Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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

I love it! Rose, yes, bit of luck will get you two init rolls. I'll set this up later tonight :) Sounds like a good plan!


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

I repositioned everyone into what I think is a good 'ambush' layout. Everyone readies their weapons (and/or spells), basically everyone will get a suprise round on the gnolls and I assume everyone waits till after Kwin casts glitterdust.

Rose practically kicks open the door, and is immediately greeted by the strong smell of the gnolls. The room is being used as some kind of makeshift camp/den. It's a mess and smells pretty badly.

Rose sees six gnolls in the room as well as two other doorways on the eastern wall of the room. The gnolls are basically milling around, cooking, eating, talking when Rose busts in and blows a raspberry at them and runs back to the round statue room!

Surprise Round!
The gnolls give chase and Kwin blasts them with glitterdust!

Gnoll 1 Will: 1d20 + 0 ⇒ (12) + 0 = 12
Gnoll 2 Will: 1d20 + 0 ⇒ (20) + 0 = 20
Gnoll 3 Will: 1d20 + 0 ⇒ (16) + 0 = 16
Gnoll 4 Will: 1d20 + 0 ⇒ (1) + 0 = 1

Party may take move or standard in the surprise round.


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

I can do a "partial charge" or whatever its called since I only have a standard move, correct? If so,

Parfin rushes the gnoll in front of him!

Attack: 1d20 + 7 ⇒ (14) + 7 = 21 for Damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14


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 attacks the same gnoll, taking a 5' step.
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d10 + 7 ⇒ (10) + 7 = 17


Inactive

Using her whip, Rose attempts to trip one of the blinded gnolls! She then takes a 5-foot step backward to make way for Miette.

Trip: 1d20 + 4 ⇒ (3) + 4 = 7


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

Parfin smashes the gnoll in front of him, crushing it's ribs like dry twigs, falling to the ground.

Jericho moves in and stabs the blinded gnoll right in the throat! The beast gurgles and falls to the glittery floor.

Rose cracks the whip at the blind gnolls feet, but cannot wrap it around the beast's ankle well enough to trip it.

Miette leans out from behind the statue and fires her crossbow at the blinded gnoll, hitting it right in the forehead killing it!

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

Dobin is up for the surprise round!


Human| Male| Fighter 1| HP: 6/9| AC 8| THAC0 18

Sorry, looks like my post got ate or something..I wrote it up yesterday..oh well

Dobin steps forward and strikes at the nearest gnoll.

Attack-melee: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Grand Lodge

There are two more gnolls at the far end of the hallway, having not been as quick as their companions...

Party Initiative:

Dobin - Init: 1d20 + 1 ⇒ (15) + 1 = 16
Jericho - Init: 1d20 + 1 ⇒ (10) + 1 = 11
Kwin - Init: 1d20 + 2 ⇒ (7) + 2 = 9
Miette - Init: 1d20 + 9 ⇒ (3) + 9 = 12
Parfin - Init: 1d20 + 2 ⇒ (3) + 2 = 5
Rose - Init: 1d20 + 3 ⇒ (12) + 3 = 15
Gnoll 5 - Init: 1d20 + 0 ⇒ (13) + 0 = 13
Gnoll 6 - Init: 1d20 + 1 ⇒ (8) + 1 = 9
Gnoll 3 - Init: 1d20 + 1 ⇒ (11) + 1 = 12

Round 1:
Dobin
Rose
Gnoll 5
Miette
Jericho
Kwin
Gnoll 6
Gnoll 3
Parfin

Dobin and Rose are up!


Human| Male| Fighter 1| HP: 6/9| AC 8| THAC0 18

Dobin again swings at the gnoll before him.

Attack-melee: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 5 ⇒ (4) + 5 = 9


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

Dobin takes a good slice into the gnoll, but he's still standing!

Rose is up!


Inactive

Rose heads over to give Parfin a Bit of Luck! Roll twice on all d20s for 1 round


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

Dobin takes a big slice on the gnoll! Wounded the beast snarls at Dobin ready to return the favor!

Rose graces Parfin with luck!

Round 1:
Dobin
Rose
Gnoll 5 (4 damage taken)
Miette
Jericho
Kwin
(glitterdust 2 rounds)
Gnoll 6
Gnoll 3 (9 damage taken)
Parfin

One of the trailing gnolls stops short of the glittery dust, unsure what to make of it. He drops his spear and takes out a longbow, drawing an arrow and fires it at Parfin!

Attack: 1d20 + 1 ⇒ (13) + 1 = 14 *miss*
Damage: 1d8 ⇒ 4

Miette, seeing the arrow fly gets the idea her crossbow might be a good choice and returns fires at the gnoll archer!

Attack: 1d20 + 7 ⇒ (15) + 7 = 22 *hit*
Damage: 1d6 ⇒ 4

Jericho and Kwin are up!


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

Not wanting to risk blinding himself, Jericho draws a dagger and launches it at the gnoll fighting Dobin:
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


Inactive

Does the glitterdust continue to blind people walking in later? I didn't think it did, though I can see why it could based on the text.

-Posted with Wayfinder


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

Jericho takes down the gnoll with a well thrown dagger!

Round 1:
Dobin
Rose
Gnoll 5 (4 damage taken)
Miette
Jericho
Kwin (glitterdust 2 rounds)
Gnoll 6
Gnoll 3 (15 damage taken)
Parfin

Kwin is up!

Rose - my reading of the spell is it would be an ongoing effect. Though I'll probably do some research now to clarify for the future :)


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 slides closer to the statue and squints through the cloud, picking a target. Seeing the gnolls on the other side of the cascading cloud of glitter, he launches an arrow at one of them.

Targeting gnoll #5.
To hit 1d20 + 3 ⇒ (14) + 3 = 17
Damage 1d8 + 0 ⇒ (7) + 0 = 7


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

Kwin takes aim through the glittering cloud and lets his arrow fly, dropping another gnoll!

Round 1:
Dobin
Rose
Gnoll 5 (11 damage taken)
Miette
Jericho
Kwin (glitterdust 2 rounds)
Gnoll 6
Gnoll 3 (15 damage taken)
Parfin

Not liking his odds, the remaining gnoll runs back out into the hallway, turning west!

Parfin is up!


Inactive

The whole party is up, right? Looks like there's only one gnoll left, smart enough to run away.

"Well, here goes nothing!" Closing her eyes Rose tries running through the glitterdust in pursuit! Will: 1d20 + 6 ⇒ (12) + 6 = 18. She comes out the other side and looks around.

Double move. Does she see anything?


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

Crap, forgot to come back to this.

Parfin will double move, following the gnoll! I don't see him but you said he went west so I went that way also.


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

Rose and Parfin dash through the glitterdust after the fleeing gnoll! Rose's little legs don't carry her as far, but Parfin does see the gnoll in the hallway as he rounds the corner, not too far ahead of him!

Sorry, I moved him to the GM layer by mistake ;)

Anyone else want to get in on this round?


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 as well.


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 will follow, but look in the room as he goes past. Are there more gnolls visible in the room that they emerged from?


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

No additional gnolls are coming out of the room that they chased Rose from.


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

Parfin gives chase and nearly catches up with the gnoll!

The others move out of the room to give chase as well! Miette lingers behind. Dobin still gets a round if he'd like to take it. I used the other posted actions as Round 2 actions.

Round 2:
Dobin
Rose
Miette
Jericho
Kwin (glitterdust 1 rounds)
Gnoll 6
Parfin

Seeing the half-orc following after him, the gnoll turns in the hallway and takes a big swing with his greataxe at Parfin!

Attack: 1d20 + 10 ⇒ (17) + 10 = 27 *hit*
Damage: 1d12 + 9 ⇒ (4) + 9 = 13

Parfin is up for Round 2!


Human| Male| Fighter 1| HP: 6/9| AC 8| THAC0 18

Dobin will stay back for the moment to make sure more creatures dont come out of the room behind those chasing the other gnoll (plus with my luck I would fail crossing the glitterdust!!)


Inactive

Rose moves up, drawing her whip to distract the gnoll facing Parfin! Aid Another: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14. Parfin gets a +4 to his attack against the gnoll.


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 doesn't like being hit by gnolls!

Attack: 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24 for Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11


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 |

If the gnoll survives Parfin's savage strike, Kwin will try to finish it off with a minor spell.

Ray of Frost.
To hit touch attack 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
Damage 1d3 + 0 ⇒ (1) + 0 = 1


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

Can't attack with Parfin in the way. Just waiting for him to finish off last gnoll.


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

Yeah, sorry, no room to manuever here.


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

Parfin is quite shocked when the gnoll doesn't crumple under his massive blow! In fact, the gnoll seems to be in some kind of raging fury and swings his greataxe at the half-orc and then awkwardly tries to bite him!

Greataxe: 1d20 + 10 ⇒ (16) + 10 = 26 *hit*
Bite: 1d20 + 4 ⇒ (3) + 4 = 7 *miss*

Damage: 1d12 + 9 ⇒ (2) + 9 = 11

Round 3:
Gnoll 6 (11 damage taken)
Dobin
Rose
Miette
Jericho
Kwin
Parfin

Kwin's glitterdust finally settles into the floor, and then vanishes completely!

Party 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

Ha! I can do that too! Parfin flies into a rage of his own and strikes at the gnoll!

Attack: 1d20 + 9 ⇒ (20) + 9 = 29 for Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15
Confirm?: 1d20 + 9 + 3 ⇒ (4) + 9 + 3 = 16 for Damage: 4d6 + 20 + 3 ⇒ (6, 3, 4, 6) + 20 + 3 = 42

AC 16, HP 17/41. Will activate Guarded Stance to bump my AC to 17 however (round 1 of 4).


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

Parfin, on your confirm to hit roll the +3 is being added from the Brute trait? That's only to damage, not to hit :( EDIT: Oh crap, your traits both do the same thing? Adding +3 each to a crit damage roll, that's pretty hot!


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 |

Sure that this brutish gnoll will just shrug off a frost bolt should it hit, Kwin opts for a more substantial arrow to try and wound the monster.

To hit 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
Damage 1d8 + 0 ⇒ (6) + 0 = 6


Inactive

Is the gnoll still up? It's certainly not if it got critted!

Dropping her whip and pulling out a wand, Rose heals the nasty wound received by Parfin! CLW: 1d8 + 1 ⇒ (5) + 1 = 6


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

I don't think it confirms because of the extra +3 that was added which I think is only damage. Waiting for confirmation. If it's not confirmed he is still 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

Oh, I thought by your edit that you figured it out. I misread my traits, they both add to damage. I need to pick a different trait. If you would allow, I would have picked Anatomist, which gives me a +1 to confirm crits.


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

[ooc]Parfin, that's fine with me for the traits. I just wanted to make sure I wasn't missing something or if you had another reason why you got the total you got that I was missing :) So it sounds like a hit, but not a crit. Anatomist would make your total 14 I believe. I'll get this moving again, sorry for the delay.[/occ]

Round 3:
Gnoll 6 (26 damage taken)
Dobin
Rose
Miette
Jericho
Kwin
Parfin

Dobin and Jericho still may act this round!


Human| Male| Fighter 1| HP: 6/9| AC 8| THAC0 18

Dobin will carefully leave the circular room and join the other in the hallway (moved on map)


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 delays since the barbarian is in the way.

Grand Lodge

The raging gnoll swings again at Parfin, but his bite misses!

Greataxe: 1d20 + 10 ⇒ (14) + 10 = 24 *hit*
Bite: 1d20 + 4 ⇒ (4) + 4 = 8 *miss*

Damage: 1d12 + 9 ⇒ (7) + 9 = 16

Round 4:
Gnoll 6 (26 damage taken)
Dobin
Rose
Miette
Jericho
Kwin
Parfin

Party up!


Inactive

Rose persists in healing Parfin, though she cannot really keep up with the damage he's taking! CLW: 1d8 + 1 ⇒ (7) + 1 = 8


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 tries to get another arrow in, struggling to keep from hitting his own ally.

To hit 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Damage 1d8 + 0 ⇒ (4) + 0 = 4

The arrow skitters off the wall near the melee and continues down the passage, managing only to knock a little dirt off the wall.


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 simply grunts as he is almost taken down by the gnoll! After Rose heals him he grunts again and continues to attack!

Attack: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 2d6 + 10 ⇒ (4, 6) + 10 = 20

Parfin, still raging (round 2 of rage) refuses to back away!

At 9 HP now


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

Both barbarians ignore their massive, bleeding wounds and focus on the only thing that matters: death to the enemy! The gnoll swings again at Parfin, but his bite misses!

Greataxe: 1d20 + 10 ⇒ (10) + 10 = 20 *hit*
Bite: 1d20 + 4 ⇒ (13) + 4 = 17 *hit*

Damage: 1d12 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Parfin goes down under the savage assault! The bloodlusted gnoll moves forward to Rose!

Round 5:
Gnoll 6 (46 damage taken)
Dobin
Rose
Miette
Jericho
Kwin
Parfin (-10, dying)

Party up!


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 watches Parfin go down and steps in, halberd in hand!
Power Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d10 + 7 ⇒ (8) + 7 = 15
AC: 18 with CE


Inactive

Rose takes a step back and channels healing to the entire party! Excluding the gnoll with selective channeling. Channel: 2d6 ⇒ (3, 2) = 5.

A duplicate Rose appears in her space! Copycat power, a single mirror image appears.


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

Jericho moves in and finishes the gravely wounded gnoll!

Rose quickly heals the fallen Parfin, stabilizing his wounds! You can keep the use of copycat.

Out of Combat!

EDIT: 460 XP each and you find the following gear: potion of cure moderate wounds, alchemist’s fire (3), mwk breastplate, mwk greataxe, mwk javelins (2), 18 gp


Inactive

"That gnoll was a lot tougher than the rest of 'em," says Rose, as she proceeds to heal the fearless barbarian.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

25 charges remaining.


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

I was going to use Orc Ferocity but it seems I do not need to.

Well, that was one tough gnoll! The half-orc spits on the corpse. Thank you for your aid, friends.

The bite hit, when raging I have an AC 16 I'm afraid. So I was down to -10 before the healing. I am now at 29/35 if I added it all up right.

Hmmm... I could make use of this breastplate, I believe. And the javelins as well.

Anyone else?

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