Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Grung the earliest you can join is RD 2, I'll use the attack then.


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

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Malcolm rushes to Des and shakes him from the shoulders, if possible.

Des! Don't believe the threat! It is an illusion! The door is open!


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

Des narrows his eyes at the sound, but despite anything he could say about Malcolm he trusted him. Well he at least believes Malcolm believes he is telling the truth. Desmond runs to the wall, putting a hand on it and pushing.


Evil GM

RD 1: DMPC Kalim

Kalim instinctively steps back 5 ft and flicks his wrist letting a greenish blue jet fire forth towards the creature.

acid TA: 1d20 + 5 ⇒ (5) + 5 = 10;damage: 1d6 + 3 ⇒ (2) + 3 = 5

The ray is wide right.


Evil GM

RD 2

Des - used move action
Gargoyles
Karnog
Malcolm -used move action to help Des
Grung - Grung moves up and hits creature 16 HP
Kalim
Feli

Des is initially skeptical until malcolm pushes him towards the door.

RD 2 Map

Feli note the gargoyle that is straddling your hex with the wings is actually over you head and not between you and Karnog. It's hard to show the 3 dimensional on the map.

Grung I always though Gargoyles were magical monstrous creatures but the stat block only has them listed as monstrous humanoid(earth)


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

OIC no problem, well I am unfort last in line, so I guess the gargs turn it is


Evil GM
Felicitas Sweetfingers wrote:
OIC no problem, well I am unfort last in line, so I guess the gargs turn it is

I didn't mention it last time so I added the flanking for that round. I just wanted to make sure you knew this turn.


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 gargoyle near Felicitas once more.

1d20 + 9 ⇒ (19) + 9 = 28 to hit, 1d8 + 4 ⇒ (1) + 4 = 5 damage


Evil GM

RD 2 Gargoyles:

The two flanking Karnog attack him,

Gargoyles (-B, 5)
claw 1, flank: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20;dam: 1d6 + 2 ⇒ (1) + 2 = 3

claw 2, flank: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17;dam: 1d6 + 2 ⇒ (4) + 2 = 6

bite, flank: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20;dam: 1d6 + 2 ⇒ (4) + 2 = 6

gore, flank: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25;dam: 1d6 + 2 ⇒ (3) + 2 = 5

Does the 25 hit?

Gargoyles (A, 5)
claw 1, flank: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12;dam: 1d6 + 2 ⇒ (3) + 2 = 5

claw 2, flank: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22;dam: 1d6 + 2 ⇒ (5) + 2 = 7

bite, flank: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26;dam: 1d6 + 2 ⇒ (5) + 2 = 7

gore, flank: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20;dam: 1d6 + 2 ⇒ (6) + 2 = 8

Does the 28 Hit?

--------------
The gargoyle hovering over Feli head (-A,3) claws at her,

Gargoyles
claw 1: 1d20 + 6 ⇒ (3) + 6 = 9;dam: 1d6 + 2 ⇒ (5) + 2 = 7

claw 2: 1d20 + 6 ⇒ (10) + 6 = 16;dam: 1d6 + 2 ⇒ (3) + 2 = 5

-------------
The gargoyle attacking Kalim continues its relentless pursuit to kill him, (it 5 ft steps to get near)

Gargoyles
claw 1: 1d20 + 6 ⇒ (8) + 6 = 14;dam: 1d6 + 2 ⇒ (1) + 2 = 3

claw 2: 1d20 + 6 ⇒ (13) + 6 = 19;dam: 1d6 + 2 ⇒ (4) + 2 = 6

bite: 1d20 + 6 ⇒ (11) + 6 = 17;dam: 1d6 + 2 ⇒ (1) + 2 = 3

gore: 1d20 + 6 ⇒ (3) + 6 = 9;dam: 1d6 + 2 ⇒ (4) + 2 = 6

The 19 and 17 should hit for another 9 points of HP damage. I don't think you have shield up since that spell is only 1 minute per level unlike mage armor.

Map RD 2 Update


Evil GM

karnog bashes one of the gargoyles for 5 HP.

Des and Malcolm have standard actions remaining. Kalim and Feli have their full acitons remaining.

Everyone now knows there is a battle raging outside of the mausoleum and the closed door, darkness and creepy sounds were an illusion.


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|

25 & 26 will only hit if its been more than 70 minutes since we saw the ogres. If not, AC is 28 due to barkskin


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

that works magical creature or monstrous humanoid takes the bonus damage and I get another +1 vs them to hit for 24 hours!


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 step outside with his sword drawn.

I will use my standard as another move action.


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

you can draw your sword as part of your move


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

It was already drawn.


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 moves to help Karnog take down his opponents.

Another move action to -C5.

Acrobatics if needed: 1d20 + 20 ⇒ (6) + 20 = 26


Evil GM
Karnog Kegmeister wrote:
25 & 26 will only hit if its been more than 70 minutes since we saw the ogres. If not, AC is 28 due to barkskin

It's been a couple hours Karnog. it is nearly nightfall now. Just to gather the bodies of the ghouls and burn them would ahve taken 20 or 30 minutes with getting wood.


Evil GM

So Des and Malcolm use their standard action to double move.

kalim and Feli have their actions remaining, I'll DMPC them if they haven't acted in the next hour or so.


Evil GM

RD 2: Kalim DMPC

The sorcerer steps down the stairs releasing another ray of acid,

acid TA: 1d20 + 5 ⇒ (1) + 5 = 6;damage: 1d6 + 3 ⇒ (3) + 3 = 6

the ray fizzles.


Evil GM

RD 2: Feli DMPC

The bard flicks her rapier at the gargoyle, ♫ ♪♫ "Singing that they need magic to damage them, so make sure your weapons are magical"♪ ♪ ♪ ♫
She maintains her IC

Attack: 1d20 + 12 ⇒ (2) + 12 = 14;dam: 1d6 + 5 ⇒ (3) + 5 = 8
Inspire Courage +2, Arcane Strike+2

Her attack misses.


Evil GM

RD 3

Des -
Gargoyles
Karnog
Malcolm -
Grung -
Kalim
Feli

Des you are amid tombstones so it's difficult terrain, 10 feet to move 5 ft.

RD 3 Map


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 switches and smashes the gargoyle he and Des are flanking.

1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 to hit, flanking; 1d8 + 4 ⇒ (5) + 4 = 9 damage


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

Full attack!!!

Croaker: 1d20 + 13 - 2 + 1 ⇒ (6) + 13 - 2 + 1 = 18 for 1d10 + 7 + 4 + 1 ⇒ (2) + 7 + 4 + 1 = 14
Croaker: 1d20 + 8 - 2 + 1 ⇒ (15) + 8 - 2 + 1 = 22 for 1d10 + 7 + 4 + 1 ⇒ (3) + 7 + 4 + 1 = 15


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 3, Power Att, Inspired

Malcolm attacks the Gargoyle in A-3.

BS Att 1: 1d20 + 13 - 2 + 1 ⇒ (11) + 13 - 2 + 1 = 23
BS Dam 1: 1d10 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11

BS Dam 2: 1d20 + 8 - 2 + 1 ⇒ (1) + 8 - 2 + 1 = 8
BS Dam 2: 1d10 + 5 + 4 + 1 ⇒ (5) + 5 + 4 + 1 = 15


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 forgot to add +2 to inspire courage, reposting below

Croaker: 1d20 + 13 - 2 + 1 ⇒ (6) + 13 - 2 + 1+2 = 20 for 1d10 + 7 + 4 + 1 ⇒ (2) + 7 + 4 + 1+2 = 16
Croaker: 1d20 + 8 - 2 + 1 ⇒ (15) + 8 - 2 + 1+2 = 24 for 1d10 + 7 + 4 + 1 ⇒ (3) + 7 + 4 + 1+2 = 17


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

On her turn she will move back so that Malcolm has more space after her attack
Continuing IC and arcane strike.
Attack: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 5 ⇒ (4) + 5 = 9
Attack: 1d20 + 12 ⇒ (3) + 12 = 151d6 + 5 ⇒ (5) + 5 = 10


Evil GM

RD 3: Gargoyles

Before Feli steps away:

The hovering creature lashes out viciously at the sing minstrel,

claw 1: 1d20 + 6 ⇒ (2) + 6 = 8;dam: 1d6 + 2 ⇒ (6) + 2 = 8

claw 2: 1d20 + 6 ⇒ (1) + 6 = 7;dam: 1d6 + 2 ⇒ (5) + 2 = 7

bite: 1d20 + 6 ⇒ (4) + 6 = 10;dam: 1d6 + 2 ⇒ (3) + 2 = 5

gore: 1d20 + 6 ⇒ (1) + 6 = 7;dam: 1d6 + 2 ⇒ (5) + 2 = 7

Cruddy dice.

-----------
The one standing near Grung attacks the dwarf,

claw 1: 1d20 + 6 ⇒ (6) + 6 = 12;dam: 1d6 + 2 ⇒ (1) + 2 = 3

claw 2: 1d20 + 6 ⇒ (6) + 6 = 12;dam: 1d6 + 2 ⇒ (4) + 2 = 6

bite: 1d20 + 6 ⇒ (9) + 6 = 15;dam: 1d6 + 2 ⇒ (6) + 2 = 8

gore: 1d20 + 6 ⇒ (20) + 6 = 26;dam: 1d6 + 2 ⇒ (4) + 2 = 6

Confirming crit:

gore: 1d20 + 6 ⇒ (19) + 6 = 25;dam: 1d6 + 2 ⇒ (5) + 2 = 7

------

The two flanking Karnog attack:

claw 1: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12;dam: 1d6 + 2 ⇒ (1) + 2 = 3

claw 2: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20;dam: 1d6 + 2 ⇒ (2) + 2 = 4

bite: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9;dam: 1d6 + 2 ⇒ (4) + 2 = 6

gore: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9;dam: 1d6 + 2 ⇒ (2) + 2 = 4

It misses

claw 1: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9;dam: 1d6 + 2 ⇒ (2) + 2 = 4

claw 2: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15;dam: 1d6 + 2 ⇒ (5) + 2 = 7

bite: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18;dam: 1d6 + 2 ⇒ (4) + 2 = 6

gore: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23;dam: 1d6 + 2 ⇒ (6) + 2 = 8

The second one misses.


Evil GM

RD 3

Des -
Gargoyles - one hits Grung for 6 HP
Karnog - hit one for 9hp
Malcolm - hits the hovering one for 11 HP
Grung - destroys the one on the ground
Kalim
Feli - hits for 9 HP and steps back

RD 3 Updated map


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 grunts as he is gored. no confirm


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 brings down both of his blades on the gargoyle.

Attacks: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 301d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Damages: 1d6 + 1 + 4d6 ⇒ (3) + 1 + (2, 2, 5, 2) = 151d6 + 1 + 4d6 ⇒ (1) + 1 + (6, 6, 2, 6) = 22


Evil GM

Desmond's first attack hits hard and chucks of green stone chip off.


Evil GM

RD 3: DMPC Kalim

Seeing the heavy swrds emerge and begin to turn the tide of the battle, Kalim step back 5 more feet and conserves his magic.


Evil GM

RD 4

Des -
Gargoyles -
Karnog -
Malcolm -
Grung -
Kalim
Feli

RD 4 Map


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 4, Power Att, Inspired

Malcolm attacks the hovering Gargoyle again.

BS Att 1: 1d20 + 13 - 2 + 2 ⇒ (16) + 13 - 2 + 2 = 29
BS Dam 1: 1d10 + 5 + 4 + 2 ⇒ (1) + 5 + 4 + 2 = 12

BS Dam 2: 1d20 + 8 - 2 + 2 ⇒ (6) + 8 - 2 + 2 = 14
BS Dam 2: 1d10 + 5 + 4 + 2 ⇒ (5) + 5 + 4 + 2 = 16


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

Slashy slashy!

Attacks: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 261d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Damages: 1d6 + 1 + 4d6 ⇒ (2) + 1 + (3, 1, 1, 6) = 141d6 + 1 + 4d6 ⇒ (6) + 1 + (2, 3, 2, 2) = 16


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

Am I within 5 ft step range of a5 or am I 10 away


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 smash!

1d20 + 11 ⇒ (3) + 11 = 14 to hit, 1d8 + 4 ⇒ (1) + 4 = 5 damage


Evil GM

Des attacks and destroys the green guardian gargoyle that is being flanked with Karnog.


Evil GM

RD 4: Gargoyles

The two remaining gargoyles attack.

Against karnog:

claw 1: 1d20 + 6 ⇒ (20) + 6 = 26;dam: 1d6 + 2 ⇒ (3) + 2 = 5

claw 2: 1d20 + 6 ⇒ (7) + 6 = 13;dam: 1d6 + 2 ⇒ (6) + 2 = 8

bite: 1d20 + 6 ⇒ (11) + 6 = 17;dam: 1d6 + 2 ⇒ (3) + 2 = 5

gore: 1d20 + 6 ⇒ (14) + 6 = 20;dam: 1d6 + 2 ⇒ (5) + 2 = 7

I claw hits the 5 HP
-------------
Against Malcolm:

claw 1: 1d20 + 6 ⇒ (7) + 6 = 13;dam: 1d6 + 2 ⇒ (3) + 2 = 5

claw 2: 1d20 + 6 ⇒ (16) + 6 = 22;dam: 1d6 + 2 ⇒ (4) + 2 = 6

bite: 1d20 + 6 ⇒ (6) + 6 = 12;dam: 1d6 + 2 ⇒ (4) + 2 = 6

gore: 1d20 + 6 ⇒ (8) + 6 = 14;dam: 1d6 + 2 ⇒ (3) + 2 = 5

Does the 22?


Evil GM

Malcolm's attack destroys the gargoyle.

Grung the gargoyle is destroyed but you were within 5 ft. It hovered closer.

Karnog's attack missed.


Evil GM

RD 4 update

Des - destroyed one gargoyle
Gargoyles - attacked two hits
Karnog - missed
Malcolm - destroyed one gargoyle
Grung -
Kalim
Feli

Updated map RD 4


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

looks like I can 5 ft to the one near Karnog, if not just the first attack

Croaker: 1d20 + 13 - 2 + 1 + 2 ⇒ (7) + 13 - 2 + 1 + 2 = 21 for 1d10 + 7 + 4 + 2 + 1 ⇒ (2) + 7 + 4 + 2 + 1 = 16
Croaker: 1d20 + 8 - 2 + 2 + 1 ⇒ (13) + 8 - 2 + 2 + 1 = 22 for 1d10 + 7 + 4 + 2 + 1 ⇒ (2) + 7 + 4 + 2 + 1 = 16

Grung steps closer to the gargoyle on Karnog

Bah, fight a real dwarf warrior! I won't even heal me wounds! Karnog just might see Grung wink at him


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Switching her weapon to a whip she stops singing and aides Des in his next attack. aidattack: 1d20 + 12 ⇒ (13) + 12 = 25
Aid action add 2 to your next attack


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|

"A fair point, I am hardly the warrior you are, Grungsdi!" Karnog smiles under his helm, ignoring the small wounds sustained so far.


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

Yes the 22 hits.


Evil GM

Only one attack Grung you and Malcolm are on the stairs that descended into the mausoleum.

Grung moves up tot he next creature and hits it hard. Stone chips away and crumbles to the ground.

kalim continues to hold and preserve his magics.

Feli and aids Des in his next attack.


Evil GM

RD 5

Des -
Gargoyles -
Karnog -
Malcolm -
Grung -
Kalim
Feli

RD 5 Map

Malcolm if you decide to move it's a mvoe action not a 5 ft step since you are on stairs.


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 + 13 - 2 + 2 + 1 ⇒ (18) + 13 - 2 + 2 + 1 = 32 for 1d10 + 7 + 4 + 1 + 2 ⇒ (4) + 7 + 4 + 1 + 2 = 18 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 8 - 2 + 2 ⇒ (7) + 8 - 2 + 2 = 15 for 1d10 + 7 + 4 + 1 + 2 ⇒ (5) + 7 + 4 + 1 + 2 = 19

Now this is more like it! Come Croaker! Hit 'em where you will!


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 steps to flank the one Grungsdi is swinging at.

1d20 + 11 ⇒ (18) + 11 = 29 to hit; 1d8 + 4 ⇒ (6) + 4 = 10 damage


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Again aid another action to help this time grungsdi.
AidAnother: 1d20 + 12 ⇒ (11) + 12 = 23

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This particular game is a published mega-dungeon called “Rappan Athuk” by Frog God Game, I’ve placed the setting in Nirmathas. I will make changes to the published material as I see fit. I will toughen up, or lessen, the encounters based on the party strengths and weaknesses. I don’t realistically expect to get through the entire dungeon and surrounding area but we can see how a few levels turn out. This is not a fair dungeon so expect the worse.

---
Some believe the world changed in 4606 with the death of Aroden, others know there is evil lurking below the surface seeking vengeance, and the god’s death was a precursor to the dawn of a resurrection. Far below the surface in Nirmathas, a long forgotten legend lays waiting exploration.

Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient, and now lost, city of Tsar. With their temple in ruins, the surviving high priests of this accursed demongod fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

Rappan Athuk is a hard adventure; some even call it a deathtrap. Many will try; most will die. I’m looking for 6 brave, or foolish adventurers. I plan to keep this recruitment open for a week, depending on the response. I’ll check several times a day and review entries as they come in.

Crunch:
Here are the rules for the build:

20 Pt buy

No score below a 10, before racial adjustment.

1 trait from the APG

No real alignment restrictions, except you must work well together.

Max HP’s level one and two, thereafter you roll HPs. Reroll 1’s.

You begin at 2nd level but with 3rd level wealth of 3000 GP (3rd lv) No more than 50% in one item. Do not multi-class - yet.

Every character gets the innate ability to heal themselves 1d4+1 HP, 2/day, as a standard action.

A very brief one, or two, short paragraph description/background.

Note: those selected will get a few extra trinkets of gear after they are selected.

Adult themed, but well within Paizo's PBP standards. When in doubt put it behind a spoiler.

I’m looking for players that can work together and post more than a simple line, or two, of dice stats – descriptive actions will make it enjoyable to read. I try to be descriptive in my posting.

Combat:

This particular game is combat heavy and the roleplay is really intra-party. This is different from most games that I run, which I tend to have heavy roleplay and character development. I wanted to run a meat grinder for a change of pace.

It is ok to run away from some scenarios and combat, it is better to live another day.

Fair warning:

I'm not a big fan of mega-game breaking builds, just because it’s arguably RAW doesn’t make it acceptable in my game. Power-gaming and cookie cutter builds lifted from some forum post are frowned upon. Well balance characters are ideal.

Posting:

Minimum posting 2 a day, it’s combat heavy so the more the merrier. When you submit your character, acknowledge how frequently you can post and when you tend to post (mornings, afternoons, evenings, all day). Be descriptive in your posting that does make it more enjoyable to read.

Permitted books:

CRB, APG, UE, UM, UC. I do not permit ARG.

No 3PP material, although the GM is not contained by this rule.
There are parts of permitted books that I do not use including but not limited to: Word of Power, Spell Duels and Primitive Weapons. Eastern equipment doesn’t really fit this adventure, so think twice if you design an eastern themed character, gear will be hard to come by.

GM reserves right to amend.

Deities:

Core deities in CRB only.

Prohibited Classes:

Summoner, Magus, Gunslinger, Alchemist and their variants.

Eastern equipment doesn’t really fit this adventure, so think twice if you design an eastern themed character, gear will be hard to come by.

Races:

Core races, alternative race traits from APG. If you swap out a race trait clearly, disclose it to me, so I can review it. No racial feats.

I will permit goblins and drow with their standard race traits only. These can be found on the PFSRD. No racial feats or racial archetypes.

No ARG

Houserules:

1. I do not retcon actions. This game is designed to move quickly. It potentially becomes problematic for me to redo actions and consequences. Sorry.

2. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.

3. Roll HPs each level, reroll 1’s.

4. I will occasionally dip into the sanity/madness rules if the situation arises.

5. Just because something appears in a book does not make it automatically available for game play.

There may be others, GM reserves right to amend.

*I currently run a successful pbp COT game, that has over 15,000 posts.


The 20 point buy array are in a one-on-one basis, or using the chart given by the CRB?


Reshar wrote:
The 20 point buy array are in a one-on-one basis, or using the chart given by the CRB?

CRB point buy.


I'm thinking I'll bring the meat shield. Will post some fluff and crunch shortly.

RPG Superstar 2009 Top 16

will post something shortly


Definitely interested, I've wanted to play this for years. I'll have a mull, but I'm thinking of trying my first ever Inquisitor - assuming that was a intentional omission from the list of banned classes.


Still thinking... I'll try to pull out something later.

The Exchange

*Wave* Afternoon Baldwin. I applied to your CoT when you last had some openings. I'm hope I have better luck this time. Still working out an idea, leaning towards a Dwarf of some sort. Best of luck for everyone who is applying!


I will be open for a week, so take some time to put things together.

Celeador - I do remember, I think you had an urban ranger if memory serves.


DM Carpe wrote:
Definitely interested, I've wanted to play this for years. I'll have a mull, but I'm thinking of trying my first ever Inquisitor - assuming that was a intentional omission from the list of banned classes.

An inquisitor is fine. There is one in my COT game and it's played very well too.


Don't go through the trouble creating a second character, but you should have an idea in mind in case you become one of the departed.

I ran my RL group through the Well level, as a one shot a couple weeks back - TPK. Unfair at times...tsk..tsk..tsk...it is ok to run away. This is, also, why I will tone down a few areas if need be.


Thinking about a possible Rogue. Not positive.


Tzelvek:

Tzelvek
Half-orc Monk(Drunken Master?)
Str 16
Dex 14
Con 14
Int 10
Wis 14
Cha 10

Alternate racial traits: Toothy or Bestial/Acute Darkvision, Cavewight/Rockclimer, and Chainfighter

Trait: Bullied

Skills: Acrobatics, Perception, Stealth, Climb/Profestion: Miner?

Feats: Power Attack, Improved Grapple, Deflect Arrows/Dodge

For magic items, I'm think a Tumbler's belt, maybe some Armbands of the Brawler. That sort of thing.

Step right up folks! We've got an excellent assortment for you today. From the hold Belkzen, these hardy half-breeds make excellent miners, especially for those rich veins where torches could touch off an explosion. Now, let's start the bidding...

Though desired for their darkvision, half-orcs' penchant for violence is well-known, and the picks were kept under lock and key. With weapons scarce, he learned to defend himself with what nature had given him. It takes disciple to survive as a slave. Losing control means death, as does giving in to despair. You have to be strong, but nonthreatening. Complaint without truly giving in. Thus, without really meaning to, Tzelvek began to tread the path of the monk.

He look much like the rest of his kin, though a certain fluidity to his movements suggests that this isn't just another brawler.

RPG Superstar 2009 Top 16

Thinking of a good old hardcore smackdown Paladin


Lloyd Jackson aka Tzelvek-

I take it you're a bit undecided on the Alt. race traits.

Mining is interesting potential profession - that could be a useful skill.

It's good start, finish him up.


Yep, wanted to get your imput before settling on any traits. Are you okay with them? Curious, do you want a finished sheet?


Lloyd Jackson wrote:
Yep, wanted to get your imput before settling on any traits. Are you okay with them? Curious, do you want a finished sheet?

I'm fine with the RT, I'm sure you know but it's a one for one trade. So if you want acute darkvision that replaces orc ferocity. You don't also get bestial. You can't exchange the same racial trait more than once.

I'm online quite a bit and I'm happy to provide input...time permitting.

Yes, create an avatar/alias, or a spoiler, or list him under your profile for a character sheet. I understand some folks don't like to pick an avatar during the creation process that's fine.

But if you do create an avatar for the submission put your vital stats: AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier during gameplay.


Always wanted to play Rappan Athuk, I'll have something up shortly.

However, from what I've heard about this adventure I can't help but look at you name and think, "It's a trap!"


monjebleu wrote:

Always wanted to play Rappan Athuk, I'll have something up shortly.

However, from what I've heard about this adventure I can't help but look at you name and think, "It's a trap!"

It's an illusion. LOL


Akbar, is that you?

Spoiler it is. I dislike unused alias cluttering up my account.

Tzelvek:

Tzelvek
Male Half-orc Monk(Drunken Master)
LN Medium Humanoid (human/orc)
Init +2; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+2 Dex, +2 Wis)
hp 20 (1d8+2)
Fort +5, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Unarmed +4;1d6 + 3
Melee: Flurry of Blows +3/+3;1d6 + 3
Melee: Bite +4;1d4 + 3
Ranged: Shuriken +3;4
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4(+6 Grapple); CMD 16(20 Grapple)
Feats: Power Attack, Improved Grapple, Deflect Arrows
Traits: Bullied
Skills: Acrobatics +8, Perception +7, Stealth +7, Profession(Miner) +6, Climb +8
Languages: Common, Orc
Racial Traits: Toothy, Rock Climber, Chain Fighter
SQ: Flurry of Blows, Stunning Fist 3/day (DC 13), Evasion
Equipment: ?

What are your thoughts adding feats to the Monk's bonus feats? Like the style feats, which didn't exist when the list was created, or adding Greater Grapple to those available at lvl 6?

I am available to post in the mornings and evenings, and usually throughout the day. Posting 2+ times a day won't be a problem. Currently in MST


@Llyod Jackson - re: style feats being added to the monk's bonus feat list - if they are not currently on the bonus feat list I'm inclined to stick to the list as written. If you have a link to where this issue was discussed, or where the game designers weighed in on the issue, I'm happy to review it and reconsider.

Sovereign Court

While I have not run this dungeon as of yet and would like to try something new, I find myself wondering: Why the change to Nirmathas from Mendev (memory serving)? It would see your background is aligned to the forests of your area, but as the dungeon is beneath the soil, I am scatching my head as to the change in geography. Is there a particularly compelling regional scenario prospective characters should be aware of?


Hmmm. I'd like to see if I can get a wizard or a sorcerer to survive this ...


@Stratos - I'm not sure why you think Mendev is the location RA is set in. Is that where another GM placed the 3rd party dungeon in their campaign? Perhaps, I missed something in the introduction. The setting of Nirmathas works for me especially with the surrounding terrain and pre-dungeon encounters.


I hope that the seat for a Gnome Bard isn't taken yet...

Sovereign Court

That may have been the case; it was the lore of a forbidden catacomb under the earth which intruiged me, but the particular campaign I observed was taking place in Mendev. I suppose it's not setting-specific?

I will get to considering a story. One thing to note if a I can compose a tale to my liking: is the dungeon lit in areas, or is the entire thing pitch black?


Oh, yeah. An aberrant-blooded sorcerer ...his fluff is coming together nicely.


@Reshar no seats are taken yet there is plenty of time for character creation. Once I start to get an assortment of completed characters posted, I'll narrow down the closing date. I don't expect to close this out until mid-next week.

@Stratos the lore that character's know is listed above. Specifics on whether the dungeon is lit, or not lit, you don't know. Since this is a third party creation it not really Golarion specific; this latest book is simply updated for Pathfinder material.


I read before that you won't allow racial feats...

What about racial traits?

Advanced Player's Guide:
Race traits are tied to specific races or ethnicities. In order to select a race trait, your character must be of the specified race or ethnicity.

Are they allowed?


@Reshar - Alternative racial traits are fine, racial feats are not.


Characters submitted:

Lloyd Jackson aka Tzelvek, Monk. Needs equip.

Dotted for interest:

Rehar, possibly gnome bard
Loup Blanc -meat shield?
Mark thomas 66 - Pally?
DM Carpe - Inquisitor?
Celeador -dwarf?
Monkeygod -rogue?
Monjeblue?
Stratos ?
Digger Chandler - aberrant-blooded sorcerer ?

If I've missed someone it's unintentional, politely nudge me to include the missing name.

Sovereign Court

I was looking on the SRD, and I could've sworn there was a Nirmathas-specific ranger archetype at one point but can no longer find it. The idea was to tie the character to the region and use the archetype as a way to highlight his connection to the land (though I admittedly don't remember the fine points of what it did). Can anyone confirm/deny my suspicion? Am I just being crazy?

The two don't have to be mutually-exclusive!


@Stratos - You may be thinking of the Nirmathi Irregular. I think the Parting Shot local feat originated in Nirmathas. I have a copy of the old Pathfinder Campaign Setting that I can look at when I get home. If memory serves that was in that book. I think it was reprinted in the Inner Sea World Guide. There is a Fangwood Diplomat regional trait that is Nirmathas specific but that really is a waste for this game setting.

Sovereign Court

They must have secularized the name then, for I don't see it anywhere. I knew they did it with a couple deity-named feats and whatnot so as to make them less restrictive. I like the story behind why they were made in the first place though.

In any event, the ranger bug is strong in me now, so I will puzzle one out this evening.


Kalim Gudluvaletti:

Male Rahadoumi Aberrent-Blooded Sorcerer
CN Medium Humanoid (human)
Init +; Perception +
--------------------
Defense
--------------------
AC , touch , flat-footed
hp 19
Fort +1, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Melee:
Melee:
Ranged:
--------------------
Statistics
--------------------
Str 10, Dex 11, Con 12, Int 10, Wis 15, Cha 18
Base Atk +1; CMB ; CMD
Feats: Eschew Materials (Sorcerer Free Feat), Weapon Focus (Spear), Toughness
Traits: Scholar of Ruins

Skills: Intimidate 9 (4+2+3), Knowledge Arcana 5 (0+2+3), Knowledge Dungeoneering 6 (0+2+3+1), Spellcraft 5 (0+2+3)
Languages: Common
--------------------
Spells and Special Abilities
--------------------

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spells Known:
0: Daze, Message, Acid Splash, Detect Magic, Resistance
1 (5/day): Mage Armor, Ray of Enfeeblement

EQUIPMENT:
???


I see him as a one-time Rahadoumi militiaman that encountered ...something. It awakened a deeply-buried bloodline. Now he's the same spearman of mediocre quality ...BUT NOT THE SAME!!!!


psst.. Stratos! linky.


And here is my bard. It's obvious that is not complete yet, but you can be taking a look on it (is in the alias profile).


Working on a spellscar oracle. She is the twin of a reincarnated being. Background in progress is on profile.

My hope is to have legalistic as a curse, if that no workie I'll just RP it.

legalistic:
Legalistic

Source Pathfinder Player Companion: Blood of Fiends

The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.

Effect

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.


@Nibb - On a quick review I noticed you had your alignment as LG and then CN in two different locations on your sheet. It, also, looks like you had some cavalier special abilities listed on the bottom of the sheet. Perhaps you didn't edit those off. Clean it up, write your short background, equip him then holler when your done and I will put on in the submission list.

@Kalim Gudluvaletti - on quick review it looks good, finish up your background and equip him.

---
FYI to all submissions: I haven't done the math on the point buy, I trust everyone is doing that correctly. If there are any questions just ask.

The Exchange

@Reshar: Gah! You wrote up an Archaeologist! There goes my concept.. of a Dwarf "reclaimer" Bah, back to the thought process.


@Vateelda Lateef - I don't want to start making a exceptions regarding books to be used right now. I don't want to open Pandora's box. If selected, we can discuss it then.


@Celeador you can can submit an archaeologist too.


It is still early in the submission process but cleric(s) and rogue(s) are important in this game.


Characters submitted

Melee

Lloyd Jackson aka Tzelvek, H/Orc Monk. Needs equip.

Hybrid

Rehar aka Nibbfir Grumepgarth, Gnome bard/Archaeologist, needs equip, bio and finishing work

Arcane Spellcaster

Digger Chandler aka Kalim Gudluvaletti- human, aberrant-blooded sorcerer, needs equip and bio

Divine Spellcaster

Vateelda Lateef- Human spellscar oracle

Dotted for interest

Loup Blanc -meat shield?
Mark Thomas 66 - Pally?
DM Carpe - Inquisitor?
Celeador -dwarf?
Monkeygod -rogue?
Monjeblue?
Stratos ?

If I've forgotten anyone let me know, it was unintentional.

Don't forget to include your posting availability as request.


I seem to be developing some mild psychic powers. Every character concept I have (first a half Orc drunken master, then a spellscar oracle) seems to get claimed before me. I must look into this. And think up some more characters!


Ah, Rappan Athuk. I would be lying if I didn't say I was interested. We will see if we have enough time to put together a character. If we do, then we have enough time to play.

Note to Self:
Figure out why I suddenly switched to third person plural when referring to myself. Don't do it again. And pick up some dog food for Jessie.


Tzelvek's equipment:

Shawl of Life Keeping: 1000gp?
Belt of Tumbling: 800
Mwk Darkwood Quarterstaff: 340
Armbands of the Brawler: 500
These are the magical/standard gear I'm looking at. Shawl of life keeping would be great for this game with the house rule, but not sure it really fits. The other three are definite ins. How do you feel about Keen Scent?

This is to give you an idea of the kind of mundane stuff I'm thinking about.

Obsidian Shuriken:
Spelunker's Kit: 174
Surival Kit: 5
Pathfinder's Kit: 12
Mule: 8
Bear Trap x5: 10
Marbles x10: 5
Alchemist's Fire x5: 100
Oil x40: 4
Tindertwig x10: 10
Thunderstone x2: 60
Acid x10: 100


@ Tzelvek - Keen scent is a half-orc racial feat. Right now hold off on it, I may let racial feats in but that depends on if there are drow in the party. No racial feats is because I'm permitting drow. I don't have the ARG to do racial builds but the drow race is a bit stronger than others. So rather than singling out drow only for no race feats, I had it across the board. I may readdress this after selection and if I do, I will let those selected make some alterations.


Here's a quick overview on how I plan to run the early stages of the campaign. I'll track XP and advise when its time to level this makes it easier on me. I plan on leveling characters up to 3rd very quickly. Then everyone will spend a little time exploring the surrounding area, again leveling pretty quickly through 4th and 5th level, this will let everyone get an idea of the group's abilities and perhaps, there can be some small character adjustments. After that it's into the dungeon.

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