Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM
Grungsdi wrote:
Holding for a moment to see if KArnog is able to get rid of the darkness. DM just a reminder I do have blindfight

I know you have blind fight.


Evil GM
Karnog Kegmeister wrote:

Karnog rummages in his haversack for a moment, pulling out a small, faintly glowing oil vial.

Applying it to his shield, the buckler begins to glow with the light of the noonday sun, hopefully eliminating some of the darkness surrounding these monsters.

"Never tried this before, I hope it works!"

Using oil of daylight, move action to retrieve it. Might provide AoO, but meh, Karnog can take it.

Karnog retrieves and applies the oil of daylight there is faint glow and increases the light stepping by one degree to darkness. Deeper darkness to darkness now.

The beast takes his attack of opportunity on the Dwarf flesh,

bite: 1d20 + 19 ⇒ (9) + 19 = 28;damage: 2d8 + 16 ⇒ (1, 3) + 16 = 20;plus cold damage: 2d6 ⇒ (2, 2) = 4


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

thanks DM. Just know my own brain would have forgotten :) And you scare me...I have a kingdom to reclaim ya know, I cant be getting ganked in the dark!


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 drops his sling and quickdraws Croaker then he 5 fts on into attack range my understanding is they are 10 feet away, if that is inaccurate then I will provoke as I stroll up to it for the first attack only

Croaker: 1d20 + 25 - 4 ⇒ (7) + 25 - 4 = 28 for 1d10 + 12 + 8 ⇒ (7) + 12 + 8 = 27 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 20 - 4 ⇒ (20) + 20 - 4 = 36 for 1d10 + 12 + 8 ⇒ (1) + 12 + 8 = 21 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19 for 1d10 + 12 + 8 ⇒ (8) + 12 + 8 = 28

to confirm Croaker: 1d20 + 20 - 4 + 4 ⇒ (11) + 20 - 4 + 4 = 31 for 2d10 + 24 + 16 ⇒ (10, 10) + 24 + 16 = 60

let me know if these are magical creatures

Grung slams croaker into the carapace of the creature, smiling as ichor sprays through the cracks


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

Um, not sure. "Like circle of death but for undead."


Evil GM
Kalim Gudlavaletti wrote:
Um, not sure. "Like circle of death but for undead."

I think the spell fizzles away harmlessly. No effect.


Evil GM

Grung's second whack hits and digs deep confirming the attack on the magical creature.

The damage is big but the creature looks like he can withstand quite a bit more damgage.


Evil GM

Initiative: RD 1 update

Shadow Bulletes - hit kalim and hit Desmond
Des
Felic
Kalim - cast spell harmlessly
Nym
Grung - hit once on B 1 for 82 HP
Karnog - used oil of daylight

Actions;

Des
Felic
Nym


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 quickly starts her performance.
+4
Then she casts heroism on herself.


Evil GM

Des and Nym are up in RD 1. Let's have it boys, I'd like to get through the next round before game night tonight.


Evil GM
Desmond Aeros wrote:
If Karnog's trick does work, can Des take an action this round or is he bound to the full defense? Either is fine, just let me know.

yes you can take an action.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

know: 1d20 ⇒ 8 +13 if arcana +5 if planes on the shadow

ill post action depending on results


Evil GM
Nym Omriwin wrote:

[Dice know] 1d20 +13 if arcana +5 if planes on the shadow

ill post action depending on results

You didn't complete your dice roll.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

fixed it


Evil GM

Nym:
You know these are magical creatures called bulettes. Your race is fond of using them to burrow through stone underground. These are shadow touched variations of those creatures. In fact for being such a huge creature they can hide right in plain sight if they choose. That shadow touch also gives them cold defenses and damage abilities. There bites are savage but you never want one to get running start as they can pounce and get many more claw attacks as your recall.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Nym reaches out and attempts to touch one of the bullets the one on Kalim assuming we would have been waliking next to each otherTouch attack: 1d20 + 13 ⇒ (8) + 13 = 21 Touch of Gracelessness: 1d6 + 5 ⇒ (6) + 5 = 11 dex damage and prone

fort 16 save for half and negates falling prone

Touch of Gracelessness:
With a single touch, you reduce a creature to a fumbling clown.
The target takes a penalty to its Dexterity equal to 1d6+1 per
two caster levels (maximum 1d6+5). This penalty cannot drop
the target’s Dexterity score below 1.
In addition, if the subject moves more than half its speed, it
falls prone. If the subject flies, its maneuverability is reduced
by one step (perfect maneuverability becomes good, good
becomes average, and so on).
A successful Fortitude save halves the penalty to Dexterity
and negates the possibility of falling prone or the reduction to
fly maneuverabilities.

undercommon:
"Down beast"


Evil GM

fort save: 1d20 + 14 ⇒ (8) + 14 = 22

Nym:
It only falls prone if it moves more than 1/2 it's speed. I think we misapplied this to the gargoyle last night.

Note: The designer of this spell did make it a bit too powerful for a 1st level spell. Letting it progress as a d6 plus up to 5. It should be up to 3 like some other spells. Plus it does damage even with save and it's duration is long.

Nym you will take an AOO as you move into closer to the beast. It has a 10 feet reach.

savage bite: 1d20 + 19 ⇒ (15) + 19 = 34;damage: 2d8 + 16 ⇒ (6, 3) + 16 = 25;cold damage: 2d6 ⇒ (6, 5) = 11

improved crit, if necessary: 1d20 + 19 ⇒ (4) + 19 = 23;damage: 2d8 + 16 ⇒ (5, 4) + 16 = 25


Evil GM

Initiative: RD 2

Shadow Bulletes
Felic
Kalim
Nym
Grung
Karnog


Evil GM

RD 2: Shadow Bulettes

The shadow bulette battling Des, Grung and Karnog attacks, splitting his attack among it's foes.

bite on Grung: 1d20 + 19 ⇒ (2) + 19 = 21;damage: 2d8 + 16 ⇒ (2, 3) + 16 = 21;plus cold damage: 2d6 ⇒ (2, 3) = 5.
imp crit, if necessary: 1d20 + 19 ⇒ (5) + 19 = 24;damage: 2d8 + 16 ⇒ (8, 6) + 16 = 30

It swipes with both claws at the Karnog ,

claw 1: 1d20 + 18 ⇒ (12) + 18 = 30;damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22

claw 2: 1d20 + 18 ⇒ (18) + 18 = 36;damage: 2d6 + 12 ⇒ (2, 3) + 12 = 17

------

The battle rages near the group back as the clumsy bulette attacks,

bite on kNym: 1d20 + 19 ⇒ (10) + 19 = 29;damage: 2d8 + 16 ⇒ (6, 4) + 16 = 26;plus cold damage: 2d6 ⇒ (4, 4) = 8.
imp crit, if necessary: 1d20 + 19 ⇒ (6) + 19 = 25;damage: 2d8 + 16 ⇒ (5, 4) + 16 = 25

It swipes with one claw at Nym and the second one at Kalim,

claw 1, Nym: 1d20 + 18 ⇒ (7) + 18 = 25;damage: 2d6 + 12 ⇒ (5, 2) + 12 = 19

claw 2, Kalim: 1d20 + 18 ⇒ (1) + 18 = 19;damage: 2d6 + 12 ⇒ (5, 2) + 12 = 19

[ooc]Do any of those attacks ding anyone?[/dice]


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 heartily laughs as he causally catches the bite on his shield and tosses it away, he steps in to the creature and hacks away

Croaker: 1d20 + 25 - 4 + 1 + 4 ⇒ (17) + 25 - 4 + 1 + 4 = 43 for 1d10 + 12 + 8 + 1 + 4 ⇒ (2) + 12 + 8 + 1 + 4 = 27
Croaker: 1d20 + 20 - 4 + 1 + 4 ⇒ (9) + 20 - 4 + 1 + 4 = 30 for 1d10 + 12 + 8 + 1 + 4 ⇒ (6) + 12 + 8 + 1 + 4 = 31
Croaker: 1d20 + 16 - 4 + 1 + 4 ⇒ (17) + 16 - 4 + 1 + 4 = 34 for 1d10 + 12 + 8 + 1 + 4 ⇒ (4) + 12 + 8 + 1 + 4 = 29


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:

[dice=fort save]1d20+14

** spoiler omitted **

Nym you will take an AOO as you move into closer to the beast. It has a 10 feet reach.

[dice=savage bite]1d20+19;[dice=damage]2d8+16;[dice=cold damage]2d6

[dice=improved crit, if necessary]1d20+19;[dice=damage]2d8+16

Dm:
If it fails the save it also falls prone. the gargoyle did make its save.

If I am next Kalim would have had to move to touch it?

Nym HP and AC
if less than 12 minutes from entering HP 41 AC 29 (shield)
if more than 12 minutes HP 7 AC 25 (no shield)


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

Barely avoiding being mauled again and still unable to see, Kalim casts Communal Stoneskin. 130 pts


Evil GM

Nym look at the original map, you had to move to touch it.

Nym:
It only falls prone if it moves more than half it's speed. "In addition, if the subject moves more than half its speed, it
falls prone." It only falls prone if it fails it's save and moves the requisite distance.

Nym what does "from entering" mean? Do you mean entering the demiplane? If so, you've been there much longer than 12 minutes.


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 gets hit on a 36, so all three blows land on him.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:
Nym look at the original map, you had to move to touch it.

I literally had to go through all the posts again twice to find the map. I didn't realize there was one.

baldwin the merciful wrote:


Nym what does "from entering" mean? Do you mean entering the demiplane? If so, you've been there much longer than 12 minutes.

yes since entering the demiplane. I have no idea how long we have been walking. I figured it was more than 12 minutes but wasn't 100%


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

"Well done Karnog!" With his goggles Desmond is able to see and begins his game.

Going over to N18 (ish) with acrobatics and attacking. Hopefully somebody will get a flank set up off that.

Acrobatics: 1d20 + 28 ⇒ (7) + 28 = 35

Attack: 1d20 + 19 + 4 ⇒ (11) + 19 + 4 = 34 +2 if acrobatics was successful
Damage: 1d6 + 8 + 1d6 + 7d6 + 4 ⇒ (5) + 8 + (1) + (3, 1, 1, 4, 5, 4, 3) + 4 = 39


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 steps back and uses his protective aura power. Small, translucent shields spring up around everyone within 30', granting all allies +2 deflection, +5 energy resistance (acid, cold, electric, fire) for 13 rounds.

"May Torag's shield protect and ward us all!"


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

When it is Nym's turn he will defensively retreat. If possible he will pull a potion while doing so. That way he can drink it as a move and still be able to cast next round.


Evil GM

Initiative: RD 2 Update

Shadow Bulletes - attacked
Desmond - Acros but fails with a 35 ( I need to see if this draws an AOO)
Felic -
Kalim - steps back and casts communal stoneskin
Nym - defensive retreat
Grung - hits and puts the shadow Bullete down.
Karnog - protective aura

withdraw for Nym:

Withdraw
Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded. You can’t take a 5-foot step during the same round in which you withdraw.

If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

You may not withdraw using a form of movement for which you don’t have a listed speed.

Note that despite the name of this action, you don’t actually have to leave combat entirely.

Restricted Withdraw
If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed.


Evil GM

RD 2 AOO on Desmond

Before Grung kills the beast it gets off an attack of opportunity on Desmond as he tries to flip and roll past the creature.

the massive maw chops down,

savage bite: 1d20 + 19 ⇒ (9) + 19 = 28;damage: 2d8 + 16 ⇒ (2, 7) + 16 = 25;cold damage: 2d6 ⇒ (1, 5) = 6

improved crit, if necessary: 1d20 + 19 ⇒ (1) + 19 = 20;damage: 2d8 + 16 ⇒ (4, 6) + 16 = 26


Evil GM

Initiative: RD 3

Shadow Bulletes
Desmond
Felic
Kalim
Nym
Grung
Karnog

The only shadow bullete alive is the one fighting Nym and Kalim.


Evil GM

RD 3:

The remaining bullete screeches when it's mate is downed, it then burrows underground make the soil shake and rumble as it disappears.

For now the combat is over.


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|

"Come close, I will tend to our wounds quickly."

Karnog channels to heal everyone within 30' of 7d6 ⇒ (2, 3, 2, 1, 1, 5, 6) = 20 HP

And again:

7d6 ⇒ (2, 5, 3, 4, 6, 2, 6) = 28 HP healed

He then pulls out a wand and heals himself after a few moments.

1d4 + 2 ⇒ (1) + 2 = 3 second wind

1d4 + 2 ⇒ (4) + 2 = 6 second wind

2d8 + 3 ⇒ (2, 2) + 3 = 7 CMW


Evil GM

Karnog you only had a flesh wound, nothing major. Ha. Now, Nym is stuffing his lower intestine back inside his body cavity. Smiles. Kalim is picking a massive tooth out of his jugular. Grinning wickedly.


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

Whew, that AoO will miss by 1.


Evil GM

What are you going to do now that the combat is over? The dead creature does not have any treasure on it.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Nym says to Karnog

Undercommon:
"I could use a bit more healing, please."


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|

Undercommon:

Spoiler:
"Sure, ready yourself for the spells."

Karnog discards his now empty wand of CMW, drawing another one andzapping Nym with it.

2d8 + 3 ⇒ (2, 8) + 3 = 13
2d8 + 3 ⇒ (6, 5) + 3 = 14
2d8 + 3 ⇒ (7, 4) + 3 = 14
2d8 + 3 ⇒ (2, 1) + 3 = 6


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 looks at the wounded. Why are ya letting it hit ya? That's foolish


Evil GM

As the party makes it's way over to the rolling trail they see a small one foot tall granite fox statue. The statues is encrusted with lichen and moss, it is at an odd angle from centuries of settling into the soft spongy ground.

What are you going to do?


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
Karnog Kegmeister wrote:

Undercommon: ** spoiler omitted **

Karnog discards his now empty wand of CMW, drawing another one andzapping Nym with it.

2d8+3
2d8+3
2d8+3
2d8+3

undercommon:
"Thank you."

Evil GM

There is a three way split in the path at this location.


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 this statue? Is it magical, cursed, what?"

Karnog looks over the statue closely, keeping a wary eye for danger or other weirdness.


Evil GM

karnog:
On close inspection and with a detect magic you notice it has a faint divination aura to it. The angle of the statue has it's left hand pointing towards one of the three other paths.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Nym would have detect magic going either from when checking the compass or would have reapplied to look at the statue

know Arcana: 1d20 + 13 ⇒ (18) + 13 = 31
know Planes: 1d20 + 5 ⇒ (1) + 5 = 6

if either of these are usefull on the fox

which clearly the Planes knowledge will tell me everything lol


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|

"There's some divination magic there, but I can't tell much more than that. It does seem to be pointing in that direction, if that means anything, I don't know. Seems as good a way to go as any, I suppose."

Karnog points in the same direction of the statue with his hammer.


Evil GM

Nym:
You can tell there is a divination magic on the statue but you do not gain any additional information than that.


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

"Let´s try it. Any way is as good as the next!"
Felicitas points out.


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 grabs his sling again, and then nods

Let's go get some evil weapons back!

With that he leads the way


Evil GM

The group trudges along the path in the direction the statue points. As Grung leads the way hefting Croaker, the dwarf and his weapon, are suddenly engulfed in a sphere of deeper darkness. The darkness completely covers him in a near perfect radius. The darkness moves along with the dwarf.

Grung:
You can't seem to get yourself out of this deeper darkness. It's not doing you any harm but it seems to be emanating from Croaker.

All but Grung:
the darkness is quite confined around where the dwarf would be. It moves as the dwarf moves...or at least you deduct is the dwarf moving.

randomness: 1d20 ⇒ 2

more fun: 1d20 ⇒ 18

As darkness surrounds Grung, you observe a white porcelain mask and elegant white clothing provide form and contrast to this shadowy woman’s body hovers over another statue.

knowledge planes DC 20+:
The wispy form is a Shae. The mysterious people known as the shaes are natives of the Shadow Plane. In their own language, their name means “unbound” or “unfettered.” According to shae history, they were once humanoids who through tireless study and self-perfection managed to transcend the bonds of a definite form. Though they still bear roughly humanoid shapes, shaes’ outlines are perpetually wispy and impossible for any non-shaes to focus directly on.

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