Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


601 to 650 of 4,816 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

flask 1d20 + 5 + 1 - 2 ⇒ (14) + 5 + 1 - 2 = 18 for 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 1 pt to the others next to it.

Vuvu launches his flask at the Zombie at the bottom corner of the elk the bottom right corner, if that makes sense


Go ahead and put a green circle around it.


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 still pruning and weeding. And turning on lights. No other action in Round 4 unless something changes at the shrine.


will do! Be at a comp in 30 min


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

Not sure how this will work with the terrain and initiate order, but I'll post and action now and retcon in the morning if it's not doable.

After canquishing his most recent foe, Ardamir moves onto the next zombies he see's in battle with Locke and Bug. He moves to flank the zombie in front of Locke and the unleash his great sword once again.

Power Attack
Attack: 1d20 + 5 + 2 - 1 ⇒ (5) + 5 + 2 - 1 = 11
Damage: 2d6 + 6 + 3 ⇒ (3, 2) + 6 + 3 = 14


The Elk gores one of the zombies, parts are hanging from its massive antlers. Taking attacks of opportunity it flees from the mob of zombies.

Locke swings and cuts the zombie next to him down in size.

The Zombies mostly continue to run after the Elk, though some break off and come after your group...Both zombies get one claw attack on Vuvu and with the magical protections those blows are thwarted.

Lecloront & Bug, Please post for round 4, though I am going to roll off the South group of zombies, which is now just one, who misses due to Locke's ride check.

DM notes:
-11 hp


Ardamir moves up into flanking position and slashes down with his mighty blade, and slashes the zombie in half.


Round 5
Vuvu 22
Elk 20
North Group 19
Locke 18
West & East Group 15
Lecloront 10
Bug 9
South Group 5
Ardamir 2


Vuvu cuts at the acid burned zombie with his dagger.

1d20 ⇒ 1 for 1d4 - 1 ⇒ (2) - 1 = 1


1d20 ⇒ 10 To see how badly you screwed up your attack Vuvu...Oh, no you begin to fall, Acrobatics DC 15 to stay standing, otherwise you are prone.

The Elk does a full withdraw from the zombies.

The two zombies near Vuvu, attempt to attack him, the first one misses, hits his friend and provokes an AoO from Vuvu. The other one flails against your magical barrier though does not get past them.

Locke coaxes his horse forward, then mumbling some words he touches the elk, healing it with a cure light. Each of you can see the spell leave Locke's hand and spread across the Elk's body, mending some of its wounds, 8.

The other zombies following the elk also see new meat and some veer off to go after Ardamir.

Waiting for Lecloront's, Bug's, and Ardamir's Round 5 actions

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

[ooc]I did post for round 4.[/b]

Round 5

Lecloront will move closer to Ardamir's group, taking the path with the least bushes. He won't be able to get in melee range yet, from that spot he will attempt a ranged attack at the zombie adjacent to Vuvu.

Ranged attack: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 (-4 for shooting into melee)

The arrow was not even close to its mark. "Here we go 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

Same plan.

To Hit 1d20 + 5 ⇒ (19) + 5 = 24 Damage 2d6 + 9 ⇒ (4, 4) + 9 = 17


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 5

Seeing the horde of zombies closing in on him, Ardamir swings around with his greatsword for the one directly in front of him.

Power Attack
Attack: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Damage: 2d6 + 6 + 3 ⇒ (6, 3) + 6 + 3 = 18

Really wishing I had cleave right about now... ;)


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

Bug and Ardamir back to back with huge damage. Good job!. I'd have to hit something 6 times to do 18 damage.


Acro 1d20 + 2 ⇒ (9) + 2 = 11

Dagger1d20 - 4 ⇒ (16) - 4 = 12 for 1d4 - 1 ⇒ (4) - 1 = 3

Vuvu falls flat on his face.


Round 6
Vuvu 22
Elk 20 *
North Group 19 *
Locke 18
West & East Group 15 *
Lecloront 10
Bug 9
Ardamir 2

I am just going ahead and doing their turns... feel free to post.
The Elk gores another zombie, impaling it and killing it on the spot.

The zombie next to the Elk tears into its flesh, grappling the elk and biting it. -18

The zombie next to Ardamir gets one of its claws in under the armor inflicting 1d6 + 1 ⇒ (2) + 1 = 3 damage.

The three zombies attacking Vuvu do not seem to be able to get through his defenses, except for one lucky hit... 1d6 + 1 ⇒ (6) + 1 = 7 damage.

Locke spends his time healing the elk, cure light 1d8 + 5 ⇒ (7) + 5 = 12 healing.


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 6
Ardamir turns towards the Zombie that inflicted damage, hoping to return the favor.

Power Attack
Attack: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Damage: 2d6 + 6 + 2 ⇒ (4, 3) + 6 + 2 = 15

Boo...


Round 6

Finding himself in a bad position Vuvu covers his face and attempts to stand again.

Standard to go Total Defense for +4 AC for one round. Move Action to stand.

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 6
Lecloront is almost within melee range. He's been eager to melee these zombies since he doesn't have much luck with his bow.

He will again attempt a ranged attack at the zombie near Vuvu.

Ranged Attack: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8

This is no use, I need to get closer and slash these walking corpses.


Male Cleric 1

initiative: 1d20 + 2 ⇒ (8) + 2 = 10

From around the back of the shrine emerges a tall well built man in his early twenties. He is clad in armor, shield, and scimitar all emblazended with the symbol of Sarenrae.

Looking down at the halfling and the dwarf,

Good! Keep at it, we will all need the blessing on a day like today.

The man pulls his scimitar and works his way down the hill to get into the fray.

The map I don’t see the shrine so not sure how far I am away from the groups below also will finish my deleveling of Freddy when I get home.


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

Round 6

Sticking to the plan, he stays near Locke and smashes any approaching zombies.

To Hit 1d20 + 5 ⇒ (9) + 5 = 14 Damage 2d6 + 9 ⇒ (5, 5) + 9 = 19


Sorry Vuvu, unless you can source where you saw Full Defense as a standard action, it has always been a full round action.

Bug decimates another zombie after moving around to get within striking distance. Ardamir and Lecloront both miss.

Freddy you are the blue box. Check out the map.


Round 7
Vuvu 22
Elk 20 *
North Group 19 * (unless Vuvu does something but full defense)
Locke 18 *
West & East Group 15 *
Goldsmith 10
Lecloront 10
Bug 9
Zombies South 3 *
Ardamir 2

The three zombies flail on you unless you attempt to take any other actions... We will see.

The Elk rears up and brings down its massive alters to smash the zombie to bits. Locke heals the beasts again 1d8 + 5 ⇒ (7) + 5 = 12.

Six new zombies, a herd begins to move on the commotion from the South.


Round 7

Vuvu withdraws avoiding attacks of opportunity from the dead

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 7

Hopefully I can get a good shot without you there!

Lecloront takes a deep breath and let the arrow fly,

Ranged Attack: 1d20 + 4 ⇒ (7) + 4 = 11
If it hits: 1d8 ⇒ 7


Vuvu you are still prone, do you stay in full defense?
Lecloront's shot is good it hits the zombie in the upper chest though you don't think it did much damage.


last round I used total defense, which is a standard action, then stood as a move


I am used to 3.5 where total defense is a full round action, just read in pathfinder that it is a standard action pg. 186. Please read my posts and correct me when I am wrong. Vuvu is safe away from the zombies behind Lecloront.
Everyone see spoiler for how you

should show your stats:
Under Race:
{spoiler=Vital Stats/Skills] HP: 12/12, - AC: 16/T: 13/FF: 13 – Perception +7 (+9 vs. humans) - Initiative: +5 - F: +3 / R: +5/ W: +1 - CMB: +3 - CMD: 16, Speed: 30[/spoiler}

Under Classes/Levels:
{spoiler=Other Skills] Acrobatics +6, Bluff -1 (+1 vs. humans), Climb +5, Escape Artist +2, Fly +2, Handle Animal +3, Ride +6, Sense Motive +2 (+4 vs. humans), Stealth +6, Survival +6 (+8 vs. humans, +7 to track), Swim +1 [/spoiler}


all good. My posts seem curt bc I am on phone


Male Cleric 1

Round 7

double move to get closer to the battle on my turn

The new figure strides down quickly to engage the undead creatures.

May the light of Sarenrae guide and protect me. The rumors are true what has happened here?


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 7
I believe I maneuvered a path around the difficult terrain to get where I'm at. If you don't think it's right let me know.

Ardamir sees the new horde coming and knows that they can't be caught between two sets of zombies! He hurries down to the smaller of the two and tries to make quick work of them. "Someone come and help me with these! We cannot get caught in the middle!!"
He swings his now very bloodied greatsword into the first zombie he comes in contact with.

Power Attack
Attack: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Damage: 2d6 + 6 + 3 ⇒ (5, 5) + 6 + 3 = 19

Not good.


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

Round 7

Bug is sticking to his vow of keeping the cleric alive by sticking to him.

To Hit 1d20 + 5 ⇒ (9) + 5 = 14 Damage 2d6 + 9 ⇒ (1, 4) + 9 = 14


Ardamir, show me using lines from where you started and where you are now. It helps. I am at work and can't do much right now.


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 trying to get the altar thing to do something while keeping an eye on the zombie fight and looking around to make sure no more are coming this way.

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

"Incoming! I'll try to cut their numbers," as he points his next arrow at the incoming horde.

Lecloront will move towards incoming group, closing the gap around 30 ft enabling point blank shot.

Ranged Attack: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
If it hits: 1d8 + 1 ⇒ (2) + 1 = 3

I really need a composite longbow lol


Yup, Ardamir that is 30 feet you are clear to swing! Too bad it is a miss.
Yes you do need a bow of damage, also I allow stacking of magical properties of arrows and bows, something to think about.

Round 8
Vuvu 22
Elk 20 (stays and gets healed, ready action to gore)
North Group 19 *
Locke 18 *
West & East Group 15 *
Goldsmith 10
Lecloront 10 * (already moved)
Bug 9
Zombies South 3
Ardamir 2

Locke heals the elk once more, 8 healing, asking, "Anyone else need some healing or restorative spells?"

The three zombies attack Ardamir, each flailing their arms at him trying to tear through armor to tear flesh. The first fails by merely beating against his armor, the next gets two attacks in good 1d6 + 1 ⇒ (4) + 1 = 5 and 1d6 + 1 ⇒ (5) + 1 = 6, the creature gets a free grapple and it is... a fail, no bite, even with you losing your Dex. The third zombie fails even more than the first not even touching you to start a grapple with your broken bleeding prone unconscious body.

Silver Crusade

Nearly Gods Upper and lower

That's not good Perception DC 15:
You can see three more herds of zombies coming from each direction... 7 from the South, 6 from the West, and 8 from the North.


Rd 8

Perception 1d20 + 6 ⇒ (10) + 6 = 16

How the hell do we get this elk to flee? And I could use some healing.

Vuvu moves next to lock and readies an attack

Readied attack:
1d20 ⇒ 7 for 1d4 - 1 ⇒ (2) - 1 = 1


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

"Well, it looks like the paladin is dead this time, recover the body quick and we shall flee, if the Elk stays that is of its accord we helped with the initial zombies." Locke shouts hoping to follow the muscle to the body.

Round 9
On Locke's next turn, "Vuvu retreat to the shrine, I will heal you there!"


Male Cleric 1

perception: 1d20 + 4 ⇒ (12) + 4 = 16

Freddy surveys the field to decide his next action

Freddy calls out to the elk

Great protector fall back they are too numerous

.


Male Cleric 1

Round 8

Freedy makes his way down the hill a little farther. He holds out the medallion that hangs around his neck.

May the power of Sarenrae burn you back to the hell where you came

As he finishes the medallion glow white hot and energy and light burst fkrth from him ou in all directions.

move action = move down hill 20ft
standard action channel enrgy 30ft burst in all directions harming ubdead DC 16 will save for half
Damage: 1d6 ⇒ 6


I will be gone most of the day but for round 9 please have Vuvu retreat as far back as he can to the Shrine.


Two of the zombies on Ardamir burst with magical positive energy, they fall over in pieces.
Vuvu, if you ready an attack or action it needs to be specific, I will ready my attack for when a zombie gets within reach.


sorry I thought that was apparent. If a zombie is within reach. Mea culpa


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

Seeing his friends flee from the battle site, Hemmings looks quickly around for an escape route.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

"I think I see a way out o' here, but someone grab Ardamir 'fore you run back. Hurry!"

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

What check do I need to carry Ardamir? Can somebody help me carry him as I can't do all of that in one round.

Round 9

Lecloront rushed his way to Ardamir's side, aimed at the zombie nearest to them.

Ranged Attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 If Ardamir is fallen, it shouldn't count as a 'shooting into melee' right?

If it hits: 1d8 + 1 ⇒ (6) + 1 = 7

I'll be out to attend a wedding so please play for me, my plan is to go pick up Ardamir then retreat all the way to the shrine.


Hmm I was not reading carefully I guess. I missed Aradmir going down. I would have acted differently. Ah well. I will just pretend Vuvu did not see it either.

Round 9

Takes Vuvu 35 feet of movement to get to Aradmir.


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

Yes, once again Ardamir is down. He hits big and he falls hard...


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

and frequently

1 to 50 of 4,816 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Introductions All Messageboards

Want to post a reply? Sign in.