Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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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, Hemmings moves to be within easy touch range of the 2 clerics. If allowed, I'll also draw my bow while moving. From the map it looks like the healers are still at the far end of the empty room. Moved my token there.


Surprise Round
21 Hemmings *
19 Ardamir
18 Ruby *
15 Enemy *
14 Locke *
12 Vuvu
10 Lecloront *
6 Freddy *
6 Enemy

Now that their main target is gone, they target who they can see easily. Vuvu is the new target as the quicker of the two throws a javelin at him. 1d20 + 3 ⇒ (16) + 3 = 19 javelin attack, 1d6 + 1 ⇒ (6) + 1 = 7 javelin damage.

Into everyone's mind ruby says, "Achh, what a horrible smell, I will be out here watching for other threats."

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

Fort save: 1d20 + 5 ⇒ (11) + 5 = 16

I guess I'm the least perceptive and preemptive ranger there is.


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

Surprise Round

Fort Save: 1d20 + 7 ⇒ (1) + 7 = 8

Ardamir has never smelled anything so putrid in his life, holding his stomach he runs up to the back of the room and barfs up anything any everything he had in him.

Oy...


Vuvu grunts with pain, in his altered state it sounds animal like


Male Cleric 1

Freddy's nose wrinkles at the awful smell that is intruding upon him.

Fort Save: 1d20 + 4 ⇒ (7) + 4 = 11

Ohh my someone needs a bath

Silver Crusade

Nearly Gods Upper and lower

The other scaley humaoid throws its javelin in kind at Vuvu. 1d20 + 3 ⇒ (18) + 3 = 21 javelin attack, 1d6 + 1 ⇒ (5) + 1 = 6 javelin damage.

Silver Crusade

Nearly Gods Upper and lower

Round 1
21 Hemmings
19 Ardamir
18 Ruby
15 Enemy
14 Locke
12 Vuvu
10 Lecloront
6 Freddy
6 Enemy


Really?!? Come one guys, I know that it has slowed down some, but we are in battle now! Everyone just post your actions for Round 1 and I will do my best to keep everything organized. Hemmings and Ardamir, I would like both of you to post your actions before I have the scaley one go.


I was waiting to see what the zombie that goes before me does


also I do not see any baddies on the map...am I looking at the wrong one?


Map - Kick in the Door Second Floor
The zombies are the scaley humanoids, I just forgot to change their names. No zombies! Sorry for the confusion.

Considering the smell and what they look like, you can all probably say that these are Troglodytes. Nasty smelling reptilian humanoid creatures. Only with a proper check will you be able to remember any more about them.


aha
rd 1

Vuvu flings his rock at the close troglodyte then moves to the wall out of LOS
1d20 + 5 ⇒ (15) + 5 = 20 for 1d3 - 1 + 1 ⇒ (3) - 1 + 1 = 3

Here boy! he calls to the dog.

As he moves he pulls his dagger


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

I haven't been ignoring your game, really...

Round 1

Hemmings will take a bowshot at the nearest bad guy.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
DMG: 1d4 ⇒ 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

The one with the number 1 and the one beside it are the baddies right? If it's a knowledge nature, I will do the check and shout to my teammates whatever I will find out.

Knowledge Nature: 1d20 + 6 ⇒ (3) + 6 = 9

"My turn! as Lecloront jumps at the door, with his arrow pinpointed at the scaley creature before him

Point Blank Shot: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


Hemmings you are at 11 hp, please change this on your info...

Vuvu, thank you for already updating... But please don't move your token until your turn, instead you can show an arrow of where you wish to go. Thank you!

Hemmings who ran away in the surprise round from the awful smell comes back recovered to shoot one of the Trogs. That one in return throws a javelin at him, 1d20 + 3 ⇒ (6) + 3 = 9 javelin attack, 1d6 + 1 ⇒ (2) + 1 = 3 javelin damage. Hemmings hits the trog with his arrow which bites deeply into its leg.


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 1

Locke moves over to Vuvu and says some celestial words and touches Vuvu, to have blue and yellow light expel from his hand and seep into Vuvu's wounds. Cure Mod Wounds 2d8 + 7 ⇒ (5, 8) + 7 = 20


Vuvu, throws his hand sized rock hitting the same Trog as Hemmings, smacking it in the head. Then he retreats to the side to not be a target anymore.

Lecloront jumps out behing Hemmings and shoots the already very hurt Trog, to down him. The Trog spins wildly and drops to the floor. The other one angry at what has happened to his friend will draw another javalin and throw it at the closer target, Hemmings. 1d20 + 3 ⇒ (11) + 3 = 14 javelin attack, 1d6 + 1 ⇒ (6) + 1 = 7 javelin damage. The javelin goes wide just hitting the side of Hemmings leathers but doing no real damage. It will also scurry to the side.

Ardamir and Freddy still to go, we will see. I am going to move to the next round, knowing that Freddy would see Hemmings wounds, unless he charges in.

Silver Crusade

Nearly Gods Upper and lower

Round 2
21 Hemmings
19 Ardamir
18 Ruby
- Enemy (down)
14 Locke
12 Vuvu
10 Lecloront
6 Freddy
6 Enemy

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

Lol at least I shot things like a ranger hahaha, anyway I might not be able to post until mon or tues so roleplay and rollplay like a ranger for me. Have a memorable memorial weekend to all you guys!


Rd 2

got ya on the lines.

Vuvu nods at Locke and reaches down and picks up a second rock, then takes a step so he can see into the next room, and prepares to fling it.

Readied attack 1d20 + 5d1d3 + 1 - 1 ⇒ (12) + (2, 1, 1, 1, 3) + 1 - 1 = 20


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

He Wolf, updated HP. it's actually 6 cuz i lost those temp ones already. Also, hate to say it but i forgot I was nauseated so my first round action has to be retcon. No shot for nauseated condition , move actions only. Assuming I'm still sick in round 2?

Round 2

Hemmings is gagging and retching from the scent of the foul lizards and moves out of the doorwary to clear the way for anyone else.


i thought you were sickened


Ummmmm Vuvu, check out that readied attack, you should re-roll/forumla that. LOL

Everyone who was nauseated stay nauseated until they succeed on the Fort DC 13. Even after the nauseated has passed they remain sickened for at least 5 rounds after.

In that case both Trogs scurry to the side.

Lecloront tells everyone that, "these don't look like adult trogs, instead likely young ones, not as strong, though it doesn't smell that way!"


1d20 + 5 ⇒ (5) + 5 = 10 fpr 1d3 + 1 - 1 ⇒ (1) + 1 - 1 = 1


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

Fort Save: 1d20 + 3 ⇒ (1) + 3 = 4

If possible, Hemmings is even sicker than before. "Ugh, what are those foul things. Shut the door and get us some fresh air..."

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'm back.

Round 2

"Well it seems that those creatures are the ones causing the foul odor. Let's just kill them and see if it helps!"

Lecloront will attempt another ranged attack.

Point Blank Shot: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

then as a move action will step back and hide behind the doors using it as concealment.


Hemmings is still out of the battle, Locke goes to him to see if he can help and gives Hemmings something to chew on +2 on next Fort save.

You guys can hear a door open.

Vuvu steps over to throw his rock and he hits the door. Lecloront shoots at them but the door gives them too much cover, the arrow sticks to the door.

Freddy and Ardamir must both be rather sick. :P Nauseated and unable to do much from the smell. Please check in boys!

The door closes behind them.

Next Round!


Round 3
21 Hemmings
19 Ardamir
18 Ruby
15 Enemy (hurt)
14 Locke
12 Vuvu
10 Lecloront
6 Freddy
6 Enemy

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 do I need to roll so I can help them? Heal or Survival?


You think that Freddy is doing the best he can to help Ardamir and himself.

Actually I am having them auto fail because I am not going to bot them. I am waiting for them to check in. Thanks for your concern! Yes a heal check would likely be what you would need to roll, though the Trogs are getting away!


Round 3

After a little TLC by the cleric, Hemmings tries to gather himself despite the terrible stench.

Fort Save with bonus: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22

He steels his nerves nicely, and turns to spy the trogs heading out the door to the next room. He tries to take action to keep the baddies from escpaing and possibly alerting others.

"C'mon fellas, we gotta take down those stinkers. Don't let 'em bring more in, please!"

Move Action = move 30' into the other chamber as indicated. Standard Action = Fire the shortbow at whichever target is in the rear as they are exiting. Any chance Freddy can give me a shot of CLW since he's MIA, before he goes and stands guard with the Dwarf Witch Doctor?

To Hit: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 ⇒ 4


Rd 3

Vuvu pulls his last acid flask as he moves to position in the room. He flings it at the southern most beast.

I learned recently that the alchemist int bonus to damage applies on splash of flasks as well. I have been playing it wrong

Flask vs touch 1d20 + 6 ⇒ (19) + 6 = 25 for 1d6 + 1 + 4 ⇒ (4) + 1 + 4 = 9 the north one takes 5 damage

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

"Oh no you don't!"

Lecloront swiftly runs inside the room and positions himself where he can get a clear shot on the running trogs.

Point Blank Shot: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


I will be botting Freddy, until we get done here, it doesn't make sense why he would leave now. DM Healing!

I will let Hemmings, Lecloront, and Vuvu, recon their actions if they want, I was not able to move the Trogs appropriately on the map, they have opened, gone through and shut the door behind them. When both of you enter the room, it is empty of threats.


In that case Vuvu moves into the room at the same spot and readies that attack, if they come back out.


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 apologize thoroughly for my absence, some work stuff and the weekend got away from me. I'm back now!

Round 3

Fort Save: 1d20 + 7 ⇒ (12) + 7 = 19

Ardamir, who had been puking his guts out this whole time, is finally empty of all food and drink that he consumed in the last day. Getting his bearings, he sees what's going on and he moves into the next room, but the back area since he's still a little queezy, so he can be prepared to back his comrades up in the next round.

Double Move to the back of the next room.


For round 3, I am going to assume you are all just in the room. The horribly smelling room.

Locke suggests that we cover our faces with linen. He pulls out strips of linen from his healer's kit allowing anyone to take them. Freddy does the same. This will give you a +2 bonus on fortitude saves vs. the smell. Though describe how you use the linen and if you take it.

I am just glad that you are back Ardamir, Freddy unfortutely has left due to RL. This weekend was fine to not post much, like most weekends. No worries.

Round 4, GO!

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

The room that they went inside doesn't appear to have any doors connected to them. So I will position myself on the square with the number 4 and ready a ranged attack as soon as that door opens.

"I don't think they would come out of that door, let's get ready then somebody open it up."


Rd 4

Vuvu takes the linen and wraps it around his head, like a headband across the center of his face. It goes under his nose to help keep out the stench. If the dog seems to struggle, Vuvu will attempt to do it for him as well.

using both move actions for this


If you have access feel free to move your tokens now. Also please move Locke and Freddy in too.

The dog seems fine. Oh wait, it loves the smell and starts rolling in it. LOL


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 will gratefully accept the linen wrap and try to tie it round his head like a Westen style bandana. (His head size is small.) He will ask for Locke or Freddy to help heal this trap wound that's still bothering him.

"Bastards, got away. Shouldn't be too hard to find 'em 'gain wit that smell though. We need to be wary o' that door and make sure they don' come back wit' big brother in tow."

In the meantime, Hemmings will look around the room to see if there';s any sign of what the trogs were up to.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


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 4

Ardamir takes the wrap with a nod and immediately ties it around his face behind his head, like a handkerchief, just covering his nose and mouth. "I'll open it when everyone is set." Ardamir walks up to the door and sets himself ready to open when everyone is in. He takes a look at the door to make sure there's nothing funny about it.

Perception: 1d20 + 3 ⇒ (1) + 3 = 4

You can just assume that when everyone comes in the room he opens it if I don't post. And then with that roll he'll walk in and sit on the lap of any monster and ask what he can get for f-ing Christmas!


Hemmings with that perception check you see Ardamir opening the door, and hearing movement going up.

In this room you can all see weapon racks. Three weapon racks, it seems you might be in an armory of some kind. Off to the side there is a nest of cloaks and other mismatch clothing. Most of the items are rusty and likely not useable.

Perception DC 20:
You can see a banner with a burning foul on it. There are some other items, but I don't have the material with me. When in doubt you collect them and distribute them appropriately. I think there are two or three usable weapons, one of them being a silver dagger. I will get back to you when I get home. Send me a PM to remind me.


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

Why not try again!
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Ugghhh...


It hates you, just roll five and see what you get!LOL!


Here is the description of the room with more detail:

Racks for weapons line the walls of this chamber; above the racks hang various shields, pieces of armor, weapons, and standards on display. Most of the racks are empty, but a few weapons remain in place. A horrible tench fills the room as well, akin to the smell of rotten eggs mixed with the reek of an open sewer.

Most of the few remaining arms in the room have rusted away, making them useless in combat.

DC 20 Appraise check:
a masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame.

A DC 20 Knowledge (local) check:
You recognize the banner as belonging to the Band of the Phoenix, one of Absalom’s most famous hunting lodges during the Age of Blades. The banner is worth 100 gp but might be worth much more to a historian or collector.

Thank you all for keeping with our game here! Hey Ardamir just be glad to see a monster rather than Santa waiting to put you on his lap would be a Perception DC 1. :P You can't fail!

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 room are we talking about? What happened to the trogs?

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Well we all charged into the room that had the Trogs, during Round 3. Now Ardamir has opened the door they ran through. Many, if not all of you including Ardamir hear foot falls. Some of you know they are going up. Lecloront you know they are going up.

What do you do, chase after them or finish exploring this room and the other door you have not opened yet?

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 don't want to be chasing them on my own, there may be monsters hidden on other rooms too and we can get cornered if they come back, if they're all cleared before we give chase at least we have a clean retreat. So my vote is have someone clear the room while I can keep watch, I have range so it might help.

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