Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Would that they could be saved from the horror that they have become.


Lecloront you missed your last shot. The shot is wide, but not by much.

Round 6
Dogs 13*
Vuvu 12
Ardamir 11
Hemmings 6* readied action
Locke 9
Freddy 8
Lecloront 5

The two dogs with fresh blood on their muzzles from eating more of the corpses, charge at the group! One gets shot at by Hemmings, provoking the readied action. Both will get to Locke and attempt to bite his horse. The first one bites air as the horse rears up, while the other dog looks like he could make a good bite but Locke maneuvers the horse to negate the hit.


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 guess we're not using the map on this one? I'll just go for whatever dog is closest to me.

Ardamir aims to protect those around him, not to end up like last time. He swings his longsword at the nearest dog, but then steps back towards the group, not wanting to get caught all by himself.

Power Attack
Attack: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Confirm Crit
Attack: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8

Hot dog! Now I wish I could swing like this when it really matters!


Vuvu readies his cane for a strike at one if it comes near him.

1d20 + 1 ⇒ (5) + 1 = 6 for 1d6 - 1 ⇒ (6) - 1 = 5


We are using the map, I am just at work and can't access the maps right now, if someone wants to move the two dogs 60 feet (remember the debris is heavy terrain, 10 feet of movement per 5 foot square.) up to Locke, I was just assuming that they can get there.

Each of the dogs should have a number next to them.

Ardamir: Longsword? or greatsword? Also trouble with your actions unless you were in front of Locke... Likely you will do a move action forward and one swipe. Also I have a critical chart when you roll a 20 and confirm it, roll a d% or d100.


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 meant greatsword. I read it too late, I wasn't going to say anything unless you called me on it! And I guess the way I would have played it was move action to the dogs, swipe, 5ft step back. And here's my d%:
1d100 ⇒ 26


You can't do a free 5 foot step if you have already moved in a round, that is why I was questioning your actions. So a normal critical.


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

Moved the dogs which left them about 10ft away from Locke who I assumed had moved forward to counter the charge. Also moved Ardamir up next to nearby dog beside mounted Locke. If those location aren't right, sue me.

Hemmings expecting the dogs to charge, looses his arrow before they close within melee range of the others.

To Hit dog #4: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 ⇒ 3

Sorry, but assumed my ready action from prior round gets me a shot before I have to take the missle/melee penalty. If not, looks like I still hit anyway...

Hemmings shot strikes true, striking the charging dogs shoulder, making it stumble, but not stopping its charge. "Damn, Hemmings thinks, maybe I need a better bow..."


That works I guess, it is done, not going to worry about it now.
Yup Hemmings in round 6, your shot hits dog 6 in its shoulder. No penalty.
Ardamir takes down the already stumbling dog in one mighty blow.


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 6
Locke shoots with his bow once more then puts it away, and hits the last dog that is moving. 1d8 ⇒ 3 His horse attacks the dogs with its front two hooves, hitting with one and causing 5 more damage.


Round 7
Dogs 13*
Vuvu 12
Ardamir 11
Hemmings 10
Locke 9
Freddy 8
Lecloront 5

The last dog critically fails its attack and takes an attack of opportunity from Ardamir.


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 sees an opening and swings mightily at the beast.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14


Vuvu is content to let the fighter types take care of the foes, he holds his entire action.

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 hope that's the last of those mutated dogs, Ruby is there anything incoming?


Vuvu follows silently, thinking of his only friend.


Ardamir does hit but does not put the dog down in round 7.

Everyone please catch up with your posts, I don't think it will survive round 7 if you finish all your posts.


Male Cleric 1

Freddy walks to Leclorent and says

May Sarenrae guide your attacks

Freddy will lay a hand on Leclorent and as he does red light streams into the archer.

cast guidance +1 to a d20 roll.


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
Seeing that the dog is not yet dead, Ardamir takes another swing at it, hoping this time to end it.

Power Attack
Attack: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage: 2d6 + 6 + 3 ⇒ (6, 3) + 6 + 3 = 18

Sorry for the inconsistency in my damage modifiers. I was forgetting to add my regular damage bonus, and then I was forgetting that Power Attack is 1 1/2x when using two handed weapons. Apparently I'm playing too many pc's to keep track of who's swinging what for how much!

Silver Crusade

Nearly Gods Upper and lower

Sorry Ardamir, you did not put a 'Round X' at the top of your last post, thus it was round 7. Your present 'Round 7' is actually Round 8. Yes you were forgetting that extra damage. It happens.

I am waiting more for Lecloront both round 6 & 7. Hemmings Round 7. Freddy Round 7.

Once again, you are going to start losing turns if I can't tell which round you are posting for, please post Round # at the top of your post.

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 apologize but when I posted for round 6 I was at work and apparently it decided not to post it.

Round 6
Ranged Attack on the last dog: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 ⇒ 6

Round 7
"These dogs just don't die eh?"
Ranged Attack on the last one:1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d8 ⇒ 1

Ooops sorry I wasted your guidance freddy


That is fine, technical problems and RL does happen all the time.
Noooooooooooooooooo Lecloront you missed both times, muahhh.

Round 8
The dog takes a full retreat and does a double move following the other dogs who have ran before it.

If you wish to give chase or possbily lose more arrows go ahead.
We are out of rounds, Locke dismounts and investigates the corpses. He quickly gets up and backs away while holding his holy symbol out before him.


What did you find? Vuvu asks Locke


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

"Maggots and other writhing things." Locke says in disgust.


Male Cleric 1

I say we press on to our goal and leave the dogs alone for the time being.


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 agree, let's move on, but just be diligent in keeping our eyes open."


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

"Agreed, Xoruk would you mind taking care of my horse while we investigate?" 1d20 + 9 ⇒ (9) + 9 = 18 Diplomacy Check.

Silver Crusade

Nearly Gods Upper and lower

Xoruk agrees, he will stay with the horse and keep our exit open and clear.


Vuvu readies himself, by taking his mage armor extract and he moves in behind the meat shields


Ardamir do you advance in first? Please move your tokens to be in order of moving in.
Unless you guys wish to approach another way.


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

Sure, I'll go first. I just can't move my guy at the moment, so if someone wants to move Ardamir to the front tha would be awesome!

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 wary of mutated creatures and his luck, moves with the group beside Vuvu.

I can't access the map from where I'm at right now too. And yea I think I know why my pc at work didn't upload my posts lol.


I have moved the whole group up presently, though this is your time to say where you would like or move yourself. Ardamir 1d20 + 3 ⇒ (14) + 3 = 17 Perception.


Perception DC 10:
You see a large pile of debris, you think it is made up of brick and mortar mostly, with a few strange insectoid corpses around. A dark space is visible for you to enter the fort.

Perception DC 20:
You can see that there are webs, lots of webs in side also a nearly invisible sheet of webs blocks the entrance.


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

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

"Steady as she goes, boys. Let's go in there, but let's do it careful like. Not sure where our missin' Pathfinder is, but he could be anywheres in there. Who's got a lil light to put on the subjects?"

I will get my token moved in the morning, suffice it say, I'll be behind the melee types until we can see better inside. Bow drawn still.


1d20 + 7 ⇒ (14) + 7 = 21

Hold, webs block the door.


Good catch Vuvu! :)
Now that you know that what will you do? Ask me questions...

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

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

I'm rolling for a knowledge check, anything I can find out from the corpses?

Knowledge Nature: 1d20 + 6 ⇒ (11) + 6 = 17

"Wanna burn the webs? In case noone can I have a torch and some sparks."


nature 1d20 + 9 ⇒ (17) + 9 = 26

Before we burn them let me take a look


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, glad that the others could see what he didn't stops and allows the others to move forward and inspect the webs. He would have most likely walked right into the webs and whatever trap that they may have in store. "I agree with Vuvu, we need to inspect them first." Ardamir moved up behind Vuvu, greatsword in hand, ready for any sort a baddie to pop out!


Male Cleric 1

perception: 1d20 + 4 ⇒ (6) + 4 = 10
know history about this place: 1d20 + 5 ⇒ (17) + 5 = 22

Nicely done Vuvu I completely missed them. I have fire abilities to burn the webs at a distance if need be.


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

Fair to say that the webs are blocking the entrance to Area 2 on the map? If so, I'll move our counters up there.

Hemmings is relieved that Vuvu saw the webs before anyone (especially him) walked into the sticky things.

"Where there's webs, there's spiders. Careful for anything crawling or dropping down. Burnin' the webs seems good, after Vuvu checks 'em out fer us. After that, we'll need a torch or someother light source if we go inside."


K Nature DC 15:
There is a lot of rot, it seems like the insectoids are abberations though they seem to either have parasites in them or the parasites are their offspring.

K Nature DC 25:
You are pretty sure that the parasites, the worm like things are parasites but they are the offspring of the abberations. You think that the dogs likely did not kill the insectoids, but consumed the parasites some how and got infected. Thus what you saw after applying fire, speeding up the growth of the parasite.

K history DC 20:
Unfortuneately you do not have access to more records, so you only remember what you know which is very little. This was rumored to have a black knight who would only come out and smite those who did not follow the laws. Basically a myth to keep children in line and in their beds at night. No one ever came out to the fort, for they thought it might be haunted as well. It was never accessible, the walls were too well made to scale. Lots of myths and rumors, though did you do much time in the small library or temple library? I may be able to give you more info then.
*Edit


Yes, Hemmings the door way to Area 2 has the almost invisible web over it. I have moved the counters, but feel free to continue to move your counters, you are not in combat yet. The other doorway is almost completely filled with rubble.


I am not for sure who is looking in, though Freddy was the only one who did a perception check. Freddy you see a dark room filled with webs, the big webs are mostly around and covering the walls.


Those poor dogs were infected by eating something dead. They are parasitic Abberations, though I do not know much about them. I imagine we will see more inside. I guess we should burn away the webs.

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 agree,"

Lecloront then moves 15 away, readying his bow,

"Just in case something shows up,


I moved everybody since we are getting ready to burn the webs and be ready if anything comes out! Hemmings and Lecloront have their bows at the ready. Ardamir has his greatsword out. Locke readies his shield, holy symbol, and blade. Vuvu with cane likely. Freddy has one free to cast the fire since no one else offered to burn the webs. Ruby is up above.

What do you do?


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 wait... Ardamir is good where he's at.

"If everyone's ready I say loose the flames!" Ardamir grips his greatsword a little tighter, not wanting to be surprised by anyone or any...thing that comes out from that entrance.


Vuvu pulls a small vial and shakes it, prepared to bomb, with cane in the other hand.

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