Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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

"Oh no...not again!!!!", the warrior exclaims.


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 |
Rose Silversting wrote:

Rose frowns at the sight of the sarcophagi.

"Not more coffins! Okay, well this time I'm ready for a fight!" Rose will pray for Calistria's blessing before the party enters the room. +1 Attack and save vs fear

Then she looks around. [dice=Perception]1d20+11+1

"Well, it is a massive complex dedicated to the demon prince of undead. Chances are good we'll be encountering more undead as we go."

While Miette and Rose check out the closed sarcophagi, Kwin will cast detect magic and detect poison on them. He'll also give a cursory glance around the room to see if his lenses pick up any secret doors.


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 prays for better outcome than his poor showing against the skeletal champion.


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

Muttering under his breath, Dobin sullenly adds, "Well...maybe that is so, but there is no harm in wishing, is there?"


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

Feeling a sense of familiar danger, the party makes preparations and readies themselves for the worst! Kwin detects nothing of interest, Dobin and Parfin provide the labor to open the scarcophogi while Jericho stands ready with his halberd. The fourth and fifth sarcophagi are still closed: the fourth sarcophagus contains a normal skeleton and a nest of mice, and the fifth sarcophagus contains a normal skeleton holding a rusted dagger.

Sad trombone...


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 dark powers emanating from this place must not have corrupted the skeleton yet. Let's smash it up just to make sure it doesn't rise against us later."

If there are no valuables to be found in a quick search, we will head over and follow the other passage, check the door and go in.


Inactive

"Hm, I can't seem to ever guess right," says Rose, disappointed at the lack of undead. She does a quick once over of the room. Perception: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24.

If she notes nothing of interest, it's on to the next door. Perception: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32.


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

Finding nothing else of value, the party heads to the other end of the hallway. Kwin, Rose and Miette setup and check the door finding it safe and continuing on to an undisturbed crypt. This room contains three sarcophagi (I numbed them on roll20), each with a single ruby set into the stone lid.


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

Rolling his eyes, Dobin moves into the room and makes sure he has space to combat whatever evil lay within these crypts.

"Ok, now who is going to open them up?"


Inactive

"Who knows? But those rubies look valuable!". Rose enters and investigates the room further.

-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

Hmm, prehaps it was rubies or other stones that were taken from the others in that first room. Parfin will again help with opening the lids if needed.

I'm back, sorta. Got a lot to do!


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 check both alcoves (to the west and east) with his lenses of secret door detection. He wants to make sure they are empty before we start opening sarcophagi that may have enemies inside.

If there is nothing in the alcoves, then we'll start with number 1, then move on to 2 and then 3 if they each in turn is uneventful.

Are the lids too heavy for Kwin to move? If he can push one off by himself, Kwin will let the warriors ready actions to attack anything inside. If he can't move it himself, he'll ask Parfin to help.


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

Kwin, sorry I think I should have given this to you in the last room, my bad...

After investing the alcoves, Kwin's goggles reveal a secret door to him on the western wall, which opens into a small hallway chamber and then another secret door on the northern wall leads back to the first crypt.

Miette and Rose look at the rubies and being coming up with ideas of how to pry them out without too much damage.

The warriors take up position around the first crypt as Kwin prepares to open it. The elf is able to push the lid off himself. Inside lies a human skeleton, with a well preserved longsword laying with skeletal hands folded over the hilt. As the lid is pushed aside, a swirling cloud of black energy seeps from the crypt to the ground adjacent to the next crypt as it forms into a humanoid shape!
Also, the skeleton begins to move and rise up from the crypt!

[fspoiler=Init]
Dobin - Init: 1d20 + 1 ⇒ (8) + 1 = 9
Jericho - Init: 1d20 + 1 ⇒ (8) + 1 = 9
Kwin - Init: 1d20 + 2 ⇒ (20) + 2 = 22
Miette - Init: 1d20 + 9 ⇒ (14) + 9 = 23
Parfin - Init: 1d20 + 2 ⇒ (4) + 2 = 6
Rose - Init: 1d20 + 3 ⇒ (11) + 3 = 14
S - Init: 1d20 + 2 ⇒ (13) + 2 = 15
S - Init: 1d20 + 6 ⇒ (7) + 6 = 13
[/spoiler]

Round 1:
Miette
Kwin

Rain Cloud
Rose
Skeleton
Dobin
Jericho
Parfin

Startled, Miette fires her crossbow into the dark cloud but misses!

Attack: 1d20 + 7 ⇒ (2) + 7 = 9 *miss*

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 will withdraw to a position behind the warriors. Roll20 map is updated.


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

1 P 2 J: 1d2 ⇒ 2

As the dark cloud forms into a semi-solid humanoid shape, a pair of clawed hands strike out at Jericho!

Touch attack: 1d20 + 4 ⇒ (19) + 4 = 23 *hit*
Damage: 1d6 ⇒ 4

The shadowy hand passes right though Jericho's armor, and the warrior feels the frigid touch on his flesh as his strength ebbs!

Round 1:
Miette
Kwin
Rain Cloud
Rose
Skeleton
Dobin
Jericho
Parfin

Rose 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 |

Is the skeleton anything more than a regular low-level undead?
Knowledge (religion) 1d20 + 10 ⇒ (5) + 10 = 15

Can Kwin tell what the cloud is, and how best to harm it?
Knowledge (whatever) 1d20 + 10 ⇒ (8) + 10 = 18


Inactive

Knowledge (religion): 1d20 + 5 ⇒ (11) + 5 = 16

First, an illusory Rose appears! Then, Rose casts a spell - glowing healing energy appears in her hands. She takes a step forward and attempts to touch the strange cloud.

Copycat, cast Cure Medium Wounds (converting Silence), 5-foot step and free touch attack.

Touch attack: 1d20 + 7 ⇒ (10) + 7 = 17
Cure Medium Wounds damage: 2d8 + 4 ⇒ (7, 4) + 4 = 15 Will DC14 for half.


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

Oops..sorry just noticed the skeleton goes before me...sorry!!

Shaking his head and sighing in resignation, Dobin wades into the combat.

Attack-melee (sword): 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Attack-melee (shield): 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Inactive

By the way, if Rose realizes the cloud thingy isn't undead, she obviously wouldn't heal it. She might instead give someone next to her a Bit of Luck.


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 |

And if Kwin is able to tell anything about either foe with those weak knowledge checks, he will share it immediately.


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

Rose and Kwin believe they are dealing with a shadow! They share with the group that non-magical attacks will be useless and the creature will drain your strength until you become a shadow as well!

Rose tries to dissolve the undead shadow with positive healing energy, but Orcus' sway over the creature seems to bolster it's resistance!

Will Save: 1d20 + 4 ⇒ (10) + 4 = 14 *success*

Since it made the save, and it only takes 1/2 damage automatically it's going to take 4 rounding in your favor :)

Round 1:
Miette
Kwin
Shadow - 4 damage taken
Rose
Skeleton
Dobin
Jericho
Parfin

The skeleton climbs out of the crypt and readies an attack for the oncoming Dobin!

Attack: 1d20 ⇒ 15 *miss*

The skeleton misses Dobin, and Dobin moves up and attacks but misses the skeleton as well!

Jericho and Parfin are up! (And Kwin can get in on his Round 2)


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 the shadow!

+1 Silver Earthbreaker: 1d20 + 8 ⇒ (10) + 8 = 18 for Damage: 2d6 + 13 ⇒ (4, 3) + 13 = 20


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 |

"Beware the undead shadow! It will drain your strength until you become its kin!"

The elf steps up, lays a hand on the haft of Jericho's polearm and mumbles an arcane phrase. "Your weapon can hurt it now, but don't let it hurt you again!"

Five foot step forward (shown on Roll20 map) and casting Magic Weapon on Jericho's halberd.


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

"It left me pretty weak...." Jericho manages to mumble. With his blade enchanted, he tries to harm the shadow.

Power Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 + 10 ⇒ (10) + 10 = 20


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

Parfin hits the shadow with his magical weapon, inflicting some damage to the wispy being.

Kwin steps up and enchants Jericho's weapon, and the warrior slices into the shadowy form with his halberd dissipating the darkness into oblivion!

Reasonabily sure you guys can handle one skeleton...so I'll call it. There is another skeleton in the second crypt, but I also assume you can dispatch it handily.

Out of combat! 267 XP each! The longsword is of excellent quality and searching the other crypts you find a silver goblet and skeletal remains in the second crypt, and dust and cobwebs in the third.


Inactive

"Nice work guys. Is there anything left in this level?"

Just to double check, is it a masterwork longsword, or is it magical?


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

Assuming someone casts detect magic the longsword is indeed magical!


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, while the others are gathering other valuables, Kwin will cast detect magic on the longsword, then try to identify its arcane properties.

Spellcraft 1d20 + 12 ⇒ (20) + 12 = 32


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 |

Please correct me if I'm wrong, but I believe we have explored everything on this level except the last door off of the fire floor room. And looking at the map, I'm not sure where it could go, if it goes anywhere. If non one objects, once we deal with Jericho's strength damage and the loot, we'll try the last door in the fire room. And after that, I think we'll head to the stairs that take us down, the stairs that Dobin discovered in the illusion room.


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 would agree to Kwin's ideas. Who can use that longsword?


Inactive

"Let's open that last door in the fire room first. I bet it's some nasty trap though, so we need to outsmart it!"

While the others sort through the loot, Rose takes the time to inspect the remaining door very carefully. Perception (take 20): 20 + 11 = 31


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

Kwin is able to identify the longsword as a +1 weapon!

That door turns out to be a false door!

The only other thing you haven't found here is the hallway south of the room with the strange bedding in it there is a shaft that goes back up to the 1st level. Now revealed.

Great job on clearing out the Demon's Gullet!

I double check everything with the next level and get it going today or tomorrow!


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

Heading to the stairs hidden behind the illusionary wall, you follow them down deeper into the ground for nearly twenty minutes before they double back and continue downward for another ten minutes before finally opening into a large sized antechamber.

The walls of this room are covered with murals depicting a glowing, white robed figure in various different scenes. In each scene, the figure seems to be healing powerful mythological creatures, and even one or two fantastical looking humanoid figures.

In the northeastern part of the room, there is a puddle of vile putrescence that bubbles and seethes, giving off a horrible smell. Four zombies are standing around this pool, apparently drinking from it, and they immediately move to the attack!

Welcome to the Fountain of Pestilence!

Init:

Zombies: 1d20 ⇒ 14
Dobin - Init: 1d20 + 1 ⇒ (19) + 1 = 20
Jericho - Init: 1d20 + 1 ⇒ (8) + 1 = 9
Kwin - Init: 1d20 + 2 ⇒ (1) + 2 = 3
Miette - Init: 1d20 + 9 ⇒ (2) + 9 = 11
Parfin - Init: 1d20 + 2 ⇒ (13) + 2 = 15
Rose - Init: 1d20 + 3 ⇒ (17) + 3 = 20

Round 1
Rose
Dobin
Parfin

Zombies
Miette
Jericho
Kwin

Rose, Dobin and Parfin may act!


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

Dobin moves towards one of the zombies and slashes at it with his sword.

Attack-melee (sword): 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 7 ⇒ (4) + 7 = 11


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

Dobin, you'll have to either charge to make it or ready your attack and wait for a zombie to hopefully get close enough for you to swing.


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

Sorry was not able to see map at work and thought they were much closer. I will wait (ready) my attack until they shuffle closer


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

No problem, will do. Thanks :)


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 out and readies an attack!

Attack: 1d20 + 8 ⇒ (12) + 8 = 20 for Damage: 2d6 + 13 ⇒ (5, 1) + 13 = 19


Inactive

Rose follows Parfin, drawing her whip and getting ready to try and trip a zombie!

Trip: 1d20 + 6 ⇒ (13) + 6 = 19


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

The party takes a defensive position and waits for the zombies to approach!

Dobin slashes into the lead zombie, nearly destroying the shambling undead mess!

Parfin obliterates the zombie that moves up to him! The zombie explodes in a disgusting bust of decay and disease! Parfin Fort: 1d20 + 6 ⇒ (3) + 6 = 9

Rose then trips the zombie in front of Dobin!

Round 1
Rose
Dobin
Parfin
Zombie 1 - 15 damage, prone
Zombie 2 - 19 damage
Zombie 3
Zombie 4
Miette
Jericho
Kwin

Miette Attack: 1d20 + 7 ⇒ (16) + 7 = 23 *hit*
Damage: 1d6 + 1d6 ⇒ (3) + (1) = 4

Miette fires a crossbow bolt into the prone zombie's head! The zombie explodes in a disgusting bust of decay and disease! Dobin Fort: 1d20 + 6 ⇒ (7) + 6 = 13

Everyone 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 coughs and sputters as he inhales the remains of the zombie! He then moves forward and strikes at another one!

Attack: 1d20 + 8 ⇒ (19) + 8 = 27 for Damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20


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

Taking a step towards the closest zombie, Dobin slams the creature with his sword and shield.

Attack-melee(sword): 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Attack-melee(shield): 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


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 brings his halberd to bear on adjacent zombie and moves north:
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 10 ⇒ (9) + 10 = 19
Fort save: 1d20 + 6 ⇒ (11) + 6 = 17


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

Jericho destroys the zombie with his halberd covering him in a disgusting burst of decay and disease!

Parfin moves up and finishes the remaining zombie, showering himself in another burst of decay and disease! Parfin Fort: 1d20 + 6 ⇒ (13) + 6 = 19

Out of Combat! 200 XP each

GM Rolls:

1d4 ⇒ 2


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 looks down at the shattered zombies and mutters "I didn't think to bring any anti-plague." The regret in his tone is thick.

Kwin will avoid the bubbling puddle of... whatever it is. He'll look at the zombies and see if he can tell anything about them. Then he'll move over to look at the murals, being careful not to step in any of the filth if that is a reasonable option. Can he identify any of the figures in them?

Knowledge 1d20 + 10 ⇒ (8) + 10 = 18, add 1 if arcana, subtract 1 if nobility.

Is there any writing in the murals?

Am I reading the map correctly? I see three doors (north, west, south walls) and the passage to the south is the stairs we just came down?


Inactive

"Yeah, those splattering zombies are gross!" Rose checks out her companions for signs of disease infection. If she can, she'll try and help stop its spread for anyone who is infected.

Heal, Guidance: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

"Any idea which door to choose?"


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 |

"My inclination would be the door furthest away from the pooling toxic sludge." That would be the southwest corner door; I moved Kwin's icon over by it.

If we don't learn anything from a detect magic sweep, looking at the sludge (from a distance),looking at the murals or looking at the zombie remains, we'll do the standard magic/poison/traps check on the southwest door and go that way.

And just a friendly reminder, Kwin has his secret door detection lenses on as well. :)


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

Kwin is able to recognize the red scorpion of an ancient Osirian Godess, Selket in the murals as well as a faded depiction of the the radiant Goddess. It is reasonably easy to avoid the large piles of zombie goo, and Kwin steers clear of the pool of disgusting filth in the northeast corner of the room.

Rose checks over her companions, but they all seem in good health.

I'll update the next part tomorrow morning, getting back into work after Gen Con has been a bit rough this week :)


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

"Its bad enough we have to fight these zombies, but now they turn into puddles of bubbling goo! This place is surely cursed!"

Dobin moves carefully forward with the others.


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

Sorry that was lame, I should have updated more last night. :)

Searching the room for traps, magic and secret doors reveals nothing additional of interest. Following Kwin's suggestion, you head west and follow a hallway that turns south before opening into a room with three wooden doors set into the south wall. None of the three doors appear to be locked or trapped.

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