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

Are you suggesting we swim down into that?


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

Swamped at work sorry
"Am I do not want to swim down there! Are there other options?"


Evil GM

Other than the occasional stirge poop dropping there is not a ripple in the pond...it's dead calm.


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|

"So....swimming? Or do we prefer to wait, maybe explore a bit around the other areas first? I can prepare a spell to breath water in the morning."


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

let's do the second


Evil GM

There is a side tunnel that exits the pool cavern.

Updated Map

*T/U 4

How is everyone form a spellcasting POV? What resources are remaining?


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|

4/7 channels left, 0/2 second wind. Expended spells: shield of faith, protection from evil, barkskin. Plenty of wands & other stuff left.


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

So far. 1 level 3 spell 4 rounds of Bardic performance and I think 1 level 1 and 1 level 2. Spell.
So 4 level 1 1 level 2+2 Gallant inspiration and one level 3 spell left.


Evil GM

You know it's dark out by now but in the confines of the subterranean it's hard access time. The dwarves senses are more in tuned than the others and they know it's around 7 pm.

So which way are you heading?


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

I think side tunnel it is


Evil GM

Question for game flow: since there are so many Will saves from the continuous effect of fear going into and out of rooms, so you mind if i just if I code up your saves and DMPC those as needed?

Continious Fear Effect:

Karnog: 1d20 + 9 ⇒ (9) + 9 = 18
Kalim: 1d20 + 7 ⇒ (3) + 7 = 10
Grung: 1d20 + 8 ⇒ (19) + 8 = 27
Feli: 1d20 + 9 ⇒ (6) + 9 = 15
Aurora: 1d20 + 5 ⇒ (4) + 5 = 9
Desmond: 1d20 + 3 ⇒ (10) + 3 = 13
Malcolm is immune and anyone within 10 feet of him gets a +4 on save

The wise little dragon enjoy the calmness that surrounds the paladin and hangs in his aura. Kalim is barely within Malcolm and he senses the benefits.

All saves were made.

Desmond nudges Grung out of the way with a stern look, then he moves forward leading the group. The twisting cavern corridor opens to a series of small alcoves. Torchlight cannot penetrate the darkness of these niches.

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

Using her ion torch, Feli silently humms a tune to fight of the opression around her.


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 is fine with me

does dark vision work?


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 outta pick up some gloves of reconnaissance.

Desmond stops at the wall of darkness. "Uhh, any help here?"


Evil GM

Yes darkvision works.

The group understands that they have walked into a burial crypt. The group makes their way through the sacred area when pure black creatures emerge from walls wielding dual short shorts.

RD 1 Map

RA Initiative:

RA:
Karnog: 1d20 + 1 ⇒ (10) + 1 = 11
Kalim: 1d20 + 2 ⇒ (2) + 2 = 4
Malcolm: 1d20 + 2 ⇒ (11) + 2 = 13
Grung: 1d20 + 2 ⇒ (19) + 2 = 21
Feli: 1d20 + 2 ⇒ (16) + 2 = 18
Desmond: 1d20 + 5 ⇒ (11) + 5 = 16
Black Skeleton: 1d20 + 8 ⇒ (8) + 8 = 16

Initiative Order:
Grung
Feli
Black Skeletons
Desmond
Malcolm
Karnog
Kalim


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

What are these? They don't look normal!


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

Felis ion torch is heigthened to level 4. Does it conquer the darkness?
Feli starts to sing. Bardic performance +2 to hit and against fear.


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 ⇒ (18) + 13 - 2 = 29 for 1d10 + 7 + 4 ⇒ (7) + 7 + 4 = 18
Croaker: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 for 1d10 + 7 + 4 ⇒ (7) + 7 + 4 = 18

If Someone tells Grung to use Blunt:

MW Silver Warhammer: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28 for 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16
MW Silver Warhammer: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 for 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

Grung quick draws his weapon and lays into the foe directly next to him

Current AC in parentesis


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

know arcana: 1d20 + 9 ⇒ (13) + 9 = 22
+2total, aurora aids her


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

probably religion Felicitas


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 ⇒ (1) + 7 = 8 knowledge religion


Evil GM

feli yes you have no problem seeing them now that they have emerged, it was simple torchlight that was effected.

Karnog, Malcolm, Des, Kalim Only:

The four of you have battled similar creatures in the past at the monastery. You remember that they were very proficient with wielding their two short swords. They are best attacked by blunt weapons and good items.

Much more powerful than standard skeletons, these minions of evil are often employed as guardians or protectors to keep sealed some ancient knowledge best left undiscovered.

Black skeletons attack with two short swords in battle with little more than the intention of cutting their foes to pieces. They are intelligent opponents and will use tactics during battle, often sending several of their number against a foe's front, while the others move into position to flank their adversaries. Black skeletons are smart enough to know when the battle is lost and withdraw from combat, though rarely. Most simply fight to the death, driven by some unseen hatred for the living.

Feli a knowledge religion check if you have it.

These creature look like a skeleton with glistening black bones, seemingly constructed of blackened steel. Small red pinpoints of light burn in its hollowed eye sockets. They each hold two short swords.


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

Sorry it was meant as a Know religion, we had to bring my stepson to his father, then I have to hurry and I forget. But no problem
KnowRel: 1d20 + 9 ⇒ (20) + 9 = 29 Add+2 for aid another from aurora (autosucceed) Although I am not absolutly sure how that works with familiars. I know they can aid their master, but how do they work concerning skillpoints special class abilities etc.


Evil GM

Feli:
Feli look under the spoiler that I made for karnog, Malcolm, Des, and Kalim that will provide you with knowledge. You also know that if black skeletons hit with their weapons or claws they can do strength damage, they are resistant to channeling.

You can warn the others before Grung attacked.


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

Bah, I don't have a morningstar. I forgot so many little things on this character.


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 use the warhammer


Evil GM
Desmond Aeros wrote:
Bah, I don't have a morningstar. I forgot so many little things on this character.

I picture him as sort of forgetful. Like he left the house to do a sneak job but forgot his thieves tools.


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|

You can use mine, Desmond.

Karnog draws his morningstar, looking at Desmond with a grin as he does.

He then channels to damage undead.

4d6 ⇒ (6, 4, 3, 3) = 16 will dc 15 for half, (3/7 remaining).

"Bash em, blades and arrows won't hurt em as well!"


Evil GM

Felicitas warns out to use blunt object to attack. So Grunt you can use your warhammer. You do hit with both attacks, and chucks of bone splinter off, but the creature is still standing.

-----
Felic starts to sing in a sweet singsong manner, the tempo and beat progressively strengthens.


Evil GM
Karnog Kegmeister wrote:

You can use mine, Desmond.

Karnog draws his morningstar, looking at Desmond with a grin as he does.

He then channels to damage undead.

4d6 will dc 15 for half, (3/7 remaining).

"Bash em, blades and arrows won't hurt em as well!"

You ahve given him your crossbow and morning star now. I picture you when your shopping buying an extra cause the rogue forgot his.


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 don't know if i stated this or not, but I did intend on giving him his crossbow back. What kind of action would it be to take the morningstar?


Evil GM

You actually have your very own cross bow now. You picked it up with the from the orcs.

Make reflex save to grab it the air and then it'll be your move action. Fair enough?


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

Noice.

Reflex: 1d20 + 10 ⇒ (1) + 10 = 11

Nooooope.


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

Weaving song and information together Feli informs them of the dangerous black skeletons, able to do strenght damage and are very resistent to channeling


Evil GM

RD 1: Black Skeletons:

To Desmond's surprise there is whirlwind of short sword blades poking and swinging at the young thief.

P5 on Desmond he has flanking with P7

Black skeleton
sh sword 1: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31;dam: 1d6 ⇒ 6
plus str dam
str: 1d3 ⇒ 1

sh sword 2: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25;dam: 1d6 ⇒ 6
plus str dam
str: 1d3 ⇒ 3

P7 on Desmond he has flanking with P5

sh sword 1: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23;dam: 1d6 ⇒ 2
plus str dam
str: 1d3 ⇒ 2

sh sword 2: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18;dam: 1d6 ⇒ 3
plus str dam
str: 1d3 ⇒ 2

Potential Crit from skeleton 1:
sh sword 1: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30;dam: 1d6 ⇒ 6

---------
Q 7 which is damaged attacks Grung wiht his two blades jabbing a thte dwarf,

sh sword 1: 1d20 + 10 ⇒ (3) + 10 = 13;dam: 1d6 ⇒ 6
plus str dam
str: 1d3 ⇒ 1

sh sword 2: 1d20 + 10 ⇒ (16) + 10 = 26;dam: 1d6 ⇒ 4
plus str dam
str: 1d3 ⇒ 3

----------
R5 attacks Malcolm

sh sword 1: 1d20 + 10 ⇒ (1) + 10 = 11;dam: 1d6 ⇒ 5
plus str dam
str: 1d3 ⇒ 2

sh sword 2: 1d20 + 10 ⇒ (18) + 10 = 28;dam: 1d6 ⇒ 2
plus str dam
str: 1d3 ⇒ 1

dex check: 1d20 + 4 ⇒ (18) + 4 = 22

it's mouth moving but no words coming out, just the creaking of bones.

-------
S 7 jabs it's wicked black blade at the bard,

sh sword 1: 1d20 + 10 ⇒ (20) + 10 = 30;dam: 1d6 ⇒ 1
plus str dam
str: 1d3 ⇒ 2

sh sword 2: 1d20 + 10 ⇒ (10) + 10 = 20;dam: 1d6 ⇒ 2
plus str dam
str: 1d3 ⇒ 3

Puncturing the flesh he tries to cause extra damage.

sh sword 1: 1d20 + 10 ⇒ (10) + 10 = 20;dam: 1d6 ⇒ 3


Evil GM

Will saves vs the Karnog's channel saves are in same order as the actions above.

Will: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21
Will: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Will: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25
Will: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Will: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23

All but one made the save. although its enough damage that one skeleton that was battered by Grung has now crumbled to the ground in bits of shattered bone.

Updated Map


Evil GM
Desmond Aeros wrote:

Noice.

[dice=Reflex]1d20+10

Nooooope.

As he reaches for the morning star Desmond is stabbed by the black skeletons distracting him obviously.


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

is the STR Dam automatic? or is there a save?


Evil GM

RD 1 actions remaining:

Desmond - std action remaining
Malcolm
Kalim


Evil GM
Grungsdi wrote:
is the STR Dam automatic? or is there a save?

Stat blocks reads automatic but that makes sense since he had to actually hit AC to cause the damage.


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

Aaaand I'm down to 4 strength.

Face going pale at the sudden seriousness of the situation, Desmond unleashes two slashes and steps north.

Attacks: 1d20 + 11 - 2 - 4 ⇒ (9) + 11 - 2 - 4 = 141d20 + 11 - 2 - 4 ⇒ (10) + 11 - 2 - 4 = 15
Damage: 1d6 - 3 ⇒ (2) - 3 = -11d6 - 3 ⇒ (5) - 3 = 2

Combat expertise and fighting defensively. AC is currently 25.


Evil GM

Both of Desmond's attacks miss. The skeletons red eyes see their latest victim.


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|

"I'm coming lad! Keep your head on for another minute!'

4d6 ⇒ (1, 1, 6, 1) = 9 channel, will dc 15 for half, 2/7 remain.


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, Power Att

Malcolm attacks the enemy in R-5 with his Morningstar.

M Att1: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
M Dam1: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

M Att2: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
M Att2: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15


Evil GM

Malcolm's first attack hits but his foe is still up and fighting.


Evil GM

RD 1: Kalim DMPC

The sorcerer hisses and lets out a ray of acid. Spraying at S, 7 near Feli.

acid ray TA: 1d20 + 5 ⇒ (4) + 5 = 9;dam: 1d6 + 3 ⇒ (6) + 3 = 9

The ray clips the wall near Karnog's head barely missing the dwarf.


Evil GM

RD 2: Initiative Order:

Grung
Feli
Black Skeletons
Desmond
Malcolm
Karnog
Kalim

RD 2 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

MW Silver Warhammer: 1d20 + 12 - 2 - 1 + 2 ⇒ (16) + 12 - 2 - 1 + 2 = 27 for 1d8 + 4 + 4 - 1 + 2 ⇒ (2) + 4 + 4 - 1 + 2 = 11
MW Silver Warhammer: 1d20 + 7 - 2 - 1 + 2 ⇒ (13) + 7 - 2 - 1 + 2 = 19 for 1d10 + 4 + 4 - 1 + 2 ⇒ (8) + 4 + 4 - 1 + 2 = 17

Bwahahaha! Grung lays about with his soon to be named hammer


Evil GM

Which skeleton are you attacking? I assume you sre going to help Desmond out, he's in bad shape.


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

Yes

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