Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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 ⇒ (17) + 8 = 25


Evil GM

Assuming the group uses a rope link themselves they then proceed through the unusual room. Mindful of the strange magic that tore it free from it's original orientation. The group moves toward and into the the tunnel that is across the cave. that path is long and narrow at points, but the group is able to wiggle through the rough tertiary passage.

It ultimately open up into a cavern that contains a large, still pool of black water stands in the center of this room. The cavern is filled with extraordinarily large stalactites and stalagmites, many of which have formed large columns. Water drips into the pool from the stone above. There is a horrible whirring noise coming from within.

knowledge arcane and/or perception check.


Evil GM

Kalim Will Save for unusual room: 1d20 + 7 ⇒ (10) + 7 = 17

He makes it Will save for the next room,

He is near Malcolm now
Kalim Will Save for next room: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
He makes both saves

Karnog Will save:

next Room: 1d20 + 9 ⇒ (16) + 9 = 25

Everyone but Malcolm will need a Will save for the next room.


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 looks around the room.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


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 ⇒ (20) + 8 = 28 will

1d20 + 9 ⇒ (7) + 9 = 16 percep

are there more tiny tunnels or do we seem out of those...if we are out Grung takes out his armor and prepares to put it on.


Evil GM

Without scouting ahead you don't know the tiny tunnel situation. Reduce person is good spell to have.


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

Unfort just one scroll left.
We have to move on.


Evil GM

Grung and the others realize that the a horrible whirring noise, like that of gigantic mosquitoes, and swarm of stirges attack!

I need to roll out the initiatives when I get home in couple hours.


Evil GM

RA Initiatve:

RA:
Karnog: 1d20 + 1 ⇒ (4) + 1 = 5
Kalim: 1d20 + 2 ⇒ (19) + 2 = 21
Malcolm: 1d20 + 2 ⇒ (1) + 2 = 3
Grung: 1d20 + 2 ⇒ (9) + 2 = 11
Feli: 1d20 + 2 ⇒ (11) + 2 = 13
Desmond: 1d20 + 5 ⇒ (9) + 5 = 14
swarm: 1d20 + 8 ⇒ (14) + 8 = 22

Initiative Order:

Stirge swarm
Kalim
Des
Feli
Grung
Karnog
Malcolm

Original Map


Evil GM

RD 1: the stirge swarm

The stirge swarm rumbles and dive bombs onto the group heading for Grung and Malcolm.

Grung: 3d6 ⇒ (6, 2, 2) = 10

Malcolm: 3d6 ⇒ (1, 4, 1) = 6

Updated Map


Unnamed

is this actually a swarm or just figuratively? Tiny or diminutive


Evil GM

An actual swarm, with swarm traits.


Evil GM

Stirge swarm is made up of tiny magical beasts.


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

got ya so half damage. Grung doesn't know but I wouldn't have bothered with a full attack if they were diminutive!


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 swears and stammers as he steps back out of the swarm quick drawing Croaker

Croaker: 1d20 + 13 - 2 + 1 ⇒ (17) + 13 - 2 + 1 = 29 for 1d10 + 7 + 4 ⇒ (7) + 7 + 4 = 18 +1 vs Monstrous Humanoid of Magical Creatures

Grung swings Croaker flat and slices through a dozen Stirges and grins wide as Croaker begins to glow as it drinks the blood of the magical creatures.

Croaker: 1d20 + 8 - 2 + 1 ⇒ (18) + 8 - 2 + 1 = 25 for 1d10 + 7 + 4 + 1 ⇒ (1) + 7 + 4 + 1 = 13 +1 vs Monstrous Humanoid of Magical Creatures

Gimme back my blood ya stupid bugs!


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

Can sneak attack apply to swarms?


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

Afaik elementals and oozes are immune to Sneak attacks. Swarms should be, but there is a lot of dicussion going on, also you can´t flank them. Personally, and this is biased they should be, but the GM has the final word in it.


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

Handing Aurora a wand Felicitas prepares to retreat, waiting on the wands results.


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

Moving closer to the swarm Aurora prepares to cast the wand.
"Fry, little stirges, fry"
Moving in range and trying to exclude as many of the adventurers as possible Aurora uses the wand to cast Burning hands
Damage: 1d4 ⇒ 1


Evil GM
Desmond Aeros wrote:
Can sneak attack apply to swarms?

Swarms are subject to sneak attack damage but they can not be flanked nor critical hits. So, it's hard to sneak attack a swarm if it has acted before you.

Swarm traits:

Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

FPSRD Sidebar Explanation/Summary:

Precision damage (such as that dealt by a rogue's sneak attack ability) applies to more creatures than it did in previous editions of the game.

Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead's "body" (such as a zombie's head) or even finding a crack or flaw in a construct's "body."

There is some degree of confusion as to what should separate a "critical hit" from a "precision-based attack" but in any event, in some cases they are treated differently.

Critical Hits

The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):

Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are...> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."

Precision-Based Damage (like Sneak Attack)

The following creature types (or subtypes) do not take additional damage from precision-based attacks (such as sneak attack):

Elemental (subtype): "<An elemental...> does not take additional damage from precision-based attacks (such as sneak attack.)"
Incorporeal (subtype): "An incorporeal creature is immune to precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality."
Ooze (Type): "<An ooze is...> does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)

Creatures Immune to Flanking

Opponents do not gain any special flanking bonuses against the following creature types (or subtypes):

Ooze (Type): "<An ooze is...> not subject to ... flanking."
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to flanking."
Elemental (subtype): "<Elementals are...> not subject to flanking."

*Special: Proteans have a special ability called "Amorphous Anatomy" which might protect them: "<Amorphous Anatomy> grants <a protean> a 50% chance to ignore additional damage caused by critical hits and sneak attacks,"


Evil GM

Initiative Order:

Stirge swarm dive bombs around Grung (10HP) and Malcom (6HP) injuring both.

Kalim
Des
Feli - 1 Dam aurura, Feli hands wand then prepares to move back.
Grung - steps out of the swarm and hits for half damage
Karnog
Malcolm

Updated Map


Evil GM

If Kalim doesn't post in the next hour or so, I'll DMPC his action.


Evil GM
Aurora the Fairydragon wrote:

Moving closer to the swarm Aurora prepares to cast the wand.

"Fry, little stirges, fry"
Moving in range and trying to exclude as many of the adventurers as possible Aurora uses the wand to cast Burning hands
[dice=Damage]1d4

Because the swarm is flying and it's large. You'd be able to aim the cone over your comrades heads so they wouldn't be effected. At least for this spell.


Evil GM

RD 1: DMPC Kalim

The grim sorcerer slides a wand out of his sleeve.

I'll upgrade this wand to 3d4 as opposed to 1d4. Feli you can upgrade your wand also.

burning hands: 3d4 ⇒ (2, 2, 4) = 8

reflex for half damage: 1d20 + 14 ⇒ (17) + 14 = 31


Evil GM

RD 1: Desmond semi-DMPC based on his discussion comment

"Feli step out of the way, so I can charge those critters."

Feli I'll let you 5 ft step into that nook T, -3 if you want.


Evil GM

Map update

The earlier map made most of the PC's disappear for some reason.


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|

"There's not much I can do from here, lads. Burn the bugs!"

Karnog readies to cure with his wand if someone wounded comes by him.


Evil GM

Malcolm is up.


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

Piroutting out of the way Felicitas gives Desmond the chance to charge.
Moving to t-3 and changed the wand of Burning hands.


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're trying! They're fast!"


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 cannot see myself on the new map. Is that because I am in the swarm?

Round 1, Full Withdrawal

Malcolm moves out of the swarm and back in the dirsection that they approached the room.

I am no help here, folks. Get them off me, by Abadar!


Evil GM

Yep you are under the swarm Malcolm.

The paladin withdraws swatting the pests away.


Evil GM

Des can take his RD 1 action, if he want to when he logs on after work.

RD 2

Initiative Order:

Stirge swarm

Kalim
Des
Feli -
Grung -
Karnog
Malcolm

RD 2 Map


Evil GM

RD 2: Stirges

The hungry critters move forward slightly and cover Kalim and Karnog.

Kalim and Karnog have an AOO.

damage kalim: 3d6 ⇒ (1, 3, 1) = 5
damage Karnog: 3d6 ⇒ (3, 4, 6) = 13

Updated RD 2 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|

Bash with hammer

1d20 + 7 ⇒ (6) + 7 = 13 AoO 1d8 + 2 ⇒ (3) + 2 = 5 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

Croaker: 1d20 + 13 - 2 + 1 ⇒ (8) + 13 - 2 + 1 = 20 for 1d10 + 7 + 4 + 1 ⇒ (7) + 7 + 4 + 1 = 19
Croaker: 1d20 + 8 - 2 + 1 ⇒ (18) + 8 - 2 + 1 = 25 for 1d10 + 7 + 4 + 1 ⇒ (5) + 7 + 4 + 1 = 17
I said gimme back my blood!

Grung steps after the swarm


Evil GM

Karnog swings wildly a the flock of flying vermin.

Grung steps back up and whacks at the menace hitting twice.


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 fires his wand again. flaming hands: 3d4 ⇒ (1, 1, 2) = 4


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

Aurora does the same
3d4 ⇒ (2, 3, 4) = 9


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

~Round 1~

Desmond charges, swinging his blade through the mess of creatures.

Attack: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Damage: 1d6 + 1 + 4d6 ⇒ (4) + 1 + (6, 5, 3, 5) = 24

~Round 2~

Desmond slashes once more, then flips out and gets ready to charge again.

Attack: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Acrobatics: 1d20 + 20 ⇒ (13) + 20 = 33
Confirm: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Standard action to attack, move action to move away with an acrobatics to avoid an AoO.


Evil GM

reflex 1: 1d20 + 14 ⇒ (9) + 14 = 23
reflex 2: 1d20 + 14 ⇒ (8) + 14 = 22
The spells hit with some effectiveness.

Des hits then tumbles away.


Evil GM

RD 2

Initiative Order:

Stirge swarm - hits karnog and kalim

Kalim - 4 HP of damage form wand
Des - 1 HP of dam and tumbles
Feli - 4 hps of damage
Grung - 17 HP of damage
Karnog - misses
Malcolm

The swarm definitely looks tattered.


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, Charge

Malcolm charges in and attacks the swarm with his Bastard Sword.

BS Att: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
BS Dam: 1d10 + 5 ⇒ (9) + 5 = 14


Evil GM

Malcolm comes in and finishes off the swarm which breaks apart. Individual stirges fly about in a panic until they settle on the ceiling.

A large, still pool of black water stands in the center of this room.
The cavern is filled with extraordinarily large stalactites and stalagmites, many of which have formed large columns. Water drips into the pool from the stone above.

What is everyone doing? I also need you to make a perception check.


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 ⇒ (10) + 4 = 14


Evil GM

Malcolm, and perception 15 and below:
The pool looks black from it's depth, the sides of the pool appear sheer.


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 + 12 ⇒ (2) + 12 = 14 perception

Karnog draws his wand and cures his wounds. CMW 2d8 + 3 ⇒ (4, 6) + 3 = 13 HP healed


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

Perception: 1d20 + 10 ⇒ (1) + 10 = 11 +3 traps


Evil GM

DMPC the remaining perception checks:

Feli: 1d20 + 12 ⇒ (19) + 12 = 31
Aurora: 1d20 + 12 ⇒ (19) + 12 = 31
Kalim: 1d20 + 2 ⇒ (14) + 2 = 16

Aurora's keen eyes and Feli attention to detail notice that there is ledge roughly 10 feet below the surface. (W/V and 1 and 2 on the map). Feli kneel down and looks closer, "Seems to have some opening or passage at that ledge."


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 + 9 ⇒ (17) + 9 = 26

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