Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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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

LOL, Leclotonts message is in OOC, though I think it would be excellent if it were IC. Either post that in discussion, or just post it IC.

"We all look like bandits now, the white masked bandits! Shall we charge after them or deal with them once we have cleared this and the other room. If the layout is roughly the same as the first floor there should only be one room left to see if there are any threats."


appraise1d20 + 9 ⇒ (14) + 9 = 23
percep1d20 + 7 ⇒ (7) + 7 = 14

Those are worth some money. That dagger is of exceptional quality and made of silver too.

Vuvu says while watching the dog roll around


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

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Ardamir steps in, looking around, listening to the footsteps to see where they might be leading. "I would much rather find these trogs than to wait for them to come and stab us in the back. Who is with me!"


OK


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

"After them then Ardamir, we have your back", Locke puts away his healer's kit and pulls out his blade.


Ardamir, then Locke, then...

Ardamir you begin to chase the Trogs up the stairs noticing that the lower part of the stairs is caved in. You go up past another level, you are pretty sure they are above you, but you could check out this level first, what do you do?


Let's get up there and take care of them.


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

Know local: 1d20 + 5 ⇒ (3) + 5 = 8
Appraise: 1d20 + 5 ⇒ (7) + 5 = 12

Hemmings looks at the junk cursorily. "I already got a silver dagger, but if no one else wants..." He'll take if no one else does.

Once he nicks it or hands it someone else, he'll follow the fellas upstairs.

"Could still use a dose o' that healin' sometime eh boys?"

Still at 6/14 HP


Freddy heals you with a CLW 1d8 + 1 ⇒ (2) + 1 = 3, then does another one... "By the power of Sarenrae I heal thee." 1d8 + 1 ⇒ (1) + 1 = 2
Then another one, he is now out of first level spells. 1d8 + 1 ⇒ (4) + 1 = 5

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 if that's where you guys want to go then I'll be right behind you making sure you don't miss anything."

Lecloront will folllow them in their trog chasing, while checking for something odd or unusual along the way.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


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

"Alright then, off we go!" Ardamir bursts through the door and begins to rush up the stairs, greastsword ready for when they meet the trogs again.

"Up, up, up, up the stairs we go. And then we come to the tunnel..."


no explosion, rocks fall, everyone dies


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

And such was the tale of Ardamir, the bumbling Paladin.


Ardamir you have not answered by question:

Do you continue up the staircase or do you check out the next level or 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

Oh, sorry about that!

Ardamir pauses at the next level to listen for any footsteps, to hear if they are still going up or not.

Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Survival: 1d20 + 1 ⇒ (12) + 1 = 13

If Ardamir hears nothing (which I imagine he will not) then he continues up the staircase.


Ardamir you can hear footfalls above you considering your survival DC 10 to know the direction, and the DC 0 to hear the footfalls, it is always good to do a few more checks than just one.


Vuvu makes sure his acid flask is in hand as he follows.


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 hurries up the stairs, pausing at the next level to listen again!
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Survival: 1d20 + 1 ⇒ (12) + 1 = 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

"I'll take lead! Watch my back!" says Lecloront as he takes the lead, confident that Ardamir has his back.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Survival: 1d20 + 6 ⇒ (3) + 6 = 9


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 with memories of the spear trap fresh in his mind, stays behind the paladin meat shield.


Ardamir chases the Trogs, then Lecloront takes the lead... you come to the third floor, you just heard a door close, but you could continue 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

Lecloront will ready his bow and arrow. He will continue up but with a little more precaution, always observing his surroundings for traps and what not.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10


Wait. Was the door we heard up or on this level?


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

Good question...

Ardamir pauses to listen for a second, trying to figure out where the door was that closed.

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Survival: 1d20 + 1 ⇒ (17) + 1 = 18


You don't see any traps Lecloront, just a door some extra space on this level to walk around the staircase, you can also go up at least another level.

Ardamir you hear strange mumbled voices on the other side of the door. You look down and can see reptiallian medium sized footprints that lead into the door.


[b] Lets take care of these lizards first. Vuvu grabs another rock, and readies to throw it at a bad guy if he sees one when Aradamir opens the door.

1d20 + 4 + 1 - 4 ⇒ (11) + 4 + 1 - 4 = 12 for 1d3 + 1 - 1 ⇒ (3) + 1 - 1 = 3 [ooc] took the -4 for cover


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 grabs the door handle, "Ok, I'm going to swing the door open and step out of the way for your rock Vuvu. On 3. Ready, 1... 2..."
Ardamir pushes (or pulls, depending) the door open and steps back 5ft. "3!"


Ardamir pulls on the door and it does not budge. Then does the count down again and pushes and it budges a little, you think there is something behind the door. You heard drag.


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

Crap.

Not wasting any time, Ardamir throws his whole strength behind the door, pushing on it with his shoulder.

Strength Check: 1d20 + 4 ⇒ (7) + 4 = 11
And again.
Strength Check: 1d20 + 4 ⇒ (17) + 4 = 21
And again.
Strength Check: 1d20 + 4 ⇒ (3) + 4 = 7
And just in case...
Strength Check: 1d20 + 4 ⇒ (12) + 4 = 16

Until the door opens. At the point that the door opens, Ardamir does not want to fall.
Acrobatics Check: 1d20 - 1 ⇒ (13) - 1 = 12

Of course, if the door is unable to be opened then Ardamir will probably not actually hit the door that many times. But we'll just see what happens.


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, staying behind the door slamming, will have his bow drawn and ready in case something stinky is behind the door. I also have my new silver dagger tucked into my belt, as no one else claimed it.

He sniffs the air testing for the familiar nauseating scent.

The nose knows: 1d20 + 7 ⇒ (5) + 7 = 12

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 Lecloront took the lead, he will be positioned on top of the staircase but to the point that he can still get a clear shot on the door. Bows drawn and arrows ready to fly!

"Perhaps you need to say open sesame?" says Lecloront with a somewhat excited tone for whatever is in there, could be from the adrenaline rush that he got as he lives by the thrill of the hunt.


Sorry Guys I made a post and it got eaten is one of my bigger ones basically initiative and other things.

Ardamir's strength checks push the door open a little, then a lot, and finally it slams open Ardamir doesn't fall due to his acrobatics check. Then he sees himself facing five Trogs.

Hemmings you do smell that normal smell, taking off the linen, then quickly putting it back on.

Initiatives everyone! Feel free to post your first round actions when you post your initiative Ardamir will be in the middle of the two groups so knowing that you may want to use a readied action to shoot once he is clear.

1d20 + 1 ⇒ (9) + 1 = 10 trog 1 1d20 + 3 ⇒ (9) + 3 = 12 javelin throw, 1d6 + 3 ⇒ (1) + 3 = 4 damage
1d20 + 1 ⇒ (4) + 1 = 5trog 21d20 + 3 ⇒ (14) + 3 = 17 javelin throw, 1d6 + 3 ⇒ (5) + 3 = 8 damage
1d20 + 1 ⇒ (13) + 1 = 14trog 3 1d20 + 3 ⇒ (10) + 3 = 13 javelin throw, 1d6 + 3 ⇒ (5) + 3 = 8 damage
1d20 + 1 ⇒ (17) + 1 = 18trog 4 1d20 + 3 ⇒ (14) + 3 = 17 javelin throw, 1d6 + 3 ⇒ (5) + 3 = 8 damage
1d20 + 1 ⇒ (18) + 1 = 19 trog 5 1d20 + 3 ⇒ (4) + 3 = 7 javelin throw, 1d6 + 3 ⇒ (3) + 3 = 6 damage

No surprise round, straight into round 1, Trogs actions should be clear.

if you go into the room, Fortitude save DC or nauseated until you save one save per round.


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

Hemmings readies his bow to fire at any target that presents in clear LOS after Ardamir steps out of the way.

Bow: 1d20 + 5 ⇒ (2) + 5 = 7

But his hurried shot sails harmlessly over the heads of the trogs.

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

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

Round 1

"It's ok paladin, you're perfectly clear!"

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


Initiative rolls:

Thank you Lecloront you may choose which ever initiative is better, though with readied actions that.
1d20 + 3 ⇒ (5) + 3 = 8 Hemming’s Initiative Check
1d20 + 3 ⇒ (1) + 3 = 4 Lecloront’s Initiative Check
1d20 + 2 ⇒ (6) + 2 = 8 Vuvu’s Initiative Check
1d20 + 1 ⇒ (20) + 1 = 21 Ardamir’s Initiative Check
1d20 + 1 ⇒ (12) + 1 = 13 Locke’s Initiative Check
1d20 + 2 ⇒ (3) + 2 = 5 Freddy’s Initiative Check

*Round 1*
21 Ardamir

16 Trog 3,4,5

13 Locke
10 Trog 1

9 Lecloront*
8 Hemmings*
8 Vuvu
5 Freddy
4 Trog 2


are we on the third floor now?


The group is now on the fourth floor. All PCs except for Ardamir are in the central room with the staircase.

Ardamir what do you do?

Two of the five javelins pierce Ardamir's armor making him bleed rivulets of blood, 16 damage. They all have initiatives same as Ardamir, readied actions.


Vuvu whips his rock at one of them.

the map has us ginormous sized... at least on my machine they are

1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 for 1d3 + 1 - 1 ⇒ (1) + 1 - 1 = 1

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 Ardamir has fallen again? It huge too on my machine.


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 shrank us to tile size and arranged in a semblance of order. Don't have any trog tokens to add yet, so Wolf can add them later. Ardamir had 20HP so still up, for now, I think. 5 of them vs 6 of us.


Someone please make the tokens smaller and put them in the stairwell room, except for Ardamir. Thanks 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

It is as you requested, great one. I think we are just waiting on freddy and Locke before moving on.

Round 2

Hemmings will launch again at nearest clear trog target. then step back so one of the clerics can heal the meat shield.

shoot: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d4 ⇒ 2

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

"Can you hold them Ardamir? Try backing up to the door and let it act as a choke for them so not all can attack you or us at once, Hemmings do you think you and Ardamir can flank at the door opening so we can fight them one by one?"


Ardamir retreats to one side of door and the clerics each cast cure light wounds on him.


Vuvu you bonk one of them in the head and the Trog drops.

**Round 2**
Ardamir waits for them to start coming through instead they come up to the door and shut it, it sounds like they drag the shelf back into place as well, they shout at each other as they do it.

What do you do?


bedtime for me. Will post when I wake

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

"Smartasses!!!!"

Lecloront pauses back and thinks of another plan.

"Well that didn't work, any other suggestions?"


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

Sorry, the weekend was a blur and today things changed at work so this is the only chance I'll have to post until the evening with the possibility for a lunchtime post. Sorry guys.

Ardamir holds himself up against the wall, breathing heavily from a mix of the heaving and the injuries. "I'm... sorry... that... didn't... work.*huff*" He decides to leave any decisions to the rest of the group, figuring a Paladin who could barely stay alive was no longer the best to try and lead.


I guess it is time to break down the door


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

"Well, we gotta break down tha' door, or go back ta the stairs." Hemmings says. "I'm not the one to knock down anythin' so one of you big fellas is goin' to hafta give it a go."

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