Rappan Athuk

Game Master densestracer


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Line wrote:
About how far out is it? Does it look to be something that Line might think is an easy walk?

Although no longer then a two minute walk the coast descends fast leaving it impossible to walk to.


Male Half-Elf

Andiel walks up to the edge of the water and Flow follows behind a good ten feet, hissing at the waves and running back to avoid getting wet. "Perhaps we could find a boat of some sort then." While the others get ready to swim she looks along the shore for anything that might help them get to the ship dry and also help carry anything found back, like a heavy chest or other difficult and rusty relic.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25 no hax i swear :p

If she doesn't find anything or only finds a broken down canoo, raft or other primitive instrument she goes through her bag given by the elf. Pulling out a small token in shaped like a swan she cups it in her hand and while standing on the shore blows over it. The token seems to turn to dust and swirls around in front of her and out to the water. Slowly forming together in the shape of a swanboat the magical dust glints in the light. Andiel smiles and looks at Flow, nodding for him to follow. Reluctantly he does and they both board. "Hey, I think I have what we need right here. Keep your armour dry, salt water will ruin it. Maybe we can check out that other Island too." she says to the others.


wow those rolls

Unfortunately there is nothing nearby that could be used for a raft.

Andiel:
The outlining waters of the ship appears to have medium size shadows floating around. best not to fall in.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line comes over to the boat and climbs in. He says, "While I can stay underwater indefinitely if I have to, you are right when you say that it wouldn't be good for my armor or my weapons."


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

Gimlet watches as the token changes into a large boat.

"Well done. That will hold us all. Shall we get ready to push off?"

Gimlet ties his pony to a rock or horse before climbing in the boat.


Male Half-Elf

Bring it and everything aboard? -> A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

Gimlet nods and brings the pony on board.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Unbeugsam shrugs and enters the boat.


That will do. Let us go then

Azim boards the boat.


The water has taken it's toll rotting wood, nearby debris, mold everywhere that has been abandoned by any sane human. Seems you can reach the upper deck through your boat.


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

As the boat is secured, Gimlet checks for evil.

detect evil


Gimlet:

First there is nothing then a overwhelming sense of evil overcomes you. This is not normal.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line simply swaps out the gladius for a throwing dart as his ready weapon and gets ready to board the derelict when everyone else does.


Male Half-Elf

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
"Looks like a rotted hulk. Be careful, I think there were sharks swimming around." Andiel looks at Gimlet concentrating and walks over to him. "Do you sense something?" If he tells her he senses something she will cast detect undead and scan the ship.


male Dwarf Fighter 1

Klor loaded Bessie on the boat and did what was necessary to help paddle the boat if it was needed.

don't fully understand dis magic boat stuff.

Once at the wreck, he looks over the side Well, now wat?


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

"I sense great evil!!! Be wary."

Gimlet continues to grab his holy symbol and concentrate further.
Trying to localize the auras of evil with further concentration. He will point to the evil at as soon as he finds it.

detect evil:
1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength

Duration of Lingering Aura

Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.

Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Evil here? Must be haunted then of some sort. I would expect the undead.

Azim draws his blade and readies himself.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

For what little good it is likely to do ...

Perception check: 1d20 + 1 ⇒ (19) + 1 = 20

Hmmm, maybe it did do something.

Line looks the wreck over as carefully as he can.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Also doing Detect Evil Unbeugsam warily readys his axe. perception: 1d20 + 9 ⇒ (12) + 9 = 21


detect evil:
The more you focus on you can sense 13 different aura's with the strongest being moderate,

detect undead:
You can not make out the strength and location due to the wood but you can make out 12 different aura's the strongest being moderate.

perception20:
through the broken wood small movements occur near the door.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

"Hello, my little mushrooms, where are you. Here is your UBS!"


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Hopefully "Ubs" remembered to put his armor back on and is not attempting to enter combat clad only in a wet breechcloth. Though I suppose if he was really trying to impress Andiel it might be part of the plan. :-)


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

I guess he did. He is a dwarf after all


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

Gimlet wave his wand.
Umd: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Nothing happens so he tries again.
umd: 1d20 + 13 ⇒ (8) + 13 = 21
When a magical shield appears, he is ready for battle.
"13 evil creatures. Line, you need some protection from evil?"
I can pop a pro evil on you


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line replies, "Yes please."


Azim will draw a ghost salt weapon blanch from his sack and hold it in his off hand.

Just incase. So whats the plan. We waiting out here for them to show?


Male Half-Elf

Haha. Plz wear armour.

"Make that undead evil creatures. Who's going first? Let me link with you." The three who want to go in first Andiel will link with and also cast protection from evil on Line. She will stay back, preparing the channel her energy if they get surrounded.


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

As Line gets the spell cast, Gimlet refrains to save wand charges.

"We got this."

He hefty his axe.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line says, "Normally one would be sending out light troops first to scout. But in this case we can expect almost immediate contact with a large hostile force. So heavy troops should go first. I will take point, Gimlet and Klor to follow. We will form up in either a line or a wedge as needed. Everybody else follow us once we have a foothold, either forming a second line behind us or extending the wedge."

Line then proceeds to move onboard the derelict. He still has his shield and throwing dart ready.


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

Gimlet looks at Line's choice of weapon. "We will probably need to have weapons for close up work soon, but you might get a throw in. We do not want to extend the line if we can force them to hit a smaller area.


who is going to go in first?


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line is going in first.

As to the throwing dart, if he gets a throw in, fine. If not he drops it and goes for his Axe or his hammer. If he ends up losing the dart it's only worth 5 silver pieces and he won't cry over it. If he hits with it it does 1d4+3, which works out to have the same expected damage that a heavy crossbow would. And if he can recover the Dart he can use it again and again.


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

I can see the dart getting a throw in. I just find readying an attack upon close with a higher damage melee weapon to be more useful with mindless creatures like undead or rats.
Gimlet is right behind, seeing Line getting magic protection, he adds to his shield with his wand. Putting his wand of protection away he switches to his axe as they enter.
UMD pro evil: 1d20 + 13 ⇒ (19) + 13 = 32
total AC=27:shield (9 rounds left) +4 shield bonus to AC pro evil +2 deflection to AC (10 rounds left)


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Unbeugsam also asks for a protection of evil.
Now he is ready to follow Line.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

I'm not totally opposed to Gimlet's point of view, it's just that some undead need to be slashed and some need to be bludgeoned and we don't know yet which type we're facing. At any rate, Line's AC is going to be 26 with the protection from evil spell active.


male Dwarf Fighter 1

OOC stuff:

Ok we are making plans right?
so are we jumping into water? onto the deck of a boat? i really am not to sure as to what we are headed into.

all I got is we sailed out in a boat and there are undead things, on what? in what?

also Klor could use prot from evil as well, after all if he is a part of the up front in your face group then asking for the spell should not be necessary, right?


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

As far as I get it we sailed to the wreck, entered the upper deck and now move to go down.


The creaking of the steps are evident the lower deck shallow with moss filled water bearing a horrible stench. 8 creatures appears as a rotting humanoid dressed in tattered and ragged clothing. Its semi-bloated body glistens from the slimy mixture of water and seaweed that hangs from its form. The creature's rotting flesh is blue-green in color. No semblance of life burns in its eyes.

something else appears this rotting and bandaged humanoid slides with a slight gait as it moves. Make a will save and roll for initiative


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Will: 1d20 + 8 ⇒ (16) + 8 = 24
Know Religion: 1d20 + 8 ⇒ (7) + 8 = 15 What undead are those.
Cast Bless


Male Half-Elf

In PBP i have found combat gets going much faster when GMs roll initiatives, just trying to be helful.
Will: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Religion(identify the undead): 1d20 + 4 ⇒ (11) + 4 = 15


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Will Save: 1d20 + 6 ⇒ (18) + 6 = 24 +1 base, +1 Wisdom modifier, +2 racial, +2 protection from evil


Male small aasimar (angelkin) Paladin (Shining Knight) 3 smite evil 1/1 LoH 5/5 Std action heal 2/2 AC 23[21 no shield) touch 12, flat-footed 22(20 no shield) CMD 18 Fort +8, Ref +5, Will +6

Gimlet hands his wand of protection to Andiel as he moves to engage the evil creatures with his small, two handed axe.
Andiel can cast pro evil from my wand on Klor

Will: 1d20 + 8 ⇒ (14) + 8 = 22
init: 1d20 + 1 ⇒ (19) + 1 = 20


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

ini: 1d20 + 5 ⇒ (1) + 5 = 6


male Dwarf Fighter 1

will save: 1d20 + 1 ⇒ (5) + 1 = 6
init: 1d20 + 3 ⇒ (7) + 3 = 10

Klor has SR 8 but I don't think it applies


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Waiting for the others to attack, Unbeugsam softly strokes his axe, and ponders what kind of undead the party is confronting
knRel: 1d20 + 6 ⇒ (7) + 6 = 13


Init: 1d20 + 4 ⇒ (19) + 4 = 23

Azim will come in behind the others.

Will Save: 1d20 + 4 ⇒ (1) + 4 = 5


less then 15 will:
The sight of this monstrosity leaves you awe struck stuck in place of fear.

Paralyzed 2 rounds

knowledge:
There are two types here one of them is some type of zombie accustomed to water the most disgusting one is something not normal nothing a life should ever see in his life.

monster initiative:

initiative 1: 1d20 ⇒ 18
initiative 2: 1d20 - 1 ⇒ (3) - 1 = 2
initiative 3: 1d20 - 1 ⇒ (19) - 1 = 18
initiative 4: 1d20 - 1 ⇒ (3) - 1 = 2
initiative 5: 1d20 - 1 ⇒ (17) - 1 = 16
initiative 6: 1d20 - 1 ⇒ (5) - 1 = 4
initiative 7: 1d20 - 1 ⇒ (13) - 1 = 12
initiative 8: 1d20 - 1 ⇒ (10) - 1 = 9
initiative 9: 1d20 - 1 ⇒ (20) - 1 = 19

abdul 23
Line 21
gimlet 20
monster9 19
monster1 18
monster3 18
andiel 17
monster5 16
monster7 12
klor 10
monster8 9
unbeugsam 6
monster6 4
monster2 2
monster4 2

That is the initiative I will figure out maps and better organizing tomorrow but you can post turns right now.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

If unbeugsam could cast bless before combat he did so, and will advance, axe in hand to the zombies. If not that will be his first action


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line throws his dart at the really disgusting monster and draws his waraxe. He moves down to the bottom of the stairs so that the people behind him can advance and move off the stairs if they want to.
Dart attack: 1d20 + 5 ⇒ (6) + 5 = 11

I doubt that hit, but I'll roll damage just in case.

damage for Dart attack: 1d4 + 3 ⇒ (4) + 3 = 7

I forgot to take the Bless Spell into account when I rolled to hit, but an extra +1 only gets me to a hit on an AC of 12. Probably still a miss.


Male Half-Elf

Abominations of the undead! Feel the fury of the living!"
Andiel channels positive energy to harm the undead.
Damage: 2d6 ⇒ (3, 4) = 7 DC 15 for half damage

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