Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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I was not for sure what you were doing, but both ideas came, and now they are aware of the attack.

The green explosion of acid begins to melt the two goblins, they both scream and holler to wake the dead but they are both dead now.

Mirage puts a arrow through the gut of a goblin, is screams and falls to the ground, a slow death for that one.

Both David and Locke can be seen coming from the South, over the hill and enter the camp. Locke is still on his horse and bearing his scimitar.

Arsil scrambles over the boulder after casting a spell, now a shimmer of magic is around her, ready to get into this fight.

Round 1
Hagrim
Arsil*
Sanford
Vuvu*
Mirage*
David*
Locke*

*done for the round

DM notes:
b]Round 2[/b]

Goblins are in disarry since they are either sick, scared, dead, or a combination of those conditions. Some just run around, others hide, but most will get up and run for the ruins.


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

Hagrin moves forward into the fray immediately, maintaining his tactical sense alert, as he had been urged by his companions.

Heading towards the camp, his posture immediately changes, blade poised in front, ready to meet any incoming attacks, as he places himself next to Vuvu.

Swift action: Crane Style || Double move: to F18.
Status -> HP:26/26 || AC: 22


just need sanford to make an action, then it is round 2


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

Round 2

I'm not sure where the entrance to the Ruins is but I would like to shoot the two goblins closet to it

David reaches the battlefield. They're running all over the place. He rapidly fires two arrows at a pair of goblins trying to get away. arrow #1: 1d20 + 4 ⇒ (19) + 4 = 23 for damage: 1d8 + 5 ⇒ (2) + 5 = 7
arrow #2: 1d20 + 4 ⇒ (4) + 4 = 8 for damage: 1d8 + 5 ⇒ (5) + 5 = 10


ok guys I put the stats of goblins and worgs on the map so you know if you effect them or not.


ruins in the north. David will drop one, I will pull him from the map


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

I find it weird that someone moved me back there but didn't say anything. Now I can't charge T_T


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%

Current AC 20

Sorry for the wait knocked out after work last night.

Round 1

Sanford reloads his Heavy Crossbow and takes a five foot step D26.

Round 2

Draws Rapier and shield moves toward goblin at I25 Stops at H26 and a stabs toward him.

1d20 + 0 ⇒ (8) + 0 = 8 :(


Sanford, you are able to move yourself on the map. I went ahead and did it np, but just click on the icon and it moves.

moving goblins now, most are withdrawing if they can, though some people will take attacks


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

Are we officially in round 2? :D


sorry folks the internet went out in the middle of my moving things around.

A worg attempts to snap at Arsil 1d20 + 7 ⇒ (5) + 7 = 12 for 1d6 + 4 ⇒ (1) + 4 = 5, and a goblin attempts to cut her with its dogslicer 1d20 + 2 ⇒ (5) + 2 = 7 for 1d3 ⇒ 2

Meanwhile a goblin tries to cut Mirage 1d20 + 2 ⇒ (7) + 2 = 9 for 1d3 ⇒ 1

Several goblins and worgs make it inside, and others are still fleeing all over.

David and sanford have acted in rd 2 everyone else go


Rd 2
Vuvu moves quickly forward spying a group of goblins and he launches a bomb

1d20 + 9 ⇒ (12) + 9 = 21 for 2d6 + 5 ⇒ (4, 6) + 5 = 15

2d20 ⇒ (1, 10) = 11 reflex saves for goblins both fail

A few goblins burn to a crisp.


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

***Round 2***
Mirage releases the weird bow now that the goblins are closer. Although in medium armor he moves incredbly fast, while at the same time drawing his large sword from its scabbard on his back. He uses the momentum to deliver a quick blow, ready to move for the next foe.
Greatsword: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16! Damage: 2d6 + 5 ⇒ (3, 2) + 5 = 10

AC 20 for the round.


another dead


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

Round 2

Arsil will 5ft to attack the Worg

Spell combat: Arcane Mark

Scimitar: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 61d6 + 3 ⇒ (4) + 3 = 7

Concentration: 1d20 + 12 ⇒ (5) + 12 = 17

Arcane Strike Scimitar: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 201d6 + 3 ⇒ (1) + 3 = 4

Current AC 22


aril cuts her worg


Locke guides his light warhorse into position and the horse kicks at a goblin and Locke swings his staff at another
horse 1d20 - 2 ⇒ (13) - 2 = 11 for 1d4 + 1 ⇒ (3) + 1 = 4
locke 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 for 1d6 + 1 ⇒ (2) + 1 = 3

Locke slams his staff down on the head of a goblin, but it staggers on

waiting on Hagrin


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

round 3

If Line of sight to Arsil and her worg:
David fires two arrows at the worg.
arrow 1: 1d20 + 4 ⇒ (8) + 4 = 12 arrow 2: 1d20 + 4 ⇒ (13) + 4 = 17 for one hit damage: 1d8 + 5 ⇒ (5) + 5 = 10.

If not then:
David fires two more arrows at the goblins trying to get away arrow 1: 1d20 + 4 ⇒ (8) + 4 = 12 arrow 2: 1d20 + 4 ⇒ (10) + 4 = 14 for 2 misses


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

Hagrin moves in on the closest goblin, with a swift sword strike.

Moving to E13, striking at D12 - On my phone atm, cannot move my marker.

Scimitar attack: 1d20 + 7 ⇒ (13) + 7 = 20Damage with Arc Strike: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

EDIT: Moved


Hagrin drops another. then the chaos of escaping goblins continues.


The word and goblin on Arsil continue to attack, seeing no way to escape

1d20 + 7 - 2 + 2 ⇒ (15) + 7 - 2 + 2 = 22 for 1d6 + 4 - 2 ⇒ (1) + 4 - 2 = 3 and trip 1d20 + 7 - 2 + 2 ⇒ (10) + 7 - 2 + 2 = 17

The goblin attacks 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20 for 1d3 ⇒ 1 to confirm 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5 for 1d3 ⇒ 2

[ooc]Arsil takes 4 damage[/oob]

A worg and a goblin attacks sanford

1d20 + 7 ⇒ (10) + 7 = 17 for 1d6 + 4 ⇒ (6) + 4 = 10 and trip 1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15 for 1d3 ⇒ 2 but both miss

A goblin charges Mirage 1d20 - 2 + 2 ⇒ (5) - 2 + 2 = 5 for 1d3 - 2 ⇒ (3) - 2 = 1 miss

A goblin charges Vuvu 1d20 - 2 + 2 ⇒ (16) - 2 + 2 = 16 for 1d3 - 2 ⇒ (2) - 2 = 0 miss

RD 3 Go


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

*edited²* Five-foot-steps and attacks the northeastern:
Greatsword the northeast one: 1d20 + 8 ⇒ (13) + 8 = 21! Damage: 2d6 + 5 ⇒ (6, 2) + 5 = 13

Edit: well there WERE two goblins adjacent when I moved there...


David kills a goblin near Mirage,

2d20 ⇒ (16, 12) = 28 locke and his horse finish off the goblin they were attacking.


rd 3

Vuvu moves and launches an acid flask in the middle of two goblins and a worg, he provokes from two goblins to do so 2d20 ⇒ (15, 15) = 30 both are unable to get past his magical defenses.

1d20 + 9 ⇒ (16) + 9 = 25 the acid shatters on the ground in the middle of them and splash them all, two goblins melt and the worg is singed.


sorry mirage I was just typing up all th details of the attacks made on them, I didn't realize you had already moved.


Come block the entrance to the cave! This is where they are all trying to go


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

Edited to strike a single one then. If the others move they should provoke.


mirage drops another one


[ooc] Mirage go ahead and roll your AOO, because they will be running. If you hit and do 6 damage then just take one off the map and put it on the bottom left of the screen


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

Round 3

Spell Combat: Arcane Mark

Concentration: 1d20 + 12 ⇒ (3) + 12 = 15

Spell strike Scimitar: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 151d6 + 3 ⇒ (3) + 3 = 6

Scimitar: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 121d6 + 3 ⇒ (3) + 3 = 6

AC 22


wasn't sure what you were aiming at but I had you kill a goblin, instead of hitting the word, since it had you in flank


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

I'll be hard pressed to post until later today, as it is my youngest daughter's birthday ;)

Hagrin moves forward to engage the wounded Worg, trying to finish it with a scimitar strike.

Scimitar Attack w/ Arcane Strike: 1d20 + 7 ⇒ (2) + 7 = 9Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

But his swing is poorly aimed, missing the wounded creature.

Moved to D9.


ty Hagrin, if you would like i can do a bot for you if everyone else has posted.


just waiting on sanford


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

Sure Vuvu, bot me as needed.


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

AoO: 1d20 + 8 ⇒ (1) + 8 = 9 Oh my gosh!


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 lets go of his rapier and places a hand on the worg in front of him.

IN GOBLIN I shall rot you from the inside out you fool feel the wrath of my god.

Blue purple light shins from my had.

Inflict Light Wounds Touch 1d20 + 7 ⇒ (11) + 7 = 18

The purple light glows red like blood and seeps into the worgs flesh. It takes 1d8 + 7 ⇒ (2) + 7 = 9 Will save 16 for half

I whistle to my pony to come forth.


i need a concentration check, or are you just going to eat the AOO, in which case i might still need a concentration check.


Unnamed

1d20 + 7 ⇒ (10) + 7 = 17 AOO for Hagrin for 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 kills his gobbo

1d20 + 3 ⇒ (12) + 3 = 15 AOO for Vuvu for 1d6 - 1 ⇒ (4) - 1 = 3 wounds his but it manages to get inside


1d20 ⇒ 16 concentration for Sanford makes it

1d20 ⇒ 12 will for worg takes full

1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 for 1d6 + 4 - 2 ⇒ (5) + 4 - 2 = 7 and trip 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 on arsil

on sanford 1d20 + 7 ⇒ (19) + 7 = 26 for 1d6 + 4 ⇒ (4) + 4 = 8 and trip 1d20 + 7 ⇒ (10) + 7 = 17


Unnamed

Sanford takes a nasty bite and winds up prone on his back


Unnamed

RD 4 go! I will wait to move Vuvu so I don't mess up mirage again


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

***Round 4***
Mirage steps close to a diseased goblin and strikes it, killing the poor thing.
Greatsword: 1d20 + 8 ⇒ (13) + 8 = 21! Damage: 2d6 + 5 ⇒ (5, 1) + 5 = 11


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%

Worg Made contact with skin.

Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.

Fort Save: 10+1+1=12

1d6 ⇒ 1 1d2 ⇒ 1

Grapple Armor Spikes 1d20 ⇒ 6


Unnamed

1d20 + 5 ⇒ (1) + 5 = 6 worg save also why are yo unrolling armor spikes damage? you have to roll an attack for that and you are small so they would only be 1d4, unless i am missing something


Rd 4

Vuvu pulls another acid flask and throws at the nearby goblin

1d20 + 9 ⇒ (16) + 9 = 25 for 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

the goblin does not even have time to scream it just melts.


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

Rd 4

David moves closer to the fighting, to get a better shot.

[/ooc]I think I can make it to L20, which should put the worg at H25 in Point Blank range[/ooc]

David fires at the Worg attacking Sanford arrow: 1d20 + 7 ⇒ (3) + 7 = 10 and misses.


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

Round 4

Spell Combat: Arcane Mark,

Scimitar: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 61d6 + 3 ⇒ (6) + 3 = 9

Concentration: 1d20 + 12 ⇒ (8) + 12 = 20

Spell strike Scimitar: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 171d6 + 3 ⇒ (1) + 3 = 4

AC 22


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

Are we waiting for Hagrin?


Yes I will do a bot shortly

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