Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Crap i don't see David, and i believe i was among the last one to come down. Anyone seen him?


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

"Nope. Maybe he fell for a pit trap on the way. You never know."


Grunt.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

He probably dropped somewhere Lets go and find him. she says casting a light spell and then a detect magic. before moving back the way she came


Arsil armed with a light spell and actively detecting magic heads back. Every 5th tomb seems to have a necrotic aura on it. The entire hallway has magical auras that seem to be preservation magic.

Please state what weapons you are carrying if any.

The others passed David in their haze of being commanded. You all saw him resting, Vuvu you saw David out lying on the ground way back.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

MW Scimitar, +1 Goblin bane short sword, Training longsword

Any way to pass these aura safely?


Arsil:
the necrotic auras are just to the tombs, so if you don't touch the tombs you should be fine.

Do you speak quietly to yourselves or speak casually?


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

arsil has no reason to speak quietly, she currently speak with a normal tone of voice so that the party can hear her (she isn't talking loudly either)

The necrotic auras are just to the tombs, so if you don't touch the tombs you should be fine. she says to everyone

as she is backtracking looking for david

DM the current plan for arsil is to look for david using her detect magic as she remembers the different aura of the magic items he was carrying


Vuvu points to where he last saw david and grunts heartily


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

My weapons are sheathed, since I was going through the ladder and then began to run. I've passed through here and there was nothing threatening, so Mirage has no weapons in his hands, although he has a +1 Greatsword, the Vicious Longbow, a Longbow and a Cold Iron Warhammer.

Mirage has dropped his torch way back there, and thus he relies on his darkvision to see the place, which is not a problem for him, although not everyone has darkvision...
"Hmmm... I felt the urge to touch this tombs... magic, I guess... but too weak to affect me... If David is not here, either something got him, or in the most probable case, he betrayed us."


The group heads back to the entrance. There are four other doors along the way that have strange runes and hieroglyphics. The tombs are large metal contraptions.

As the group focuses on finding David soon they see... waiting on David's response.


A black desiccated humanoid form it staggers towards you slowly, about 5 feet per round. Its arms are held up and seem to point toward you.

What do you do? It is now 30 feet away from you and David is nowhere to be seen. Perception checks, the thing goes last so you may all act first in round 1.

Perception DC 15:
The claws on this thing are sharp bits that look to be made from horn. Also there is a chain of dark metal around its neck with a piece of obsidian as the center piece to it. It's feet are covered in cloth slippers that don't make much noise in all the coins that it disturbes as it moves towards you. If 20 or higher I will elaborate.

Vuvu saw him fall just over there, but he is not there.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

any Kn to know what that thing is?


You may make one knowledge check as an immediate action, another as a swift action, three checks as a move action, four checks as a standard action, or five knowledge checks as a full round action.

Perception DC 20, same check as above just more information for the higher DC:
The desiccated flesh of the abomination should be a clue as to what this thing is, it shambles towards you like a zombie but feels much more evil. Its eyes are pools of black liquid as the liquid falls like tears. It looks like there are symbols seared into its flesh.


1d20 + 9 ⇒ (17) + 9 = 26 perception

1d20 + 11 ⇒ (11) + 11 = 22 arcana
1d20 + 11 ⇒ (9) + 11 = 20 nature

1d20 + 3 ⇒ (18) + 3 = 21 init


I knew I was forgetting something...initiatives, then again you all act first.

Initiatives:

1d20 + 4 ⇒ (17) + 4 = 21 Arsil
1d20 + 6 ⇒ (3) + 6 = 9 Mirage
1d20 + 4 ⇒ (18) + 4 = 22 Hagrin
21 Vuvu
1d20 - 4 ⇒ (18) - 4 = 14 black thing

Hagrin is out... he will be taken care of soon enough.


Round 1
22 Hagrin
21 Vuvu
21 Arsil

14 black thing

9 Mirage

Hagrin charges the thing with reckless abandon, drawing his blade to strike it. The creature lets his blade cut deep into its arm. It seems to have been waiting for him to do such a charge.

In exchange for taking a solid blow from Hagrin it looks to be ready to grapple him.
imp. grapple check: 1d20 + 11 ⇒ (15) + 11 = 26 at the same time it grapples him it takes a massive bite out of his neck as its mouth elongates, 2d6 + 4 ⇒ (2, 2) + 4 = 8.

A black mist or smoke begins to come out of the wound of the creature's arm.

K Nature DC 20:
This is not a natural thing, it has been preserved using magic, but is likely undead. Its rotting flesh is preserved.

K Arcana DC 20:
Necromancy has been used to create or sustain this undead creature. The runes on the flesh look to strengthen the undead body besides preserve it. Magical spells are likely upon this creature.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Round 1
"Trouble!"
Mirage moves to help Hagrin while drawing his greatsword, and strikes the monster with lethal force!
Greatsword: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20! Damage: 2d6 + 5 + 3 ⇒ (2, 6) + 5 + 3 = 16


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 1
Arsil moves in and swings her sword fighting def

+1 Goblin bane Short sword: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 221d6 + 4 ⇒ (1) + 4 = 5

Cirt Conf: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 221d6 + 4 ⇒ (6) + 4 = 10

Current AC 21


The path is 5 feet wide, you can squeeze next to one of the tombs or climb up on top of one of them to strike the enemy. Otherwise you will need a reach weapon to strike it.

Please make appropriate skill checks as necessary or explain how you got into striking distance. Reconing your action is appropriate too.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Then if you don't mind I'll exchange the action for something more appropriate.

Mirage draws his regular Longbow and lets loose an arrow at the creature. Longbow: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13! Damage: 1d8 ⇒ 3


Round 1

Hagrin hacked at the creature, leaving a thick cut on its arm where smoke seems to be coming out. It in turn grabs onto him and its mouth grows into a muzzle of some sort, perhaps an Anubis or jackal.

Mirage draws his bow and misses the abomination.

Arsil and Vuvu... decide to climb up on the tombs to get an attack at the creature?

Still no one has made much noise or called out to your cleric.

Round 2
22 Hagrin *
21 Vuvu
21 Arsil
14 black thing
9 Mirage

Hagrin gurgles and panics, "Help!" is the only audible word that comes out of his mouth and its not very loud with his own blood impeding his mouth. He attempts to break free from the creature.

grapple: 1d20 + 2 ⇒ (7) + 2 = 9 vs. 26


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Mirage realized the creature was about to bit Hagrin in half. He had no time to loose, and simple arrows would not do much. He dropped his regular bow, draw the Vicious one, and loosed an arrow at the thing!
Damage to self: 1d6 ⇒ 5
Vicious Freaking Awesome Longbow: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19!
Damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (4, 5) = 12


1d20 + 1 + 7 ⇒ (15) + 1 + 7 = 23 vs touch for 2d6 + 5 ⇒ (5, 6) + 5 = 16 using precise bombs not to hit companions


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Yes Arsil does decied to climb up and get to a place where she can attack the creature

Round 2

Spell Combat: Arcane Mark

Concentration: 1d20 + 12 ⇒ (9) + 12 = 21

Spell strike Short Sword: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 141d6 + 4 ⇒ (5) + 4 = 9

Short Sword: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 231d6 + 4 ⇒ (3) + 4 = 7

crit Short Sword: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 201d6 + 4 ⇒ (3) + 4 = 7

Current AC 18


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

You mean you're climbing those tombs that you touched a while ago and that channels negative energy to hurt you?


chance that the tomb with hit her with damage, 1=bad: 1d8 ⇒ 8

With the three of your strikes the black thing pulls off his neck and falls to the ground in a small amount of smoke emitting from its wounds.

Everyone Fort save DC 15 or take 1d4 str damage.
Hagrin drops to his knees as some strength leaves his body as if being sapped from him. His wound still gushes blood, some teeth are still in his neck.

The threat seems to be taken care of you may act out of combat.


what is the range on that, Vuvu would have been 20 feet away


The tomb does not zap her or look like it has any apparent magical properties. Not all of them zap the living.

Vuvu unless you are going to wait hours or climb up on three tombs to avoid the smoke, you will have to pass through the strength sapping smoke.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Fort: 1d20 + 3 ⇒ (7) + 3 = 101d4 ⇒ 1

Whispering you ok hagrin? she helps him stand up before continuing to move in search of david.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Fort: 1d20 + 6 ⇒ (19) + 6 = 25

Mirage recovers his weapons from the ground and searches around for a place to go. "Still no sign of the other one?"


1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15 Vuvu chugs down both an anti toxin and anti plague and then moves through the gas


Hagrin pops open one of his potions and chugs it, sealing his wound. He gets up grabbing his weapon and stumbles from the lack of strength but with the help of Arsil he stays standing.

"Sorry it got the best of me. Shall we find David, sooner is likely better." Hagrin says with some urgency.


I am glad you are alright...sadly I am almost completely tapped. Vuvu says wearily


"We should be fine just watch our backs and tell us if anything comes from that direction." Hagrin smiles at Vuvu even though he can barely hold his own weight. "Perhaps you can lend me a hand as they take care of any other threats."


Vuvu hefts his staff.

don't worry I am not leaving.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Arsil keep moving searching for clues to david's whereabouts


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Mirage realized something was wrong with Hagrin when he spoke to Vuvu. Maybe he was infected or something, but when he turned around to analyze the man further he saw no signs of deception. Sense Motive: 1d20 + 2 ⇒ (3) + 2 = 5 He must be getting paranoid...

Thus he helps Arsil in the search.


Perception checks then...


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


1d20 + 9 ⇒ (4) + 9 = 13

Vuvu keeps a wary eye out


Mirage as you search for any signs of David you see a scrap of blue cloth, you think it might belong to David, it is next to one of the tombs. Once you get closer you recognize the cloth is actually in the tomb.

Another one of those dessicated humanoids slowly is following the group from the back. Both Vuvu and Mirage see it. It moves very slowly about 5 feet per round and it is about 50 feet away from the group now.

If you want to attack it please label the rounds, starting with Round 1.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Mirage puts a lone finger over his mouth, hoping the grunting man would be silent for a minute, then takes a regular arrow and shoots it somewhere behind the creature, expecting the sound of the arrow crashing against the walls to drive away the creature.
Longbow: 1d20 + 7 ⇒ (15) + 7 = 22


Vuvu looks at Mirage as if he is a fool, considering he hadn't said a word or made a sound.


The foul creature continues toward you slowly.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

The hobgoblin lifts is shoulders, and get an arrow ready. "Ok, so let's put it down?"
Longbow: 1d20 + 7 ⇒ (18) + 7 = 25! Damage: 1d8 ⇒ 5
I really need to buy a composite bow...


Vuvu draws an acid flask and throws it

1d20 + 9 ⇒ (18) + 9 = 27 for 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 and 5 damage to all splashed


Both Mirage and Vuvu strike the creature, it limps but slowly keeps coming. The coins on the ground melt leaving behind more black smoke or whatever it is.

Next round, Round 2...


did it seem to do nothing, or just not stop it?


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Mirage looses another arrow at the foul monster, since it costs nothing, but they need to try another strategy, and soon.
"Does anyone know what that is and how to stop it?"
Longbow: 1d20 + 7 ⇒ (19) + 7 = 26! Damage: 1d8 ⇒ 1


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 1

Arsil moves in front of the party ready to meet the creature in hand to hand combat (fighting def).

Round 2

Readied action to attack the creature before it attack her

+1 goblin bane Short Sword: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 71d6 + 4 ⇒ (2) + 4 = 6

Current AC 21

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