Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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David shows his merry mug beside's Lockes, "We found one another. Now let us be gone from this place too much doom and gloom." both men help those below up once they get close to the exit. "Both of us are out of healing with your leave we would like to rest but not in a tomb, at least in those tombs perhaps here, where it can be easily secured?" Locke shakes his head in agreement. They have their weapons and shields nearby but look like they have set out their berolls as well.


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

We could camp in the goblin encampment that is out side of here? Well i am glad the both of you are ok. she says looking backward

DM:
if the weapon vault room is still within view arsil will try to memorize all the inscriptions on the different tube that were available and any other info that seemed interesting


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

No Arsil. The hallway was likely about 150 feet long with the door to the vault about 120 feet away from the exit.

"With the stink of the goblins down here or up there it is likely to not be comfortable for us, at either location but secure here, right?" Locke asks as he produces a light spell and the orb grows in strength landing on the spell and Locke's hand.


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

This works for me too Locke


I am ready to just get out of here. We have lenity of money, I can set up my potion shop, we killed the goblins, so I can get Ash back...


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 looks divided, the promise of gold still calling his greed into action. "So, we came here first to slay the goblins, and second to find out what was the force behind them, didn't we?"

"Do we leave now or investigate the depths any further?"


The light speaks up to Mirage's question in her faint feminine voice, "I hope the darkness will not follow, I suggest we move now and fast. I am expended as well just light. Do not let your own darkness grow, let greed not take root, leave the darkness behind and don't look back."

David is willing to do as the group decides, "I am still capable of fighting and willing to go either way, to destroy darkness, to rest, or to retreat to come back another day."

The large dog paces and happily wags its tail when someone heads towards the door it previously revealed.


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 lets his wisdom come forth sharing it with the others, "To rest would be one thing, but we don't know if the zombies and the darkness will follow us or not or how much time we have. If we rest it would be to regain spells to have to help us get out of here. With all angles considered it will be too much of a threat to stay. We should head out now. Also if we don't take the gold now we might not get a chance to spend it considering we don't know what we are dealing with below." He collects his gear making sure it is all there.

Walking towards the exit hoping the others are doing the same he explains what he knows of the creatures, "Those undead below are something between a zombie and a mummy. Much stronger than a zombie and with a hive mind intelligence. The darkness is strength draining to the living but makes up those undead. My channels made the darkness dissipate as if it was necrotic flesh. Perhaps a 'shadow' or source like it is the cause to all that trouble, I will do some research on it when we get back to the inn. So to Helios first then the inn?"


A sound idea!


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

Well there were other groups of goblin tracks to follow and dispatch also. We can go back to the Dragon's inn rest for the night and discuss what to do next.


I can no longer do this. I am a healer and I find myself dealing death and distinction over and over. I am happy to be your support but this goes against my being. I had thought that I could destroy evil to heal the world but there is just so much of it. I need to retrieve Ash and cleanse myself of this.


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

I will wish you all the luck in the world then 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

"So much for the mighty killer, hun? Well, farewell Vuvu! We will stop by sometime!"

He looks at Arsil, David and Locke for the next step. "So we just gather our belongings and move to the next party? Is it now that we need to return the equipment to the fairy? Wait, by the way didn't she asked us to do something?"


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

"Mighty killer? Mirage I thought that was you." He makes the point rather obvious at Mirage.

Then continuing to answer questions to the best of his knowledge, "We could keep these tools until the goblins were wiped clear of the area. We should go arm ourselves a little bit more and rest where it is safe unless you want the goblins to have your gold? Yes there was a favor attached to using these items anyone remember it?"

Assuming everyone is following him he gets to the doorway and steps through pulling out a piece of chalk and slowly walking the unknown hallway. The orb of light near his shoulder. Any of the more agile fighters could overtake him and take lead, he holds his shield in one hand and the scimitar in the other.


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

"Sarcasm, Locke. Sarcasm. If she did request something, I don't remember, aside from getting the land free of the goblin menace."
He follows Locke.

I have looked over pages 52-55 and have not find what she requested as a favor.


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

DM:
Arsil will look for Thaolin

Indeed you are correct Mirage. So lets rest up for the night and head back out in the field to track these other groups we found

During the trip

Elven / Locke:
You and I should talk later


Luckily there is no threats in the maze of hallways, and the group exits safely. They track back to the spring where the mounts have waited with the man at arms. The large canine follows the group wagging its tail, apparently happy to be with the group, gone from the ruins, or both.

Survival check to back track to where you choose to travel.

Arsil:
Thaolin is the dog/canine with the group.


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

"Right Mirage, sarcasm. Still, oh well he can grunt for his own battles." Locke says in response a smile forming on his lips and some sarcasm coming with his words. Continuing to respond to Mirage, "Well maybe Morgrave will remind us the next time we see him, at least I thought the fey was male."

Locke nods to agree to Arsil but says nothing.


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

"Seriously, she or he did not ask anything, did he Arsil? Vuvu?"
While they exit the dungeon Mirage guarantees nothing is left behind. He could use a few more coins ^_^

"Is anyone else feeling lazy because of the smoke? My arms do not want to collaborate with me, and my pack has never been so heavy..."


I can't recall. Whatever happens we need to recover. Lets take a few days to rest and I can brew you up some potions.

happy to RP it back to town, and if you want to RP thepurcahse of the shop that is fine, otherwise if you just want to let Vuvu head out, we can just hand waive it and I will go my merry way!


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 shrugs, though its hard to see through the armor. "Both of us are a bit weary from the prolonged fight but were luckily not affected by the smoke. It still would be wise to get to either location and rest."

I am happy and glad to RP the trip and any interactions.


Everything Mirage or everything of good value?
There is a goblin encampment you may search through.
I am still waiting for that survival check.

Harold, or whatever his name is, the man at arms is relieved to see the group, "The horses are watered and fed, ready to ride when you want. I was worried I would be out here for night."

True to his words night will be upon the group in a few hours. Unless you ride the horses hard you still might not get to either destination before dark.


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

Everything of good value, please.

Mirage mentions he would like to search the goblin camp to anything of value before moving on.
"I know we're battered and all, but we've dealt with the problem, right? Thus we should not encounter much difficult when coming back, be it nightday or not."

Is it me who should make the survival check? In case it is, I'll take 10 for 16 total, or if that is not possible:
Survival: 1d20 + 6 ⇒ (6) + 6 = 12


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

Survival: 1d20 + 1 ⇒ (11) + 1 = 12

Arsil will detect magic and will rapidly search the goblin camp for anything that would be of any magical nature.


The group follows Mirages suggestion and takes their time to search for any valuables in the mess of a goblin camp.

Perception and Appraise checks, taking 10 or 20 are possible but will take an hour or several hours to look through the place respectively.

Detect magic does not uncover very many new items. Though the doorway and floor of the entrance of the tomb are magical.

The camp is filled with refuse that the goblins call treasure. Their dead corpses are starting to rigor. The bodies of the goblins you soon find out, hold the most valued treasure. Vuvu with your apt knowledge of healing and bodies, you realize that maybe a quarter of the goblins are still alive.

Loot that is easily found and detect magic:

134 gp, 437 sp, 623 cp,
Gems worth 300 gp
Gold idols of succubi, and feminine figures (4) each worth 2d6x10gp
Potion of cure light wounds (3), bull str, Mage armor(2), shield, resist fire, ant haul, bears endurance and bark skin.
MC tools next to a forge
A book of magic, weird since goblins think written words are curses or the like. It is not magical just obviously has runes on it and likely holds magical words.


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

once the loot has been gathered arsil will be ready to head back


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

Aye, Mirage will throw the dead goblin bodies at the fire. It's much better than rotting for an eternity, or so he would think.

Then he is ready to move back.


No checks?

So a simple check over of the camp, rifiling through bodies then throwing them to the fire.

Locke brings the mounts back with him and the man at arms, to find the place more at order with the four of you searching.


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

I grab the items they have set aside and pack up the horses.

Keeping an eye out for the hostile canines that got away earlier. Happy that Thaolin is near.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


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

Take 20 would be the best course of action, I believe. Unless someone disagrees with it.

Although they are finding a lot of stuff, Mirage seems not very satisfied with their incursion. He looks around, seeking whatever Locke was worried with, but the place seemed peaceful. Perception: 1d20 + 7 ⇒ (11) + 7 = 18
"So, is the big dog coming with us from now on? I'm ready to go back. Did we forgot anything? Perhaps to bring the other bodies outside to guarantee they won't raise as undead? Who's got the evil staff by the way?"


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 looks to Arsil to answer the first two questions knowing she can communicate with the massive dog in the language of the Rune Lords, also she put the staff in the chest he thinks. Then after she responds he speaks about the bodies in a casual tone, "They might raise, but we don't need to worry about that right now, next time."


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

i dit put a whole bunch of things into the chest we found including the staff. Vuvu also has the one of healing also. As for the big dog he is free to do as he choose, so he might come with us and maybe stay with vuvu or what ever he wants to do next. she look fondly at the large dog.


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

"Let's get the road, then!"


Heading out the group hears the sounds of yelping canines as Thaolin wandered off in the distance you can see the remnants of the wolves that were likely with the goblins be dispersed by the friendly massive dog.

Sorry I lost my notes on distances between places, I am going to say it will take all night of riding to get to the Inn, or a couple hours ride to get to Helios's place. I need to know which place you plan to head towards and your survival checks make it so you don't get lost.


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

Survival: 1d20 + 1 ⇒ (5) + 1 = 6

let's head to Helios' place is closest


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

Survival: 1d20 + 8 ⇒ (18) + 8 = 26
Survival: 1d20 + 8 ⇒ (18) + 8 = 26
Survival: 1d20 + 8 ⇒ (5) + 8 = 13

"Not that it makes any difference, but who's Helios?"


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 chuckles looking between Vuvu and Arsil to explain first, otherwise he elaborates, "Helios... is a Titan that we made friends with, he is likely the master of the fire breathing canine you hear Vuvu call Ash. We explored part of his domain and possibly had a hand in reviving it. He charged us with a quest to clear out the goblins as well."


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 outraged by the first discovery! "I heard Vuvu say what? Are you mad? I've thought he only spoke through grunts! And what the heck is a Titan?"


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

The odlest race on Golarion alongside Dragon's and probably the most powerfull too. Some took the side of the humanoid race, some think they were born to rule and some others are in the middle. As a collective race in the first age of Golarion they rose and challanged the gods and almost won. This particular fire titan seems himself more like a natural protector/rule of this land that used to be his domain.


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

"Good explaination Arsil. Well we can tell you some more as we ride there, shall we?" Locke says as he laps his reins some and his horse picks up some speed to a trot.

The man at arms follows with the pack horses.

Locke continues to elaborate knowing that the other three will likely see a threat before him, "Many of the Titans are tied to a certain element, some would say they are elemental lords, for example Helios is tied to fire. He leaves burning footprints where ever he goes, when he raised skeletons they were partially covered in rock armor but burnt from their core to their hands and head. Lava and fire covers his castle, we explored some of the ruins then he awoke. More of the castle had risen from below then."


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

"Fire, fire... So, you're helping him to do what? Take over the world?"


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

"One step at a time Mirage, first we have to clear the way for the future Fire Lord." you can hear the sarcasm dripping to the ground from his statement. "Then..." he can't help but laugh, not being able to keep it in any longer. Let alone seeing Vuvu pet Thaolin as they ride.


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

Well we don't have the power to oppose the Fire titan directly and for the moment our inrestest are aligned we both want to get the area cleansed off the goblin to make it safe for everyone, and that is exactly what he wants. Now i don't have any idea what is long terms goals are but i don't think he wants to rule the world, there are other titans that would oppose him, just this area that was once his she says loking sideways as locke is laughting


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

"Oh, I got it." Mirage remains quiet now, worrying about meeting this titan and surviving until tomorrow, but then something occurs him.

"So, he's got a grudge with goblinoids of something?"


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

could be, but its more along the lines of having a "clean" kingdom as most humanoid races do not co-exist well with the green skins. Or he could be holding a grudge against their gods he might have personaly faught. she says with a smile.


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

"So he could, like, try to kill me on sight?"


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

he could but why would he? Do you worry about every ants you stumble upon because in terms of raw power that is what we are to him. But more seriously he is a rather nice, at least for now, individual who isn't overpressuring us for the moment. Knowledge about Titans is rather obscure and rare. Those that have survived the first age of Golarion are rare and the knowledge about their race is even rarer. I've read at most a paragraphe on them, in a book not many have ever seen. But don't worry i will speak on your behalf and tell him that you have joined our group. So as long as you are loyal he shouldn't burn you into a crisp with his primal fire. she says seriously


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

"Oh I see, he doesn't worry about ants! He has been killing the goblins because they are a mighty overpowered race!" Although he is different from a human, you can tell he is being sarcastic. "Goblins can certainly kill you just by looking at you! Whatever, let's just go there..."

You notice that, on the way, Mirage is learning how to sprint with his horse.


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 said: "Whatever, let's just go there..."

Sorry, couldn't resist it...


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

arsil just smile at the joke

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