Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

RD 4

RA Init Order:

DR 2 - dead
Feli - missed
kalim -
Des -
Grung -
Malcolm -
DR 1 - dead
WR
Karnog - missed


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"Never very good with numbers, were you?" Desmond moves to roll behind the leader and tries to trip him.

Acrobatics: 1d20 + 20 ⇒ (4) + 20 = 24
Trip: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27


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 moves up and attacks the last rat

No more talk!

Croaker: 1d20 + 13 - 2 + 1 ⇒ (12) + 13 - 2 + 1 = 24 for 1d10 + 7 + 4 ⇒ (9) + 7 + 4 = 20


Evil GM

Desmond was able to tumble around rather than through the wererat's area thus avoiding the AOO, as he tumble he tugged at the foot and tripped the enemy.

Grung moves forward and manages to hit the prone defender but causing injury but not killing the creature.


Evil GM

kalim, Malcolm are up.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 4, Power of Faith Round 4/10, Power Attack

Malcolm steps forward to I-52 and attacks the enemy.

BS Att: 1d20 + 13 + 1 - 2 ⇒ (13) + 13 + 1 - 2 = 25
BS Dam: 1d10 + 5 + 4 + 1 ⇒ (3) + 5 + 4 + 1 = 13


Evil GM

Malcolm hits with his sword but then the wererats strikes with a bite of Desmond,

bite: 1d20 + 9 ⇒ (9) + 9 = 18;damage: 1d6 + 4 ⇒ (4) + 4 = 8

Plus make fort save DC 15

His rolls have just stunk this entire combat.


Evil GM

Kalim remains at the tunnel exit guarding the rear.

RD 5

RA Init Order:

DR 2 - dead
Feli -
kalim -
Des -
Grung -
Malcolm -
DR 1 - dead
WR
Karnog -

RD 5 Map


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Felicitas flicks her wrist and a wand appears. Moving a few steps she will heal desmond. [Oo] posting with handy and cannot see the map. If desmond is to far away she will target someone else [/ooc] 1d8 + 1 ⇒ (5) + 1 = 6


Evil GM

Felicitas - Des tumbled to the far side of the WR, you can get to him with 30 feet of movement but you will be in range of the WR. I don't know offhand if anyone else is still down HP.


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

chop chop

Croaker: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17 for 1d10 + 7 + 4 ⇒ (6) + 7 + 4 = 17 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 for 1d10 + 7 + 4 ⇒ (5) + 7 + 4 = 16 +1 vs Monstrous Humanoid of Magical Creatures


Evil GM

Both of Grung's chops miss the the lithe rat on the ground.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Good lord haha.

Desmond tries to finish off the little creature.

Attacks: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 271d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Damages: 1d6 + 1 + 4d6 ⇒ (1) + 1 + (2, 6, 6, 1) = 171d6 + 1 + 4d6 ⇒ (5) + 1 + (5, 2, 1, 5) = 19


Evil GM

Desmond finally kills the wererat. Finally...good riddance. He thinks

One thing is obvious the leader had some nice gear and equipment...especially his two short swords.

Detect magic reveals magic if you want to add spellcraft to identify or have an identify spell that fine. One of the swords you know is adamantine.


Evil GM

Magical gear:

studded leather,
adamantine shortsword,
shortsword,
amulet
Bag of Holding
Leather belt
Ring
wand in the bag
3 different potions

non-magic;

smoke stick
bandaleer
felt hat
5 days of good quality trail rations
1 cast of wine (in bog)
1 barrel of lager beer (in Bag of Holding)
msw javelin
msw light crossbow (31 bolts)

11 pp, 901 GP, 341 silver, 223 copper

diamond necklace 820 gp value


Evil GM

the other wererats had mundane gear...tattered leather, short swords.

total coin: 193 sp


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

11 times Spellcraft. Autoassist by Aurora
Spellcraft: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Spellcraft: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Spellcraft: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Spellcraft: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Spellcraft: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Spellcraft: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Spellcraft: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Spellcraft: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Spellcraft: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Spellcraft: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Spellcraft: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Studded Leather- P3


Evil GM

The party spends a good 15 minutes recouping and looking at the newly acquired items. I assume you are going to look around the cave and I'll update the map when I get home.

Felic begins her appraisal:

+3 studded leather
+1 adamantine shortsword,
+2 shortsword,
amulet (no idea)
Bag of Holding, type III
+4 giant strength Leather belt
Ring (no idea)
wand in the bag - cure moderate wounds 23 charges
3 different potions:
-levitate,
-neutralize poison,
- no idea

(pretty good haul)


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person
baldwin the "merciful" wrote:

+1 adamantine shortsword

+2 shortsword

DIBS. I also like the studded leather, but I would understand if somebody else would want that since I'm already taking a lot of loot from this guy.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Felicitas asks for the wand, as this would offer her a chance to better heal the people.


Evil GM
Desmond Aeros wrote:
baldwin the "merciful" wrote:

+1 adamantine shortsword

+2 shortsword
DIBS. I also like the studded leather, but I would understand if somebody else would want that since I'm already taking a lot of loot from this guy.

I figured you'd like those swords.


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

Maybe we should go back and get some more gold...now that we have another bag


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"For once I agree with the dwarf."


Evil GM

There have been loud noises from back in the direction you came along with the numerous threats from the trolls.


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 knows. Sounds good to him


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

Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10

Kalim looks over the items Felicitas didn't understand.

"The gold will wait. There are far more precious things here than mere baubles."


Evil GM

Amulet of natural armor +1
Ring of climb +5 comp bonus
No idea about the last potion


Evil GM

As Felic and Kalim spend time identifying the items the rest of the group splits inot to two groups to do a quick search of the cavern. the northern group has Grung an Des together and they discover with what appears to be 3 exits from the cavern. One of which is worked stone, the other two are natural openings. You do find the camping area where the wererats and dire rats were staying but there is nothing of note there but gnawed bones and furs.

The southern group with Karnog and Malcolm finds a large cavern that has one exit but the souther portion seems to extend beyond their limited vision (dark-vision) so they turn back before investigating further.

Of course you have the way you came in where the trolls were located.

Updated overview Map


Evil GM

Based on the post above what does the group want to do? head back towards the trolls, investigate the larger southern portion of the cavern that you are in, or venture through one of the side tunnels?


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

southern portion of the cavern. back to finish trolls later!


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 concur.

Malcolm activates his cap of light and ventures forth, leading the way south.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7


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|

"Anyone still hurt?"


Evil GM

A 20- ft.-high pyramid of black stone constitutes the southern portion of this cavern. Runes and writings cover the pyramid’s entire surface. The ominous script, written in Draconic, reads:

Draconic Only:

“Me’Nak has gone into the void
Enter his tomb and be destroyed.
Beware intruders who disturb Me’Nak’s rest;
You are not welcome, do not molest,
Nor enter to respects be paid
You are not welcome at this grave.
Pyramid ensorcelled tomb—
Me’Nak has warned thee of thy doom!”

Close-up Map

Overview of what has been explored


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. That's dumb. Why make a tower with scribbles ya can't read!

Grung pulls his sling


Evil GM
Grungsdi wrote:

bah. That's dumb. Why make a tower with scribbles ya can't read!

Grung pulls his sling

Spoken like a true dwarf.


Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar

With a small whistle Aurora descends.
"This is the tomb of someone called Me´Nak. It says it is warded against molesters. Now I think who makes here his tomb does not belong to the good guys, but still.... It sounds quite bad!"


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond sees if it's trapped.

Take ten.


Evil GM

Desmond even taking 10 you are not 100% certain that the pyramid is trapped but you certainly think it should be.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Perception: 1d20 + 10 ⇒ (7) + 10 = 17 +3 vs traps


Evil GM

Desmond you don't detect any traps but likewise you can't find any mundane methods inside the pyramid either.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"Looks clear to 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

What do we do with it? Slide down it?

1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 Grung checks the stones for a way in, now that he knows it is safe


Evil GM

Gung begins to inspect the smooth stone, not touching it, just looking at the structure but he does not find door. It looks like a tomb but you don't see a way inside.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Weaving an incanation Felicitas checks for magical auras. Detect Magic


Evil GM

Felicatas the pyramid does detect as magical.

Feli:
As you examine the structure you figure the only way inside is via magical means such as astral or ethereal projection, clearly you've stumbled upon a powerful wizard's tomb.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

"I think.... we should leave that for later. This can only be entered by magical means. Wich means heavy... magic."


Evil GM

Previous Link with Maps

The link above shows two maps of cavern and the tunnels.


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

can we go kill the trolls now?


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|

"Aye! Lets kill those trolls!"


Evil GM

A dwarven decision has been made...to the TROLLS.

The group makes their way back into the next large cavern. One thing that is obvious to you now is the trolls were busy while you were exploring. they have blocked with rubble, stone, and wood debris the passageway back into their lair.

Knowledge/profession: dungeoneer, survival, or engineering to determine if you can clear it and how long it would take.

there is a south tunnel.

Passage way

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