Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Elvish:
"Are you hurt somewhere my lad? Judging by the things around, what happened was tragic, I bet that word is an understatement, would you be able to tell us what happened? This young cub, is this your guardian perhaps?

DM:
Is the cub big enough to carry the child?


Vuvu watches the fire burn and the drug incinerate.

Elvish:
Do not be frightened lad. We will keep you safe, keep your little friend close, he will always be with you and always be your friend.

Vuvu tries to speak comfortingly, though it is hard for him not to sound gruff.


Lecloront:
The cub is big enough, the boy seems to be about 10 years old, very immature, unlikely able to talk.

Everyone should move south to not get a contact high to the drug burning.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug will move away from the burning pile of drugs.

"Whoa, that stuff reeks. People put that in themselves? "


Vuvu will move as well, and recomend to everyone what a safe distance is.


Are we staying here for a bit? Give me an hour and I can whip up another one of my battle potions. Mutagen


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

"As I see it we have some choices:

  • Load up all this gear (as much as we can carry even if it weighs us down a bunch) and take it back to town to sell - gives us cash to all get ponies or a cart and finds a place to stash this rugrat until we get back, but costs us time (2hrs each way roughly)
  • follow this spirit quest and see where it takes us
  • follow the directions towards the tower and find our man
  • Rest here for a bit."

"I'm one for #3 above, or #1, let's get on with the business at hand or try to cash in on what we got s'far. Anyone else?"


I have a potion to help us carry this back to town. potion of ant haul

Let's rest for a bit, then take this mess back to town. The child as well. Then we can deal with this spirit and move.


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 agree but the spirit is in the direction of the tower... west. my horses saddlebags are nearly empty, the boy could fit in one or ride with me if needed. To save us some time I could run my horse in with most of the loot, excluding things ppl want that massive axe and two other weapons, the rest i can cover in linen or leather. It will take me 2 to 3 hours to make the journey there and back. Locke says.

The boy either clings to his elven counterpart or holds his hand. Only with a diplomacy DC will the boy just cling to his cat.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Hemmings says"Okay, we'll load up the horse and let Locke get this stuff to town. Rest will wait here givin' Vuvu sometime to brew up his potion. Maybe Locke can sell that gear and bring us all back some ponies to speed up the rest o' the road? I'll appraise these gems while we're waitin'".

He goes and sits near the black tree (avoiding the man-traps) and takes out the gems and starts inspecting them. He also grabs some food from the Dragon and starts munching.

Appraise for all gems: 1d20 + 4 ⇒ (9) + 4 = 13


Vuvu knows better than to try to talk the boy into doing much of anything. Instead he digs in his pack and brings out some rations.

Elvish:
You and kitty must be hungry, here.

Vuvu places 2 rations next to the boy, and fills some vials with water from his waterskin. Then he leaves both on the ground next to them.

As he does his skin returns to it's normal appearance and Vuvu seems to become less stocky.

Must be more than 10 minutes by now.

Then he sets to work rebrewing his mutagen.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

what exactly is the masterwork waraxe? Is that a greataxe or battleaxe?


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

It is a large greataxe MW
Locke fails his diplomacy to get the child to let go of Lecloront. lecloront why don't you take the horse and the boy, Shivash likes elves anyways, she was raised by them. Locke indicates the horse.


4 hours later tell me what you did...
Locke will drag the gnoll bodies to the dead tree, analyze the dead tree, tell bug to dig graves for the ppl, read an inscription on the back of the tree, the cage is lowered, exchange a gnoll body for the one in it, say another word , the cage raises, say another word = spikes grow out of tree, Locke puts gnolls on tree, he cuts the head off the big gnoll and spikes the head, he helps put the victims in their graves, prays over them, pours holy water, prays more, naps until the elf shows up, starts to get armor on(needs help).


Vuvu makes sure the drugs are incinerated. Then he sets to work helping clean the corpses as well as he can to give them a respectable appearance in death.

Once the muscular types set to work digging he sits and rebrews his mutagen. Once that is done he asks lock if he wants him to brew him another CLW potion. If he so he will collect 25 gp from him to cover his material cost.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Assuming LeCloront was able to sell the gear for coin? Any idea how much he'd get? Do you want to take a % of PRD values and throw out the trash? Here is the list with PRD prices (values are total for line item): 2 spears (4gp), 4 battle axes (40gp), 2 longswords(30gp), 6 sacks (6sp), 5 belt pouches and belts (5gp), a lute (5gp), 4 quivers of bolts (4gp), 20 bullets (2gp), 8 javelins (8gp), 3 backpacks (6gp), and a light crossbow (35gp). Total for this stuff is 139GP, 6 SP before reduction/discount. Will add to treasure count when you confirm pricing.

Hemmings examines the gems, looks again at the cart and wheel and shakes his head. Watches Locke mess with the black tree, and (provided someone is watching) grabs a little shuteye until the Ranger returns.

Figure we left at dawn or shortly thereafter, so 2 hrs to get to black tree, an hour for fight and aftermath, 4 hours of waiting, makes this early afternoon? Still time to move ahead before camp.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug will either borrow a shovel from his compatriots or recover one from the loot. and dig as requested,

He pays particular attention to the funerary rites performed by Locke.

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Are we too far off the town? I don't mind taking the horse with the loot and young elf to town and just catch up with you guys later. I guess the 'until the elf shows up' pertains to me, so yea I'm going town and sell the loot.

Silver Crusade

Nearly Gods Upper and lower

Locke agrees to pay the initial cost, and cast cure light wounds to help make another batch. How long does that take Locke? any extra time besides the casting?

loot monies:
66gp, 6sp


it takes 2 hours per potion. So Vuvu can make 1, or 2 if we want to wait 1 hour after Leclorant


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

Yes, I think it would be in the groups best interest to get that other potion created.


Vuvu works with Locke to create two CLW potions.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14
Hemmings wrote:

By my count, that's 8 pp, 67 gp, 40 sp, 52 cp ,4 gems (16,45,78,100), 1 amethyst@ 35 GP, one orange crystal@25gp

Also:cursed box of holding, cursed amulet of the family, potion of cure light, potion of endure elements which haven't been claimed yet..

DM Wolf wrote:
loot monies: 66gp, 6sp

By my reckoning, that's 8PP, 133 GP, 46 SP, 52 CP, 4 gems (16,45,78,100), 1 amethyst(35gp), 1 orange crystal(25gp), cursed box of holding, cursed amulet of the family, potion of cure light, potion of endure elements.

Speak up if you want either of those potions otherwise Hemmings has them in the loot bag along with coins and gems.

"How much is the group inta ya' for these potions, Locke/Vuvu? Weren't they 25 GP each? and you're on number 3? Assuming all the buryin's done an' the Elf has returned with some coins, are you ready to shoulder packs and head down the road? This day idn't gettin' any shorter? Map sez to head down that path followin' the gargoyles, till we get to town full o' dead folks. Might be best to scout that out a bit before traipsin' in that burg."


The group moves onward, to the west. You start seeing stone markers about 3 ft high and 3 in thick, with a gargoyle on each. Another 1 hour leads to an abandoned run down small outpost, do you investigate or continue?


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

Let's give it a look-see!


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Ruby had been quiet, assessing the group as they went. When Vuvu has requested that she comfort the child she had made a small snort and a surprisingly human eye roll that spoke volumes about what she thought of the suggestion. Obviously such things were beneath her.

She disappeared for a short time, reappearing with a small bird in her talons, settling down for lunch as the group conducted it's business with the drugs.

Once on the road again, she continued to wing out lazily, scouting. Seeing the abandoned town, she flew down to get a closer look before returning to relay her information.


Locke has paid for the potions so far. But yes 3.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14
Drake's Notes wrote:
follow the gargoyle markers along the dirt path, for about an hour which should get you to the abandoned village (beware of the corpses, Stay clear!). You should see a tall stark white Yew tree up on a high hill to the South East, go to it. From here you can see the fortress about a mile to the north. It is strange that you can't see the fortress from anywhere except that Yew tree or the village

While waiting for Ruby to do some intial aerial recon, Hemmings reviews the note (above). He starts looking for either the mentioned Yew or the Tower which should be visible from here.

"Keep yer eyes peeled, mates. This note mentions corpses and to 'Stay Clear' of town. If we can see the next landmark, p'haps we can avoid town altogether and just go 'round?"


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


You are merely at an outpost, no yew tree or town, just the gargoyle markers every 100 to 200 ft.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Ruby flies down to give her report.

There's an empty town over there. Noting in it but gargoyle statues.


Vuvu walks over to one of the gargoyles and examines it.

1d20 ⇒ 19 +8 Spellcraft or Arcana

Elvin:
How is the boy and the cub?


There does appear to have preservation magic on the markers. I am waiting for your actions or questions in regards to the outpost.


Vuvu looks from a distance.

Ruby, how long do you reckon it has been abandoned? What are the dimensions of the place?


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

My mistake, I was jumping ahead. Assuming the outpost is a roofed building that Ruby can't recon?

Hemmings can't very well see this outpost without creeping up and seeing what's inside. "I'll go scout this place and see if there's anthin' interestin' inside. Will be back to report in a bit. Cover me if you can with bows, but be quiet...

He slinks off towards the outpost to see if there's any activity or anything worth seeing.

Stealth: 1d20 + 11 ⇒ (1) + 11 = 12 Ugh...wonder what become of this...
Perception: 1d20 + 6 ⇒ (17) + 6 = 23


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

We're getting ahead of ourselves. GM said the town was "off in the distance". I did a fly over, nothing thorough. The group can faintly see it a ways away. Over rough terrain on foot, the party is looking at about 2 hours to get there. This might not have anything to do with the main mission. It's up to you if you want to take the additional time to investigate.

Its an abandoned village. Not large. A few main roads. Gargoyles every hundred feet or so.


The abandoned outpost is in ruins. Two small towers with 10 ft. Diameter turrets and a small 20 ft. Diameter room inbetween. The roof of the room has fallen in, the turrets don't have ceilings.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Don't see or notice signs of any activity?


hemmings:
No there does not seem to have much signs of activity. Cobwebs , big ones are all about the inside of this structure, covering the walls and windows. You are just sneaking on the outside. Do you want to go in?

No natural 1 or 20 on skill checks, if 5 less than a DC then bad things generally happen.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

GM Wolf:
Don't know yet. Any easy means of egress without opening a door or other means to make lots of noise and attract critters?


Hemmings:
There are no window planes in the windows, though there are webs.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Probably safer to go back and report to the group.

Hemmings comes wandering back and quickly relates what he saw. "It's an old abandoned fort or somethin'. Pretty run-down now, looks to be full o' big thick webs of one kind or another. Could get in the window and look 'round some more if y'like. Didn't see no other creatures around. Wanna come check it out or move on down the road?"


Could be useful supplies there. Also could be dangerous spiders.

What time is it now, after we traveled to the outpost? Also is the elf child still with us?


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

Xoruk ponders for a moment, then shakes his head. "Meh, c'n a'ways check th' place on th' way 'ome. We've got a job t' do," he says, tapping his staff against the ground.


Child is at the Dragon's Draught. It is about 5 in the after noon.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"Think we should stick to the task we have been given. I say we skip it. "


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Sorry, I was busy with a few other things, but I've read over what's happening and Ardamir would have had little interest in dividing spoils and such, but getting on with the mission either way we went. He would have kept quiet about most of though to defer to the group dynamic.

"I agree with... Bug. This seems to be some sort of distraction from the oath we signed on to. Who knows where this will end. I am one for fighting for justice, as I have made clear, but I also keep my word." Having spoken his peace, Ardamir waits to see what the group says, knowing that either task they set themselves too he will need their help... whether or not he approves of their methods.


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 watches the groups interactions then states, "Well it looks like there is a consensus to move on, just like Xoruk said we can investigate once our time sensitive mission is accomplished." With that he coaxes his horse onward.
Who is holding the MW large Great Axe?


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Since it is large, there is no way I'm going to take the penalties associated with using it. I can carry it if necessary.


I thought we sold it since it was large? Loot questions in discussion

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