Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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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 prepares a spell saying a prayer, Ancients, Protect me from Evil, guard my body and soul, warhammer and shield still in hand he nods before saying, Ready, go!

There was a light behind the shield when he cast the spell.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai files in near the front his weapon ready his feet set and prepared to movea


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl draws both swords and steps forward, waiting with the others...

by 'steps forward', don't mean to step in front of anyone already taking a stance, just forward toward the door, right behind the front rank... don't want to step on anyone's toes or anything


Male Shifter Cleric 4 - Herald Caller

Reth remains in the back scrolling through the names of the servants of the Flame he will bring to bear against these undead foes...


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

So we step into the warlord room on our way out and see if he "activate"


RaiZon what languages do you know? We will say common and Draconic.

The group mimics Arsil's statement and gets passed the room of standing skeletons with armor and weapons ready.

You pass through another doorway to see a sitting warlord. Arsil steps up with Locke behind, Rai Zon to her left and Faeryl to her right. Reth is behind Locke. As you step forward the skeleton begins to pull itself free.

Round 1, it stands ready to fight after you have all acted.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

I will ready an action and from 10 ft back will trip him when he stands swift action enlarging for a round.

trip jack skeleton: 1d20 + 18 ⇒ (5) + 18 = 23


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl studies his target...


Rai Zon, how will you be enlarging, let alone with a swift action?

Round 1

Rai Zon uses his flauchard to trip the undead warlord as it stands. Bones clatter against each other then it stands again, holding its sword in one hand of encrusted bones.

Still waiting on Reth, Arsil, and Locke. Round 2 Commence. If you attacked or was threatening the warlord, remember to take an AoO on him as he stands up.


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 1

Locke waits for the others to act and whispers, "Should I channel? I think I should wait in case the other warriors join the battle."


Male Shifter Cleric 4 - Herald Caller

Round 1

Reth calls upon a Herald of the Silver Flames, a Celestial Wolf wreathed in flames, it a attacks the undead Warlord.

Celestial Wolf - Smite Evil - Bite 1d20 + 4 ⇒ (12) + 4 = 16. Bite Damage 1d6 + 5 ⇒ (2) + 5 = 7 - Trip 1d20 + 4 ⇒ (17) + 4 = 21

Summon Monster II - Standard Action - Augmented Summoning +4 Strength & Constitution


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

AOO: 1d20 + 7 ⇒ (4) + 7 = 11


Male Shifter Cleric 4 - Herald Caller

Round 2 - Reth Initiative 1d20 + 15 ⇒ (16) + 15 = 31

Reth

Reth casts Bless. Attacks of Allies gain +1 & +1 saves vs. Fear.

Celestial Wolf

Smite Evil - Bite 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23. Bite Damage 1d6 + 5 ⇒ (6) + 5 = 11 - Trip if up or trying to get up again 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Five foot step to within reach, attack

attack: 1d20 + 7 ⇒ (20) + 7 = 27

damage: 1d10 + 4 ⇒ (7) + 4 = 11

If getting up from wolf trip
AOO: 1d20 + 7 ⇒ (9) + 7 = 16

damage: 1d10 + 4 ⇒ (9) + 4 = 13


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

crit confirm: 1d20 + 7 ⇒ (3) + 7 = 10

crit damage: 1d10 + 4 ⇒ (7) + 4 = 11


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

Round 2

Arsil will delay until after the warlord has acted


Round 2:

Reth* 31
Rai Zon* 15
Faerynl 12
Locke 8

3 Warlord* 33/50
2 Arsil

warlord bastard sword+PA: 1d20 + 6 ⇒ (17) + 6 = 23 damage: 1d10 + 9 ⇒ (7) + 9 = 16

The wolf hits the warlord and dropped him. Rai Zon hits the skeleton in armor again smashing bones as he hits. After being tripped a second time the warlord picks himself up and swings with both hands at the burning wolf.

AC of the wolf? Round 3 go for it!


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl whips into fighting stance and strikes at the warlord twice...

to hit: 1d20 + 7 - 2 + 1 + 1 ⇒ (13) + 7 - 2 + 1 + 1 = 20
dmg if hits: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11

to hit: 1d20 + 7 - 2 + 1 ⇒ (7) + 7 - 2 + 1 = 13
dmg if hits: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

the dicebot on the forums has been killing me lately... geez


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai still five feet back at reach will trip the warlord again and attempt to plant him on the ground.

trip that skeleton: 1d20 + 18 ⇒ (20) + 18 = 38


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

Aerin will swing into attacking the Warlord

Round 2

Using Arcane Strike

Morningstar of Roasting: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 8 ⇒ (8) + 8 = 16 + Fire: 2d6 ⇒ (4, 1) = 5

Round 3

Using Arcane Strike

Morningstar of Roasting: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 8 ⇒ (7) + 8 = 15 + Fire: 2d6 ⇒ (3, 3) = 6

Crit Conf Morningstar of Roasting: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 8 ⇒ (6) + 8 = 14


Male Shifter Cleric 4 - Herald Caller

Round 3

Reth fires an arrow at the skeleton.

Ranged Attack 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6

Wolf AC 14. HP 13.

Celestial Wolf - Assuming Still Aive

Smite Evil - Bite 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7. Bite Damage 1d6 + 5 ⇒ (6) + 5 = 11

Both Reth and his Herald are unable to press the attack against the undead foe.


The wolf disperses into flames. The warlord gets tripped again. Faeryl slashes at the skeletal enemy breaking off a few bones with his first slash but the most damage comes from Arsil and her flaming Morningstar. The warlord no longer has a skull and it is not moving anymore. A few more blows are dealt out by your group but it does not get up again.

End of combat.


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

No bad, not bad at all. That was some nice concentrated effort she says putting her weapon away.

Ok now lets get moving. First to explore the rest of this place since we are at it and then out she says heading to the next unexplored place


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl sheathes his swords and begins to search the area.

perception: 1d20 + 9 ⇒ (20) + 9 = 29


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai will inspect the body for valuables and then the area (take 20) and then move with the group


Male Shifter Cleric 4 - Herald Caller

Reth will say a prayer to the Silver Flame for assistance with the battle in the form of a Herald.

He will watch for other threats that may arise while the others search the room.

Perception 1d20 + 6 ⇒ (12) + 6 = 18


The room appears to be smaller than it actually is, 30 X 40. There is the doorway you came through and the secret passage that is still open to the right as you enter the room. The only adornment that appears to have survived time is the throne. Around the room behind the throne is piles of coins, mostly gold.

Reth:
You look about and the only possible threats is the skeletal corpse in the secret chamber and the standing skeletons in the previous room. None of them move yet.

Rai:
On the body you see a bastard sword with green gems imbedded in the hilt. A scroll case that appears to be made of bone and the clasp is skull like with fangs, the armor appears to be destroyed, and a tattered red cloak with a golden clasp resides on its shoulders.

Faeryl:
Where is your mirror? If it is stored you find a strangely strong rope, a bronze cup, a silver lantern, and a heavy steel shield in the piles of gold.


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

good question - I guess the answer partially depends on how big the mirror is... if it's small enough, he'd have rigged a way to wear it around his neck and under his clothes in such a way he could pull it out when needed... otherwise it is carefully wrapped for safety and in his pack.

Faeryl will use 'soul seer', a SLA, to ascertain whether the remaining skeletons (the standing skeletons and the one behind the secret door) are actually undead or just inert.

Then he'll pull out the items he found among the gold, showing them to the others, so that if magical or even just valuable, Arsil can make any determination she wishes on where and how to distribute them, since she seems so attached to that idea.


The mirror is about the size of two of your hands put side by side. 5 inches by 8 inches or so. At present it would be safely packed away, if you want to rig it to attach or hang it on you, state it in game play.

The skeletons standing in the previous room are undead, the one in the secret room is just a corpse.

Faeryl found a strangely strong rope, a bronze cup, a silver lantern, and a heavy steel shield.


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

"The skeletons we left behind in the previous room are not just corpses... just so you all know... they are animate undead... just not moving about right now... this one in behind the secret door us just a corpse... "

He has nothing to use at present to rig it around his neck, so he'll leave it in his pack for now... and pull it out if and when he feels the need. Didn't think about rigging it for easier acquisition previously, so wouldn't have done it... yet.


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, that is why we spoke those strange Draconican words as we went through that room. So the undead skeletons would not attack." Locke says to Faeryl as his eyes glow blue and he checks out the items.

spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22
spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20

"Here is a rope of climbing, a non magical cup, a magical glass pane set in the lanturn which I could not identify DC 24, and a +1 magical steel shield."

Lens of detection set in the lanturn.


A little dragon head pops out of Arsil's backpack and whispers to Arsil.

Arsil or Perception DC12:
"Are you going to take some time in the secret room possibly return a favor to that poor wretch?"


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

Vel:
You are refering to the draconian ?she replied wishpering

Let me have a look at it Locke she says casting a detect magic

Spellcraft: 1d20 + 12 ⇒ (6) + 12 = 18

It is strong magic right now i needs to be long studied. I can't make out what it is at the moment. Any of you need the magic shield ? she ask everyone


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl indicates he doesn't need it with a quick shake of the head..


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

did I see the dragon: 1d20 + 10 ⇒ (11) + 10 = 21

say I got a pair of gauntlets here that will help me quite a bit but I have to defeat a dragon, would your little dragon be willing to surrender to see if that works?


Male Shifter Cleric 4 - Herald Caller

Reth shakes his head no to Arsil's request, "Are we better off striking these undead down now instead of waiting for them to become a threat?"


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 will take the shield since no one else wants it, it should be an improvement to my wooden one." Locke says as he straps it to his arm to make sure it fits. Then he moves his wands over to the back of the new shield.

He responds to Reth, "They won't be a threat until we don't say the correct password."


To Arsil, still whispering in Draconic:
"Yes, the draconican."

At Rai Zon's suggestion the little dragon slips its head back under the backpack flap.


Rai, you actually have two pairs of dueling gloves. One requires the dragon defeat, the other has the other requirement.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

yes its a will save or duel... I would hate to wear it and start thrashing my party


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

Velerait:
I'll look into it after we are done with this place as the ritual take some time

What a strange request Rai. Sure you can face him after you have killed me. Now do you wish to challenge me for that ? she says with a smile

She turns to Lock Works for me she says handing him the shield

Lets leave these guys the way they are for the moment we might need to conserve ressources for future fight we can't bypass. Ok we ready to move on ?


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

I received two pairs of gloves from the treasury, both with a specific clause that is required to activate them or a drawback. Perhaps you might look at them to tell me more specifically how they function? Also no, I was not looking to challenge you as you are the leader of the group I just joined.

Rai says with a smile on his face holding out the two pairs of gloves of
Duelling.


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

I would be happy to identify them for you. But how about we wait until we are done with the exploration ? she ask with à smile


Once all is settled you head out of the room, saying the phrase after Arsil, exit into the passage and move to the right. Up stairs into a room with a large empty iron circle on one wall. Then out into the plains. Before you is a massive crater with a hole in between you and the crater.


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

"Where do we go from here?"


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

"Arsil likely wants to check out the cave of the big goblin. So around the hole, kill any goblin we see, into the crater, then into the biggest cave." Locke says matter of factly.


hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2 drow-blooded daemon-spawn tiefling investigator/1 | slayer/3
skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Faeryl nods... "Alright then. I guess you've all been here before. Are these 'normal' goblins? or a bit harder to kill than the norm? I've heard of barbarian goblins that are particularly tough little beasts. Never run into one though."


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

It is exacly that she says There was an overgown goblin and i think he was guarding something. Some are normal some are more experienced and then then are some that are the result of someone else mingling


Male Shifter Cleric 4 - Herald Caller

"Very well then, let us confront and vanquish these Goblins".


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

Ok lets go then

We will do exactly that dm: check out the cave of the big goblin

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