Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


2,151 to 2,200 of 4,816 << first < prev | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | next > last >>

Sorry guys, I forgot to say that I already did your perception checks. Those who are marked with an * did not get the perception check to act in Surprise round.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

"Well who would've thought that these little gremlins can plan something,"


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

its Hemmings who is going to be surprised by that rash and bold goblin tactic. They did come in force and prepared. we did recommend to give chase yesterday didn't we Tyrel She replied with a smile


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Surprise round

Fast Dismount Ride: 1d20 + 4 ⇒ (16) + 4 = 20 Vs DC 20

sucess means its a free action.

Arsil will cast a Shield spell right after she lands next to her Horse

Current AC 22


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

How far am I from the rest of the group?

Hemmings, seeing that he was seen despite his cat-like stealth, isn't interested in fighting these goblins on his own. He withdraws backwards to the rest of the party shouting "Hey everyone, look I think I found yer goblins. Here they come!"


Fool. I thought you were sneaky. Vuvu says from his wagon, as he puts down this bottles and morter and pestle, missing the very begining of the fight


Hemmings got to the other side of the goblins before they spotted him. He takes a double move around the goblins and away from the ones that advanced on him.

Locke just points out, "We got a group of goblins in the foliage over there." He pulls out his bow.

Round 1
17 Elite gobos*

4 Hemmings
4 Vuvu
19 Arsil
8 Seg
17 Tyrel
8 Locke

10 other goblins

1 Man at arms

The two goblins follow Hemmings keeping on his tail, they are actually right behind him now with dog slicers out.

I should have a map created tonight for this fight. Not at home with my laptop right now.


wht is the range to these baddies? That will determine if Vuvu buffs or bombs.


The enemies are still 100 feet away, hiding in the foliage of the shady spot with the boulders.


Rd 1

Vuvu drinks his MAge Armor Extract and hops out of the wagon, he grabs his cane as he goes.


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 continues withdrawing, keeping his guard up and high-tailing it back towards the camp.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

is it possible to run ?


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

===Round 1===

Tyrel hops down his horse and pulls out his bow,

"Let's see the fruits of my training,"

Ranged Attack on nearest enemy: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

I guess he is a little bit rusty lol


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 will dismount then shoot his arrow at one of the goblins following Hemmings.

1d20 + 4 ⇒ (16) + 4 = 20 short bow attack, 1d6 ⇒ 2 damage.


Round 1
Yes you can run, there is nothing stopping you until you come to those boulders.

Yes, a bit rusty Tyrel, the arrow falls short about 10 feet.

The other goblins are now aware of their two friends charging after the halfling, they get out an assortment of weapons, but just barely peek out of the foliage. Something must be keeping them from charging.

Seg charges forward on his horse!!!

Perception DC 16 for Round 2:
You can hear the incantations of some spellcaster, likely in the foliage.

The man at arms gets out of the bench seat with weapon in hand, and stands next to the mules.

Round 2
17 Elite gobos*

4 Hemmings
4 Vuvu
19 Arsil
8 Seg
17 Tyrel
8 Locke

10 other goblins

1 Man at arms

The halfling has better acrobatics than the goblins, so they can keep up, but cannot charge the halfling they want to make into a quarterling.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 1

Arsil will run up to the boulders

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

current AC 22


locke has a crit threat there dm

RD 2

Vuvu double moves


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 2

Moving again Arsil draws her weapon and engages the goblin that are after hemming Fighting Defensively

Scimitar: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 221d6 + 3 ⇒ (6) + 3 = 9

Crit Conf: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 171d6 + 3 ⇒ (2) + 3 = 5

Current AC 25


Round 2
"Come out here you beasties and I will cleave you!" Seg yells readying an attack at the next thing that pops up.

Ash follows Vuvu, panting a bit and wagging his tail.


Careful Ash. Don't get too far ahead, they will swarm 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

Round 2

Perception: 1d20 + 8 ⇒ (20) + 8 = 28
"Hey it sounds like a spellcaster of some kind in them trees over there," Hemmings says as he scampers away from the scary goblins.

Still withdrawing, Hemmings continues to retreat back to the safety of th group.


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

===Round 2===

Perception: 1d20 + 2 ⇒ (4) + 2 = 6

"Hmm let's move a little bit closer then," says Tyrel as he lets go off another arrow.

Ranged Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


Round 2
1d100 ⇒ 75
Arsil swings cuts one of the goblins arm deeply, he takes a -2 on attacks, blood spurts and he howls! The other goblin curses Arsil in goblin.

Hemmings runs from the action.

Locke sees on of the goblins not in combat and time to move, he drops the bow, which has a weapon cord tied to the handle of the bow. He then moves forward while pulling out his sling and bullet, already in the sling. Then he lets it fly!

1d20 + 4 ⇒ (13) + 4 = 17 sling attack, 1d4 + 2 ⇒ (2) + 2 = 4 adamantine bullet damage.

The goblin gets hit by another arrow and the bullet, which ricochets off it's head and comes right back to Locke who catches it.

The chanting gets louder and you can hear all the goblins getting in on it in the foliage. Weapons move out of the foliage, though none jump out yet.

Round 3
17 Elite gobos*

4 Hemmings
4 Vuvu
19 Arsil
8 Seg
17 Tyrel
8 Locke

10 other goblins

1 Man at arms

The one goblin that has his arm severly wounded, takes a full withdraw. Not provoking. Though the other one swings its dog slicer back and forth and attacks Arsil. Missing.
1d20 + 6 ⇒ (6) + 6 = 12 dog slicer attack, 1d6 + 5 ⇒ (3) + 5 = 8 damage.


RD 3

Vuvu moves forward and launches a bomb at 3 range increments. At the goblin at the center of the northern clump. should hit all 5 up there

1d20 + 6 - 6 ⇒ (16) + 6 - 6 = 16 vs touch for 2d6 + 5 ⇒ (5, 2) + 5 = 12 All others take 7 or 3 with a Ref of 15


Careful Ash. Here they come.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 3

Perception: 1d20 + 4 ⇒ (2) + 4 = 6 to hear yet louder chanting

spell combat: Arcane Mark, fighting on the defensive + 5ft step if the goblin dies

Scimitar: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 181d6 + 3 ⇒ (4) + 3 = 7

Not casting on the defensive the goblin as an Aoo

Spellstrike Scimitar: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 151d6 + 3 ⇒ (6) + 3 = 9

Current AC 25


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

===Round 3===

"Now I'm getting the hang of this,"

Tyrel lets go off another arrow directly at the goblin's face,

Ranged Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

If the earlier goblin is dead, Tyrel will target the nearest one otherwise same goblin.


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

Seeing that Arsil had stopped the hot pursuit of the goblins, Hemmings stops to recover his breath. He sees Locke and Tyrel advancing to help support.

He readies his bow and nocks an arrow, firing at the withdrawing goblin.

Bow Shot: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d4 ⇒ 2


Hemmings misses, Arsil strikes the goblin once and it seems to enjoy it.
Vuvu throws a bomb which hits a tree, the ensuing damage there are cries of pain.
Seg sees something and charges off to the South. Between Tyrel and Locke the goblin running is down.

The goblins pour out from the foliage and there are little spiked creatures with them that are quadrupeds.

rolls:

1d20 + 4 ⇒ (18) + 4 = 22, 1d4 + 2 ⇒ (4) + 2 = 6
10 other goblins


arsil is going to be branded a mass murderer if she keeps leaving arcane marks on dead bodies! :P and what kind of knowledfe for the critters?


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

She is leaving Grumpy's Potion Emporium Corporate Brand for future customers via her arcane mark :)


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

Goblin genocide lol


more rolls:

1d20 + 3 + 2d6d6d1d6 + 1 ⇒ (13) + 3 + (1, 1, 1, 3, 2, 5, 6, 4, 3, 3, 1) + 1 = 47 damage.
1d20 + 3 ⇒ (11) + 3 = 14 dog slicer attack, 1d6 + 1 ⇒ (2) + 1 = 3 damage.
1d20 + 3 ⇒ (20) + 3 = 23 dog slicer attack, 1d6 + 1 ⇒ (6) + 1 = 7 damage.

Elite goblin
1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 dog slicer attack with flanking, 1d6 + 5 ⇒ (1) + 5 = 6 damage.


Sorry, folks been a bit hectic with everything.

All three of the goblins who get a chance to swing at Arsil miss even with the flanking.

***Round 4***
17 Elite gobos*

4 Hemmings
4 Vuvu
19 Arsil
8 Seg
17 Tyrel
8 Locke

10 other goblins

1 Man at arms

The goblin that starting attacking Arsil shouts with glee for the rest of his friends have showed up, he then swings the dog slicer missing Arsil.

Perception DC 10:
Each of these goblins seem to have a black skeletal hand drawn or painted somewhere on their body, the one that was originally after Hemmings seems to be a bit bigger and better equipment, it also has several gold earrings on both ears.

Perception DC 20:
You see that there is a magic user of some kind far off in the back, there are sparks and other weird magical visuals going on over there.


1d20 + 7 ⇒ (8) + 7 = 15 percep

cant view map on my phone. But if there is a group of goblins not in melee vuvu moves towards them and bombs

rd 4

1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 for 2d6 + 5 ⇒ (3, 1) + 5 = 9 7 or 3 to splashed

Ash help blondie!


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

I am fine Vuvu i can deal with these. she yelled back

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Go take out the spell caster hiding in the bush back there


DM I moved myself and put a bomb mark on the map where I threw th bomb, I did not know how to say otherwise

Ash get the one in the back boy!


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Careful Vuvu wait until Tyrel gets over there if Ash gets surrounded he might not make it.


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 4

SpellCombat: Arcane Mark, Fighting Def, Arcane Accuracy (Swift) +5ft Step

Scimitar: 1d20 + 6 - 4 - 2 + 5 ⇒ (15) + 6 - 4 - 2 + 5 = 201d6 + 3 ⇒ (3) + 3 = 6

Concentration to cast def: 1d20 + 12 ⇒ (5) + 12 = 17 Vs DC 17

Spellstricke Scimitar : 1d20 + 6 - 4 - 2 + 5 ⇒ (15) + 6 - 4 - 2 + 5 = 201d6 + 3 ⇒ (1) + 3 = 4

Current AC 25


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

===Round 4===

"I agree,"

Tyrel drops his bow, and charges in the fray with his greatsword with one purpose, to smash some goblin heads.

Charge, Power Attack Greatsword: 1d20 + 7 + 2 - 1 ⇒ (20) + 7 + 2 - 1 = 28
Crit Confirm: 1d20 + 7 + 2 - 1 ⇒ (1) + 7 + 2 - 1 = 9
Damage: 2d6 + 6 + 3 ⇒ (2, 3) + 6 + 3 = 14
Crit Damage: 2d6 + 6 + 3 ⇒ (5, 5) + 6 + 3 = 19

-2 AC for the next 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 4

Hemmings will continue to try to pepper the non-meleed goblins with arrows from his new shortbow.

Hemmings Arrow: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d4 ⇒ 3


Round 4
Arsil puts two new wounds on the goblin next to her. The goblin smiles and slashes back. "More pain, more sweet pain." it says gleefully. Arsil and Tyrel you can both see a big glowing rune emanating from under the creatures armor, though you can't see what it is yet.

Vuvu throws his bomb, scalding many of the foes. Though none drop.

Hemmings gets a good shot on the goblin before Vuvu, arrow in its chest.

Ash decides to stay next to Vuvu, to protect him. He barks several times, bites the nearest goblin that just took a arrow to the chest.
1d20 + 5 ⇒ (5) + 5 = 10 bite attack, 1d8 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9 bite damage with fire. The goblin dodges the bite barely.

The rest of the goblins where whooping with joy at the thought of blood letting, though now scorched a bit and the dog barking, they scatter back to hiding places.

The spikers fling spikes from their tails at the nearest targets. Both Vuvu and Ash take a spike as it impales each of them, Fort DC 13 or 1d2 str damage. Repeat each round until saves or three rounds, whichever first.

Heal DC 15 check:
Only with this check can an impaled spike be romoved, the spikes seem to have small barbs. Otherwise the impaled target takes 1d4+1 damage.

rolls:
1d20 + 5 ⇒ (13) + 5 = 18 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (2) + 2 = 4 spike damage. On Vuvu.
1d20 + 5 ⇒ (9) + 5 = 14 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (4) + 2 = 6 spike damage. On Vuvu.
1d20 + 5 ⇒ (20) + 5 = 25 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (3) + 2 = 5 spike damage. On Ash.
1d20 + 6 ⇒ (19) + 6 = 25 Ash Fort save vs. 13


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 4
Locke moves up next to Vuvu as he readies the bullet once more. Then he lets it loose to strike the goblin that is closest to Vuvu.
1d20 + 4 ⇒ (5) + 4 = 9 sling attack, 1d4 + 2 ⇒ (1) + 2 = 3 damage. Missing as well, the bullet flies by then turns around coming back to land in Locke's hand.
"If you get hurt make sure you make me aware of it!" Locke shouts out.


Round 5
20 goblin mage*
17 Elite gobo*

4 Hemmings
4 Vuvu
19 Arsil
8 Seg
17 Tyrel
8 Locke

10 other goblins
5 spikers
1 Man at arms

The raging and should be dead goblin next to Arsil continues to slash at her. With its quick movements it would get past most defenses, but there are magical wards stopping him from getting at her.
1d20 + 6 ⇒ (16) + 6 = 22 dog slicer attack, 1d6 + 5 ⇒ (3) + 5 = 8 damage.


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 5

Hemmings fires another arrow at the Goblin with the purple bolt on him.

Hemmings: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d4 ⇒ 1


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

Round 5

seeing most of the goblins withdraw from her reach arsil will take it easy

Spell Combat: Arcane Strike Fighting Def and 5ft step

Scimitar : 1d20 + 6 - 4 - 2 ⇒ (19) + 6 - 4 - 2 = 191d6 + 3 ⇒ (1) + 3 = 4

Concentration: 1d20 + 12 ⇒ (7) + 12 = 19 Vs DC 17

SpellStrike Scimitar : 1d20 + 6 - 4 - 2 ⇒ (16) + 6 - 4 - 2 = 161d6 + 3 ⇒ (5) + 3 = 8

crit Conf : 1d20 + 6 - 4 - 2 ⇒ (2) + 6 - 4 - 2 = 21d6 + 3 ⇒ (6) + 3 = 9

Current AC 25


Rd 5

Vuvu moves forward and bombs the caster

1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 vs touch for 2d6 + 4 ⇒ (3, 4) + 4 = 11 splash for 6 or 3


Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

===Round 5===

"Take care of this Arsil, I'll go help Vuvu and see to it he doesn't get swamped by those goblins,"

Tyrel rushes in to Vuvu's side striking the goblin down.

Power Attack Greatsword: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
Damage: 2d6 + 6 + 3 ⇒ (5, 3) + 6 + 3 = 17


Hp 35/40 AC 23 / 16 / 17 (+5 Perc; +6 Init; Fort +6, Ref +7, Will +5)

sure thing Tyrel she replied


Rolls:

1d10 ⇒ 5high is good

1d20 + 5 ⇒ (1) + 5 = 6 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (1) + 2 = 3 On Vuvu.
1d20 + 5 ⇒ (10) + 5 = 15 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (1) + 2 = 3 on vuvu
1d20 + 5 ⇒ (13) + 5 = 18 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (2) + 2 = 4 on Tyrel
1d20 + 5 ⇒ (1) + 5 = 6 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (4) + 2 = 6 on ash
1d20 + 5 ⇒ (9) + 5 = 14 ranged spike attack with point blank shot, 1d4 + 2 ⇒ (2) + 2 = 4 on ash

1d20 + 5 ⇒ (11) + 5 = 16 bite attack, 1d8 + 3 + 1d6 ⇒ (2) + 3 + (5) = 10 damage with fire


Round 4
Arsil lays low the goblin before her, nearly taking off a arm, though even being down from the force of the blows the goblin cackles. "For the horde, the emerald horde."
With that his body explodes flying chunks every which way. Arsil Reflex DC 18 or 1d6 fire and 1d6 acid damage.

"Aahhhrrrgghhh, nooooo!" Is the sound/scream that comes from behind the rock where Vuvu just threw his bomb. A large clawed hand comes up and lands on the boulder. One that could easily be larger than a goblin.

The goblins keep to the foliage, having at least 30% cover. They seem to be shaking in fear.

The spikers continue to shoot at those around them, and two more come from the back where the caster is supposedly. The closer spikers move back 5 feet unless not threatened then they move back more. All their shots just miss each of you, deflecting off your armor or tough hide.

Ash charges forward and attempts to bite one of the spikers.

Locke sees the painful barbed spike protruding from the dog and Vuvu, though he is sure neither will let him take the time to take it out right now. He steps back, puts away his sling and bullet, then pulls out his mace. Shield still on the horse.

2,151 to 2,200 of 4,816 << first < prev | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Introductions All Messageboards

Want to post a reply? Sign in.