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 channels more divine energy against the zombies! Channel Energy: 2d6 ⇒ (2, 5) = 7 Will DC14 for half damage. Skeleton is out of range.

She takes a step into the hallway, and an illusory Rose appears beside her! 5-foot step, copycat


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 Rose's channel did not slay the zombies, Kwin will move to support her. He'll move to his position on the map and cast Burning Hands, catching all three zombies for 4d4 ⇒ (4, 3, 2, 3) = 12 damage, DC 15 reflex save for half damage.

If Rose's channel did drop the zombies, he'll ready his longsword and move into the room with the warriors and the skeleton.


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

Zombie Will Save: 1d20 + 3 ⇒ (4) + 3 = 7
Zombie Will Save: 1d20 + 3 ⇒ (11) + 3 = 14
Zombie Will Save: 1d20 + 3 ⇒ (8) + 3 = 11

Zombie Ref Save: 1d20 + 0 ⇒ (1) + 0 = 1
Zombie Ref Save: 1d20 + 0 ⇒ (6) + 0 = 6
Zombie Ref Save: 1d20 + 0 ⇒ (8) + 0 = 8

Rose further weakens the approaching zombies, and Kwin comes in for the fiery finish! The hallway reeks of burnt, decayed flesh!

There is loud scraping sound on the far end of the crypt, as one of the stone sarcophagus lids moves aside and crashes loudly to the ground. The entire chamber is filled with a frightful presence. Though the lid comes off, none of you in the chamber see anything come out of it.

Round 3
Dobin
Jericho
Parfin

Frightful Presence
Skeleton 2 - 4 damage taken
Miette - panicked
Rose
Kwin
Zombie 1 - 23 damage taken
Zombie 2 - 19 damage taken
Zombie 3 - 23 damage taken

1d20 + 8 ⇒ (6) + 8 = 14

Everyone needs to make a DC 15 Will save or be panicked, this is a fear effect for those it may matter for...

Miette Will: 1d20 + 3 ⇒ (11) + 3 = 14 *fail*

Dobin, Jericho and Parfin are up!


Inactive

Any chance Kwin, Rose, and especially Miette are out of range of the effect?

Will vs fear: 1d20 + 10 ⇒ (15) + 10 = 25


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 ⇒ (18) + 3 = 21

Don't have access to map on my cell so apply attack to nearest enemy.
Attack:1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 12 ⇒ (3) + 12 = 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 |

Will save 1d20 + 5 ⇒ (8) + 5 = 13


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

It's a 60' radius so it got everyone.

Jericho moves into the crypt, and slides across the top of the sarcophagus to end up behind the skeletal champion! The warrior brings his halberd down with mighty force, but catches the shaft of the weapon on the corner of the stone structure instead!

Round 3
Dobin
Jericho
Parfin

Frightful Presence
Skeleton 2 - 4 damage taken
Miette - panicked
Rose
Kwin
Zombie 1 - 23 damage taken
Zombie 2 - 19 damage taken
Zombie 3 - 23 damage taken

Dobin 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

Will: 1d20 + 1 ⇒ (1) + 1 = 2

Parfin drops his weapon and tries to flee!


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

Will save: 1d20 + 1 ⇒ (16) + 1 = 17

A cold feeling slips by Dobin as he battled the skeleton. A sense of fear caresses him, but does not take hold and he continuse to batter his foe with his shield.

Attack-melee: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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

Dobin swings his weapon and misses again!

Parfin flees the feeling of fear and dread that washes over him!

Skeleton AoO (Parfin): 1d20 + 7 ⇒ (9) + 7 = 16 *miss*

The source of the fear climbs out of the sarcophagus, a skeleton of blackened bones, dressed in tattered clothes and wielding two shortswords climbs out. Red embers burn in it's eye sockets.

Round 3
Dobin
Jericho
Parfin - panicked
Black Skeleton
Skeleton 2 - 4 damage taken
Miette - panicked
Rose
Kwin

1=Jericho, 2=Dobin 1d2 ⇒ 2

Skeleton Attack (Dobin): 1d20 + 7 ⇒ (18) + 7 = 25 *hit*
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Miette drops her crossbow and hightails it down the hallway!

Rose and Kwin are up!


Inactive

Seeing Miette and Parfin run away, she knows something must be wrong. As Kwin looks ready to flee as well, Rose blocks his exit. "Kwin, not you too - stay here and fight!" Rose fumbles about for a scroll before Kwin can get by her, and recites a spell.

Scroll of Remove Fear targeting Kwin, since it looks like he failed his save. The whoe "blocking path" thing is just for flavor.


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 snaps out of his panic as Rose's spell washes over him. Even as the divine relief claims him, he turns and bolts back through the secret door, casting another spell to help his allies destroy the source of dread.

Move next to Dobin and cast Bull's Strength.


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

Round 4
Dobin - bull's strength
Jericho
Parfin

Black Skeleton
Skeleton 2 - 4 damage taken
Miette
Rose
Kwin

Dobin, Jericho and Parfin (no longer panicked) 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 grunts and double moves back!


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 |

Now that Kwin is back in the room, can he deduce anything about the new menace spawn of Orcus they face (I believe you have it as a black skeleton on the initiative order?). Knowledge (religion) and Knowledge (planes) are the same modifier for Kwin: 1d20 + 10 ⇒ (9) + 10 = 19


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

Feeling the power of Kwin's spell coursing through his body, Dobin smashes the blackened skeleton with his shield, as well as bringing his magical short sword to bear.

Attack-melee (shield): 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Attack-melee (sword): 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Not sure if this creature can be critical'ed or not


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

confirm: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Totally can be critted! Don't forget with bull's strength you get an additional +2 hit/damage! So it looks like the damage would be 11 from the shield and 18 from the confirmed crit.

Like a raging bull, Dobin comes in and smashes the black skeleton with his shield and then stabs at it with his short sword, though the sword seems less effective!

Kwin:

Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. Black skeletons are intelligent and do maintain some memories of their former lives.

Much more powerful than standard skeletons, these minions of evil are often employed as guardians or protectors to keep sealed some ancient knowledge best left undiscovered. They are intelligent monsters and are not subject to the mindless commands that can be given to such undead as skeletons or zombies.

DR 10/bludgeoning or good

Dobin provokes an AoO rushing over to the black skeleton.

As Dobin rushes past the skeletal champion to fight the new threat, the champion stabs the warrior in the back, piercing his guts deeply!

AoO (Dobin): 1d20 + 7 ⇒ (20) + 7 = 27 *threat*
damage: 1d8 + 3 ⇒ (4) + 3 = 7

AoO (Dobin): 1d20 + 7 ⇒ (17) + 7 = 24 *confirm*
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Round 4
Dobin - bull's strength
Jericho
Parfin

Black Skeleton - 19 damage taken
Skeleton 2 - 4 damage taken
Miette
Rose
Kwin

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

Jericho attacks the champion.
1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d10 + 12 ⇒ (5) + 12 = 17


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

Jericho misses the skeletal champion!

The skeletal champion counter attacks Jericho!

Attack (Jericho): 1d20 + 7 ⇒ (17) + 7 = 24 *hit*
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

The black skeleton turns his burning red embers toward Dobin and unleashes a flurry of attacks with its shortswords! As the blows land on the powerful warrior, he can feel his strength drain away!

Attack (Dobin): 1d20 + 10 ⇒ (11) + 10 = 21 *hit*
Attack (Dobin): 1d20 + 10 ⇒ (13) + 10 = 23 *hit*
Damage: 1d6 ⇒ 1 and 1d3 ⇒ 3 Str damage!
Damage: 1d6 ⇒ 4 and 1d3 ⇒ 3 Str damage!

Round 4
Dobin - bull's strength
Jericho
Parfin
Black Skeleton - 19 damage taken
Skeleton 2 - 4 damage taken
Miette
Rose
Kwin

Miette moves back to retrieve her crossbow.

Rose and Kwin are up!


Inactive

Rose hurries back into the room with the skeleton! Double move.


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 conjures a spinning ball of flame and with a flick of his wrist sends it hurling toward the skeleton.

Cast flaming sphere and move it to the skeleton. DC 16 reflex save or take 3d6 ⇒ (2, 1, 6) = 9 damage. Round 1 of 4 for the spell.


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 think I was skipped.

Parfin moves to flank and then rages!

Attack: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 for Damage: 2d6 + 14 ⇒ (1, 2) + 14 = 17


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

Parfin, your round 4 was moving back from being panicked. :) I'll take your actions for round 5 though!

Ref Save: 1d20 + 6 ⇒ (13) + 6 = 19

The black skeleton moves out of the way of Kwin's flaming sphere!

Round 5
Dobin - bull's strength, 6 str damage
Jericho
Parfin

Black Skeleton - 36 damage taken
Skeleton 2 - 4 damage taken
Miette
Rose
Kwin

Parfin moves in and smashes his earthbreaker into the black skeleton with tremendous force!

Dobin and Jericho 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

Ah, thought that was Round 3. Never mind!


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

Dobin again slams his shield into the black skeleton, and follows-up with a slash with his sword.

Attack-melee(shield): 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Attack-melee(sword): 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Confirm crit: 1d20 + 6 ⇒ (2) + 6 = 8
Crit Damage: 1d6 + 2 ⇒ (1) + 2 = 3


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

1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 12 ⇒ (4) + 12 = 16


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

Weakened by the skeleton, Dobin's shield bash misses it's mark! The shortsword hits, but is an ineffective weapon against the vile creature!

Jericho misses his attack as well!

The skeleton turns it's attention to the new threat, Parfin!

Attack (Parfin): 1d20 + 10 ⇒ (4) + 10 = 14 *miss*
Attack (Parfin): 1d20 + 10 ⇒ (13) + 10 = 23 *hit*

Damage: 1d6 ⇒ 5 and 1d3 ⇒ 3 Str damage!

The skeletal champion attacks Jericho!

Attack (Jericho): 1d20 + 7 ⇒ (3) + 7 = 10 *miss*

Round 5
Dobin - bull's strength, 6 str damage
Jericho
Parfin - 3 str damage
Black Skeleton - 36 damage taken
Skeleton 2 - 4 damage taken
Miette
Rose
Kwin

Rose and Kwin 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

Bah. So when that attack I made comes into play subtract one from both the to-hit and damage.


Inactive

Now in range again, Rose channels energy against the undead!

Channel: 2d6 ⇒ (5, 6) = 11 WIll DC14 for half damage


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

Parfin you attack went off pre str damage so it was already counted in there. No worries ;)

Will Save (black skeleton): 1d20 + 9 ⇒ (17) + 9 = 26
Will Save (skeletal champion): 1d20 + 7 ⇒ (14) + 7 = 21

The unholy, foul nature of the crypt seems to shield the undead against the strength of Rose's pleas to Calistria!

Round 5
Dobin - bull's strength, 6 str damage
Jericho
Parfin - 3 str damage
Black Skeleton - 41 damage taken
Skeleton 2 - 9 damage taken
Miette
Rose
Kwin

Kwin is 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 passes the flaming sphere through the space of the skeleton, and then steps forward with his sword. When it looks like Jericho is getting ready to strike the skeleton, Kwin cries out and attacks with an ineffectual barrage to draw its attention.

Flaming sphere, 3d6 ⇒ (2, 5, 6) = 13 damage, DC 16 reflex save to avoid.
Aid another, AC 10 to give a to hit bonus to Jericho. 1d20 + 2 ⇒ (7) + 2 = 9


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

Ref Save: 1d20 + 6 ⇒ (8) + 6 = 14

Kwin brings the flaming sphere around again and this time manages to score a direct hit! The black bones clatter to the floor, along with it's shortswords!

Round 6
Dobin - bull's strength, 6 str damage
Jericho
Parfin - 3 str damage

Black Skeleton - 54 damage taken
Skeleton 2 - 9 damage taken
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

Parfin double moves.


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

Shifting his attack, Dobin smashes the remaining skeleton with his shield

attack-melee: 1d20 + 6 ⇒ (8) + 6 = 14

damage: 1d6 + 2 ⇒ (6) + 2 = 8


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 once again and misses.
Attack: 1d20 + 8 ⇒ (10) + 8 = 18


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

1=P, 2=D, 3=J
1d3 ⇒ 3

The skeletal champion lashes out at Jericho!

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

Round 6
Dobin - bull's strength, 6 str damage
Jericho
Parfin - 3 str damage
Black Skeleton - 54 damage taken
Skeleton 2 - 9 damage taken
Miette
Rose
Kwin

Miette moves in and fires her crossbow at the skeleton but misses in the chaos!

Attack: 1d20 + 7 ⇒ (5) + 7 = 12 *miss*

Rose and Kwin 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

There is only one enemy left, correct? I see two on the map, I think.


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

Correct. Map updated, thanks!


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 presses his attack, both with his arcane flame and his distracting swordplay.

Flaming sphere, 3d6 ⇒ (4, 1, 2) = 7 damage, DC 16 reflex save to avoid.
Aid another, AC 10 to give a to hit bonus to Parfin. 1d20 + 2 ⇒ (4) + 2 = 6


Inactive

Rose attempts to trip the skeleton with her whip.

Trip: 1d20 + 5 ⇒ (20) + 5 = 25

-Posted with Wayfinder


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

Ref Save: 1d20 + 1 ⇒ (8) + 1 = 9 *fail*

Kwin's flaming sphere smashes into the skeletal champion and completely destroys the thing!

Out of combat! XP 850 each

Searching the remains as well as the three sarcophagi you find:

A gold necklace worth 100 gp. The black skeleton was wearing gold bracelets worth 400 gp, and a ruby necklace worth 1,000 gp. Inside one of the sarcophagus is a normal skeleton in tattered black robes, carrying a golden scepter with a skull at the tip, worth 500 gp. 2000 gp in total loot!


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 apologizes for his ineptitude in combat and thanks Kwin for destroying that skeleton. He is down -13 hit points.


Inactive

"A normal skeleton - see, I wasn't entirely wrong," says Rose. She heals the party. Channel Energy: 2d6 ⇒ (4, 4) = 8
Channel Energy: 2d6 ⇒ (3, 3) = 6

"I can do something for the strength draining attack, but will need to rest and recover to deal with that tomorrow." That is, Rose can memorize lesser restoration.

"Where next?"


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 |

"Do we want to wait until we can restore the strength, or press on? If we press on, the secret door across the room seems a reasonable place to continue on with."


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

Dobin, though his wounds have mostly healed, stumbles as he begins to walk forward.

"A rest and something to restore my vigor would be very welcome!"

He stumbles over to the remains of the black skeleton and examines the shortswords the creature was using.

Just a question...the 6 str point damage I took...does 4 of that come off the Bull strength spell, leaving me only loosing 2 points, or do all 6 points come off my strength, bypassing the spell?


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

I am not going to dig into the rules on this, but let's roll with net -2 since that seems to make the most sense to me.


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

Awesome...thanks Mark! If we want to then, we could move forward a bit more as a -2 is not as worrisome as a -6 to Str!! lol


Inactive

"To the secret door!" Rose begins the usual inspection process. Perception, Guidance: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16


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

After searching the second secret door, finding nothing else interesting or dangerous, Miette clicks open the door. This room contains an altar with black candles on it. The candles light themselves as the gnome steps into the room. Kwin's detect magic pings when the door opens. After taking a few moments to focus on the auras, the altar and candles radiate a strong necromatic aura.


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 |

"Strange. When the candles lit, I would have assumed evocation magic, or maybe an illusion. But I am detecting necromatic magic, the magic responsible for the undead. Let's look around, but be on your guard for unseen undead guardians."

Kwin will continue to study the candles. Can he tell by studying them what the necromancy involved with them is intended to do? Spellcraft 1d20 + 12 ⇒ (6) + 12 = 18. Grr. Can I take 10 for a 22 result?

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