Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin looks at the scene as he enters the room. More of those blasted things? Parfin steps up and tries to eliminate the creature!

Attack: 1d20 + 7 ⇒ (18) + 7 = 25Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8


Inactive

Rose springs into action once Parfin takes out the last stirge. "We need to block up this hole before more of these critters decide to fly out and feed on us. Hurry!" Rose tries stuffing her bedroll into the hole. She also tries to listen for more stirges on the other side, in case she's just overreacting.

Not sure if that's too many actions, but she'll at least get started toward that plan.


For the Glory of the Veskarium! Docking Bay 3-3

Parfin smashes the creature off of Dobin in a bloody mess!

Out of Combat! XP 200 each

Rose rushes over to the whole, attempting to stuff it closed with her bedroll. It sort of works but doesn't seem to be the most sturdy cover ever, Rose isn't sure how long or well it will hold. Rose can definitely hear more flapping of wings on the other side of the hole.

GM Rolls:

P 1d100 ⇒ 12
J 1d100 ⇒ 52
J 1d100 ⇒ 30
J 1d100 ⇒ 45
D 1d100 ⇒ 90
D 1d100 ⇒ 43

Liberty's Edge

Investigator 2 | HP 17/17 | AC 15, T 12, FF 13, CMD 13 | F +1(+2 poison), R +5, W +3(+2 fear) | Init +2 | Perc +5(+2 traps)

Felix rushes to help Rose block the hole with his cloak. Damn things hurt!


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"We should get out of here, now. We need to give our warriors a chance to heal. We can come back when we are better ready to seal that hole and deal with those stirges."

Kwin looks around for anything the warriors dropped to engage stirges so he can help carry it to wherever they are going to hole up.


Human| Male| Fighter 1| HP: 9/9| AC 2| THAC0 18

Dobin staggers against the wall feeling drained and shaky.

"Damn biggest mosquitoes I have ever seen!", he jests in a weak voice.

So the stirges just did Con damage and no HP damage? Not that I am complaining, just want to make sure I record it correctly! Dobin took 4 points of Con damage I believe.


For the Glory of the Veskarium! Docking Bay 3-3

Correct, they do Con damage.

Kwin moves over to pick up Rose's dropped whip and shield, and as he bends down to pick up the items is overcome with an inexplicable fear and runs out of the room!

Parfin and Jericho can try to stop him as he runs by!


Inactive

"It's that pool. When I got close, it freaked me out!"

Did Felix's cloak help block the hole? Rose has a blanket to use as well.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin will try to closeline, errr, I mean grab, the feeling Kwin!

CMB: 1d20 + 5 ⇒ (15) + 5 = 20

This place seems evil, I suggest we go back to the comforts of our beds, take a few days to recover, and then deal with this place when we are better equipped to do so.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |
Parfin Groud wrote:

Parfin will try to closeline, errr, I mean grab, the feeling Felix!

[dice=CMB]d20+5

This place seems evil, I suggest we go back to the comforts of our beds, take a few days to recover, and then deal with this place when we are better equipped to do so.

That beats my CMD, so you got me! Thanks!

When he calms, Kwin will say "We will have to figure out a way to investigate that pool at some point. That seems like a pretty powerful defense, so I have to wonder what it is defending."


For the Glory of the Veskarium! Docking Bay 3-3

Between the bedroll and the cloak you've managed to plug the hole for the most part. Everyone seems ready to get out of here, but where to?


Inactive

"Hey, before we all run with our tail between our legs, I still want my whip and shield back!" Rose nudges Jericho. "You've got a big long weapon - can you help me out?"

I'm keen on pressing on to explore more hallways - we don't have to open any doors. But it sounds like Kwin and Parfin want to fall back to recover Con damage?


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

I am fine with walking the corridors before we go. Do we want to go back to town to rest, or is it something we can do in a room here?


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

Hey guys, busy day at work.

Jericho has Con damage as well, but will proceed, if the party so decides. He happily tries to get Rose's gear with his halberd but he turns around so in case he runs, he runs toward the exit and not further into the dungeon.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Jericho is better equipped to retain Rose's belongings so Parfin allows him to do that. I could press on but it seems a few of us seem a bit drained by those creatures. We can press on if our resources are still adequate.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Dobin, with 4 con damage, do you want to take a couple days to recoup, or press on? If we do go back to town, I'll scribe some scrolls to help us more; probably burning hands and color spray. Right now, Kwin is down to two spells: Grease and Enlarge Person.

"Shall we walk the corridors before we leave? We needn't open any doors at this stage, but it will give us an idea of how much more we will need to clear out before we proceed down the stairs we found earlier."


Human| Male| Fighter 1| HP: 9/9| AC 2| THAC0 18

"I can endure, but I will need some time to rest when we return."

Yeah, Dobin will be out for a bit, so we might as well check a few more areas before heading back to town


Inactive

"Yay! Let's see what we find. Maybe we can turn right at the next intersection?" i.e. North.


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

"Okay, Rose, but please no more blood-sucking bats!"


Human| Male| Fighter 1| HP: 9/9| AC 2| THAC0 18

"I agree! One a day is enough for me!". Dobin quips in a tired voice.


For the Glory of the Veskarium! Docking Bay 3-3

Taking your time and using caution, with Felix leading the way searching for traps, you follow the corridor around the outer edge of the room you were just in north. Turning east and following it until it eventually turns south and then finally west again. As Felix rounds that corner he sees a doorway at the western end of the hall, a passage way that turns south and a rodent of unusual size that runs off into the southern corridor.

Roll20 update updated.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Did you see that? That's a big rat. Parfin states. Don't they carry disease? Perhaps now would be the time to retreat to town and prepare ourselves for vermin.


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

"I have some vermin repellent, but not enough to go around. If there is someone in town that has talent in the ways of alchemy, it would be a worthwhile investment, I believe."


Inactive

"Ew! Rats! Maybe we'll need some cures for the plague."

-Posted with Wayfinder


Inactive

I assume we're heading back home?


For the Glory of the Veskarium! Docking Bay 3-3

Seems to be the plan, I'll try and get the next post up later tonight. If there are any other specifics you want to do in town or check out/buy/whatever let me know so I can hopefully tie that all up and get back into the action!


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Agreed, let's head back for a night or two to let the Con damage heal.

While in town, it sounds like we might want to pick up some more vermin repellant; is there an alchemist? Also, Kwin will want to craft some scrolls, specifically burning hands and color spray, though maybe one or two others. On the way in to town, he'll check with his friends in the guard as to where he might find that (I believe Dobin is aware of the wizard in town, but Kwin hasn't had the pleasure yet).

Tonight or tomorrow morning, I will update the loot list with the stuff from the rogue party.


For the Glory of the Veskarium! Docking Bay 3-3

Heading back to Zelkor's Ferry...

GM Rolls:

WM MoD #1: 1d20 ⇒ 1
WM MoD #2: 1d20 ⇒ 5
B: 1d6 ⇒ 2
B: 1d4 ⇒ 4
B: 1d4 ⇒ 2

As you round the corner just north of the pool/stirge room, at the intersection of the hallways you see 4 skeletons!

Party Initiative:

Dobin - Init: 1d20 + 1 ⇒ (13) + 1 = 14
Felix - Init: 1d20 + 3 ⇒ (7) + 3 = 10
Jericho - Init: 1d20 + 1 ⇒ (9) + 1 = 10
Kwin - Init: 1d20 + 2 ⇒ (8) + 2 = 10
Parfin - Init: 1d20 + 2 ⇒ (9) + 2 = 11
Rose - Init: 1d20 + 3 ⇒ (17) + 3 = 20
Skeleton #1 - Init: 1d20 + 6 ⇒ (3) + 6 = 9
Skeleton #2 - Init: 1d20 + 6 ⇒ (8) + 6 = 14
Skeleton #3 - Init: 1d20 + 6 ⇒ (8) + 6 = 14
Skeleton #4 - Init: 1d20 + 5 ⇒ (4) + 5 = 9

Round 1:
Rose
Skeleton #2
Skeleton #3
Dobin
Parfin
Felix
Kwin
Jericho
Skeleton #4
Skeleton #1

Rose is up!


Inactive

"Look out - skeletons!" Rose moves forward and prepares to channel energy against the undead once some of the skeletons come closer. Acting once Skeleton #3 gets close.

Channel Energy damage: 1d6 ⇒ 6 Will DC14 for half damage


For the Glory of the Veskarium! Docking Bay 3-3

Skeleton #2 moves forward toward Rose and swings its sword!

Skeleton #3 starts moving forward and Rose channels positive energy, catching 3 of them in the busrt! Skeleton #1 is obliterated in the blast, and the other two look much worse for the wear!

Will Saves:

Skeleton #1: 1d20 + 2 ⇒ (11) + 2 = 13
Skeleton #2: 1d20 + 2 ⇒ (20) + 2 = 22
Skeleton #3: 1d20 + 2 ⇒ (19) + 2 = 21

Skeleton #2 attack on Rose: 1d20 + 0 ⇒ (15) + 0 = 15 *miss*

Round 1:
Rose
Skeleton #2 - 3 damage taken
Skeleton #3 - 3 damage taken
Dobin
Parfin
Felix
Kwin
Jericho

Skeleton #4
Skeleton #1

Everyone else may act!


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

Jericho double moves. AC 18 with Combat Expertise.


For the Glory of the Veskarium! Docking Bay 3-3

Jericho - it shouldn't matter much but you can't activate CE unless you make some kind of offensive attack on your turn. I just found out playing a Lore Warden fighter myself :)

PRD wrote:
You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon.


Human| Male| Fighter 1| HP: 9/9| AC 2| THAC0 18

Dobin moves 20' forward, squeezing past Parfin to take up position just behind Rose.


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Moving quickly past the others, Parfin moves to attack the furthest skeleton (just past Rose)! I'll take the AoOs so others can move if they now wish.

Once he has taken the attacks, Parfin will attack the skelton!

Attack: 1d20 + 7 ⇒ (17) + 7 = 24 for Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Kwin closes ranks with his friends. Seeing the warriors dealign with the minor undead, he turns to watch the other way, making sure nothing tries to sneak up from behind them while they are distracted.


For the Glory of the Veskarium! Docking Bay 3-3

AoO vs. Parfin: 1d20 + 0 ⇒ (12) + 0 = 12 *miss*
AoO vs. Parfin: 1d20 + 0 ⇒ (8) + 0 = 8 *miss*

Parfin moves in and skillfully smashes what's left of the skeleton beside him!

Sorry I just realized that Skeleton #1 was killed by the channel and I didn't remove it from the map.

Round 1:
Skeleton #2 - 3 damage taken
Skeleton #3 - 3 damage taken
Rose
Dobin
Parfin
Kwin
Jericho
Felix
Skeleton #4
Skeleton #1

Felix is up!

Liberty's Edge

Investigator 2 | HP 17/17 | AC 15, T 12, FF 13, CMD 13 | F +1(+2 poison), R +5, W +3(+2 fear) | Init +2 | Perc +5(+2 traps)

You know, I thought of almost everything... Except skeletons... How could I forget about skeletons. They aren't much effected by bows. Felix takes a shot at the nearest one any way.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 ⇒ 5

Missing horribly.


For the Glory of the Veskarium! Docking Bay 3-3

Skeleton #4 moves forward toward Parfin, his longsword flashing as he slashes wildly at the half-orc!

Attack: 1d20 + 7 ⇒ (6) + 7 = 13 *miss*

The weakened Skeleton #2 swings it's rusty, sad looking sword at Rose

Attack: 1d20 + 0 ⇒ (16) + 0 = 16 *miss*

Round 2:
Skeleton #2 - 3 damage taken
Rose
Dobin
Parfin
Kwin
Jericho
Felix

Skeleton #4

All players may act!


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin deftly slides over to the skeleton that fronts Rose and takes a huge swing at the evil undead!

Attack: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 for Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11


Inactive

Assuming the skeleton bites the dust.

"Nice swing, Parfin!" Rose step over the dust and bones that were once a skeleton and uses her whip to try and distract the last skeleton standing.

Aid Another: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 +4 to whomever is the next person to attack the skeleton.


Fighter 4 HP: 40/40 | AC 18| 11 | 17 | CMD 18/20 | Fort +6| Ref +2| Will +3| Init +1| Perc +4/ Intimidate +4

Jericho charges the last skeleton!
Charge with Power Attack: 1d20 + 7 + 2 + 4 - 1 ⇒ (15) + 7 + 2 + 4 - 1 = 27
Damage: 1d10 + 7 ⇒ (5) + 7 = 12
AC: 16 currently due to charge


For the Glory of the Veskarium! Docking Bay 3-3

Parfin smashes the weakened skeleton in front of Rose, making room for Jericho who charges down the hallway like a madman who slashes his halberd into the walking bones!

Round 2:
Skeleton #2 - 3 damage taken
Rose
Parfin
Jericho
Kwin
Dobin
Felix

Skeleton #4 - 7 damage taken

Kwin, Dobin and Felix may still act!


Human| Male| Fighter 1| HP: 9/9| AC 2| THAC0 18

Dobin moves down towards the remaining skeleton


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

In the poor light and with all the movement, Kwin knows the shot is nearly impossible. But he launches an arrow at the skeleton, hoping to shatter its skull.

To hit 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
Damage 1d8 + 0 ⇒ (4) + 0 = 4

Liberty's Edge

Investigator 2 | HP 17/17 | AC 15, T 12, FF 13, CMD 13 | F +1(+2 poison), R +5, W +3(+2 fear) | Init +2 | Perc +5(+2 traps)

Felix squints in the poor light and attempts to do the same as Kwin, but can't tell if he hit or not.

Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 ⇒ 1


Inactive

On her turn, Rose channels again!

Channel Energy: 1d6 ⇒ 1

-Posted with Wayfinder


For the Glory of the Veskarium! Docking Bay 3-3

Kwin and Felix both miss their target in the confusion!

The skeleton swings it's longsword at Jericho taking a powerful slice into the warrior!

Attack: 1d20 + 6 ⇒ (13) + 6 = 19 *hit*
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Rose floods the area with positive energy, and the skeleton seems unharmed!

Skeleton Will: 1d20 + 7 ⇒ (8) + 7 = 15

Round 3:
Rose
Parfin
Jericho
Kwin
Dobin
Felix

Skeleton #4 - 7 damage taken

Everyone else is up!


Male Half Orc Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Parfin will attempt to assault the remaining skeleton, however his swing looks off-balanced!

Attack: 1d20 + 7 ⇒ (4) + 7 = 11 for Damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13


CG M Elf Cleric 5 | AC 16 (18w/shield) | Init: +3 | HP 14/38 | 1st 1/4, 2nd 1/3 3rd 1/2 Ch 1/1 | HD 5/1d8 | PasPer 17 |

Round 3

Gritting his teeth at the noise the melee is causing, Kwin again checks the passage back the way they came for anything drawn to us. Confirming nothing is there, he spares enough attention to try to shatter the skeleton's skull with an arrow. The arrow actually hits the ceiling above the warriors at an odd angle before skitting off into the darkness without causing harm.

To hit 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
Damage 1d8 + 0 ⇒ (4) + 0 = 4

Liberty's Edge

Investigator 2 | HP 17/17 | AC 15, T 12, FF 13, CMD 13 | F +1(+2 poison), R +5, W +3(+2 fear) | Init +2 | Perc +5(+2 traps)

Die you blasted thing..!

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 ⇒ 5

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