attempt to disable any major trap with his ordinary tool kit.

TRAP- Disable Please: 1d20 + 8 ⇒ (11) + 8 = 19

Of course smart enough to try to take 10 on searching for the trap, Strider lack of patiences caught up and playing with the trap like a cat with a new toy.


Im a little confused, Strider, because I never talked about a door.. will check and answer tomorrow!!


Male Catfolk Rogue level 1/ ac: 16/14/12 / hp: 9/9 / init: +6 / fort: +1, ref: +6, will: +0

noticed you didn't mention door sorry assumed there would be one at a spire. So correction Strider checks the entryway if no door


@All: will need to update the map, will do it this evening at home.
@Zinli: yes, you fired one shot at the fleeing goblin. But don't worry, there are more goblin coming...

As Strider checks on the entryway of the Spire, he notices, despite the darkness, not one but two goblin riders inside, ready for the slaughter... but bickering about who should go first

Init, Davlamin: 1d20 + 2 ⇒ (20) + 2 = 22
Init, Ekran: 1d20 + 5 ⇒ (6) + 5 = 11
Init, Joza: 1d20 + 2 ⇒ (9) + 2 = 11
Init, Rahiv: 1d20 + 3 ⇒ (10) + 3 = 13
Init, Strider: 1d20 + 6 ⇒ (11) + 6 = 17
Init, Zinli: 1d20 + 3 ⇒ (10) + 3 = 13

Gob Rider 1 Init: 1d20 + 3 ⇒ (7) + 3 = 10
Gob rider 2 Init: 1d20 + 3 ⇒ (7) + 3 = 10

GM stuff:

Gob rider 1 13/13 HP, AC 17/14/14 Saves F +4, R +5, W +1
Melee horsechopper +3 (1d8+1/×3)
Ranged shortbow +5 (1d4/×3)

Gob dog1 9/9 HP, AC 13/12/11 Saves F +4, R +4, W +1
Melee bite +2 (1d6+3 plus allergic reaction, DC 12F)

Gob rider 2 13/13 HP, AC 17/14/14 Saves F +4, R +5, W +1
Melee horsechopper +3 (1d8+1/×3)
Ranged shortbow +5 (1d4/×3)

Gob dog2 9/9 HP, AC 13/12/11 Saves F +4, R +4, W +1
Melee bite +2 (1d6+3 plus allergic reaction, DC 12F)

Strider, you are 15 feet from the two goblin riders. Everyone is else is 10 feet behind you (25 feet total). Remember for those who don't have darkvision, you can't see anything beyond the first 5 feet after the Spire entrance. Everyone can act before the goblins, who are flat footed. Even with the initiative rolls, I consider Stider is first to act on the first round, as the others aren't aware of the threat before he tell them


Male Catfolk Rogue level 1/ ac: 16/14/12 / hp: 9/9 / init: +6 / fort: +1, ref: +6, will: +0

Strider puzzled by the Small little guys bickering back and forth to one another, clueless to what they are saying, Strider shrugs his shoulders and picks up one of the torches on the ground as Strider uses the wall for cover looking into the entry way Strider lights the torch and tosses it just on the inside of the door.

Heavy duty torches should stay lit even if they fall on the ground

Strider thought as he tossed the torch in the entryway, within 5ft of Strider feet on the other side of the Entryway. Knowing that his stealth was long broken at this point, but the darkness in the room should be fairly well lit. Strider looks back to the group who should now be able to see him after lighting a torch....

Strider points inside with one hand like a beacon constantly pointing in the door till someone noticed, the other hand holding two fingers up, and then showing the height of the kobolds and then two fingers again. It was like he was trying to explain that there was something on the other side of this door, perhaps 2 of something about waist high.

Strider was really hoping that the torch being lit up and the kobolds talking back and forth would be a huge distraction, perhaps enough to give the group the advantage as they would eventually charge in and then Strider would use that as cover for his approach.

I am not going to run into the room solo, that would be for a fools job, or a meat wall which ever comes first....

Strider ponders to himself a small smile appears over his face while doing all this pointing, although his first impression is the loud warrior would be the fools heart to cover this action as he looks in his direction.

Standard action: Light Torch, Move Action: Toss torch in Entryway. Use wall as cover, so 5ft step to side.


Updated map

The torch burns bright, but it's as if its life was sucked by the Spire.

The goblins are startled, but as soon as they see Ekran, gets ready to fight


Male Half-elf
Quick Stats:
Init +2, hp 10/10, Senses low-light vision; Perc +7, AC 12, T 12, FF 10, Fort +0, Ref +2, Will +3, +2 vs. enchantment spells and effects, Base Atk +0; CMB +1; CMD 13
Sorcerer 2
Quick Skills:
Diplomacy +5, Knowledge (Arcana) +12, Knowledge (History) +5, Perception +7, Spellcraft +8, Spellcraft (identify magic items) +10

@GM Did I learn anything from rolling history and arcana? Just seeing if I did. And since I go after Strider, would using magic missile cause some light to appear? I doubt it but just checking. Also would detect magic cause light to appear aiding in me seeing as it would allow me to see outlines of stuff (I'm guessing it would)?


Shaman (Witch Doctor) 2 AC 16/13T/13Fl +6 Perception, +3 Initiative HP 18/18

Rahiv seeing that the group is ready to move forward carefully begins to edge around to get sight inside the doorway. His own sight isn't bothered by the lack of light and he makes out the figures. He sees their bickering forms and takes careful aim with his crossbow before unleashing a bolt towards the one wearing a bit of red.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 8

Basically gonna move behind Ekran to get a clear bead on the goblins and launch a bolt.

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