Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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

Seems something bad was let free down here. These tunnels were sealed till recently.

1d20 + 10 ⇒ (13) + 10 = 23 will


Evil GM

Grung:

You've shrugged off your initial hesitancy to proceed any farther down the stairs.


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

Perc: 1d20 + 15 ⇒ (3) + 15 = 18
KnowDung: 1d20 + 12 ⇒ (3) + 12 = 15
KnowLocal: 1d20 + 11 ⇒ (1) + 11 = 12
Will: 1d20 + 9 ⇒ (19) + 9 = 28


Evil GM

Felic make a will save for you little buddy too.


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 + 17 ⇒ (11) + 17 = 28 perception

1d20 + 16 ⇒ (18) + 16 = 34 will (+2 if spell/SLA)

1d20 + 9 ⇒ (3) + 9 = 12 Craft (stoneworking) (+2 if Stonecunning applies)

"Another entrance to this accursed place. And one which was until recently blocked up. Foreboding, and reason to be on guard."

Karnog grips his shield and hammmer, takeing up his customary position near the middle of the group.


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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

Dwarf:
What could go wrong? We get to go underground again, kill some evil thingy. Sounds like a good afternoon to me. In fact I would drink to that


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

Good point
Will: 1d20 + 9 ⇒ (19) + 9 = 28


Evil GM

Felicitas:
You notice this passage is freshly cleared and putting two and two together you realize what better way to clear a stone area than stone giants. You notice some strange symbols on the walls in at least two different languages.

If Felicitas spend 15 minutes to study the language:

Felicitas:

In a variation of old celestial mixed with ancient common you read:

"Here Tsar's army of light began it's final battle against the Grand Cornu, high priest of Orcus"

You read a bit farther down way in demonic script "Those that come are forever corrupted for the leader of the last hordes shall vanquish all."

When Grung points out the strange writing he discovered

Felicitas:

"The goodly force was commanded by Blayze, a chosen empyeal angel, to bring forth the holy light."


Evil GM

Felic, Aurora, and Karnog read this link.

Earlier post to Grung

Desmond and Grimm need to make Will saves and their skill checks.

Karnog:

You see that fifty feet of collapsed stone was recently cleared. You suspect that the stone giants did the removal, at least that makes sense to you.

More importantly you've experienced evil recently, but you are at a precipice here for what lies beyond is mightier than anything you've experienced, and should you proceed it is not to be taken lightly. As you glance to your comrades, you're a bit happy that Meath'd is away from here, since death feels nearby.


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 have a bad feeling about this area. If we continue.. then we have to be very very cautious!"


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 like a good time


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|

"Yes, this seems like quite the dangerous place. A stronger evil than we've ever encountered before. Death awaits, to be sure."


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

perception: 1d20 + 2 ⇒ (1) + 2 = 3will: 1d20 + 9 ⇒ (7) + 9 = 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

Will: 1d20 + 5 ⇒ (10) + 5 = 15


Evil GM

Kalim and Desmond:
You both start to shake your heads, you are firmly against going down those stairs. There are other ways, even better ways, to get into the dungeon. This entrance is NOT one of entrances.

Grimm you still owe a Will save.


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

"Terrible idea. We should obviously use an entrance with which we're already familiar. "


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Will Save vs spells: 1d20 + 15 ⇒ (5) + 15 = 20
Track: 1d20 + 12 ⇒ (15) + 12 = 27+4 vs Giant
Know:Arcana: 1d20 + 9 ⇒ (18) + 9 = 27
Know:Dungeon: 1d20 + 9 ⇒ (6) + 9 = 15

We got a Bloody Giant on tha run and he's gotta be low on spells....
Grimm considers their next move. His bloodlust was high, but even he had suggested they take a known entrance...


Evil GM

felicitas finishes reading while Kalim and Desmond announce it's a bad idea to go through this entrance. The two of them are firm in their position.

Grimm:
You've lost the spell scent, but you figure this entrance was recently excavated by those stone giants. there is sense of fear and evil oozing up from cavern, and you understand Kalim and desmond hesitancy. You actually think it's best to sleep before proceeding any further, quite a few spells were used and if it get harry quickly you'll all be taxed.


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 shakes his head. "I agree with Kalim. We should find another way in. It's not worth it to chase him this way."


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm examines the excavation and remembers what he saw of the wizard giant.
...Ware a wizard in his own lair.....I agree wit me kin and the snoop. This is his territory and he already taxed us in the open. Tha plan was ta get back to the underground on our terms. We use this entrance and we'd be fighting on his. At least, lets rest and refresh afore we go to the depths again with only 1/2 our magic...

Grimm looked disappointed at his own words.


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 who needs magic. I got an ax!


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|

"And my hammer, Grungsdi. But when we take wounds or encounter other threats, I and the other spellcasters will be unable to contribute meaningfully. Let's regroup, fi d another entrance, and map this one for future exploration."


Evil GM

The group finds a small cave to hunker down in for the night. It's nearby the stairs that lead down into the mountain.

Everyone can make a perception check for their watch. I'll assume Grung, Desmond, and Grimm do the bulk of the night watch duties, with Karnog picking up the sunrise shift so he can pray.


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

Sure, Grung can take the mid watch.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm surveys the small cave which they intended to hide in, not thrilled with the arrangement.
He pulls a wand.
A Keep Watch spell. Let's us stay awake all night and still be rested. Me and Grungsdi can stand watch all night and keep our armor on. The rest a ye, get some proper shut-eye. In the morning we'll say our prayer's and git ta doing Gorum's work on tha giant an whatever demonous poison's e's got fer us.

After a Tap each with the wand, the dwarf finds a comfy spot to keep an eye on the cave entrance and stares resolute into the opening.
No torches or fires. Dwarfs don't need light an it ain't that cold.

Perception: 1d20 + 13 ⇒ (4) + 13 = 17


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|

Weird, boards ate my post.

1d20 + 17 ⇒ (13) + 17 = 30 perception.

"Aye, I'll take the last watch. We'll set out for more adventure in the morning."


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 + 10 ⇒ (16) + 10 = 26 percep


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

"Snoore, Snoore!"


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

Hectic week is over.

Desmond takes the midnight watch, practicing some bladework to pass the time.

Perception: 1d20 + 15 ⇒ (8) + 15 = 23


Evil GM

shift: 1d3 ⇒ 1

As the casters slumber away, Desmond practices his light blade work and the two warrior dwarfs chuckle to themselves. He needs a proper smashing blade, not a stoopid poky stick. Desmond continues to practice while Grimm's mind drifts, but Grung's attentiveness is spot on. His fingers curl around his weapon, danger is nearby.

DM:

random: 1d10 ⇒ 6
stealth: 1d20 + 10 ⇒ (14) + 10 = 24
perception: 1d20 + 31 ⇒ (20) + 31 = 51

Grung:

You spot a towering (22 ft high), corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands, he clearly sees Desmond practicing his blade work at the cave mouth. His fiery red eyes dance with excitement. A malevolent darkness surrounds him.

Surprise RD:

Grung
Deadly Beast

Quick 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

Out o the way ya stupid long legged fool. Grung roars

WAKE UP AND ATTACK!

He moves to k-5 ready to battle


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|

1d10 + 17 - 10 ⇒ (7) + 17 - 10 = 14 perception, sleeping.

Assuming Karnog hears the shouted warning, he grabs his shield and stands up.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Waiting on round 1


In a a dark language it speaks,

Abyssal:

[b]"come to your master one and all, and witness a painful death, as i tear your worthless souls form your bodies.

With that his wings flap and he lifts off the ground a few feet (4-5 ft).


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

KPlanes: 1d20 + 11 ⇒ (19) + 11 = 30


Evil GM

RD 1: Initiative Order:

Death Machine: 1d20 + 5 ⇒ (11) + 5 = 16
Karnog: 1d20 + 1 ⇒ (1) + 1 = 2
Kalim: 1d20 + 2 ⇒ (4) + 2 = 6
Grimm: 1d20 + 5 ⇒ (7) + 5 = 12
Grung: 1d20 + 2 ⇒ (18) + 2 = 20
Feli: 1d20 + 4 ⇒ (17) + 4 = 21
Desmond: 1d20 + 10 ⇒ (2) + 10 = 12

RD 1:

Felicitas
Grung
Death Machine
Desmond
Grimm
Kalim
Karnog

On your turn DC 15 Religion:

You recognize this as a demon

DC 18:

This is a Nalgeshnee demon. Nalfeshnees display a singular gift for managing and ordering the chaos of the Abyss.

They are protected with an unholy aura which makes it more difficult to hit them, especially if you are good alignment.

DC 20:

The are resistant to cold, acid, and fire. Immune to electricity and poison. they have spell resistance.

DC 22:

They ahve damage reduction but good gets through it. they can use several spells at-will, including lightning, dispels, and like to slow their prey down.

DC 25:

It can use it's unholy nimbus to effect folks within 60 foot radius, causing any non-demon to be dazed with madness for many rounds.

DC 30:

If this creature was called to this plane, it will have it's full array of summoning spells to bring forth other creatures for the abyss.

RD 1 Map
The creature is hovering a few feet off the ground (4-5 ft) he has wings.


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

Rel=Planes. So I reached a 30


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

Waiking up and looking at the beast are one and Feli immidiatly recognises their opponent.
"A Nalfeshnee. Good weapons... and districat him.Imm Lightning
Felicitas casts heroism on herself and then continues by starting her battlesong.


Evil GM

Felicitas thinks to herself, If it was called to this plane...OF COURSE, it was called given her luck. Probably a big ole gate with free access to all of Orcus' toys.


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

Croaker: 1d20 + 20 - 3 + 2 ⇒ (16) + 20 - 3 + 2 = 35 for 1d10 + 8 + 8 + 2 ⇒ (2) + 8 + 8 + 2 = 20
Croaker: 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 27 for 1d10 + 8 + 8 + 2 ⇒ (3) + 8 + 8 + 2 = 21

Grung chops away


Grung's first chop hits but it lacks the damage that he expected to deal out.

"Byma uamopth"In abyssal .

translation:

"My turn."

An unholy nimbus of light begins to form and writhe around the dark creature. (free action)

He then slashes with two deadly claws:

claw 1: 1d20 + 23 ⇒ (3) + 23 = 26;damage: 2d6 + 11 ⇒ (6, 1) + 11 = 18

claw 2: 1d20 + 23 ⇒ (2) + 23 = 25;damage: 2d6 + 11 ⇒ (3, 5) + 11 = 19


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm jumps to his feet and hears someone call Nalfshanee.
Religion: 1d20 + 8 ⇒ (20) + 8 = 28
Knowing Quite a bit about the creature he knew killing it would be extremely difficult.
He immediately activates his Justice and Smiting Judgements-making his Greatsword good Aligned to bypass the creature's resiliance.

Then he moves out of the cave to K6 and utters a prayer and touches Grunsdi on the shoulder.Casts LEND JUDGEMENT

Swing Away Brother, his skin'll resist ye no more!
Both Grimm and Grungsdi's weapons are now Good Aligned

He calls to the Demon, in it's own tongue,

Abyssal:
Come Spawn, why fly? Is a mighty fiend scared of a Man and 2 dwarves? Yer patron would be so disappointed.


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 laughs as the claws scrape on his armor


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 closes the gap with the creature, flipping through its reach and trying to hamstring it.

Acrobatics: 1d20 + 25 ⇒ (15) + 25 = 40 1 round of boots used

Attack: 1d20 + 16 + 2 + 2 + 2 + 2 - 2 ⇒ (18) + 16 + 2 + 2 + 2 + 2 - 2 = 40
Damage: 1d6 + 7 + 2 + 5d6 ⇒ (1) + 7 + 2 + (2, 6, 5, 3, 2) = 28
Cold Damage: 1d6 ⇒ 4

Wanting a flanking position, around O3. If that's not possible take off 4 from the attack. If it is possible, everybody now adds +2 to hit against it because of my menacing weapon. Also using debilitating injury to give it -2 to hit which is -6 against Desmond. And finally using combat expertise for -2 to hit and +2 AC. Current AC is 30.


Unless you can fly he is not flanked.

He starts to chuckle loudly as his dinner whacks at him.

"Blockamsuy fi yacker umfp"

absyssal:

"Yes, come closer swine."

Desmond you don't see any effect form the cold, your blade didn't even knick the the demon.

I took off the sneak damage, since he is not flanked.

He spits out a response to Grimm in absyssal,

Kicki fini upnga"

absyssal:

"Screw fair, I fly to win."


Evil GM

RD 1:

Felicitas - casts heroism on herself and begins her battle song
Grung - hit once for 10 HP
Death Machine - missed it's attack on Grung
Desmond - tumbled hit but did no damage.
Grimm -cast a bunch of judgments and moves
Kalim
Karnog


Desmond your 40 did not beat his CMD so he gets an attack of opportunity on you.

AOO on DEsmond: 1d20 + 23 ⇒ (2) + 23 = 25;damage: 2d6 + 11 ⇒ (3, 2) + 11 = 16

But the nimble rogue scoots away from the attack.


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

feli is your bars song +3 or 2


Evil GM
Grungsdi wrote:
feli is your bars song +3 or 2

It's still +2 for Inspire Courage, it goes to +3 at 11th level.


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 stands and casts Summon Monster IV for 1d3 ⇒ 2 Lantern Archons.

Each archon flies out and zaps at the demon once.

1d20 + 5 ⇒ (5) + 5 = 10 touch, 1d6 + 2 ⇒ (1) + 2 = 3 damage

1d20 + 5 ⇒ (19) + 5 = 24 touch, 1d6 + 2 ⇒ (6) + 2 = 8 damage

Each should fly in opposite directions, near the max range of their beams (30')

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