Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Round 3
The swarm moves out after Locke, it also begins to cover Vuvu and Ardamir. The swarm does 1d6 ⇒ 1 to each of you.
The three of you need to do 2 fort saves; distraction and poison.
Locke 1d20 + 6 ⇒ (12) + 6 = 18
Locke 1d20 + 6 ⇒ (3) + 6 = 9 poison, fail: 1 str damage
Vuvu 1d20 + 4 ⇒ (16) + 4 = 20
Vuvu 1d20 + 4 ⇒ (16) + 4 = 20 poison,
Ardamir 1d20 + 7 ⇒ (6) + 7 = 13
Ardamir 1d20 + 7 ⇒ (15) + 7 = 22 poison,

Locke 1d20 + 6 ⇒ (11) + 6 = 17 poison


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.

____________________

remember Fort saves!

Round 3

18 Hemming’s ?
18 Swarm* (now 'dead')
16 Locke*
14 Vuvu*
12 Freddy <+++
8 Ruby’s
5 Spider
4 Lecloront
3 Ardamir

*means you are done for this round


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

No one is distracted by the amount of spiders crawling over you and biting you. Locke channels to heal himself and those around him, with his selective channel the swarm does not get healed. 2d6 ⇒ (3, 4) = 7


Vuvu's attack is very effective, he aims at the spot neither of his allies nor himself is. Though we all need a reflex save to take half of the splash damage. Vuvu please post the DCs and damage. The rolled damage against the swarm was 10. The swarm disperses at this point.


dc 15 ref to take 6 or 3

1d20 + 5 ⇒ (16) + 5 = 21

note vuvu is only down 3


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 1d20 + 2 ⇒ (12) + 2 = 14 Reflex save vs. bomb Better than the swarm keep living!. "Thank you Vuvu, now I am pest free!" Locke says to Vuvu, you can tell he is being completely honest and he has a big grin.


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

Yes, my action was held until Vuvu's bomb went off. Not clear if I'm to save on Vuvu's bomb, since the swarm wasn't on me, but will do so if directed.

Think that means my Round 3 action is now complete also.

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 3

Is the other creature dead already?

Point Blank Shot on the creature: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Silver Crusade

Nearly Gods Upper and lower

Yup, Hemmings has charged in, now that the swarm is displaced.

Locke, Ardamir and Vuvu had to make the saves.

No worries just get them in. :)

The man sized spider is still alive, just in the room. You may not be able to shoot it from where you are, do you take a move action to the South, attempting to see it? Perception check. Then if you do you can shoot it, or take another action.


Male Cleric 1

seems in my rush to post I failed to to actually do it. sorry.

Round 3

Freddy pulls his sword and awaits the spider to descend.

ready action to move in and attack if the spider comes down


Strange idea of fun Cleric.

Silver Crusade

Nearly Gods Upper and lower

Freddy you will not be able to do that readied action. Move action to pull weapon, readied action either move or attack.

Lecloront, actually you first need to do a perception check, 1d20 + 9 ⇒ (13) + 9 = 22. You have still not seen this large spider that they keep talking about. Go ahead and tell me what you do for round 3 again.

Silver Crusade

Nearly Gods Upper and lower

Everyone can see webbings get shot at Hemmings... they are wide and hit the ground off to his right. It seems like the spider is farther ahead and above Hemmings from the direction of the webs.

Silver Crusade

Nearly Gods Upper and lower

Round 4

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

*means you are done for this round


Vuvu drinks his mutgen. His muscles bulge, his brow thickens as does his skin.

{ooc] +4 STR -2INT +2 NA[/ooc]

Then he moves into the room, with his cane at the ready


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

Locke, moves in with Hemmings, he pulls out his scimitar and attempt to jump up at the spider to hit it. 1d20 + 6 ⇒ (17) + 6 = 23, DC 22 high jump with at least 10 foot running start.

1d20 + 4 ⇒ (4) + 4 = 8 attack with scimitar, 1d6 + 1 ⇒ (4) + 1 = 5 scimitar damage. Even after all of that Locke misses his attack on the spider.

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 4

Sorry I can't access the map, but I will move to the south and hope I can attempt to shoot it, so I guess my action for round 3 would be invalid since I can't shoot it?

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Ranged Attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Assuming that's 30ft within point blank shot distance, if not ignore the +1
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Well I guess you choose not to read all the posts so you have disregarded what I said about your round 3 Lecloront. You still can't see it from outside. Your second perception check of 20+.

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 did, meant to put round 3 not round 4. By moving south does it mean I can see it now?


Oh okay, honest mistake, I have done that too. Unfortunety no you still cannot see the creature from moving South, it looks like you will have to get in there to shoot the creature or wait near the door for it to drop.

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 will move inside in the room, can't access the map still I'm at work. Would I be able to move in there and shoot? I remember a difficult terrain to get there, I'll go as far as my 20 ft speed can take me then attempt a shot, if not I will just ready an attack in case it falls down or it decides to come down.


It is fine if you can't access the map, then you ask questions and I try to be as helpful as possible. I am going to take your rolls from Round 4 and use them for round 4. :)
Luckily Lecloronts path is free of rubble, he moves on up into the room, he sees the massive spider dripping venom from its fangs. He shoots an arrow into its abdomen. The arrow does significant damage as the spider writhes in pain, but does not fall.


DM notes:

swarm 0/13 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 0/12 hp - - - - - - (1d6 plus poison and distraction)

spider 19/25 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.

____________________

remember Fort saves!

Round 4
16 Locke*
14 Vuvu*
13 Hemming’s <+++
12 Freddy <+++
8 Ruby’s
5 Spider <+++
4 Lecloront*
3 Ardamir <+++

*means you are done for this round


Male Cleric 1

Round 4

Move action into building. fyi on phone will try and move tiken soon.
standard actiin look for spider.
1d20 + 4 ⇒ (9) + 4 = 13

Where is this abomination?


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

You still need fort saves? I'm a little confused with what was said. I'll roll more and you can disregard them if they weren't needed.

Fort: 1d20 + 7 ⇒ (16) + 7 = 23
Fort: 1d20 + 7 ⇒ (20) + 7 = 27

Round 4

Ardamir, feeling the sting of the wound that was inflicted on him, wants to get in closer and see what's happening inside. He moves in, trying to not get attacked, but won't attack until he can see the goings on.

He's not necessarily trying to hide behind Hemmings, but that was the best course not to give up an AoO! Plus, you can't exactly hide behind Hemmings...


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

Since the spider remains high up in the wall and out of Hemmings reach with his rapier, he will take a defensive posture and continuine acting as Ardamir's meat shield. If the Spider gets within reach will make a melee attack.

Full round Total Defense. Ready Action to attack if the spider comes my way.


you cant do both there hemmings. Total Defense is a standard, so yo ucant ready an attack


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

Will take defense then, trusting in my valiant allies to end the monster if he comes within easy reach


Actually I need a reflex save from you. I will roll it here. 1d20 + 3 ⇒ (5) + 3 = 8. Thus you take 5 fire damage from Vuvu's bomb, though most spiders on or in you are dead.

You can all see that the man sized spider is on the ceiling. The ceiling is 15 feet away from the ground. Without jumping you are not going to be able to strike it with a melee weapon.


Round 4
The spider shoots its webs at Locke, the one who jumped up at it. 1d20 + 5 ⇒ (18) + 5 = 23

Locke is now covered in sticky webs.


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

Locke struggles with the webs, trying to break free. He breaks free on his first attempt. "Hit it with range, if it comes down Ardamir, Hemmings, and I will kill it with melee."


Low on bombs here...but.

Vuvu leans down and hefts a piece of rubble, about the size of his fist and heaves it.

throw anything feat

1d20 + 5 ⇒ (15) + 5 = 20 for 1d3 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Male Cleric 1

i have but one fire bolt left but I may have one more trick up my sleve

Freddy moves directly under the spider holds his hands up to the spider.

Sarenrae sear the evil creature that stands in our way.

caat burning hands domain spell up at spider will catch spider and all webbing spider is holding onto. All flamable material catches fire

range touch: 1d6 ⇒ 5


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

since Vuvu so kindly pointed out I can't ready an action while in defense, I will ready an attack for Round 5 in case the spider comes within move and melee distance. If he does not, I'll stand pat.


Freddy's attack is a cone and it catches the spider and all the webs around it. 2d4 ⇒ (4, 3) = 7 fire damage. The spider is successful at jumping away from taking all the damage, but the only place to go is down.

Hemmings readied action, commence.

The spider will then attack Hemmings 1d20 + 2 ⇒ (11) + 2 = 13. It bites onto Hemmings though does not bite through the armor.

DM notes:

swarm 0/13 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 0/12 hp - - - - - - (1d6 plus poison and distraction)

spider 19/25 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.

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

Since it's within range now, Lecloront will shoot at the spider assuming I'm not directly beside the spider, otherwise I'll move into a safe distance but within point blank range.

Round 5

Point Blank Shot: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


Will Ardamir finish the spider since it is now near him or has Hemmings already finished it with Lecloront's help? We shall see.


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

Ardamir see's his opening with the spider and steps up to the ugly arachnid, bringing with him the full weight of his Greatsword!

Power Attack
Attack: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
Damage: 2d6 + 6 + 3 ⇒ (2, 6) + 6 + 3 = 17


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

Now that the spider has come within reach, Hemmings takes a poke at him with his rapier.

Rapier: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 ⇒ 1

Not terribly skilled in melee and also trying to avoid the arachnid's poison bite, Hemmmings flails but misses. Thankfully, he knows Ardamir is nearby to clean up his mistake.


Male Cleric 1

would the spider suffer falling damage a fall from 15 I thought would cause it problems

Round 6
Standardaction attack
Freddy move in to hit it with his scimitar.

attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

crit confirm: 1d20 + 3 ⇒ (10) + 3 = 13
Crit Damage +2 fire damage on crit: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9


You all may continue to attack it in round 6, though it is dead. Then again the clerics with ranks in heal would likely be the ones saying that it is dead and one of them is attacking it so... Everyone feel free to RP your last attacks on the spider as it is obliterated.

What do you do?


Male Cleric 1

LOL well ya never can tell with spiders.

is anyone i need of healing?


Vuvu raises his cane and smashes the creature to a gooey mess.


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 believe I was poisoned, though I'm not sure that it has run its course. I could use only some light healing."


There is little I can do for poison right now, I can tend to you as we rest to help you recover quicker.

Vuvu pauses for a minute and mixes a CLW extract.


Male Cleric 1

Freddy will gather thise in need of healing quickly.

May Sarenrae's healing fires fill you

Channel energy healing twice 2/9 used

2d6 ⇒ (1, 4) = 5

Let me know if more is needed


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

Ardamir, you may have been poisoned, though you don't feel any weaker for it.

Locke gets close to Freddy when he does his channel, "Just making sure I get healed." Locke smiles at Freddy. "No I am fully healed now, thank you Freddy," Locke pats Freddy on the shoulder for encouragement and thanks.

Locke picks up the stone with light on it. "Freddy would you mind making a few more of these." Locke indicates the lighted stone. Locke then takes the one light source and throws it into the other room, though he will wait for Freddy to make a few more.


Male Cleric 1

RaW :You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

I am sorry master Vernariah but I am only able to light one object at a time


[b]how about a torch. Shouldn't you like the fire anyway cleric


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

While the rest are taking care of their boo-boos and getting light sources started, Hemmings takes a few moments to look around the room. Particulary, he is looking for any new threats (there may be another spider lurking), since he always has an eye out for loot, he scans the room for any likely sources as well -- say a cocooned body, or coins lying amid bones on the floor. Of course, if he sees another threat, he'll cry out to the group.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Of course in the unstable light, he may not see much...especially if the clerics keep holding those glowing stones in his eyes.

Guess that's 1000 posts, congratulations! Seems like only yesterday we were in the house of ill repute looking at cute girls (and one half orc), now its spiders and dogs with tentacles. Hard to keep PbP running that long sometimes...Here's too 1000 more!

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