Rappan Athuk set in Nirmathas, Golarion
Game Master
baldwin the merciful
female Human (Taldorian) Bard 5/Evangelist 10
appraise: 1d20 + 8 ⇒ (17) + 8 = 25
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|
"More gold. This place will make us rich, assuming we don't die horribly first."
Evil GM
feli this is true gold and you figure the ore weighs 35,000 lbs and there is at least 12,250 gps of value there and that you are confident about. of course, aurora is squawking about what he has found buried.
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
into the bags! And on me back!
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
"I'd bet my good looks that's trapped." Desmond searches it thoroughly.
Take ten on perception. Twenty if the party is ok with that.
Evil GM
The mound of gold is not trapped but you are curious about the chain that leads to the water...it's a good hardness and thick when you unearth it.
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 starts to chop away two handed at the chain
Evil GM
If you are going to hit the chain start rolling damage as chinks of iron spark off.
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
1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22
1d10 + 7 + 6 ⇒ (1) + 7 + 6 = 14
1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15
1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22
1d10 + 7 + 6 ⇒ (10) + 7 + 6 = 23
1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18
1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15
1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21
1d10 + 7 + 6 ⇒ (3) + 7 + 6 = 16
1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17
1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22
1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17
1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21
1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15
1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19
1d10 + 7 + 6 ⇒ (8) + 7 + 6 = 21
Evil GM
The chain snaps by the third whack and the weight of what ever was on the end starts to pull the chain towards the water.
Reflex 17 to grab the chain, strength 20 to hold it.
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 reaches for the chain.
Grab it! Quick!
Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
STR: 1d20 + 4 ⇒ (4) + 4 = 8
Unnamed
To be fair dm if they wanted the had plenty of time to tell me to stop
Evil GM
Their eyes are marveling over all gold ore. Easy enough to be distracted.
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|
As the warrior swings, Karnog yells in dwarven, "Stop! Ya hasty blasted hammer breaker! Why would that be your first instinct?"
Assuming Grungsdi pulls up, Karnog reaches down and casts mending on the damaged chain.
Common: "Patience, my friend. Hasty action leads to poor outcomes. "
Evil GM
You are able to stop the chain from breaking right before it does. With a quick thought the Kegmeister mends the chain. It could be some frothy ale set in the river to cool.
Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar
"I mean you could pull the chain back. Let us see what is on the other end!"
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, probably some beastie on the other end...and chopping things is fun!
After Aurora speaks I suppose I could help do that...not as much fun though.
He sits and pouts a bit, but will help if asked.
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|
"Here, this should help."
Karnog casts ant haul on Grungsdi.
"Shall we?"
He sets to and prepares to assist pulling.
Evil GM
karnog has been chomping at the bits to use ant haul!
With great effort you manage to bring ashore a locked iron box.
female Human (Taldorian) Bard 5/Evangelist 10
Felicitas weaves an incantation Detect Magic.
"Well if I see this, this reminds me of the Box of Zun-Kothun. Whoever opened the box unleashed many bad things. But it is just a story. And this a simple iron box. Well, you know... I hope!"
Evil GM
Felicitas nothing appears to be magical but you better give e a spellcraft just in case.
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. Can I chop the chain now?
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 don't see why not. Why dont you cut here," Karnog points at the end close to the iron box.
Yup. Love that spell, good to see it come in handy!
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Take 10 to look for traps on the box!
female Human (Taldorian) Bard 5/Evangelist 10
spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12
Evil GM
Des your going to need to roll a 23 won't cut it. See I can be Merciful. LOL
Felic...nope, no magic what so ever.
Des make a perception check
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 takes immense pleasure in chopping the chain apart
Evil GM
Waiting on Des to perception check and then disable device if he wants to open the lock.
Evil GM
There is an echo within the cavern, 'DEATH T'DA THIEVES! HUNT 'EM DOWN...EAT 'EM"
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
no need to hunt! Grung is here! Grung shouts banging his ax on shield
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Perception: 1d20 + 10 ⇒ (10) + 10 = 20 +3 vs traps
Evil GM
The lock should be snap to open Desmond, it's not trapped, but it is locked so make disable device check.
Map
Is everyone fine on the map or do you want to be moved?
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
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|
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
DD: 1d20 + 15 ⇒ (7) + 15 = 22
female Human (Taldorian) Bard 5/Evangelist 10
If it is not enough I will use Gallant Inspiration. adds 2d4 to it.
Evil GM
Felicitas Sweetfingers wrote: If it is not enough I will use Gallant Inspiration. adds 2d4 to it. If you think you need to add something to a dice roll then declare it. Are you adding to his DD attempt?
female Human (Taldorian) Bard 5/Evangelist 10
Well it works retroactivly. I cast it after you said, no does not work.
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds.
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Positioning is good for me as well.
Evil GM
Evil GM
felic retro roll: 2d4 ⇒ (4, 3) = 7
Desmond is quite surprised that when he opened the lock to his amazement he did not set off the mechanical trap that he failed to notice. He recognizes the trap as an insanity mist in the chest.
within the chest are: 14 alexandrite gems a wand.
Make an appraise roll and detect magic and spell craft.
female Human (Taldorian) Bard 5/Evangelist 10
appraise: 1d20 + 6 ⇒ (10) + 6 = 16
spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
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 + 2 ⇒ (14) + 2 = 16 appraise
Evil GM
Grung and Felic know the gems are 500 gp each. felic you have not idea about the wand.
DC detect magic/spellcraft on wand check is 27.
female Human (Taldorian) Bard 5/Evangelist 10
As she didn´t manage Feli casts Heroism on herself and Identify on the wand
SC: 1d20 + 20 ⇒ (13) + 20 = 33
Evil GM
Feli - You can try again tomorrow
female Human (Taldorian) Bard 5/Evangelist 10
Sorry we do it diffrent at the table, I guess houseruling. I gladly try it tomorrow!
Evil GM
As you explore the island you notice there are stepping stone across the water leading to north side of the cavern. Visible just four inches below the water’s surface, large stones look as though someone had deliberately placed them there, creating a path of stepping stones leading to the island. Crossing the stones requires a DC 5 Dexterity check to avoid falling into the river.
How much, if any, of that gold oar are you taking? You only have so much room in your handy haversacks and BOH. How long will you spend claiming the trolls gold?
"THIEVES!"
Map update
#10 on the map are the stones.
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
We plan to take as much as we can. We have 2 bags of holding I think, but a lot of fools gold in it
Grung will spend as long as he can to fill the bags
female Human (Taldorian) Bard 5/Evangelist 10
Checking for the noise Felicitas will keep an eye out for the trolls and lets the dwarfes gather the gold.
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