Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Male Cleric 1

Freddy will set loose a flame bolt towards the webs that block their entrance.

ranged touch on webs: 1d20 + 2 ⇒ (9) + 2 = 11
fire damage: 1d6 ⇒ 1

Lets see what that does


Fire leaps into existence in one of Freddy's hand. Then a moment later he does a throwing motion and the flame streaks towards the webs. You can now all see the web easily enough, though it is very slowly burning in one spot. Does your fire continue to burn, or is it just instanteous, as the spell or ability?


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

instantaneous but assumed highly flamable materials would continue to burn as if a torch was set to it


With the little amount of damage that the fire actually did, it does not catch fire and there is a small hole in the webs.


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

"Let 'er rip, again Freddy," Hemmings encourages. "Let's start this thing blazin'"


You sure you worship the sun goddess there Cleric?


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 snickers, "At least he can throw balls of flame, I worship her, though gain my power from similiar domains. No I don't have the sun domain. Go ahead Freddy you can do it, burn up those webs, would you like me to come over there and help you focus?"

Locke will not move unless invited.


Male Cleric 1

Freddy throws another bolt towards the webs.

No worries mate I was just warming up.

fire damage: 1d6 ⇒ 6

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

"And now it burns,"

Lecloront pulls back his arrow, ready to let it fly as soon as anything hostile comes up.


The door is now mostly clear, as the fire burns the webs, but you can see other webs within the doorway.


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 gets a bit antsy noticing that no one wants to be the first one in, and nothing is coming out. "Anyone got Light as a spell? If so cast it and throw the Lighted rock in there, perhaps that will make something skitter. I don't have a torch on me handy, considering with so much magic I did not think I would need it."

Assuming Freddy or someone else does that Locke charges in after the Lighted rock.


The ruined fort rises out of the churned earth. No doors or windows mar the otherwise smooth expanse of the tower’s walls. The tower is quatrefoil in plan; its eastern wing has largely collapsed, exposing the interior floors to the open air. Only the topmost level seems whole, though its eastern portion hangs precariously over the mountain of rubble left by the collapse. At ground level, the rubble frames a gaping hole in the side of the building that provides access to the tower’s darkened interior.

The northern wing of the tower seems to have escaped the worst effects of the collapse, but rubble still litters the floor and everything is covered in a thick layer of stone dust. Thick cobwebs cloak the ceiling and hang down the walls like gossamer tapestries. A single archway stands open in the southwest wall.


Vuvu follows closely behind Locke.


Locke gets hit by a glob of webbing which quickly entangles him.

Vuvu:
As you follow Locke you can see a swarm of spiders move from the webs covering the ceiling and walls surge towards helpless Locke.

Locke is still standing though fully entangled. He yells, "Free me Vuvu!"


RD 1

Swarm incoming!

Vuvu lanches his bomb at them

whenever I come up in init...

1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 for 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 splash is 5 or 2 damage. I suspect that they take 50% extra damage from a bomb as well


Initiative rolls:

1d20 + 3 ⇒ (15) + 3 = 18 Hemming’s Initiative Check
1d20 + 3 ⇒ (1) + 3 = 4 Lecloront’s Initiative Check
1d20 + 2 ⇒ (12) + 2 = 14 Vuvu’s Initiative Check
1d20 + 3 ⇒ (20) + 3 = 23 Xoruk’s Initiative Check
1d20 + 4 ⇒ (8) + 4 = 12 Freddy's Initiative Check
1d20 + 1 ⇒ (2) + 1 = 3 Ardamir’s Initiative Check
1d20 + 3 ⇒ (5) + 3 = 8 Ruby’s Initiative Check
1d20 + 1 ⇒ (15) + 1 = 16 Locke’s Initiative Check
1d20 + 3 ⇒ (15) + 3 = 18 Swarm Initiative Check
1d20 + 3 ⇒ (2) + 3 = 5 Spider Initiative Check

23 Xoruk’s
18 Hemming’s
18 Swarm
16 Locke’s
14 Vuvu
12 Freddy
8 Ruby’s
5 Spider
4 Lecloront
3 Ardamir


going to bed DM but my action is above, please move me to a place on the map that is not stupid :)


Xoruk protects the horse. The swarm falls from the ceiling and walls to come to cover Locke.

Locke attempts to burst free from the webs, he bursts free after his second attempt, allowing him to make a 5 foot back.

Vuvu throws his bomb, just missing Locke...


DM notes:

swarm 3/13 hp - - - - - - (1d6 plus poison and distraction)

Poison (Ex) Swarm—injury; save Fort DC 11; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save.
distraction (DC 11) otherwise nauseated for 1 round
AC 17, touch 17, flat-footed 14, immune to weapon damage
Fort +3, Ref +3, Will +0

swarm 12/12 hp - - - - - - (1d6 plus poison and distraction)

spider 25/25 hp - - - - - - bite +2 (1d6 plus poison) or web (+5 ranged, DC 12, hp 2)

AC 14, touch 13, flat-footed 11
Fort +4, Ref +4, Will +1
Speed 30 ft., climb 30 ft.
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

____________________
Locke -7 hp

remember Fort saves!

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 1

"Watch out! yells Lecloront as he lets the arrow fly,

Point Blank Shot on the swarm with 12hp: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Knowledge Nature: 1d20 + 6 ⇒ (8) + 6 = 14


Stop looking at my notes!!! :P

K (Nature) DC 10:
Swarm of spiders, bad stuff, they are really hard to hit and disperse with your weapons. If they get on top or in you they can be very distracting. Poisonous to the extent of having troubles lifting your backpack or standing up with all that armor on.

Thank you Lecloront for titling your post!
Lecloront:
You will find an arrow also in the webbing which is a +1 animal bane arrow.


Lecloront and Vuvu:
You can see a spider the size of a man! It is no doubt the one who shot Locke with webs, it is on the ceiling. The ceilings are 15 feet tall.

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

Sorry lol won't happen next time, so did I miss my shot?

Still Round 1

"The spider above is the one pulling the strings! The ones who can hit it go for it while some can try containing the swarms!" as Lecloront evades the incoming swarm.


LOL :)
Lecloront you did not miss your shot, you just don't think killing one, two, maybe three spiders is going to do much to the swarm when hitting it with an arrow or even a sword for that matter. Large hammer maybe, but area spells would be idea or area fire at least.


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 1

Hearing the commotion and shout from the Elven Ranger, Hemmings peers up at the ceiling, moves to a good vantage point, and takes aim at the arachnid above.

Shoot: 1d20 + 4 ⇒ (4) + 4 = 8
dmg: 1d4 ⇒ 1

Unfortunately, his shot goes wide of the mark. Cursing silently, he reaches for another arrow.

Move Action to get in whatever position gives best LOS for the shot, then SA to shoot and miss.


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 1

Ardamir steps in, hoping to take a chunk out of the swarm with is Greatsword.

Power Attack
Attack: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
Damage: 2d6 + 6 + 3 ⇒ (6, 5) + 6 + 3 = 20

Dang, wasted all my good hits last time...


Ardamir:
It is alright that you still hit, but did no damage! You can tell that weapons will have no effect against a swarm, perhaps you can jump up and swat at the big un, or just wait for the fire to erupt!


You must hit the swarm with fire or the like. A weapon will do almost nothing! I will kill it, you all dont let it get on top of you and stay out of the blast range! Kill the big on on the ceiling!

note I cant fail that knowledge roll I have +9


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

GM:
Eh, well Ardamir still has a lot to learn, like thoroughly reading all the posts before his. Also, I would like to be nowhere near a fire... but I would have to wait to run, right?


Male Cleric 1

round 1

light coming. Back away from the swarms Vuvu and I can take care of them

Freddy casts light on a rock and throwa it in to get a better 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

Round 2

Ardamir backs away slowly.

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 2

Lecloront moves away from the swarm, focusing his eyes on the huge creature above.

Point Blank Shot: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Confirming Crit: 1d20 + 6 ⇒ (6) + 6 = 12 Do I include the Point Blank Bonus?
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Aaaaand what a waste lol


Freddy you would have already done that, otherwise Locke would not have run in. So feel free to post Round 1 again.


Yes, I believe you would triple the point blank shot damage with your normal damage.


Round 2

Vuvu quickly pulls another small flask and shakes it up before hitting the far end of the swarm to avoid hitting his companions.

1d20 + 5 ⇒ (2) + 5 = 7 for 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7


scatter roll 1d8 ⇒ 7 marking on the map where it actually lands


Male Cleric 1

cool in that case

Vuvu hit with bombs I'll hit with fire

Freddy aims at the front swarm.

range touch flame bolt : 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
damage: 1d6 ⇒ 3

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

Still Round 2

Well if I would include the Point Blank Shot bonus, that would make my confirmation 13, is that enough to hit the creature? If yes, then my damage would be 6 since the crit multiplier is 3. I really should be working towards making this composite lol.


usually, though dm might be houseruling this i cant recall. You roll each time so if i crit with a lobgbow at PB I would roll 1d8 + 1 ⇒ (1) + 1 = 2 for the regular damage then 2d8 + 2 ⇒ (7, 3) + 2 = 12 for the crit


Ahhhh! The horrors of that class and incompetent people I was not able to make any of my posts. Here we go now!

In the flurry of your attacks with bombs and fire, the first swarm dissapates and you have lots of spiders scurrying. The spider shoots another stream of webbing at Locke, locking him into place.

Round 2

18 Hemming’s <+++
18 Swarm
16 Locke’s
14 Vuvu
12 Freddy <+++
8 Ruby’s
5 Spider
4 Lecloront <+++ just waiting for others.
3 Ardamir <+++ just waiting for others.

The swarm continues to follow Locke, -4 more damage , total of -11.

Locke attempts to free himself once more, he breaks free on the first try, and moves out of the firing zone.

I am assuming that the black smudge is where the bomb landed, in that case it would have hit the wall, still damaging the swarm, but also hitting Ardamir. Ardamir you need to do a Reflex save from Vuvu's blast.

The spider shoots its webbing at Ardamir 1d20 + 5 ⇒ (5) + 5 = 10 web attack vs. your touch. It misses, the webs are stretched out so they cannot tangle anyone one up too much to impede them. The spider then moves to the side so you can't see 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

Round 2

Since my Initiatve count is before spiders, assuming i can still shoot him before he ducks behind the doorway. Also, I don't think it's engaged in melee yet, so no penalty?

Hemmings takes one more shot at the skittering spider before it disappears around the corner.

Shoot: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 ⇒ 4

He hears the satisfying squish of the arrow penetrating the exoskeleton of the spider, and grins. He readies another arrow in case the monster makes another appearance.


Yup, and yep Hemmings. Your arrow zooms true and there is some squealing from it, perhaps why it went to hide. :)

Round 3

18 Hemming’s <+++
18 Swarm
16 Locke’s
14 Vuvu
12 Freddy
8 Ruby’s
5 Spider
4 Lecloront
3 Ardamir


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

"Move back so the swarm does not hit you, and so Freddy and Vuvu can take care of them. Once done we should all charge in as a group. The first one in may get tangled up." Locke says, trying to coordinate the group.


DM can you put the map into your character tab or in the gameplay section? I have lost it

Round 3

Map aside

Vuvu attempts to destroy the other swarm.

1d20 + 5 ⇒ (11) + 5 = 16 assuming that touches 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Vuvu steps back after his attack


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 3

Ardamir continues to step back, not wanting to get in the way of those flinging fire towards the spiders.

Yes, it is hard to find the map. I think it's under the 16 page.


Vuvu, destroys the other swarm, many are dead, and the rest are scattering.

But we need to see what it does and others do before Vuvu's actions.

Sorry guys I will post it up, I would suggest that you create a google account so you can track all google documents that you have access too. Even the ones that others make.

https://docs.google.com/drawings/d/1cApyYpITUnXbpgFwOaWpXVxQ7Uuv91R4ghKAeey Coug/edit?pli=1


ty! I didn't know I could do that w my google account


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

For better or worse I moved Ardamir in round three to where I wanted him to 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

Round 3

Hemmings listens to the advice of Locke, and puts up his shortbow and draws his rapier in anticipation of the charge after the spider.

After Vuvu disperses the swarm with a bomb throw, Hemmings gathers up his courage and lunges through the door, rapier in hand.

"The rest of ya better be followin' me."he says over his shoulder as he passes through the arched doorway.

Move action to shoulder bow, free action to draw rapier, Move action to enter the room. Moved my token where I'd like to move, we'll see if i get there or not. Assuming we're still treating rubble squares as difficult terrain?


Hemmings do you hold your turn until the swarm is dipersed, thus your action would take place after Vuvu? Yup rubble squares are difficult terrain.

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