Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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The group moves around the hole with little problems and gets to the crater with only green bits of goblins here and there.

If you get within 5 feet of the hole:
The rocks slide and some fall into the hole. Reflex save DC 13 or slip and fall into the cave.

Now in the crater Arsil leads the group towards the large cave on the far side of the crater.

Perception DC 20:
You can see at least a dozen pairs of glowing eyes in the small caves that spot the inner crater walls at different heights.


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 move with the group and look around the hole and when he approaces:

Spoiler:
reflex: 1d20 + 5 ⇒ (1) + 5 = 6 Rai falls with the rock alide to the bottom of the goblin warren. He will take a look around after quickly getting up. [Dice=perception]1d20+10/dice]


Male Shifter Cleric 4 - Herald Caller

Perception 1d20 + 6 ⇒ (3) + 6 = 9

Reth stands I the back observing that which is before him ready to raise his bow or his hands in a spellcasting whichever seems more necessary.


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

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Arsil will start to carefully enter the cave


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 is right there beside or behind Arsil, swords out and ready for trouble.

perception: 1d20 + 9 ⇒ (13) + 9 = 22

Faeryl will mutter softly, "We are being watched... I see glowing eyes in those caves dotting the crater...LOTS of eyes."


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 pick himself off the ground and draw up the fauchard carefully casting light on the weapon and brandishing it.


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

Get back up here now Rai if you can


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 look for a way back up and in the mean time will slide on the gloves of duelling since is alone down here he will also start singing

perception: 1d20 + 10 ⇒ (18) + 10 = 28

blood of my family, made of stone
I will see my enemies bleed out alone
Give me strength to vanquish all of my foes
Fandarra Fandarra smite them low!


Rai went to close to the hole in the ground and fell in, he fell a good distance but for anyone to check on him would need to get better elevation or get within 5 feet of the hole.

Rai:
fall damage: 6d6 ⇒ (1, 6, 4, 5, 3, 6) = 25
After getting up from the pain of the fall you look around and notice you are in the cavern where you met your group. Another 40 foot drop would put you on the surface/entrance you met the group. DC 15 climb checks. Or you could try climbimg up the 60 feet to your group, DC 15 climb check but it steadily will get harder, +1 to DC every climb check. First check DC 15 (5ft), second check DC 16, and so on. DCs for 3rd and on: 17, 18, 19, 20, 21, 22, 23, 24, 25, 26.

Rai you don't see any goblins or threats. Under some rubble over next to a wall you see a chest of somekind.

Leaving the crater behind and entering into the cave with her group at her back. As you enter the cave light from Arsil and Locke's light spells keeps the cave illuminated. Piles of debris can be seen around the room. Behind the largest pile, nearly four times bigger than the rest, you can see a natural tunnel that leads downward. The other strange thing in the room is a barrel that is filled and overflowing with green glowing goo that bubbles every few seconds.

Once you get near the tunnel that leads down, which is next to the back wall of cave, glowing runes appear on the back wall.

Knowlge Arcana DC 18:
Runes of protection that ward evil from going up or down the tunnel.


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 move slowly over checking and move to the chest prior to leaving looking for any dangers

checking for traps: 1d20 + 10 ⇒ (20) + 10 = 30


Male Shifter Cleric 4 - Herald Caller

Reth remains in the back and squints to decipher the runes on the back wall. Though he is unable to make any sense of them.

Knowledge Arcana 1d20 + 4 ⇒ (3) + 4 = 7


Rai:
Since you are seperated from the group I would prefer you spoil your actions.
Moving the rubble away you find there to be no visible traps or hidden mechanical ones within the lock. The chest is made of stone but there is only a red wax seal of some kind keeping the lid and bottom secure. There is a larger red wax spot for you to place a finger possibly.


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

Kn Arcana: 1d20 + 10 ⇒ (13) + 10 = 23

This place was seriously fortified. You see these ?? they Runes of protection that ward evil from going up or down the tunnel still moving with coution


As the group follows the tunnel down you see there are smudges of the green goo on the walls. Walking along you can feel energy welling up in the air, 70 feet or so down the tunnel leads to a tight turn, then another 60 feet to a new cave. Green goo is everywhere in the cave, three pools of liquid are being chocked out by the goo. Locke drops to the ground grasping for breath.


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

"Fire... burn the goo..." he gasps out as he drops to a knee, then to the ground on all fours.


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

Spoiler:
Rai uses his wand of cure light wounds several times to heal from the fall
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (7) + 1 = 8

Then he will shrug and place his finger on the chest


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 pulls out an alchemist fire and tosses it into some of the goo... not close enough to burn any of the party though...

range touch attack: 1d20 + 5 ⇒ (5) + 5 = 10
dmg: 1d6 ⇒ 5

miss direction if that misses an undefending square: 1d8 ⇒ 8


The square of goo that Faeryl hits burns away leaving smoke and soon a clear patch. The squares around sizzle from from the splash damage creating more smoke also. There is still 31 five foot squares on the floor to burn and 25 five foot squares on the walls to burn.


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

"Well, sadly, I don't have enough of these to burn it all.. what do you suggest?"


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

Arsil will pick up Lock and help him on his feet.

Take out any piece of cloth, or canvas. Any material that will burn. Everyone take out any lanter oil that you have. We will create a big fore of any flammable material in front of the goo and mix any oil we have on its mouth. We make a trail to a safer distance and light the whole things up from a distance . there should be plenty flammable cloth to pick up from the goblin camp. Everyone retreat now and lets get to work in pairs! she says carrying locke on her shoulders if the has to


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 idea, let's do it." Faeryl backs away out of the room for now. "I have no oil though, but I'm glad to help collect flammables and help with the trail."


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 is barely breathing as Arsil carries him out. Once halfway up the tunnel he gasps enough to be able to speak between gasps, "Yes... Gather... Let me.... Rest..." He will sit at the top of the tunnel to catch his breath.

After several minutes of the group collecting from the nests making a pile of flammable material he nods and says, "Thank you Arsil for getting me out of there, the corruption was so... so... Suffocating. I won't be able to go back down there until a good portion is burned away. Take your time and make a good sized kindling stack. Anyone willing to watch the entrance? If not I can." If no one speaks up he drags himself up to his feet and slowly walks over to the entrance.


There is plenty of flammable objects in the nests. A few old lanturns with some oil still in them and a couple of alchemist fire flasks.

Percetion DC 15 for the lookout/DC 22 for the others:
You see several goblins climbing down from thier hidey holes. If you are not the lookout you hear some rocks fall and/or some goblin talk.

Within 10 minutes of collecting there is a pile 3 feet tall and 3 feet wide at the bottom of the tunnel.


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

perc dc 22: 1d20 + 9 ⇒ (7) + 9 = 16

Faeryl notices nothing special while collecting flammables.


Male Shifter Cleric 4 - Herald Caller

Perception 1d20 + 6 ⇒ (4) + 6 = 10

Once the flammables are collected together and the fire begins to burn, Reth turns to Arsil, "Shall I summon a herald to deliver the fire unto the cave to clear it out for us?"


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

Perception DC 22: 1d20 + 5 ⇒ (11) + 5 = 16

Collecting the flammable objects arsil doesn't notice anything

Not really needed that is why we made a trail. To be able to light the trail from a safer distance with little risk to us. Conserve your power we aren't done with this place yet she replied to him as she light her torch and set aflame the trail of oil that leads to the pile 3 feet tall and 3 feet wide at the bottom of the tunnel


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

He shakes his head and asks more himself than the others, "is Rai still down in that hole?"

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

He pulls out his silk rope which is attached to his grappling hook and begins to walk towards the hole.

Round 1

He stops shortly after yells and rushes back into the cave pulling out his scimitar. He then yells something discernible, "Goblins!"

Each of you are 30 feet from the cave entrance and it is 15 feet wide.


Rai:
Sorry I missed your last response. You get a will save DC 14 to take half damage from the spell. Inflict light wounds : 1d8 + 3 ⇒ (3) + 3 = 6

Your skin tears in several spots leaving gaping bleeding wounds. You lift on the lid and it slides back with ease. Within the stone chest is a silver dagger in the shape of a snake. Rubies adorn it to make the eyes and tiger eyes to make the design of the snake's body. The tip of the dagger is made of a clear crystal or diamond that comes out of the snakes mouth. Also there is what used to be paper and fabric which has not lasted against time.

You can start climbing now as we continue your other actions


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

Round 1

Everyone in formation at the mouth of the cave. Locke Behind me with Reth. We move in close quarter ! she shouts taking position just outside the mouth of the cave weapon drawn as she moves


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, unless ordered back, will draw his swords and stand at arsil's side.


Round 1

Arsil and Fearyl take the front positions, in front of Locke.

Round 2:

17 goblins
16 Locke
15 Arsil
14Faeryl
12 Reth
12 Rai

Now just outside of the cave you can see goblins taking their time to come down, at least six. There are another five moving towards your cave. They get within 20 feet of you and speak in goblin to each other.

Arsil:
Thaolin, the giant construct dog is out protecting the horses correct?


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

Spoiler:
Rai will take a cloth and gather the dagger placing it well wrapped in his pack and then will take out the 100ft rope and the grapple and tie the rope to the grapple and rotate it arouns and around tossing it up at the top to try and catch it.

rope please stick: 1d20 + 6 ⇒ (9) + 6 = 15
If it sticks he will pull the grapple in tight and climb up the knotted rope and cliff wall


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

dm:
yes he is indeed


Male Shifter Cleric 4 - Herald Caller

"Can anyone understand what they are saying?"


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 drinks his extract of shield while waiting for the goblins to approach.


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

Round 2

if they aren't coming at us be ready to charge them in a few seconds she says casting a shield spell

Current AC 22


Rai:
Rai you throw it up multiple times but it seems to be just too far. Also much of the ground and walls have been freshly broken and easily drop debris and rocks rather than make a snag point. The few times you get it to the top the grapple just pulls the loose soil or rocks.

Round 3

The goblins pull out cruel looking knives and swords they call 'dog cutters'. They seem indecisive but now seven stand as a group 20 feet away from your front line.


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 2

"No and I don't like it, should we scare them off?" Locke says a bit nervously. He recites a prayer, "May the sun smile down upon us."


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 one closest to him as his first target. +1 to hit and damage that one goblin


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

Round 3

With all that magic goo and everything that is unlikely Locke. we are going to break their counter attack before more come and we get swarmed. But if they flee we won't pursue

Aerin will move up and attack the nearest one, fighting defensivly (arcane strike)

Morningstar: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 71d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 + fire: 2d6 ⇒ (1, 4) = 5

Current AC 25


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

Spoiler:
is it possible to break up the chest and use it to wedge very thick sharpened stakes into the side as spikes to help me up the cliff face and if so that is what Rai will do.


Rai:
[/ooc]Do you have a chisel and hammer? Likely not so not an option.[/ooc]
You feel a hissing sound coming from your bag.

As Arsil comes charging forward some of the goblins drop to their knees and bow to the ground. The other half run for their caves.


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 watches the goblins' reactions with stunned awe. "They definitely look cowed. That's not normal for goblins... You must have made quite an impression on them." He strides forward right beside and a few steps behind Arsil... but doesnt strike at the goblins that are kneeling or running... He just remains vigilant in case any of them try to attack.


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

Spoiler:
Rai of course will open the bag and take a look at what could be making that sound and if dangerous drop the bag, otherwise will take a look at the hissing item.


Rai:
You open the bag and see a silver snake inside its beady red ruby eyes are eiree but it seems the dagger has come to life. It begins to slither out of the bag. You likely drop the bag. It coils up on top of the bag and flicks its tongue up at you.

The fleeing goblins are gone and the others just wait. No threats any more. Out of rounds.

The smoke begins to start filling the cave slowly.


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

Great she says looking at the goblin in front of her

She turns around and looks at the party putting her weapon away

Anyone knows where the one call Rai is ?


With her back to the goblins they crawl away15 feet before getting up and running to their holes.


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 believe him to be still in the hole. Shall we?" He says simply. He walks with the group, collects his knotted rope, then secures it to the ground 10 feet from the lip of the hole before shouting, "RAI YOU STILL DOWN THERE? CLIMB THE ROPE OR GIVE US SOME INSTRUCTION OF HOW TO HELP."


Rai:
The rope lands 20 feet too short, but near you enough that if you could reach it, it would be an easy climb.


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

there was a dagger down here in a chest that turned into a snake he calls back up and then he will climb up to the rope leaving the snake dagger on the ground.

climb: 1d20 + 3 ⇒ (3) + 3 = 6

climb: 1d20 + 3 ⇒ (11) + 3 = 14

THE ROPE IS 20 FEET TOO SHORT!

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