
Torrak Farcrusher |

A dwarf with thick, corded muscles checks the letter again. It says I'm supposed to meet the louts here for some sort of expedition into an Emerald Spire, but where are they? What sort of fool makes a spire out of emeralds? This better be a real post and not some s!&* way of telling me I've been kicked from the regiment.
The impatient, grumpy dwarf spends his time waiting for someone to show up by checking and rechecking the links on a chain with a heavy steel ball at the end. Much longer than a flail, it looks like it would be formidable even at a distance. His armor and equipment is well-organized, but otherwise not particularly clean, like someone who finds themselves outdoors more often than not.

Felix Wollson |

An older man with white streaks in his hair and beard leans on a walking stick watches those around him with keen eyes unclouded by age. A spiral symbol hangs from his neck, seeming to spin and swirl as the man shifts from foot to foot.
He greets the dwarf pleasantly. "Are you bound for the Spire as well?"

Merritt Provixt |
Interrupting the dwarf's response, a violently obvious tiefling speaks up as he arrives. "I am. You must be the others."
Diplomacy: 1d20 - 3 ⇒ (19) - 3 = 16
This curt introduction somehow ends up coming off lightly, but it's somehow obvious that a slight change in inflection could have left it quite insulting, and that it landing politely on your ears is probably the exception, rather than the rule. With vivid red skin and a ring of skin-covered bony protrusions crowning his head, this tiefling has clearly never passed for human. He carries few weapons and is adorned with little in the way of armor, but his gear is festooned with vials and jars of various liquids, powders, and other strange ingredients. His tail flits up briefly and adjusts a jar that was about to slip out of a bag.
"I'm Merritt. Merritt Provixt. So, the Emerald Spire, is it? This should be interesting."

Torrak Farcrusher |

"Looks like you got smacked with both ends o' tha ugly stick an' lost a battle with a lemure to boot," Torrack grumbles as Merritt interrupts the first sudden conversation he was in with another one.
"Torrack Farcrusher," he says flatly, before continuing. "The Spire it is fur me too, bu' a priest o' death, eh? What business do ya have in there?"
He turns to the Teifling. "An' do I even want ta know what you have in mind?" he says, still clearly bitter.

Zelphar Xyroris |

A 6'4" tall, very slender elf with snowy white skin, light blue hair, and bright blue eyes approaches, clad in robes crisscrossed with bandoliers, a pouch and a token dagger at his belt, and a backpack that doesn't seem to have much in it. "I'm Zelphar Xyroris. Looks like you're my fellow adventurers to investigate the legendary Emerald Spire? A pleasure to meet you all."

Felix Wollson |

"The weaver of fate informed me she wanted me her and she wanted me to right the wrongs contained within," Felix calmly answers Torrack. "If that is to be my fate, all I can do is make the most of it."
"And what of you, Merritt?" he says to the tiefling. "What brings you to the spire?"

Merritt Provixt |
"Well, I'm in Fort Inevitable because of these," he points to the protrusions that ring his head. "People here may not like me better than in other places--sometimes worse, in fact--but when Hellknights run things, the law works. The law actually protects me here, where it's just lip service in... how should we say... free-er lands."
He shrugs. "In Andoran, I'd get a knife in the back while I slept, just because some grandma or other of mine's pact with a devil involved a little romance. In Cheliax... or here, obviously... I get to sleep easy."
"And yet the whole of Golarion thinks Andorans are the good guys, ha!" He mutters to himself, though certainly not soft enough to hide it.
"That?" he asks, pointing to the spire that peeks out of trees some distance away. Not really sure where we're starting, or if we're running this as a Pathfinder mission. "Well, it's kinda the most interesting thing around, isn't it?"

Torrak Farcrusher |

An odd bunch we are, but might have a good enough mix of talents. We'll see what happens when the blood starts flowing. "Oh, thah's righ', luck is part o' her deal too. Whahever floats yur boat then," Torrack responds to Felix. "Suhpose the law 'as use fur some then," he says to Merritt, still clearly unsure how he feels about the creature. Keeping my eye on that one...
He takes another look at his companions. "We are quite tha menagerie, eh? Wha is it thah each o' you can do then?"
Before he gives anyone a chance to respond, he answers his own question. "I've goh this!" he says as he lets the ball and chain free, thudding to the ground. "I crack skulls 'fore their weapons can even reach me," he explains proudly.
________
Player to player, Merritt, Torrack is just hella suspicious of the devil that just appeared in his life and is apparently going to be watching his back. Nothing personal :)

GM XaveTheNerd |

The Emerald Spire looms over the forest nearly a mile from your current location. Though you're unable to see where the spire connects to the ground, the half-broken spire that IS visible stretches nearly 4x the height of the tallest trees in the forest.
Our strange group of adventurers that fate somehow brought together begin making their way to the tower as they talk.
I'd like to run this as NOT a Pathfinder mission. We have too many of those. Also, as we're in campaign mode, I'll be adding in some fights here and there, specifically where I find them appropriate (floors of the tower don't stay permanently unoccupied. Long absences will see the introduction of other, more nasty beasties: if I have your permission to do so, that is.)

Felix Wollson |

Biggest concern is to not slow down things too much with random encounters - PbP can take a long time just from the nature of the medium.
Felix nods approvingly at Torrak, then addresses the elf. "Indeed, it certainly looks that way," he replies. "Do you hail from the north?"
"I am here to restore the Weave to its natural flow here," he says to Torrak. "If I cannot reach the root of the problem, I cannot fix it - therefore, if need be I can tip the scales back in our favor from time to time that I might best support everyone."
Mechanically, he's here to buff through spells and debuff through channels.

Zelphar Xyroris |

I'll be adding in some fights here and there
Yeah like Felix said, let's not make it take WAAAAY longer. A single combat can last a week or more. If you're adding some but not taking any away or changing any, it's taxing our resources more than the writers intended. That being said: campaign mode is fun and alter it as you feel is appropriate for the fun of all!

GM XaveTheNerd |

Oh for sure. Total, I'm thinking over the course of the entire campaign, I'll add in maybe 5 fights. Maybe.
As you approach the spire, you begin to find the rotting remains of all manner of beasts: rabbits, squirrels, and deer are the most common, and look like they've been gnawed on by something with jagged teeth. However, the most notable beasts are the wolves and horses, as they seem to have NOT been eaten by the same creatures, and have notable slashing wounds along their bodies. You also begin to notice scorch marks among clearings and burnt trees as you near the large opening within the Echo Woods that houses the Spire.
There, the spire stretches before you. Though it only extends maybe 100 feet up above the ground, the ruins of a green castle at its base seem quite small. The building itself is maybe only 200 feet wide at it's longest point. The ground around the spire seems well trodden, and an obvious path to what appears to be front doors stretches before you.

Merritt Provixt |
Knowledge (local), untrained: 1d20 + 4 ⇒ (6) + 4 = 10
"This has got to be goblins, right?" Merritt offers, absent-mindedly. He keeps his eyes open and senses aware as he follows the obvious path towards the front entrance. "Let's be ready for them; they're mischievous and would love to ambush us."
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Torrak Farcrusher |

"If ya say so, never felt the need tah learn 'bout those little runts. All I know is there skulls crush jus' the same as the rest," Torrak admits as he unfurls his dorn-derger. "I'll lead the way from 'ere. Be ready fur anythin'..."
________
Weapon in hand and extended to reach mode.

Felix Wollson |

"An excellent plan," Felix agrees. "Fate willing, we may evade their notice." He keeps his eyes peeled for goblins as well.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Zelphar Xyroris |

knowledge local untrained: 1d20 + 4 ⇒ (7) + 4 = 11 "Indeed, this appears to be the work of goblins. Let's be on alert." The pale skinny elf advances with his party-mates towards the spire.

GM XaveTheNerd |

Please decide on an overall marching order. If at any time you wish to change what is decided here, let me know.

Torrak Farcrusher |

On his guard, Torrak leads the group towards the spire. His eyes dart at the slightest movement, ready to sling his weapon at any goblin that rears it's ugly head.
________
Sorry y'all, I've been overwhelmed with schoolwork and being sick!

Zelphar Xyroris |

Zelphar stays at the rear as the party approaches the spire, casting detect magic at regular intervals to scan the area for any magic auras.

GM XaveTheNerd |

After some deliberation about marching order, you begin to approach the front door of the ruins. Up close, it's much more obvious the castle's ruins are merely a opaquely-stained glass, especially when compared to the spire's pure emerald. You make your way to as close as you can without possibly being seen by anything at the door, and stop. See map.
What now?

Torrak Farcrusher |

"I can practically smell 'em! Let's get in there already!" Torrak says, practically chomping at the bit to go to town on some goblins. He looks back at his companions for the slightest hint of approval before heading straight for the door.
________
If nobody disagrees with his "charge in there" plan, he will do his best get to the door and take a step inside. He will of course wait and listen if somebody else has another plan.

Felix Wollson |

"Just take care not to get too far ahead - even the mightiest warrior can find themselves overwhelmed if they become surrounded," Felix counsels.
Felix will follow as per the Marching Order in the slides.

Merritt Provixt |
Merritt follows Torrak, but gestures for the dwarf to stay back once they get to the entrance. He quickly searches, accurately reading Torrak's impatience to get inside.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Assuming he hasn't found anything, especially with that roll... Merritt motions for Torrak to lead the way, following a step or two behind.

Zelphar Xyroris |

The skinny elf remains at the rear of the party of adventurers, still periodically casting detect magic, ignoring any auras know to originate from his companions.
If needed: Zelphar's knowledge: arcana is +8, and his spellcraft to identify the properties of magic items is +10 (including an extra +2 from being an elf).

GM XaveTheNerd |

Torak makes his way forward, unaware of the goblin watching the door. As he notices the Goblin, the Goblin also notices him and let's out a screech. In response, the entire castle erupts in war cries, yips, and all manner of semi-hysterical laughter as the Goblin up front draws his weapon.
Torrak: 1d20 + 4 ⇒ (18) + 4 = 22
Merritt: 1d20 + 5 ⇒ (15) + 5 = 20
Felix: 1d20 + 1 ⇒ (3) + 1 = 4
Zelphar: 1d20 + 3 ⇒ (2) + 3 = 5
Goblins1: 1d20 + 3 ⇒ (3) + 3 = 6
I'll be doing group initiatives as much as posslble. As a note, no more than 4 enemies may be in one group, so this MAY get quite long, depending.
Due to the disrepair of the overall structure, all of the ground within the castle is rough terrain. That is, for everyone except the goblins. ALSO, all sources of magical and non-magical light have their radii reduced to 5 feet. For example, a torch sheds normal light 5 feet out, and dim light a total of 10 feet out. You are all still capable of seeing, assuming you've all got darkvision.
Initiative order - The Bold may act!
-------------------
Torrak
Merrit
Goblins
Zelphar
Felix

Torrak Farcrusher |

"HAHAAAAA! Now tha fun can begin!" Torrak roars as he begins swinging his weapon in several test arcs. "Heeeere gobby-gobby-gobby, heeeeeere gobby-gobby!"
________
Dorn-Derger (Readied, 10ft Reach): 1d20 + 4 ⇒ (17) + 4 = 211d10 + 4 ⇒ (7) + 4 = 11 +1 to hit if vs Goblin
Dorn-Derger (AoO, Reach): 1d20 + 4 ⇒ (3) + 4 = 71d10 + 4 ⇒ (7) + 4 = 11 This is just in case. GM, would you prefer I roll AoO rolls preemptively or will you roll them on my behalf when they occur?
I positioned myself where I believe a 5ft doorway is. Move 15ft up, readied action to strike first hostile foe in reach.

GM XaveTheNerd |

Merrit runs up to get a clear line to the goblin dog and throws a bomb at it, hoping to hit the goblin as well.
Bomb attack: 1d20 + 5 ⇒ (10) + 5 = 15
Bomb damage: 1d6 + 4 ⇒ (4) + 4 = 8
Goblin Reflex DC 14: 1d20 + 5 ⇒ (18) + 5 = 23
8 damage to the goblin dog. 2 damage to the goblin.
The goblin mounts the dog DC 20 ride check: 1d20 + 10 ⇒ (1) + 10 = 11 as a move action, and commands the dog to move forward (darn. No charge). The goblin dog meekly walks forwards under its master's guidance, but doesn't seem to have much to give.
Bite against AC 16: 1d20 + 2 ⇒ (20) + 2 = 22
Crit confirm against AC 16: 1d20 + 2 ⇒ (20) + 2 = 22 OUCH!
damage: 1d26 + 6 ⇒ (11) + 6 = 17 WELL THEN!
As the dog bites, it finds a renewed strength and tears a considerable chunk of flesh from Torrak, as his skin begins to itch from contact with the creature.
Torrak fort save: 1d20 + 5 ⇒ (16) + 5 = 21
Luckily, it has no effect aside from a mildly uncomfortable feeling.
Initiative order - All may act
Note the ground within the castle is all rough terrain
---------------------------
Torrak
Merrit
Goblins (8 damage to goblin dog. 2 damage to goblin)
Zelphar
Felix

Torrak Farcrusher |

"Good arm ya have there... Join in y'all, tha more tha merrier!" the Dwarf shouts.
"That's right ya wee bugger, come to me!" Torrak continues to taunt as he flings his dorn-derger at the goblin after taking a quick step backwards.
________
Dorn-Derger (Hatred) vs Goblin: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 251d10 + 4 ⇒ (10) + 4 = 14
Confirm?: 1d20 + 4 ⇒ (2) + 4 = 61d10 + 4 ⇒ (6) + 4 = 10 Bummer
Lol yeah, if my readied action hit, that might have stopped a double 20 crit XD Right now I am assuming 11 points on top of the bomb was enough to down the dog. If not, I am at -1 HP for taking a standard action while disabled.

Zelphar Xyroris |

Zelphar hustles up around the corner to get line-of-sight on the foes, then concentrates for a moment. Suddenly, a celestial eagle poofs into existence and lays into the goblin. Arcane pool point for Summon Monster SLA.
bite, flank: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 damage, smite evil: 1d4 + 1 ⇒ (3) + 1 = 4
talon, flank: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 damage, smite evil: 1d4 + 1 ⇒ (2) + 1 = 3
talon, flank: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 damage, smite evil: 1d4 + 1 ⇒ (3) + 1 = 4

GM XaveTheNerd |

Torak, the crit actually did 2d6 + 6 ⇒ (4, 2) + 6 = 12 damage. I knew something seemed off.
Torrak swings at the dog, killing it with a single blow, and Zelphar's eagle manages to hit the goblin, but only with one talon.
Initiative order - The Bold may act
Note the ground within the castle is all rough terrain
---------------------------
Torrak
Merrit
Goblins (5 damage to goblin)
Zelphar
Felix

Felix Wollson |

Felix moves closer, but the entrance is too crowded for him to get close enough to heal Torrak or provide guidance to Merrit.
Just a move action - this goblin doesn't seem worth a bird and a channel

GM XaveTheNerd |

With a satisfying thud, the goblin dies to Merritt's bomb.
We're still "in initiative" here, but this combat is over.
Everybody may make a full round of actions. Anybody attempting to move further into the castle that can get to the edge of what's shown, please move yourself just to the edge. And remember the difficult terrain everywhere within this structure.

Torrak Farcrusher |

"That's how ye do it!" Torrak states proudly. Ready for more skullcrushing, he trots forward with his dorn-derger at the ready. "Come on in boys, tha water's great!" he shouts back at his companions.
________
Dorn-Derger (Readied, 10ft Reach): 1d20 + 4 ⇒ (7) + 4 = 11 +1 to hit if vs Goblin
Damage (Bludgeoning): 1d10 + 4 ⇒ (9) + 4 = 13
GM, I'll roll for readied actions if you are cool with rolling any AoO's I get! I get 3 a round.

Felix Wollson |

Felix strides forward, placing a hand on Merritt's shoulder as he passes. "Fate watches out for you," he says, and Merritt feels more confident.
Casting guidance.

GM XaveTheNerd |

As it seems you intend to move deeper in, Zelphar follows suit as well. As Merritt rounds the corner, he notices several goblins on guard in the next room, but luckily they're still organizing among themselves and don't notice Merritt, yet.
Torrak: 1d20 + 4 ⇒ (9) + 4 = 13
Merritt: 1d20 + 5 ⇒ (12) + 5 = 17
Felix: 1d20 + 1 ⇒ (8) + 1 = 9
Zelphar: 1d20 + 3 ⇒ (13) + 3 = 16
Goblins: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative Order - Surprise Round! Everyone may act
Remember EVERYWHERE is difficult terrain
-------------------------------------
Goblins
Merritt
Zelphar
Torrak
Felix

Felix Wollson |

Felix steps closer and touches Torrak. "The fates are watching out for you," he says with a smile, and Torrak feels a little bit luckier!
5 ft step and guidance.

Torrak Farcrusher |

Torrak wastes no time i continuing the mighty siege of the goblin compound. "COME ON YA SLIMY S*!@S, I HAVE A BALL AND CHAIN WAITING TA MEET YA!" the Dwarf roars as he readies his weapon for more action.
________
3 AoO's left.

Zelphar Xyroris |

The summoned celestial eagle flies in to engage the next group of enemies. Zelphar moves forward to peek around the corner.

GM XaveTheNerd |

Merrit stays put, content with the fighter in front.
The goblins reposition themselves (the one threatened by the eagle 5 foot steps. Cuz....it can. Damn dungeon). They each fire an arrow at the dwarf. Yes, they move in a way that means the goblins don't provide cover. Just realized that could come up.
Arrow: 1d20 + 4 ⇒ (4) + 4 = 8
Arrow: 1d20 + 4 ⇒ (12) + 4 = 16
Arrow with Cover: 1d20 + 2 ⇒ (13) + 2 = 15
One hit!
Damage: 1d4 ⇒ 1 Oh the horror!
Initiative Order - Everyone may act
Remember EVERYWHERE is difficult terrain
-------------------------------------
Goblins
Merritt
Zelphar
Torrak
Felix

Zelphar Xyroris |

Zelphar peeks around the corner and fires off an acid splash.
touch: 1d20 + 1 ⇒ (19) + 1 = 20
damage: 1d3 ⇒ 2
The eagle then flies forward five feet and attacks the same goblin.
bite: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d4 ⇒ 4
talon: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d4 ⇒ 1
talon: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d4 ⇒ 4
DC 10 fly check: 1d20 + 8 ⇒ (14) + 8 = 22

Torrak Farcrusher |

"Right then, I'll bring it to ya!" Torrak grumbles as he tries to shuffle his way through the debris before slinging his dorn-derger at the nearest goblin. "Lemme know how it feels!"
________
Dorn-Derger (Hatred, 10ft Reach vs Goblin): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage (Bludgeoning): 1d10 + 4 ⇒ (8) + 4 = 12

GM XaveTheNerd |

Zelphar nails the goblin with an acid splash as his bird tears into it with a talon. The goblin drops.
Torrak hefts his ball and chain at the nearby goblin. It never stood a chance, and its body hits the southern wall with a satisfying thud.
Initiative Order - The Bold may act (Will bot in 24 hours)
Remember EVERYWHERE is difficult terrain
-------------------------------------
Goblins
Merritt
Zelphar
Torrak
Felix

Felix Wollson |

Felix carefully makes his way inside to stand next to Torrak. "How do they live in this mess," he grumbles as he shifts and slides on the disaster-strewn ground.
Double move