Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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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 2

"Another one like earlier huh, this might be their leader, I'm afraid it has to be put down." Another arrow flies again from Lecloront's bow.

Point Blank Shot: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


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

Fort Save: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Despite the gauze covering, Hemmings retches from the foul Trog stench. His stomach heaving, he is unable to act.


The trogs tough hide knocks off the rock, though the arrow cuts deeply.
1d100 ⇒ 45 high is good

***Round 3***
21 Locke*
19 Trog*
11 Freddy*
8 Vuvu
7 Ardamir*
5 Lecloront
4 Hemming

Locke continues to attack the figure in the darkness.
high is good, miss chance, 1d100 ⇒ 20
1d20 + 4 ⇒ (18) + 4 = 22 scimitar 1d6 + 1 ⇒ (6) + 1 = 7 Locke misses his attack due to the darkness.

Fort DC 15 or are nauseated once in the room or within 10 feet of the Trog. Remember the +2 for the guaze over your face.

The Trog with the big club of stone takes a swing at Locke again.
1d20 + 6 ⇒ (1) + 6 = 7 attacks Locke misses. high is good, miss chance, 1d100 ⇒ 2


Rd 3

1d20 + 5 ⇒ (17) + 5 = 22 for 1d3 - 1 + 1 ⇒ (1) - 1 + 1 = 1


1d100 ⇒ 75

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

"Don't touch them!"

Lecloront lets go off another arrow hoping to find its mark.

Point Blank Shot:1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage:1d8 + 1 ⇒ (3) + 1 = 4


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 3

Fort Save DC 15: 1d20 + 3 ⇒ (10) + 3 = 13

Hemmings is still gagging and retching and unable to do much. He does stagger back away from the old Trog, hoping that distance helps the stench.


Lecloront's arrow goes wide of the mark, though Vuvu thinks his rock made solid contact.

DM notes:
Trog 22/30

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

Locke continues to attack the figure in the darkness.
high is good, miss chance, 1d100 ⇒ 69
1d20 + 4 ⇒ (5) + 4 = 9 scimitar 1d6 + 1 ⇒ (1) + 1 = 2 Locke misses his attack, it is very wide.

Fort DC 15 or are nauseated once in the room or within 10 feet of the Trog. Remember the +2 for the gauze over your face.

The Trog with the big club of stone takes a swing at Locke again.
1d20 + 6 ⇒ (14) + 6 = 20 attack, high is good - miss chance, 1d100 ⇒ 88
The great stone club smashes down on Locke dazzling him with 2d6 + 9 ⇒ (6, 2) + 9 = 17 damage.

Ardamir fortitude save 1d20 + 7 ⇒ (7) + 7 = 14 Continues retching from the horrible smell.
Freddy fortitude save 1d20 + 6 ⇒ (13) + 6 = 19 Recovers this round.


Rd 4

1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12 for 1d3 + 1 - 1 ⇒ (1) + 1 - 1 = 1 1d100 ⇒ 37


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

would've made the save if I'd remembered the gauze bonus. Will start to act in this round instead.

Round 4

Hemmings recovers from the smell and moves to flank the smelly trog. He stabs at it with his silvery dagger.

stab: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
dmg: 1d4 - 1 ⇒ (2) - 1 = 1
sneak dmg: 1d6 ⇒ 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

Round 4

"I guess this is tougher than the rest of them."

Point Blank Shot: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


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

Locke takes a full retreat action to get out of the fight.

Fort DC 15 or are nauseated once in the room or within 10 feet of the Trog. Remember the +2 for the gauze over your face. As long as you are 10 feet close to the Trog you need to make a fort save every round, until you save twice in a row.

The Trog with the big club of stone takes a swing at Hemmings.
1d20 + 6 ⇒ (17) + 6 = 23 attack, high is good - miss chance, 1d100 ⇒ 58
The great stone club smashes down on Hemmings with 2d6 + 9 ⇒ (2, 6) + 9 = 17 damage. Hemmings drops under the power of the blow! The Trog cackles at you, "Come to your deathses!"

Ardamir fortitude save 1d20 + 7 ⇒ (20) + 7 = 27Recovers this round.
Freddy fortitude save 1d20 + 6 ⇒ (14) + 6 = 20 Stays good and no more saves, Yay!
1d20 + 3 ⇒ (5) + 3 = 8 scimitar 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10 damage and extra fire damage, miss chance 1d100 ⇒ 43 Even after all that he still misses. :(


rd 5

rock 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15 for 1d3 + 1 - 1 ⇒ (2) + 1 - 1 = 2 1d100 ⇒ 35

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 5

"Crap this is going downhill!"

Point Blank Shot: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage:1d8 + 1 ⇒ (6) + 1 = 7


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

Damn...ok so let's say that first save was really round 3 (which it was) then I'll roll Round 4 now and see if I am ok when the hammer drops on my head. If this is too much retconning, then just take what you will.

Round 3
Hemmings thanks the gauze covering as he begins to regain control of his stomach.

Round 4
But the proximity of the smelly old trog makes the poor halfling's belly flip again.

Fort Save w/Gauze: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

Swallowing his gorge he moves into the flanking position carrying his silver dagger. He looks for the right opening and strikes at the big trog.

Dagger: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Sneak Damage: 1d6 ⇒ 6

OK, that's a better result anyway...

Round 5
Hemmings takes a smashing blow from the Trog and falls to the ground stunned and bleeding.

DC 10 Constitution check: 1d20 + 2 - 3 ⇒ (4) + 2 - 3 = 3
HP: -4 and counting


I will be there to stabalize you next round.


Both the arrow and rock hit the mark.
1d100 ⇒ 5

DM notes:
10/32

*****Round 6*****
21 Locke*
19 Trog*
11 Freddy*
8 Vuvu
7 Ardamir*
5 Lecloront
4 Hemmings

Locke comes right back into the fight, though he goes to Hemmings, and casts cure moderate wounds, the curative magic flows freely from Locke's hands as he prays, though the magic seems to heal him and flow into his wounds as it does Hemmings, 2d8 + 7 ⇒ (6, 4) + 7 = 17.

Fort DC 15 or are nauseated once in the room or within 10 feet of the Trog. Remember the +2 for the gauze over your face. As long as you are 10 feet close to the Trog you need to make a fort save every round, until you save twice in a row.

The Trog with the big club of stone takes a swing at Ardamir.
1d20 + 6 ⇒ (4) + 6 = 10 attack, high is good - miss chance, 1d100 ⇒ 94
The great stone club smashes down on the ground next to Ardamir, smashing the ground with 2d6 + 9 ⇒ (6, 2) + 9 = 17 damage. The Trog continues to cackle at you saying, "Blood, blood, blood!"

Ardamir fortitude save 1d20 + 7 ⇒ (11) + 7 = 18 Recovers this round fully.
Ardamir brings his greatsword forward and attempts to slay the beast!
1d20 + 7 ⇒ (7) + 7 = 14 greatsword 2d6 + 6 ⇒ (2, 2) + 6 = 10 damage. He misses his true mark and just takes off some scales.

Freddy attacks with his scimitar...
1d20 + 3 ⇒ (17) + 3 = 20 scimitar 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 damage and extra fire damage, miss chance 1d100 ⇒ 98 With a mighty blow the creture drops to the ground, "Look who's laughing now!" He spits upon the foul creature.


Rd10

In case we are not out of init.

Vuvu moves to Hemmings and stabalizes him with Sacred Touch

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 6

I thought Locke just healed Hemmings?

"Well done Locke, I really thought things are about to go downhill."

Point Blank Shot: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


missed it. O well I'm useless


Yes, we are out of battle now.

Locke goes to the doorway, stops for a moment, then goes through it... Now he is out of view. Though you can likely hear him continue to move through the room.

Freddy takes his blade and finishes the massive Trog... Coup de Grace.


Come! Vuvu calls the dog then follows Freddy.


The dog yaps and comes. He seems to be a very well trained 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 slowly rises after recieving the healing from Locke. He feels the bump on his head and moans. "This room is foul. I sure hope somethin' in here is worth it." He looks around once the darkness disperses to see what else might be in the room.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Freddy searches the body of the Trog finding a necklace and puts it in his pocket. The darkness stops and Freddy's light on his shield makes the room lit with normal light.

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 other room that we skipped before? There could be some more trogs hiding there that could warn the others."


Freddy responds to Lecloront, "There is that door over there that we have not checked yet. It can't be a very big room considering the otherside is fallen out mostly. Who is hurt, I am nearly out of channels and spells, though I will heal you all then head down to the mules."


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 a few minutes Locke comes back. It looks like he has more gauze around his face. "Sorry I needed to get some fresh air. So we will check out this room, though shall we go down and rest back at the tree or check out the third, fifth, or higher floors?"

Locke gets over to Freddy, "Yes a bit more healing would be nice, thank you. I wish to hold off my last channels for any other battles that could be in the near future."


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 wrote:

He looks around once the darkness disperses to see what else might be in the room.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Did this turn anything up?

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

"Let's check that room then, a few potions or ingredients might turn out useful."


Agreed. Vuvu picks up a few rocks, just in case and follows, keeping a wary eye on the room.


Sorry Hemmings... You find a brazier, a stone great club, three keys on the trog, two javelins with fetishes on them, a small chest with dangerous looking instruments on it, it is locked with a padlock.

Freddy goes over to the door and tries to open it. "It is locked, did anyone find a key?"


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

"Keys here! One second!" Hemmings says. He goes first to the chest and examines the instruments and then looks over the chest for traps. IF none, he will attempt to use the keys to open it, if they fail, he will try to pick the lock when it appears trap free.

Perception Traps: 1d20 + 8 ⇒ (14) + 8 = 22
Disable Device Traps, if necessary: 1d20 + 6 ⇒ (16) + 6 = 22
Disable Device to unlock if key fails: 1d20 + 6 ⇒ (16) + 6 = 22

Consistent at least...


Luckily for you there are no traps.

stuff in chest:
a suit of masterwork studded
leather armor, a masterwork buckler, a masterwork
rapier, a shortbow with 15 arrows, a scroll of cure moderate
wounds, a scroll of invisibility, a wayfinder (a sort of magical
compass that shines with light on command and grants
a +2 circumstance bonus on Survival checks to avoid
becoming lost; see page 50 of Pathfinder Chronicles: Seekers
of Secrets), and a climber’s kit.

A few knives, pokers, and other metal implements lie atop a
rusty iron box nearby.


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, well, looks like we hit the big-time here. Too bad none of it'll fit a good-lookin' fella like me. Perhaps when we find this missing Pathfinder, one o' you big lugs, can carry this down to the pack mule for us?"

If no one wants any now, Hemmings will just lock it back up and then try key in the door.


Vuvu can't carry the weight :(

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 think we pretty much explored the whole tower right? If the pathfinder isn't here, then we should move on to the other parts of the fort. While were at it, let's get some stuff from the mules too."


Another floor above

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 see, well I think it would be safe to assume there's going to be another creature guarding that floor. Might want to leave all those things inside that chest, only taking what you need. Let's get ready."

Lecloront will fill his quiver with arrows.


Hemmings tries the different keys, one of them works. Lecloront with his bow ready with an arrow drawn back. Vuvu with a rock in his hand. Ardamir with greatsword ready. Freddy and Locke both have their scimitars ready as well. Hemmings opens the door... Nothing springs out, it is actually a small room with a humaonid in it, there are manacles secured to the man's hands and the wall.

"Ah, not again." he says and curls up tighter into fetal position.


Vuvu pushes the others aside and sets to work with his healers kit.

this would be a great ambush if it is not the droid we are looking for

1d20 + 10 ⇒ (8) + 10 = 18


LOL, that is hilarious.

It takes him a moment then realizes that you are not beating him nor Trogs. "Thank you... please help me get away from these troglodytes. Did you take care of them, are they dead?!?"

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 stay at the door and guard it while Vuvu finishes up the healing.

"We did encountered some, but I'm afraid we don't know their exact numbers so for now, let's all think that they're reorganizing somewhere. We should hurry."


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 and Freddy, go to the other door to keep a look out.

Locke sheathes his sword and puts his shield on his backpack. He then enters the room and assists Vuvu with healing, he also will take the primary caretaker role if Vuvu is wants him to do such. 1d20 + 12 ⇒ (12) + 12 = 24 Heal Check.


Seeing that Locke identifies the correct injury quicker than he has, Vuvu moves to become a assistant.

If the mundane healing is not enough, Vuvu will use his last CLW infused extract on the man.

1d8 + 2 ⇒ (3) + 2 = 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

Once appropriate medical care is administered, Hemmings asks the man:"Who are ya an' what are ya doin' locked up in here?"


The CLW is not necessary but welcomed.

"I am Balenar Forsend, Pathfinder and bard. I came looking to investigate but the vermin chased me up and the trogs beat and locked me up. If you wouldn't mind getting the manacles off, that would be swell."


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 try the keys to see if any unlock the manacles.

"Well, well looks like this is yer lucky day. We were sent to rescue you by yer Capn' Drake and it looks like that's just what we did. Reckon that's yer gear out there in that chest eh? We'll get you suited back up in a jiffy an' head back to town to claim our re-ward."

Hemmings can't help grinning from ear to ear as he says all this.


"Yes, that will be great!"

One of the keys does unlock the manacles. You free him, Vuvu and Locke look him over give him the potion to heal, and move him into the other room. He suits up with his equipment. "Thanks again, so are we heading out, or finishing those Trogs in the fort?"


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

"Reckon we oughta check in with Drake since we found the prize?" Hemmings asks the others. "Not sure I know how ta use that spying stone thin' anyway.."

"I'm fer gettin' you back ta safety and claimin' the reward. Who cares if some smelly ol' trogs live here?"

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