Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

DMPC'ing Des in the Daarog's lair. Since he has been a bit slow in posting, I moved him to the back of the line and put Malcolm and Karnog up front.

Des checks out the wooden door to the south

perception: 1d10 + 3 ⇒ (8) + 3 = 11
+3 if trapped

It is locked but you actually found a skeleton key on one of the orcs. Des inserts the key and there is a click as the lock opens. He motions for others to get ready, then he opens the door.

The tanks lead the way down the rough tunnel which opens into to a squared room. There are two orcs with waiting for you.

Map RD 1


Evil GM

Daarog's lair

initiative:

RA:
Karnog: 1d20 + 1 ⇒ (20) + 1 = 21
Malcolm: 1d20 + 2 ⇒ (14) + 2 = 16
Vatilda: 1d20 + 2 ⇒ (10) + 2 = 12
Desmond: 1d20 + 5 ⇒ (12) + 5 = 17
orc: 1d20 + 1 ⇒ (7) + 1 = 8

Initiative order:

karnog
Des
Malcolm
Vatilda
Orcs

Anyone before the orcs can act.

Map RD 1

the orcs look a bit nervous that this group has gotten this far into their home, past so many guards.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Taking the initiative for once, Karnog moves past the two orcs and bashes the one in the middle of the room with his hammer.

1d20 + 7 ⇒ (10) + 7 = 17 to hit, 1d8 + 2 ⇒ (7) + 2 = 9 damage (+2 to hit/damage if it's been less than 5 minutes since entering the lair...I figured its been more than that)

"Fast and deadly, let's take these two down!"


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

dm I am confused is this the round I grab my stuff? Or do I have another action?


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

What are the rules for moving through all those allies?


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 1

Malcolm five foot steps to LO7 and attacks the Orc in M7.

BS Att 1: 1d20 + 12 ⇒ (19) + 12 = 31
BS Dam 1: 1d10 + 5 ⇒ (4) + 5 = 9

Crit Confirm: 1d20 + 12 ⇒ (13) + 12 = 25
Add'l Crit Dam: 1d10 + 5 ⇒ (2) + 5 = 7

BS Att 2: 1d20 + 7 ⇒ (12) + 7 = 19
BS Dam 2: 1d10 + 5 ⇒ (10) + 5 = 15

Potentially, 31 Total Damage


Evil GM
Grungsdi wrote:
dm I am confused is this the round I grab my stuff? Or do I have another action?

You bent down in RD 3, pickup your ax (move action). I'm not taking the AOO. Since you are at the bottom of the round and used your standard action to turtled up with total defense.

Meanwhile RD 4 begins with the red cap attacking you again, that was followed up with Kalim attacking the redcap and asking if you are withdrawing which he was fine doing. If you withdraw he will use his movement to follow you.


Evil GM

Des you can move through friendly squares.


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

Ty

Grung leads the retreat with a withdraw

. Well that blew


Evil GM
MiniGM wrote:

Ty

Grung leads the retreat with a withdraw

. Well that blew

Laughing...reading the Warning spoiler under the Campaign Tab.

Although this entire tunnel scenario is GM created as a mini-quest since Kalim is separated from the main party. This undead redcap comes form Raging Swan's 100% Crunch, Skeletal Champions.


Evil GM

Des and Vatilda have actions remaining in RD 1.


Evil GM

Grung and Kalim slip away as the redcaps rejoices in the splattered blood. You are able to find a secondary tunnel to explore. After 45 minutes you are confident that tit is not following you.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Battle is a little confusing right now, so I'll keep it to a simple move action and an attack. I'll try to get adjacent without provoking. If my movement would provoke feel free to roll an acrobatics for me.

Desmond quickly slips to the front, bringing a shortsword down.

Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d6 + 1 + 3d6 ⇒ (4) + 1 + (4, 2, 1) = 12

[ooc]Edit: Thanks for reminding me Karnog!


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Orcs are flat-footed, Desmond. So no AoO's & sneak attack = yes.


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 steps up and tries to fire off a dark bolt at the orc in the center of the room.

move to J,6
eldritch bolt: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5


Summary of actions:

Karnog hits with his attack (you did get +2 for hit/att) hit L,8
Malcolm 5 ft steps and kills the orc M,7
Vatilda missed

the orc is wobbly and attacks the Malcolm,

Att, fav enemy: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22;damage, fav enemy: 2d4 + 4 + 2 ⇒ (2, 4) + 4 + 2 = 12


Evil GM

RD 2: Daarog's Lair

Initiative order:

karnog
Des
Malcolm
Vatilda
Orcs

RD 2 Map


Evil GM

Kalim and Grung you come to an unusual dead end.

perception checks please, add in stonecunning bonus


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 2, Flanking

Malcolm attacks from a flanking position with Des.

BS Att 1: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
BS Dam 1: 1d10 + 5 ⇒ (5) + 5 = 10

Crit Confirm: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Add'l Crit Dam: 1d10 + 5 ⇒ (6) + 5 = 11

BS Att 2: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
BS Dam 2: 1d10 + 5 ⇒ (3) + 5 = 8

Potential Total Damage = 29


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Karnog swings at the orc.

1d20 + 9 ⇒ (5) + 9 = 14 attack; 1d8 + 4 ⇒ (7) + 4 = 11 damage


Evil GM

Karnog you miss but Malcolm does kill the orc.

Updated Map

Which way are you heading?


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"Well done. Check the bodies for potions, and lets continue around the corner."


Evil GM

There are four cure light wound potions. Two msw falchions, There armor is mundane. They ahve a combined 6 gp, 27 SP, 32 cp.


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

Malcolm will chug two of the CLW potions.

If anyone needs the other two, or ones from before. Drink-up before we move forward.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

I love masterwork gear. Their sell price piles up so quickly.

"Don't mind if I do. We should take those blades, they look well crafted."

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Current HP: 47/49


Evil GM

Which direction are you heading form the room? Through the hall or are you trying the door?


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Hallway. The rule of left tells me so.


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

The hall first, I believe...

Come, let's proceed.

Maslcolm peers around the corner.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


Evil GM

Des you round the corner and see a set of stairs descending (12 feet), there appears to be arrow slits like from the entrance chamber lining the area. There is a visible body of water roughly 35 feet away.

Map of Area


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"A new memory for you, Grung. The undead are a+%*~!@s."


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

#Totallynotatrap

Desmond points out the arrow slits, then crawls underneath them and tries to find a way to disable what he suspects just might be a trap.

Traps Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Disable Device: 1d20 + 14 ⇒ (9) + 14 = 23


Evil GM

Kalim make a perception check.


Evil GM

During your journey thorough the side tunnel you ahd plenty of time to chug healing potions.

perception, Grung: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

perception, Kalim: 1d20 + 2 ⇒ (4) + 2 = 6

Kalim looks at all the rock, "Stone feels suffocating...blasted dead-end"

While Grung notices the beautiful intricacies and the craft hidden door. you've found a secret door.


Evil GM

Desmond you make it down the steps, you can hear guttural speech, you can see a tip of a bolt and spearhead. It looks to be another manned guard post, rather than a trap. You can make out at least 5 distinct voices. They are split between both sides of the hall.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond silently motions for the party to remain where they are, then he continues down the hall and tries peering around to find the source of the noise.

Stealth: 1d20 + 14 ⇒ (18) + 14 = 32


Evil GM

Make an acrobatic roll Des.

DM Rolls:

perception: 1d20 + 2 ⇒ (6) + 2 = 8
perception: 1d20 + 2 ⇒ (17) + 2 = 19
perception: 1d20 + 7 ⇒ (9) + 7 = 16
perception: 1d20 - 1 ⇒ (12) - 1 = 11
perception: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

D:

Acrobatics: 1d20 + 19 ⇒ (11) + 19 = 30


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

1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21


Evil GM

Des:
The floor beginning at M 15 is slick on the left side of of the stone, the right side appears normal. There is a floor slant toward the pool.

Grung Read this Link


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

Nah nothing suffocating about the stone...comforting, in fact there is always a way for things to get through if ye look hard enough. Here. He points to the hidden door.

1d4 ⇒ 3 second wind and 2d8 + 6 ⇒ (5, 7) + 6 = 18 CMW potion

Shall we open her up? Grung opens the door, assuming he didn't notice traps on it.


Grung the door is not trapped and it opens inward quite smoothly from your location, apparently the builder knew his craft. Your eyes widen as you see 6 orcs mulling around in various stages of light activity. Several are eating mutton chops , two are sharping their falchions and one is staring is surprise directly at you.

In Orc...
"W..w...Wha...Dwarf!" he instinctively pulls his falchion from its sheath.

------
Desmond you hear a sudden guttural cry and lots of movement from the right side of the wall.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond clicks his tongue in annoyance, then sharply gestures the rest of the party forward. He hurried forward and soft feet, trying to find the source of the cry.


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

Die Orcs!!!!!! Grung quick draws his ax and stands in the doorway. He goes total defense first and waits.

I also added hp back because I forgot about my DR


Evil GM

It's time to reunite the party although nobody is certain about the presence of their allies.

RA Initiative:

RA:
Karnog: 1d20 + 1 ⇒ (8) + 1 = 9
Kalim: 1d20 + 2 ⇒ (15) + 2 = 17
Malcolm: 1d20 + 2 ⇒ (11) + 2 = 13
Grung: 1d20 + 2 ⇒ (13) + 2 = 15
Vatilda: 1d20 + 2 ⇒ (20) + 2 = 22
Desmond: 1d20 + 5 ⇒ (12) + 5 = 17
Blue: 1d20 + 2 ⇒ (14) + 2 = 16
Yellow: 1d20 + 2 ⇒ (9) + 2 = 11

Initiative Order:

Vatilda
Desmond
Kalim
Blue Orcs
Grung
Malcolm
Yellow Orcs
Karnog (back to his natural starting postion)

Map RD 1


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

What are the amorphous grey shapes? Walls, ponds, a creature?


Evil GM
Desmond Aeros wrote:
Desmond clicks his tongue in annoyance, then sharply gestures the rest of the party forward. He hurried forward and soft feet, trying to find the source of the cry.

Desmond you are prone on your hands and knees to avoid the arrow slits. You can see an orc by the pool.

PCs coming down the hallway, its double move at M 15 and M16, because it is slick acro 10 to move, failure by 5 equals a fall. If you fall its a reflex 12 save or you slide into the pool. If you fall there is a chance that you take the people in front of you with you. They get reflex 12 save or they are in the pool.


Evil GM
Desmond Aeros wrote:
What are the amorphous grey shapes? Walls, ponds, a creature?

The two blobs are water. The long one form I-L 20/21 is a trench.

Labelled Map


Evil GM

There is enough enemies around that anyone can act now. Just identify which one your going after. I'll work the action in the best I can to make it fit. If anyone is skipped they can act when they log on or at the end of the 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

Ye all are the reason I can't remember! I am going to make sure no one remembers ye! Grung roars as he sees all the orcs


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Karnog moves forward carefully and casts bless.

+1 Morale to hit & will saves vs. fear

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