Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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Inactive

"Sounds like a plan to me!" agrees the short cleric.


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

GM Rolls:

Miette Fort: 1d20 + 2 ⇒ (5) + 2 = 7
Jericho Fort: 1d20 + 6 ⇒ (17) + 6 = 23

In the post combat cleanup and treasure collection, Kwin and Rose notice that Miette is looking a little flush around the face, and Jericho almost loses his balance standing up with a big sack of copper coins and nearly falls over. The big warrior's face is pale and he shakes his head back and forth for a moment.


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 looks a little weak as well as he struggles to carry his usual load. I have strength damage also, down 3.


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

"Not feeling too good....definitely head back and seek treatment."

Grand Lodge

GM Rolls:

Miette Fort: 1d20 + 2 ⇒ (15) + 2 = 17
Jericho Fort: 1d20 + 6 ⇒ (8) + 6 = 14

Miette Fort: 1d20 + 2 ⇒ (1) + 2 = 3
Jericho Fort: 1d20 + 6 ⇒ (20) + 6 = 26

Miette Fort: 1d20 + 2 ⇒ (1) + 2 = 3
Jericho Fort: 1d20 + 6 ⇒ (12) + 6 = 18

Miette Fort: 1d20 + 2 ⇒ (8) + 2 = 10
Jericho Fort: 1d20 + 6 ⇒ (11) + 6 = 17

You have an uneventful return to Zelkor's Ferry, and plan to stay the night at Bristleback's Inn and do some shopping!

At this point I am going to write Miette out of the narative.


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

Goodbye, Miette. Be well! We'll miss you terribly but I understand why you must leave us.

Once she is gone Parfin will ask, OK, so what's left for us? We need to prepare ourselves if we are to continue.


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 |

When the group approaches Zelkor's Ferry, Kwin greets the guards as he usually does, but says "We won't be staying long; I'll catch up with everyone on our next trip back."

After working with merchants to get the hundreds of pounds of copper coinage stored and/or changed to more portable means, we'll quickly head back to the Mouth of Doom, keeping an eye on ourselves for any continuing signs of illness.

As they walk back to the dungeon, Kwin absently muses on the differences between infusing arcane power into weapons and armor as opposed to mere mundane items. Half mumbling to himself, he continues to work out the practical aspects of crafting that until now have only been theory. As he does so, he occasionally addresses the others, hoping to help them understand why expensive material components are needed in the process so they don't think he's pulling a fast one on them.

Do we get back down to where we left off without incident?


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

GM Rolls:

Jericho Fort Save: 1d20 + 6 ⇒ (13) + 6 = 19
Jericho Fort Save: 1d20 + 6 ⇒ (18) + 6 = 24
Jericho Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
Jericho Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12
Jericho Fort Save: 1d20 + 6 ⇒ (5) + 6 = 11
Jericho Fort Save: 1d20 + 6 ⇒ (3) + 6 = 9
Jericho Fort Save: 1d20 + 6 ⇒ (2) + 6 = 8
Jericho Fort Save: 1d20 + 6 ⇒ (20) + 6 = 26

Jericho comes down to the common room in the morning for breakfast, complaning of restless sleep and fatigue. Your hit points start at 36/40.

Dobin, already there when Jericho comes down, moves a little closer to the fire place, mumbling something about it being a chilly morning.

Parfin's green skin looks a little gray and ashy.

Any other party actions before the return trip?


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

"I don't feel well...is there an herbalist in town who can see me? Maybe give me something for sleeping."


Inactive

In the evening, Rose spends her magics on healing the party's wounds. CLW x3 and CMW x2 should be enough to bring everyone to full.

She also sees if she can diagnose illness and provide aid to Jericho who is not feeling well.

Heal (treat disease): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13

In the morning, Rose prays for restorative magics. Memorizing Lesser Restoration instead of typical 2nd level spells. "I think we should rest a day or two here and get back to full strength. And seeing an herbalist is a good idea. Anyone still feeling drained from yesterday?"

Rose will cast Lesser Restoration on whomever needs it.


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

Jericho heads over to Ulman Dark's shop, the odd man takes his time looking over the big warrior poking and proding him. Asking incessent questions, and a few distrubingly detailed questions about Jericho's last bowel movement. He takes a fat leech out of a jar and places it on your arm, after letting it attach itself and feed for a few minutes he removes the slimey creature and takes it over to his desk. After a series of other bizzare things, he looks up at Jericho and clears his throat. "Bad news my friend. Well, good news as well! You've come to the right place! You've managed to pick up a kind of pestilence. But don't you worry now, I can cure you no problem! 500 gold picese and we can get started right away with Ulman's Magical Cure!"

GM Rolls:

Jericho Fort: 1d20 + 6 ⇒ (8) + 6 = 14

Rose is able to diagnose Jericho's illness, it is a wasting disease that can very rapidly drain the vitality of the infected person. There is a magical nature to the disease which prevents it from be treated solely by non-magical means. (IE: Just using the Heal skill isn't going to help cure it.) The visit to Ulman Dark confirms what you are able to discover about the pestilence.


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 it seems we need to have a few days pass so the proper Lesser Restorations can be cast. As far as the magical healing, I would chip in a share to take care of it. Of course, can someone barter it down a little or is that a flat rate, no questions asked? Money is tight in this game. :)


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

Dobin will chip in money for anyone who needs healing. I have a couple of hundred gp to add to the fund, if needed. Does Rose's Lesser Restoration do nothing?


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

Lesser Restoration isn't going to help Jericho, he isn't loosing ability score points. I think Parfin might need one from some Str damage though...


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 |

"What about the scrolls we found? The red ones?"

I believe there were three scrolls of cure disease we found in Jossel's room.


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

Kwin is correct, there are 3 scrolls of remove disease from Jossel's room one of which would probably do the trick. It'll be a 1d20+5 check VS the DC of the disease.


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 waits patiently for someone to test scrolls on him to cure him of disease.


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

Rose needs to make a DC 16 caster level check to successfully activate the scroll. She can then make a caster level check (using the CL on the scroll so 1d20+5) vs. the DC of the disease to cure Jericho.


Inactive

Rose is taken aback by the fee. "500 gold? That's a lot. Let's see if we have a simpler solution first." Rose tugs at Jericho, encouraging him to go somewhere outside the presence of Ulman Dark. "Okay, this scroll is supposed to remove disease. Let's see I can make it work for ya!" She takes out the scroll and begins to chant the words.

Casting guidance, then attempting to activate the scroll.

Caster Level Check: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 Fails.
Scroll Mishap DC5?: 1d20 + 2 ⇒ (18) + 2 = 20 No mishap.

Rose gets close, but doesn't quite get it right.

Can I keep trying?

Caster Level Check: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 Fails.
Scroll Mishap DC5?: 1d20 + 2 ⇒ (5) + 2 = 7 No mishap.

Caster Level Check: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Fails.
Scroll Mishap DC5?: 1d20 + 2 ⇒ (14) + 2 = 16 No mishap.

Caster Level Check: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Fails.
Scroll Mishap DC5?: 1d20 + 2 ⇒ (18) + 2 = 20 No mishap.

Caster Level Check: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 Success?


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

As far as I can tell failing to activate the scroll and not having a mishap just means you can try again...so after a few tries you manage to get the scroll activated! Now you need to make a caster level check to remove disease which will use the CL 5 of the scroll so 1d20+5 vs. the disease DC.


Inactive

"I think I got it!" Cure Disease?: 1d20 + 5 ⇒ (13) + 5 = 18.

Rose peers at Jericho carefully. "Er, so are you feeling better?"


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

Rose is able to commune with Calistria and rid Jericho of the horrible pestilence he was carrying!

I'll update later today getting you guys back to the dungeon, my roll20 is messed up at work this morning...


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

Roll20 Map updated

This room contains three banquet-sized tables and a number of chairs, all of which have been shattered almost beyond recognition. Broken crockery is scattered all across the oor. irectly across from the entryway, there is a bas-relief carving in the wall, depicting a fat, leering face with goat horns.

In a single large nest of wood scraps, ripped cloth, and other rubbish in a corner are 2 walking corpses, a monstrously huge rat, and 12 normal rats! The walking corpses are both missing their left hands, and are both wearing tattered white robes.

Round 1
Party!

Party up!


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

Previously...Jericho happily picks up and hugs the gnome! "Rose, you are a blessing! Thank you so much."

Now...
Jericho moves up carefully, not wanting to get diseased again and readies an action to strike the closest enemy who approaches with his halberd.


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

Dobin moves up just past Jericho, readying his sword and shield.


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

You guys can roll your hit and damage behind spoilers when you ready, that way I can just refeer to them if/when needed, thanks!


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 |

"Don't go into the room! Let them come to us!"

Kwin will cast Grease, targeting the floor just inside the room. I drew a green square on the Roll20 map to show the area. The save is DC 15 to avoid falling.


Inactive

Rose moves up with her whip, ready to aid Jericho's attack!

Readied Aid Another (Jericho):
Aid Another: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18 Giving Jericho a +4


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 will move just inside the room and wait for them to come to him!

Readied Attack:
+1 Silvered EB: 1d20 + 7 ⇒ (12) + 7 = 19 for Damage: 2d6 + 11 ⇒ (4, 5) + 11 = 20


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

Parfin obeterates one of the walking corpses as it appraoches! The half-orc is covered in plague goo for his efforts!

Parfin Fort Save: 1d20 + 6 ⇒ (14) + 6 = 20

The second walking corpse tries to slam into the half-orc!

Attack: 1d20 + 4 ⇒ (9) + 4 = 13 *miss*

Rat Ref Save: 1d20 + 5 ⇒ (13) + 5 = 18
Rat Ref Save: 1d20 + 5 ⇒ (2) + 5 = 7
Rat Ref Save: 1d20 + 5 ⇒ (5) + 5 = 10
Rat Ref Save: 1d20 + 5 ⇒ (15) + 5 = 20
Rat Ref Save: 1d20 + 5 ⇒ (4) + 5 = 9

For simplicity, the two that made it are the ones that get through to Dobin and Jericho, the rest slip and fall, and the others rush forward!

Jericho's Readied Attack: 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16 *hit*
Damage: 1d10 + 6 ⇒ (8) + 6 = 14

Dobin's Readied Attack: 1d20 + 6 ⇒ (20) + 6 = 26 *hit, threat* The damage without the crit is enough to kill it so...
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

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

Pelkin will strike at the other one near him!

+1 Silvered EB: 1d20 + 7 ⇒ (11) + 7 = 18 for Damage: 2d6 + 11 ⇒ (1, 3) + 11 = 15


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 moves 5' west and attacks a rat.
Attack: 1d20 + 9 ⇒ (3) + 9 = 12...add +4 if prone
Damage: 1d10 + 6 ⇒ (3) + 6 = 9


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

Dobin slashes at the hoard of rats before him.

Attack-melee: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


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 nocks an arrow, draws back and releases, targeting one of the smaller rats (back row, furthest away from the fighters.

To hit 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1d8 + 0 ⇒ (6) + 0 = 6


Inactive

Rose steps up, ready to protect whomever might get attacked by the Giant Rat!

Readied action to boost a friendly player's AC, in response to an attack from the giant rat.

Readied AC Boost: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 Giving that player a +4.


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

Parfin smahes his mighty weapon into the other walking corpse, releasing another death burst of diseased goo!

Parfin Fort Save: 1d20 + 6 ⇒ (8) + 6 = 14

Jericho slices one of the prone rats into a red stain!

Dobin skewers one on the end of his sword!

Kwin manages to take the head clean off of one in the back ranks!

Rose readies her assistance!

A rat near Parfin tries to stand back up in the grease and Parfin smashes it into the floor!

Another rat comes around the humanoid corpses at bites at Parfin!

1d20 + 1 ⇒ (2) + 1 = 3 *miss*

One manages to move across the grease and tries to bite Dobin!

1d20 + 1 ⇒ (3) + 1 = 4 *miss*

One goes for Jericho but slides on the grease and is unable to bit the big warrior!

1d20 + 1 ⇒ (4) + 1 = 5 *miss*

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 tries to smash another rat! To the north I guess.

Attack: 1d20 + 7 ⇒ (6) + 7 = 13 for Damage: 2d6 + 11 ⇒ (3, 6) + 11 = 20


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

With more rats in front of him. Dobin continue to swing at them.

Attack-melee (sword): 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Attack-melee(shield): 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


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 attacks the rat that just attacked him.
1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d10 + 6 ⇒ (3) + 6 = 9


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 continues to try and thin the ranks of the rats behind the front line.

Arrow shot at one not engaged with a fighter.
To hit 1d20 + 4 ⇒ (16) + 4 = 20
Damage 1d8 + 0 ⇒ (7) + 0 = 7


Inactive

Rose again keeps her distracting whip ready!

Readied AC Boost: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24 +4 to AC if the giant rat attacks someone.


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

The party continues to make quick work of the approaching dire rats!

Attack (Parfin): 1d20 + 1 ⇒ (5) + 1 = 6 *miss*

Ref Save: 1d20 + 5 ⇒ (20) + 5 = 25
Ref Save: 1d20 + 5 ⇒ (15) + 5 = 20

Attack (Dobin): 1d20 + 1 ⇒ (1) + 1 = 2 *miss*

Attack (Jericho): 1d20 + 1 ⇒ (17) + 1 = 18 *miss, thanks Rose!*

The huge rat tries to scratch at Jericho from around the corner but isn't able to actually reach the warrior!

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 continues to assault the rats!

EB: 1d20 + 7 ⇒ (11) + 7 = 18 for Damage: 2d6 + 11 ⇒ (5, 1) + 11 = 17


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 steps forward to try and get a bead on the huge rat, calling on his expertise in divination to help predict its movements.

Arrow shot at the large rat, I believe it has some cover vs. Kwin.
To hit 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12
Damage 1d8 + 0 ⇒ (2) + 0 = 2


Inactive

Same defensive plan.

Readied AC Boost: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18


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 thanks Rose for her intervention and tries to skewer the giant rat.
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d10 + 6 ⇒ (8) + 6 = 14


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

Parfin, Jericho and Dobin each take out another of the dire rats, leaving only the freakishly large rat remaining. Kwin tries to take a shot from around the corner, but is unable to quite clear the stonework as his arrow bounces off the wall with a clatter.

Ref Save: 1d20 + 5 ⇒ (16) + 5 = 21

The rat moves in trying to take a bite out of Jericho, but with Roses' support the rat misses!

Attack: 1d20 + 4 ⇒ (4) + 4 = 8 *miss*

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

Hmm, can't get to the map. If I can flank, I will.

Parfin tries to smash the papa rat!

EB: 1d20 + 7 ⇒ (19) + 7 = 26 for Damage: 2d6 + 11 ⇒ (3, 6) + 11 = 20


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 also can't seem to access the map now.

Kwin will move forward enough to get line of sight to the rat and fire at it, taking great care not to hit his friends.

To hit 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
Damage 1d8 + 0 ⇒ (4) + 0 = 4

Edit: Possible crit, confirm: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Added damage 2d8 + 0 ⇒ (7, 7) + 0 = 14


Inactive

Rose helps Jericho attack the rat! Aid Another: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17 +4 to Attack

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