Rappan Athuk set in Nirmathas, Golarion
Game Master
baldwin the merciful
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Dex Checks: 1d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (19) + 5 = 24
Desmond is a pirate now. I'm gonna make sure the next monster stabs one of his eyes out.
Evil GM
The boat gracefully flows through the river runnels, Desmond handles it with expert care. The tunnel is pitch black but after 15 minutes there is faint greenish lichen glow ahead...30 feet.
Tunnel Map
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
"Glows in the darkness have meant trouble before. I'd suggest we be on guard."
Karnog stage-whispers from the center of the boat.
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Let me try and help with the navigation.
Dex Aid: 1d20 + 2 ⇒ (8) + 2 = 10
Dex Aid: 1d20 + 2 ⇒ (19) + 2 = 21
Dex Aid: 1d20 + 2 ⇒ (3) + 2 = 5
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Oh lawd a paladin with dex.
Surprisingly Desmond has no objections to his work being aided; most likely because this isn't something he's used to doing.
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
Grung loads his sling and stands ready
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Yep...just a little Dex...lol.
Evil GM
Malcolm Cavendish wrote: Yep...just a little Dex...lol. Just enough Dex to make you dangerous to your allies.
Evil GM
Waht I displace is they change the map scale on me to 1 hex = 25 feet so it's a pain in the arse.
Update Map
The boat enters a cave that has a very high ceiling, arching higher than torchlight can illuminate. The cavern is immense, containing a large lake where a river slows to flow around a central island. From the island, two huge, natural stone columns, each fully 70 ft. thick at the base, ascend into the darkness above. It is too large for your limited vision.
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
"Do we want a daylight spell? Anyone know that light-torch-control?"
Dancing lights...?
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
Bah I know none of that!
Instead he launches one of his spark stones into the darkness, it should light up in a flash whatever is around it when it hits the wall or whatever.
Evil GM
The glow of stone launches and drifts off into a distance. The cavern is vast.
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Malcolm activates his Cap of Light.
Evil GM
Malcolm Cavendish wrote: Malcolm activates his Cap of Light. The spotlight is activated.
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Malcolm focuses the light on various points in the cavern and searches to see if the light reveals any movement or areas of interest.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Can anybody see anything worth disembarking for?
Evil GM
This massive cavern is certainly different than the Well area, you don't ahve that oppressive fear feeling that was in every room in the Well area. You certainly know you've descended and traveled the under ground river system to a new area. Malcolm you evil detection pings in general - very similarly to what it has done throughout your arrival to RA - so nothing seems out of the norm for this place. The cavern walls look like they are slippery but that they have plenty of handholds to your limited vision.
Everyone can make a knowledge: nature, dungeoneering, and survival check.
Are you landing on the island, heading left or right about the island?
Updated Map
[oocThey changed the hex ratio on me to 1 hex=25 ft, but I'm going to go with 1 hex=10 feet for now.[/ooc]
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
I suggest we beach this raft on the island and investigate. Do I have anyone with me?
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
"Sounds good to me. I'll be glad to be on dry ground again. "
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Knowledge (Dungeoneering): 1d20 + 10 ⇒ (15) + 10 = 25
female Human (Taldorian) Bard 5/Evangelist 10
KnowDung: 1d20 + 9 ⇒ (6) + 9 = 15
Nature: 1d20 + 9 ⇒ (9) + 9 = 18
Survival: 1d20 + 4 ⇒ (13) + 4 = 17
"I was reluctant to say it before... but how do we get back. The dweomer on the swanboat will not last for a long time."
Evil GM
(Gnomes and other underground creatures gain a +2 bonus to their checks.)
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
We were informed that there were many entrances to dungeon. More than likely, there is another way out for us without having to return.
Evil GM
The swan boat nudges up against the island. There are numerous fungus (mushrooms) growing on this large island and you can see two huge,
natural stone columns, each fully 70 ft. thick at the base, ascend into the darkness above.
perception checks and what are you going to do.
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
1d20 + 12 ⇒ (2) + 12 = 14 perception.
"Aye, and I can probably make us a boat or raft that should last a few hours. It won't be as pretty, but it should float! Why don't we check out this island while we're here?"
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Using his cap of light, Malcolm begins to traverse the island, looking in all directions, including up the columns.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Knowledge (Dungeoneering): 1d20 + 10 ⇒ (1) + 10 = 11
Perception: 1d20 + 10 ⇒ (19) + 10 = 29 +3 vs traps
AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16
knowledge dungeoneering: 1d20 + 14 ⇒ (20) + 14 = 34
AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16
"Mmm. Some of these are edible."
Evil GM
Are you all getting out of the boat now that you have nudged up against the island?
HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10
Grung hops out and tugs the boat up into the island.
Evil GM
The stout dwarf hops out of the boat mumbling that dwarf feet need to be on the ground on floating in boat. With a little effort he tugs the craft bit.
just waiting on a few others to post.
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Absolutely. Please see my post above about traversing the island and looking up the columns.
Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar
Aurora will fly carefully over the island.
female Human (Taldorian) Bard 5/Evangelist 10
Felicitas will get off the boat, take care that it is safely anchored and look around. Not far from the group and completing her maps.
Evil GM
The group secures the boat and begins to scout around the island.
Suprise Round:
Warasch
Initiative Order:
Zoolbing
Desmond
Garang
Karnog
Warasch
Malcolm
Grung
Kalim
Feli
Map
Evil GM
Surprise Round:
As Malcolm and the group begin to explore the island and the the area around the column. A troll appears out of nowhere as if it blended in the background. He appears to be wearing an unusually fine wool cloak.
He slashes out with one claw:
claw: 1d20 + 14 ⇒ (1) + 14 = 15;damage: 1d6 + 7 ⇒ (5) + 7 = 12
dex check to see if he becomes off balanced: 1d20 + 4 ⇒ (7) + 4 = 11 He does not become unbalanced by his nat 1.
Evil GM
RD 1:
Zoolbing - He not quite here yet so Desmond is up.
Evil GM
Most of you guys have already encountered a river troll so you know this type of creature. Grung and Feli haven't but a knowledge local check may reveal more.
What is unusual is the fact that you all perceive the creature even though you were near it when it attacked.
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Double move to get behind it, if it has reach I'll stay 10 feet away. Busy day at work.
Evil GM
yes it has reach.
Updated Map
Evil GM
RD 8: Garang
There is movement coming from another direction as you all realize there are more than one river troll on residing on this island.
Updated RD 1 Map
Perception:
Feli: 1d20 + 12 ⇒ (9) + 12 = 21
Aurora: 1d20 + 12 ⇒ (20) + 12 = 32
malcolm: 1d20 + 4 ⇒ (13) + 4 = 17
Grung: 1d20 + 9 ⇒ (10) + 9 = 19
Des: 1d20 + 10 ⇒ (17) + 10 = 27
Kalim: 1d20 + 2 ⇒ (5) + 2 = 7
karnog: 1d20 + 12 ⇒ (10) + 12 = 22
Des when you move you realize you may now be cut off form the others.
Aurora, feli, Karnog you catch see a hulking third one on the other side of the river and strapped to it's back is massive tower shield.
female Human (Taldorian) Bard 5/Evangelist 10
know local: 1d20 + 9 ⇒ (14) + 9 = 23
female Human (Taldorian) Bard 5/Evangelist 10
Aurora will cast grease under the troll trying to delay it. Dc14. Feli will cast haste and start to sing insp courage
Evil GM
which one are you casting grease under? I assume the yellow one that is at your backside.
acro: 1d20 + 3 ⇒ (13) + 3 = 16
Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|
Karnog sizes up the approaching giants warily.
"Focus your attacks, take them down hard and fast!"
Karnog casts bull's strength on himself, then steps closer to the nearest troll.
AC is 28 vs. Giants
Evil GM
RD 1: Warasch
The troll using his reach takes a full action:
Against Karnog:
bite: 1d20 + 13 ⇒ (6) + 13 = 19;damage: 1d8 + 7 ⇒ (4) + 7 = 11
The unleashes a furious claw attack against the flat footed Malcolm,
claw 1: 1d20 + 14 ⇒ (18) + 14 = 32;damage: 1d6 + 7 ⇒ (6) + 7 = 13
claw 2: 1d20 + 14 ⇒ (9) + 14 = 23;damage: 1d6 + 7 ⇒ (5) + 7 = 12
Malcolm takes the hits. (The haste bonus to AC takes effect next round)
Map update after Karnog's 5 ft step closer
*Karnog I had you do a 5 ft step to get closer than a move to avoid the AoO
Evil GM
RD 1 Update
Initiative Order:
Zoolbing - moving
Desmond - double moved
Garang - moving closer, saved fromthe grease spell
Karnog - bulls str, 5 ft step
Warasch - hit Malcolm for 25 HP
Malcolm
Grung
Kalim
Feli - haste, grease
Updated RD 1 Map
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