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

Grung continues his assault on those attacking him

Melee
Croaker: 1d20 + 13 - 2 + 1 + 1 + 2 ⇒ (12) + 13 - 2 + 1 + 1 + 2 = 27 for 1d10 + 7 + 4 + 2 ⇒ (2) + 7 + 4 + 2 = 15
Croaker: 1d20 + 8 - 2 + 1 + 1 + 2 ⇒ (6) + 8 - 2 + 1 + 1 + 2 = 16 for 1d10 + 7 + 4 + 2 ⇒ (3) + 7 + 4 + 2 = 16

Sorry I misread the list of who was still up!


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

Des laughs. "Not bad, yourself?" He brings his blades down.

Attack: 1d20 + 13 + 2 + 2 ⇒ (5) + 13 + 2 + 2 = 221d20 + 13 + 2 + 2 ⇒ (8) + 13 + 2 + 2 = 25
Damages: 1d6 + 4d6 + 1 ⇒ (6) + (5, 2, 6, 1) + 1 = 211d6 + 4d6 + 1 ⇒ (1) + (5, 5, 1, 5) + 1 = 18


Evil GM

Between Malcolm and Des the last goblin on the right side has been killed.


Evil GM

RD 5

RA Initiative Goblin Scouts:

Goblin Band 1 -attacked des
Desmond - struck last leader in G1
Malcolm - killed last leader in G! with Des
Feli -
Karnog -
goblin Band 2
Grung - kills the leader and shift attack to the next goblin hitting him.
Kalim -


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

Stopping to sing, Feli attacks her closest enemy.
attack: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 3 ⇒ (4) + 3 = 7
confirmation: 1d20 + 10 ⇒ (2) + 10 = 121d6 + 3 ⇒ (4) + 3 = 7


Evil GM

Felic drops the previously injured goblin who was flanking Grung.


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 carefully picks up his longspear, grunting and murmuring some rather blue language.


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|

"Any goblins left? Who's hurt? "

Karnog readies to channel once the goblins are eliminated.

4d6 ⇒ (3, 1, 3, 3) = 10 channel 8to heal.


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 wounded. Thank you, Karnog!

Malcolm chugs a potion of CMW.

CMW: 2d8 + 3 ⇒ (3, 2) + 3 = 8

I could use another blessing, if you have it in you, Karnog?


Evil GM

D 5

RA Initiative Goblin Scouts:

Goblin Band 1 -attacked des
Desmond - struck last leader in G1
Malcolm - killed last leader in G! with Des
Feli - finished off one scout
Karnog - channeled heal
goblin Band 2
Grung - kills the leader and shift attack to the next goblin hitting him.
Kalim -

there are still goblins alive and fighting!


Evil GM

RD 5- Gobling band 2

A goblin 5 ft steps to get flanking on Grung.

short sword: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30;dam: 1d4 + 3 ⇒ (1) + 3 = 4

sneak: 3d6 ⇒ (1, 4, 1) = 6

The sneaky little beast connects on the Grung.

short sword: 1d20 + 10 ⇒ (7) + 10 = 17;dam: 1d4 + 3 ⇒ (4) + 3 = 7

sneak: 2d6 ⇒ (4, 1) = 5

-----
The last leader fires his short bow at Kalim.

shortbow: 1d20 + 11 ⇒ (9) + 11 = 20;damage: 1d4 + 2 ⇒ (4) + 2 = 6

shortbow: 1d20 + 6 ⇒ (15) + 6 = 21;damage: 1d4 + 2 ⇒ (4) + 2 = 6

I'm not sure if any of these hit your AC. I don't recall what if you have shield up with your mage armor.


Evil GM

Grung kills the leader who is flanking him. This leaves two goblins remaining: one in melee the other in ranged combat.


Evil GM

RD 6

RA Initiative Goblin Scouts:

Goblin Band 1 - dead
Desmond -
Malcolm -
Feli -
Karnog -
goblin Band 2
Grung -
Kalim -

RD 6 Map


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

Double move to AV71.


Evil GM

Desmond double moves.

Map updated


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

Doing a 5foot Felicitas moves to flanking position and arcane strikes attacks.
attack: 1d20 + 12 ⇒ (9) + 12 = 211d6 + 3 ⇒ (1) + 3 = 4


Evil GM

Felicitas hit but causes only minimal damage.


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 6

Malcolm moves to AU 76 to drink the potion indicated above and receive the blessing of Karnog.


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|

Karnog casts CMW from his wand on Desmond as he gets close.

2d8 + 3 ⇒ (4, 4) + 3 = 11 healing


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 + 2 + 1 + 1 ⇒ (11) + 13 - 2 + 2 + 1 + 1 = 26 for 1d10 + 7 + 4 + 2 ⇒ (7) + 7 + 4 + 2 = 20
Croaker: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (13) + 8 - 2 + 2 + 1 + 1 = 23 for 1d10 + 7 + 4 + 2 ⇒ (1) + 7 + 4 + 2 = 14

Grung lays into the last Gobbo on his.


Evil GM

RD 6

RA Initiative Goblin Scouts:

Goblin Band 1 - dead
Desmond - double moves
Malcolm - moves and potion (are you sure you've only moving to AU: 76?)
Feli - hits for 4 HP
Karnog - CLW on Des
goblin Band 2
Grung - gurng finishes the goblin in melee
Kalim -

Map update


Evil GM

RD 6 Goblins

The archer fires off two shots at Grung:

shortbow: 1d20 + 11 ⇒ (17) + 11 = 28;damage: 1d4 + 2 ⇒ (4) + 2 = 6

shortbow: 1d20 + 5 ⇒ (1) + 5 = 6;damage: 1d4 + 2 ⇒ (3) + 2 = 5

The scout jabs at Feli.

short sword: 1d20 + 10 ⇒ (8) + 10 = 18;dam: 1d4 + 3 ⇒ (3) + 3 = 6

*Now the scout dies from Grung's hit. Leaving only the ranged archer remaining.

RD 6 Update


Evil GM

RD 6: Kalim has his actions remaining.

Go ahead and do you RD 7 actions. The map is in the post above.

RD 7

RA Initiative Goblin Scouts:

Goblin Band 1 - dead
Desmond -
Malcolm -
Feli -
Karnog -
goblin Band 2
Grung -
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

Grung grins as the blows almost break his armor, then he charges the last foe...if it is still up

Croaker: 1d20 + 13 - 2 + 1 + 1 + 2 ⇒ (20) + 13 - 2 + 1 + 1 + 2 = 35 for 1d10 + 7 + 4 + 2 ⇒ (7) + 7 + 4 + 2 = 20

to confirm Croaker: 1d20 + 13 - 2 + 1 + 1 + 2 ⇒ (9) + 13 - 2 + 1 + 1 + 2 = 24 for 2d10 + 14 + 8 + 4 ⇒ (7, 3) + 14 + 8 + 4 = 36
AC 27


Evil GM

Well if nobody kills him first or he doesn't kill you grung your attack will down him.


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

That was the extent of my move...30'. I was actually up by Des flanking the last goblin, not my position on the Round 6 map.


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, seeing the maniac dwarf has the murdering covered, readies his spear just in case something comes his way.


Evil GM

RD 7 goblin

The goblin will shoot at Grung before he is hacked down by the murderous dwarf.

shortbow: 1d20 + 11 ⇒ (8) + 11 = 19;damage: 1d4 + 2 ⇒ (4) + 2 = 6

shortbow: 1d20 + 6 ⇒ (2) + 6 = 8;damage: 1d4 + 2 ⇒ (1) + 2 = 3

Both shots miss then the bloodletting begins.


Evil GM

The 4 leaders each had: +1 studded leather, +1 dagger, msw shortbow, 29 arrows, thieves’ tools, 21 Gp 28 sp, 68 cp, 2 cure light potions

The 8 scouts each had: a potion of cure light wounds, masterwork studded leather, masterwork dagger, masterwork shortbow, 21 arrows, 3 GP, 12 sp, 16 cp.

All gear is small.


Evil GM

You all see a massive cavern which extend much farther than your limited vision permits. You do see burned out torch stumps, bits of broken metal, wood and assorted debris scattered about. a few bones and dried stains splattering the floor and walls.

Cavern Map

Which way are you heading?


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 say we head out into the wide open area.

north


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|

"Should we examine this pigsty before we venture further?"


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

Aye thats probably a smart thing to do!


Evil GM

The group spends 20 minutes walking the massive cave and they see multiple side passages before forming back up towards the middle of the area.

Overview of Massive Cave


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

Healer I could use a little healing. Down 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|

"Okay, no problem. Anyone else?"

Karnog heals Grungsdi of 2d8 + 3 ⇒ (1, 7) + 3 = 11, & 2d8 + 3 ⇒ (6, 6) + 3 = 15 HP via wand.


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 whistles a simple tune. "This cavern is huge. I wonder what wonders are here to be found." With a sigh she continues."Actually I should say dangers."


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

Yes, Karnog, a few more blessings are certainly warrnted.

I am down 23 HP.


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|

"Of course. Anyone hurt, come close."

CMW on Malcolm: 2d8 + 3 ⇒ (7, 5) + 3 = 15, 2d8 + 3 ⇒ (3, 2) + 3 = 8


Evil GM

tough little buggers.


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 vote the northern most corridor


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 agree with Boris the strong and fair.


Evil GM

Walking to the norhter branches of the tunnel, they quickly eliminate the most Northwestern passage as it dead ends quickly. This leave tow remaining tunnels one due north that bends 35 feet into the narrow (5 ft) passage, while the other branches off to the the notrtheast.

Which one?

Map, Northern Reaches


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

North


Evil GM

Grung as you turn the bend the tunnel gets considerable tighter obviously carved out by rats, but you can see ahead that there is another large opening.

Everyone can make a perception check.

Map update


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 ⇒ (6) + 9 = 15 +2 Stonecunning


Evil GM

PC perception checks:

malcolm: 1d20 + 4 ⇒ (8) + 4 = 12
karnog: 1d20 + 12 ⇒ (15) + 12 = 27
Feli: 1d20 + 10 ⇒ (6) + 10 = 16
Des: 1d20 + 10 ⇒ (9) + 10 = 19
kalim: 1d20 + 2 ⇒ (11) + 2 = 13
aurora: 1d20 + 12 ⇒ (7) + 12 = 19

Karnog, Des, Feli, Grung hear squeaking coming from the north and south. RATS!

aurora:

You notice there are move webs in the nooks and cracks around the cavern.

Kalim and Malcolm don't make out any unusual sounds just the squeezing of armor.


Evil GM

Spoiler:
RA Initiative]
RA:
Karnog: 1d20 + 1 ⇒ (2) + 1 = 3
Kalim: 1d20 + 2 ⇒ (16) + 2 = 18
Malcolm: 1d20 + 2 ⇒ (12) + 2 = 14
Grung: 1d20 + 2 ⇒ (15) + 2 = 17
Feli: 1d20 + 2 ⇒ (18) + 2 = 20
Desmond: 1d20 + 5 ⇒ (12) + 5 = 17
DR 1: 1d20 + 3 ⇒ (8) + 3 = 11
DR 2: 1d20 + 3 ⇒ (18) + 3 = 21
WR: 1d20 + 2 ⇒ (4) + 2 = 6

RA Init Order:

DR 2
Feli
kalim
Des
Grung
Malcolm
DR 1
WR
Karnog

RD 1 Map
navy = DR 1
purple = DR 2
Yellow = WR

There are filthy rats the size of a small dogs. They have coats of coarse fur, a long and scabby tail, and two glittering eyes.

Behind the rats are hunched creatures that look like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail. They have short swords and crossbows.


Evil GM

RD 1: DR 2

The dire rats charge towards Des and Grung, who are flat footed.

Des:
att, charge: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6;damage: 1d4 ⇒ 3
plus diesease, filth fever DC 11 fort save.

Against Grung:

att, charge: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16;damage: 1d4 ⇒ 4
plus diesease, filth fever DC 11 fort save

att, charge: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20;damage: 1d4 ⇒ 1
plus diesease, filth fever DC 11 fort save

Updated RD 1 Map


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

Dire rats. Lol. Call in the level 1 party to handle this one guys.

Desmond steps between the two rats close to him, then holds his blades out and spins around, slashing at each rat.

Attacks: 1d20 + 11 ⇒ (17) + 11 = 281d20 + 11 ⇒ (11) + 11 = 22
Damages: 1d6 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (5) + 1 = 6

5 foot step to J53, full attack, one attack on each rat.

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