Dwarf Wizard

Argus Ironeye's page

291 posts. Alias of Movin.


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Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Blah. Magnes swigs' a potion of long arm and boosts his dexterity. Hoping to land somewhere I can stand 10ft away from any foe but still be within range to stab them. Im hoping to get a ton of AoO's from the warriors either moving to fight me or moving to fight the rest of the group.

Will post whenbib get a few spare minutes


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus moves back to the house he had been searching to pick through the remains in hopes to finding something.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus shrugs and points to the building he'd been at a moment ago.
"Something like that might be in there. Seems like this city is following a pattern of -Dead people means useful stuff- and there is a couple dozen dead people in there."


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus sighs in disgust as his request gets forgotten in the chaos, leaving the gore soaked home alone for a few minutes the Dwarf then walks over to the red gate and stands in front of the zombie.
The creature attempting and failing to break the gate.
"The @#$# are you talking about you brittlebeaked S@#$splint? The rekilled @#$#'s trapped on the other side of the big glow-y doom gate."
With that he glances over to the grey skinned devil man
"Horns over there is right, that greasy @#$# and his Witch already said this place was some kind of challenge and that we had to find something to leave. Any of you find something I dunno.. "challenging" heard shouts earlier about a sword hilt. The building in that bottom corner is covered in gore and has something like twelve dead people in it. Might be something useful there but I can't tell with all the blood."


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus flinches as he sees the carnage in front of him planting the head of his recently obtained hammer onto the ground and leaning against it.
"Damn that is one bloody mess." The dwarf sighs and glances back over in the direction he had left.
"Oi! Wizard! You got any of that cleaning magic Bull@#$#? I'm not gonna be able to find #@$#-all in this mess, looks like half the town died in here."


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Soo.. we still good?

Argus intends to ransack the house in the bottom corner that has been left alone as of now. sounds like Tark and our Church going expedition are all going to check out the houses surrounding it.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Ok.. thats really weird. I recall posting a response a day and 1/2 ago. joy. Anyway, Argus would have stated how that was an idea likely to get us both stabbed and that either bartering for coins to be shared or melting down the gold statues into 7 equal parts would be a better option. However apparently that post didn't land.

Argus still mulling the decision grunts onces as the human leaves. The dwarf glancing to the three remaining statues and shrugging.
"Short lived impaitience's gonna kill that one sooner." Argus mutters as he drops the statues into his pack.
"Lets see if the corner has it."
The stocky man then walks toward the unpillaged home toward the far wall of the village, hammer over a shoulder as he goes to repeat his search of the last building.

Argus goes to check out the bottom right building, in the corner. Same method. If the door is unlocked use it, if not a window. bash open anything that wont open with a swift tug or an easily accessible key.

Perception: Traps? useful things?: 1d20 + 8 ⇒ (11) + 8 = 19


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus looks up at the man and gives a frown before grunting wordlessly and moving back. the dwarf standing in the front doorway and waiting to see what happens to the human.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus snorts "More like back to watching me work. Not that your help'd do much against solid granite." The Dwarf states bluntly as he goes back to his hammering, stopping a few swings later to knock more stone out of the way. "I don't hear any screams so I'm guessing the rest of our band of @#$#heads have yet to die horribly. That spiky grey brick stack looks like he would take a good amount of killing to actually fall over."


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus, the dwarf who picks up obviously cursed weapons waves and invites you to join the club.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus slams the hammer home as he continues to work his way through the wall.
"Perhaps you should abandon all that fru-fru spellcasting then. Learn how to use a big @#$#in' mace or somethin. The hell are you lookin' at over there anyway?"


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus shrugs at the mans implication. And with a grunt of force swings again.
" way I see it.
*Clack*
"We got called here by some crazy old wizard. Nutty as a squirrels life savings. Im betting an elf.
*crash*
"So by that we've been dragged into this bored wizards complex game of checkers, so all that I see is other parts of the game. The looting been rewarding so far, I expect people will stop when it stops being that way."


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Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

"Nope, but -highly suspicious doors- don't get the @#$#in' pleasure of being opened by me." the dwarf grunts back in the dwarven language as he surveys his progress before knocking a few loose bits off and continuing.
"Don't you have some unwilling tomes to forcefully read or somethin'? "


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus considers the doorway, looking at the obvious trigger and back to his hammer. The wheels in the dwarfs head overtaxed as he considers the building.

"well f!!@ that." the dwarf states to himself. He then hefts his new hammer and sets about making a brand new doorway out of the wall immediately to the left of the doorway.

right from the top of the screen, directly in line with the window in the room. Argus will begin smashing a new doorway instead of touching the -highly suspicious doorway-


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus shrugs as he looks at the human obviously having lost interest in the room. "Alright. tell me if you see anything actually useful. There other places ta look still." The Dwarf then steps back to the ghost.

"Seriously the #$@# did you direct us to a bunch of rusty rakes for? Bah whatever I'm gonna go check one of these houses."

Argus will attempt to break into and loot the house with an entry way closest to where he is now. Looks like the one to the east of us. He'll break a window and knock all the glass out if the door is locked. and if the window is too small for his stocky frame Argus will put his fancy new blood hammer to use bust it down.
Perception. Traps/interesting things: 1d20 + 8 ⇒ (11) + 8 = 19


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Thinking Argus would wander off to some other place at this point. I feel that would upgrade Gurthok's moderate irritation to Murder fury quickly though.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Gordan Shellin and Argus are all in the alleyway with the "Dead man" in it. bottom left, red dot marking the dead guy. There is a door highlighted in blue, we are all clustered around that as there apparently a storage room there, at least that is what the dead guy says.

Dentch is with you, following 10ft behind as of his last post.

Koon and Dwight are in the church and have just battered open the back door leading into some exterior area.

The wolf that ran away just yelped in pain in the distance.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus waits for a moment to see if he hears any dangerous clicks or cries of pain before following after the human into the room itself.
giving the room a once over with his own senses.
trap?: 1d20 + 8 ⇒ (1) + 8 = 9 clearly there is nothing.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

" Find me my place? The hells that suppose to mean you mage tricked piece of hammered fools gold." the dwarf rants before flippantly dropping the amulet and its note to the snowy ground.
Dwarf named Argus ain't got no time for any locked locket based nonsense. Perhaps Shellin will have better luck.
" I'm gonna go see this dead guy of yours and if the sneaky one has any skills at opening locks. If not I suppose I'll go help him with this big @#$#in' thing. Guess everyone else headed up the the church over there."

-Argus walks
Argus examines the dead man and the floating spectre " Well you got the @#$# kicked out of you. How're the worms treatin' ya?" the dwarf asks bluntly while scanning for the sneaky one.
" You see a guy, probly has a big @#$#in' burlap sack of loot and a curly mustache?"


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

To condense our current actions I beleive after doing all their own things everyone is either
1. heading to the storeroom Shellin pointed out
2. trying to bust down the door with Koon.

Oh and Argus picked up a possibly cursed bloody hammer. But who cares about that.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Yeah, figured. But Argus isn't really that smart and tripping the trap with his face could be more amusing than doing the intelligent thing.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Man life would suck for you against undead wolves. Mind immune, DR/5 slashing, 50ft charge range to take advantage of the staggered condition. Oh and trip. Trip is mean on a staggered creature, they can still make AoO's.

So, bets on this hammer Argus picked up being cursed?


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus nods in agreeable to the tiefling's comment before gesturing to one of the houses.
"That one in the corner might be a good place to start."
With that the dwarf turns and listens to the human caster on his arrival
"Huh, so the dead armored guy in the alley is a ghost? Weird. his armor still any good? Doubt he's using it.
So your telling me this town had some really #@$#ing terrible guards then? City this well built ought to have extracted a great price on someone sieging it. Didn't hear you because I was across the street checking out the house there.
Like I #$@#in' said I was going to, had to bash in a window as the door was locked but it looks like some kind of shop. Right before you walked over I was saying that there is likely a smith in the town somewhere but that was just a shop."
The dwarf states with a huff as he points the heavy, blood soaked, hammer in the direction of the home. Small drips and drabs of the substance forming a trail from the buildings broken display window to where the dwarf stood now.
" Found a locket, some sad @#$#'s last words, this hammer, a dagger and a shield. Oh and rat @#$# lots of rat #@$#."


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Strangely I stopped receiving updates on this game. looks like it happened around Wednesday. Weird. Anyway i'll go ahead and get back into the swing of things now.

"Weird buildings and their strange things. Who leaves a perfectly good hooked hammer lying around like that when everything else is looted?" The dwarf mutters to himself as he throughly loots the house. Dagger on his belt, shield on his back and hammer resting on one shoulder the short one walks back to the yelling Tiefling.
He opens the locket with his available hand and loops the metal over his wrist freeing his hand to read the note.

"So, looks like that was just a damn shop. Dunno where the bloody hammer came from, could use a wash but it looks good enough. Either of you two want a shield or a dagger? I ain't got use for them and figure someone can use them til we get back." The dwarf says as he finishes reading the note
"Also this note. Oh and I think one of these empty f+$*in' houses is a smithy. Might be good to check the rest of them before we move on to the big ass building down the road over there."

I like the look of the house in the bottom right corner of the map. It looks like a great place to loot. And now that Argus has a big honkin hammer all the doors and windows look like entrances to him.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Meh, just embrace the chaos. Thats my opinion at least.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Hey I am absolutely fine with looting a bow that was so nicely left for me. At least until I can afford to barter for a actual weapon of quality having a basic bow means I can actually flurry.
Then I can miss twice a round.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Back left pocket behind the mints, paperclips and mindflayers.
Now to split the party and let them all gang up on us in little groups. Oh wait, already done. Good thing we are all close-ish. Well except for koon.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Get your rest. You can murder us with more ravenous dogs later.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Yes I'll move into the shop. Get the rest of the information I can from that roll. [/b]

Argus looks at the collected objects for a moment before shrugging. The dwarf glancing for a door and attempting to try opening it.

[ooc] If it is locked.
Argus shrugs and looks at the window. "Well it ain't like we are still being sneaky. The dwarf then elbows the window with a cloth covered limb and converts the window into an entryway.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus gives one of the corpses a kick as he walks around the area to retrieve his chakram. "Damn steel." the dwarf mutters.

"So does anyone want a sword or some armor? that alley over there has a dead guy with two swords and some kind of heavy armor. Might be worth something as well. Think I might try entering one of these houses. Would be better to deal with critters lookin to jump on our faces before they get a chance to try." Argus asks as he continues to walk.

as argus will be getting fairly close to the houses on the other side of the clearing (Chakram are over there) he will look in the windows if a chance arises.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

with the wolves dead it looks like it is all of us followed by the remaining wolves. Then Shellin who's going to zap a wolf with Jolt.
" Yeah an' I could use a bonnie lass to warm my bed. Not all wishes get the gods a fickle attentions." The dwarf calls back to the spider owner.
Looking betwween the lone wolf about to get cut to pieces and the distant one fighting the spider the dwarf shrugs muttering. "Alright, lets see if tha gods like spiders today." He then hurls another chakram in the distant wolf's direction.

Lucky 3rd?: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7 assuming I'm taking a range penalty, will move down the roof toward the spider/wolf battle if I'd take a second range penalty otherwise.

EDIT

The charkam arcs toward the wolf looking ready to be a beautiful strike. Then it arcs off like the other two.
The dwarf looks with some disbelief to the remaining bands of steel on his belt. "Seriously? the hell is up with this cow shite? Melt tha lot of your down into something embarrassing. Like piss pots, or elf swords. The dwarf rants
" Shoulda known I'da been beter off punching the damned things."


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

hey at the very least you have successfully hit something in this combat. Positive thoughts right?


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Fairly sure that Gurthock's AC is 19 normally -2 from his heavy shield bonus assuming he doesn't have improved shield bash as a feat. So I don't think the wolfs attack roll of 16 breaks Gurthock's AC of 17. Much less if he happens to actually have that feat and his AC be 19 still.

Once it becomes pertinent. Pulling a double today and am unlikely to be able to post for a while.

" Stay still yeh stinking carpet wit' legs!" The dwarf curses as he draws another chakram and hurls the weapon at an injured wolf.

Chakram: 1d20 + 2 ⇒ (9) + 2 = 111d8 + 3 ⇒ (3) + 3 = 6

EDIT: ... The dice gods seem to disagree with me so far. Welp, time to go sacrifice a sheep to the RNG volcano.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus shrugs "Joy, flea ridden mutts. The dwarf comments before flipping a sharpened steel chakram at the wounded wolf.
Chakram: 1d20 + 2 ⇒ (8) + 2 = 101d8 + 3 ⇒ (4) + 3 = 7 have either of the wolves seen me yet, im on the roof above them so I figure the chance is there.
EDIT: Bah. on second though never mind. even flat footed there is no chance in hell a flat ten is going to hit them.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus pokes his head back over the nearest roof. "These places are made entirely of granite, damn good construction. there's a dead guy in a tin suit down the alley over there, couple swords as well." The dwarf states gesturing towards the right of the party.
" another one of those big glowy mage walls further in that direction. Another on the opposite side of town." The dwarf says pointing first south then north.
" Some kind of shop or what to the east-ish. looks like it has big @#$#in' statues out front. Other than that not much but houses, houses and damn ,what a surprise, more houses. Well except there is something making noises near the church, 'm betting a dog with some magic non-sense disease. We might need to put it down, don't let it touch you or I'll have to laugh at your dumb ass."


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

I intend for Argus to scout the streets so we can get a basic idea as to what we are going to face. Basically moving across the roofs and lying toward the roofs edge to break past the fog and get a general idea as to what is below. I was thinking of going east first and will examine any windows as well.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus recovers his grappling hook looking about the fog cover. "Can't see shit in this fog. I see a clearer area right outside of this rinky dink street. Gonna see if I can find some things up here. Some kind of damn purple mist up here that I can see. Dunno if you stoneheads can see it down there. " The dwarf mutters angrily as he stands on the roof. The Dwarf bounding across the open street and leaping to the other side.

I'm assuming the group of us is in the bottom left portion of the map where the cluster of buildings converge to provide the only "Dead end" in town. Argus, who I assume is on the first building to the north of the hallway (forms the upermost portion of the stone dead end. He is going to leap to the right, head to the edges of the building and poke his head out of the cloud clover by hanging on the edge of the building. Also, are the buildings here made of stone? His racial stone sense ought to help in finding anything hidden under the fog and snow. Un;ess people start moving on without him Argus is going to do a sweep as best he can of the edges of each building. Looking at it with his current jump check there is no way he can reach the other clusters of buildings without jumping off the roof and climbing up to the next spot.

Perception: Traps: 1d20 + 8 ⇒ (5) + 8 = 13 Potential to trigger stone cunning. Keeping an eye out for thing that might mess me up on the roof. Also roof access to the buildings
Perception: Below buildings: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: Across street, other buildings: 1d20 + 8 ⇒ (3) + 8 = 11


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus looks at the alley thinking for a moment.
"Ok then. Keep an eye out for well.. Whatever that thing we are supposed to find I guess." with that the Dwarf unhooks a length of rope and a grapple from his gear. The Dwarf whirls the rope twice before throwing it over the building and checking to see if he caught it on something solid.
Assuming this draws stares.
"Seems pretty *#$#in' stupid to not check above us." The dwarf answers

Climbing the wall and going to do my best to follow the group along the rooftops. I'll take 10 on both climb (13) and balance based Acrobatics (20) if allowed. Should be enough to climb a rope with a wall to brace on, don't know the construction of the roofs but we shall see if Argus can manage.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Damn and here I was excited to try and catch a combination trap sponge/meal.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

What with how gravity is more of a firm suggestion than a Law around here from all the floating rocks I wasn't sure.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

If the deer is in 40ft-ish Argus is going to lasso it with a rope.

The Dwarf looks over the edge of the stairs and does his best not imitate a cabbage as the drop below reveals itself. "Never was much a fan of heights. Couldn't they have just used a normal door?" the dwarf asks as he follows along with the rest of the group.*

* unless of course I can catch me a faun.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

I think I'm getting mixed up here.
Are you saying that off the bridge we are currently on, outside our reach. That there is a faun floating through the sky calling for its mother in confusion?


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus shrugs "Good enough. Lets get this over."
The dwarf moving to the gateway and entering


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Same here couldn't figure out why.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

The Dwarf looks up at the grey skinned man and shrugs. "You can measure your big floppy devil dick with everyone else interested later. Soldier of hell or dead guy with dreams it doesn't matter. This damn twistly place and its floating rocks is where we all get to live now. I do agree that leaving would be nice, this place makes my brain hurt. seriously why flowers underground?" the dwarf responds muttering the last part mostly to himself. The dwarf flippantly gestures to the group before speaking again.
"Argus, I'm decent at punching things... I guess." The humanoid delivers as he scratches the back of his head to get at an itch.
"Dunno anything about forges but I'll likely be fine regardless of your weapons being piles of scrap or not Human."

With that the dwarf looks over at the yammering human Vevnan? yeah. thats it. Wait why do I care? "Do we get to keep what we find in there?"


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

the dwarfs eyes narrow slightly as he seems to catch something of importance in the room before leaving.

"Meh. Not like I was expectin' much, dunno why people are fool enough to wait on my ass. They want me to hold their hand or somethin?"
With that the dwarf looks up at the tower as they exit the garden.
"Figured like always tha' only opinion that matters is meh own. Shoulda just just climbed up there and taken a look myself."

With the the dwarf shrugs
"You know anything about ghosts? Hrmm, that pile of books with legs that was chattering at me earlier might know as well. Bah, whatever lets go join the happy friendship pile but keep yer giant insect away from me with its unblinkin' eyes."

The dwarf then walks in the direction of the towers main room and settles himself on a comfortable piece of wall.
"So this the door we are supposed to be goin' into then?"


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

As the woman prattles on the dwarf seems to lose interest. Looking toward the garden and the variety of strange and exotic plants in the collection. Wonder if they have a gem flower cactus down here. Wait we are still floating. Up here? but we are under the ground.

"Stupid wizards and their nonsense places." the dwarf mutters coinciding with the woman stopping her speech.
"Pretty sure the lady said she won't talk to us about the master of this place. These folks are here to give us twisty words and fix the building when we get pulped by something apparently. Also, really what the hell is up with the spider? Is no one else noticing that or is it just me, because I feel like it is looking at me. And I ain't dinner for any giant bug."


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

"So I take you can't speak then." The dwarf asks the red man.
"Don't suppose your name is 'Hannah' eh big red? Feh. Would be irony that the only person who saw what it took to bring a rock big enough to crush that stairwell was mute." The dwarf rambles as he looks at the room.
"Damn no sense wizards. Who builds a flower garden underground anyway?"


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

Argus picks up his rock and looks at the now obviously strange item. "Tha'hell did this thing come from?" A gradual darkening of the shadows around the dwarf gives him the clue of such being true.
The dwarf then shrugs reaching into the vault and retrieving his gear.
I'll leave asking questions with no answer for those with the time for it.
The Dwarf reaches into the vault and assesses the contents "Huh. coulda sworn there was more than this..." Argus trails off as he stows his weapons and checking their sharpness.
"Now where tha heck is a garden in this place?"

Argus ambles in the direction of the gardens, likely getting lost a few times on the way.


Male Dwarf Zen archer monk 1 HP9/9 AC16/16/14 Init:+2 Perception:+8(+10stonecunning), Fort:+4Ref+5Will+6(+3vs spell/SLA/Psn)

I realize on looking at it that while I previously thought that the pathfinder's kit included a rope and grappling hook it does not appear to.
Which seems really strange.
As I have the funds for it in my character sheet is there any issue with saying Argus has that?

Annoys me that I missed that.

Full Name

Davhorn Tigersoul

Race

Human

Gender

Male

Size

Medium

Age

18

Alignment

Lawful Good

Languages

Common

About Thorven Shieldheart

Unnamed Hero
Human Paladin 1
LG Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
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Offense
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Speed 20 ft.
Melee light shield bash +2 (1d3+1) and
. . gauntlet (from armor) +4 (1d3+3) and
. . longsword +2 (1d8+3/19-20) and
. . unarmed strike +4 (1d3+3)
Ranged shortbow +3 (1d6/×3)
Special Attacks smite evil
Spell-Like Abilities
. . At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +3):
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Statistics
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Str 16, Dex 15, Con 14, Int 7, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 16
Feats Improved Shield Bash, Two-weapon Fighting
Traits magical knack
Skills Diplomacy +6, Perception +1, Sense Motive +4
Languages Common
SQ aura of good
Other Gear scale mail, light steel shield, arrows (20), longsword, shortbow, gear maintenance kit, paladin's kit, survival kit, 24 GP
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TRACKED RESOURCES
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Arrows - 0/20
Smite Evil (1/day) (Su) - 0/1
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Magical Knack (Paladin) +2 CL for a specific class, to a max of your HD.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.