Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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

"That small tunnel... I think it´s worth investigating!"


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. At least whatever we encounter down there will have to fit in that small bit."


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 nods and leads the way, after the scout of course


Evil GM

The party nudges Desmond forward first, then Grung waddles in. Karnog, Felic, and Kalim follow.

Desmond, Grung and Karnog, make perception checks.


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 + 19 ⇒ (10) + 19 = 29 perception (+2 dealing with unusual stonework)


Evil GM
Karnog Kegmeister wrote:
1d20+19 perception (+2 dealing with unusual stonework)

Let me wait a bit for Desmond and Grung.


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 + 17 ⇒ (9) + 17 = 26 +6 vs traps


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 + 13 ⇒ (9) + 13 = 22 +2 stonecunning


Evil GM

As the group ventures down the side tunnel you begin to hear crying in the distance. It's almost a whimper sound, like something is injuried.


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 hear a crying. It could be a trap, down here. I say we check it out, cautiously. "


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 nods to the sneakiness to move ahead if he wants to, then he will lead the way again


Evil GM

Desmond?


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

Bah, my post must have been eaten. Move forward, stealth and perception check. Can't format well on my phone and have a busy weekend, sorry.


Evil GM

Desmond leads the party through some tunnel until he enters a cavern. Within the cavern is a human and she is is chained naked to far cavern wall. She looks like she has been through a rough time of it and her ragged clothes lay in pile near the center of the cave.

What are you going to do? You don't see any foe initially.

I'll have to work on a battle 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 loads up a spark bullet into his sling and whips it across the room, nearish to her to see if she moves or says anything, or whatever

1d20 ⇒ 2 anything but a 1 i suspect

lol


Evil GM

RA Initiative:

Karnog: 1d20 + 1 ⇒ (7) + 1 = 8
Kalim: 1d20 + 2 ⇒ (16) + 2 = 18
Grung: 1d20 + 2 ⇒ (20) + 2 = 22
Feli: 1d20 + 4 ⇒ (18) + 4 = 22
Desmond: 1d20 + 10 ⇒ (1) + 10 = 11
enemy: 1d20 + 7 ⇒ (13) + 7 = 20

RA Initiative:

Felic
Grung
Enenemy
Kalim
Desmond
Karnog

Quick Battle Map

We haven't ahd a drag 'em sock 'em battle in a few weeks ...IT'S TIME!


The sparkle bullet actually whack the naked girl singing her. He groans in pain but doesn't react beyon d that...is she drugged ....mortified...entranced ...or afraid?


Evil GM

RD 1

RA Initiative:

Felic
Grung - fires a stone that hits the prisoner.
Enenemy
Kalim
Desmond
Karnog


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

Looking around for any hidden enemys Feli works slowly closer to the wall, Rapier in hand, ready to defend herself.


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|

"What's with the bullet? I don' trust this woman any more than you, but ye don' see me chucking rocks at her head."

Karnog reads his shield and casts protection from evil on himself.


Evil GM

A large creature appears just as it casts a spell. It is dry, hovering corpse's chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.

Knowledge religion or planes.

I need a few minutes to post the spell acion.

RD 1

RA Initiative:

Felic - moves
Grung - fires a stone that hits the prisoner.
Enemy - spell cast confusion.
Kalim
Desmond
Karnog - protection for DM


Evil GM

RD 1: Enemy

A spell springs forth from the creature. Everyone has a Will save 19.

confusion:

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.

01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked)

If the spell effects you than roll a d100

Updated RD 1 Map


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 + 6 ⇒ (17) + 6 = 23 Wow I actually made a will save!

Desmond steels himself against the spell and runs forward, slipping into cover.

Double move to around the F12 area, in that little side tunnel with cover so I can use stealth.

Stealth: 1d20 + 27 ⇒ (16) + 27 = 43


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 ⇒ (17) + 17 = 34 will


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

KnowRel: 1d20 + 13 ⇒ (18) + 13 = 31
Will: 1d20 + 7 ⇒ (19) + 7 = 26
Feeling the
WilAurora: 1d20 + 10 ⇒ (8) + 10 = 18


Evil GM

Felicitas make d100 roll for Aurora. then look under the spoiler above for the effect on him.

Felicitas Knowledge results:

DC 16 (Religion) Though uncertain what this creature is, you are positive it is one of the undead. This reveals result all undead traits.

DC 21 This creature is a devourer, a horrific undead monster that can typically be found stalking prey on the Ethereal and Astral Planes. The tiny figure in its rib cage is the trapped essence of a slain opponent upon which it feeds to sustain its unnatural life.

DC 26 The devourer is named for its ability to consume an enemy's life essence. The devourer reaches out and touches its victim, that is slain instantly if their body fails to resist the devourer's horrific magic. The slain creature's essence is trapped within the figure in the devourer's ribs which takes on the features of the victim. Only the most powerful magics can free the victim, though destroying the devourer has the same effect. Luckily, a devourer can only hold a single essence at a time.

DC 31 A devourer's touch drains the life energy of its victim, inflicting a negative level with ever touch. It can even do this through the use of its spectral hand spell-like ability. Devourers are also resilient to magical attacks.


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 + 9 ⇒ (17) + 9 = 26 kn (religion)


Evil GM

Karnog look a the first three entries under Felicitas spoiler above.


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

will: 1d20 + 10 ⇒ (16) + 10 = 26


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

intimidate: 1d20 + 23 ⇒ (19) + 23 = 42"Begone, sad undead!"


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

was aiming for the wall. Apparently I'm so bad with this thing I literally can't hit a wall


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

Will 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19

go go gadget dice!


Evil GM

RD 1

RA Initiative:

Felic - moves
Grung - fires a stone that hits the prisoner.
Enemy - spell cast confusion.
Kalim - moved and attempts to intimidate the creature/
Desmond - moves
Karnog - protection for DM


Evil GM

RD 2

RA Initiative:

Felic -
Grung -
Enemy -
Kalim
Desmond
Karnog -

RD 2 Map


Evil GM

felic and Grung you are up.


Evil GM

Felic and Grung tagging you gain.


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

Hard to tell but looks likening an double move next to the prisoner. Drawing croaker


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

Starting her performance to encourage her friends +3/+3 Felicitas also casts Mirror Image: 1d4 + 4 ⇒ (3) + 4 = 7 to protect herself.


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

Confusion: 1d100 ⇒ 29 sings some strange draconic song.[/ooc]


Evil GM

RD 2 updated

RA Initiative:

Felic - IC, mirror image spell. Aura is singing.
Grung - double moves
Enemy -
Kalim -
Desmond -
Karnog -

Updated RD 2 Map


Evil GM

RD 2: Enemy

The creature steps up 5 ft and attacks Grung,

claw 1, shaken: 1d20 + 18 - 2 ⇒ (1) + 18 - 2 = 17;damage: 1d8 + 9 ⇒ (8) + 9 = 17
plus energy drain DC 20 fort,

claw 2, shaken: 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34;damage: 1d8 + 9 ⇒ (8) + 9 = 17
plus energy drain DC 20 fort

Energy Drain:

This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Updated RD 2 Map

Any spell cast at this creature it has SR


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

Acrobatics (with boots): 1d20 + 28 ⇒ (3) + 28 = 31

Desmond breaks stealth as he runs along the wall, then dives and rolls behind the enemy to hamstring it!

Attack: 1d20 + 19 + 2 + 3 ⇒ (10) + 19 + 2 + 3 = 34 +2 if flanking
Damage: 1d6 + 8 + 3 + 6d6 ⇒ (5) + 8 + 3 + (2, 5, 5, 6, 5, 4) = 43
Cold Damage: 1d6 ⇒ 2


Evil GM

Desmond flings himself along the wall but he is surprised that the creature is quick enough to foil the acrobatic attempt. Desmond you lose the move action for failing the CMD check. You would not have been flanking anyway. It has 10 foot reach and attacked Grung using that reach.

AOO, shaken: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18;damage: 1d8 + 9 ⇒ (6) + 9 = 15

The attack misses Desmond.


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 blessing of fervor on the party.

Blessing of Fervor:
School transmutation; Level cleric 4
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

"Strike fast, hard, and true! Destroy this creature as fast as possible!"


Evil GM

RD 2 updated

RA Initiative:

Felic - IC, mirror image spell. Aura is singing.
Grung - double moves
Enemy - attacked Grung
Kalim -
Desmond - attempted Acro but failed
Karnog - spell cast Blessing of Fevor

Kalim you are up.


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

scorching ray: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27damage: 4d6 ⇒ (2, 3, 4, 5) = 14
scorching ray: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29damage: 4d6 ⇒ (1, 1, 6, 5) = 13
scorching ray: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14damage: 4d6 ⇒ (5, 1, 2, 4) = 12

Kalim moves back and fires at the creature.


Evil GM

Spellcasters remember to make a SR check if the spell permits it. SR 22. d20+caster level.

Kalim:

SR: 1d20 + 12 ⇒ (11) + 12 = 23

Kalim's ray hits the creature. (39 HP)


Evil GM

RD 3

RA Initiative:

Felic -
Grung -
Enemy -
Kalim -
Desmond -
Karnog -

Felic roll d100 for Aurora to see what he does this round for his confusion.

RD 3 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

did we identify this thing?


Evil GM

Felic and Karnog have some information.

Prior knowledge link

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