Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Unnamed

1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 on arsil misses

1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25 on Sanford hits for 1d6 + 7 ⇒ (5) + 7 = 12 1d20 ⇒ 16 fort

Sanford takes 12 its of damage, and the worg is not poisoned more.

Locke moves towards Sanford, seeing him down, but the terrain is challenging, it will be another round before he arrives

RD 5 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

Mirage will charge to kill one of the dogs who just got available!
PA Charge: 1d20 + 8 + 2 - 1 ⇒ (12) + 8 + 2 - 1 = 21! Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13


Rd 5

Vuvu moves and launches a bomb at the Worg on Arsil, somehow managing to keep the blast from touching her.

1d20 + 9 ⇒ (4) + 9 = 13 for 2d6 + 4 + 5 ⇒ (4, 1) + 4 + 5 = 14


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 fires two arrows at the worg attacking Sanford. 1d20 + 5 ⇒ (4) + 5 = 9 and 1d20 + 5 ⇒ (6) + 5 = 11 Missing both times.

The dice just don't like me. Also I noticed that I'm still in my round 3 spot on the map.


Round 4
Arsil slashes at the worg before her twice with her special mark being left behind on the creatures forehead. With the blood that pours out and a whimper from the beast it flops to the ground.

Hagrin moves in to start hacking at the worg on Sanford, but misses cleanly.

Round 5

Between the group the last worg lies dead ontop of Sanford.

[ooc]You are not out of combat, does someone kick the worg off of Sanford or do some other action. Please state your actions, you likely will be entering the ruins soon. How many goblins got away?[ooc]


DMWolf the icons on the right side of the screen all escaped

5 not sick goblins
9 sick goblins
3 worgs
1 sick worg

all the icons on the left side of the screen were killed


RD 6

Vuvu moves to Sanford and Expends the magic of the staff into him what kind of heal is it?

Time to learn how this works

don't forget Arsil has a CMW 2d8+4 extract David and Hagran have a CLW 1d8+4 Extract


Vuvu intending to heal the wounds of Sandford takes the Staff and touches Sanford with it. Then a pulse of energy comes from the staff healing Sandford 3d8 + 8 ⇒ (4, 4, 4) + 8 = 20. Cure Serious Wounds, with CL 8

As you walk into the ruins:
Do you resist the magic that swirls around you?

Please tell me your actions and if you want anything described.

At the back of this goblin tribe is two massive rocks that come together to form a wedge. There are ruins around, columns and flat rock stone for walking on. Lots of debris fill the area, with baskets, masks, wood, garbage, bones, weapons, and many other things that appear to be damaged if not broken.

There is no light in the tunnel of the ruins, a black pit waiting for the unsuspecting, only one person can enter at a time.

If you check the tents, there are goblins within, but they are not moving.

Perception DC 15 at the tunnel entrance to the ruins:
You can hear growling and some whining down the passage.


1d20 + 9 ⇒ (20) + 9 = 29 percep

Vuvu remains third in line, behind mirage and arsil he says

lots of activity down that tunnel

Upon entering the tunnel:

Does it seem like a familiar effect 1d20 + 11 ⇒ (14) + 11 = 25 arcana or Spellcraft.

If it does then I will hold judgement if it does not then I will not resist


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 hands Mirage the extract of healing that Vuvu gave him, "Drink up" and then drinks the barkskin potion that Vuvu gave him earlier. He puts away his bow, and pulls out the goblin bane bastard sword and holds it in two hands.

perception aid 1d20 + 7 ⇒ (7) + 7 = 14


Dont be foolish. He is barely scratched. Vuvu snatches the extract away from David.

These are for when you are actually hurt.


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

"He's hurt more than that drink will heal I'll wage 10gp on it"


This is a matter of life and death, not a time for frivolity. It is my job to keep you meat shields alive and taking down a valuable extract for a scratch is not efficient.

Dammit Drake. You sent me a fool that can't shut his mouth a frog that tries to get itself eaten by a Worg and now this.


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

Arsil will detect magic and cast a light upon entering the cave.
She also will see if she can find, pictures, text written upon the wall, or any clues as to the function of the inside complex.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


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

"Here drink up Mirage, it could have been me wielding that bow easily enough" hands him a cure light wound potion from his backpack.


Morons. I don't tell you how to shoot a bow... Vuvu mutters as he moves forward into the ruin


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

My apologies guys, the thread wasn't updating for me :/

Hagring drinks the Elixir of the vicious leopard, then listens closely at the entrance to the tunnel complex, stepping forward cautiously, slightly ahead of the group. (If it is ok with you guys)

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29

GM Wolf, are there any important statistics I should know about the Elixir of the vicious leopard?


Vuvu steps aside and lets Hagrin move forward.


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

"Hurt? You mean this little cuts?" He points at the wounds on his leg and arm. "I have a very faint idea how I got this. Somehow when I shot an arrow with that freaking bow it cut me! No kidding! I Love it! Did you see the hole those arrows cause?"
I lost 10, but I'm only 3 hp down from my max, since 7 were temporary hit points.

He waves away whatever potion you handle him, specially the one made by Vuvu. Mirage moves to retrieve the vicious bow on the floor, takes a second look over the bodies to guarantee no one is alive, then moves on with the others, sword at hand, moving after Hagrin.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Mirage feels some magic on the ruins, a sign that something is trying to affect him, since he usually can't feel it, and thus he resists it with everything he has got.
If it were any good the Goblins would be in here, not out there.


Elixir of the vicious leopard: +2 to perception, +2 to Dex based skills, scent, +1 to Reflex saves.

Mirage do you end any you find still alive? Sandford I am sure you are up with that massive healing. If you don't state it you resist the magical effect, so it looks like everyone resists it.

Hagrin you move forward keeping to the side and looking like a shadow. You get to the end and can hear that the worgs are waiting on either side of the hallway.

The last 5 feet opens up to allow two people stand in the ruins before the 5 foot wide tunnel. See Two Rock Ruins above.


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

Yes I do.

Mirage is carefully moving 15 feet behind Hagrin.
Stealth: 1d20 + 11 ⇒ (7) + 11 = 18
Is it dark in here?


DM Vuvu tried to ID it, if he did not then he did not resist it, if he was able to id it, then I would wait until I saw what it was, my check to ID was 25


It is pitch black unless someone has light of some kind.

Vuvu & spellcraft DC 25:
You can tell that the spell being used around you is teleport. Do you resist?


Vuvu has a torch, in these situations.

Teleportation…

Poof Vuvu will not resist, lol which might be the end of Vuvu


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

As said in post just above Arsil casted a light spell upon entering the complex, as well as a detec magic


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 has darkvision.

The hobgoblin draw his sword.


Arsil:
You may try to identify the spell before entering it, though you heard Vuvu before he *poofed*

Sorry folks it looks like we need to back up a little, though not far, since Mirage and Hagrin both resisted the spell and continued forward. Now we have Vuvu that just vanished. What do you guys do?

Vuvu:
You appear in a large room it is lit with fires all around. You can see goblins all around. Go ahead and look at 'goblin tribe' again to see what mess you have gotten yourself into...

Arsil you can tell that any words or runes that were on the walls has been covered in something black or red, the rock has been broken and scarred, or other such things. You do keep seeing pictures of dogs, canaines, a hybrid of canine and humanoid.


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 hears the alchemist saying something, and turns to see what's up but the man is no more there. He raises his shoulders and eyebrows to the others.
"What?"


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 watches Vuvu disappear in front him. "That doesn't normally happen to him does it?" he asks 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

Good one.


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

Spellcraft: 1d20 + 9 ⇒ (2) + 9 = 11

He did says something about teleportation before he poofed away. And no it usually doesn't happen to him David. There is a magical area in front of us. I bet its transports you somewhere else. Lets go Save Private vuvu she says before also Poofing herself


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

"Can't he handle himself? I mean, we have no idea where did he went!" But immediatly after Arsil also disappears.
Since he is already inside, Mirage goes back outside and tries to enter again, this time letting the magic affect him, if it does.


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

As Hagrin notices the commotion, he doubles back just in time to hear Arsil's words, immediately before seeing her disappear.

Without hesitation, he steps into the magically affected area, not willing to let his companions face whatever there is to face by themselves, lowering his defenses and letting himself be transported also.

POOF


DM:
LOL love it

This cancer must be cleaned. He slams an alchemist fire at one of the two goblins behind him

1d20 + 9 ⇒ (17) + 9 = 26 touch for 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 and 6 to the one he splashes, no save, if the one he hit lived it will burn next round, then Vuvu moves himself into the corner to make his last stand

[ooc] i am aware it might provoke, but they should be FF


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

"Right. Just wanted to be certain." He then steps forward into the magic and lets it take him.


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

What now? :D


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

"Ah, but... Oh, here we go... don't resist the magic... lets go, go go!" Locke says in dismay making sure all have followed but Sandford who is behind, then following blindly into the magic that he does not resist.


Now? Well you open up the picture for the tribe again and notice it shows you some other place entirely.

You appear in a large room it is lit with fires all around. You can see goblins all around. Go ahead and look at 'goblin tribe' again to see what mess you have gotten yourself into...

Everyone else starts in Round one, Vuvu got a surprise attack in before the rest of you *Poof* (Teleport) into the room.

Initiative:

1d20 + 2 ⇒ (10) + 2 = 12 Vuvu’s Initiative Check
1d20 + 4 ⇒ (11) + 4 = 15 Arsil’s Initiative Check
1d20 + 1 ⇒ (19) + 1 = 20 Locke’s Initiative Check
1d20 + 2 ⇒ (11) + 2 = 13 David’s Initiative Check
1d20 ⇒ 1 Hagrin’s Initiative Check
1d20 ⇒ 9 Sandford’s Initiative Check
1d20 + 7 ⇒ (5) + 7 = 12 Mirage’s Initiative Check

1d20 - 3 ⇒ (14) - 3 = 11 Enemy Zombie Initiative Check
1d20 + 5 ⇒ (5) + 5 = 10 Goblin chief Initiative Check
1d20 + 6 ⇒ (2) + 6 = 8 goblin rogues Initiative Check
1d20 + 2 ⇒ (1) + 2 = 3 Gobbos Initiative Check


Round 1
20 Locke - Delays
15 Arsil
13 David
12 Mirage
12 Vuvu

11 Enemy Zombie
10 Goblin chief
8 goblin rogues
3 Gobbos

1 Hagrin


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

Can you give us some more information Wolf?
Where do the group appears?
Are the goblins Vuvu hit dead?
Is there a wall behind Vuvu or a corridor that leads to the ruins?
Is there a freaking Dire Worg/Wolf in the middle of the room?


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

Hagrin has +4 on init. Only thing not in the spoiler :/


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

Put it in the Stats bar Hagrin


DM you still have Vuvu at his old +2 Init as well, I fixed it in my stat bar a while back. I too need to know if those goblins went down


Yes, put perception and your saves in your stats bar. I would also suggest minimizing: 'Azata-Blooded Aasimar (Musetouched) Bard (Dawnflower Dervish) 1/Fighter (Unarmed Fighter) 1/Monk (Master of Many Styles) 1'. So that you have the basics or none in those boxes. Put the elongated explanation in your crunch.

You can tell you are in the ruins. The walls and floor have the same stonework, crude but effective. The same canine pictures are on the walls, also all runes or writing has been struck out either with 'paint' or damage. In the center of the room, you think is a massive Dire Wolf. The goblins around all have weapons ready.

Perception DC 5:
Then you realize that the Dire Wolf is a very lifelike statue. It does not move at all.


Perception DC 10:
Some goblins look a bit sick.

Perception DC 15:
There is several looking dead humanoids, and a few colorful goblins at the far end.

True Vuvu! You damage both goblins but neither drop, you run past them as they realize what is going on, do you make another attack to finish off your Round 1 actions?


RD 1

the one gobbo burns 1d6 ⇒ 1, then Vuvu pulls another Alchemist fire and bombs the other goblin in front of him

1d20 + 9 ⇒ (19) + 9 = 28 for 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 and 6 damage to the other


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%

Following the group after a healing. Sanford feels magic and resists
and casts DETECT MAGIC.

WILL 1d20 + 8 ⇒ (2) + 8 = 10

Arcane Knowledge 1d20 + 10 ⇒ (3) + 10 = 13

To see if I can decipher what it does.

Perception1d20 + 7 ⇒ (18) + 7 = 25

After some time sanford shrugs and lets the magic surcome him.


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

Round 1

Arsil will wait until goblins engage her in combat. After they have attacked her she springs into motion

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

David kill any spellcaster, Mirage protect our North from the goblins while Hagrin takes the south, Don't let them surround you

Spell Combat: Arcane Mark, Fighting Def

Bane Short Sword: 1d20 + 6 - 4 - 2 + 2 ⇒ (16) + 6 - 4 - 2 + 2 = 181d6 + 4 + 2d6 ⇒ (5) + 4 + (2, 3) = 14
Concentration: 1d20 + 12 ⇒ (19) + 12 = 31

Bane Short Sword: 1d20 + 6 - 4 - 2 + 2 ⇒ (19) + 6 - 4 - 2 + 2 = 211d6 + 4 + 2d6 ⇒ (1) + 4 + (2, 4) = 11

Crit Confd: 1d20 + 6 - 4 - 2 + 2 ⇒ (12) + 6 - 4 - 2 + 2 = 141d6 + 4 + 2d6 ⇒ (5) + 4 + (6, 2) = 17

Current AC 25


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 moves to j10 and attacks the nearest goblin with the goblin bane bastard sword 1d20 + 10 ⇒ (7) + 10 = 17 for damage: 1d10 + 9 + 2d6 ⇒ (4) + 9 + (3, 1) = 17

Perception check: 1d20 + 7 ⇒ (3) + 7 = 10


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

"That sounds like a great plan and as soon as I put away my sword, I will gladly take my bow out.

sorry we must have been typing up our actions at the same time.


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

"North" is all the Hobgoblin says, moving up to two goblins and swinging his sword in a horizontal arc from right to left, cleaving through the first and hitting the second.
Cleave 1: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22! Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18
Cleave 2: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24! Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18 Whoa whoa copy paste damage!

AC 20 for the round

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