Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Seems like we must go forward doesn't it. I think I should have just set up a nice potion shop. Still might.

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 time is it? Are we close to night?


You have five options before you there are two doors on this level you have not investigated yet. You can stay in the smelling Trog room, go up another level, or go back down to the level below.

It is still before noon. You stayed the night at the stark white tree with the elk. Then you moved from there to the fort, fought some strange infested dogs, then continued in and up the fort. Yes I think you rested for an hour or two, so actually closer to noon, but still before 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

"Well if all 'r ready, then we'll open this door and see what's up on t'other side. But if it's zombies, I ain't gonna be much help."

Hemmings will try the door, and if unlocked will open it quietly as possible.

Stealth: 1d20 + 8 ⇒ (15) + 8 = 23


Hemmings the door is not locked, it is barred from this side, which you can easily undo. Then you open the door very quietly, inside you don't see much, it is pitch black.


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

"Any o' you guys got a light o' some kind ta look in here? Pitch black to me."

Do we still the groaning? Louder?

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

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

It's still dark even if we have darkvision?

"I have a torch and a means to light it, but I may need some time cause it's with the mules."

In case darkvision is enough Lecloront will go inside the room and check it out.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Vuvu watches and waits.


Now that you don't have the door muffling the sounds, you can tell that it is not groaning, but more like a deep croak.

Who has darkvision? Nay Lecloront you have low light vision. Dwarf, half-orc, Tiefling, Aasimar... we got any of those?

Hemmings you can see some cracks, but they don't give any light to reveal the room.

Freddy picks up a rock and with a blessing of Sarenrae it glows. He holds it out for someone to grab it.


Vuvu grabs is and throws it into the room.

Let's get on with it!

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

You are right.

Instead of diving head first, Lecloront will wait for the rock thrown by Vuvu to be steady, and he will approach the room with caution.

I will just use my previous roll for perception.


The light goes into the room illuminating moss on the walls, a few inches of water floods the floor, and a monstrous frog jumps forward with the new movement. It is 6 feet long and weighs probably 200 pounds.

frog attack!:
Waiting for its turn... It attacks ..., the one next to the door. 1d20 + 3 ⇒ (13) + 3 = 16 touch tongue. It successfully touches ... but does it grab him? 1d20 + 7 ⇒ (17) + 7 = 24 Yes, it's tongue grabs you and pulls you right up to its body.

Initiatives:

1d20 + 3 ⇒ (13) + 3 = 16 Hemming’s Initiative Check
1d20 + 3 ⇒ (2) + 3 = 5 Lecloront’s Initiative Check
1d20 + 2 ⇒ (17) + 2 = 19 Vuvu’s Initiative Check
1d20 + 1 ⇒ (14) + 1 = 15 Ardamir’s Initiative Check
1d20 + 1 ⇒ (9) + 1 = 10 Locke’s Initiative Check
1d20 + 2 ⇒ (6) + 2 = 8 Freddy’s Initiative Check
1d20 + 1 ⇒ (4) + 1 = 5 Frog's

1d20 + 8 ⇒ (19) + 8 = 27 Lecloront’s Perception Check
1d20 + 6 ⇒ (7) + 6 = 13 Vuvu’s Perception Check
1d20 + 2 ⇒ (6) + 2 = 8 Ardamir’s Perception Check
1d20 + 5 ⇒ (10) + 5 = 15 Locke’s Perception Check
1d20 + 4 ⇒ (13) + 4 = 17 Freddy’s Perception Check
1d20 + 3 ⇒ (14) + 3 = 17 Frog's

***Surprise Round***
19 Vuvu*
16 Hemming
15 Ardamir*
10 Locke*
8 Freddy*
5 Lecloront
4 Frog*

Hemmings with your perception check you get to act first in the Surprise Round then Lecloront, then we will go into Round 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

Surprise Round

Edited my entire post as I thought I have my weapon out. Since I can only do a standard or a move action, I will just draw my bow, ready for action!

EDIT;

Nice! I have my bow out already!

If the frog has partial cover (it gains +2 AC) or no cover at all, the frog is also within 30 ft of me:
Point Blank Shot: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

"Take this!" Lecloront barely even finishes his sentence as he let the arrow fly.

Is a knowledge check a free action?

If yes, knowledge nature: 1d20 + 8 ⇒ (1) + 8 = 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

Ardamir, who had little to say up to this point, just swinging his greatsword and killing trogs, is surprised by the frogs!

Sorry for being gone so long guys, I'm getting into the flow of my schedule now!


Lecloront:
Yup, it is a monstrous frog, beware of that tongue.

Everyone feel free to take your Round 1 actions too. The Frog is last...


rd 1

1d20 + 9 ⇒ (18) + 9 = 27 nature

Vuvu flings a rock

1d20 + 5 ⇒ (18) + 5 = 23 for 1d3 + 1 - 1 ⇒ (3) + 1 - 1 = 3


Thunk the rock hits the frog in its forehead.

Vuvu & K Nature DC 25:
These monstrous frogs can be quite deadly, they don't see in the pitch dark, though they have an acute sense of smell if they can't use their eyes. They swim just as good as they lumber on land, jumping most of the time. The tongue is not deadly though if it grabs you, you could be swallowed whole, then there is the threat the razor-sharp teeth lining its mouth.

3 More hours until I start botting PCs. I might be still botting two a few more for a round won't be too bad. :( _ _ _ _ <===Sarcasm


Watch out for it's tongue! It might swallow 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

Sorry for slow posting, RL got in the way quite a bit today...

Surprise Round

Hemmings dashes in the door and across the wet room. Taking up a position on the far side.


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 runs into the room, keeping his distance after Vuvu's warning, running to get behind the giant frog.

Double Move

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

"I'll stand by the door, making sure it's not going anywhere."

I can't move my tokens right now so if somebody can, I'll go and stand by the door.

Point Blank Shot: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

"I'm feeling it!!!"


*Round 1*

The frog takes an arrow to the gut, it is bleeding from both wounds now.

Locke and Freddy charge in after their friends. A bit surprised that the paladin when around, though they will charge in to give Hemmings flanking.

Freddy brings forth his Morningstar 1d20 + 3 ⇒ (14) + 3 = 17 attack, 1d8 + 3 ⇒ (8) + 3 = 11 damage.

Locke brings forth his scimitar 1d20 + 4 ⇒ (16) + 4 = 20 attack, 1d6 + 1 ⇒ (1) + 1 = 2 damage.

Hemmings delayed to get a flanking opportunity, now that one presents he moves in... 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 attack with flanking, 1d4 + 1d6 ⇒ (4) + (5) = 9 damage.

Between the two clerics and Hemmings the frog does not even get an attack out, the creature is laid flat and croaks one last time.

Fin. LOL

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 search around the room, looking for anything unusual. Well that's the plan anyway until that frog showed up.


Perception check... 1d20 + 9 ⇒ (16) + 9 = 25 and you find... A small jade statue of an angelic being lies among the rubbish under a broken table.

Appraise DC 20:
The statue is worth 500gp.

What do we do now?


1d20 + 9 ⇒ (6) + 9 = 15

It's a statue. It is worth something.

Vuvu is truly just following Locke and Aradmir at this point. Adventuring is less fun than he thought it would be.

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

"Any more rooms on this floor that's not checked? If all rooms have been cleared then I suggest we move on forward to the 5th floor."


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 takes the initiative and attempt to open the other door in this room. "It seems to be stuck, give me a hand with it!"

1d20 + 1 ⇒ (9) + 1 = 10 Strength check DC 10 to assist...

"There is the other door to the South, and we missed an entire level, but we can take care of that after the fifth floor I guess, the Trog's avoided it, maybe our target is holed up in there."


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 assumed from Vuvu's warning that if I had a direct attack that failed something bad would happen with the frogs tongue, that's why I went around. But the frog was not nearly as strong as I thought it would be!

Ardamir, a little disappointed that he didn't get to get in on the action, decides to go help Locke with the door.

STR Check: 1d20 + 4 ⇒ (15) + 4 = 19

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 refill his quiver with arrows before Locke and Ardamir try to open the door.

"Good idea, since when we chased them they went towards here."

Lecloront will have his bow out and ready, aimed towards the door.


Here we go again! Rock at the ready.

1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 for 1d3 + 1 - 1 ⇒ (2) + 1 - 1 = 2


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

Sorry for missing the 1st (and only) frog combat, I was waiting to see how many other frogs appeared or if the terrains was such that i had to make a save etc. You did in Rnd 1 exactly what I was setting up.

Appraise: 1d20 + 5 ⇒ (3) + 5 = 8

Hemmings doesn't get a good look at the jade statue to determine if it has any value, but agrees with the suggestion to take it along for later.

He listens at the door before the brutes try to smash it down

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Then draws his bow, ready if something ugly is on the other side.


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

The door budges and groans as it seems to be off level with its frame. Though they do get it about 6 inches open. Locke looks through the opening. "Just an half torn away room, I don't see much, though that doesn't mean others shouldn't search it. Shall we try opening it more Ardamir?" Locke attempts to help again, 1d20 + 1 ⇒ (6) + 1 = 7

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

"This might help a little," before they know it, Lecloront did a running jump and giving his weight gave the door a flying kick.

Str:1d20 + 2 ⇒ (1) + 2 = 3

Lol and that is all I can do guys.


1d20 - 1 ⇒ (13) - 1 = 12

Lets get on with it!


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

Lecloront with his galant attempt does make the door open a few more inches then falls ungracefully to the floor.

Locke offers a hand to Lecloront, "Good try! Lets go see whats in the other room, Hemmings if you would be so kind to look for traps and see if we can open the door easily."

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 I was picturing myself doing a flying kick, opening that door open then land with my bow and arrow pointed at whatever's inside.. lol!"


Oh, so for the next door? Well, it was a bad roll, hopefully you still want to do it, then roll again for the next 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

"This is wide enou' fer me to slip inside. I'll recon and report."

Hemmings checks the door area for traps and, if none are found, squeezes through the door jam quiet as a mouse. He then proceeds to check the rest of the room for anything of interest.

Perception, Traps: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
Perception in new room: 1d20 + 7 ⇒ (11) + 7 = 18(+1 if traps)


Hemmings you don't see any traps, once through the door you can see a brazier of glowing coals sits in the center of this room, its acrid smoke mixing with the ever-present troglodyte stench. A few knives, pokers, and other metal implements lie atop a rusty iron box nearby. Though there seems to be a patch of darkness towards the back, almost as if it were darker than the rest of the room.


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 give the guys a moment to get the door open a little more in case he needs back up and then will wander towards the dark patch to see a little better what's back there.


The door opens easily, with little noise. Hemmings gets 15 feet into the room, feel free to move your token 15 feet in at your choice. Two other PCs can get in the room before something 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

so moved. Hemmings has silver dagger in hand for this creep.


vuv moves in jusr near the door. on phone can't map


I will move you Vuvu. Freddy will go in with Vuvu.

And Freddy is the target of a javelin. 1d20 ⇒ 7 which is just thrown wide.

Initiative rolls:

1d20 + 3 ⇒ (1) + 3 = 4 Hemming’s Initiative Check
1d20 + 3 ⇒ (2) + 3 = 5 Lecloront’s Initiative Check
1d20 + 2 ⇒ (6) + 2 = 8 Vuvu’s Initiative Check
1d20 + 1 ⇒ (6) + 1 = 7 Ardamir’s Initiative Check
1d20 + 1 ⇒ (20) + 1 = 21 Locke’s Initiative Check
1d20 + 2 ⇒ (9) + 2 = 11 Freddy’s Initiative Check
1d20 ⇒ 19 Trog Initiative Check

*Round 1*
21 Locke*
19 Trog*
11 Freddy*
8 Vuvu
7 Ardamir
5 Lecloront
4 Hemming

Locke comes in as well, to see the darkness, where with the brazier they should see, "Does anyone have a daylight spell? I think we might be dealing with a darkness spell."

The enemy in the darkness throws another javelin 1d20 ⇒ 11 but this time at Vuvu. Still the missile goes wide.

Freddy casts light on the front of his shield, now the room is in normal light, but dim light where the black circle is. You can vaguely see a humanoid in the darkness.


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 darkness is lifted and a vague shape apparent, Hemmings moves around the brazier to a near flank position, still to far to strike this round.


RD 1

1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 for 1d3 + 1 - 1 ⇒ (1) + 1 - 1 = 1

1d100 ⇒ 56 high means a possible hit through concealment

Vuvu flings another rock

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

I can see thru the dim-light since I have low-light vision right?

"I won't consider anybody or anything that throws a javelin at us, as friendly or willing to negotiate. Here's something in return for your javelin!"

Point Blank Shot: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Round 1
Ardamir double moves into the darkness.


**Round 2*
21 Locke*
19 Trog*
11 Freddy*
8 Vuvu
7 Ardamir*
5 Lecloront
4 Hemming

Locke and Freddy move in to attack the figure in the darkness.
high is good, miss chance, 1d100 ⇒ 86, 1d100 ⇒ 100
1d20 + 4 ⇒ (20) + 4 = 24 scimitar 1d6 + 1 ⇒ (1) + 1 = 2 Locke slices it would a bleeding wound.
1d20 ⇒ 11 Freddy misses

1d20 + 8 ⇒ (11) + 8 = 191d20 + 6 ⇒ (7) + 6 = 13 Freddy moves into the area and becomes nauseated.1d20 + 9 ⇒ (1) + 9 = 10 Ardamir is now nauseated as well.

Locke says, "Ah, I think it is a massive Trog."

Hemmings you need a Fort DC 15 or are nauseated. Remember the +2 for the guaze over your face.

The Trog grabs a big club of stone. 1d20 + 6 ⇒ (5) + 6 = 11 attacks Locke misses.


RD 2

1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 for 1d3 + 1 - 1 ⇒ (1) + 1 - 1 = 1 high is good 1d100 ⇒ 36

Vuvu flings a rock

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