Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Know Nature or Dungeoneer DC 15:

You know if the webbing is light ablaze it will create a think black inky smoke that will back up on you all if you don't creature some sort of light breeze.


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

Take 10 on dungeoneering

Anyone able to make some magic wind? Otherwise we will have to slcice our way out.


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

As a bard Felicitas is allowed to take 10 on knowledge skills so she passes booth checks without a problem.


Evil GM

If someone can produce a a light breeze you can burn yourself out of the cocoon otherwise you need to hack and well... the webs are sticky and strong.

there 15% chance with every hack that your blade gets tangled or caught up in the webbing. This isn't a real issue but it takes time to bust out and the creatures can hear or feel what you are doing.


Evil GM

So how many people can you make invisible was it 5? feli are you exiting via gaseous form? Karnog which elementals are you calling forth? Kalim what spells will you be casting?


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|

"I think we've trapped ourselves in here pretty tightly. If we work towards the back wall, we may be able to circumvent the trap entirely, but there's no guarantee that critter or its master wont be sitting there waiting for us ro come out. If I summon some fire and air elementals, that should get us through the webs at least."


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 can give us speed and some invisibility, Aurora and me will be in gaseous form. Thats the best I can do. Kalim, maybe you have a new trick up your sleeve to help us out this problem. And also... if you are all invisible... you can´t see each other. Just a fair warning!"


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

"I'm afraid my defences work only upon myself."


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

Invisibility will only get us so far if they can feel us on their webs.


Evil GM

I'm ready to move it forward, I just need someone to make a clear decision on your actions.


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|

Who's up for a rush following some elemental assistance? Invisible, gaseous, and run for the exit? That still leaves us the trolls to avoid. Lemme know and I'll start the summoning.


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

Sounds good


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'm game!


Evil GM

How many summons are you going to do Karnog? I'll come up with the map and initiative or what not tomorrow for you all.

There are other ways to go when you get back out into the tunnel you came through and the cavern you fought the wererats in. You all stumbled into.


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 casts summon monster 3 twice, summoning fire and air elementals.

1d3 ⇒ 3 fire
1d3 ⇒ 2 air


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|

"That's under a minute for each group, people."

Karnog points towards the webs; "Burn those and clear the smoke out please."


Evil GM

Karnog's summoned creatures do their task, while felicitas spends time making everyone invisible, Malcolm directs everyone to exit in the tunnel they entered this death trap from and to meet up at the elbow where the tunnel had an upward slant. Each member has his directives and marching order. Grung and Desmond first, followed by Felic and Karnog, with Malcolm and Kalim pulling up the rear.

The elementals were directed to badger the retriever if possible.

To your surprise you actually slip past the enemies but you here a booming warning, "I see you nasty little ants...flee and be gone...come back and meet death."

Updated Map


Evil GM

I put you all in the tunnel that connected the two large caves. There is a passage that leads upward which you would suspect takes you to another level of the dungeon.

You don't have to go up, there are other passages leading to diffent levels off the cavern that you fought the wererats.

Of course you can try to dig yourself out and go after the trolls.

Entire level overview

Possible Exits on the Map


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 leads "Sir Robin's Bravest" towards the northern most tunnel.


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

Morphing back to full body Aurora and Felicitas let out a collective Sigh. "Seems we made it!"


Evil GM

Grung leads the group to the northern most tunnel, it appears wide at the juncture into the cavern but it quickly narrows, as it becomes obvious that it is a rat tunnel. Once you more 75 feet within the opening is too narrow for any heavy armor on a medium sized character. You will simply get stuck.

Updated map


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 lets check another tunnel!

Grung would rather turn around and try the next one to the south, but he can be convinced to not be lame


Evil GM

I'll let some of the others comment on what they want to do.

One thing that is clear is the tunnel twists and turn is in an upward direction.


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

Flying ahead to scout Aurora carefully moves ahead


Evil GM

Aurora scouts ahead another 100 feet of twisting tunnel that stays narrow before he gets to slightly wider opening. He continues forth another 100 feet before he gets to "Y". The area is still too narrow to wear heavy armor. There is a slight breeze.


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

Returning to the others Aurora with a little looping reports. The tunnel is not easy to navigate... but manageable. And I think.. I think there is an exit somewhere. A place to return to fresh air!"


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|

"That's good news for once. Do we doff our plate and venture forth?"


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

I suppose. grumble grumble.

Back to chain shirt


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

Lead on, then.


Evil GM

The group removes the heavy armor and replaces it with lighter gear, then they continue to press on until they reach the "Y" Aurora mentioned. Which way are you heading? Left or right


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

Perc: 1d20 + 8 ⇒ (14) + 8 = 22 Wich way to the surface?


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

Always to the left!


Evil GM

Aurora neither way gets you to the surface from your limited view, but both directions are heading upward.

I was going to mention Des' philosophy always left.


Evil GM

The group heads to the left and after what seems like an eternity comes to another "Y". Sticking to the the same always left philosophy you notice you appear to be heading downward after awhile. Then you see some soft soft green light and an opening. When you peek out of the opening you are in tunnel.

Everyone can make know dungeoneering check. the dwarves give yoruself an additional +2


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 + 8 ⇒ (3) + 8 = 11 dungeon


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 + 15 ⇒ (1) + 15 = 16


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

Knowledge Dungeoneering: 1d20 + 11 ⇒ (18) + 11 = 29


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|

Uh....a tunnel...gee what a dwarf I am...


Evil GM

Desmond you grimmace as you realize you are back in the spider cavern.

I labeled where you came out

All your lefts brought you back into the cavern. Now you did have two rights that you could have made. :-)

Overall it has taken you a solid four (4) hours of twisting rat tunnel turns to get to this point.


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

"Yeah...let's try the other way."


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 leads the way


Evil GM

Are you turning around and heading back up the tunnel you emerged from, or are you going back to the beginning.


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

Back through the tunnel we just came out and taking the other direction at the first fork we come to


Evil GM

gotcha - I'll update when i get home


Evil GM

Grung leads the way in the narrow passage, followed by Des, Malcolm, felic, Karnog, and Kalim.

Grung percpetion check: 1d20 + 9 ⇒ (14) + 9 = 23
Des perception Check: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13

Grung begins to round the corner when he hears at least three gruff voices, speaking in a guttural language, he signals for everyone to slow down and hold up, while he peeks around the corner. He sees an odd shaped cavern and there is ogre playing jax with another creature, presumably another ogre, but Grung can not see that monster. He does see the large club on the ground next to the jax playing ogre. He also does not see the source for the other voice and he's not certain it's only one other voice.

Ogre Cavern

Grung has one surprise action.

I'll roll out initiative after Grung's action.


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 takes a 5 ft step and flings his Throwing ax at the one in front of him.

+2 Returning Throwing Ax: 1d20 + 11 ⇒ (11) + 11 = 22 for 1d6 + 6 ⇒ (4) + 6 = 10


Evil GM

Grung's ax whacks the sitting ogre in his outer thigh, 'Ouch" as he looks around somewhat confused, "Dwarfy...dwarfieeeee"


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

Time to play! Grung says as he catches the ax.


Evil GM

did anyone's initiative count change with the recent leveling? Des I noticed you are +9 now, Feli you are a +4 now, si that corect

RA Initiative:

RA:
Karnog: 1d20 + 1 ⇒ (10) + 1 = 11
Kalim: 1d20 + 2 ⇒ (16) + 2 = 18
Malcolm: 1d20 + 2 ⇒ (3) + 2 = 5
Grung: 1d20 + 2 ⇒ (2) + 2 = 4
Feli: 1d20 + 4 ⇒ (7) + 4 = 11
Desmond: 1d20 + 9 ⇒ (15) + 9 = 24
ogres: 1d20 - 1 ⇒ (9) - 1 = 8
leaders: 1d20 + 1 ⇒ (5) + 1 = 6

Remember you all are in lighter armor, so post your current AC for me.

Initiative Order:

Desmond
Kalim
Feli
Karnog
Ogres
Leaders
Malcolm
Grung

Level 4, Ogre Cavern


Evil GM

Des, Kalim, feli and karnog go ahead and take your actions.

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