GM Blood's Rappan Athuk (PF) (Inactive)

Game Master David James Olsen

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HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

Areilla just stares at him. "Are you really that dumb, bro? Don't you feel like crap too? It must have been something in those nasty zombies down below."


"I just figured it was the nausea from being in that cesspit. I didn't want to complain."


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

"I guess that makes you stoic and manly. Sorry for calling you dumb."


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Sorry, I figure that when someone makes a heal check and determines that half the party is sick, that there is an inference, unless the player is evil/CN, that the character would have relayed this information.

Assume that since I am LG, I will tell people what I see/figure out with any Perception/Sense Motive/Heal/etc check.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

"I am the guide, I will lead where needed. Everyone was worried about getting out and we needed medical attention beyond what we had. As soon as we were on familiar ground I figured we would head back."

If there is no further opposition after the last exchange, Jokbur leads the group back to the Ferry.

"I need to buy a new great axe in case we run into zombies again. Hitting them with arrows wasn't so effective."


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Are we going all the way back to the Ferry? I thought we were going to head to the cabin and fix it up a little for a day or two while recovering.


I try not to infer things about other characters unless they are explicitly stated. To me it falls into the category of not telling other people how to play their characters. Besides, every roll is supposed to inform gameplay. A roll is an excuse for character interaction. :)


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Don't think the cabin has great axes.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

I'm fine with going all the way back to town to rest. Jockbur does need a new weapon, and it'll be more safe anyway.


Same here


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

No problem, we will just have to recheck places we already explored to make sure that they have not become "reinhabited" since we left.


GM Blood:

1d20 ⇒ 1

1d8 ⇒ 7

2d10 ⇒ (1, 10) = 11
1d4 ⇒ 4
2d6 ⇒ (5, 2) = 7

Rung 5d6 ⇒ (2, 3, 5, 2, 4) = 16

After Quirmydt climbs the rungs and confirms it leads to the upper levels, the rest of you decide it is time to head back to Zelkor's Ferry. Going by marching ordeJokbur heads up first followed by Edmund, then Hermann. As Jokbur reaches about 20 feet up (Edmund is 10, Hermann has just starting climbing), the rung breaks free and Jokbur falls into Edmund and the both come crashing down.

Edmund Reflex Save to Avoid Jokbur 1d20 + 1 ⇒ (17) + 1 = 18 VS DC 20

Falling Damage Jokbur 2d6 ⇒ (5, 5) = 10
Falling Damage Edmund 1d6 ⇒ 6

After landing, Jokbur sees it was not trapped, just badly maintained and had partially rusted and broke free.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

"You two okay?" Ariella raises her holy symbol and catches the group with a burst of healing.

Channeled healing: 1d6 ⇒ 3

Seeing that Jockbur is still messed up, she gives him a little additional healing.

Convert one bless to cure light.

Jockbur healing: 1d8 + 2 ⇒ (4) + 2 = 6


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

One reason I always like having Feather Fall memorized as a wizard, car really save a lot of potential damage. My bard had it in a Runelord campaign, and when we met up with the BBEG on top of a building, she cast it and we all jumped, so much for the great planned out tactical advantage the BBEG was planning on having.

Hearing the crashing below, Qui calls down:
Is everyone ok? What happened?


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Finally catching his breath, Edmund lifts himself up. Getting to his feet, he rubs his aching shoulder and comments, "I'm certainly glad you were not carrying that axe at the moment."


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

Hermann falls to the ground in a clang-ing of metal when Jokbur and Edmund fall on him.

Momentarily dazed, he asks, "Did anyone get the name of that dung-cart teamster?"


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

"I missed that broken rung." Sorry."
Once again understated.


GM Blood:

Initiative Jokbur Oakenshield 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Quirmydt Dephroug 1d20 + 6 ⇒ (15) + 6 = 21
Initiative Hermann von Rabenstrange 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Ariella Hearth 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Edmund Gwenn 1d20 + 1 ⇒ (3) + 1 = 4
Initiative Jonas Hearth 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Monster 1d20 + 5 ⇒ (11) + 5 = 16

You climb up more carefully this time, but all the remaining rungs are solid, though some have some rusting forming on them.

Everybody gets upstairs and heads for the door. As it is opened you are greeted by 4 skeletons outside the door. At about the same time a pair of stirges fly out of the hole above the door to the north and attack.


Quote:

Round 1

Initiative Order - Quirmydt, Monsters, Jonas, Ariella, Edmund, Jokbur, Hermann

Skeletons AC 16 T 12 FF 14

Stirges AC 16 T 16 FF 12


With Combat R3eflexes I can take AoOs even while flat footed. When the stirges flew down, did they provoke?


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Having seen how ineffective his scimitar was before against these fleshless undead, Qui drops into a fully defensive crouch warding off all blows from the skeletons.

Total Defense: AC25


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

Stirges are tiny if I'm remembering correctly which means they need to enter your square to attack, thus provoking from everyone.

Ariella throws a fireball at a stirge.

Attack on strige 1 (ranged touch): 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

....that is not flatfooted or has combat reflexes.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

Either way, they're no where near Jonas. I suppose since they beat all of us except for Qui in initiative that we will all be FF and thus no AOOs.


Jonas, you can take an AoO on the stirge attacking you.

The striges swoop in missing Ariella but latching on to Jonas. The skeleton try to connect with their claws but are too clumsy to get close.

Stirge Attack Ariella touch to attach (grapple)1d20 + 7 ⇒ (3) + 7 = 10
Damage 1 Con

Stirge Attack Jonas touch to attach (grapple)1d20 + 7 ⇒ (7) + 7 = 14 *Hit*
Damage 1 Con (if it survives the AoO)

Skeleton Attack Claw #1 Quirmydt 1d20 + 2 ⇒ (18) + 2 = 20
Damage 1d4 + 2 ⇒ (3) + 2 = 5

Skeleton Attack Claw #2 Quirmydt 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d4 + 2 ⇒ (4) + 2 = 6

Skeleton Attack Claw #1Jokbur 1d20 + 2 ⇒ (10) + 2 = 12
Damage 1d4 + 2 ⇒ (3) + 2 = 5

Skeleton Attack Claw #2 Jokbur 1d20 + 2 ⇒ (3) + 2 = 5
Damage 1d4 + 2 ⇒ (2) + 2 = 4


Delayed everyone left to go to round 2, then that moved Quirmydt and the monsters to the end of round 2 to make future combats go smoother

Quote:

Round 2

Initiative Order - Jonas, Ariella, Edmund, Jokbur, Hermann, Quirmydt, Monsters

Skeletons AC 16 T 12 FF 14

Stirges AC 16 T 16 FF 12

Another stirge comes out of the hole.


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Jokbur will wait and switch places with Herman.


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Hearing the stirges behind him, Qui decides to change tactics:
[b]Jonas, Herman, hit the skeletons, I will draw off the blood suckers.

Move to N14 (pretty sure I can do this without AoO since they are grappled.)

Using Crane Style
Fighting Defensive - AC23, Touch 23

Attack N41 Stirge:1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

The tiny manfrog deftly maneuvers between the legs of his taller companions taking up a defensive position near where the bloody birds are appearing while slicing through the one attached to Ariella.


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

Did my action not go off?


Quirmydt was the only one who won initiative and he just fought defensively, then the monsters went. I haven't resolved anyone elses actions yet


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

So do I need to post another action?


only if the monster's action makes you change your mind


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3
Jokbur 'The Thorn' Oakenshield wrote:
Jokbur will wait and switch places with Herman.

"Jokbur, get behind me!" Hermann ordered the weaponless man while drawing his greatsword as the two men shuffle to exchange positions. Swinging,

Attack (Greatsword, Power Attack): 1d20 + 6 ⇒ (10) + 6 = 16 #2
Damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14

Status hp 27, AC 20


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

"Thanks Herman."

Jokbur fires two blunt arrows at the hated skellies. The close quarters hamper his aim.

hit1/damage: 1d20 + 2 + 3 ⇒ (9) + 2 + 3 = 141d6 + 4 ⇒ (5) + 4 = 9
hit2/damage: 1d20 + 2 + 3 ⇒ (5) + 2 + 3 = 101d6 + 4 ⇒ (1) + 4 = 5

cover may apply too--precise shot helps


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Edmund casts grease under the four skellies. DC 16


Hermann and Jonas swap places with Hermann landing a solid blow shattering a skeleton while Jokbur's arrows sail wide. Edmund places a coat of grease under the feet of skeletons.

Reflex Skeletons #11d20 + 2 ⇒ (20) + 2 = 22
Reflex Skeletons #31d20 + 2 ⇒ (16) + 2 = 18
Reflex Skeletons #41d20 + 2 ⇒ (19) + 2 = 21

Ariella zaps the stirge on her with fire, the small creature falls off of her and onto the ground dead.

Still waiting on Jonas's AoO on the stirge and his action before resolving Quirmydt's and then the monsters


Sorry for the delay. Had a wedding and a plumbing emergency yesterday. Those two things don't mix well.

AoO: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d10 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Then, on my action, I 5' adjust to N42 and attack the stirge at L41

Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d10 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Update tomorrow, crazy week work work last week and so far this week


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3
GM Blood wrote:

Update tomorrow, crazy week work work last week and so far this week

Yup, I hear ya! Take your time, we'll all be here when you're ready.


Skeleton #4 tries to move closer to the the group

Acrobatics 1d20 + 2 ⇒ (19) + 2 = 21 (I'm counting this as a move not a 5' step)

Managing to move it attacks along with the other skeleton, althought he grease hampers their attacks to fall harmless aside.

Skeleton #1 claw #1 vs Quirmydt 1d20 + 2 ⇒ (17) + 2 = 19
Damage 1d4 + 1 ⇒ (2) + 1 = 3

Skeleton #1 claw #2 vs Quirmydt 1d20 + 2 ⇒ (2) + 2 = 4
Damage 1d4 + 1 ⇒ (1) + 1 = 2

Skeleton #4 claw #1 vs Hermann 1d20 + 2 ⇒ (8) + 2 = 10
Damage 1d4 + 1 ⇒ (2) + 1 = 3

Yet another stirge comes out of the hole


Quote:

Round 3

Initiative Order - Jonas, Ariella, Edmund, Jokbur, Hermann, Quirmydt, Monsters

Skeletons AC 16 T 12 FF 14

Stirges AC 16 T 16 FF 12


M HP 41/41 | Per +0 | CMB +7 | CMD 20, AC 20, Touch 13, Flat 17 | Fort +7, Ref +4, Will +2 (+1 vs Fear) Fighter 3

Round 3

The scrabbling of skeletal claws screeeetch!-ing across his armor failed to stop Hermann from another mighty swing of his greatsword as he lined it up against the one in front of Qui.

Attack (greatsword, Power Attack): 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19

Status hp 28, AC 20


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

I should be at N14 - I moved there last round since my scimitar is useless against the skeletons.

EDIT - I posted N14, I actually meant N41 - so that I could attack the striges.


Moved you to M41 since Ariella is in N41. FYI, until the stirge descends fromt he hole above the door, Qui won't be able to attack, though Jonas can because he is medium size with a reach weapon

All the skeletons attacked Hermann last round instead of one attacking Qui. Still all missed


Half-elf hp=38/38(AC18/ff16/t18) {F=+7/R=+8/W=+9} CMD 21 Ranger 1/Monk 3 Senses: Perception: +20 [+21 traps]/Sense Motive +14/Darkvision 60'

Round 3

Jokbur calmly held his ground and fired two more blunt arrows at the skeletons. He continues to fire at the most brittle one.

hit/damage: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 4 ⇒ (2) + 4 = 6
hit/damage: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 4 ⇒ (1) + 4 = 5

Jokbur has precise shot


Jonas swings are the last stirge.

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d10 + 2 + 1 ⇒ (2) + 2 + 1 = 5

badly


Male Grippli (we do it froggy style) Bard(Dawnflower Dervish)/1 - Monk(Monk of Many Styles/Monk of the Lotus)/2- Fighter(Lore Warden)/1 - Inquisitor(Conversion Inquisition)/0 - HP 27/44; AC22/26, FF17/21, T22/26; F+8,R+11,W+10; Init+7; Per+11

Readied action to attack the stirge if/when it comes into range.

Readied Action:

Attack-stirge: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 5 ⇒ (1) + 5 = 6


HP 22/29; Bat. Dance 9/13; Glitterdust 1/1; 1st - 3/4
Stats:
AC 21; T 14; FF 17 // Fort +4, Ref +8, Will +4 // Perception +5

Not wanting to waste any resources unnecessarily, Ariella simply readies to channel her healing energy should one of her companions become seriously injured.

Readying a channel in the off chance someone goes down.


AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9

Edmund fires off a disrupt undead at number 4.

Touch attack: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10

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