Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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Inactive

Rose offers some more healing using her own magic as the party departs.

CLW on Rose: 1d8 + 4 ⇒ (3) + 4 = 7
CLW on Parfin: 1d8 + 4 ⇒ (5) + 4 = 9

Any other takers? Also, I forget what happened previously but are the gnolls also "bandits" that we can collect a bounty on?


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'm looking to resupply and hopefully upgrade, just depends on how much our share ends up being.


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 |

Sorry, I've been swamped at work. I'll get the tally together for the stuff we've already collected before this last room as soon as I can.


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 |

As they head back into town, Kwin greets the guards at the wall warmly. "If you can join me later at Bristleback's, I've got some stories you might enjoy. Especially if you hate gnolls as much as you should!"

Their first stop will be Kalgor's. "My friend, we need to go get some rest and hot food. But can we leave a few things with you to evaluate? Maybe we can stop back tomorrow and talk over what you think of them?"

Things we'd ask him to look at (unless he tells us they are way out of his wheelhouse) are: the eight gems from the last gnoll room, the ivory figurine from the three bag room, and the golden skull with gem eyes from the teleporting pit room.

Once they get back to the inn and get a seat, Kwin will take out the scroll they found in the three bag room to see if he can interpret it.

Edit: We would also ask Kalgor to verify the values of the gem we found in the shrieker room (250 gp?), the gem we found at the gargoyle (500 gp?), and the mirror with the gold frame from the gnoll room with the dart trap (100 gp?).


Inactive

Rose heads back to the Bristleback Inn to get cleaned up and see if there are any new arrivals in town!


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

GM Rolls:

1d100 ⇒ 9
1d10 ⇒ 8
1d6 ⇒ 6
SM: 1d20 - 1 ⇒ (8) - 1 = 7
SM: 1d20 - 1 ⇒ (9) - 1 = 8
SM: 1d20 - 1 ⇒ (19) - 1 = 18

The guards are happy to see you return, and are very excited to join you for drinks and stories!

Kalgor is also very happy to see you return and takes a look at everything you lay out before him. He seems quite pleased with what you have on offer, "Of course friends, I will get you an excellent price for these items!"

Kalgor's offer:

In the morning Kalgor, when Kwin returns the dwarf says, "This mask and this figurine are quite spectacular! Please bring me any more pieces like this you find! I can offer you 2344 gp for everything."

Rose notices quite a crowd at Bristleback's Inn, there are three new faces seated at one of the tables enjoying a meal. There is a human male, human female and a half-elven male.

Shortly after Bernhard and Serlio show up to hear tales of gnoll killing, the half-elf goes upstairs and the man and woman leave the Inn.


Inactive

If it's not too late, Rose quickly tries to get the muck of dungeon diving out of her hair, orders a drink, then attempts to chat up the new arrivals. "Hey folks, fancy seeing some new faces around here! I'm Rose. Mind if I join you?"


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

The half-elf nods at Rose, "Please join us. I am Apexamendous, and these are my friend Milo and Quen." The two humans nod but don't say much. Apex seems friendly enough, but the humans seem guarded and cold to Rose. Rose is able to ascertain they are leaving on the ferry tomorrow headed to Elender.


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

Dobin retires early to his room, tired and well fed, he was dozing by the fire. After being woken for the third time, he decides to head to his own bed for a good nights rest.


Inactive

Rose thinks if she's ever heard about Elender. Knowledge (local, untrained): 1d20 ⇒ 7

"Thanks, Apexamendous. I have to say, that name is tremendous!" Rose giggles at her own joke. "We've been scouring the Mouth of Doom for adventure, but we ran into something incredible - a living wall that tried to attack us! Have you ever heard of anything like that? We're hoping to use a bit of magic tomorrow to get around that." Rose takes a sip of her drink. "So, what brings you all to Elender?"


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

Apexamendous looks at the other two quickly, then answers "We are looking for work in the big city. Milo hopes to apprentice as a smith, and Quen hopes to nanny. As for me, " he moves his hands quickly and makes a small image of a smiling halfling appear in the air for a few seconds, "entertainment."


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 does nothing but eat and sleep. Once he awakens he'll think about shopping for new gear.


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

Remember there is a 75% chance you can find whatever you want to buy under 220 gp...go ahead and shop and make your rolls when you are ready.


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 |

When they arrive at the gates to Zelkor's Ferry, Kwin greets any guards he knows warmly.

Later, after they've set up rooms for themselves, he will get a large table in the common room. As any guardsmen come in, he'll urge them to join him. He'll order a couple of platters of bread, cheeses and fruits for folks to snack on, as well as a couple rounds of ale. I'll just spend 10 gp on stuff. He will regale them with tales from Rappan Athuk, focusing on the battles the warriors in the group dominated. He'll gloss over the treasures they've recovered and focus less on talk of traps.

He'll also make a point of asking them about the town in their absence. Any big events, or any interesting comings or goings?

And then the next day, he'll check back with Kalgor and do some shopping as well.

Does the 220 gp cap apply to mundane and alchemical items only? One of the things that Kwin will be looking for is scrolls and ink to scribe scrolls and ink to add spells to his spell book.


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, did we get a final total of everyone's share yet?


Inactive

Rose is a bit put off by how the other two folks are so silent. She wonders if they're hiding something. Maybe they had a more interesting reason to go into Elender. Sense Motive: 1d20 + 6 ⇒ (17) + 6 = 23

On the other hand, Apexamendous has captured her attention. "Wow, that looked so lifelike!" She's genuinely interested in seeing more. Otherwise, she's happy to make friends with Apex, order some food, and call it a night.


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

I am going to apply the 220 gp cap to any purchases due to the isolated nature of Zelkor's Ferry. I believe generally your scroll paper and inks are well under that limit, but there is only a 75% chance they will be in stock.

Serlio says the only interesting thing that happened was a few strangers arrived in town looking to hop a ferry to Elender tomorrow (he motions to the half-elf and humans Rose is chatting with), but says there were a few more in the group. Amelia and Odo seem very pleased as the Inn is booked to capacity!


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

Bath and rest is foremost on Jericho's mind as well, so he heads to sleep when he arrives.


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 |

The next day, Kwin makes the rounds around town. He let's Kalgor know that his offer seems reasonable and accepts (unless a PC indicates they don't want to take the overall offer).

He'll start the process of selling the mundane gear they recovered, as well as some of the magical items. I am assuming that Ullman will buy the potions of Cause Light Wounds at book price; please correct me if that's wrong.

Once that business is conducted, and after a savory lunch at Bristleback, he'll start to ask around town for some of the items he needs.

Scroll of Sleep, 1d100 ⇒ 16, available.
Scribe Ink: Protection from Evil, 1d100 ⇒ 99, not available.
Scribe Ink: Fly, 1d100 ⇒ 86, not available.
Scribe Ink: Web, 1d100 ⇒ 43, available.
Scribe Ink: Invisibility, 1d100 ⇒ 82, not available.
Scribe Ink: Sleep, 1d100 ⇒ 18, available.

He grimaces when the news is broken to him that he will have to wait for some of his arcane ingredients. He goes ahead and asks for them to be procured, hoping that some of the others find themselves waiting for items as well.

GM:
I made a small mistake when I leveled up Kwin. I took Invisibility as a new spell when I already had it available to me as a scroll we found. Would you let me take a different spell for the leveling up, or should I keep it the way I originally posted?

Also, what would you think about Kwin crafting a new wondrous item? It would pretty much be the same as Deathwatch Eyes, only substitute Detect Secret Doors for Deathwatch. It would pretty much be an always on Detect Secret Doors. I'm not sure if that would be too powerful and spoil surprises/challenges for you, or if it would speed things up and be convenient since we wouldn't have to spend time and posts checking for secret doors.


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

Kwin:
First, before I forget again, that scroll you've been asking about it a scroll of read magic the irony is amazing.

Second, switching out Invisibility since you have the scroll is totally fine with me. Thank you for asking.

As for the magic item, I think that sounds like a wonderful idea. It does sound like you guys might have to make a trip to Elender anyway, so those are days you could spend on crafting or something...


Inactive

Rose smiles coyly at the half-elf "Hey Apex, looks like my whole adventuring group is headed to Elender to buy some new equipment. Maybe I'll see you tomorrow, then? I'd love to explore the town with you. . ." she was't going to throw herself at the man, but she hoped he could take a hint. She was a priestess of Calistria after all.


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

Apexamendous smiles appreciatively at Rose's apparent interest. "Oh yes, that would most excellent! I know very little of the city myself, but would love to...explore...someplace new with someone new!"

Taking a tip from the ship's captain, you find yourselves in the Merry Devil. The inn seems pleasant enough, and has a very vibrant common room which Apexamendous is thrilled to perform in. He puts on quite a show of minor illusions mixed in with some singing and a few jokes.

Parfin returns from his first trip to the merchant district with a long face after he is unable to acquire an enchanted earthbreaker he so badly wants.


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 |

As the days drift by while the group seeks somewhat elusive merchandise, Kwin retreats increasingly to his room, passing full days secluded in the small space. By the end of the week, he is wearing a fine new cloak, and clear crystal lenses adhere over his eyes. Kwin will take 10 to craft the lenses, cloak and solvent.


Inactive

Rose will just hang out in town, possibly with Apexamendous, possibly with other folks she meets while there.

Perhaps she hears an interesting rumor along the way. Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

Then she's ready to resume the adventure!


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

With his new magical shortsword and a better understanding of using it with his spiked shield, Dobin is also ready to head back!


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 passed the time idly by, going so stir crazy, he missed killing stuff. He is hoarding his gold.


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

Returning to the Demon's Gullet, you set to work looking for missed secret doors.

After some time, Kwin notices a secret hallway which connects back to the fungus room where the shriekers where. Annotated on the map.

Continuing to explore you find a room nearby that has two secret doors, one on the west and one on the east!

Map and tokens updated to reflect.


Inactive

Rose seems to be particularly chipper and refreshed from the extended stay at Eleder. She's also sporting an elegant new cloak with red trim thanks to Kwin. Cloak of Resistance +1! Thanks!

"Ooh, these doors look promising. Shall we give one a try?" Rose begins her inspection with the door on the left, leaving room for Miette and Kwin to use their tricks as well. Perception: 1d20 + 11 ⇒ (15) + 11 = 26


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's start here." Kwin says, indicating the secret door on the west wall (where I moved his icon). We'll do our usual check (double traps, magic and poison) and then open it 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

This is more like it. Let's see where this goes!


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

Setting to work on the door, it appears safe enough. Miette releases the simple stone catch that holds it closed.

This room contains three stone sarcophagi and the remains of two wooden coffins that appear to have rotted mostly away, revealing the skeletons they once held. The skeletons in the wooden coffins wear scraps of black shrouding.


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

"Well this never bodes well...more undead!", the warrior says, readying his new sword and shield.


Inactive

"I don't know, they might just be dead." Rose will check out the wooden coffins first.


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

"That would be a pleasant surprise."


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

Sadly, Dobin's instincts seem to be spot on as the two skeletal remains rise up, picking up longswords from the coffin remains and lunge forward!

Party Initiative:

Dobin - Init: 1d20 + 1 ⇒ (19) + 1 = 20
Jericho - Init: 1d20 + 1 ⇒ (19) + 1 = 20
Kwin - Init: 1d20 + 2 ⇒ (6) + 2 = 8
Miette - Init: 1d20 + 9 ⇒ (2) + 9 = 11
Parfin - Init: 1d20 + 2 ⇒ (17) + 2 = 19
Rose - Init: 1d20 + 3 ⇒ (6) + 3 = 9
S - Init: 1d20 + 5 ⇒ (7) + 5 = 12
Z - Init: 1d20 ⇒ 7
1d4 ⇒ 3

Round 1
Dobin
Jericho
Parfin

Skeletons
Miette
Rose
Kwin

Dobin, Jericho 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

Are they skeletons or something more evil? Parfin moves into the room and readies an attack! Hopefully he'll come to me.

+1 Silver Earthbreaker!: 1d20 + 7 ⇒ (9) + 7 = 16 for Damage: 2d6 + 11 ⇒ (4, 3) + 11 = 18


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 moves to door and readies a trip attempt, if it comes within reach.


Inactive

Knowledge (religion): 1d20 + 5 ⇒ (4) + 5 = 9. "Who knows? Just make sure you have blunt weapons ready!"


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 |

Knowledge (religion) 1d20 + 10 ⇒ (13) + 10 = 23. Does Kwin know if these are regular animated skeletons, or some special treat for us?


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

Justing by the (relative) grace of their movements and quality of the weapons the picked up, you would guess these to be some kind of skeletal champions.


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

Ahh crap..why did I have to be right!!!

Dobin uses his shield to bludgeon the skeleton nearest him.

Attack-melee: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


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

The skeletons move in, Dobin and Parfin both miss with their attacks!

Jericho trip: 1d20 + 11 ⇒ (7) + 11 = 18

Jericho manages to take down the skeleton approaching him!

That skeleton stands back up and attacks Jericho! Roll your AoO

Attack (Jericho): 1d20 + 7 ⇒ (17) + 7 = 24 *hit*
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

1 = Dobin 2 = Parfin
1d2 ⇒ 1

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

Round 1
Dobin
Jericho
Parfin
Skeletons
Miette
Rose
Kwin

Miette moves into position and readies her crossbow should she get a clear shot.

Rose and Kwin are up!

Rose notices some movement in the hallway behind you where you entered the room from. Three decomposing corpse are shambling toward 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 steps back, making sure he doesn't block Jericho should he need to give ground as well. He casts a quick spell that he hopes will allow him to aid his friends unfettered.

5' step, casting Invisibility, then using Shift class ability to move another 10' back.


Inactive

"Look out - more undead are coming! Time to put them down." Rose prays to Calistria for divine power against the undead!

Channel Energy: 2d6 ⇒ (4, 5) = 9 Will DC14 for half damage.

She then moves to block the door!


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

Skeleton 1: 1d20 + 7 ⇒ (13) + 7 = 20
Skeleton 2: 1d20 + 7 ⇒ (7) + 7 = 14

Zombie 1: 1d20 + 3 ⇒ (19) + 3 = 22
Zombie 2: 1d20 + 3 ⇒ (16) + 3 = 19
Zombie 3: 1d20 + 3 ⇒ (17) + 3 = 20

Round 2
Dobin
Jericho
Parfin

Skeleton 1 - 4 damage taken
Skeleton 2 - 4 damage taken
Miette
Rose
Kwin
Zombie 1 - 4 damage taken
Zombie 2 - 4 damage taken
Zombie 3 - 4 damage taken

Dobin, Jericho and Parfin are up!


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

Dobin once again shield-bashes the skeleton in front of him.

Attack-melee: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Well I see the bad rolls are back again!!!


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

AoO: 1d20 + 7 + 4 ⇒ (19) + 7 + 4 = 30
Damage: 1d10 + 12 ⇒ (1) + 12 = 13
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d10 + 12 ⇒ (1) + 12 = 13


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

Jericho manages to finish off the skeletal champion in front of him!

You can use a move action still if you'd like.

Round 2
Dobin
Jericho
Parfin
Skeleton 1 - 20 damage taken
Skeleton 2 - 4 damage taken
Miette
Rose
Kwin
Zombie 1 - 4 damage taken
Zombie 2 - 4 damage taken
Zombie 3 - 4 damage taken
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 attacks again!

Attack: 1d20 + 7 ⇒ (5) + 7 = 12 for Damage: 2d6 + 11 ⇒ (3, 3) + 11 = 17


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

The skeleton swings again at Parfin!

Attack (Parfin): 1d20 + 7 ⇒ (8) + 7 = 15 *miss*
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Round 2
Dobin
Jericho
Parfin
Skeleton 1 - 20 damage taken
Skeleton 2 - 4 damage taken
Miette
Rose
Kwin

Zombie 1 - 4 damage taken
Zombie 2 - 4 damage taken
Zombie 3 - 4 damage taken

Miette moves quickly into the hallway before the doorway get blocked with zombies!

Rose and Kwin are up!

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