Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Spoiler:
Cleric 2, Witch 1 HP 23/23 CMD 13 AC 20 Touch 15 Flat-Footed 16 Fort Save: +3, Ref Save: +1,Will Save: +8 Spell Failure Chance 25%

I would love another drink. By the way does anyone know what this purple liquid on the dagger is?

Perception to listen in on the whisper.1d20 + 7 ⇒ (9) + 7 = 16


Vuvu just goes back to his brewing.

He stops Locke and gathers 25 gp worth of materials from the healing share of the pot.

Then he brews up a CLW potion.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Mirage raises an eyebrow to Arsil when she handles him the Bastard Sword and the potion. "Ok then." He sees Hagrin serving another round and puts his cup forward. It's been a while since he haven't drink anything this good. "I'll join you!"


Half-orc rogue (unchained, scout) 1 - HP: 10/10

Hagrin pours another round for Sanford and Mirage - "It seems we are back on the road tomorrow, so I guess the best we can do is enjoy the drinks today" - he adds with a smile.


"Yes I know what it is...I know what they all do." Morgrave says in response to Sanford's question in a rather mischievous way.

"Stay as long as you wish, the table will give you plenty of wine and food, also you will be rested in the morning, even if you don't sleep." Morgrave says warmly with a smile on his face.


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 picks up the Bo Staff and follows Arsil and whispers to her.

Arsil:
"Sorry my head is swimming with the wine, what offer was that?"


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Crap! - the hobgoblin thought. He looks at Morgrave now with suspicious, then go back to drinking, but a few minutes later he gets up.
"I'm going to have some rest, folks. See you at first light." He withdraws to some place not so close, in the darkness.


above Vuvu asked about the staff of healing and it's limitations if used


Half-orc rogue (unchained, scout) 1 - HP: 10/10

As Mirage leaves the table, Hagrin does not resist the curious urge and addresses Morgrave - "Will you explain to us what exactly it is, and how it works then? I would also ask the same about this elixir of the vicious leopard, although I already like its name" - he grins, while twirling the flask around in his hands.


Spoiler:
Cleric 2, Witch 1 HP 23/23 CMD 13 AC 20 Touch 15 Flat-Footed 16 Fort Save: +3, Ref Save: +1,Will Save: +8 Spell Failure Chance 25%

Same about the dagger's goo I would love to know what I am carrying.

Whisper's to Hagrin Care to test his claim about the drink?

Stealth 1d20 + 8 ⇒ (2) + 8 = 10


"Sorry Vuvu, I got distracted, you want to know of the Staff of Healing, well the wood of the staff really is what allows the healing to happen. It can regenerate one charge per day, though if you try to use it more than once or more than one charge at a time it will pull from your lifeforce as well. Ah yes, you must bond with the staff for several hours before it allows you to use it. It is also best to keep it in hand after bonded." Morgrave answers Vuvu with some direct answers.

"The elixir of the vicious leopard, is one part elixir, one part magic item, and one part spirit. A spirit that has owed me dwells within that flask. Each day, yes it refills, each day you drink from it the spirit can have more control with you. Some are strong enough to use it, others becomes its pawn. Though it only lasts for a few hours until you continue to use it over a prolonged time. The benefits allow you to see at night in absolute darkness, to smell those that you hunt, to be more agile and eventually to transform into a leopard yourself. I am sure other abilities could be unlocked though none have tried to commune long enough." Morgrave answers Hagrin.

"The dagger is old, it has taken many lives, many lives of creatures of posionous nature. It takes in what it fights and makes it stronger. If you weild it long enough you might be able to figure it out, though right now it exudes its own poison. It makes joints lock up and make the victim more sluggish. Some say that it starts to enter your own mind slowly and poisons you with strange poisons I have not heard of, but I am sure those are just rumors." Morgrave tells about the dagger to Sanford, making a story of it.

"The potion of nature's wrath is a potent ally to rangers, druids, fey, and some clerics of the nature persuasion. They gain barkskin, and other features that they are connected to, such as bear claws, flippers, or a tail. They could develop tentacles or some other attack or ability. Though if you do not have a connection of such way, there is a chance that you could gain such a bonus or something else will happen to you. Honestly it depends on the person or being." He says continuing his story telling about the items.

Off away from the group, (100 feet), (Perception DC 20), (Arsil):

Arsil reiterates her offer to place him under a dream spell for him to contact someone.

Arsil prepares for her ritual and Locke comes over and sits next to her. Then he lays down and thinks of 'her'.

She meditates under the stars for 10 min holding a necklace with a butterfly jewel. She will then hold the jewel in one hand and will utter a single Elvish Word that means Dream while touching Locke's shoulder.

She stands guard over Locke's body until he returns. An hour later he stirs and looks to have a glow on him.

"Thank you Arsil, how often can you do that ability, and if there is anything I can do for you in the future do not hold back to ask." Locke says with enthusiasm.


Light comes and many of you are well rested, those who stayed up the whole night drinking and talking to Morgrave, the other Fae, the elves, and Drake feel just fine.

Cornash and Drake leave with the morning light, like many of the Fae.

Locke disappeared with Shimmer a few hours after Arsil turned in, or at least a few hours after the ritual.

There is still wine and food on the table, fresh as if it was just made. All those that ate of it gain: Each is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 + 5 ⇒ (2) + 5 = 7 temporary hit points. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.


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

Locke:
hearing his question she will answer in elven whispering so that only he can hear: I need nothing, or at least for the moment. I that you were successful.

Well then shall we put your mettle to the test then? not really waiting for an answer Arsil will start making preparation to leave.

in less than two minutes. Well lets get going we have lots of things to do today.


Half-orc rogue (unchained, scout) 1 - HP: 10/10

Hagrin finishes packing his gear, surprisingly invigorated by the food and drink offered by the fae - "I am ready"


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 strolls up on his horse, "What are you all doing, we got goblins to kill!" Locke smiles as he says it, looking like he has a radiant glow about him.


Half-orc rogue (unchained, scout) 1 - HP: 10/10

Hagrin has no mount, so he simply starts moving along on foot.


Vital Stats:
Fighter 3 HP: 11/31, AC: 18/T: 12/FF: 16, Perception +7, Sense Motive +1, Initiative: +2, F: +5/ R: +3/ W: +3(+4 vs. fear), CMB: +7, CMD: 19, Speed: 30
Skills:
Climb +8, Diplomacy +9, Handle Animal +7, Intimidate +7, Linguistics +3, Perception +7, Profession (soldier) +5, Ride +5, Survival +5 (+7 to avoid becoming lost when using compass), Swim +6

"Off we go again boy" David says to his as he mounts up and follows the others.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Perchance did Cornash's party arrived on mounts?

Mirage approaches the group when the sun is about to rise, giving just a fraction of light to the world. He's got one extra protuberance in his cloak, probably the new sword. "Ready."


Spoiler:
Cleric 2, Witch 1 HP 23/23 CMD 13 AC 20 Touch 15 Flat-Footed 16 Fort Save: +3, Ref Save: +1,Will Save: +8 Spell Failure Chance 25%

Drinking a bit more wine stretching and using his tongue to lick his face.

The drink was fun friend Hagrin.

Rushing to his mount with everything needed for his journey, including extra food and a bottle of wine he saddles up.

In Grippli

Ho how I missed you my beloved. Are you ready for another day.

The horse gallops up with everyone else. As we ride up and slow next to the group my familiar moves up to the head of my horses and begins eating any flies that hover over the eyes of my mount.

Do we have a plan to fight there numbers. We should likely strike hard and fasts. Use our stealth to limit our risk against them.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Holy lord, I saw the wrong alias posted and wondered "What? More?"


Vuvu would have attempted to bond to the staff before turning in for the night, if that is ok

On the way back Vuvu finds and collects the treasure from the Goblin tree, and lets Arsil know that they have a mystery to figure out later.

Arriving back near the goblin camp.

Ok listen close. This is an veritable city of gobbos. There is a shrine back there, that is the main target, but they are all evil and will all be ready to fight. Hopefully the present we left for them has some of them out of the fight, or already expired. Those that can sneak, we sneak as close as we can, with the non sneaky types bringing up the rear.

taking a liberty here

Vuvu turns to Mirage
Drake told me that he wants you in on this. He vouches for you. Says you are not as fool as your mouth makes you out to be. Don't mess this up, if someone gets hurt because of you, you will feel my wrath. And don't get hurt because no one here can heal you.

Just before they move in Vuvu takes a Dex mutagen, his limbs seem to stretch and grow rubbery, as his skin thickens, then he uses a MAge armor. and takes his shield extract.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Weirdly enough, the usually non-agreeable Hobgoblin listen carefully to Vuvu speech. He even agrees nodding to the man. "Sure". Makes you wonder...
He draws his weapon and gets ready to whatever comes.

Last chance to exchange it David.

Stealth: 1d20 + 11 ⇒ (19) + 11 = 30


DM note my current AC is in the parenthesis. +4 Mage Armor, +4 shield, +2 dodge from Mutagen +2 NA from Mutagen

1d20 + 5 ⇒ (13) + 5 = 18 stealth -forgot to mix up a vanish today!! lol


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

Yes for the moment we will try to get into the cave, explore and kill the goblin's we find. I'll adjust the battle plan as we go

stealth: 1d20 + 5 ⇒ (11) + 5 = 16 to move toward the cave's entrance.


Vital Stats:
Fighter 3 HP: 11/31, AC: 18/T: 12/FF: 16, Perception +7, Sense Motive +1, Initiative: +2, F: +5/ R: +3/ W: +3(+4 vs. fear), CMB: +7, CMD: 19, Speed: 30
Skills:
Climb +8, Diplomacy +9, Handle Animal +7, Intimidate +7, Linguistics +3, Perception +7, Profession (soldier) +5, Ride +5, Survival +5 (+7 to avoid becoming lost when using compass), Swim +6

David slips off his horse, draws his longbow, and takes his place with the rear group because he knows he's not stealthy.


Just before we move in Drink you barkskin potions. It will last


So right now we have Arsil, Vuvu, Mirage, attempting to stealthily infiltrate the ruins.

As David and Locke wait below the hill on their mounts.

There is a man-at-arms with the group and he takes care of the mules, so he will watch over any other's mounts that they don't want to take into battle.

Hagrin and Sanford I have not heard what you are doing yet.

Cornash and his group came on foot. Not enough horses for everyone at the stables.


Half-orc rogue (unchained, scout) 1 - HP: 10/10

Hagrin follows with the infiltration group in silence.

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25


Spoiler:
Cleric 2, Witch 1 HP 23/23 CMD 13 AC 20 Touch 15 Flat-Footed 16 Fort Save: +3, Ref Save: +1,Will Save: +8 Spell Failure Chance 25%

Getting off Rosalyn and putting his familiar into his pocket Sanford draws his rapier.

Let's sneak in and kill these gremlin wannabes.

1d20 + 9 ⇒ (15) + 9 = 24


Which side do you want to circle around East or West?

Though with those rolls it does not matter...still a decision must be made.


EAST!


Traveling around the camp from the East side, you soon get to a large rock protrusion and a tree. There is a goblin that is in your way, but he is sitting down and looking pale.

Heal DC 15:
He looks to be having a 'Vuvu' mushroom sickness, sickened if not nauseated.

You can also hear the campfire nearby of wheezing and whimpering, though you think most to still be asleep, you could peek over to check.

The entrance to the ruins is at '10, 11' with a rather alert goblin standing guard.


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

Arsil will motion for the people who have ranged weapon to take them out and shoot at the sentry at the same time. In order to help them she will give a silent hand countdown.


Half-orc rogue (unchained, scout) 1 - HP: 10/10

Hagrin looks at his sling, and decides not to participate in the ranged attack, regretting how long he has been postponing buying a decent ranged weapon.

GM Wolf, did we get an idea of how long the elixir of the vicious leopard lasts?


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Something urged me to move forward and Mob them on my Peco-Peco! What's gold may never die!

Mirage lifts his bow and notches an arrow, but seeing that many Goblin sleeping he cannot think why wouldn't they kill all of them. They must be weaker then I guessed... Or there is some other secret...

He looks to Arsil, points to the goblins and makes a gesture of cutting his throat, raising an eyebrow to the woman to see if she agrees.


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

Arsil will nod her approval after the sentry is taken out.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Ah, so I see!
Mirage takes some stealthy steps forward to stand in front of the woman, takes a good aim waits for her signal to release the arrow:

Theoretical Arrow:
Mirage will prefer to aim at the farthest one, as long as there is no cover. IF the pale one is looking at their direction he will shot him instead.
Vicious Longbow: 1d20 + 8 ⇒ (18) + 8 = 26!
Personal Damage: 1d6 ⇒ 3
Goblin Damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (3, 5) = 10


Vuvu watches arrow fly at the target, then moves forward to check the body for anything like keys or whatnot

if they are regular gobbos that will drop him if not…we just pulled the camp lol


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

david is supposed to shoot also at the same time vuvu...


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

That's why I'm holding. But according to the map explanation David and Locke are at the rear 100ft behind. And there's a pale goblin in our way, so it depends on what Wolf says, to see which one would I shot, if any.


Vital Stats:
Fighter 3 HP: 11/31, AC: 18/T: 12/FF: 16, Perception +7, Sense Motive +1, Initiative: +2, F: +5/ R: +3/ W: +3(+4 vs. fear), CMB: +7, CMD: 19, Speed: 30
Skills:
Climb +8, Diplomacy +9, Handle Animal +7, Intimidate +7, Linguistics +3, Perception +7, Profession (soldier) +5, Ride +5, Survival +5 (+7 to avoid becoming lost when using compass), Swim +6

I didn't know that I was in range, I thought Locke and I had been left behind and were waiting for some sort of signal to come forward, On the other hand a composite longbow has a short range of 110 ...

David takes a deep breath and lets loose his arrow arrow: 1d20 + 6 ⇒ (7) + 6 = 13 for damage: 1d8 + 5 ⇒ (8) + 5 = 13


Spoiler:
Cleric 2, Witch 1 HP 23/23 CMD 13 AC 20 Touch 15 Flat-Footed 16 Fort Save: +3, Ref Save: +1,Will Save: +8 Spell Failure Chance 25%

Sanford switches to his crossbow.

Heal 1d20 + 5 ⇒ (8) + 5 = 13

Aims at any one of them.
Heavy Crossbow 1d20 + 6 ⇒ (4) + 6 = 10

Damage 1d8 + 6 ⇒ (7) + 6 = 13

Bolt recovery.

1d100 ⇒ 94


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20
Sanford Abreu wrote:
Heavy Crossbow Damage 1d8+6

I do believe this is wrong. +6 damage? On a crossbow?


Half-orc rogue (unchained, scout) 1 - HP: 10/10

I am here, just waiting for the real ranged adventurers to do their thing ;)


The longer you use it (aka 'days') the longer it lasts, but it should last at least an hour. Sorry folks Fridays always get soo busy.

Mirage shoots the pale goblin first, it does not move again, but bleeds a lot. Vuvu goes and searches it and signs that it is dead.

Mirage shoot again with Sanford.

David starts shooting his bow, Locke looks at him then shrugs and start shooting himself. David are you still on horse back? Locke is.

Arrows and bolts start shooting out from the East and the South of the camp. It seems that many of the goblins are intoxicated or dead. After three volleys a few of the goblins get up and run for the ruins. Four goblins running...

'X's mean that it is dead or not moving.

***Round 1*** Please label your actions by round, it makes it much more organized and understandable of what actions when.

Everyone state which goblin you are trying to hit or what your actions are, now that you have fleeing goblins.


HP: 28/54, AC: 25/T: 13/FF: 22, Perc +7, SM +2, Init +6, F: +7(+8vs poison/drugs)/ R: +5/ W: +3(+4 vs. fear/Mind), CMB: +8, CMD: 23, Speed: 20

Is it a problem to move through the little rocks in front of us? Difficult terrain or something? If that is the case just reduce my movement.

***Round 1***
Now that they have been spotted, Mirage walks up closer to one of the goblins and shoots it:
Vicious Longbow: 1d20 + 8 ⇒ (16) + 8 = 24! Indicated with a RED arrow.
Self damage: 1d6 ⇒ 6 Ouch!
Goblin Damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (5, 4) = 16

The Hobgoblin certainly felt something in the previous arrow, but now he is certain there is something wrong with the Longbow. The pain in his leg indicates there is something wrong, and although he was not hit it is still bleeding a little. He smiles with gritted teeth, excited but in pain. "This thing is freaking insane!"


Vital Stats:
Fighter 3 HP: 11/31, AC: 18/T: 12/FF: 16, Perception +7, Sense Motive +1, Initiative: +2, F: +5/ R: +3/ W: +3(+4 vs. fear), CMB: +7, CMD: 19, Speed: 30
Skills:
Climb +8, Diplomacy +9, Handle Animal +7, Intimidate +7, Linguistics +3, Perception +7, Profession (soldier) +5, Ride +5, Survival +5 (+7 to avoid becoming lost when using compass), Swim +6

No I'm not on my horse, I dismounted a while ago

Looks like it's started

round 1

David runs to the battlefield. 120ft forward full round action


retcon for me DM, I thoght we were trying to get inside, not starting the attack, I thought we were just killing a single guard.

Rd 1

Vuvu moves past Mirage and flings a small vial of acid at his foe. 1d20 + 9 ⇒ (20) + 9 = 29 vs touch dealing 1d6 + 5 ⇒ (6) + 5 = 11 other one takes 6 damage with no save

to confirm 1d20 + 9 ⇒ (3) + 9 = 12 vs touch dealing 1d6 + 5 ⇒ (2) + 5 = 7


if that gobbo has not acted yet then huzzah that will confirm


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

Round 1

Casting shield, Move to F25

Lets get started on this.

Current AC 22

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