cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Snith walks around the beast to the other side flanking with Garroth drawing his dagger before trying to plant it in the beasts back. attack: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Garroth don't bother trying to break free cut the beast down with your blade.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Snith doesn'tt feel like firing arrows at this beast so he walks behind Garroth while drawing his dagger with one hand and a fraction of the might of his god in the other which he pours into Garroth. Touch of good +1 to attack, skill, and saving throws Cut this beast down my friend with the skill of Erastil
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Catching a slight shift up above Snith whispers to the party. Hold up there is something moving up above us. Be careful and keep an eye out for traps. Taking 10 on perception while moving for a constant 19
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
There are a few crude paths into the citadel and unlike the main door probably aren't trapped you guys want to try these instead of a frontal assault on what is apparently now a drow citadel.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Ah, Sam one last thing after we get back to town I would like your assistance in scribing a scroll of Protection against evil. I probably won't need it any time soon but better to be safe than sorry. I will of course pay for the scribing costs.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Garroth! Snith say's angrily Sam is right we don't mistreat the prisoner. Sam thank you for having a look at the potions and arrows. Sam we will kill the goblin later there is no way around that but we will do it as quick and clean as possible. Goblins are far to dangerous to those near by to let him just run freely.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Happly taking his share of the loot Snith checks his bow and prepares to go deeper into the caves. Sadly enough I have to agree with Garroth We should be able to go a little deeper in today before heading out of the camp. Sam could you check on the arrows and potions if they are CLW's I would feel better about going forward. Sam take ten on all potions and the dagger should do it should do it since CLW would be a 16 and I doubt there are +2 arrows this early. @Jelly What kind of spellcasting services are in the town I would like to get a wand of CLW in town eventually.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Oh I am sorry for missing your bleeding wounds there busy fantasizing about opening this chest by throwing it down the hole. Ah so nice. Waiting till every member of the party is near him
And that is all I have short of a protection from evil. search for arrows
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
I seriously though some one would ask me the hell I am doing with the box or untie it as I was climbing the rope I mean I am walking away with the treasure here. I was annoyed because my trapbreaker alchemist ended up failing a role and getting poisoned.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Looking down and sighing Snith starts to talk Garroth why do I take you places. sigh Ok, does anyone need healing I have two more channels left in me. Oh we should make sure the goblins are all the way dead and that one is tied up before I start channeling though. I am going to pick up the chest and carry it to the rope at the entrance and tie them together. Then I am going to climb up to the top and drop it again and again until it breaks open if no one has disable device. Locked things annoy me.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Aiming at the few remaining Goblins Snith fires of a shot hit: 1d20 + 2 ⇒ (17) + 2 = 19
His shot barely hits the slowest most wounded goblin slightly scratching the creatures ear.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
I can do this just aim carefully. No can't do it I don't even want to try. What should I do? Hmm. Snith takes a step toward ford and then channels to heal ignoring the goblin just above him. Channel: 1d6 ⇒ 6 Hey Garroth you feeling better.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
I already took a 4th round action. Tired of missing the goblins Snith walks over to one of the sleeping goblins and aims from just above it to slam it with an arrow.
Finally a hit
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Tired of missing the goblins Snith walks over to one of the sleeping goblins and aims from just above it to slam it with an arrow.
Finally a hit
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Ugh why am I not hitting anymore. Cursing his ill luck Snith draws another arrow and aims at the same goblin he missed before hoping to strike cleanly. hit: 1d20 + 2 ⇒ (12) + 2 = 14
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Seeing his allies being fired upon Snith moves himself to get a clear shot at one of the goblin archers. hit: 1d20 + 2 ⇒ (8) + 2 = 10
move to I7 and hit goblin D13
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Uh ford where is jolt from the only one i saw was School transmutation [electricity]; Level sorcerer/wizard 0
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage. and is a rare cantrip.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
I have init 11 since I acted in the surprise round Seeing his earlier arrow hit the mark so cleanly Snith aims another at the fat goblin. hit: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d8 ⇒ 4 Cursing freely as the shot goes harmlessly away from his target.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Seeing the boulder splat a bunch of the Goblins Snith turns and trys to pick out the chieftain. Seeing the fat goblin he quickly pulls out his bow and fires an arrow at him. init: 1d20 + 4 ⇒ (5) + 4 = 9
He laughs as his shot lands on the goblin slamming on his arm.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round.
Snith decides to stick with his archer associates. He makes sure everything is were it should be before following the others up the cliff face. climb: 1d20 + 1 ⇒ (3) + 1 = 4 but fails to even lift himself up.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
I find it hilarious that you would be bleeding to death if you didn't have toughness. Seeing his new found compatriot knot the rope for a safer descent Snith does the same with his own rope and ties the two together. Dammit, don't worry about him the fall hasn't killed him. I will be going next after you so I can heal him up. If we get to him heal: 1d8 + 1 ⇒ (3) + 1 = 4
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Snith stops over at a near by supply store for a crowbar, grappling hook, a 10 foot pole and to sell 10 torches. Good sir I have 3gp that I would like to spend here. Oh, thank you for your assistance. Good bye Snith joins the others back at the inn before they leave. Garroth carry this pole for me please. Its a bit heavy for me.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
per: 1d20 + 11 ⇒ (8) + 11 = 19 Bah, I now I heard something but I can't tell were it came from. Looking at the others he reslings his bow over his shoulder. Well your an interesting group I thank you for your assistance most would have left me to fend for myself your bravery humbles me.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Oh an ominous boom and the rain just stopped how wonderful. Sighing heavily he turns to his companion and slinging his bow. Garroth something just happened outside I will need your assistance to check it out. Ford If you are gonna help us come on there s something strange afoot. I walk out of the inn and toward the sound I heard.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Trees can grow my friend for all we know the druid had a nursery of the damn things hidden behind a trick wall. Snith finishes his meal and drinks the last dregs of his ale. You are right about getting some more help even if there are no monsters there will probably be a trap or 20 between the entrance and the tree.
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9
Placing his heavy rain coat on a hook Snith turns to the barkeep and says That it is, that it is I'll have some ale and whatever you have on the fire. I swear I am chilled to the bone. He heads toward a table near the old men and sits down. spells create water, guidence, light/prot from evil.d,2 bless
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