Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Sacred Touch does not provoke. Not much else that I can do. Takes too long to administer a potion :(


I know that it does not provoke, but you can if you choose.


I can't think of any reason to do so. They still get their attacks next round, and him being unconscience does not provoke...if I am missing something then I will do it, but I can't see what it would be


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

Xoruk begins to gesture and chant in the Orc tongue, before pointing at Bug. The Shoanti man begins to grow, doubling in height almost instantly.

Xoruk casts Enlarge Person on Bug Eater.


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 amazed by the growth spell's effect on the Shoanti Barbarian. "Hey can you hook a littlefolk up with some o' that? I'm tired o' lookin' at belt buckles and dodgin' elbows. Help a fella out there, X" he jokes.

Won't provoking AoO from the zombies around Ardamir distract them from eating him? My plan next round is something quite similar as long as Locke has my back with healing. Are we ready for Round 5 actions?


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

Not good, not good, not good. Should I try to help? What can I do? Oh! Yeah!

Ruby swoops down, dodging undead claws, and cracks open a small clay bead in her hands, rubbing the oil on one of the wounded adventurers.

Coming straight down from above to avoid AoOs

Oil of Cure Light Wounds to Ardamar: 1d8 + 1 ⇒ (8) + 1 = 9

Then she looks up and realizes she's in the thick of things.

Uh oh.


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

That helps. Thanks Ruby!


Round 5
Bug (Bane) *
Zombie 4, 5, 6 (around Bug) *
Vuvu *
Ruby *
Ardamir *
Xoruk (bane) *
Hemmings (bane)
Zombies around bowl (AB) 7, 8, 9
Locke
Lecloront (bane)
Zombie N10, N11 (20 ft. away)

Bug misses as each of the zombies attacking bug get a hit in, though no grappling of doom, nor critical confirmations. 1d6 + 2 ⇒ (3) + 2 = 5 clawing damage, 1d6 + 2 ⇒ (6) + 2 = 8 clawing damage, 1d6 + 2 ⇒ (6) + 2 = 8 clawing damage. 8-21= -13 They have started to tear into Bug's unconsious form.

After the healing Ardamir is still down and unconscious, though stable.

Hemmings it is your turn. Lecloront go ahead and do your action too for it basically two fights right now.

Once again you need to state which round you are acting in: Round 5 in the first line of your post all by itself to make things clear otherwise, I will just skip by as needed.


On another note each campaign you get a divine intervention, even if unconscious, basically played as your dieing breath if needed. We have already seen one of the members do such. If you would like to use yours please PM me and wait to see the explosions!

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

I thought I'm no longer baned after moving to help Bug? In case I missed some zombie doing the wailing, but even then am I supposed to roll for another save?

Round 5

Lecloront focuses all his concentration to hit the zombie this time, or else they will be in serious trouble,

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Confirm crit: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Oh well at least I get to hit one of them lol


Sorry you are correct I just did not change it, no need for another save.

Lecloront, slashes at the zombie with his blade and severs the things spinal cord. It drops to the ground not moving again.


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

Just curious, is every combat going to threaten to TPK the party, or the ones which went on so far just anomalies? I'd like to know if so and then simply bail.


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 think that these guys have just landed some good hits. It's unfortunate that I've been downed twice, but such is the luck! We've also got a huge party, so coming across just three zombies on a path is not much of a challenge, is it?


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

No the ELs are rather high for the level and the use of critical fumbles, as I have always seen in the past, tends to screw players. Also changing zombies from being mindless with given tasks, to feral flesh eaters who kill downed players is a bit vicious. I have no objection to changing ELs to suit table composition. I run a 8 person Serpent Skull game and I have to rebuild every encounter to make them work. While sometimes I do make them rather vicious, it is not intentional, and other times I end up gauging wrong the other way and give a walkover. So far we've ended up with one vicious encounter followed by another. I'd like to know if this is going to be the standard or not.


You have to understand that I have already created the next three installments of this campaign, and you just wandered into a skull area for your party. As the area is saturated with zombies. The gnolls were a fluke it should not have been that bad, sometimes I don't think and just throw in what I think would be fun. Honestly the gnolls should have wiped the floor with you, as opposed to the opposite. Sometimes PCs should run away to fight another day.
Three zombies is not the true encounter, as you can tell you might be able to convert the temple again, but zombies keep coming to the sound of movement, the 1 to 4 zombies showing up each two rounds is the challenge.
Yes, same with me Bug, I create vicious encounters but my PCs always make it work for them, even if they should run, I don't mean to make them vicious just have 5 to 8 players so it is hard to tell what is average or deadly.
I hope it will not be the standard, once you get to your objective it should be fairly easy considering the first two encounters.


Also these are not normal zombies, two claw attacks, can charge, free grapple when both claws hit, free bite with grapple.


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

Not for sure what Hemmings is going to do, but lets move things along so we can get to round 6.

Round 5
The zombies around Ardamir now attack this new thing in their face, Ruby. The two zombies both miss clawing against her scales.

Locke moves 20 feet inbetween the two fighting groups and hopes that his healing can reach to both groups. He prays under his breath, exclaims, "SARENRAE!!!" Using three of his channeling charges he extends his range to both groups all living creatures gain 3d6 + 3 ⇒ (6, 6, 3) + 3 = 18 of healing.

The two zombies 20 ft. away from Bug advance...


Round 6
Bug conscious at 5 hp
Zombie 4, 5, 6 (around Bug)
Vuvu
Ruby
Ardamir conscious at 8 hp
Xoruk (bane)
Hemmings (bane)
Zombies around bowl (AB) 7, 8, 9
Locke
Lecloront
Zombie N10, N11 (attacking Lecloront)


Vuvu steps forward and swings his cane in one hand.

1d20 + 1 ⇒ (19) + 1 = 20 for 1d6 ⇒ 1


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 blinks, realizing that once again he has been saved from death. He quickly looks around him to take in the situation. Ruby is above him, fighting with the zombies that flank his body. There is literally chaos everywhere. He decides it's best to lay still until one or more of the zombies is taken down before his tries to get up. He doesn't want to risk death a third time in one day.

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

"There's more incoming!"

Round 6
After Lecloront's slashing hit, his courage seems somewhat rejuvenated and he attacks another zombie,

Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage if it hits: 1d8 + 2 ⇒ (6) + 2 = 8

then Lecloront will take a 5 ft step to the box SE of bug, in case the other zombie will follow then it will provoke AoO from Bug


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

Round 5 action Sorry for the late post its spring break week and have in-town guests

Hemmings sees the Cleric healing Ardamir and re-thinks sacrificing himself to draw the zombies from the Paladin, especially after one is blasted by the channeling. INstead he steps forward and attempts to slash the nearest zombie with silver dagger.

Move Action - step up to attack Zombie. Standard Action - melee attack

Attack Zombie: 1d20 + 5 ⇒ (1) + 5 = 6
Itty Bitty Damage: 1d3 - 1 ⇒ (1) - 1 = 0

Terrific another crit fumble? What roll do you need to confirm this one?


Everyone please post your actions for round 6, I will post baddies actions once the PC before them goes.


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

"The zombies keep coming, do we need to get the heck out of here or what? Will clearing off that shrine help stop them or do we need to run? I can't see what we're doing is working well 'cept becoming zombie food. Any ideas?

Will post round 6 action once I know if I'm still armed or not.


I clubbed a zombie, which I will soon learn did nothign since ithas DR


For any critical, be it success or failure, roll another d20 1d20 ⇒ 12
Nothing more... just a miss and AoO... it misses you as well.


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

Round 6

Glad not to fumble...Not sure what provoked an AoO as I didn't vacate a threatened square, but since it missed, no harm done, especially if it took the creature's attention away from Ardamir.

Hemmings thinks, "If I can kill this one, His Lordship may have a fighting chance since Vuvu's striking the other one. After he's up, we get Bug and we get outta here..

Attack w flanking: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27Crit Confirm: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage?: 1d3 - 1 ⇒ (2) - 1 = 1 Crit Dmg?: 1d3 - 1 ⇒ (1) - 1 = 0
if sneak attack is available then Sneak Dmg: 1d6 ⇒ 6 not doubled on crit by rule

The dice gods are feast or famine apparently. Sorry I'm not much good in melee, guys and arrows won't hurt with DR. Hopefully this little scratch is enough to send him running, it is Silvered after all...

EDITED: to include flanking bonus and possible sneak damage?


When rolling a critical Failure, you provoke an AoO. That is standard you fail on your attack so much that you open yourself to be attacked. It could be worse, you have already seen part of it.
Hemmings do you have sneak attack, you are flanking with Ruby... Make it so if you have it!!! Did you slash or pierce with the dagger?


Bug is conscious, he shakes his head and swings...He destroys the zombie he has already hurt. One in front of him left, though two more attack his elf companion.
Attack from prone 1d20 + 2 ⇒ (14) + 2 = 16
Damage 2d6 + 10 ⇒ (2, 2) + 10 = 14
The zombie flails at Bug but not getting any purchase on his flesh.

Ruby full defense AC = 23

The zombie that Vuvu hit, turns on him flailing both arms and claws at him. Only one gains purchase: 1d6 + 2 ⇒ (3) + 2 = 5 piercing damage.
The other zombie turns on Hemmings but turns to fast and its legs don't follow well with it, it then begins to strike at Hemmings and claws itself and falls to the ground. Provoking AoO from Ruby and Hemmings. (Critical Failure).

Lecloront slashes the zombie with his blade making a wide gash across its chest, it still moves but it is much more holey. Those two zombies move up and flail both of their arms at you Lecloront, with your high AC only the second one touches you and the claws just brush against your armor.

Still waiting on Xoruk.


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 channels once more to destroy the undead near the bowl, 2d6 ⇒ (4, 1) = 5 fizzling display of positive energy...One of the zombies drops into a pile of body parts. Locke then moves towards Bug, while yelling, "Ardamir, if you are alive get up and finish that last zombie next to you!"(Attack from prone: -4 on attacks.)


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

I think leaving would be good.


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

See edited post above for flanking etc. All zombie attacks would be slashing until further notice. Hope that helps...

Hemmings sees the horror turn to him but trip over its own feet and fall down prone. "Looks a little like Ardamir lyin' down in a fight", he thinks as he takes a slash at the prone pile of undead flesh.

AoO vs Prone target still flanking: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Crit confirm on AoO: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
dmg: 1d3 - 1 ⇒ (3) - 1 = 2Crit Dmg: 1d3 - 1 ⇒ (2) - 1 = 1

"Hopefully that settles that!" Hemmings cries sinking the slashing the downed zombie in a vital area. Unfortunately, his little knife still only barely wounds the monstrosity, but maybe the combination of his little slices have taken a toll on the thing.


Between the residual positive energy from Locke and your slicing Hemmings you put down the thing without Ardamirs help. Only threats are over with Bug and Lecloront now.

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

Depends on Bug's rolls, but I think its either we withdraw to go to the others, or the others will come to our sides.


Round 7
Bug conscious at 5 hp and Prone
Zombie X, X, 6 (around Bug)
Vuvu
Ruby
Ardamir conscious at 8 hp and Prone
Xoruk (bane)
Hemmings (bane)
Zombies around bowl (Dead) 7, 8, 9
Locke
Lecloront
Zombie N10, N11 (attacking Lecloront)

Everyone take your actions, I am sure that the three zombies don't pose much of a threat anymore... just keep it quiet...

Locke comes up and casts a cure spell on Bug +16 hp...

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

"A few more left!" shouts Lecloront as he swings his longsword at the remaining zombies.

Attack: 1d20 + 3 ⇒ (3) + 3 = 6
If if hits: 1d8 + 2 ⇒ (5) + 2 = 7

"Can't leave you alone barbarian!


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

If I stand up, I get walloped and go back down, if I keep swinging, more zombies come. I don't see Bug have a long future here. If you folks need to run to save yourselves, do so.

To Hit 1d20 + 4 ⇒ (10) + 4 = 14 Damage 3d6 + 15 ⇒ (3, 6, 3) + 15 = 27

(adjusted for size increase)


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

Round 7

With the immediate threat dealt with, and not really much help in melee, Hemmings will try to clear the rest of the shrine and hope that somehow stops the zombies threat. He uses his silver dagger to remove the vines and shrubs working quickly to get done before more flesh eaters arrive.

He looks while cutting for anyway to activate the shrine.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


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 to take so long. Thanks for the help boys!

Round 6

Seeing all the zombies around him down, Ardamir get's up and recovers any weapons he may have dropped. He begins moving towards the group surrounding Bug.

Round 7

Ardamir arrives at the remaining zombie, taking his full force into swinging his longsword!

Power Attack

Attack: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
Damage: 2d6 + 6 + 2 ⇒ (4, 6) + 6 + 2 = 18


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 yeah, forgot I had been unconscious, scratch that attack since I would have dropped the weapon. I guess I would have tried to grab the weapon and then attack. Roll remains the same but all the zombies around Bug get AOOs.


Nice Bug, but you forgot 'Round 7' and you take the legs off the zombie in front of you, the rest of its body falling apart. Lucky for you all their attacks don't even hit you they all are wide.

Hemmings:
as you clear the vines you can see sunstones that are grimy and covered in muck.


Int 1d20 + 4 ⇒ (13) + 4 = 17

Vuvu quickly deduces what Hemmings is up and and moves to help him clean the stones off.


The two zombies attacking Lecloront flail wildly trying to get at his flesh. Only one claw makes purchase inflicting tears on his arm, 1d6 + 2 ⇒ (3) + 2 = 5 piercing damage.

People still to go: Xoruk round 6 & 7. Go ahead and start round 8, with perception checks...


Round 8 [ooc] Perception 1d20 + 6 ⇒ (19) + 6 = 25


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 8

Perception: 1d20 + 2 ⇒ (8) + 2 = 10


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

Wait, there's still a live one out there?

Round 8

Seeing Lecloront still out there taking damage, Ardamir swiftly moves to flank, attempting to deliver yet another stinging blow with his greatsword!

Power Attack
Attack: 1d20 + 5 + 2 - 1 ⇒ (6) + 5 + 2 - 1 = 12
Damage: 2d6 + 6 + 2 ⇒ (4, 2) + 6 + 2 = 14


[oo] OK, I'm a bit lost, how many zombies are still adjacent to me? [/ooc]


Can you not see the map? There are no more zombies around you Vuvu. Just two next to Bug and Lecloront.

Ardamir slices the zobmie and it falls to the ground. Now just one zombie, but remember where your initiative is to Ardamir's for the zombie is still there until his turn...

Perception DC 10, next to bug, DC 19 next to Hemmings:

There are brambles about, and a few trees, you can tell where zombies are stuck in the brambles, also there are about 20 zombies within 100 ft. None of them seem to have heard you yet. There is an Elk that is fighting them off, by charging with its horns and kicking.

Perception DC 20, next to bug, DC 29 next to Hemmings:

You can tell that the town is down this wall of the ravine, it is about 1,000 feet away. With may dots that you think are zombies.


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

Round 8

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Hemmings says "Sunstones here. Anyone know how to activate or shall I pry them out as loot?" As he's clearing the vines and brush away from the altar. He looks up to see if there's any enemies close but doesn't see any immediate threats. Working silently and quickly, he clears off all he can reach.

Shrugging, he tries touching the sunstones and saying softly "Sarenrae?". He remembers the Priest invoking that name when he was working the shrine earlier.

If that doesn't work, he calls softly to Locke and tries to bring the priest over to look at the cleaned up shrine.


As you touch the cleaned off sunstones and say "sarenrae", it faintly glows.

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