Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Sorry about this pal

Vuvu headbutts the goblin

1d20 + 3 ⇒ (13) + 3 = 16 for 1d3 + 1 ⇒ (1) + 1 = 2

and again

1d20 + 3 ⇒ (15) + 3 = 18 for 1d3 + 1 ⇒ (1) + 1 = 2

and again

1d20 + 3 ⇒ (17) + 3 = 20 for 1d3 + 1 ⇒ (2) + 1 = 3

and again

1d20 + 3 ⇒ (13) + 3 = 16 for 1d3 + 1 ⇒ (1) + 1 = 2


Thank you Vuvu. The goblin is out and the gem rolls off to the side.


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

Headbutts are so Vuvu. Awesome!

Hemmings reaches for the gem as it rolls from the unfortunate goblins fingers. He's already counting the gold coins it'll bring as he lifts it and takes a good long look...

Duck and cover...

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

"Pfft, you guys should've just let me cut that goblin in half. Anyway I wonder what's up with this gem."


Will Save... DC 18

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

Will save: 1d20 + 2 ⇒ (2) + 2 = 4


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

Lecloront - I looked back at my character sheet and I had Goblin as my language... I still can't remember why I did it.

Will Save: 1d20 + 6 ⇒ (19) + 6 = 25


Sorry guys, only Hemmings needs to do the will save, neither of you feel a harmful spell wash over you.


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 Save, c'mon baby: 1d20 + 1 ⇒ (12) + 1 = 13

Lemme guess, I feel a harmful effect wash over me. Can I take Aramir's roll instead?


Male Cleric 1

Crazy or not babblinhs usually have a spexk of truth. I have to wonder who these others are?

Looking around Feddy mives to go outside and look to see if a grappling hook and knotted rope could allow one to clumb easily up to the next level.

Silver Crusade

Nearly Gods Upper and lower

Aaaaaahhhh!!! spell check gone bad! Freddy noooo! LOL :P
Hemmings you don't feel bad or different.

Freddy you look up and think that the grappling hook could easily get to the next level you might even be able to get to a higher level too.


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

"Looks like the lil squeaker dropped this. Too bad for him eh? Looks quite valuable to me. Guess I'll just toss it in the pack here and we'll check out this rope outside.

Hemmings makes to put the gem in his pack for future examination or sale unless someone stops him for more investigation 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

What happened to the goblin? It's only knocked out right? I don't want some goblin following Hemmings saying it's his precious or something.

"Go ahead Hemmings, I'll watch over our back, checking to make sure noone can ambush us."

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


ROFL! You know I actually was going to have something like that happen, the goblin is out cold.

Understand there is no rope as of now. There might have been in the past, and it looks like there will be one in the future. If I understood Freddy correctly he was thinking of using his grappling hook, or at least seeing if it would work. Yup likely.


Something caused him to go crazy. Let us make him comfortable and I will tend to him on the way back down.

Vuvu will climb when the time comes, and will carry the dog if the dog seems to want to come with him

he still has +4 to STR for the next 7-10 minutes I imagine.

taking students on a field trip and might nt be able to post today


The dog stays next to you, unless someone else bends down and puts forth their hands. The dog comes back though once it has got some attention from another.

Fun, fun!

Who is tossing the grappling hood?


I believe Leclorant was.

Whoever gets up there first can pull me up on the rope I will carry the dog with me.


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

Is this a dex skill or a str one?

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 would say that throwing it up there accurately requires dex and pulling him up requires str.

"I'll try tossing the rope up there,"

Toss check: 1d20 + 4 ⇒ (15) + 4 = 19

If that's sufficient enough to be stable then I'll climb up."

Climb: 1d20 - 1 ⇒ (4) - 1 = 3

Blaagg! and Lecloront's ass hits the ground, fortunately enough he hasn't climbed that far yet. I would think that he barely get up 3 ft on the ground with a roll of 3 LOL


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 tests the rope, then attempts to make the climb.

Climb Check: 1d20 + 2 ⇒ (13) + 2 = 15


Yeah that works, I think it is a ranged attack with the hook. Strength check to pull Vuvu up, likely, depending on circumstances. I do like it when PCs roll, though if you are not threatened you may take a 10.

I will get back to you after work.


Vuvu makes himself a harness from the rope when it is his turn and he steps into it and picks up the dog, ready to be pulled.

Int to make Harness1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6


lol well it is not giving an bonus to lifting him isi it!


True there is no bonus with that craft, so simple harness that might hurt some would be DC 5, success though for how long? You will see...


Ardamir you climb successfully, 1d20 + 2 ⇒ (16) + 2 = 18 to climb over the edge. You can see the crumbling remains of a room that now serves as
an open landing for doors in the northwest and southwest walls.

To climb the knotted rope, is a DC 10 since there is not much support. Everyone climb up, tell me your actions. Then Strength check to pull up Vuvu with the dog.


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 grabs the rope, makes sure his gear is secure and scrambles up
Climb: 1d20 + 2 ⇒ (4) + 2 = 6

Or not. Even though he is spry, he isn't particularly strong and stalls out right near the ground. "How 'bout a boost there fellas?"

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

"Alright, here it goes,"

Climb: 1d20 - 1 ⇒ (7) - 1 = 6

We are not in danger or anything right? I mean do I have the time to take off my armor then just put it back on once I get on top? In case I can,

"Oh well, let me take off this suit of leather,"

Climb: 1d20 + 2 ⇒ (8) + 2 = 10

Once Lecloront is up there with the rest of the crew, he will put on his leather armor back again.


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

As soon as Ardamir gets up there he readies his greatsword and takes a look around. Perception: 1d20 + 3 ⇒ (5) + 3 = 8


Male Cleric 1

Freddy will secure his sword and shield on his back in his attempt to climb the rope.

climb check: 1d20 - 1 ⇒ (17) - 1 = 16


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 is chuckling to himself watching his merry men attempt to climb the rope. He also knows that he will have to climb it soon, so he starts taking off his armor, and asks Vuvu, "Vuvu, would you please help me take off the chest plate and other parts of my armor?" He will take his time climbing the rope little by little, then ask, "Hey, can I get a hand getting this armor on again."

Taking a 10 gets him an 11 on his climb Check.

You all know the DC, though there is no threats so you may take a 10, Eventually you all make it to the second floor. Though we need a strength check from the primary lifter and three others may attempt to assist, Strength Check DC 10 to assist. Please tell me your strength score of the primary puller.


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'll go ahead and be the primary. I've got an 18 for a +4 to my strength.


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

Strength isn't Hemmings strong suit (no pun intended). He'll start scoping out the area where the group has climbed to as the others haul up the alchemist and his canine friend.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

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

"Well since Hemmings is on the lookout, I can give you a hand,"

Lecloront will try and help the person that will pull Vuvu up,

Assist: 1d20 + 2 ⇒ (17) + 2 = 19


Ardamir, while waiting for the rest of the group to scale the rope to join you, you can see that there are two doors. Both seem to be holding strong, just a bit of wear on them.

Hemmings when you get up to the second floor you see the same bare half room that Ardamir sees, two doors with very little wear.

1d20 + 4 ⇒ (16) + 4 = 20 Ardamir's strength check, DC 15. Between Ardamir and Lecloront, they pull up Vuvu quickly, other members of your party grab Vuvu when he is in reach and pull him up.


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 in the mean time is putting his armor back on. Looking to the group for some help, "Anyone, please give me a hand with all my armor."


After a few minutes, the group has successfully climbed up to the second floor, Locke is still trying to get his armor back on, though everyone else that took their armor is now back on again.

What do you do?
I should have plenty of time to post most of the day tomorrow, so post away!

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

"So left or right?"

Lecloront will try to open the door on the left.


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 prepares his bow as LeCloront opens the door. "probably shoulda checked it for traps or listend first, but what the heck."


Can everyone see the map, see campaign info.

The door opens, it seems to get jammed after being open about 3 inches wide. Likely a shift in the door frame so you will need to pull it open with strength or break it up.

What do you do?

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

"Great, it's jammed."

I will try to just pull it open first,

Str check: 1d20 + 2 ⇒ (3) + 2 = 5

"I need a little help over here, unless you guys just want to try the other one. It may be jammed for a reason,"


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 says:I'll try the the other door but wanna check if it's safe first."

Perception, Traps: 1d20 + 8 ⇒ (16) + 8 = 24

If it's clear, he'll listen first Listen: 1d20 + 7 ⇒ (20) + 7 = 27, if that sounds safe, he'll try the door.


Vuvu knowing his Strength is about to flag, rushes to the door and pulls as hard as he can

1d20 + 1 ⇒ (11) + 1 = 12


Hemmings you can squeeze through the 3 or 4 inch gap into the room. You did not hear or see anything. Now you are in a dark room.

The door budges another inch or so.

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

"Nice, well at least Halfshanks is living up to its name!" as Lecloront finds it amusing that the rogue can slip through the gap.


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 the sake of transparency, I had a post get eaten that said that Ardamir was going to just go check out the left door. So, if anything bad happens there it should happen to Ardamir first. I might have just hit preview and not submit, that has happened before.


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

"Hey someone pass me a light. I'll look 'round in here and slip back through the crack if it's dangerous," Hemmings says whispering through the opening.


Male Cleric 1

Freddy finds a stone and casts light on it and hands it to Hemmings.

here you go my lil’ friend

Freddy then grabs the door and pulls to help open it.

strength: 1d20 + 2 ⇒ (11) + 2 = 13


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 no sense in sneaking around while holding a glowing rock in a dark room, Hemmings looks around carefully, keeping near the door in case he has to slip back in quickly.


Vuvu watches with his cane in one hand and a large rock in the other, preparaed to throw


The door slides another inch open, with an aweful sound. Understand the door frame is off kilter and the door is being dragged over the ground making lots of splinters. The door is now 6 inches open.

The dog barks at Vuvu, seeing your cane up in the air. The dog wags its tail and jumps from side to side.

Hemmings:
Nothing is really in here at all. There is a door on the far side, but no windows, no light except for your lighted stone. Just an empty room with a bit of debris.

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