Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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For the Glory of the Veskarium! Docking Bay 3-3

Kwin stops Parfin from grabbing the 3rd bag, as it appears to be coated in some kind of poison!


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

"Good thinking Kwin!"

I believe with my armor I have gauntlets...would they be enough to protect someone from the poison on the bag?


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"That one appears to covered in poison! I cannot tell if it is a contact poison that would harm us upon touch, or if it a venom that would have to be ingested or break to skin to do its work, but let us err on the side of caution with it."


Inactive

"Maybe someone with a long pole or weapon can open up the bag. I could also try washing off the poison with water, but I'd hate to damage the treasure inside."


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"I believe elementals are immune to poison."

Assuming no one is following his train of thought, Kwin clarifies. "I have a spell I've been trying to master. It would allow me to briefly summon an elemental, a small one mind you, to aid us. I believe I could retain it here long enough to open the bag for us and remove anything valuable."

I'd be using bonded object casting to cast Summon Monster II. Kwin could speak to earth, water or air elementals to give detailed instructions.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Hmm, must be valuable to coat the bag with poison.


Inactive

"Sounds like it's worth trying, Kwin."

-Posted with Wayfinder


For the Glory of the Veskarium! Docking Bay 3-3

Now that the poison is pointed out a DC 20 Widsom check, or DC 20 Craft (alchemy) could try to identify it. And elemental would be immune to the poison, so that is also a good way to go about it.


Inactive

Wisdom check vs Poison, Guidance: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21. "Hm... I have a hunch about what this poison is." Doubt it matters what it is, but it's fun to know anyway.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Unless it is a relatively harmless poison, Kwin will use his bonded object casting to summon a small earth elemental.

Terran:
"Please open that bag and carefully remove its contents for us. The bag is poisonous to our touch, but you should experience no ill effects."


For the Glory of the Veskarium! Docking Bay 3-3

Rose is able to place the poison as one that is made from the root of the malyass plant. It is indeed a contact poison and quickly breaks down the coordination of the central nervous system. Dex damage.

The earth elemental rises up out of the ground, his rocky features absorbing the characteristics of the stonework of the dungeon. It looks at the elven wizard, and makes some deep grumbling sounds.

Terran:
"If it is your will, Grrrush earth clan obeys."

It turns and glides through the floor to retrieve the bag. As it appears next to Kwin again rising up from out of the floor, it opens the bag and dumps a small ivory figure out into it's rocky hand. It drops the bag on the floor and then gently hands the figure to the elf.

Terran:
"Any other task Grrrush can complete for you?


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Before accepting the figure, Kwin will cast detect poison on it to make sure none of the poison leeched onto it. If it did, he'll use presdigitation to clean it off. Once he has it, he says

Terran:
"You have served well in a task well below your dignity. I apologize for the trivial nature of the chore. Godspeed to you on your way home."


Inactive

Rose cranes her neck to look at the figurine being held by Kwin. "Is that made of ivory? If so, it could be pretty valuable!" She sees if she can identify it in some way.


For the Glory of the Veskarium! Docking Bay 3-3

GM Rolls:

Rose: 1d20 ⇒ 3
Miette: 1d20 + 5 ⇒ (13) + 5 = 18
Kwin: 1d20 + 4 ⇒ (17) + 4 = 21

Rose can certainly tell it is valuable, but isn't really sure just how valuable it is. Miette and Kwin talk back and forth commenting on the toolwork, level of detail, and subtle gold leaf inlay. "This is a very nice piece indeed. I can see why it was protected by the poison bag. We should probably be able to get 900 or a 1000 gold for it!" Miette says rubbing her hands together.


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

Dobin looks over at the item and wonders aloud.

"Could it be magical? Seems like a lot of trouble to protect a simple statue..even if it is as valuable as you say. Maybe it does something else?"


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Kwin will detect magic on the figure specifically. If it does not detect as magic, he'll reply to Dobin "This is a dark lair devoted to Orcus. Minions here wouldn't need a reason to poison something other than to wreak havoc."


Inactive

"1,000 gold? Now that's a reward! So, where to next?"

What are those thin green rectangles on the map near the doorways we haven't explored?


For the Glory of the Veskarium! Docking Bay 3-3

Kwin detects no magic on the statuette.

I am not sure who added those, I almost removed them at one point thinking I left them. Probably just visual reminders of unexplored areas?


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

I had added the green rectangles a while ago to show which routes we still had to explore. We can certain delete them if they are confusing or cluttering.


For the Glory of the Veskarium! Docking Bay 3-3

You guys can feel free to mark up the map however is helpful :)


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

That is a pretty penny. Time to move on however. Parfin will allow Kwin to lead the party.


Inactive

green rectangles work for me. I just didn't want to walk into a trap!

-Posted with Wayfinder


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

Onward and ...downward??


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"Let's work our way back out of this chain of rooms, and continue along the main corridor."

I've moved Kwin's icon on the Roll20 map to show the direction I'm referring to.


For the Glory of the Veskarium! Docking Bay 3-3

Following the corridor, you climb down then back up the collapsed portion of the path and continue around the edge of the room that contained the strange damn-snake thing. The corridor comes back west to a doorway and continues south with another doorway just on the edge of your vision.

GM Rolls:

WM: 1d20 ⇒ 15

Using your standard checks, the door appears safe and unlocked.


Inactive

"Let's open the door!"


For the Glory of the Veskarium! Docking Bay 3-3

The party opens the door, to reveal a long hallway connecting to another door 55' to the west. It connects back to a room you encountered much earlier during the day...

Opening the door at the end of the hall, you enter a 70' x 50' diamond shaped room. The floor of this room is five feet lower than the doors, and the entire floor burns with two foot tall flames! The ceiling of this room is about 20' high, and hanging from the ceiling every 10' is a length of chain about 15' long. Just inside the door frame is a small button. At the far end of the room, directly across from the western door is another door. There are two doors at the same level (5' above the floor) in the south wall.

Original Post


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"Ah, we've come to the other side of this room! So, if we go back to the corridor" he says, pointing back the way we came, "We can continue south and perhaps arrive at those doors" he says, pointing to the two doors on the south wall, "from the other side of them. Or, if we take some time to recuperate from the fatigue of our searches so far, I can cast that summoning spell again. Another elemental could press these buttons for us while we wait at a reasonable distance."


Inactive

Rose gazes at the flames once more, and decides pushing the button can wait. "Let's go back and try the southern door!" She begins heading that way immediately, clearly eager to get a bit of distance from this room!


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

I moved Kwin's icon down to the southern door in the corridor. We'll try it after we do our standard checks on it.


For the Glory of the Veskarium! Docking Bay 3-3

GM Rolls:

Perception (Rose): 1d20 + 11 ⇒ (12) + 11 = 23
Perception (Miette): 1d20 + 10 ⇒ (4) + 10 = 14
Perception (Rose): 1d20 + 11 ⇒ (14) + 11 = 25
Perception (Miette): 1d20 + 10 ⇒ (13) + 10 = 23

The southern hallway continues further than you can see still. Searching the door, you find it to be safe and continue, only to reveal another short hallway and a second door behind that. Again searching the door (safety first!) you find it to be safe and continue onward!

As soon as the party enters this room, several candles in small wall alcoves ignite, dimly illuminating the room. In the center of the room there is a square red carpet ten feet by ten feet in size.


Inactive

"That's not creepy at all," says Rose. She looks around for signs of movement or danger. Perception, Guidance: 1d20 + 12 ⇒ (17) + 12 = 29

-Posted with Wayfinder


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Apparently oblivious to her tone, Kwin replies "Really, I have to say I found it quite creepy. Which is saying a lot considering what else we've seen here."

Standing to one side of the door, Kwin casts detect magic around the room. Then he'll start casting detect poison, starting with the candles and their alcoves and then moving around the room.


For the Glory of the Veskarium! Docking Bay 3-3

The candles give off an evocation aura, and the rug gives off an enchantment aura.

Rose does not notice anything dangerous, but she does notice that there are some wrinkled spots in the rug.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

So the rug is enchanted? But why? Is it a magic carpet?


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

"Looks too peaceful. Something is not right...a trap for sure!"


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

Jericho does not bother getting too close to the enchanted rug. "Tired of getting attacked by inanimate objects. First, we got attacked by a wall. Don't want to make it a rug next. I like enemies that can bleed."


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"An enchantment magic upon the rug most likely means a trap of sorts. Enchantments are a type of magic that alter your mind in some way. Perhaps it would cause one of us stepping up it to turn and attack the rest of us? Later, when we use magic to sweep this level for secret doors, I will be prepared to conjure an elemental to test it for us. It may be that it is an enchantment that we want to take it and sell it. Or it may be purely malicious, and we'll want to burn it. For now, let us seek foes that, as Jericho put so eloquently, can bleed."

TL;DR: Let's leave it for now, and later on Kwin can have an elemental test it out."

Kwin consults the journal book where he's been making notes and mapping.

"Back where we battled the gnolls, there were a couple of doors we bypassed. Why don't we check those out. After that, I can recover spells that will allow me to have some elementals assist in exploring the fire pit room."

I moved Kwin's icon all the way back to the place I'm referring to if everyone agrees with doing that.


For the Glory of the Veskarium! Docking Bay 3-3

Going back to the area where the party encountered the gnolls...

GM Rolls:

WM: 1d20 ⇒ 5
Perception (Miette): 1d20 + 10 ⇒ (17) + 10 = 27
Perception (Rose): 1d20 + 11 ⇒ (4) + 11 = 15
1d4 ⇒ 1

While marching back, as you near the strange pit/teleport room you encounter several giant ants skittering around the hall, mandibles clacking!

GM Rolls:

Dobin - Init: 1d20 + 1 ⇒ (15) + 1 = 16
Jericho - Init: 1d20 + 1 ⇒ (16) + 1 = 17
Kwin - Init: 1d20 + 2 ⇒ (5) + 2 = 7
Miette - Init: 1d20 + 9 ⇒ (19) + 9 = 28
Parfin - Init: 1d20 + 2 ⇒ (8) + 2 = 10
Rose - Init: 1d20 + 3 ⇒ (18) + 3 = 21
Giant Ant - Init: 1d20 + 0 ⇒ (4) + 0 = 4

Round 1

Party
Ants!

Party up!


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin moves up and readies an attack against the first critter to enter his reach!

Attack: 1d20 + 7 ⇒ (15) + 7 = 22 for Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14


Inactive

"More ants? This seems very familiar." Rose scoots through the doorway into an adjacent room, using her whip to help protect Parfin from the incoming ants!

Aid Another, cover: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 Parfin gets a +4 to AC against one of the ants for a round.


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

If the ant is still up, Jericho swings at same ant. If not, he moves to attack another ant.

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d10 + 12 ⇒ (8) + 12 = 20
AC: 19


For the Glory of the Veskarium! Docking Bay 3-3

Jericho moves up and cuts open the lead ant!

Parfin moves up and readies his deadly earthbreaker, while Rose adds cover to the half-orc.

Miette moves up and fires her crossbow at the giant ant further down the hall, but the small bolt glances off the carapace.

Attack (giant ant): 1d20 + 7 ⇒ (6) + 7 = 13 *miss*

Dobin and Kwin are up!


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Kwin fires an arrow at the ant down the hall.

To hit 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1d8 + 0 ⇒ (5) + 0 = 5


For the Glory of the Veskarium! Docking Bay 3-3

Kwin's arrow hits!

Round 1

Party
Ant #1 - 20 damage taken
Ant #2
Ant #3
Ant #4 - 5 damage taken

Dobin is up!


Fighter 4 HP: 42/42| AC 20| 12 | 18 | CMD 17 | Fort +6| Ref +3| Will +1| Init +2| Perc +3| Intimidate +6

Dobin grits his teeth and swings at the giant bugs.

Attack-melee: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 7 ⇒ (8) + 7 = 15


For the Glory of the Veskarium! Docking Bay 3-3

The ants move in on Jericho!

Attack (Jericho): 1d20 + 3 ⇒ (14) + 3 = 17 *miss*
Attack (Jericho): 1d20 + 3 ⇒ (4) + 3 = 7 *miss*

Round 2

Miette tries again to put a crossbow bolt into one of the ants!
Attack (Ant #4): 1d20 + 7 ⇒ (7) + 7 = 14 *miss*

Party
Ant #2
Ant #3
Ant #4 - 5 damage taken

Party up!


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin moves up and strikes #2! I assume we'll use the roll I already made.


For the Glory of the Veskarium! Docking Bay 3-3

Parfin moves up and slams the ant into the floor, but the insect fights on!

Party
Ant #2 - 14 damage taken
Ant #3
Ant #4 - 5 damage taken

Jericho, Dobin, Rose and Kwin are up!


Inactive

Rose will step back into the hallway and use her whip to distract an ant, hoping to give an opening to Jericho! Aid Another: 1d20 + 7 ⇒ (19) + 7 = 26; Jericho gets a +4 to attack.

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