Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Vuvu grunts but says nothing


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

Arsil will cast a detect magic and approach the case where the voice is coming from

in grave danger of what and by whom may i ask? she says trying to look at the symbol and liquid in each of the tubes


im going back for the others we can't leave them.. Vuvu looks for weapons


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

snatching herself from the interesting things in from of her Yes you are right vuvu she holds tighter her weapon and move back toward the door


Yes it looks like the voice is coming from the light and tube. "Good luck but without me you will not get far. The darkness will try to consume you."

Each of the tubes detect as magical.


sucks for Vuvu but he can't leave someone to die


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

"Then what do we do? We carry you along?"

So simple, yet so clever.


"Yes you could try to carry me or just release me. Bash in the tube or release me by figuring out the lock. I would not let the others out, they are far more violent. I am light just that," the soft feminine voice says, almost pleadingly.

Gurgling comes from the black wiggly mass. Mocking laughter comes from the skull in the green liquid. The eyeballs begin looking around, hitting into each other.

Then one of the empty ones has a silvery substance as if silver dust started to swirl around in it. A hymning sound starts and is building in sound.


SM: 1d1d20 + 1 ⇒ (3) + 1 = 4

You will destroy these monsters? Then do it

Vuvu, perhaps foolishly grabs the tube and moves to the door Open it and duck

once it is open he throws the tube into the mass of Zombies

1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 yea throw anything

1d20 ⇒ 12 here is a save roll if I need it


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

"No!" Mirage screams, but it was too late. At least his instincts were all going against releasing that thing, but now we would see. He holds his greatsword tight and gets ready for trouble.


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

And what if she was lying in order to get released? We can fight these zombies and retrieve our comrades in this room then figure out what to do she says trying to stop vuvu in his action

Arsil will try to stop vuvu but she won't take any agressive actions against him


playing that nat 1 on SM

She is telling the truth I know it!

continues with his action


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

Please Vuvu, just put her back so that we can study this place. We can get our friends back on our own power.

Its her last attempt to stop you, she won't resort to violence of course...


Close the door behind us then!

Vuvu steps through the door and throws the tube


Sorry guys, a few things. With the given information it would make more sense with Vuvu just starting to bash on the tube. I do see how the lack of some information can easily change actions, sorry Vuvu.

The tube weighs about 800 pounds. It is about 7 feet tall, and 3 feet wide.

As Vuvu pulls on it he finds that there is a metal holding of a sorts keeping the tube in place. A loop around the bottom and top which secures to the wall.


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

Oooohhhhh...

"What are you?"


"I am light, I can be searing light to help against such abominations, or a warmth to keep the cold at bay, I can help plants grow, I can blind and dazzle. Do please let me out, I promise to help." the light says trying to explain what she is and what she can do.

The green filled tube with the skull in it continues to laugh then it speaks in a male whispered voice making the tube even more erie, "Ha! How would light help them, they need death, destruction and a good laugh. I can affect minds and make them run in fear, sicken the strong and kill the weak! You need me!"

The black wiggly thing starts slamming its... Tentacles against the glass, then in a deranged child's voice says, "Me, me, me, me..."

The from the eyeballs comes screaming of someone in pain, no there are many voices coming from the red liquid.

The silvery dust windstorm keeps picking up speed and the hymning continues to get louder.

Another of the empty tubes all of a sudden has a neon blue mask of happy. "Boo! Ha ha! I got you didn't I? You could use me, they would never see or sense you with my help."

The suit of armor from the other side of the room in a booming masculine voice states, "Be SILENT, choose one and only one and be gone!" After he states that they all become silent except the silvery dust which slows down and the hymning slowly diminishes as well.


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

If we have to choose then we will do so in a bit as first there is something we must do. Vuvu can we deal with this after we have rescued our comrades?


We need to rescue them! Let's move!


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

Nodding Arsil will hold her breath and open the Vault's door and face the Zombies


1d20 + 4 ⇒ (1) + 4 = 5 Vuvu assists Arsil's defense


but he fails


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

+1 Short sword : 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 221d6 + 4 ⇒ (2) + 4 = 6 Vs Zombie

+1 Short sword : 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 131d6 + 4 ⇒ (6) + 4 = 10 Vs Zombie

Current AC 21

Breath 1/14


Opening the door seems like time has frozen. The wall of zombies have advanced up to the doorway but stand there on the tombs and filling up the center aisle, ready to push you along as soon as you step out.

The doorway is open and the aisle is open right in front of it but the opposite doorway is filled with four zombies.

The zombie on top of the tomb that gets hit by Arsil does not resist, it gets cut and smoke is released.

No sounds of combat can be heard, it is actually deathly silent in the entire area.


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

Arsil still holding her breath will move to the next one


1d20 + 5 ⇒ (2) + 5 = 7 assissting Arsil


Arsil your attacks did not kill the first zombie up on the tomb, there are two.

Do you move into the hallway? Trust me it is better to be specific than vague I am not for sure what you mean by 'next one'.


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

Arsil disappointed by the fact that the first zombie was still "up" bit her lip and would renew her attacks on him next

she moves if she can in order to give some space for Mirage to swing


Round 2

Arsil is in the hallway with zombies all around her but the two tombs and the hallway behind. Mirage could step into the space in front of the door or Vuvu could. Vuvu will not be able to assist in melee from beyond the doorway.

Once Arsil gets into the hallway walkway, the zombies begin to push once more provoking AoO.

bull rush: 1d20 + 5 + 10 ⇒ (19) + 5 + 10 = 34 vs. CMD (19) + 9 damage inflicted in AoO = 28

Assist: 1d20 + 5 ⇒ (18) + 5 = 23+2
Assist: 1d20 + 5 ⇒ (14) + 5 = 19+2
Assist: 1d20 + 5 ⇒ (18) + 5 = 23+2
Assist: 1d20 + 5 ⇒ (11) + 5 = 16+2
Assist: 1d20 + 5 ⇒ (13) + 5 = 18+2

AoO,+1 Short sword: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 damage: 1d6 + 4 ⇒ (5) + 4 = 9

The zombie wall surges forward but Arsil's attack hits the one in the lead taking some of its push out of it. Arsil gets pushed back ten feet as the wall of zombies follows.

Quick map of hallway:
Massive door - 20 feet - doorways (no tombs) - 10 feet - Arsil - 4 zombies - 4 zombies (doorway where Vuvu and Mirage are presently) - 4 zombies

Arsil after your 5 foot step, what is the rest of your round 2 actions? Vuvu and Mirage neither of you have acted yet.


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

Divided, Mirage realizes the smoke plus the tight space is too much for their group to handle. They need a miracle to get this done, specially to save Locke and David. So he gets his Greatsword to swing at the Light tube, but instead of doing it he asks a question of the Light. "Will you obey me?"

Sorry for the absence. I'm back to normal, but tomorrow is my birthday, so expect flaws. ^_^


It happens, I am glad you are back! Happy Birthday!!!

"Obeying is in my nature but so is blinding, can you really take the risk not to let me help? Sounds like they may be getting consumed soon." The soft feminine voice says as the light blinks.

The skull scoffs.

The black wiggly thing gurgles.

The Neon blue face just smiles.

The silver sandstorm stops.

Perception DC 12:
Mirage you think you see an Angel, a blazing angel in the center of the sandstorm. Wings of fire spread wide, a burning sword in one hand and a shield in the other. Her entire form is white or golden, skin and armor there seems to be no distinction.


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

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Still with his sword held high, Mirage adresses the previously-a-sandstorm tube. "Any arguments on your favor?"


No response comes from the sandstorm tube its hymn getting quieter still.


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

"Whatever."
He swings his sword at the tube with the light, trying to release the light and ignoring the angel.
PA: 1d20 + 6 ⇒ (18) + 6 = 24
+1 Greatword: 2d6 + 7 ⇒ (3, 2) + 7 = 12


The tube which the light is within shatters from Mirage's attack. The light floats out of it like a small orb. Within a moment it shoots out into the hallway and blazes daylight around it. Arsil and Vuvu both need to make Fortitude saves DC 17 or be blinded for 1d4+2 rounds. If failed make another one DC 10 fail and you are permanently blinded.

What you thought was smoke all dissipates and the zombies first cringe those within 10 feet of the light are immolated as those adjacent to the light are incinerated to ash. Then the rest run for cover and try to hide themselves in their tombs.

Act freely RP and attacks you wish to make. Locke and David are back up the ladder resting.


1d20 + 6 ⇒ (16) + 6 = 22

Vuvu shuts his eyes just in 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

"Noooow we're talking!" The hobgoblin seems please with his decision, and apparently they can now free the place from such scourge. He approaches the light, wondering how much will the thing help them. "So, Navi, should we kill the remaining mummys?"
Fortitude if necessary: 1d20 + 6 ⇒ (11) + 6 = 17


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

Fort: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 2 ⇒ (3) + 2 = 5 blinded by the light Arsil just swings widely (full defense) while she waits for her sight to recover

What was that blinding light and can't see crap.


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

"Calm down Arsil, we're saved."


Lets get out of here!!


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

I can go to fast where i can't see Arsil will put her hand against the wall and use it for guidance toward the voice of Mirage

Any sign of David and Locke?


let me see your eyes.

Vuvu moves and checks her eyes out taking ten on heal with his healing kit.


"No you fools run for your lives, guide the blind one out and hope that greed does not set in your hearts. I will protect your flank but I can only hold onto the searing light for a limited time. Go! Leave the dark ones and flee.!" The light nearly screams at you.

The wrapped up humanoids retreat to their tombs but some run to the door where Hagrin's body lays. They pull on the chain and a deeper darkness boils out from under the door.

Arsil's 2nd fort save: 1d20 + 5 ⇒ (17) + 5 = 22 Vuvu you check on her eyes and know that in time she will be able to see again it is just temporary blindness.

With the sound of movement David pokes his head down from the hole in the ceiling next to the ladder, he shouts for them to come, "Come quickly we are not prepared for the darkness that resides in this tomb, a mummy king of some sort! We are safely out and waiting on you. Locke and I are out of healing!"


Vuvu guides her and they retreat


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 seems disappointed, but he follows the others to the exit, watching to see if he can catch any magical items on the way. "Then freaking come with us, Navi. You don't need to stay here either."


The orb follows sending searing light in the other direction. Arsil begins to get her vision back as she gets to the ladder. The light is following but seems to dim as she gets to the ladder.


I don't know who you are, but lets go...I can't very well leave you here either!


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

"What is this? A living spell of light or a lanturn archon?" He asks with delight on his face.


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'll let you choose" - says the very funny Hobgoblin.


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

her sight returning

Locke ! I am glad you are ok, have you found david by any chance? she says with concern and relief at the same time

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