Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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

Oh that ninja, I was confused for a minute. I'll wait for my turn.


Evil GM

Grung slices two dire rats in two. Others rush to climbing over their dead.

The doorway is large enough for two med people to stand side by side.


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|

1d20 + 7 ⇒ (17) + 7 = 24 to hit, 1d8 + 2 ⇒ (2) + 2 = 4 damage

Karnog swings his hammer to smash a rat.


Evil GM

I'll assume Grung and Des are up front. The few feet behind are karnog and malcolm, followed by kalim and Felic.

Everyone gets an AOO as the rats scurry between legs.


Evil GM

Grung you rolled your AOO in the discussion thread.

Grung with your nat 1 roll you need to make a dex check (d20 plus your dex modifier) to see if you dropped Croaker. The save is DC10.


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

oops

1d20 + 2 ⇒ (6) + 2 = 8 Grung drops Croaker, but quick draws his hammer


Evil GM

The dire rats are fleeing the scene rather than attacking when the doors swing open. The head for the rat tunnels (G3). Grung did manage to kill two, and a few others died or were injured (hand wave the AOO's) the creatures withdraw.

Updated map


Evil GM

The mausoleum is also busted up but there are a few humanoid bones remaining, after being picked clean by the vermin. Most of the bones have scratches from teeth gnawing. There are some tattered stained leather strips thrown about and there is one small leather coin bag tucked int eh corner under some debris.


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

Considering our luck in the mausoleums, I suggest we return to the well.


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

"We shoild return to the first. We did not examine it properly."


Evil GM
Kalim Gudlavaletti wrote:
"We shoild return to the first. We did not examine it properly."

The first mausoleum that the group went into was examined.

You have the following features that have yet to be explored:

The large center mausoleum which has the ornate carving and reliefs, it also has the stone gargoyle features on the roofline. One of which did move when Desmond poked at it. The other three look just like statues.

There are the various rat tunnels.

There is the Well.

Overview Map

*From my POV, it's sandboxy and it doesn't matter which why you go. That being said I will mentioned that each of the remaining areas is an access point to the dungeon - if you survive - but they are completely different levels of the dungeon. So pick well.


Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar

"Hmm the Mausoleum could be fully of treasure, but likely well guarded.
The Rattunnels should be easiest but very crampy and should be difficult for most. The well..... the well reeks very evily for me. It might be full of undead."


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 do not think that we are going to avoid the evil that radiates this area, or the undead that may be at its source. It matters not to me. The well or the center mauseleum seem most appropriate.


Evil GM

Looking at the rat tunnels they do look crampy and those medium sized creatures realize their armor would need to come off to traverse those twisty areas.


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

"If you are valiant enough to lead us down the well... I will follow!"


Evil GM

That small coin purse radiates a faint magic, it is a coin purse of holding. It will hold up to 500 coins or similar sized gems and it weight 1/4 pound. The purse has 330 PP and 25 GP in it.

Since Karnog is not here for the week someone can grab it and keep it on their sheet for now.


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

Marked it on my sheet for now

Grung pulls out a rope and ties it off.

Someone drop some light down there., lets see if anything scatters.


Evil GM

THE WELL:

An ornately-carved well is located on the other end of the sunken graveyard, opposite the mausoleum. The finely crafted artwork of the well
is diminished only by the horrific images of demons, devils, and undead things that form the bas-relief carvings. Runes and scribbling adorn the spaces empty of these carvings. Anyone gazing down inside sees large, grooved scratches along the interior stones, as if something tried to claw its way up the sides. The well ends in water some 90 ft. below and the torch fizzles out in the water. The echo leads you to believe that the well opens up into a larger cavern at the bottom.


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

Bah waste o a good torch! Here magic this to glow! He picks up a large rock and holds it out to Feli then he drops that down the well


Evil GM

After Feli casts light on the rock it is tossed into the well with a plopping splash. There is but a pinprick of light at the bottom, which is a bit unusual as you figure there would be more light than that. Then again perhaps the water is deeper than originally thought.


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 we sure we want to go this way? It seems like a bad idea judging by this?


Evil GM

Karnog comments, "Unholy danger lurks whichever way we choose to enter but the power of Torag is with us." He smirks, "let's send our burglar down to have a look.' He eyes on Desmond.


Evil GM

The pinprick light does not diminish or fad away which you know mean the light is stationary.


Evil GM

THE WELL


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

Lol it looks like Grung


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 is already tying a rope around his waist. "Drop me and I'll have your necks, don't you worry about how." Once a few people grab onto the rope he slowly scales down the inside of the well, searching for anything unusual.

Climb: 1d20 + 10 ⇒ (17) + 10 = 27
Perception: 1d20 + 10 ⇒ (17) + 10 = 27 +3 vs traps.


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

"Why would a well lead to an entrance? Bizarre."


Evil GM

Those that descend down the well read the spoilers below, if you have not descended don't peek.

About a 40 seconds after Desmond begins his descent down the well a group of bats flutter out...

The Well Descent:

As you descend through the darkness of the legendary well, the warnings of numerous adventurers resound in your mind: “Don’t go down the Well.” The diameter is 10 feet and it descends 90 feet. A group of bats surprises you and flies past you, into the sky above. A small cave appears to be opening below you at the end of the well. The entirety of the cave floor is covered in greenish-black water of unknown depth. Small objects float in the water. About three feet up from the water on either side of the cave are two small openings. There do not appear to be any other exits from this room— aside from the way you came in.

You are hanging onto the rope roughly 12 feet above the water. You can see the lit rock below the surface fo the greenish-black water but the cavern is darker than you think it should be.

I need a Will save DC 12.

Do not read the spoiler unless you have traveled 60 feet down into the well.

Continuous Effects for this Level:
There are two magical effects:

1) The first is an effect similar to a cause fear spell. Characters must make a DC 12 Will save upon entering the level. They must also make a similar save every time they take a major action— opening or passing through a door out of or into a numbered area, entering a pool, climbing a cliff, etc. Welcome to RA! Characters of 9th level or higher (or if you are immune to fear like Malcolm) are not affected. Failure means that the character gains the shaken condition; they are reluctant to take the action (though he or she will if forced) and all his or her rolls are at –2. These effect last for the entire time the character remains on the level or until a remove fear is cast on the character.

2) In addition, the entire level is covered with blanket of darkness— a spell causing all light sources to shed light at half its normal radius. Darkvision is unaffected. Because of this
darkness, Stealth checks to hide are made at +2 on this level against viewers not possessing darkvision.

What are you going to do Desmond

Des only

As players descend they can look at the 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

3d20 ⇒ (3, 14, 16) = 33

Oops Grung falls 9d6 ⇒ (6, 3, 6, 6, 2, 1, 4, 5, 6) = 39


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 ⇒ (16) + 8 = 24 will


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 sits up spluttering he stands and quick draws croaker then sets his shield


Evil GM

Grung falls. LMFAO

"Look out below..." as the dwarf tumbles. Desmond make reflex save to see if you side step the falling dwarf. DC 15 and you don't get splattered by the armored dwarf.

Grung you land in 2 feet of green slimy brackish water. Make A reflex 10 to stand up without slipping.


Evil GM

There are bits of human bones and wood float about in the water. The floor is quite slippery and footing is difficult due to all the bones and bits of armor, rusty metal and rotten filth that litters the bottom of the well beneath the water. The walls appear to have been clawed by some large monster, trying to climb out.

Any movement in the cave requires a DC 10 Reflex save

DM Roll:

wandering critter: 1d20 ⇒ 6

I know your curious eye had to peek and the roll was not good for you. Hahaha!


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 + 5 ⇒ (14) + 5 = 19

Second wind x2 2d4 ⇒ (1, 1) = 2

c'mon ya beastie!. Grung slams croaker against his shield


Evil GM

Grung and Des make you saves. What is everyone else doing now that the Grung tumbled down the well? If you are descending make 3 climb checks. DC 8 You have wall but it's slippery.

Grung scrambles to his feet pulling Croaker out and setting his shield, he is seeing a few stars.

Now remember in the LOR when pippin dropped the rock in the well in the Mines of Moria...that's a good image for you all to contemplate.


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

Just the one will and the reflect right? i passed those


Evil GM
Grungsdi wrote:
Just the one will and the reflect right? i passed those

Correct the Will save every time you enter or leave a room. The reflex was for standing up, when you move you will need to make another one.

I edited the post above for your entertainment.


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 looks around 1d20 + 9 ⇒ (9) + 9 = 18 percep +stonecunning?

He moves to what seems to be the most defensible position, as he does, he thinks better of having croaker at the ready, he arms his sling as he moves

1d20 + 5 ⇒ (10) + 5 = 15 reflex


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

Will: 1d20 + 3 ⇒ (12) + 3 = 15
Ref: 1d20 + 10 ⇒ (12) + 10 = 22

Desmond holds his steel, then twists around as the dwarf falls past him. The rogue gets a rare flash of anger, seething at his clumsiness. "One job. Stay with the main group. Is that so hard you hotheaded midget?" Desmond swings over to the wall, pushing off it to land in the tunnel at the northeastern corner of the wall.


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

bahahahahaha! Grung laughs at Desmond


Evil GM

For those who have not yet to post:

Everyone post what they are doing. If you head in the well make 3 climb checks DC 8. Look under the spoilers as you descend and make the save requested.

If you stand in the greenish slimy water that Grung is in you need to make a reflex save DC to stand, and again if you move. You don't have to go in the water, you can make another climb check to swing the rope to one of the tunnels and area near the tunnels.

Des and the tunnel:

Small sized characters can enter either of the two tunnels without penalty. Medium characters must remove all but light armor to pass through the tunnels. Tower shields do not fit through the openings.

I'm going to let some others post to check up. Then we will see what creatures curiosity were stirred and are in search of their dinner, I mean the noise.

Map Update


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

Can we take ten? If not:3d20 ⇒ (11, 20, 7) = 38


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

Felicitas will ask that the rope is securely bound and then, as there is no other information will glide down the rope.
Climb: 1d20 + 4 ⇒ (17) + 4 = 21
Climb: 1d20 + 4 ⇒ (6) + 4 = 10
Climb: 1d20 + 4 ⇒ (8) + 4 = 12
Will: 1d20 + 6 ⇒ (7) + 6 = 13


Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar

Taking a dive through the well... Aurora follows Feli.
Will: 1d20 + 5 ⇒ (2) + 5 = 7
No I do not want to be here. Please let me get to the top...


Evil GM

No on the ten because you run into the continuous fear effect about half way done the well..


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 we secure a rope at the top and dangle it down, does it lower the check?

Malcolm secures a rope with a piton from his climbing kit and repels down the shaft.

Climb: 1d20 + 4 ⇒ (18) + 4 = 22
Climb: 1d20 + 4 ⇒ (11) + 4 = 15
Climb: 1d20 + 4 ⇒ (13) + 4 = 17

Malcolm, unaffected by the auras due to his ever-watching God, Abadar.

He approaches Aurora, and with a Divine Mercy bestowed by Abadar, removes the Shaken condition.

Have no fear, for Abadar will guide us.

Malcolm turns on his Cap of Light.


Evil GM

Malcolm, normally with a rope the DC is 5 climb, but that is adjusted to an 8 because of other factors primarily the fear and bats.

near the bottom of the well Kalim slips.

fall damage: 2d6 ⇒ (4, 2) = 6

kalim's will ave: 1d20 + 7 ⇒ (11) + 7 = 18


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

Gotcha...already factored in. Thanks


Evil GM

Kalim reflex ave: 1d20 + 4 ⇒ (11) + 4 = 15

The sorcerer splashes in the water falling on his face. He scrambles t stand and regain some dignity which he is able to do.


Evil GM

Karnog pulls up the rear and climbs down into the well.

climb: 1d20 - 5 ⇒ (18) - 5 = 13

climb: 1d20 - 5 ⇒ (4) - 5 = -1

climb: 1d20 - 5 ⇒ (8) - 5 = 3

"Blasted....."

fall damage: 4d6 ⇒ (6, 5, 5, 4) = 20

There is a large echoing sounds as the dwarf comes tumbling down the well.

will save: 1d20 + 10 ⇒ (8) + 10 = 18

Reflex to sand: 1d20 + 5 ⇒ (9) + 5 = 14

Bruised and probably with broken ribs the cleric scrambles humiliated to his feet.

Ok, everyone is down and I'll update the map and the next action.

Everyone but Aurora has made the initial Will save versus the Fear effect.

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