GM Blood's Rappan Athuk (PF) (Inactive)

Game Master David James Olsen

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The arrow does not detect as magic. Jokbur jumps in and he does not detect as magic, though he is wet.


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3
Jokbur 'The Thorn' Oakenshield wrote:
"Am I magic?"

Heart seems to think so.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

If only I were evil...we have a perfectly good Kobold to throw in all the pools.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Not a great intellectual, Jokbur is ready to move on. He seems to be careful to wipe his boots off and insure that his feet stay dry.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

"My good fellow, that was rather foolish. We know nothing of what the magic of these pools can do! Perhaps we can return here later and engage in further study, but for now, I'm at a loss."


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

The ranger moves the group south planning to work east.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

I think the south was blocked. So move north and work east.


Jokbur leads you out of the room with the pools and heads north, it tuens to the east with a 60' passage to the east. About mid way down the hallway, Jokbur springs a trap.

Reflex save to avoid pit trap.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

ref: 1d20 + 3 ⇒ (1) + 3 = 4

I think Jokbur will be taking 10 on perception in new territory after this lesson.


Jokbur stumbles upon a trap, not actively looking except in the corners of hallways. He tries to land gracefully on the 10' fall.Jokbur Acrobatics DC 15 to avoid damage

Fall Damage 1d6 ⇒ 5


After Jokbur falls in the pit you pull him out Wounded or not wounded depending on his roll. Jokbur continues down the hallway, even more wary this time. You move east then the hallway turns south for about 80 feet then turn to the west for 50' with a door at the end of it. You basically went around the room with the pools in it. At the end of the 50' the hallway turn to the south and goes for about 80' before turning to the west again. In addition to the door to the west where you are standing, you also see on on the west wall farther down the hallway about 30'.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

acr: 1d20 + 2 ⇒ (12) + 2 = 14
7/12hp

If unhealed, Jokbur let's the grippli take point.

Jokbur examines the door very carefully.
take 20 for 36 perception

Then open the door if it is clear.


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Qui will take point with Jokbur recovering from his wounds. Once at the first door, Qui allows Jokbur to examine the door.


No trap is found. So Jokbur opens the door.

Once opened you see an empty room the is 30' North to South and 40 east to west with the walls angled the closest 10' nearest the door.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Jokbur carefully examines the room (taking 20=36 perception) and then allows Qui to enter first (if Jokbur is still unhealed).

Status=7/12 hp


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Qui ties a rope around himself so that someone can pull him out of the inevitable pit trap. He then proceeds into the room - after Jokbur inspects the room.


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

Hermann nervously watches Qui enter the room, ready to yank the rope and pull him out if necessary.


Jokbur notices a loose stone on the inside of the room in front of the door. Inspecting it closer it looks like something would happen if stepped on.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

I will heal you if you're going to die.


Here is The Map of where you are

Just realized I left out the pit. Not redoing it!


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

"Looks empty to me. Keep moving?"


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Jokbur follows Qui.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

"Yes, lets keep going. Looks like this may loop back to the west and territory we've already explored."


Jonas had been apprehensive earlier about the pools, but hadn't spoken up in time. He was relieved that the worst of it had been a soggy and frightened Jokbur.

"Feels like we're finally making some headway in this place."


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

"That would be welcome indeed," Edmund says. "I must admit I am getting quite turned around down here."


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

"Looks like there's another door just down the hall, there. Qui, you may as well keep that rope on in case of any more pits!"


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Qui continues to carefully move forward warily watching for more of this places popular pits.

As a note, I just realized that I took the Grippli's Jumper racial trait, so I can make a jump as though running while standing. Which might be useful in pit land.


GM Blood:

Random 1d20 ⇒ 1
Number 1d4 ⇒ 3

Initiative Jokbur Oakenshield 1d20 + 2 ⇒ (17) + 2 = 19 Initiative Quirmydt Dephroug 1d20 + 6 ⇒ (8) + 6 = 14
Initiative Hermann von Rabenstrange 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Ariella Hearth 1d20 + 3 ⇒ (2) + 3 = 5
Initiative Edmund Gwenn 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Jonas Hearth 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Monster 1d20 + 6 ⇒ (7) + 6 = 13

After taking your time searching the room (2 minutes) and are satisfied it is empty, you head to the door to the south. As you begin to search I will assume a 2 minutes search like the last door a group of skeletons with rusty swords comes around the corner

Quote:

Round 1

Initiative Order - Jokbur, Edmund, Jonas, Quirmydt, Skeletons, Hermann, Ariella

Monster Stats AC 16 T 12 FF 14


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

God...my initiative sucks. Hopefully they'll be enough left to make me channeling worth while.


Move into position next to Hermann, ready action to hit the first one to close.

Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d10 + 2 ⇒ (2) + 2 = 4

AoO as it closes distance: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d10 + 2 ⇒ (9) + 2 = 11

If any others close distance near me, please roll my AoOs as needed.


Hermann will be after the skeletons, but if you want to position yourself next to Hermann that can be done if Quirmydt moves out of that square.


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Qui moves next to Jonas and crouches defensively.

Ready action to attack.

Fighting Defensively - +2 AC, -4 attack <-- figure my scimitar is not going overcome their DR unless I crit.

Current AC21

Attack-scimitar: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Damage: 1d4 + 5 ⇒ (2) + 5 = 7


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

Will I be able to take an AoO, or am I considered an Unprepared Combatant and thus Flat-Footed and unable to do so?


Qui, what co-ordinate/square are you moving to? Hermann, unless you have combat reflexes you will not get an AoO until after your first turn in initiative


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

I will move to AG41 since Hermann has a reach weapon and should have no problem swinging over a <2' tall frog. This will also open up the space next to me for Jonas who wants to move forward I think.


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

That's what I thought. Le sigh.


Perfect, thanks!

Edmund and Jokbur are up before the skeletons!


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Jokbur moves next to Qui and readies his morningstar for the approach.
7/12 hp move to AG4 ready attack vs first approach.

readied attack:

att/dam: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 131d8 + 5 ⇒ (8) + 5 = 13


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Edmund grips his cane tightly but stays put, delaying.


Everyone readies their attack for when the skeletons come near. Jonas hits the first skeleton, breaking apart its bones while Jokbur and Quirmydt both miss the skeleton before them. The skeletons attack the front line but both miss!

Skeleton #2 vs Quirmydt

Rusty Scimitar 1d20 ⇒ 2
Damage 1d6 ⇒ 5

Skeleton #3 vs Jokbur

Rusty Scimitar 1d20 ⇒ 11
Damage 1d6 ⇒ 1


Here is the new thing I am going to try out in my pbps. After round 1, everyone left who hasn't gone automatically delays to top of the next round to make it easier in later rounds

Quote:

Round 2

Initiative Order - Hermann, Ariella, Jokbur, Edmund, Jonas, Quirmydt, Skeletons

Monster Stats AC 16 T 12 FF 14


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

Works for me!

Round 2

The sight of skeletons brought back the nightmare of his Company's slaughter. Knowing his longspear wasn't likely to do much damage against them, he traded finesse for power to attack over Qui's head.

Attack (Longspear, Power Attack): 1d20 + 4 ⇒ (10) + 4 = 14 on #2
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Can I get an "Aid Another", brother?


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Knowing that his scimitar is unlikely to be effective against the skeletons, Qui attempts to distract them to allow his bigger comrades to hit.

Fight Defensively. - AC21

Attack-aid another: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8 <-- Whiff


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3
Quirmydt Dephroug wrote:
Attack-aid another: <-- Whiff

That's it, I'm sic'ing Miss Piggy on you!


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11
Hermann von Rabenstrange wrote:
Quirmydt Dephroug wrote:
Attack-aid another: <-- Whiff
That's it, I'm sic'ing Miss Piggy on you!

Mmmmm, Bacon!!!!!!


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

Even better: bacon-wrapped frog legs!


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Jokbur swings and looks for room to step back. The ranger is still a little woozy from his time in the pit and his flail goes wide.
hit/dam: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 5 ⇒ (7) + 5 = 12
Attack and five foot step to swap with Jonas if allowed. Status 7/12hp In hands = flail


You could, but he has a reach weapon so he'll probably not want to swap


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

Ariella raises her holy symbol and channels a burst of holy energy to harm the undead.

DC 16 Will save or take 1d6 ⇒ 3 damage.


Jonas lashes out with his pole-mace again.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d10 + 2 ⇒ (9) + 2 = 11

Attacking #3

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