
Meilu |

Meilu has been in Thornkeep for less than an hour. She has been walking the streets, just familiarizing herself with the town, and locating resources (food, lodging, poorly-guarded wealthy residences).
Hmm, is that a goblin beggar advertising healing? Wonder if it's legit. Might come in handy when I dive into that Spire place.
Meilu approaches the beggar and crouches down to eye level with him. "Hey there little guy! How's business?" she asks cheerfully.

MannyGoblin |

Manny makes the gold vanish. Big tower with emeralds I suppose, called that 'cause of glass or emeralds that surrounds it. No idea how many floors it has cuz nobody who has gone deep has come back. I do know that goblins like me live on the main floor.

Meilu |

Hello Manny. She stands and looks up and down the streets at the corner. Now then. One thing my mother told me was "If you're going somewhere dangerous and unknown, it helps to have a couple of big, tough, noisy guys to take the attention off of you." Let's go look for some, shall we?
Perception check to spot any certain hobgoblins ;)
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Asassi Murder |

Asassi is on her way back from a daring mission, probably an assination of someone important mauahaha, when she notices a odd craeture talking to a goblin.. She had never seen a cat person before and it interested her.. Approaching.. "Hey there! What are you exactly? I've never seen a cat person before!" Yea her manners are not very refined..

Kandoo Krom |

Kandoo is praying when he sees the strange group from afar. The hobgoblin doesn't have the faintest clue of what's happening, but it might be fairly obvious the direction they were taking.
He doesn't have Scent but, yet, he smells opportunity and smiles. It's hard for him to hide the evil on his expression, but he pushes and does the best he can. Right after, he approaches, does half a bow and points toward the Emerald Spire.
I take that you're headed to the Spire? - he says, directly to the subject. He's trying to behave courteously, despite his menacing appearance.

Meilu |

Speak of a devil... Meilu thinks to herself.
Hello, I am Meilu, of the Catfolk persuasion. She bows slightly. My friend Manny and I were going to explore the spire. I'm sure if two big, strong warriors such as yourselves could protect us, we could all come out of this quite wealthy.

Captain collateral damage |

And so, a party is formed... If you like, you can do some more roleplay, you certainly have time. (law has not even started yet, so...)
The trip to the spire takes about 2 or so hours, as the echo wood is a very thick and confusing forest, especially to those who are new to it.
ES: 1d10 ⇒ 61d100 ⇒ 50
CS: 1d20 ⇒ 91d100 ⇒ 97

Captain collateral damage |

sorry, hit submit post instead of preview The journey to the spire is uninterrupted. Once you arrive you see the ruins in a center of a large clearing. The ruins are entirely composed of a beautiful green stone, with a magnificent emerald spire jutting at least 50 feet above the rest of the ruins. The only visible entrance is a dirt path winding it's way to an entrance, which is guarded by what is looks like a goblin riding a dog-like animal with a long tail.
Roll stealth, you get a +5 bonus due to distance

Meilu |

So there isn't a nice, wide paved road right up to the dungeon door, lined with gift shops? ;)
I'll stay and chat if we want, or if everyone wants to move right on in, then:
Meilu moves gracefully between the trees, eyes peeled for danger.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
And steps on the cliche dry twig
Edit: tag fix

Kandoo Krom |

Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
Not exactly on the stealthy side here... :)

Captain collateral damage |

nice rolling...
The goblin and goblin dog appear to notice at least someone, and the dog barks loudly. The goblin nocks and draws back an arrow and points it in your direction. "Stop! Who's there? Is it longshankses?"
Manny- "longshankses" is the goblin term for big people, or pretty much non goblin humanoids in general

Asassi Murder |

Perc: 1d20 + 5 ⇒ (16) + 5 = 21
Stealth: 1d20 + 11 + 5 ⇒ (19) + 11 + 5 = 35
Asassi does what she does best and creeps up low and of to the right.. She settles in and takes aim at the dog should things go bad.. Studied target on the dog..
Just a suggestion DM, but I always copy my posts before submitting.. Quite often they will get ate and it saves a lot of trouble..

Captain collateral damage |

I do that. It's very useful.:)
The goblin seems to think for a moment, the puts his bow away. "Yes! Come! You come to big great chief Grulk!" He gestures for you to come forward, and waits for you to get to him. Assuming you follow, he'll lead you through the ruins.
Ah, the stupidity of goblins.

Kandoo Krom |

Kandoo shakes his head and moves with the others. He feels particularly dumb at the moment, as if someone catching a contagious disease from the goblins.

Captain collateral damage |

The goblin leads you through the ruins. The all walls are made of the green glass substance, and all light within the ruins is reduced to a 5 ft. radius. I'm going to go through the rooms in a big group, then stop just before the chief's room. Respond however you like.
room 1. Half-melted blocks of green glass lie thick on the floor. A crumbling archway to the north leads into another chamber, which the goblin goes through. A door to the west leads into a round tower at the southwest corner of the building. To the east, a barricade of rubble and wooden stakes blocks a passage to a separate room.
room 2. This large foyer seems to have been the main tower entrance, but the grand doorway leading outside is now a broken mass of rubble. Another crumbling archway leads to the north, then splits off to a room to the west and a door to the east, which the goblin goes through.
room 3. From this curving room, a door leads east, and a passage leads south. Two goblins sit at a small table. One is building a tower of cheese on top of the other's sleeping head. The goblin goes through the passage, passing two side doors and continuing to the next room.
room 4. The barricade from room 1 blocks the western entrance to this room, and a thin wall goes partway down the middle of the room. There is a door in the east wall.
room 5. This room is full to bursting with a motley collection of cots and other furniture cobbled from scraps of wood and cloth. The stench of rotting food is overpowering. 6 goblins are here, either sleeping or doing goblins things. A door leads to the north.
room 6. This curving hall has been badly damaged but there are intact doors to the north and east, as well as a large double-door leading west to the core of the tower. The southeast corner of the room has collapsed in a mound of green glass rubble, but a tunnel runs through the debris, shored up with rough timbers.

Meilu |

Meilu carefully notes the layout of the place, and any signs of valuables, as if she was casing out a mansion.
Uh, a really filthy run-down mansion I guess.
Perception check to notice anything pointing to a hiding place for treasures, like locks or traps.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Probably don't have time to really search for hidden traps.

Kandoo Krom |

Kandoo looks around, basically cataloging what he spots and keeping to himself his despise for his small cousins. Nasty little annoying vermin..., he thought, indiscriminately.

Captain collateral damage |

"Our tribe be here about 5 years. Nasty longshank wizard with golden face come about year ago. His name Kralkashosh or something. He leave zombies that are nasty."
Meilu notices a poorly concealed secret door in room 3, but nothing else of interest, at least not in these rooms. She does hear a strange clanking noise coming from the northern door of room 6.
will wait for Assasi to post before moving on, but if you have nothing to add, just say so.

Meilu |

Meilu gazes absently around as the goblins chatter to each other. She notes the hidden door, remembering to check it out.
She leans down to Manny and whispers "So what's he saying?"
She's probably the only one here who doesn't speak goblin ;)