Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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ROUND 9

Arsil finishes off the zombie next to her. Hagrin takes down the zombie next to him.

Sandford keeps the crossbow armed and waits.

The zombie keeps attacking even after David drops taking a bite out of him, 1d20 + 4 ⇒ (19) + 4 = 23 attack, 1d4 + 4 ⇒ (4) + 4 = 8 bite damage.

The skeleton raises the staff once more and two goblins get raised. It seems like is speaks strange angry words (Abyssal). The zombies seem to react to it and charge to attack those nearest.

Abyssal:
'Attack them.'

The zombies move, two towards Arsil and the others to Mirage, where one promptly gets sliced by him.
1d20 + 4 ⇒ (4) + 4 = 8 Acrobatics ... fail, AoO for Arisl on Goblin zombie 5.


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 9

Locke moves in shaking his head at the ineptitude of some of the others. Once within a good range he channels, 2d6 ⇒ (1, 5) = 6 healing everyone living within 30 feet of him.


ROUND 10
GO!!!


rd 10

cowering for the third round


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

Round 9

Aoo: 1d20 + 6 - 2 - 4 ⇒ (12) + 6 - 2 - 4 = 121d6 + 4 ⇒ (5) + 4 = 9

Round 10

Spell Combat: Arcane Mark

Short Sword: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 161d6 + 4 ⇒ (5) + 4 = 9 vs zombie F10

Concentration: 1d20 + 12 ⇒ (11) + 12 = 23

Spell Strike Short Sword: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 241d6 + 4 ⇒ (5) + 4 = 9 vs Zombie F9

Crit Conf Spell Strike Short Sword: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 181d6 + 4 ⇒ (3) + 4 = 7 vs Zombie F9

Tks Locke

Current AC 22


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

stablization check: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17


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 believe you've been healed by the channel David, you don't need to stabilize.
I need to put some ranks on acrobatics....

ROUND 10
Mirage moves like the wind, passing over David's body and another zombie to get closer to the Bone-and-staff thing:
Acrobatics to move H2-H1: 1d20 + 2 ⇒ (13) + 2 = 15

"Hey, raise this!"
He unleashes a powerful swing, cutting through bones and staff of the undead leader to hit the zombie biting David (Zombie 2).
Cleave on G0: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25! Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17
Cleave on G1: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19! Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15

AC 20 after cleave


Arsil swings her sword twice more slicing apart the goblin zombies next to her. You think that the goblin bane still works against them, for these are not normal zombies, a mark on their shoulders blazes a red mark that looks to be interesting to Arsil.

David is stable from the healing the Locke gave him last round. Remember to add that healing.

Mirage safely gets to the side to unleash massive damage taking down the zombie and wracking the skeleton some too as a few bones fly.


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

Hagrin and the missing Sanford left?


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

Arsil eyes focus on the Red Mark on the goblin

KN Arcane / planes (+9)or Local/history (+6) ?: 1d20 + 9 ⇒ (15) + 9 = 24


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

Left? How so?

Seeing Mirage wade in, crushing foes left and right, Hagrin moves next to him, also assaulting the arms holding the staff, but trying to avoid damaging the staff itself.

Scimitar Attack w/ Arcane Strike: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17Damage: 1d6 + 7 ⇒ (2) + 7 = 9

Status -> AC:22 || HP:26(30)/26(33)


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

Left to act on the round. Sanford has dropped, hasn't he?


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

It looks like it - don't know for sure. And yep, I think we were missing only my actions ;)


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

Why is it that I compulsively keep on NOT labeling my rounds..? Last one was Round 10!! Geeeeeez...


Mirage and Hagrin Will Save DC 17 or flee like Vuvu... panicking and dropping what is in your hands before you run!

ROUND 11
GO!


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 10

Locke heals David once more to make sure he can get in on the fight once more...
1d8 + 7 ⇒ (7) + 7 = 14


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 11
Will Save: 1d20 + 4 ⇒ (18) + 4 = 22

Mirage keeps attacking the staff-wielder, trying to put it down already, while cleaving to hit a minor enemy.
Cleave on Skeleton: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19! Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16
Cleave on Zombie: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14! Damage: 2d6 + 8 ⇒ (1, 2) + 8 = 11

AC 20 - Are you ok Wolf?


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 11

David, flat on his back, slams the goblin bane sword into the goblin next to Locke 1d20 + 8 ⇒ (11) + 8 = 19 for damage: 1d10 + 12 + 2d6 ⇒ (3) + 12 + (2, 1) = 18

Thanks Locke


RD 11

Cower, I think 3 rds to go


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

Will save: 1d20 + 6 ⇒ (5) + 6 = 11

Hagrin's will falters as he approaches the magical staff - staring for a moment, he drops his scimitar, and dashes away as fast as he can.

Bravely ran away, just so you know.


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

Suggestion: Locke should prepare Swallow your fear to use next time.

You have a -4 penalty on melee attacks when your prone, David.


I am fine, just likely a bit of depression setting in, my last week I was traveling way too much and I could be coming down with something.

I can't access the map right now, but I will do what I remember. I think my last post got eaten, oh well, here we go!

ROUND 11

Mirage seems to have little effect with his attacks, the skeleton took a direct hit but took little damage, as opposed to the zombie's hard hide just knocked the attack away.

Hagrin runs for Vuvu! :P

David is prone and does take a penalty on his attack, but against the newly risen goblin, the strike is good and cuts it down. Someone please remove that goblin from play and mark it as DED.

The statue is acting much more like a canine now, looking at the different beings around him. As Hagrin comes near it does a touch attack, merely knocking its paw into him. 1d20 ⇒ 9 The fear effect is gone, Hagrin you may act normally next round.

Still to act are Arsil, Locke, the skeleton, and any zombies.


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 11
Now with no threats besides him he focuses solely on healing those near him, another phrase in celestial and the healing comes forth.

1d8 + 7 ⇒ (7) + 7 = 14 CLW

"Make them count this time David." Locke jests at David.


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

Round 11

Arsil will double move from her position to F1 (via E1)

Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17 in order to avoid Aoo or the slipping on the floor due to the massive blood

As she approaches the staff she can feel the aura of fear trying to submerge her mind

Will: 1d20 + 4 ⇒ (17) + 4 = 21

This is the end of the fight


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

Common Wolf! Shrug that depression off and come back to us!


Really, how did I miss this thread for three days?!? Sorry guys.

ROUND 11
The zombie attacks

1d20 + 4 ⇒ (3) + 4 = 7 slam, 1d6 + 4 ⇒ (1) + 4 = 5 damage.

The skeletons looks to be flimsy and about ready to fall. The staff flickers and the black magic seems to just stop.

ROUND 12
Go!!!


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

I think Hagrin keeps running away in fear :/


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

Round 12

Spell Combat: Arcane Mark , then 5 Ft F1, Arcane Accuracy (swift)

Spell Strike Short Sword: 1d20 + 6 - 2 + 5 ⇒ (7) + 6 - 2 + 5 = 161d6 + 4 ⇒ (3) + 4 = 7 vs undead in G0

Short Sword : 1d20 + 6 - 2 + 5 ⇒ (9) + 6 - 2 + 5 = 181d6 + 4 ⇒ (3) + 4 = 7 vs undead in G0 (or G1 is it is dead)

Current 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

ROUND 12
Mirage takes a step beside the skeleton (on H0) and Cleaves it again, reaching the Zombie after him.
Cleave on Skeleton: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23 Damage: 2d6 + 8 ⇒ (2, 2) + 8 = 12
Cleave on Zombie: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20 Damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16

Glad to have you back, but are you ok? Have the trips slowed a bit?


Round 12

The large canine statue goes over to Vuvu, touching him with its paw and the fear is removed.

Between Mirage and Arsil they take out the skeleton. The staff clatters to the ground.

All obvious threats are destroyed or killed. Feel free to regroup and act as you wish.

Trips are all done now. I think. I hope. Feeling a lot better! :)


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 shouts, "Get over here so that I can heal everyone. Mirage if you would do the honors of making sure the goblins are dead, anyone else can help if you want."

Once the goblins are Dead and all get near him, he channels the celestial energy once more, 2d6 ⇒ (3, 2) = 5, "How is everyone doing?"


I'm fine. Vuvu calls to Locke

Vuvu will get the healing staff before we leave for certain, since he dropped it when he fled

He looks at the huge dog. Thank you friend. He reaches into his pouch and pulls out chunk of jerky and tosses it up to the dog, that is also blocking his path.


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

I barely got wounded so i am fine. Thank you Locke

Arsil will cast a detect magic and examine the staff (not touching it)

spellcraft: 1d20 + 11 ⇒ (8) + 11 = 19

Before rolling it with her weapon into a cloak so that she doesn't touch it directly.

dm:
did any of my knowledge told me any thing about the mark the goblin had?


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

After he stops running around in panic, Hagrin returns to pick up his scimitar - "I am fine also Locke, thank you"


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

"Honor will be all mine. Just heal them all and I'll get the ones who get up." It is clear he did not understand that you wanted them dead before you heal the group, so he waits closer with his Greatsword in hands, ready to charge anyone that seems alive after the healing.
"Hey, I like that energy thing you did. No shaman in my tribe is as good as you, I'll give you that." After the remaining goblins have been dealt with, he approaches the big Wolf without threatening him, although he holds his greatsword loose in one hand.

"Now now, what are you big'un?"


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'm much better now. Thanks"


The canine statue grabs the meat out of the air, greedily chomping on it. It allows Vuvu around it and it follows Vuvu, sniffing his pack.

Arsil:
Thassalonian runes of power, at least weak ones. Many of them look to be variants, as if someone was experimenting to get the right runes and the right effects. It looks like some of them were done correctly.

You can tell necrotic energies are coming off of it, but that is all right now.

Arsil goes and checks many of the goblin bodies. They are marked with magical runes.

There are still moaning sick goblins in the side rooms.

There is a stone door to the West. Behind where the goblin shaman was.

Locke does as Mirage asks... though he does wait for everyone to get near before he heals you all.

The canine statue seems to be acting like a dog.


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

DM:
Arsil will take her note book and will draw the different combination of the Rune magic. (the successful one and the unsuccessful ones)

Arsil will also use her detect magic on the dog and will try to get a look on the rune that the goblin sitting on top of hit was interacting with

SpellCraft: 1d20 + 9 ⇒ (11) + 9 = 20

Seeing every one all patch up and ready Arsil will point toward the door

So lets see what is behind that door


Vuvu smiles at the dog statue and he gives it some more jerky and retrieves the healing staff

I have a potion to help you identify items if you need it nlondie


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

Thanks lets keep it in reserve for the moment vuvu. Prolonged studies benefit more from a quieter environment


As you begin to explore you realize that this used to be catacombs, now many of the graves are empty.

The canine recognizes that you are searching for things and it responds in kind. Hatches open up leaving the internal parts of the warforge exposed, but also glowing items are attached to the lids of the hatches.

Loot: The abilities of these items seem to be telepathically sent to each of you.

Ebon goggles - that allow the wearer to see 30 feet of darkvision unless underground then 60 feet.

a potion of mirror image.

scroll of Barkskin and Lesser Restoration.

Ring of Sustenance.

bracers of armor +1.

a book of learning, it allows you to learn about the speicific trait within its pages. It takes at least a week to read the book while reading for at least 4 hours a day. Once one of the traits is learned, the words are still there but the magic is no longer there.

Traits: Pragmatic Activator, Armor Expert, Extra Arcana*, Sure Thing, Magical Talent(x6), Charming, Extra Channel*. *feats I believe.

Boro Beads (pearls of power for alchemist) , 1st level.

Ring of jump, +5.

blunted longsword of training. Nothing is revealed for this item.

Please post your actions, what you say, do, and take.

Arsil:
You think the rune on its back is one of commanding. Not Thassalonian, you are not for sure of its origin.


Vuvu grabs the bead, and the book of traits (obviously this is meta but we each can learn, eventually what we put on our list, Vuvu put pragmatic activatir)


The door has no obvious lock or handle. You can see four runes that are prominent on it. A half cresent moon, a flaming star, an alter or archway, and three wiggle lines, looking like waves.

Once someone stands next to the door a plaque appears between the four runes, you can see the outline of a hand appear on it.


Hmm Vuvu looks at it as everyone loads up


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

On the room with the dog, Mirage will use the time while the others are studying the place to move around the remaining north and southern rooms, killing the diseased goblins who cannot move properly and also slicing through the ones on the floor, to guarantee they are dead.

When the hatches open, Mirage looks for a second before moving up to one of the rings (the Ring of Sustenance) and takes it, holding it in two fingers while analyzing it. "Weird. How do I know what this does? And even more weird, is it a coincidence that just last week I was thinking about buying one? Or is this some kind of dark magic?" He puts the ring on, feeling nothing different so far, and moves to the weird door. "So, what's the deal with the weird door?" He approaches it to see if another hand show up between other runes or if there's only one showing up.


Vuvu would want to learn Detect MAgic, via Magical Talent as well, since there are 6 options that could be really useful.


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

Armor Expert is what I asked for. I'm not sure what "Sure thing" do.


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

Hmmmm, I had also asked for a ring of Sustenance Mirage.

Apart from that, I am in doubt regarding if any of those feats or traits are appropriate for Hagrin - I guess maybe something between the Ring of Jumping +5 (I guess Arsil could use this also), the Charming or Magical Talent traits?

"You were not the only one thinking about acquiring such item Mirage" - Hagrin comments while looking through the items.

Some of the things are obviously for this or that character, but others are not - how are we going to do this? First come, first serve seems a little... Meh.


i think it should be things requested first, then we can figure out what to do with things multiple people asked for or left overs. If it comes down to it then we can just roll for it and call it good


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

And if two people requested the same thing? ;)

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