Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Karnog returns the orc's swing with his own.

1d20 + 9 ⇒ (6) + 9 = 15 to hit; 1d8 + 4 ⇒ (1) + 4 = 5 damage


Evil GM

Karnog misses his attack.


Evil GM

Grung and Kalim after about two hours of winding, twisting and back tracking through the tunnels you feel a cool breeze and hears clanking and cracking coming from a the tunnel. The sound is approaching and at a good rate.

You see a small creature wearing some sort of hat.


Evil GM

initiative:

Kalim: 1d20 + 2 ⇒ (5) + 2 = 7
Grung: 1d20 + 2 ⇒ (4) + 2 = 6

undead redcap: 1d20 + 9 ⇒ (14) + 9 = 23

undead Redcap
Kalim
Grung

Tunnel RD 1

The small creature moves with blazing speed covering 50 feet in no time.


Evil GM

RD 1:

Grung the creature is carrying an oversize scythe and he lashes out at you,

schthe, PA: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18;damage, PA: 2d4 + 11 + 4 ⇒ (3, 4) + 11 + 4 = 22


Evil GM

RD 12:

malcolm - killed one orc
orcs - one died, the other missed
Des
Valtilda
Karnog - missed

I'll give Des and vatilda a little time to post today, but I'd like to finish this particular combat today.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Map link isn't working. I assume I can use an acrobatics to set up a flank?

Acrobatics: 1d20 + 19 ⇒ (13) + 19 = 32
Attack: 1d20 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19
Damage: 1d6 + 1 + 3d6 ⇒ (3) + 1 + (3, 3, 3) = 13


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

the map doesn't work for some reason

Grung shrugs off the scythe as his armor holds true, then he returns the attack with a vengeance.

Croaker 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23 for 1d10 + 7 + 4 ⇒ (3) + 7 + 4 = 14 +1 vs Monstrous Humanoid of Magical Creatures
Croaker 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 for 1d10 + 7 + 4 ⇒ (9) + 7 + 4 = 20 +1 vs Monstrous Humanoid of Magical Creatures


Evil GM

Let's see if I can get the map when I get home.


Evil GM

Grung and kalim Map:

Map RD 1


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Grund will hold his position, to keep Kalim safe.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Kalim's arms stretch past Grung's head as he casts Excrutiaing Deformation on the Redcap.

Fort DC 18. If fails, -1 Str and Dex, -10 speed, nonlethal: 2d6 ⇒ (5, 2) = 7 per round.


Evil GM

RD 12

Updated map after Des move, he did hit but the orc is still up.

RD 12 Map


Evil GM

DMPC Vatilda she continues to protect the rear.

RD 13:

Malcolm
Orc
Des
Vatilida
Karnog

RD 13 map


Evil GM

Kalim your spell doesn't seem to effect the undead recap.

It's immune to any effect that requires a fort save unless it can affect objects; plus immune to non-leathal damage and damage/drain to physical abilities, but you would not have known this unless you have know-religion.


Evil GM

RD 1 Tunnel Battle update

undead Redcap - missed Grung
Kalim - spell fizzled
Grung -

Grung you are up.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Croaker 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27 for 1d10 + 7 + 4 ⇒ (2) + 7 + 4 = 13 +1 vs Monstrous Humanoid of Magical Creatures
Croaker 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 for 1d10 + 7 + 4 ⇒ (8) + 7 + 4 = 19 +1 vs Monstrous Humanoid of Magical Creatures

Grung grins as the scythe scrapes off his armor again, as he returns its strikes

Might as well fall on it critter.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 13

Malcolm swings at the remaining orc.

BS Att: 1d20 + 12 ⇒ (13) + 12 = 25
BS Dam: 1d10 + 5 ⇒ (3) + 5 = 8


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Flanking bash:

1d20 + 11 ⇒ (12) + 11 = 23 to hit, 1d8 + 4 ⇒ (6) + 4 = 10 damage


Evil GM

The last orc falls from his grievous wounds.

What is the main group of PCs doing next?

--------
Grung you weapon barely nicks the undead creature.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

I'll need some blessed healing if you have any, Karnog? I could also use some rest. Do we proceed or try to rest some?


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

Vatilda takes a moment to recover from battle.
"I can continue... but if we face a larger group than this, I may exhaust myself. This is assuming we have any choice in the matter."

self heal: 2d4 + 2 ⇒ (3, 3) + 2 = 8
CMW: 2d8 + 6 ⇒ (5, 6) + 6 = 17


Evil GM

Picking through some items you find:

gold: 2d100 + 50 ⇒ (2, 1) + 50 = 53
silver: 2d100 + 50 ⇒ (39, 9) + 50 = 98

13 diamond chips worth 11 GP each
3 topaz @ 25 each
1 pearl @50 GP

two msw heavy crossbows (33 bolts)
two spears

Potions:

11 CLW
3 CMW
1 CSW

10 serated daggers

1 +1 dagger
1 +1 falcion

7 msw falchions
2 falchions

10 chainmail


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

If Karnog is low, or out of healing, then Malcolm will need to chug a few of those potions.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

4charges left on wand CMW, 6 channels remain. Id recommend using your second wind and maybe the CSW potion.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Once the danger passes for the moment, and all the orcs are down permanently, Karnog channels to heal the group.

3d6 ⇒ (4, 5, 3) = 12


Evil GM

RD 2 Tunnel Battle update

undead Redcap -
Kalim -
Grung

RD 2 Tunnel Battle


Evil GM

RD 2: Undead RedCap

The sound of bone clinking together but now audible sound emerges form the skeletal creature its oversize scythe lashes out at you,

scythe: 1d20 + 15 ⇒ (2) + 15 = 17;damage: 2d4 + 11 ⇒ (3, 2) + 11 = 16

*its not PA this round, it is going to the hit.

aIt misses the dwarf


Evil GM

What is the main group going to do, rest or proceed on?


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Grung drops his ax and quick draws his hammer

MW Silver Warhammer Waraxe 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12 for 1d8 + 4 + 4 ⇒ (2) + 4 + 4 = 10 MW Silver Warhammer 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21 for 1d10 + 4 + 4 ⇒ (6) + 4 + 4 = 14


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

TA: 1d20 + 5 ⇒ (3) + 5 = 8shock damage: 6d6 ⇒ (1, 2, 6, 2, 3, 6) = 20

Kalim swats at the creature.


Evil GM

Grung it hasn't happened yet for you but note if you roll a Natural 1 when in combat there is a risk of dropping your weapon. It's house rule. if you do roll a 1, then there is a dex check. d20 + dex modifier. below a 10 and you drop the weapon.


Grung your first attack misses but your second does it your second attack hits with a crunch but doesn't do much damage against the skeletal fey. Noticed that the bone chips from your first attack knitted back-up.

Kalim the creature is too quick for your touch attack.


Evil GM

RD 3 Tunnel Battle update

undead Redcap -
Kalim -
Grung

There has been no change to the previous map.


RD 3: redcap undead

The vicious little creature strikes out at the burly dwarf,

scythe: 1d20 + 15 ⇒ (20) + 15 = 35;damage: 2d4 + 11 ⇒ (1, 4) + 11 = 16

The dwarf blood splatters across the undead fey's blade and there is glow in the it's vacant eye sockets.

confirming crit:

scythe: 1d20 + 15 ⇒ (19) + 15 = 34
x4 damage

OOCH

The massive amount of blood stops the creature as it gazes at the drippings covering it's blade and body.

I'm not going to take it's kick attack. I'm not looking to kill folks, if you want to withdraw that works.


Evil GM

Karnog, Valtilda, Des and Malcolm you ahve cleaned out the entry way and see that there is one doorway.

Map of Daarog's Lair

* You know if you stop to rest here, that patrols could return through the front door and new exiting patrols could exit through the interior door.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Malcom chugs one of the potions of CMW that they find.

CMW: 2d8 + 2 ⇒ (4, 8) + 2 = 14

He then listens at the door, before whispering.

Now may not be the best time to rest, but i will certainly need to do so soon.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

are you not rolling the other damage? or is that another house rule for crits dm?
6d4 + 33 ⇒ (1, 4, 4, 3, 2, 3) + 33 = 50 I am down to 1 HP

1d20 ⇒ 19 don't drop my weapon


It's not a house rule regarding crit damage. I've seen and have done it both ways.

damage 2: 2d4 + 11 ⇒ (4, 4) + 11 = 19

damage 3: 2d4 + 11 ⇒ (1, 2) + 11 = 14

damage 4: 2d4 + 11 ⇒ (1, 2) + 11 = 14

Like I mentioned the redcap is not taking his other actions this round.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

gotya...so we are in a quandary here...maybe i pick up my ax and we retreat


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Grung goes total defense as his next standard, and uses his next move to pick up his ax

also I am alright if I get killed here DMDM, that is how it goes sometimes!


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

You will soon discover, Grungsdi, that GM Baldwin does not need your ok to kill you...lol!


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

"So as I see it, we have a brief respite to see what we can do, so catch your breath and let's heal up. Then, we need to decide how to approach the rest of this place. Sticking around here is bound to bring up more patrols, or someone is bound to return. Perhaps we press on and see if we can't take out this warband's leader?"

Karnog pulls out the wand of CMW and offers to zap anyone who needs it.

Roll those 2d8+3 if you need the healing, there's 4 charges left. And don't forget the 12 I just healed via channel


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

touch attack: 1d20 + 5 ⇒ (20) + 5 = 25touch confirm: 1d20 + 5 ⇒ (16) + 5 = 21shock: 10d6 ⇒ (3, 1, 3, 1, 1, 1, 2, 1, 3, 6) = 22"Dodge this, you fleshless fool!"


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

F*!%in ones.


Evil GM

Kalim sends a shock wave thorough the bloodthirsty beast.

The creature focuses on the kalim as Grung dips low to retrieve his ax.

After you attack are you backing up?


Evil GM

RD 4 Tunnel Battle update

undead Redcap -
Kalim -
Grung


RD 4: Undead Redcap

He attacks Grung again delirious in a near blood frenzy,

scythe 2: 1d20 + 15 ⇒ (10) + 15 = 25;damage: 2d4 + 11 ⇒ (2, 3) + 11 = 16

scythe 2: 1d20 + 10 ⇒ (12) + 10 = 22;damage: 2d4 + 11 ⇒ (4, 4) + 11 = 19

With a fury he kicks out his spiked boots,

boot stomp: 1d20 + 8 ⇒ (1) + 8 = 9;damage: 1d4 + 6 ⇒ (4) + 6 = 10

dex check: 1d20 + 5 ⇒ (16) + 5 = 21

His kick was poorly aimed and he nearly fell flat on his face as all three attacks missed the turtled up dwarf.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

ta: 1d20 + 5 ⇒ (8) + 5 = 13damage: 5d6 ⇒ (6, 3, 6, 6, 2) = 23"Keep up your defenses, dwarf! If you wish to retreat say the word."


Evil GM

Kalim sends another blast of energy out but it ricochets off the wall missing its target.

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