Mottied's Rappan Athuk

Game Master Mottied

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Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

"We plan to set out on the morrow. Is there anything we need before we go?"

Now that the introductions are done I am cool with moving ahead to the next game day and getting back to the dungeon, if you guys are ready.

If we want engineering supplies for the unstable room we should figure out what they will be. Maybe a knowledge (engineering) check would tell you what is necessary?


Male Human Evangelist cleric 2

Pedwyn gives those who had introduced themselves a nod as his food arrives.
" A pleasure to meet you all then. Other than Erriga and Cobalt have you all known each other for long? In regards to your shaking room I have an item that can transform into most any tool. Though I am unsure what devices might work best in that, I have no training in such schools of knowledge."

If no one in the group has the knowledge could there perhaps be someone in town with Knowledge:Engineering or profession Miner we could consult? Hiring an NPc for such consultation is rather cheap so long as we don't try and get them to follow us back to the dungeon.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

"I for one knew none of the others before arriving here, or the boat trip up the river. Though Red Feather is one of my people from back home."


Male Human Evangelist cleric 2

with how far geographically Varisia is from the River Kingdoms I doubt Pedwyn would know much about the place except that the occasional traveler from those lands have tattoos in a similar fashion to Morthak's.
Pedwyn looks at the halfling with a perplexed quirk of the brow
"I don't suppose you are Varisian? I've seen tattoos like those on some travelers from that area but I have no idea how far such traditions might have reached through the world."


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam nods in greeting to Pedwyn.

He pushes the vials at each of the group before resecuring his pack.

We be going in the morn, then? Me s'posse dat food be needed.

The rugged dwarf looks at the empty mugs littering the table.

Most happily take more of ya ale, misses!


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN
Pedwyn wrote:

with how far geographically Varisia is from the River Kingdoms I doubt Pedwyn would know much about the place except that the occasional traveler from those lands have tattoos in a similar fashion to Morthak's.

Pedwyn looks at the halfling with a perplexed quirk of the brow
"I don't suppose you are Varisian? I've seen tattoos like those on some travelers from that area but I have no idea how far such traditions might have reached through the world."

You would probably know what Varisians look like as there are plenty of them in the River Kingdoms. Their caravans go as far as Brevoy.

Morthak smiles wanly.

"Outsiders call my homeland Varisia. But I am not of the Varisian people. Really Varisia is two countries, the lowlands and the Storval Plateau. The people of the Plateau are my people, and we are known as the Shoanti."


Male Human Evangelist cleric 2

"Ah, that would make some sense. The markings on those travellers I saw were not nearly as impressive as yours and sligtly different in form. Though they stunning embroidery on their clothes" Pedwyn continues as he steadily consumes his meal looking to Bedlam as he gives away vials. The human taking the objects and stowing them away.
" Thank you, from what little I know of alchemy these kinds of potent defenses are not cheap. Your gesture is appreciated and I shall make the effort to return it once I am able to. As to food I assume everyone has some rations. I am capable of summoning fresh water so we should not have to worry about running out of that. How long did you spend in the dungeon last time? Would more than a weeks worth of rations be excessive?"

If everyone else is prepared do we want to segue to the next day/ the partys outset? Did you guys want to ask someone in town about shoring up that room? A carpenter or miner would be our best bets.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam smiles broadly at Pedwyn.
Me own concoctions, me lad. Ah weeks worth of rations be plenty. Yous surface folk not be liking the under.

He nods to the group, raising a full mug of stout.
To dis a'venture!



There are no miners or carpenters in town as of right now. I'll put up a list of everybody in Zelkor's Ferry soon.

Would you like to move on to the next day?


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

I'm ready to go.


Male Human Evangelist cleric 2

seconded


Female N halfling fighter 3 | HP: 37/37 | AC: 22 (14 Tch, 19 Fl) | CMB: +5, CMD: 17 | F: +7, R: +6, W: +4 | Init: +4 | Perc: +11, SM +1 | Speed 30ft | Active conditions: none.

Sure thing!


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Let's go splelunking.


Harnet and Malazzesh say their final farewells before departing on the ferryboats.

It's a brand new day and the trek to the mouth of doom was uneventful.

What would everyone like to do.

Remember to heal yourself to full if you havn't.
What is the passive perception score at now?


Male Human - AC 13, HP 17/17(23), PROF: +2, SPD 30',STR+1, DEX+2, CON+2, INT+3, WIS+5,CHA+0; INSP 1/0; Wild Shape 2/2 Druid / 2 (Circle of the Moon); Deception +2, Perception +5, Stealth +4, Survival +5

Shall we go back from whence we came?


Male CN Dwarf
Red Feather wrote:
Shall we go back from whence we came?

Agreed, we should keep our systematic approach we have bene working through so far. I suppose we just need to take a risk with that room that seems structurally unsound, maybe go there first while we are fresh? OR just simply find a way to close it off.


Male Human Evangelist cleric 2

dealing with rooms with a system in mind at the very least means we have a decent plan should we need to retreat. The ability is more fluff than anything else but pedwyn's fey racial trait gives him the ability to cast Call Animal 1/day in forests. (there really isn't much cool in the L1 druid spells to play with for a trait as limited as mine.)
Dire bagers live in forests and are exceptional at digging. So assuming we can convince the creature to cooperate we could just collapse the room and have the badger dig a hole through it afterwards. Badgers are not exactly known for cooperating though.

Also you guys paid for the wand I remember you speaking about earlier as a group and are keeping it even though your allies are leaving. Correct?

@ Mottied my perception is a +10 if that better than the current highest check.


The unstable room is now packed to the brim with rubble. While loose it seems it would take hours if not days to make it passable.

Harnet's wand of infernal healing is up for grabs. It currently has 45/50 charges.

Perception scores now fixed.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam looks over the debris and destruction.
We needs to be getting another way then.


Male Human Evangelist cleric 2

Pedwyn prods the rubble with the torch he held looking the former room over.
" You were wise to not go in there. Had you managed to get past it without it collapsing it could have very easily sealed you in."

" Was there any other paths you found? On that matter have mapped what parts of this place you've found so far?"


Anything not shown by the map has not been explored.

The token represents the party.


Male Human Evangelist cleric 2

seems we only missed out on one corridor with the rooms collapse. arguably we could also just bash through the wall if we wanted to avoid moving the rubble. With the way this map is set up I'd guess the blocked off path is a stairwell. There seems to be an unopened doorway directly to the south of the collapsed room in the hallway outside. Anyone want to try that?


Female N halfling fighter 3 | HP: 37/37 | AC: 22 (14 Tch, 19 Fl) | CMB: +5, CMD: 17 | F: +7, R: +6, W: +4 | Init: +4 | Perc: +11, SM +1 | Speed 30ft | Active conditions: none.

Erigga sighs at the sight of the rubble. "Do we really are that curious? It looks there is a lot more to look... we could spend ours digging a hole through this wall, alerting all the denizens in this dungeon, just to find a privy..."


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam nods his shaggy head.
Aye, let's be off take 'plore.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

"If there was anything in there, it can't get out now either. So let's move on. We can come back later if we like."

"So... where to now?"

The way I see it we have a bunch of options. We can either:

A: head down to the south and explore that area
B: head over to the pit trap and see if we can get across
C: head up to the entrance and choose a new route. Probably door B which leads to hallways we at least know about.

I put these options on the map as yellow letters.

I think I prefer option B but I don't have a strong opinion.


Gm rolls:

Morthak and Pedwyn 32 at doors; 22 constant
Perception Harnet: 1d20 + 3 ⇒ (3) + 3 = 6
Perception Cobalt: 1d20 + 1 ⇒ (13) + 1 = 14
Perception Red feather: 1d20 + 7 ⇒ (17) + 7 = 24
Perception Erigga: 1d20 + 6 ⇒ (16) + 6 = 22

C W: 1d6 ⇒ 6


A:The southern portion of this room has collapsed, and is filled with rubble and dirt. Nothing of interest can be seen inside.

Peering down the hallway shows the two corridors connecting.

Map updated


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam laughs heartily.
Be looking like we be allowing the dungeon to be our guide.


Male CN Dwarf

"Les' make err' way 'cross the pit. I've plenty of rope, a grappling hook an some pitons. If we canno' jump across maybe even leaping ta' the other side, hookin' inta the wall wit' the pitons n scramblin' up may work..."


gm rolls:

Morthak and Pedwyn 32 at doors; 22 constant
Perception Harnet: 1d20 + 3 ⇒ (1) + 3 = 4
Perception Cobalt: 1d20 + 1 ⇒ (17) + 1 = 18
Perception Red feather: 1d20 + 7 ⇒ (4) + 7 = 11
Perception Erigga: 1d20 + 6 ⇒ (7) + 6 = 13

I'm assuming you took 10 at either disarming the trap or crossing with a rope.

Walking to the intersection shows two traversable paths and a doorway that seems to lead to the beginning.


Male Human Evangelist cleric 2

No doubt we have enough rope and iron spikes to pass a pit trap. Also is that dice symbol supposed to indicate our current position? I wasn't sure which of the two maps I was supposed to be looking at for where we are currently.

" So. Which path would make the most sense to take first? The doorway to the left seems like it would lead us back to the area we were just in." The human asks as he looks in each of the available directions.


Male CN Dwarf

Igneous nods to Pedwyn, "So it would appear but we should check tha' doors anyhow in case we er wrong, don't wan' any beasties in this place sneakin' up on us assumn' there's nuthin' there".


Male Human Evangelist cleric 2

" Fair enough, that way first then?" The human replies


Gm rolls:

R E: 1d20 ⇒ 9

Morthak and Pedwyn 32 at doors; 22 constant
Perception Harnet: 1d20 + 3 ⇒ (17) + 3 = 20
Perception Cobalt: 1d20 + 1 ⇒ (20) + 1 = 21
Perception Red feather: 1d20 + 7 ⇒ (9) + 7 = 16
Perception Erigga: 1d20 + 6 ⇒ (10) + 6 = 16


Current map full size is for the general outlook and current map interactable is for combat.

Full size map is still interactable so you're free to leave markings, move token, etc...

Yes, the red dice symbol indicates the party's position.

The iron-reinforced door opens normally but when it does, the unoiled hinges make a loud, metallic squeal.

Nothing can be seen or heard in the immediate vicinity.


Male Human - AC 13, HP 17/17(23), PROF: +2, SPD 30',STR+1, DEX+2, CON+2, INT+3, WIS+5,CHA+0; INSP 1/0; Wild Shape 2/2 Druid / 2 (Circle of the Moon); Deception +2, Perception +5, Stealth +4, Survival +5

Red Feather takes his normal "rear guard" position.

1d20 + 7 ⇒ (7) + 7 = 14 Perception


Scanning around shows nothing of interest.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

"Let's go up that passage to the north."

Marked with the yellow "A". Not sure what's up there but it's a weird shape. After that we can go down the passage with the intersection (the yellow "B").


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Peering intently at the ground around the northern passage, Bedlam looks for signs of trip wires, pressure plates, and the clue of other traps.
perception: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

stone cunning:
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Bedlam glances at his googles, frowning. He takes a dirty hanky out of his pocket.
Spitting on it, he rubs at his dirty googles with vigor. He huffs on each lens,
wiping them with the same dirty hanky, before placing them back on his head.
Reaching for an iron vial from his bandolier, Bedlam flips the stopper and downs the iron vials contents.

extract:

Heightened Awareness
Source Advanced Class Guide pg. 183 (Amazon)
School divination; Level alchemist 1, arcanist 1, bard 1, druid 1, hunter 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, shaman 1, skald 1, sorcerer/wizard 1
Casting
Casting Time 1 standard action
Components V, M/DF (a coffee bean)
Effect
Range personal
Target you
Duration 10 minutes/level (D)
Description
You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.

If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

Bedlam places the iron vial back in its place. He smiles at the group. Beginning again, he over-looks the area.
perception: 1d20 + 5 + 2 + 2 ⇒ (18) + 5 + 2 + 2 = 27


Gm rolls:

Morthak and Pedwyn 32 at doors; 22 constant
Bedlam pre-rolled 27
Perception Cobalt: 1d20 + 1 ⇒ (1) + 1 = 2
Perception Red feather: 1d20 + 7 ⇒ (8) + 7 = 15
Perception Erigga: 1d20 + 6 ⇒ (13) + 6 = 19

Thorough searching reveals no signs of traps nearby.

Faint rustling and bowls clattering can be heard in the eastern door.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN
Mottied wrote:
Faint rustling and bowls clattering can be heard in the eastern door.

Morthak turns to the others and whispers:

"Some sort of dining hall perhaps. What do you think, comrades? Those that live here are no friends of ours. Shall we storm the room?"

"But wait. First, cover your lights and torches. Let's see what we can see."

Once the party is no longer emitting light, Morthak opens the door just a crack as quietly as he can manage.

Stealth: 1d20 + 13 ⇒ (19) + 13 = 32

If there is light in the room he takes a peek through the crack. If there is no light he calls forward one of the dwarves to have a look.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

At the suggestion of storming the room, Bedlam reaches for another iron vial from his bandolier.
He quickly unstops it, gulping down its contents as Morthak begins to peer into the room.
Suddenly, the grounded dwarf begins to alter slightly in appearance; forming deep ridges just above his now blood-colored eyes.
The hair on him seems to grow coarse and harden.
Bedlam appears to be a bit more dexterous than previously.

mutagen:
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack

Hefting the heavy pick off his shoulder, Bedlam moves beside Morthak.
perception: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14


Gm rolls:

B 1: 1d20 - 1 ⇒ (19) - 1 = 18
B 2: 1d20 - 1 ⇒ (1) - 1 = 0
B 3: 1d20 - 1 ⇒ (2) - 1 = 1
B 4: 1d20 - 1 ⇒ (13) - 1 = 12

Four humans can be seen inside mingling and eating with each other. These humans seem to carry weapons and armor on them and have not taken not of you.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN
Mottied wrote:

** spoiler omitted **

Four humans can be seen inside mingling and eating with each other. These humans seem to carry weapons and armor on them and have not taken not of you.

Can you give us any details?

* I assume there is light in the room?
* Can you give us a layout? (tactical map maybe?)
* Do the humans look like soldiers, cultists, civilians, or thugs? Do their uniforms or looks identify them as part of any group?
* What kinds of weapons and armor do they have?
* Does their gear look like it is of particular quality?


Sorry it must have slipped my mind.

Yes, this room is let up with lanterns.

They resemble bandits or something of the sort.

They each have leather armor, shortswords, and a longbow.

Their equipment looks to be generic.

Interactable map had been updated.


Male CN Dwarf

Igneous holds his position waiting for Morthak to return to the group, he knows that his heavy feet will give their position away and in such a place as this, that advantage is priceless.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam looks at Morthak, awaiting his opinion....


Female N halfling fighter 3 | HP: 37/37 | AC: 22 (14 Tch, 19 Fl) | CMB: +5, CMD: 17 | F: +7, R: +6, W: +4 | Init: +4 | Perc: +11, SM +1 | Speed 30ft | Active conditions: none.

Erigga readies her shield, just waiting for Morthak to let them storm the room.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Morthak turns back to the others, and whispers.

"There are four men, humans. Maybe bandits, in leather with bows and shortswords. The room stretches to the east and they are in the eastern end."

"I am prepared to storm the place if you are. If so... Erigga, change places with Cobalt. You are faster and can still engage from back there."

Assuming everyone is ok with attacking...

Morthak turns to Esobok (the dog), "Defend me."
handle animal take 10: 10 + 0 = 10

Morthak continues to watch through the door while speaking. "Ready? On the count of three... one, two, THREE!"

Morthak throws open the door and (assuming the men do not have time to react before I go) charges the man against the opposite wall.

Charge: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 171d3 - 1 + 1d8 ⇒ (3) - 1 + (4) = 6

The dog probably wouldn't react in a surprise round since I did not tell him to attack, so leaving that for now.


Damage taken:

Bandit 1 6/??

The bandits drop their bowls in shock as a halfling buries his dagger deep into one of the bandits stomach.

Free surprise round.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam smiles broadly as he follows Morthak into the room.
Grabbing a packet from one of his many pockets, Bedlam tosses it at the nearest villain?

alchemical weapon ranged touch: 1d20 + 4 ⇒ (14) + 4 = 18

hehe...choo!:
Sneezing powder 2/
Source Ultimate Equipment pg. 107 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 20 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

We be here to release yous from boredom!


Male CN Dwarf

Surprise Round

Igneous charges into the room at the closest bandit he sees, Dwarven Waraxe in his hand smile plastered on his face.

Waraxe Attack 1d20 + 6 ⇒ (7) + 6 = 13
Waraxe Damage 1d10 + 3 ⇒ (4) + 3 = 7

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