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 will peer down the same corridor, hoping to pick up anything with his darkvision while he can.


Inactive

Rose follows along.


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

Dobin can see a little, and Parfin can see more. At the edge of Parfin's darkvision, it looks like the hall may open into another chamber, but beyond that nothing else. No doors or breaks in the stonework are apparent.

More map revealed.

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 creeps down the hall checking various nooks and tiles with his implements on sticks. He whispers I read about this one trap that used magic to send you to a stone room miles below the ground with nothing but your birthday suit, and in the room where ravenous insects with no way out. He shudders a bit and continues on with his examinations.

Unless I hear or find something I make it to the end of the hall using stealth and wit, looking around the corner, since I don't have a light source it might just be good wishes.


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

Dobin moves down the hall to the entrance to the next room and looks about.


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 move with Dobin, watching for any movement that may come from the chamber that he can barely see with his vision.


Inactive

Rose follows along down the creepy hallway.

-Posted with Wayfinder


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

Very similar in symmetry to the first room, Felix searches carefully for traps and other unexpected nasty surprises but find nothing of interest.


Inactive

Rose continues to stick with Dobin and Felix, making sure they have sufficient light. Where they go, she goes.


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

Dobin continues to move forward, this time looking down the slanted hallway in the southwest corner of the room, before looking down the other exit in the middle of the south wall.


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

Further down the southeastern hallway, Dobin notices something laying on the floor. Parfin moves over, squinting his eyes asking "A pair of boots? And a gauntlet?"

From the room to the south, Felix notices a brief shimmer of Roses' light spell as if it reflected on something wet perhaps.


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

"Shall we check out the boot and gauntlet, or the wet area??"


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 check out the boots and gauntlet. That passage seems to angle back the way we came; perhaps it will explain one of the other doors we haven't chosen yet."


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

Hmm. Odd place for a boot and guantlet. Proceed carefully. Parfin will cautiously advance toward the items, allowing Felix to check for tricks and traps ahead of him if he chooses. Rose, we could use your light in here as well, please.


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

Went away for the weekend but now I am back.

Jericho will keep an out as well, though he's never been very good at noticing things out of place. He keeps his grip on his halberd, in case of danger.


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

As Felix and the others carefully approach the boots and gauntlet, you notice the floor directly in front of the door, the door and its handle, are all coated with a red-orange, viscous liquid that also gives a faint shimmer as the light hits it. Felix studies it for a moment, and says "It's some kind of glue. Careful, don't touch it. Strange, it looks like they've used the bark of the lomauah tree based on it's coloring. What it's been mixed with to create such a strong bond though...hmmm." Felix produces a small twig from a pouch and pokes it into the glue, and it is instantly held fast. Looking at the boots and the gauntlet he points to some dried material on them. "It looks like they were in the glue at one point, but the chemical composition has been altered and what is left on them is dried and brittle. Fascinating."

The boots and gauntlet themselves are pretty typical, worn leather of decent craftsmanship. They are too small for human sized people, but could fit a halfling or gnome easily.

GM rolls:

Felix Craft(alchemy): 1d20 + 7 ⇒ (12) + 7 = 19


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

"Well that is..ummm.weird! Never heard of a 'glue' trap before! Well, I guess we should leave well enough alone and check the other route."


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

Very well Dobin, lead on. Parfin looks at the glue and the items. Strange. Why would anyone, or anything, leave these here like this?

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 takes a sample of the glue and sticks in a vial which he labels and puts back in his pack of equipment. He also checks the dried remains and attempts to surmise what was used to nullify the stickiness of the material, perhaps alcohol or turpentine? Fascinating, mysteries indeed, might be worth figuring out incase there is more of this elsewhere

Alchemy, or other skill check for what solvent was used on the glue to de-solve it.


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

Felix:
You believe that the glue's bond will lessen on it's own after a few minutes (3d6x10 minutes) and that lamp oil can be used to break down the bond immediately.


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

How long do you think its been there, any idea?

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)

Humm, the items seem a few months old judging by the dust. Before we open this door lets check the open areas, no telling what or who extruded this adhesive here. Felix makes his way over to the area where Dobin is and peers around the corner.


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

As Felix moves into the room, he again notices the lack of anything of substance. Towards where he though he saw the shimmer, he notices a suit of chainmail just sort of...hanging in the air. Nothing appears to be wearing it, it's just floating there — suspended.

Felix then has the terrifying realization that the chainmail is suspended in a nearly translucent 10' cube that seems to be moving towards him! Startled, Felix manages to call out "To arms comrades!"

Knowledge(Dungeoneering) DC 13:

This is a gelatinous cube, a type of ooze which easily digests organic material with it's acid.

Knowledge(Dungeoneering) DC 18:

The gelatinous cube can paralyze and engulf it's prey.

Party Initiative:

Dobin - Init: 1d20 + 1 ⇒ (13) + 1 = 14
Felix - Init: 1d20 + 3 ⇒ (17) + 3 = 20
Jericho - Init: 1d20 + 1 ⇒ (4) + 1 = 5
Kwin - Init: 1d20 + 2 ⇒ (16) + 2 = 18
Parfin - Init: 1d20 + 2 ⇒ (4) + 2 = 6
Rose - Init: 1d20 + 3 ⇒ (19) + 3 = 22
Lilia - Init: 1d20 + 4 ⇒ (5) + 4 = 9
Cube - Init: 1d20 - 5 ⇒ (11) - 5 = 6

Surprise Round!
The translucent cube shivers forward toward Felix and Dobin!

Round 1
Rose
Felix
Kwin
Dobin
Lilia
Parfin

Cube
Jericho

Everyone but Jericho 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 shouts, Back away, Felix! and moves to intercept the ooze!

Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15


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 Dungeoneering 1d20 + 5 ⇒ (9) + 5 = 14

Kwin retreats back, making room for the others to back away. As he slides away, he lets loose a single arrow at the creature. As he moves, he calls out "A gelatinous cube!"

To hit 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Damage 1d8 + 0 ⇒ (3) + 0 = 3


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

I hope that they are not resistant to fire!", Dobin yells as he removes a flask from his backpack and prepares to throw it at the jelly.

Remove alchemist fire from backpack and wait for all to clear the area before he throws 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

I'm last in the init order so I would move up after you throw it, if Mark is going to run init that way.


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

I was not sure..that is why I have not rolled yet to throw...I do not want to catch anyone in the radius of the fire..

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)

Holy flaming robes of Sarenrae! Felix clinks and jangles as he rushes back, taking aim with his bow.

Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 ⇒ 5

The arrow sails into the creature and begins to disintegrate before everyones eyes.


Inactive

"It's your lucky day, Jericho. Go get em!" Rose goes up to Jericho and touches him with a Bit of Luck.

Bit of Luck:
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.


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

Dobin go ahead and make your ranged touch attack. I'll factor it in before Parfin's attack and before the cube's attack.

Kwin's arrow flies wide missing the tranlucent ooze.

Felix's arrow sinks into the cube, tearing a hole as it does. The arrow shaft and fetching immediately begin to burn away.

Lilia rolls to the far side of the doorway, drawing and throwing a dagger with deadly accuracy!

The shimmering cube pushes forward attempting to engulf both Parfin and Dobin! Neither warrior is able to get out of the way in time!

Parfin Ref save: 1d20 + 2 ⇒ (7) + 2 = 9
Dobin Ref save: 1d20 + 1 ⇒ (6) + 1 = 7

Acid damage for both: 1d6 ⇒ 6

Parfin Fort save vs paralysis: 1d20 + 4 ⇒ (1) + 4 = 5
Dobin Fort save vs paralysis: 1d20 + 4 ⇒ (4) + 4 = 8

Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d3 + 7 ⇒ (2) + 7 = 9

Jericho is up!

Round 2:
Rose
Felix
Kwin
Dobin (paralyzed 3d6 ⇒ (2, 6, 3) = 11 rounds)
Lilia
Parfin (paralyzed 3d6 ⇒ (6, 5, 4) = 15 rounds)
Cube
Jericho


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

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

Arrrg...well that went wide!


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

Dobin - it's touch AC is 4 :)


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

OMG..that was lucky!!!!Still gonna be eaten by it, but at least I hit it first!!LOL


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

Seeing his companions caught by the creature, Jericho moves in and tries to harm it with his halberd! "Rose, give me more luck so as to avoid its grasp!"

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d10 + 4 ⇒ (10) + 4 = 14
HP: 13/13
AC: 18

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)

Round 2

Avoiding hitting his companions, Felix fire another arrow.

Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 ⇒ 6

Damn, that was useless.


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

Come on guys, it's a 10' cube of acidic jello with an AC of 4! :)


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

Look...I'm a pineapple chunk!!!!

Stolen shamelessly from OoTS!!!


Inactive

@Jericho - you can roll all d20s twice for a round and take the better result. So there's no harm in rerolling your attack as well.


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

Oozes are not subject to crits so why bother? I hit AC 4! :-)


Inactive

Good point!

Rose takes a step forward, then gives Jericho a bit of her luck again. Bit of luck.

"Lilia, back away from the ooze!"


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 2

Kwin will use his bonded object to start casting Enlarge Person again.


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... well, nothing.

I've taken 6 HPs of damage and that's it so far, right?


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

Looking over at Rose, Lilia hurls another dagger at the cube and backs up.

Deadly dagger: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d3 + 7 ⇒ (3) + 7 = 10

The gelatinous cube sort of quivers and then splits apart as it's translucent fluid spills out across the floor dropping the held warriors, Lilia's daggers, Felix's arrow, the phantom chainmail, a spearhead, 5 arrowheads, some assorted coinage (40 gp) and a nice looking, faceted fire opal.

After what seems like forever, first Dobin and then Parfin are able to move again!

GM Rolls:
Wandering monster check 2: 1d20 ⇒ 14


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

"By...the...flame...that..was..not pleasant!! I hope this stuff does not harm my weapons or equipment! Might one of you magic-types know a spell to clean us up??"


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

Kwin:
I won't make you burn your spell for that.

Everyone gets an additional 135 XP.


Inactive

Rose heals the group before moving on. Channel Energy: 1d6 ⇒ 3

-Posted with Wayfinder


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

Indeed. I couldn't move but I could see everything! I do not wish to encounter that again. Parfin does whatever he can to ensure both he and his belongings are free of the harm the creature creates. Where to, friends? Continue south?


Inactive

Merry Christmas!

"Yes, South sounds good. Let's hope we don't run into too many more cubes!" Rose leads the way, keeping a sharp eye for danger.

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)

Aye Happy Holidays..!!

Felix takes a moment to scrap some of the goo off Parfin and stick it in a container. Now that is quite remarkable. I wonder how it retains its perfect square shape. Seems to me it would be better suited as a.. umm... well a Blob. Oh, I wonder if they can be trained.? Perhaps a guard cube or something to the like.

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