The Emerald Spire (Inactive)

Game Master Zesdead

Paizo's 'The Emerald Spire'.

...in which our adventurers explore the 'Magma Vault'.

Party Health
Drusellia Malacore 30/30 HP, 3 Hero Points
Luther Lightblade 51/51 HP, 3 Hero Points
Symon 55/55 HP, 3 Hero Points
Eldar of the Lost 68/76 HP, 1 Hero Point

Maps
The Emerald Spire - Level 10
Cross Section of the Emerald Spire
Map of Fort Inevitable

Party Treasure


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Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"I am no ranger--so a good map would be appreciated. Any information about Tarrin and gang? Any arcane magic - users in the group?"


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia clears her throat softly. "I am skilled in the Art."


Addressing Luther, "Indeed you aren't a ranger, for if you were you would know that the Spire Glen is a short trek to the north east from here. The trails into the Echo Woods are well signposted...if travellers to the area can make their way there to gawp at the ruins then I'm sure you should be able to manage it"

Conner:
The Emerald Spire lies several miles to the north east of Fort Inevitable. Nestled within Echo Wood, there are several trails that lead to the clearing around the Spire...testament to the fact that travellers to the area often make a detour into the woods to look upon the ruins...from a safe distance. Even with the snowfall, it is no more than four hours trek to the Spire Glen (the clearing around the Emerald Spire)...it is a route you know reasonably well

"We know something if Tarrin's gang, they have built in strength over the last year...we think they number about twenty at the moment, petty thieves and thugs for the most part...but Tarrin is a bit of a mystery to us...rumours abound that she is a sorceress and that she has bewitched her gang...others claim to have evidence that she isn't human but but some denizen ascended from the depths of the spire...as to the veracity of those rumours, I really couldn't say"

"A word of warning...it won't be just Tarrin and her band that you find at the Spire...you will encounter other dangers along the way...many have tried to explore the ruin in years gone past, few have returned..."

"I have much to attend to, do you have any further questions...or requests? If not then I bid you farewell. The next time we meet, I hope that you bring me Tarrin...in chains"

It is clear that, as far as the Lady Commander is concerned, this meeting has come to an end.

You can make any additional purchases within Fort Inevitable before departing.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon is ready to go whenever the rest of the party is....he is out of money, so no fancy stuff for him...yet!


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther nods.
"We're ready!!"


Male Human Barbarian 1

Mary cocks an eyebrow

"And what if we can only return with her corpse?"


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

"Well, I'm for trying to bring her back alive. But, if not, I'm not lugging a corpse around. In that case we'll just bring back her head."
alas, Conner is fair to broke as well, so onward ho!


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

"I can guide us to the spire, though I'm no Ranger either. It's a route travelers and merchants sometimes take. They like to see the ruins, albeit from a 'safe' distance. I think some caution is in order though. It's not likely that we'll run into all of them at once, but even half of these bandits is more than twice our number."


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

"Well the only thing I share with rangers is an uncanny sense of my surroundings. I tend to notice the smallest details."

He looks around.
"Symon, you and Conner can take point. The fair elf and I will go next. Marian can watch our backtrail and with her speed quickly move up as needed. As people get hurt I may adjust our formation to more efficiently heal."

He decides to talk some tactics.
"I try to draw people to me, so after Marian rushes forward, I will try to make an enemy blindly rush past her to me."

Luther is using command


Male Human Barbarian 1

Scratching his beard, Mary leers at Luther

"Call me a girl again, clergyman"


Before you take your leave of the Lady Commander, she tells you that, even though her preference is for a live prisoner, a reduced bounty may be negotiated for a corpse...if that is unavoidable...

Assuming that you are ready to leave

Leaving Fort Inevitable through the North Gate, the Hellknights on guard acknowledge your passing...clearly they have been made aware of your eclectic party and the job that you have been contracted to do.

The road takes you past the vineyard just outside the city gates and, running along the border of the Echo Wood, northwards for about three miles before you come to a clearly signposted train heading north east into the forest. Stepping into the woods, the temperature drops significantly with heaps of snow drifting against the trees and icicles hang from the branches...the sun glistens on the snow and it is as much as you can do to follow the path whilst avoiding snow blindness.

The path, even with the snowdrifts, is easy to follow and it isn't more than three hours before you arrive at the edge of what is known as the Spire Glen. The glen is almost perfectly circular and is centered on the green structure standing 500 yards from you; as if some unseen hand had long ago drawn a border around the old tower.

The structure itself is a ruined keep guarding a broken central tower, all made of smooth, green glass. It's obvious that a grand battle took place here many years ago, and the clearing around the ruin lies barren, with sickly weeds struggling to rise from the blasted earth. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris.

At the top of a steep dirt path winding up through the rubble, a doorway opens onto darkness, its entrance seeming to steal lights into its inky depths.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia carefully picks her way among the rubble and debris to the opening.

More at home in the depths of the underdark than in the light of the surface world, she can scarcely contain her enthusiasm as she peels back the hood of her cloak, welcoming the familiar feeling of darkness on her face.

By the gods, that feels wonderful! After several weeks of hiding my face from the light of the sun, I was beginning to feel homesick. But here, I can be...

She turns, suddenly remembering that she is not alone.

Then let them learn who they have chosen as their companion.

"I am Drusellia Malacore, of House Malacore, of the city of D'Terrelion. I make no apologies or excuses for my heritage, but know this, I am not like my kin. I judge by the actions one takes, not by their racial heritage or the color of their flesh. So long as you are loyal to me, then so shall I be to you."


Male Human Barbarian 1

Marian watches the dark elf, not that he knows that yet, tromp up to the open doorway, taking a sip from his wineskin.

"Kind of the 'look before ya leap' type, ain't she? I can't imagine these thugs leaving the front door wide open with no guard, no dogs, no nothin'...keep on yer toes."

He begins trudging through the debris, following after Drusellia.

"What's that you say?"


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

" Lady wait. It may be dangerous....Ahh. Nevermind."
Conner follows Drusellia toward the ruins, drawing his cold iron shortsword and looking around as he does so.
perception: 1d20 ⇒ 11

" There may be guards or scou....."
He stops as she removes her hood. Speechless.
Wow. She is beautiful. Elven? Such skin...


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon watches the reaction of his comrades to the Drow's revelation. He is not surprised by the looks they give her, but is surprised by the lack of hostility. Remembering when he first revealed himself to humans, he shudders and keeps his eyes open.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19


[spoiler=GM Only]Stealth Check Goblin Commando: 1d20 + 14 ⇒ (20) + 14 = 34
Stealth Check Goblin Dog: 1d20 + 6 ⇒ (5) + 6 = 11

Spoiler:

[spoiler=Symon and Drusellia]There is a figure hiding within the ruins...your darkvision, coupled with an astute perception, allows you to shout a warning to your comrades

There is something / someone within the ruins...but Symon and Drusellia have both seen it so there is no surprise round

You make it about halfway up the path when a high-pitched voice starts to taunt you from within the darkness of the ruins...

"Longshanks coming up the path...
Longshanks wanting in our spire...
Cut the biggest ones in half...
Then they'll fit into our fire..."

...followed by fits of giggles

Initiative for Party / Enemy

Drusellia, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Marian, Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Conner, Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Symon, Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Luther, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13

Goblin Commando, Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Goblin Dog, Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Initiative Order
Conner then,
Mounted Goblin Commando then,
Symon, Marian, Drusellia and Luther

Conner should post first then I will post for Goblin(s) and, after that, everyone below the goblins on the initiative count can post (without worrying about exact order)

Important - there is a darkness within the spire that prevents light beyond 5ft from any light source - this does not affect creatures with Darkvision (who can see normally) - I will post a full map showing exploration but those of you without darkvision should take care not to metagame too much!!!!


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

"Goblins, I recognize that evil giggle from when I was robbed on the trail."
Conner says with a trace of anger in his voice.
He grips his sword tightly as it is surrounded by a bright green aura.
Spending an arcane point to make my sword +1 for 10 rounds, then moving to stand by Drusellia. As for Conner's reaction to Drusellia, he doesn't know what a dark elf is.... XD. He grew up here and hasn't ever seen one... or very many other races for that matter.


From out of the darkness, an arrow flies towards the party...but it is high and wide.

Goblin, Shortbow vs Conner: 1d20 + 5 ⇒ (3) + 5 = 8, missing

"Come up here then...I'll stick you with my pointy thing...fill you all full of holes..."

Everyone may take their turn now

Note also that the ground within the ruin (once you pass the walls) is strewn with rubble and counts as difficult terrain


Male Human Barbarian 1

(Lighting will be an issue, yes?)

Marian stoops down low as he toddles up through debris, lighting a torch. Sending just to the left of the inky passageway he draws a wickedly long dagger, complete with a faux jeweled hilt.


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Drusellia points at the goblin (not it's mount) and speaks a word of arcane power. A glowing arrow launches from her fingertip and unerringly strikes the creature.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon moves up behind Marian and fires his crossbow at the mounted goblin.

Attack-Ranged: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 6


There is a yelp as Drusellia's arcane bolt fizzes into the ruins...followed shortly by what can best be described as a raspberry as, at the last moment, the Goblin ducks beneath the bolt fired by Symon.

All - it is better if you move yourself on the map rather than describing where you are moving to...you all have edit permission...and it's a lot less ambiguous!!! I have moved Marian to where I think he has described himself (i.e. just outside the ruins) but, if that was not the intention, feel free to move to anywhere else on the dirt path

Marian / All - Lighting will be an issue...unless you have Darkvision, you are not able to see more than 5 feet within this level of the Emerald Spire (and that's with illumination!!!!)...anything beyond 5 feet from characters without darkvision has concealment from you and hence a 50% chance of a miss in combat


Actions from Luther and Conner please


Male Human Barbarian 1

Ah, yes, that map is a godsend. My apologies for my most recent post's typos, I do most of my posting from my phone.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

" Crap. They have us ranged with the high ground to boot."
Conner says as he moves forward and takes a combat stance.
move 30' then ready to attack on approach.
Readied attack if needed: 1d20 + 4 ⇒ (1) + 4 = 5
readied damage: 1d6 + 4 ⇒ (6) + 4 = 10

Wow that sucked. wasted a max damage roll on a 1 TT


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Round 1 Luther--Level 1 Spire Luther moves up quickly and waits on the other side of the doorway.

Double move 40'

"We can still resolve this peacefully before someone is fatally injured by violence. There is much money to be had, you can get some."

diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


"We'll be taking your money longshanks...and putting you in the stew"

The diplomacy check fails...obviously ;)

The goblin's blow clatters to the floor as it grabs a crudely made polearm from the flank of it's mount...whilst the mount, a horrible hairless doglike creature, moves forward...close enough to Luther that the goblin can slash at him with his horsechopper.

Goblin Commando, Horsechopper vs Luther (with Cover): 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13, missing

The dog creature stands with it's teeth bared...ready to attack...

From his position, Luther can see another three goblins within the ruins...clearly stationed to protect the northern entrance, they yelp, turn and wildly fire arrows towards the western entrance...one arrow, more by luck then judgement, hits Luther in the shoulder.

Goblin 1, Short Bow vs Luther (with Cover): 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13, missing
Goblin 2, Short Bow vs Luther (with Cover): 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1, missing
Goblin 3, Short Bow vs Luther (with Cover): 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19, hitting for 1d4 ⇒ 1

Everyone may take their turn now...don't forget about the darkness within the Ruins...also, bear in mind that the difficult terrain will result in attacks of opportunity when moving adjacent to enemies


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"Fools!" Drusellia shouts, moving forward. "Do you not realize who you face? I am Drusellia Malacore, of the drow! You will kneel before me!"

Attempting to intimidate.

Intimidate (untrained): 1d20 + 4 ⇒ (6) + 4 = 10


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

Conner will move up near Luther, and cast acid splash at the dog.
ranged touch attack: 1d20 + 1 ⇒ (17) + 1 = 18
acid damage: 1d3 ⇒ 3
" Filthy Vermin!"


Male Human Barbarian 1

Marian stares at Drusellia for a few seconds, mouth agape. Tearing his eyes from her pure white hair he accentuates her command with a bloodcurdling roar. He has no fear of horsechoppers and goblin dogs, only a deeply rooted need to prove that he's the toughest goblin of all, a need forged during his long years with the tribe.

"Or we're goin' to drink your blood, elf-kisser!"

Dropping his tacky dagger to the ground he draws a javelin from his pack, bounding a few steps backwards sneering wickedly at the cavalier, he casts his missile with brutal force.

Barbarian's rage, oh yeah. Targeting the rider.

Attack Roll: 1d20 + 3 ⇒ (12) + 3 = 15

Damage: 1d6 + 5 ⇒ (4) + 5 = 9


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon moves forward to stand beside the Drow Sorceress, but without a clear shot is unable to assist his comrades.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

Bump?


Male Human Barbarian 1

GM has some stuff going on, we're on hold.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

yeah. Its the weekend now, was just being hopeful. XD


I think we are missing an action from Luther but let's press on...he can retcon an action if he wishes

Marian's javelin fizzes past the Goblin's ear and embeds itself in the wall behind it...

"Gots to do better than that Girly Longshanks"

The taunting of the Goblin is quickly drowned out by the howling of it's mount, Conner's gout of acid burning it viciously.

GM Only:
Goblin Commando = 13/13HP, Goblin Dog = 6/9HP, Goblins 1 to 3 = 6/6HP

"You not scaring nobody Spider Lady...Spider Bones is Lovely and Crunchy", and with that, the mounted goblin slashes at Luther again

Goblin Commando, Horsechopper vs Luther (with Cover): 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16, missing

Moving back into the ruins, it snarls "Get Them!!!!...and a flurry of arrows precedes the arrival of a runty Goblin charging at Luther...those with Darkvision see the three Goblins moving from within the ruins...

Goblin 1, Short Sword vs Luther (charge): 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12, missing
Goblin 2, Short Bow vs Luther (with Cover): 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5, missing
Goblin 3, Short Bow vs Luther (with Cover): 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15, missing

...and, in true goblin fashion, get in each others way...

Everyone may take their turn now...don't forget the difficult terrain and the darkness effect within the ruin...those without Darkvision can only see Goblin 1


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Not sure if this is possible, but will give it a try, otherwise it would just be a regular attack, I suppose

While the goblin's attention is on the fighters up front, Symon melds into the darkness and silently move to a better firing position. Once his aim is clear, he fires from his stealthy position, taking the goblin by surprise.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20

Attack-Ranged: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm Crit: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 ⇒ 8
Sneak Attack: 1d6 ⇒ 5


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Before the charge....
Luther delayed.
After the charge.
Luther strikes at the goblin that attacked him and steps back to allow the other to hit him too. Hope charging makes his AC low
hit/damage: 1d20 + 1 ⇒ (11) + 1 = 121d8 + 1 ⇒ (2) + 1 = 3
Luther steps to the right to stay under cover.

"Get that first one out of the way!!"


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

"Then you will die," the dark elf replies, a mock hint of sadness in her voice.


Male Human Barbarian 1

I'll do some barbarian stuff when I can get to an actual computer, sorry guys! Meatshield ho!


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

" I really hate goblins. Die crazy runt."
Conner steps forward and swings at the goblin with his charged blade.
attack : 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 + 4 ⇒ (3) + 4 = 7
step 5' and attack #1


Symon - you are currently outside in the daylight and there really isn't anywhere for you to make a hidden / sneak attack from...regardless, your attack is lethal enough to obviate the need for any Sneak Attack Damage

Symon, Luther and Conner - I think you have all attacked the same goblin so I will retcon Symon to attacking Goblin 3 who is standing farther back within the ruins

Luther's riposte against the charging goblin is clumsy, the cleric caught off balance somehow...yet Luther's miss is of little consequence as Conner steps forward and slices the Goblin's head clean off it's shoulders....

In the same instant, a crossbow bolt juddered into the torso of one of the bow-wielding goblins within the ruin...it looks downwards, sees the bolt and mutters, "oh?", before falling backwards stone dead...

I will give Marian another few hours before posting for the Goblins...in the meantime, as I don't yet have great internet access, I would be much obliged if someone would delete Goblins 1 and 3 from the map


Female Drow Elf Sorcerer 8 || HP 22/30 (30/30 nonlethal) || AC 17/16 Tch/13 FF || F+3 R+8 W+9 (+2 vs. enchantments) || CMB +3 CMD 18/15 FF || Init +4 || Perception +4, low light vision, darkvision (120 ft.) || SR 14||
Spells:
U/7/7/6/4

Done.


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Opps, sorry thought I was in the darkness...sorry


Male Human Barbarian 1

Sorry, sorry! My brother has been home on boot leave from the Marine core, so...I've been distracted

Marian scoffs at the meager goblin warrior, sprinting towards the cavalier with a crazed bloodlust in his eyes. Drawing his rusted greatsword in a fluid motion he dives into the darkness, swinging wildly.

Attack Roll: 1d20 + 7 ⇒ (20) + 7 = 27

Damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19

So, 20 foot move, drawing weapon as per charging rules, attacking the goblin on the little gross dog thingy.

Edit: Oh wow, Critical threat, rolling to confirm

Critical Confirmation: 1d20 + 7 ⇒ (16) + 7 = 23


As Marian, directed by Luther, plunges into the darkness, he instinctively ducks beneath the swipe of the Goblin Commando's Horsechopper...

Goblin Commando has a reach weapon and therefore Marian provokes an Attack of Opportunity

Goblin Commando, Attack of Opportunity (Horsechopper) vs Marian (including Favoured Enemy: Human): 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9, missing

Marian's blade arcs in a perfectly weighted swing...lethal enough to instantly despatch whatever it catches...sadly, it catches only air within the pitch black of the ruins...

As previously described - Light Consumption: Inside the structure, a magical effect swallows up light. Any light source, no matter how strong, illuminates only a 5-foot radius. 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. Creatures without darkvision take a –4 penalty on Perception checks that rely on sight.

Marian isn't carrying a light source and therefore his combat roll has a 50% miss chance: 1d100 ⇒ 5, missing

Confounded by Marian being 'up close and personal' the Goblin Commando can't bring it's cruel weapon to bear upon the Barbarian...so it growls at it's mount to savage Marian instead...

Goblin Dog, Bite vs Marian 1d20 + 2 ⇒ (1) + 2 = 3, missing

The other remaining goblin drops it's bow and moves to attack Marian

Goblin 2, Short Sword vs Marian: 1d20 + 2 ⇒ (4) + 2 = 6, missing

Neither the goblin nor the vile goblin dog manage to hit Marian...indeed, the attacks were so poor and the darkness so encompassing, that it may well be that Marian remains blissfully unaware of having been attacked...

Everyone may take their turn now...

Again, some help on the map please? Move Marian to the square adjacent / left of the Goblin Dog...and Goblin 3 to the square adjacent / above Marian's new position...thanks


Male Human Barbarian 1

I assumed I'd be swinging blindly, mighty barbarians have no need for sight!

Map has been edited.


male human Male Human Magus 3 | HP:27/30, AC:15, T:12, Ff:13 | F:+5. R:+3, W:+3 | CMD:16 | Perception:+3, Initiative:+2

" Crap! I can hear them jangling around but I can't see anything..."
Conner casts light on his sword and advances cautiously into the dark, until he can see something..
Assuming his light casts a 5' radius, he can now see Marian and the gobo to the 'north' of him?


Conner and Marian can now see Goblin 3 - but not the mounted Goblin nor the Goblin Dog


Aasimar Init: +3 / Percep +20/Sense Motive +8/ Darkvision 60' CMD=18 Cleric 8 Hit Points: 51/51 AC26/ff25/t12 F+10/R+6/W +15 Channel 6/6

Luther delays until just before the goblin commando to allow the others a chance to dispatch him first. If the goblin commando is still up, Luther grabs his holy symbol and commands the goblin commando to 'Approach'.

Command Will SAVE DC 15:

School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric 1

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Target one living creature

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal

He encourages Simon to move to a good ambush spot and ready an attack if the spell succeeds. {Just inside the doorway to the far right would be good}


Male Fetchlng Rogue 4/Shadowdancer 4 / Init: +7 / Perception +11/ Darkvision 60' Hit Points: 55/55 AC22/ff16/t17 F+5/R+13/W +4

Symon double moves to get to the doorway.

As a space opens up by the entrance, Symon takes advantage of it and stealthy moves forward.

He will try to hide, so when next he attacks, he can get his sneak attack damage.

Stealth: 1d20 + 8 ⇒ (6) + 8 = 14

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