Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Round 8

If I'm still conscious, I would just attack the remaining zombies around.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm crit: 1d20 + 3 ⇒ (5) + 3 = 8
If it hits: 1d8 + 2 ⇒ (2) + 2 = 4


Between the last of you attacking the zombie, you slay it into many pieces. Now you have two decisions to make that are evident, go out and help the elk, or go back to the shrine?

You are now out of rounds.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke will quietly call everyone to come next to him so that he can use his last channeling. Then those who need more healing, please say so, so that you are all healed up in case we get into another fight.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Perception 1d20 + 4 ⇒ (10) + 4 = 14

Bug will get up looking both worse for wear with gouges of flesh missing from his sturdy frame, and a clear case of being wrung out. Then he will stagger over to Locke as requested.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Ardamir walks in the vicinity of Locke's channeling, knowing that though he's back up, caution should be taken to where this does not happen a third time.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Whispering to those around him, he gives his 2 cents...

Those who can hear Ardamir whisper:
"I pity the creature but I do not think it wise for us to save it. Normally I would defend the creatures of the forest because they are the blessings of the gods, but not at the expense of the lives of our party."


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"I couldn't save a kitten from a tree right now, much less anything that involved a fight. "


Phah! Drink this Bug, Ardamir and let us go save that creature.

Vuvu tosses the CLW potion to Bug, then another to Ardamir. Then he pulls out his Mage Armor Potion and Shield potion and prepares to move out.

Or do I have to go by myself!


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

"I understand your concern, Vuvu, but this may be a fight we can't win... don't throw away your life when there are greater things at stake. It's wise to know when to withdraw as it is wise to know when to fight. This may be the time to withdraw. I do not want to see this majestic creature die, but I also would not risk any of your lives over that of an animals." Ardamir seems torn, as if he is considering it.


I will not allow a living creature to be harmed, when I might stop it. You all may do as you wish, but I intend to save the creature.

Vuvu drinks the mage armor, straps his cane to his side, draws an acid flask and the shield potion. He begins to advance.

Note I recognize I might be getting myself killed here, but he is going to try to free the Elk. I am ok with it if the party does not come


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

CLW Potion heal= 1d8 + 1 ⇒ (5) + 1 = 6
"I would like to help the animal but there is a score of those creatures out there, and less than half that many almost killed the lot of us. Don't kill yourself man. You have to pick your battles. "


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"I am with you Vuvu, for what normal creature could live long enough to decimate undead, that would normally just flee, to the creatures aid!" At this pronouncination he channels to those around him 2d6 ⇒ (3, 5) = 8 healing. He pulls his scimitar and moves forward.
For the Overlord!!!!

His horse moves over to the shrine.


I again encourage anyone who does not want to risk dying to stay behind. After all perhaps this is just culling the heard a bit if I bite the big one!

Vuvu moves as quickly as he can towards the elk, when he is within range he will lob his acid flask where he can catch multiple undead, if that is possible.

1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 for 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 1 damage to everything adjacent.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Oh crap, here comes Ardimir's sense of duty, honor, yada yada yada...

"Well, if the rest of you feel the need to rush in, someone needs to be able to save you." Before Ardimir rushes in, he sticks his greatsword in the ground in front of him and pulls out a wand. You see him bow his head, and move the wand through the air, like this , and speak the words जादू हथियार डाली, touching the wand to his sword. You see a faint magic aura engulf the greatsword. Ardamir then puts the wand back, lifts the great sword, and follows Locke into the horde. But maybe not before there is some sort of map allowing us to see the horde, before I kill myself!


Map... coming up, I am going to use a new one possibly. Though we will need to wait for work to be done, unless someone wants to create it for me...PM me if you want to do this.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Check your pm :)


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Map coming shortly... don't judge, I made it quick!


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

MAP

Here it is! It's a biggie, so you'll have to zoom a couple of times. Zombies with red ring are dead... really dead. Zombies with odd hot pink square around them are alive. The goofy looking elk is... an elk. Sorry if it's a little crazy looking, but it is a map! Feel free to move your tokens to where you would want them to start out, I don't think I forgot anyone...


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

will post in more detail later. Busy travel day. Hemmings will avoid the fight for now cuz he thinks messing with the shrine will zap all the zombies.

Ill try a few more things like yelling sarenrae louder or saying please help us. Etc.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

"Anyone else need some health, come and get it!" As he moves down the ravine towards the elk.

Initiative Checks...
Elk 20
North Group 19
Locke 18
West Group 15
East Group 13
South Group 5


Feel free to take 3 rounds of actions before entering combat...
You could even do ranged attacks in those rounds...


Vuvu double moves, then moves another 30 feet and launches his acid flask at the Zombie to the north of him

1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 for 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 1 damage to everything adjacent

Then downs his Shield Potion and pulls another flask

initiative1d20 + 2 ⇒ (20) + 2 = 22


Vuvu, I was asking for 3 rounds of actions before entering combat. Though I now know what you will be doing for the first three rounds of combat. Suggestions, healing party members (to everyone who can do it), basically these rounds are when we are talking for a bit and right before Vuvu and Locke's statements of charging.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Oh great, the cleric is insane as well, so I'm stuck

"I guess it is the will of Sarenrae, so I have to. "

And he follows the Cleric even though he looks quite tired.

I'd have to wait about 8 rounds before I'm over the fatigue.


Then tell us, or someone might be able to fix it...


ooooo. Vuvu passed out two of the three potions, one to bug and one to Ardamir. If a heal check would help someone he would do that with his third.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Hemmings wil try to get Lockes attention on the shrine thing to see if there's anything to that. Besides that he will try to dissuade anyone sensible from risking their life for an Elk which might be dinner on a different day.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

In case you need it.

initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Lecloront will approach the cleric for the healing, since Locke didn't do any rolls I will assume I am healed to full.

"My life is no greater than the majestic beast, to me every life is important. We can't mess with the circle." as he draws his bow and charged at the remaining zombies.

Round 1
Lecloront will move to the closest space that he can attempt a range attack.

Attack: 1d20 + 4 ⇒ (6) + 4 = 10 I'm still medium encumbrance.
If it hits: 1d8 ⇒ 5


Lecloront why are you not keeping track of your own hit points, I can't be watching yours as well as every one elses.
5 peircing damage, Locke=8 healing, so yes full hp.

please change your hit points to: 12/12


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I will be at a gaming event all day so this will be the only post until evening.

Bug will try to maintain position to protect the cleric. He thinks this whole idea is suicide, but will uphold his oaths. He said he'd protect the cleric, and he will. He will not charge into the middle of the trouble to die any faster than he has to.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Waiting for Xoruk. I think we will move into the next combat then.

Locke will heal Bug for 1d8 + 5 ⇒ (1) + 5 = 6, in one of those rounds. He chooses to grab and mount his horse, and then charge in...


Spoiler:
Initiatives
Bug 1d20 + 1 ⇒ (8) + 1 = 9
Lecloront 1d20 + 3 ⇒ (7) + 3 = 10
Xoruk 1d20 + 1 ⇒ (9) + 1 = 10
Ardamir 1d20 + 1 ⇒ (1) + 1 = 2

Initiative Checks... Round 2
Vuvu 22 *
Hemmings 20 (at shrine)
Elk 20 *
North Group 19 *
Locke 18 *
West Group 15 *
East Group 13 *
Lecloront 10
Xoruk 10
Bug 9
South Group 5
Ardamir 2

If you move through a square that has more than 25% of it covered in a bush the terrain is difficult and costs twice as much movement. 5 ft. becomes 10 ft.


I plan to stick to my previous plan, only change would be slight alterations on where I moved


Vuvu is ready for Round 3, waiting for the rest of the group...

Sorry guys, I was waiting for responses/posts, until I notice an hour ago that you might have been waiting for me. Next time either PM me or make some role playing post.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug will keep as close to the cleric as possible, trying to keep the suicidal loon alive. He is not going to run off and engage zombies, rather waiting for them to come to him.

(if necessary when a zombie comes close)

To Hit 1d20 + 5 ⇒ (20) + 5 = 25 Damage 2d6 + 10 ⇒ (6, 4) + 10 = 20

(roll to confirm)
To hit 1d20 + 5 ⇒ (12) + 5 = 17 Extra crit damage 4d6 + 20 ⇒ (2, 2, 3, 3) + 20 = 30


Lecloront you are next... I am going to assume a move and attack, feel free to post when you can. Xoruk will likely stay with Hemmings.

Bug Eater moves behind/with Locke, standing ready besides him to strike any zombie that comes near.

Vuvu, now with all your buffs and defensive magics the claws strikes are warded off from the zombie, who has some acid holes in its flesh.

Ardamir, make your post as well.

Round 4 ...Vuvu commence...


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Sorry all! I made the map, left work, then rl took over. I'll have to make a short one now too. I'm not near my laptop, so I can't move my piece.

Trying to determine where he would be most effective, Ardamir does not yet move to attack, he simply moves towards the action.
Full round of movement, so down 5 and over 7, if anyone feels so inclined!


Vuvu draws his dagger and swipes at the zombie, then steps to the side

1d20 + 1 ⇒ (3) + 1 = 4 for 1d4 - 1 ⇒ (2) - 1 = 1


Ardamir, I moved you down your two move actions into the fray.


Round 3
Vuvu 22 * If you move through a square that has more than 25% of it covered in a bush the terrain is difficult and costs twice as much movement. 5 ft. becomes 10 ft.
Hemmings 20 (at shrine)
Elk 20 *
North Group 19
Locke 18
West Group 15
East Group 13
Lecloront 10
Xoruk 10
Bug 9
South Group 5
Ardamir 2

The Elk, gores and kicks at the zombies it cries out loud.
I will get the zombies turns done in a bit, go ahead and post your actions for Round 3, please post Round 3 in your post as well!


I dont think I did. I stabbed then 5 foot diagonally

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Round 2
I will move 2 squares since there's bushes around and attempt a ranged attack at the zombie (the one beside the letter E).

Ranged Attack: 1d20 + 4 ⇒ (19) + 4 = 23
If it hits: 1d8 ⇒ 5

Round 3
I will move 3 squares closer, and attempt another ranged attack.

Ranged Attack: 1d20 + 4 ⇒ (17) + 4 = 21
If it hits: 1d8 ⇒ 4

Round 4
I'll stay in my spot and try to snipe the zombies.

Ranged attack: 1d20 + 4 ⇒ (2) + 4 = 6
If it hits: 1d8 ⇒ 4


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug will maintain the current plan.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Hemmings is still messing with the shrine. Any luck there?


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

They're all insane. Ruby thinks to herself as she takes to the sky again.


Oh, sorry Vuvu, that is not directed towards you, just a reminder to everyone. It was misplaced.

Hemmings you and Xoruk keep working at the shrine, getting more and more of the sun stones to light up.


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Round 3

I made a mistake with my directions, but this works! It's probably better anyways.

Ardamir arrives at his first Zombie, now with his weapon blessed he hopes to rid the earth of yet another of the undead scourge plaguing it!

Power Attack
Attack: 1d20 + 5 + 1 - 1 ⇒ (20) + 5 + 1 - 1 = 25
Damage: 2d6 + 6 + 3 ⇒ (5, 3) + 6 + 3 = 17

So apparently I've been playing Power Attack wrong this whole time and robbing myself of inflicting an extra point of damage! 1 1/2 times the bonus when using a two handed weapon...


DM notes:
65/114 +14 2d8+10 Gore

The zombies just start to bog down on the elk, it can not get away!
Locke slashes the zombie to his left but the creature does not fall.

Lecloront moves and shoots!

Bug is ready to smash once a zombie gets near... As one comes up he smashes it into the ground.

One of the zombies attacks Ardamir and clips him with one of its claws... 1d6 + 1 ⇒ (1) + 1 = 2 damage.

Ardamir cleaves the zombie in front of him into pieces.


Round 4
Vuvu 22
Hemmings 20 (at shrine)
Elk 20
North Group 19
Locke 18
West Group 15
East Group 13
Lecloront 10
Xoruk 10
Bug 9
South Group 5
Ardamir 2

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