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)

Arsill will be able to attack those that have climb on the tombs if Mirage is staying in the front


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

So do I get an AoO?

Lacking other tactics, Mirage keep attacking!
Greatsword: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9! Damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16

"I know these things are lame, but eventually they are going to surround us. We need a plan!"


Vuvu you believe Hagrin to be dead.

The 'zombies' move very slowly, they climb up onto the tombs, but it may take a couple rounds for them to get in range to melee them Arsil.

Mirage you may take an attack of opportunity as it attempted to grapple you. Yes you get one, that is implied in the wording. Taking the last action of Mirage as 'Round 3' which misses the desiccated body.

Mirage gets another AoO, as the corpses push in mass, 4 now occupy the five foot square in front of Mirage and two occupy his square with him.

strength check: 1d20 + 3 ⇒ (2) + 3 = 5 vs. Mirage, if he fails then he is pushed back into Arsil's square.

Big door and Vuvu ----30 feet --- Arsil --- Mirage with '2 zombies' --- more zombies


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

Round 2
AoO 1: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26! Damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16
Confirmation: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19! Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15

Round 3
AoO 2: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27! Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
Confirmation: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20! Damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13
STR Check: 1d20 + 3 ⇒ (19) + 3 = 22!

Since no other option has been laid out, Mirage stops talking and starts slashing.
You may roll the AoOs for me if you want Wolf. Then we will know already if the zombie is dead (really dead) or not.


Vital Stats:
Fighter 3 HP: 11/31, AC: 18/T: 12/FF: 16, Perception +7, Sense Motive +1, Initiative: +2, F: +5/ R: +3/ W: +3(+4 vs. fear), CMB: +7, CMD: 19, Speed: 30
Skills:
Climb +8, Diplomacy +9, Handle Animal +7, Intimidate +7, Linguistics +3, Perception +7, Profession (soldier) +5, Ride +5, Survival +5 (+7 to avoid becoming lost when using compass), Swim +6

David:
"Where are the others?" David says pulling out his last cure light wounds and drinking it. healing: 1d8 + 1 ⇒ (1) + 1 = 2


Vuvu spend his second round trying to rouse Hagrin and confirm he is dead. Then he moves to catch up w the others


Mirage hacks and slashes the 'zombies' as they move in on him. Laying low the first one and wounding the second. Once the zombies get in range Arsil unlooses several attacks dealing damage to those walking corpses.

Sounds good Mirage.

Round 4

Heroes Go!
Then zombies.

Presently one zombie occupies Mirage's square as he holds them off. The tombs to Mirage's left and right now have a zombie or more on them. A wall of zombies push forward towards your group.


David:
"I am not for sure where they are but I am sure they are down here. I heard them scream and then the sounds of battle. The horde must be between us. Shall we see what we can do? Just give me another minute to catch my breath, or I can catch up." Locke says trying to breath with the heavy weight of his armor and shield on him.


is there a straight line that I could hit several zombies if I released the bottled lightning?


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

With more enemies around him and a little bit more regarding space, Mirage swings his greatsword at the enemy on his square, cleaving through him and hitting something in the wall of zombies!
Cleave 1 - Same Square: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21! Damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Cleave 2 - Zombie wall: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15! Damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11
"David!!"

AC 20 for the round


Yes Vuvu, you could though unless on a tomb yourself you would hit at least Mirage if not Arsil as well.

Mirage cuts through the adjacent zombie and hurting another of the writhing bodies. Smoke comes from the wounds. Mirage is now in his square by himself.

David:
Locke looks up at the sound of David's name, "I guess I don't have that luxury, after you! He says as he gets up straight again, ready to follow David.


Vuvu clambers onto a tomb and lines up his bottled lightning and fires it at the rear one

1d20 + 9 ⇒ (12) + 9 = 21 for 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 all intervening take 1 pt of sonic damage


1d20 ⇒ 16 save if needed


Excellent Vuvu, 1d4 ⇒ 4 1 is bad.

The lightning released shoots through the wall of bodies hurting them as it goes and an audible pop happens at the back of the wall of corpses.

Perception DC 25:
The lightning actually made the body explode.


1d20 + 9 ⇒ (12) + 9 = 21

I'm down to one flask of Acid!


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

Arsil will attack the Zombie

Spellcombat: Arcane Mark

+1 Goblin Bane sword: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 191d6 + 4 ⇒ (4) + 4 = 8

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

+1 Goblin Bane sword: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 81d6 + 4 ⇒ (2) + 4 = 6

Ok for the moment we have the things well in hand Vuvu


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

there shouldn't be that many left.

She yells David ! Lock ! you guys somewhere down here?


There is literally a wall of zombies pressing in on the three of you. None are in the same square as Mirage but at least a dozen can be identified, likely more.

Round 4

The zombie wall pushes in on the group. They seem more intent on pushing you rather than biting or slamming you.

bull rush vs. Mirage: 1d20 + 7 - 2 + 4 ⇒ (4) + 7 - 2 + 4 = 13 it provokes...
AoO: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13 Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18

assist: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
assist: 1d20 + 5 ⇒ (14) + 5 = 19
assist: 1d20 + 5 ⇒ (2) + 5 = 7

The first zombie gets hacked for its attempt though its severed limb expells smoke. Only one of the four are able to push him back as the others merely attempt to assist. Mirage is not moved back but he does feel pressured by the wall of zombies.

Fort save for Mirage vs. 'smoke': 1d20 + 7 ⇒ (1) + 7 = 8 Mirage takes 1d4 ⇒ 3 strength damage. He feels weak after breathing in a good amount of smoke and more pours out of the chopped corpses.

Round 5
Heroes
Then zombies
Then Locke and David


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

Round 4
David and Locke charge down the hallway through the smoke. The three of you can hear them charging down, then the sounds of their armor. Then the sounds of their weapons slamming into bodies.

Perception DC 15:
You believe them to be about 40 feet away.


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

Evil, that's what you are!

Round 5
"Hold your breaths!"

Mirage says this and closes his mouth, avoiding breathing the weakening smoke again. Anyway, he keeps chopping and chopping to clear a path for the incoming heroes.
Cleave 1: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18! Damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10
Cleave 2: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16! Damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14

AC 20. Holding breath 1/17


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

Round 5

Arsil will also hold her breath and move to a place where she can attack the zombies

+1 Goblin Short Sword: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 4 ⇒ (5) + 4 = 9


Vuvu sends his last flask flying into the wall

1d20 + 9 ⇒ (10) + 9 = 19 for 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 and 5 damage to all splashed


The whole wall seems to cringe back from the three of you as you sever limbs and inflict a whole bunch of pain. The wall is dazed for the round but even more smoke begins to fill the room, now there is 20% concealment for any attack.

Round 6
Heroes go!

Evil? Me?!? No, if I were evil I would have the effect just be magical and as long as you were in it you had to make the save. ;)


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

can arsil full attack? i suppose that is she tries to cast a spell she will inhale some of the smoke?


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

Round 6
Mirage says this and closes his mouth, avoiding breathing the weakening smoke again. Anyway, he keeps chopping and chopping to clear a path for the incoming heroes.
Cleave 1: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9! Damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15 Miss Chance: 1d100 ⇒ 9
Cleave 2: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11! Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11 Miss Chance: 1d100 ⇒ 94

AC 20. Holding breath 2/17


Arsil, You may do a full attack and try the spell without the verbal, but there is a 50% chance of failure then (low bad).

Round 6

Mirage is too focused on not breathing in any more smoke and fails to connect his sword with the flailing wall. As the zombies charge into Mirage he still holds his own the wave is turned back, though he is having trouble getting his weapon to hit correct with so many 'pushers and smoke' around him.

Arsil and Vuvu?

bull rush vs. Mirage: 1d20 + 7 - 2 + 2 ⇒ (12) + 7 - 2 + 2 = 19it provokes...
1d100 ⇒ 53 20% miss chance low bad outcome
AoO: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12 Damage: 2d6 + 8[/dice]
1d100 ⇒ 9

assist: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
assist: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
assist: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25

Perception DC 15:
You still believe that the other two are still 40 feet away and are fighting. You can hear their armor jumble as they likely attack.

Round 7
Heroes go!


Vuvu goes full defense being completely out of ways to help.[


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

Round 6

Arsil will attack the creature

+1 Short Sword: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 4 ⇒ (1) + 4 = 5

And Again

Round 7

+1 Short Sword: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 4 ⇒ (5) + 4 = 9


Arsil attacks the wall of flesh, one of the zombies who crawled up on the tomb cutting into its flesh leaving a trail of smoke. More of them fill the spot to either side of Arsil.

Map:
tomb --- Tomb --- tomb*--- tomb*----tomb* --- door** --- tomb
open --- Vuvu --- Arsil --- Mirage---4 zombies---**----------**-
tomb --- Tomb --- tomb*--- tomb*---- tomb* --- door** --- tomb -

* 2 zombies are here
**4 zombies are here

As the smoke gets even thicker, does Arsil hold her breath on Round 7?

Round 6 Fort save for Arsil vs. 'smoke': 1d20 + 5 ⇒ (7) + 5 = 12 Arsil takes 1d4 ⇒ 2 strength damage. She feels weak after breathing in a good amount of smoke.

Vuvu do you attempt to assist Arsil, stay in full defense, move back, or try to find a way out there are other doors nearby 15 feet away?


Looks like there are zombies in the way? Vuvu is full defense this round unless there is a path to the doors, or a possible path to the doors for him to take.


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

yes i indeed forgot to add that she was holding her breath. Hence the only 1 attack per round as she isn't even trying to cast spells...


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

Round 7
Mirage tries to take down the two zombies to his right, over the tomb!
Cleave 1: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20! Damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15 Miss Chance: 1d100 ⇒ 46
Cleave 2: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16! Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13 Miss Chance: 1d100 ⇒ 8

AC 20. Holding breath 3/17

Are the tombs horizontally laid? We could climb on top of them to get to the other side, couldn't we?

Where's our freaking channeling cleric!!


Arsil don't take the strength damage then. Also keep track of your round like Mirage. You have 14 rounds before you will take a breath.

Vuvu heads away from the fight to get to one of the side doors. They seem to have hieroglyphs. There is a spot to put your hand or some object into the door then into the wall.


Vuvu attempts to read the door

1d20 + 4 ⇒ (18) + 4 = 22 linguistics


The door:
The symbols tell of how a great warlord came to rule these lands with an iron fist and that is the only way to rule. His daughter cut down in her prime followed in his steps. When she was slain he was brought back by her occultists, though many did not accept him and was run out of his own kingdom. Now he hides his time growing an army of undead. One month every winter he would rise again until his ranks were full or his daughter was back in rule. Beyond this door lies the armory.


an armory perhaps something here can help!

Vuvu opens the door


Vuvu puts his hand into the receptacle and feels around for a lever of some kind. He is rewarded to find some bugs and a switch. Once you move it, the door slowly begins to grind open but stops after an inch as if a clasp was released and the door needs to be pushed open. Str check DC 12 to open it 3 inches, every 5 over another 3 inches. The room within is utterly dark.


1d20 ⇒ 7
1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 13

Takes 4 rounds for me to open the door and another one to light a torch...everyone will be dead


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 can always call out for help...


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

For the moment we are still in fighting shape and doing well :)


I found the armory! Having trouble with the door...

Vuvu calls out


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 waves a hand for Arsil to go there since someone needs to stop hold the hoard back. Cause right now you're stronger than me #strdamageissues

If Arsil goes he will take a step back and starts fighting defensively.
Defensive Fighting: 1d20 + 7 - 1 - 4 ⇒ (10) + 7 - 1 - 4 = 12! Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18 Miss Chance: 1d100 ⇒ 16

AC 24. Holding breath 4/17


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

Arsil still holding her breath (4/14) will nod to Mirage and head over to vuvu and assist him with the task at hand


Your cleric is out of channels, he already cleared out about half of them. Oh and yes this is a CR 7 room, lucky for you they want you alive.

The tombs are horizontal but the zombies have already filled those spots.

Round 8
Mirage holds them back, but they keep the wall next to him the best they can, one more slash into the wall of flesh as it attempts to overcomes him knocks them back. As Arsil leaves mirage, sheathing her blade to have both hands free, she can see the smoke is nowhere near Vuvu. She grabs onto the door and pulls as hard as she can...

1d20 + 3 ⇒ (11) + 3 = 14

It has not been opened in likely years and the three inches that it budges makes an awful screeching sound like metal on stone.

bull rush vs. Mirage: 1d20 + 7 - 2 + 4 ⇒ (1) + 7 - 2 + 4 = 10it provokes...
1d100 ⇒ 52 20% miss chance low bad outcome
AoO: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16 Damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11
1d100 ⇒ 24

assist: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
assist: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
assist: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7

Round 9
Arsil keeps trying to get the door open with Vuvu...
1d20 + 3 ⇒ (6) + 3 = 9

They don't make any progress then a large metal gauntlet grabs onto the door and opens it for them. The door is now just over a foot open, and they can hear a soft feminine call with urgency in her voice, "Quickly enter before the smoke can get in, quickly now or become zombies yourself."

With a perception DC 10, Mirage can hear the female voice as well.

Vuvu and Arsil have a move action they can still take in Round 8, Mirage may act after them if he chooses, he still has a full round of action he may choose.


1d20 + 1 ⇒ (10) + 1 = 11 SM


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

Arsil will quickly enter the room and look at the mysterious woman


Vuvu will follow


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

Round 9

Mirage withdraws and moves inside the room, close to the door to prevent zombies from coming in until someone shuts it.


Vuvu:
You believe what the voice is saying to be true.

Once Mirage is in the room the suit of armor closes the door.

The voice seems to be far off, likely towards the back of this room. There are racks of falling apart weapons, shelves holding armor, and an assortment of chests large enough to hold weapons or armor. There is light filtering through all the items far in the back, but not really enough to illuminate the room. With Vuvu's lit torch you can see the items around you are mostly in disrepair.

The suit of armor rests next to the door as if it had always been there.

Taking your time you only bump into a few of the items in your way toward the light. Once at the back you see a light in a tube of liquid. There are other tubes with other lights and designs next to it. A black liquid with a wriggling mass within it. A green liquid with a floating skull. A tube that is filled with eyeballs with a red liquid. Three more tubes are empty. The tube with the light in it has a clear liquid of somekind within it.

The light dims some as you step near. It flickers as the feminine voice speaks, "It is true you are in grave danger, though the black men will not follow you here. "


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

"Now what? A talking light?"
Mirage tries to get a closer look at the thing.

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