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

Is the full plate medium sized? Perhaps one of our crew could make use of it if they wish.


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 grins broadly when he sees the scroll, tucking it away carefully for future use.


Inactive

"Doesn't look like the adventure ended well for these folks." Rose sees if she can judge anything about who (what race, etc.) they were, and how long ago they died. Heal: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9


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

The plate is medium sized and after a good cleaning would be totally serviceable.

Rose studies the remains, but because of the conditions of the room isn't able to tell much from the fungus covered skeletons. They did not appear to have any broken bones though (no smashed skulls or rib cages etc).

Moving to the next door further south along the corridor, Miette searches for traps and says, "The door looks safe, but something isn't right with the floor on the other side." She cracks the door open a little and points to a very fine edge between the hallway stone and the room stone floor. Cracking the door open a bit more and looking up at the ceiling she points to three vents. "I don't like the look of any of that." Otherwise from what you can tell in the hallway the room is empty.

Dice:
Perception: 1d20 + 11 ⇒ (12) + 11 = 23


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

Are there any doors in the room? If not, why bother with it now?


Inactive

"Maybe we can trigger it safely with a long stick? Something to save for later." agrees Rose.

-Posted with Wayfinder


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. Like the green slime room on the level above, perhaps this is best left for when we don't have other alternatives."

We'll try the door that Kwin's icon is next to. Detect magic, detect poison and Rose and Miette checking for traps.


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

Miette explains that it looks like the whole floor is rigged as some kind of scale. "I am not really sure what is in those vents up there, but if the floor is rigged for weight, then probably nothing healthy."

Searching the doors further south turns up no traps, magic or poison. Once the door is open it reveals the quintessentially boring empty room.

Exploring the western hallway a bit more, you see that the hallway dips down about 10' with staircases on either side and where the north/south hallway crosses and there should be some kind of walkway or bridge there is just a gap.

Probably not clear because of the way i drew the lines on the map...you can go east-west in that hallway just fine. The north-south hallway is 10' higher than the ground around it. There may have been some kind of bridge or walkway there at one time, but there is nothing now.


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

Hmph. Guess we keep going.


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 scan the empty room with detect magic. Assuming he detects nothing, he'll say "Indeed. Later I will search for secret doors with spells again, but for now let's move on."

We'll continue on down the corridor, heading the way that the skeletons came from when the shriekers went off.

We still have at least a door and a side passage further back to explore, but we might as well keep advancing down this way. If we hit deadends, we can circle back.


Inactive

"Careful, this is a good place for an ambush." Rose checks the walkway above for danger Perception: 1d20 + 11 ⇒ (20) + 11 = 31

If nothing seems amiss, then keep on going.


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

Finding no sign of an ambush, the party presses on, until they come to a door on the south wall. The hallway continues further west.

Perception (Miette): 1d20 + 11 ⇒ (4) + 11 = 15

The door appears safe, untrapped and unlocked.


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 open the door and see what's inside.


Inactive

Rose checks out the door, then lets Parfin do his thing. Perception, Guidance: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21


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

The hallway goes south before turning south-east and then finally east ending in another door. Miette, Rose and Kwin examine this new door after Parfin determines the hallway is safe and find it to be safe as well.

Perception (Miette): 1d20 + 11 ⇒ (7) + 11 = 18


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

Dobin keeps a watch as the others work on the door.


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 stands back with bow ready while Parfin opens it.


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

Be ready. We're bound to find someone, or something. Parfin will proceed.


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

Water trickles from a crack in the ceiling in the eastern side of this room, where it gathers behind a thirty-foot long stone dam that is about a foot in height. On the eastern wall, on the far side of the gathered water, there is a niche in the wall. The niche is one foot tall, six inches wide, and six inches deep. The bottom of the niche is ten feet above the surface of the water (the room’s ceiling is fifteen feet high).

As Parfin enters the room, he sees this stone dam shimmer and begin to writhe, serpent-like. The northern end of the dam turns toward the door and the water behind it begins to spill out! The dam/creature then winds across the floor toward Parfin, and the water rushes toward the door washing over everyone!

It is apparently about 450 gallons worth of water, so I am going to have everyone make a bullrush against everyone to stay put...

Water wall: 1d20 + 19 ⇒ (6) + 19 = 25

Looks like everyone is going to get pushed back a little by the water, Parfin is pushed out of the room.

Party Initiative:

Dobin - Init: 1d20 + 1 ⇒ (6) + 1 = 7
Jericho - Init: 1d20 + 1 ⇒ (13) + 1 = 14
Kwin - Init: 1d20 + 2 ⇒ (12) + 2 = 14
Miette - Init: 1d20 + 9 ⇒ (8) + 9 = 17
Parfin - Init: 1d20 + 2 ⇒ (10) + 2 = 12
Rose - Init: 1d20 + 3 ⇒ (2) + 3 = 5
Dam - Init: 1d20 - 2 ⇒ (15) - 2 = 13

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

Soryr for absence, busy work week.

Jericho waits for the party members ahead to move. "Where the hell did this flood come from????"


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

So I'm wondering... the water is now gone past us, knocking us back, but the "wall" is moving toward us to attack? Is that what we see?


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

Parfin, yes exactly.


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 |

Can Kwin tell anything about this dam to warn his allies? I'm guessing construct or from the earth elemental plane?

Knowledge (roll) 1d20 ⇒ 1
Add +11 if arcana, +9 for all others.

Edit: From that roll, I think it is safe for Kwin to say "I've never heard of anything like this! Do we fight it or back off and see if it follows?"


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

Kwin is able to determine it is, in fact, a construct but little else beyond that.


Inactive

Wait, is the bad guy missing from the map, or are we fighting 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 shows his impatience and flies into a rage! He then rushes in to destroy the wall! I have an earthbreaker! I'll break it down!

Attack: 1d20 + 9 ⇒ (10) + 9 = 19 for Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14


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

Rose, you appear to be fighting the wall!

Parfin rushes in and crushes his earthbreaker into the wall! Despite his solid hit, the heavy weapon appears to do no damage to the animated wall!

Anyone else?


Inactive

It's funny how many times you need to answer that question - sorry about that!

GM - Mark Garringer wrote:

Water trickles from a crack in the ceiling in the eastern side of this room, where it gathers behind a thirty-foot long stone dam that is about a foot in height. On the eastern wall, on the far side of the gathered water, there is a niche in the wall. The niche is one foot tall, six inches wide, and six inches deep. The bottom of the niche is ten feet above the surface of the water (the room’s ceiling is fifteen feet high).

As Parfin enters the room, he sees this stone dam shimmer and begin to writhe, serpent-like. The northern end of the dam turns toward the door and the water behind it begins to spill out! The dam/creature then winds across the floor toward Parfin, and the water rushes toward the door washing over everyone!

Rose boggles as Parfin's earthbreaker bounces harmlessly off the wall. "Okay folks, does anyone here know a thing or two about engineering? What's that niche in the wall - is it a weakness?" Rose examines it carefully, trying to understand what's going on. Perception: 1d20 + 11 ⇒ (18) + 11 = 29


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 |

Does the niche in the wall have any sort of architectural importance that Kwin can tell? Knowledge (engineering) 1d20 + 9 ⇒ (10) + 9 = 19.

Seeing Parfin's mighty blow have no discernable effect, Kwin says "I don't think I can hurt this thing!"


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 his enemy, wondering what just happened... or didn't happen. Being under a rage, he looks to be winding up to try again.


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

Dobin stays to the back of the party, having no idea how to fight a wall. He does keep an watch on their back-trail....just in case!!


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 to outside the room.


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

Rose - no worries! It's a strange setup!

As Rose and Kwin try to discern the purpose of the niche, the other warriors in the group stand ready. After Parfin's massive blow seems to do no damage at all, the wall, resembling a serpent in a way, rears back it's 'head' and tries to bite Parfin, though the raging half-orc manages to easily avoid the slow moving wall!

Attack: 1d20 + 15 ⇒ (1) + 15 = 16 *miss*
Damage: 1d8 + 15 ⇒ (1) + 15 = 16

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

So was this the result of damage resistance in game terms or was anyone able to tell? Parfin is raging so he'll need convincing to back off.


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 says to Rose, but loud enough for the others to hear, "I don't think he can hurt it! We should retreat. If it follows us out of the room, we should run to the ladder back up to the first level; it can't follow us a ladder!"

Probably.I hope.

That's a lot of talking, so I think it is safe to say that's at least his standard action? He'll step back as well; done on the Roll20 map.


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

Will: 1d20 + 3 ⇒ (9) + 3 = 12 That's good enough

Parfin will end his rage and withdraw from the stone snake, closing the door as he exits.


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

Out of Combat

The stone wall/snakes does not appear to follow the party out of the room. Once Parfin closes the door, you are free to continue exploring elsewhere.


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 |

"Let me consider what we saw back there. Perhaps I can work out what it would take to deal with that thing, and we can return then. In the interim, I'm sure Rappan Athuk has no lack of menaces for us to deal with."

I think when I level up, I can make another attempt to ID the creature with a higher knowledge score.

We'll continue down the passage that this side room was off of. I moved Kwin's icon there.


Inactive

Could we tell if the wall had DR or if Parfin merely failed to bypass its AC?.
"Maybe we should buy ourselves a ballista! I definitely want to come back another time."

-Posted with Wayfinder


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

"Perhaps there is some way to dispel the magic which animates the wall? " Dobin asks.


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

Best guess, it was a solid hit that did no damage.

GM Rolls:

Perception (Miette): 1d20 + 10 ⇒ (6) + 10 = 16
Perception (Rose): 1d20 + 11 ⇒ (15) + 11 = 26

Continuing down the western hallway, you come to a door. After your standard investigation, Miette says "Locked." The gnome sets to work trying to pick the lock. After a few attempts, she is able to unlock the door. "I wonder what's in here?"

GM Rolls:

Disable Device (Miette): 1d20 + 9 ⇒ (9) + 9 = 18
Disable Device (Miette): 1d20 + 9 ⇒ (10) + 9 = 19
Disable Device (Miette): 1d20 + 9 ⇒ (16) + 9 = 25

The north wall of this room is a mosaic that depicts the party as they move inside the room, as if it were a mirror. The south wall is painted, and the painting, like the mosaic, depicts the party. The pictures in the mosaic and in the painting move as the each of you move about in the room. The north-wall mosaic shows a treasure chest sitting on the floor against the south wall.

The painting on the south-wall also shows something that does not appear in the room, instead of the treasure check depicted in the mosaic there is a staircase leading downward.


Inactive

"Why do I get the feeling that either the treasure or the stairs is a trap? Kwin, what does your magical knowledge tell you?"


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 is confused by all the images, in reality and in the mirror. "Sick bastard who designed this place..."


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 even comment. After landing a solid strike against a stone creature that showed no injury, Parfin is left to doubting himself.


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 move to the middle of the room and cast detect magic. He'll make a slow circle, making sure he tilts his detection cone up and down to examine the floor and ceiling as well.


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

Miette examines the room more carefully while Kwin takes his time with detect magic, but finds no other traps.

Miette (Perception): 1d20 + 10 ⇒ (16) + 10 = 26

Kwin is able to detect three illusion auras (1 on the north wall, 2 different ones on the south wall) as well as two univeralist auras (1 on the north wall, 1 on the south wall)


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 |

"Hmm. There is definitely magic here. I'm sensing some there, and there. And illusions, several illusions, there and two there." Kwin points out what he senses.


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

During all of this the pictures on the walls continue to mirror the movements of the party.


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 |

Noting the moving images on the wall, Kwin comments sarcastically Well, that's certainly not creepy at all."

He'll move over to where the stairs go up to the chest. Thinking this may be one of the illusions, he'll unstring his longbow (effectively making it a long stick) and use it to prod at the stairs, looking for any sort of flaw that may reveal the stairs to be an illusion.

Will save 1d20 + 3 ⇒ (18) + 3 = 21


Inactive

Rose follows Kwin's example, except with the opposite wall. She uses her whip to keep a safe distance as she tests the illusion.

Will: 1d20 + 6 ⇒ (3) + 6 = 9

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