Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Kalim, karnog, and Grung fell and are in the water. Des worked his way on the rock ledge to the one of the tunnels and is out of the water. Malcolm and Feli are you standing in the water or did you try to get to the ledge? If you are doing the ledge make another climb check. Those in the water need to make reflex saves if they move.

Feli and Malcolm if you are trying to get to a tunnel ledge which one? Where Des is located or the other one?


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

Reflex: 1d20 + 9 ⇒ (17) + 9 = 26
Feli will follow Des. It seems that at least Des was trying to get the show on the road!


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 can remove the Shaken condition as a Mercy. I indicated in my post that I used it on Aurora.


Evil GM
Malcolm Cavendish wrote:
I can remove the Shaken condition as a Mercy. I indicated in my post that I used it on Aurora.

I missed that. thanks. Are you going to try to get to the edge or are you going in the water?


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 am working my way towards the edge with Des and the others.


Evil GM
Malcolm Cavendish wrote:
I am working my way towards the edge.

Make a climb check to see if you were able to latch onto the edge. Otherwise you will begin standing in the water.


Evil GM

fun factor: 1d3 + 1 ⇒ (1) + 1 = 2

1 N, 2 S: 1d2 ⇒ 1

des perception: 1d20 + 10 ⇒ (12) + 10 = 22
Feli perception: 1d20 + 12 ⇒ (4) + 12 = 16
stealth: 1d20 + 16 ⇒ (12) + 16 = 28
stealth: 1d20 + 16 ⇒ (14) + 16 = 30

The sound of dripping and slapping from the folks in the water drowns out other noises in the cavern.


Evil GM

RA Initiatve:

RA:
Karnog: 1d20 + 1 ⇒ (10) + 1 = 11
Kalim: 1d20 + 2 ⇒ (7) + 2 = 9
Malcolm: 1d20 + 2 ⇒ (8) + 2 = 10
Grung: 1d20 + 2 ⇒ (19) + 2 = 21
Feli: 1d20 + 2 ⇒ (5) + 2 = 7
Desmond: 1d20 + 5 ⇒ (17) + 5 = 22
wights: 1d20 + 1 ⇒ (19) + 1 = 20

Surprise RD for the wights is a move action to get closer.

Suddenly in front of Desmond he is looking at the flesh an unarmored walking corpse that is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.

Initiative Order:

Des
Grung
Wights
Karnog
Malcolm
Kalim
Feli

RD 1 Map

What you can observe regarding the two side tunnels: 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.


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 slashes once at the creature in front of him, then slips back. "All you Grung!"

Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Sneak Attack if applicable: 4d6 ⇒ (3, 1, 2, 5) = 11
Acrobatics: 1d20 + 20 ⇒ (15) + 20 = 35


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 moves to the space vacated by Desmond and attacks with Croaker

Croaker: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13 for 1d10 + 7 + 4 ⇒ (9) + 7 + 4 = 20


Evil GM

Desmond hits with sneak damage (you can sneak damage undead) then acros out of harms way. Grung moves up to fill the gap but misses his attack.

the wight reaches out to attack:
slam: 1d20 + 4 ⇒ (7) + 4 = 11;dam: 1d4 + 1 ⇒ (2) + 1 = 3
plus energy drain
DC 14 fort, 1 level

It misses.

Initiative Order: update

Des - hit and moved
Grung - moved and missed
Wights - missed
Karnog
Malcolm
Kalim
Feli

Updated RD 1 Map

I'll DMPC Karnog at the end of the RD so the remaining PCs can have an 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

Grung laughs as the creature's blow rings on his shield


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, Channel Positive Energy

Malcolm calls upon the power of A bad at to channel a burst of positive energy effecting undead (DC 15 for half damage).

Channel: 5d6 ⇒ (1, 2, 5, 2, 5) = 15


Evil GM

Wight 1:

Will Save: 1d20 + 5 ⇒ (3) + 5 = 8

The first wight is destroyed.

Now taht the first one is destroyed the trailing one will wiggle around the bends and come forth. It is now in front of Grung. That is it's entire action this round.


Evil GM

Updated Map


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

only one wight close? in her turn feli will draw a wand from her garter and will cast bless. umd: 1d20 + 19 ⇒ (3) + 19 = 22


Evil GM

Feli casts bless. Kalim is up, then Karnog. if Kalim doesn't post in the next hour, I will skip him and take Karnog's action.


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

Kalim watches the water for ...anything. perception: 1d20 + 2 ⇒ (11) + 2 = 13


Evil GM

kalim the only thing you see is the the last wight fighting in the tunnel.

Karnog will channel positive energy.

channel: 4d6 ⇒ (3, 6, 5, 2) = 16

Will save DC 15: 1d20 + 5 ⇒ (16) + 5 = 21

the creature takes half damage.


Evil GM

RD 2 Initiative Order:

Des -
Grung -
Wights -
Karnog
Malcolm
Kalim
Feli


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 swings croaker at the undeads head

Croaker: 1d20 + 13 - 2 + 1 ⇒ (9) + 13 - 2 + 1 = 21 for 1d10 + 7 + 4 ⇒ (8) + 7 + 4 = 19
Croaker: 1d20 + 8 - 2 + 1 ⇒ (16) + 8 - 2 + 1 = 23 for 1d10 + 7 + 4 ⇒ (3) + 7 + 4 = 14


Evil GM

The last wight is destroyed with Croakers massive blows.


Evil GM

The group survives it's first foray into the dungeon. Several sporting bruises and wounds from their falls, but they are alive to continue on.

Karnog mentions, "Get close let me heal."

channel healing: 4d6 ⇒ (5, 4, 3, 4) = 16

the group peaks into the side tunnels and note their first real predicament. 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. You don't know if the tunnels widen from your current points of view (POV).


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

Maybe a little more healing for me brother?


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 lead the way in his chain shirt

current AC in the parenthesis


Evil GM

Karnog responds, "I've used two blasts of torag's blessing already and I'm concerned about undead. I'm gonna tap you with a wand of healing."

CMW: 2d8 + 5 ⇒ (3, 2) + 5 = 10

"Anyone else?"


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 thank you for the blessing, Karnog.


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 frowns as he looks over his chain shirt.

not much protection now is it?


Evil GM

Karnog frowns, "er, well sumone's gotta lend me a hand to get out of this armor." As he beings to unlatch and unsnap the various straps. "I've got me one of those night shirts too." he grumbles.

Light armor folks.


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

Smiling Felicitas says."A tough dwarf like you, you will do great in chainshirt. And if gives you more flexibility."


Evil GM

Grung shimmies forth in the narrow tunnel followed by Desmond and the others. The passage requires hunching over until you reach the fork in tunnel where it opens up.

Which way are you heading?

Intersection Map

I'm assuming: grung, Des, Malcolm, Feli, Kalim, Karnog for the time being unless someone states otherwise.


Evil GM
Felicitas Sweetfingers wrote:
Smiling Felicitas says."A tough dwarf like you, you will do great in chainshirt. And if gives you more flexibility."

Troubled eyes glare at the sweet bard, "No self respecting dwarf would wear a nightgown as armor."


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

The marching order sounds good.


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

Yes, in this particular situation let's have the tough fighter take point.

Remember our paladin and cleric have been throwing out channels that whole fight so there was lots of healing going around.

Spinning one of his blades, Desmond keeps a hand on Grung's shoulder and follows closely, watching for traps.

Take 10 if possible to look for traps. 20 on perception, 23 for traps.


Evil GM

Choose a direction to travel.


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

NW


Evil GM

Grung leads the party into a rather large weird looking cavern. Stone spikes protrude horizontally from all of the walls. The ceiling and floor are flat and devoid of stalactites. It is as if the cavern walls have been
switched with the floor and ceiling.

Knowledge dungeoneering or stonework.

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

1d20 + 6 ⇒ (11) + 6 = 17 Dungeoneering


Evil GM

Grung or knowledge 15 plus:
This cavern has been recently horizontally faulted so that the stalactites and stalagmites point out horizontally from the walls.


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

I am not sure what that means...I mean I know what the words mean


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

Int: 1d20 + 1 ⇒ (4) + 1 = 5


Evil GM

Grung:
It means the room is now sideways from it's original orientation. It is if the room has been rotated.

Malcolm the room simply looks odd to you. You've never seen a room quite like this.


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

[b] this room has been rotated...I have a terrible feeling we will walk in and it will shift again and we will fall[/dice]


Evil GM

It appears sturdy enough and there is an opening at the other end (J, -4). Although it is a weird room. Like an experiment gone awry.


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

KnowledgeD: 1d20 + 9 ⇒ (11) + 9 = 20
Aid Aurora KnowledgeD: 1d20 + 8 ⇒ (8) + 8 = 16


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

"You are right Grunddi. Who has the power to rip a cavern from its bedrock and turn it? We should be careful and maybe connect a line to each of us!"


Evil GM

Everyone but Malcolm needs to make their fear will save DC 12. If you are within Malcolm's aura, 10 ft, you get a morale bonus, +4, to your save.


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

will: 1d20 + 10 ⇒ (15) + 10 = 25


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

will: 1d20 + 9 ⇒ (4) + 9 = 13


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 + 4 ⇒ (7) + 3 + 4 = 14

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