Rappan Athuk in the Mwangi Expanse (Inactive)

Game Master Zizazat

Don't go down the Well!

Before Rappan Athuk!


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

Nope, you don't have to actually cross or walk through the puddle. I'd sort of put everyone in the room around the puddle in the best 'check the next door' formation I assume you would use.

Detect magic doesn't turn up anything interesting. Moving on to the next door...?


Inactive

Rose stays well clear of the pool. She checks out the next door as usual. Perception: 1d20 + 12 ⇒ (9) + 12 = 21

-Posted with Wayfinder


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 |

Yeah, we'll open the door in this room, but we'll try to be ready to leap aside if it is full to the ceiling with more of this waste.


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

Pass though the pool room, even though they avoid direct contact with the disgusting water, Jericho and Miette both feel strangely lightheaded.

The next room contains the remnants of a bed and a desk, both of which have been vandalized, and there are old bloodstains on the oor. locked treasure chest has been broken open beside the bed, and coins gleam in the light. A small, winged creature with vicious looking teeth sits on the desk, and 4 huge rats have a stinking nest on the floor!

Party Initiative:

Dobin - Init: 1d20 + 1 ⇒ (18) + 1 = 19
Jericho - Init: 1d20 + 1 ⇒ (19) + 1 = 20
Kwin - Init: 1d20 + 2 ⇒ (8) + 2 = 10
Miette - Init: 1d20 + 9 ⇒ (9) + 9 = 18
Parfin - Init: 1d20 + 2 ⇒ (12) + 2 = 14
Rose - Init: 1d20 + 3 ⇒ (4) + 3 = 7
DR - Init: 1d20 + 0 ⇒ (4) + 0 = 4
PD - Init: 1d20 + 8 ⇒ (13) + 8 = 21

Dobin - Fort: 1d20 + 6 ⇒ (11) + 6 = 17
Jericho - Fort: 1d20 + 6 ⇒ (3) + 6 = 9
Kwin - Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Miette - Fort: 1d20 + 2 ⇒ (2) + 2 = 4
Parfin - Fort: 1d20 + 6 ⇒ (16) + 6 = 22
Rose - Fort: 1d20 + 8 ⇒ (14) + 8 = 22

Round 1:
Winged creature
Jericho
Dobin
Miette
Parfin
Kwin
Rose

Rats!

The winged creature leaps up from the desk and begins flying, it hisses some magical words and vanishes!

All players 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

Can't seem to reach the map right now, please move me to the first enemy I can reach.

Parfin get fired up into a rage as the winged critter vanishes!

Attack: 1d20 + 8 ⇒ (9) + 8 = 17 for Damage: 2d6 + 13 ⇒ (3, 1) + 13 = 17


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 |

"Parfin, a moment! Let them come to us!"

With an arcane syllable, Kwin lobs a speck of glittering dust into the room, where it explodes and fills the room. He then steps back out of the warriors' way.

Casting Glitterdust. The 10' radius should fill most of the room. DC 16 will save or blinded. Plus, shiny!


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

Before Parfin can charge into the thick of things, Kwin lets off an arcane explosion of glitterdust! Covering everything in sparkling glitter, and revealing the outline of the small, flying creature!

Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
Will Save: 1d20 + 1 ⇒ (14) + 1 = 15
Will Save: 1d20 + 1 ⇒ (6) + 1 = 7
Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
Will Save: 1d20 + 1 ⇒ (2) + 1 = 3

I assume Parfin would redirect his attack to the flying threat instead of the rats since he can see it now...

Parfin takes a big swing at the glittery flying creature, connecting with a crunch, and the creature sort of hisses and growls at the half-orc! The creature remains flying however.

Round 1:
Winged creature - 17 damage taken
Parfin
Kwin
Jericho
Dobin
Miette
Rose

Rats!

Everyone else!


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 and attacks a rat.
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 12 ⇒ (5) + 12 = 17


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

Dobin moves in and strikes at the flying creature.

Attack-melee: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


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

Since it would be just as close, yes, that would seem fair.


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

Jericho easily kills one of the unusually large rodents!

Round 1:
Winged creature - 17 damage taken
Parfin
Kwin
Jericho
Dobin
Miette
Rose
Rat #1 - 17 damage taken
Rat #2
Rat #3
Rat #4

Rose!


Inactive

Rose gives Parfin a Bit of Luck! Roll d20s twice for 1 round.


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

The rats seem to flail helplessly after being blinded by Kwin's glitterdust!

Will Save: 1d20 + 1 ⇒ (4) + 1 = 5
Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
Will Save: 1d20 + 1 ⇒ (20) + 1 = 21
Will Save: 1d20 + 3 ⇒ (13) + 3 = 16

The rat nearest to Parfin manages to surge forward and bite feebily at the half-orc!

1d20 + 1 ⇒ (15) + 1 = 16 *miss*
1d4 ⇒ 4

There is a audiable *pop* followed by a splashing sound in the pool behind the party. Some glitter spreads out in the disgusting water.

Round 2:
Winged creature - 17 damage taken
Parfin
Kwin
Jericho
Dobin
Miette
Rose

Rat #2
Rat #3
Rat #4

Party 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

Since I'm raging, that hits. Anything else happen to me due to being bit?

Parfin strikes back!

Attack: 1d20 + 8 ⇒ (18) + 8 = 26 or Attack: 1d20 + 8 ⇒ (11) + 8 = 19 for Damage: 2d6 + 13 ⇒ (1, 6) + 13 = 20


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

Parfin Fort Save: 1d20 + 8 ⇒ (18) + 8 = 26 nope, you are fine :)


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 |

Can Kwin identify the winged creature, anything that would help them fight it? Knowledge check 1d20 + 10 ⇒ (3) + 10 = 13


Inactive

"The flying thing - it's escaping into the water!" Rose wasn't particularly sure what could be done about it, though. Instead, she tries to help Jericho strike a rat!

Aid Another: 1d20 + 8 ⇒ (3) + 8 = 11 Jericho gets a +4 to attack.


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 takes aim at another rat. "Thanks, Rose!"
Power Attack: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Damage: 1d10 + 12 ⇒ (6) + 12 = 18


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

Dobin also strikes at a rat.

Attack-melee: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


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

Kwin, you haven't gotten enough of a good luck at the creature before it vanished to really identify it.

Parfin smashes one of the blind rats!

Rose cracks her whip, and the blind rat jumps right into the way of Jericho's halberd!

Dobin swings at a rat, but misses!

The remaining blind rat bites at Dobin ineffectively.

Will Save: 1d20 + 1 ⇒ (9) + 1 = 10

Attack: 1d20 + 1 ⇒ (13) + 1 = 14 *miss*
Damage: 1d4 ⇒ 2

1d100 ⇒ 71

Kwin hears some low mumbling and chanting, then a swarm of hundreds of bats appears to fly up out of the pool of filth and the move directly at the wizard and bite and claw at him!

Damage: 1d6 ⇒ 1

Round 3:
Winged creature - 17 damage taken
Parfin
Kwin - Bat Swarm Distraction (DC 11)
Jericho
Dobin
Miette
Rose

Rat #2
Rat #3
Rat #4

Party 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 steps forward to strike the last rat!

Attack: 1d20 + 8 ⇒ (3) + 8 = 11 for Damage: 2d6 + 13 ⇒ (5, 5) + 13 = 23


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

Parfin is able to crush the remaining rat!

Round 3:
Winged creature - 17 damage taken
Parfin
Kwin - Bat Swarm Distraction (DC 11)
Jericho
Dobin
Miette
Rose

Rat #4

Everyone else!


Inactive

Rose heads to the edge of the pool and looks for a disturbance in the water that will show their attacker! If she sees something, she gets ready to use her whip on it!

If it's still underwater, think we should be able to see it. At least according to these Aquatic Terrain rules:

Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance).


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

Dobin tries to help Kwin disperse the swarm of bats.

Attack-melee: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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 |

Fort save vs. distraction 1d20 + 4 ⇒ (10) + 4 = 14.

Kwin runs out of the swarm, one hand swiping the bats near his face to protect his eyes. When he reaches the edge of the swarm, he spins around, barks an arcane syllable and thrusts both hands at the bats with his fingers spread and thumb tips touching. A massive gout of flame bursts out at the swarm.

Move and cast Burning Hands, damage 4d4 ⇒ (3, 1, 2, 1) = 7, reflex DC 16 save for half damage.


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

Rose doesn't see anything in the disgusting water, but you do hear the beating of wings. If you still want to try and do something this round you may.

The bats are too small and too fast for Dobin's sword to really be effective in combating them!

Ref Save: 1d20 + 7 ⇒ (5) + 7 = 12

The stench of burning fur fills the already foul smelling room!

Round 3:
Winged creature - 17 damage taken
Bat swarm - 7 damage taken
Parfin
Kwin - Bat Swarm Distraction (DC 11)
Jericho
Dobin
Miette
Rose

Jericho is up for round 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

Oh sorry, GM. With no visible enemies, not much Jericho can do against swarms. He goes Total Defense and moves.


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

Kwin - the bat swarm also has wounding which means you take 1 hp of bleed damage each round until a Heal or healing magic are applied.

The bat swarm flies towards Kwin, Dobin and Rose as hundreds of bats bite and scratch at them!

Damage: 1d6 ⇒ 3 plus wounding

From a spot above the fetid pool of water, Kwin recognizes words of arcane magic as a thin sheen of grease forms under the swarm! Kwin, Dobin and Rose need to make DC 15 Ref saves or fall prone.

Round 4:
Winged creature - 17 damage taken
Bat swarm - 7 damage taken
Parfin
Kwin - Bat Swarm Distraction (DC 11), bleed 1
Jericho
Dobin - Bat Swarm Distraction (DC 11), bleed 1
Miette
Rose - Bat Swarm Distraction (DC 11), bleed 1

Party 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 will run into the room, asking someone to point out where the invisible creature is! I have the movement speed to get wherever I need to get, the question is can I make an attack?


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 also waits if anyone can point out the enemy, other than the bats.


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 winged creature not covered with glitterdust? Did it get out of the room before the spell went off?


Inactive

Fortitude vs Distraction: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex vs Grease: 1d20 + 6 ⇒ (10) + 6 = 16

Rose avoids the worst effects of both the bats and the grease. She moves away from the bats and finds a renewed surge of health!

Move action to move behind Miette, then Healing Surge: 1d8 + 1 ⇒ (2) + 1 = 3 and no longer bleeding.


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

Dobin, seeing that he cannot damage the swarm of bats, steps out of the area and readies his attack if anything comes near him.


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

In round 2 the flying creature made its save vs. glitterdust and there is glitter in the water now. It was able to rinse it off. You guys can make attacks against squares where you think it might be just drop a marker of some kind on the map. Or continue to hold actions? My internet at home is out, but is supposed to be fixed today...I'll wait to see if anyone else want to take an action before I leave work today and post another update in case anyone changes their minds etc.


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 target the square to his left.

Miss Chance: 1d100 ⇒ 81

Attack: 1d20 + 8 ⇒ (16) + 8 = 24 for Damage: 2d6 + 13 ⇒ (4, 3) + 13 = 20


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

I will actually hold for Kwin to declare some kind of action, since he did only ask an OOC question which I was slow to answer. Don't forget your save vs. grease.

Dobin (initial) Ref Save 1d20 + 3 ⇒ (6) + 3 = 9

As the grease spreads under the warrior, he loses his footing and falls to the ground with a thud!

Dobin Acrobatics check to crawl out of the grease 1d20 + 0 ⇒ (8) + 0 = 8 Unable to move and would fall again if not trying to crawl...sorry buddy :)

Parfin only manages to splash the putrid water everywhere!


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 |

Distraction 1d20 + 5 ⇒ (6) + 5 = 11
Grease 1d20 + 4 ⇒ (1) + 4 = 5

Prone on the grease patch, Kwin pulls out a scroll and swats at bats at the same time he tries to activate it.

Cast defensively Burning Hands from the scroll. 1d20 + 4 + 4 + 2 ⇒ (15) + 4 + 4 + 2 = 25.

Laying on his back, he casts the funnel of flame straight up toward the ceiling to engulf as many bats as possible! 2d4 ⇒ (4, 2) = 6. DC for reflex save is only 12 since it is a CL2 scroll.

Then with a thought, he disappears from his present location and appears five feet away, out of the swarm and grease, though still prone.

I don't think the spell will hit any PCs since Dobin and Kwin are both on their back, and the other PCs are out of the area. And if my description was confusing, he's using his Shift wizard class ability.


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 over next to the prone wizard and readies an action to attack anything that threatens the pair within reach.


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

No worries..sorry work has be slammed a bit lately, but it should be easing up shortly..thanks for boting me!


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

Thinking quickly, Kwin is able to burn off the rest of the swarm!

Kwin:
Kwin hears a harsh sounding voice in his head, speaking words in abyssal. "Well played, elf. Enjoy your sleep tonight!

There is another *pop*, and then the sound of flapping wings is gone. After several tense moments, it seems that the creature is gone.

Out of Combat! 285 XP each!


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

What was that thing? We were ill-equipped to handle it!


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 |

"A demon, I think. It spoke to me telepathically, taunting me. And it did so in Abyssal, the language of the Abyss."

Does Kwin know anything more about it? Knowledge (planes) 1d20 + 10 ⇒ (11) + 10 = 21.


Inactive

"Somehow, I don't think that's the last we saw of that thing. We'd better be careful!"


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

"I hate demons. With the amount of undead and otherworldly beasts here, we had better keep vigilant!!"


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:
"Somehow, I don't think that's the last we saw of that thing. We'd better be careful!"

"Indeed. Its parting mental message to me, roughly translated from Abyssal, was 'Well played, elf. Enjoy your sleep tonight.' Which to me implies it means to continue to harass us. Or at least make us paranoid that it may."


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

I am going to let your original check of 13 stand, which told you nothing. Perhaps with a different source of information you could figure out more, but beyond suspecting it to be of demonic origin it is outside your knowledge and experience.

Heading back into the room where the fight started, you find:
The treasure chest is already broken open. It contains 20,360 cp; 10,349 sp; 2,000 gp; 4 gems (100 gp each), and a golden wand (non-magical) encrusted with pearls (2,000 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 |

Sorry! I'd forgotten I'd tried rolling once already!

Kwin mumbles "Summoned bats, bat god, maybe? Small size, disease and undead, abyssal..." then he says "I am sorry, my friends. I just have no recollection of such a creature. Of course, the Abyss, in its infinite chaos, throws off all sorts of strange spawn throughout eternity. Let me consider it, and perhaps consult others when we go back to civilization."

Kwin will check the loot for poison before allowing the brawnier folk to pack it up. He'll help keep watch during the process.

We are still 2,000+/- xp from fifth level. Do we want to press on or cash in? If we press on, I've moved Kwin's icon to the next side passage/alcove that we'll check out.


Inactive

I vote cash in! I can drop the rest of my spells on healing.

-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

I also say cash in. The critters are due to get tougher and we need to be equipped to handle it.


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 |

"This is a tremendous amount of copper coinage we've recovered. Perhaps we'd best take it back to Zelkor's Ferry. And perhaps we can pick up some anti-plague there..."

Assuming Dobin and Jericho are okay heading back, we'll be vigilant for signs that the little demon(?) is following us, and watching for signs that any of us are falling ill.

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