Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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Inactive

"It looks very valuable! What do you think we could fetch for it? They definitely kept this well protected." Appraise: 1d20 ⇒ 10


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

Oh, I just realized that my post got eaten. Sorry.

Between the golden skull and the two gems, Rose estimates that it is probably worth 500-600 gp.


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 |

"Well done, Parfin. Thank you! Why don't we take a few moments to check the room for concealed doors or caches? I can't reliably say how long that button push will keep the magical trap diffused, so we may not want to come back to this room again and risk setting off the pit and ceiling trap."

So, a quick search for secret doors and compartments, bolstered with detect magic and detect poison. If we don't find anything, we'll head back out. Next we'll try the door across the hall from this pair of rooms; I've put Kwin's icon outside the door I'm referring to.


Inactive

Rose peers around the room, in case there's anything of interest. Perception, Guidance: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19.

Otherwise, she seems eager to move along. "It seems like we've almost cleared this floor!"


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

Searching the room with the pool further turns up nothing else of interest.

You are all able to return through the teleport door without incident. Carefully searching the new door for traps, Miette declares it safe! Kwin finds no magical or poisonous auras. Miette turns the handle and slowly opens the door, it creeks slightly and opens into...an empty room! There are some spiderwebs and the like, as well as the beginnings of a mold colony along the south wall. There is also a door set into the western wall which is closed.


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 |

"Hmmm. Looks like no creepy-crawleys have moved in here yet. When we've finished clearing the level, I'll do another pass through with the secret door detection spells to check rooms like this one. For now, let's press on."

We'll do our standard magic/poison/traps(x2)/lock checks on the door in this room's western wall, opening it if none of that is found.


Inactive

Rose checks out the door as usual. Perception, Guidance: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16.


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

Searching the door with caution, Kwin, Rose and Miette find it safe and open it revealing another room.

The walls of this room are covered in bizarre pictures and symbols,
hastily splashed on with messy, slashing brush-strokes. The words are in Common, but they make no sense whatsoever. There is another door leading south.


Inactive

Rose checks to see if the brush-strokes look recent or worn with time. "Careful, there might be some sort of trap that triggers insanity!"

But if that's unavailing, she's ready for standard operating procedure! She checks the door. Perception: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22


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 cast detect magic on the writing, but avoid reading it based on Rose's warning.

If it doesn't detect as magical writing, he'll just shrug it off and do his regular detections on the door.

If it is magical, He'll warn the others and add "I'll try to get a spell that will allow me to erase the magical text to prevent accidentally taking it in later."


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

Rose investigates the strange ramblings, the paint looks fairly recent.

Kwin casts detect magic but nothing new gives off a magical aura.

Checking the door to the south, it is not trapped but it is locked. Miette sets to work trying to open it...

GM Rolls:

Disable Device: 1d20 + 9 ⇒ (3) + 9 = 12
Disable Device: 1d20 + 9 ⇒ (12) + 9 = 21

Miette opens the door and is surprised to see the room is occupied! There is a person wearing a strange helmet talking to two pale, gaunt men. The helmet looks like an array of curling tentacles, and the irises of the eyes are a strange yellow color. A voice from within the helmet calls out, "What fortunes do you bring before Orcus?"


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 blurts out, Orcus? You can't be Orcus! Who are you?


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

"Who are you to question me who am I?" the voice calls out. The other two men shift uncomfortably. "Come forward and bring your offerings of flesh to Orcus!"


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 hesitates, wondering if Rose or one of the others might be able to make out what exactly is going on.


Inactive

Sense Motive: 1d20 + 6 ⇒ (2) + 6 = 8 Rose tries to sense what the two folks in the room are thinking. Why are they uncomfortable?

-Posted with Wayfinder


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

Rose is unable to tell me, though she does notice both men's hands move toward rapiers at their waste as the helmeted voice demands offerings of flesh.


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 grasps his halberd, ready to strike. Offerings of flesh? Damn cannibals!


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 isn't mincing words. unless Rose makes a gesture to stop, Kwin will be casting a spell. A pretty darn offensive spell, too! Are we going to initiative?


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

GM Rolls:

Dobin - Init: 1d20 + 1 ⇒ (6) + 1 = 7
Jericho - Init: 1d20 + 1 ⇒ (15) + 1 = 16
Kwin - Init: 1d20 + 2 ⇒ (6) + 2 = 8
Miette - Init: 1d20 + 9 ⇒ (20) + 9 = 29
Parfin - Init: 1d20 + 2 ⇒ (20) + 2 = 22
Rose - Init: 1d20 + 3 ⇒ (20) + 3 = 23

Thug #1 - Init: 1d20 + 3 ⇒ (17) + 3 = 20
Thug #1 - Init: 1d20 + 3 ⇒ (14) + 3 = 17
Yaza - Init: 1d20 + 0 ⇒ (15) + 0 = 15

Tensions are already running high, and as Kwin begins to cast, everyone jumps into action!

Round 1

Miette
Rose
Parfin

Thug #1 - 7 damage taken
Thug #2
Jericho
Yaza
Kwin
Dobin

Miette takes a crossbow shot at Thug #1 and scores a hit right in his leg!

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

Rose and Parfin are 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 moves to attack one of the thugs! Dude on the left of the main guy.

Attack: 1d20 + 7 ⇒ (17) + 7 = 24 for Damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16


Inactive

"I always wanted to take down Orcus!" Rose springs into action and immediately tries to trip the other thug with her whip while he's still flat-footed! Trip: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Lodge

Parfin smashes into Thug #1! Rose is able to trip the unsuspecting Thug #2!

Thug #1 stabs at Parfin with his rapier but misses badly!

Attack (Parfin): 1d20 + 5 ⇒ (1) + 5 = 6 *miss*

Thug #2 stands up, takes a 5' step toward Rose and then tries to run her through but also misses!

Attack (Rose): 1d20 + 5 ⇒ (10) + 5 = 15 *miss*

Round 1

Miette
Rose
Parfin
Thug #1 - 23 damage taken
Thug #2
Jericho
Yaza
Kwin
Dobin

Jericho is up!


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

Sigh...why is Dobin always last...lol..next time might need to think about taking improved initiative!


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

Always stuck in the back. Jericho moves 20' and Total Defense.


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

The helmeted man holds up his holy symbol of Orcus while uttering a mad prayer to his Lord of Undead and the room becomes pitch black!

I am a little rusty on the light rules, but I believe since the spell negates the light spells Kwin and Rose are using that puts it in total darkness unless you have darkvision (Parfin). If I am missing something please let me know!

Round 1

Miette
Rose
Parfin
Thug #1 - 23 damage taken
Thug #2
Jericho
Yaza
Kwin
Dobin[b]

[b]Kwin and Dobin are up!


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 steps closer to the doorway and casts Detect Magic. He starts sensing magic auras in the darkness to try and locate the evil priest.


Inactive

"Hey, who turned out the lights?" Rose steps next to where Parfin was and blesses him a Bit of Luck. "It's up to you, Parfin!" Roll twice on all d20s for 1 round.

An illusory Rose appears next to her! Copycat. I have no idea how that interacts with darkness/darkvision.


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

Without being able to see, Dobin attempts to move back away from the priest and into the light once again.

Will use move to backup until he is either out of the darkness or something stops him (like a wall)


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

Dobin backs away from the darkness and readies an attack!

Kwin casts a spell and beings to concentrate on the magical auras he senses in the darkness! Round 1 for detect magic.

Round 2

Miette
Rose
Parfin
Thug #1 - 23 damage taken
Thug #2
Jericho
Yaza
Kwin
Dobin

Rose moves closer to where Parfin was before the lights went out and gives him some luck!

This provokes from Thug #1 and Yaza, before copycat happens.

Thug #1 (Rose): 1d20 + 6 ⇒ (6) + 6 = 12 *miss*

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

Miette moves back out of the darkness and readies a crossbow shot!

Parfin 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 rages and continues to attack the same enemy!

Attack: 1d20 + 9 ⇒ (11) + 9 = 20 for Damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22


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

Parfin crushes Thug #1's head into a bloody mess and the lifeless body falls to the ground!

Thug #2 moves up on the blinded Jericho and stabs him in the shoulder!

Thug #2(Jericho): 1d20 + 5 ⇒ (9) + 5 = 14 *hit*
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Round 2

Miette
Rose
Parfin
Thug #1
Thug #2
Jericho
Yaza
Kwin - detect magic 1/3
Dobin

Jericho is 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

Actually AC is 17 FF -2 blind +4 Total defense = 19, so thug misses.

Jericho swings blindly at Thug:
50% miss chance: 1d100 ⇒ 100
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d10 + 4 ⇒ (1) + 4 = 5


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

I forgot about your Total Defense, so yeah that's a miss.

Jericho swings blindly toward the thug that tried to attack him, and connects with his halberd!

Yaza moves back away from Parfin and casts a spell, magical energy erupts from his holy symbol and engulfs Parfin!

DC 16 Will Save:
If you fail you are paralyzed.

Round 2

Miette
Rose
Parfin
Thug #1
Thug #2 - 5 damage taken
Jericho
Yaza
Kwin - detect magic 2/3
Dobin

Kwin and Dobin are up! (Though I assume Kwin will continue to concentrate.)


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

Not wanting to add to the chaos in the darkness, Dobin stays outside for the time being.
Hold action...and hope someone can end the darkness...sorry..


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

Round 3

Miette
Rose
Parfin

Thug #2 - 5 damage taken
Jericho
Yaza
Kwin - detect magic 2/3
Dobin

Dobin and Miette both ready actions should something hostile come out of the darkness!

Rose and Parfin (after Parfin's Will Save) are 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

Will: 1d20 + 3 ⇒ (12) + 3 = 15

Parfin tries to move, but can't! WHat's happening to me?

Do I fall out of rage because I can't do anything or can I still maintain that?


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

That's an intersting question. I am guessing you don't automatically fall out of rage, as it seems to be a conscious choice that has no dependency on movement or being able to speak. You also get another saving throw this round on your turn. I was thinking it was on the caster's turn for some reason...so go ahead and take that Save as well please.

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

Will: 1d20 + 3 ⇒ (13) + 3 = 16


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

Parfin resists the evil magics! But it is a full round action, so you'll be up next round again :)


Inactive

Keeping a hand on Parfin, Rose takes a step away from the bad guy swinging at her, and gives the mighty Parfin some more Luck!

More Bit of Luck, roll d20s twice for 1 round!


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 |

Yes, Kwin is continuing his concentration on the detect magic. It is the only way I can think of to target him with a spell.


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

The Thug stabs again at Jericho, but cannot get the rapier though his armor!

Thug #2(Jericho): 1d20 + 5 ⇒ (1) + 5 = 6 *miss*

Round 3

Miette
Rose
Parfin
Thug #2 - 5 damage taken
Jericho
Yaza
Kwin - detect magic 2/3
Dobin

Jericho is 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

Miss chance: 1d100 ⇒ 38
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d10 + 4 ⇒ (1) + 4 = 5


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

Jericho misses his target in the darkness!

Calling down the power of Orcus, Yaza fills the room with a wave of negative energy!

2d6 ⇒ (5, 3) = 8 DC 15 Will for half

Round 3

Miette
Rose
Parfin
Thug #2 - 5 damage taken
Jericho
Yaza
Kwin - detect magic 3/3
Dobin

Kwin and Dobin are up! Kwin I believe you should be able to target him next round.


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 |

Will save 1d20 + 3 ⇒ (7) + 3 = 10

Concentration check 1d20 + 3 + 3 + 2 ⇒ (8) + 3 + 3 + 2 = 16

So, did I lose the detect magic focus on where he is?


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

Without causing more trouble than they are already in, Dobin will enter the darkness and attempt to use his other senses to locate where combat is happening and call out to his comrades in an attempt to take out the evil priest.

So he will enter into the darkness and listen for directions by his friends to work towards the combat, if that is ok


Inactive

Will: 1d20 + 6 ⇒ (17) + 6 = 23 - Rose shakes off the worst of the negative energy blast.


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

Kwin it looks like you will lose the spell (DC 18 Concentration check). Sorry that sucks and I wasn't even thinking about that when I did the channel.

Dobin, I think your biggest worry about moving is: Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Otherwise, go for it!

Miette shifts uncomfortably as Dobin vanishes into the darkness standing ready to fire on anything hostile!
Round 4

Miette
Rose
Parfin

Thug #2 - 5 damage taken
Jericho
Yaza
Kwin
Dobin

Rose and Parfin are up!


Inactive

Rose continues to ride Parfin's coattails, praying for luck! Even more Bit of Luck. I've got 1 round left after this.


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

Will save: 1d20 + 3 ⇒ (2) + 3 = 5
8 damage taken

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