Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Initiative Order:

Nibb -cast sift
Goblin 2 -hold
Goblin 1 -hold
Argrim
Kalim -will cast daze when one pops up
Vatilda - stowed mace pulled everburning torch
Karnog - lassoed failed miserably.
Rammellorn - hold
Varl


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Baldwin, do you allow alch fire to catch things on fire? Just want to check before I decide to use something I am saving in case of a swarm.


Evil GM

Alch fire:

Oil, Alchemist's Fire

Source Core Rulebook

You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

I don't generally apply the catching on fire rules when it comes to hitting a creature since its not stated under Alch fire description. If the rule had state there is chance of catching on fire then yes.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Sorry I thought getting plugged by the arrow was Argrim's action.

Argrim stealths back to the group drawing his battleaxe and takes another good look at the situation.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Evil GM

Argrim your original steath move beat their perception so I gave you a surprise action. You tripped a trap.

You are confident there are no other traps leading up to the barrels but you are concerned about the way the barrels are situated at a slant.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Oh. I understand now. My meds are making me a little loopy, so extra clarification is required for me. Thanks.

"Looks like I disarmed the only trap in there, so it should be safe. However, those barrels look ready to fall on whoever is first." Argrim whispers to the team. Looking at the reach of the longaxe, he suggests, "Can you push any of those top barrels with that longaxe onto the gobbos? Its reach should be protect you from any tumbling down. Me and any other archers can be ready to fire when we have line of sight. Sound like a plan?" He sheaths his battleaxe and pulls out his bow.


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Well, I have a longhammer. Varl quietly grunts gesturing to the long handle strapped to his back. Rammellorn has got an axe and is probably best for it.

I'm holding at this point. I think its best for Rammellorn to drop a barrel and then I could step infront of him with my shield incase the goblins rush out.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Staying just within reach, Rammellorn takes his long axe and pushes a top barrel backwards before taking a five foot step backwards.


Evil GM

Rammellorn you will have to move to approach the barrels then use your long axe as your standard action. You won't get the 5 ft step at the end.
I'll need a to hit to try to push the barrel over.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Attack barrel: 1d20 + 6 ⇒ (12) + 6 = 18


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

"Thats is truly a good idea."

Nibb then reloads his crossbow and readies for the next shot.

"Anyway, as mister Argrim said before, it seems that aren't more traps ahead."


Goblin NPC

Rd1: Goblins

As Rammellorn pushes his longaxe, the two goblins pop up and throw there spears.

'Yahye heyanyd kuymn ya"

Goblin:

"Stinkee dw'f flesh"

Goblin 1:
spear: 1d20 + 3 ⇒ (7) + 3 = 10;damage: 1d4 ⇒ 2

Goblin 2
spear: 1d20 + 3 ⇒ (17) + 3 = 20;damage: 1d4 ⇒ 1

"uykoin yoaundll"

goblin:

[b]Sun of a slugworm"[b]


Evil GM

Rammellorn pushes on the barrel, it resists going backwards because of the slant, but he muscles it backwards. There is cloud of white powder that fills spreads 20 feet.Rammellorn a reflex save DC13 you get +2 because of the other barrels.

DM SAves:

Reflex G1: 1d20 + 3 ⇒ (20) + 3 = 23
Reflex G2: 1d20 + 3 ⇒ (7) + 3 = 10

Everyone hears some coughing coming from the goblins.

Anyone with prof: cooking or knowledge local can make check.

RD 1 Summary:

Initiative Order:

Nibb -cast sift
Goblin 2 -missed with spear
Goblin 1 -hit with spear on Rammellorn
Argrim- stealth andmoved back to the group
Kalim -will cast daze when one pops up
Vatilda - stowed mace pulled everburning torch
Karnog - lassoed failed miserably.
Rammellorn - pushed the barrel
Varl -

Kalim what is the save DC for the goblin.


Evil GM

RD 2:

Initiative Order:

Nibb -
Goblin 2 -
Goblin 1 -
Argrim-
Kalim -
Vatilda -
Karnog - .
Rammellorn -
Varl -

CAVE ENTRANCE

One thing that is clear the cave is pretty tight at this point, its single file.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Are the gobbo's in sight? Probably have cover? Considered in melee for precise shot? Is the flour a cloud or did it dissipate? Cheers


Evil GM

The goblins have cover, they are in melee with Rammellorn. right now there is a cloud and it has not settled down completely.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Somehow, I have DR 1? Must be a Stonelord thing.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Rammellorn takes a moment to stow his axe and draw his hammer to accommodate the tighter space. We'll have ta let the town bakery know about this place.


Evil GM

Rammellorn can you double check how you get the DR? I didn't see it on the Stonelord but I could have missed it.

You still have the save to make.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Reflex save: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16


Evil GM

You eyes are clear of the flour that exploded into a cloud when it hit the floor. Not bang explosion but rather a big messy explosion.


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Its single file, so correct me if I am wrong, but Varl could move up infront of Rammellorn and Rammellorn could still attack due to his reach, correct?


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

I believe that is correct, but I can only attack in front of you.


Evil GM

Reach Weapons:

Special Weapon Features:

Some weapons have special features in addition to those noted in their description...

Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.


Evil GM

RD 2:

Initiative Order:

Nibb -
Goblin 2 -
Goblin 1 -
Argrim-
Kalim -
Vatilda -
Karnog - .
Rammellorn -
Varl -

One thing that is clear the cave is pretty tight at this point, its single file.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim sees the bottleneck and grins. He enjoys a second wind as the fight turns messy. "Varl, get in there boyo. Ram, you good? Everyone else help the boys crack the cork and watch our flank."

second wind: 1d4 + 1 ⇒ (1) + 1 = 2
Perception: 1d20 + 7 ⇒ (15) + 7 = 22


M Human (multi-ethnic) Rogue Charlatan 6

Out of town for a couple of days. Kalim will do his Daze then take out his longspear to help.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

Round 2
Seeing the dwarves ready to charge in, Vatilda tosses her torch over the barrels, and draws her weapon again.

toss everburning torch at intersection (E-F, 6-7): 1d20 - 2 ⇒ (19) - 2 = 17

>Cave entrance repost<


Evil GM

kalim thanks for the update, much appreciated.


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|

RD 2:

Karnog retrieves his crossbow and stows his hammer. Move/Move

"Careful lads, beware of pits and other traps!"


Goblin NPC

Argrim its getting congested in the tight cave so it's hard to really make out what is happening from your POV now. The air has tiny particles of white floating down to the ground.

Valtilda's torch flies over head and behind the barrel casting light for those needing it.

"Liguvi kandohyt ajuh"

Goblin:

"Da mighty cave god poops light from overhead"


Goblin NPC

A goblin pokes his spear through a small opening between barrels at Varl.

spear: 1d20 + 3 ⇒ (14) + 3 = 17;damage: 1d4 ⇒ 1

The second goblin:

DM:

Wipes his eyes frantically,

fort: 1d20 + 3 ⇒ (2) + 3 = 5


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Round 2

Squeezing up past Rammellorn, Varl raises his shield. Aye! I'll push em foward. Varl hollers, raising his axe.

MA: Move to E4
>SA: Attack Goblin at E5 1d20 + 1 + 6 + 1 ⇒ (10) + 1 + 6 + 1 = 18
>> Damage 1d10 + 3 ⇒ (7) + 3 = 10


Evil GM

Varl's axe splinters one of the top barrels, an oily fluid splatters against the wall down the barrels and possibly on Varl. Reflex save


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Reflex Save 1d20 + 1 ⇒ (16) + 1 = 17


Evil GM

The splashing occurs but you are deft enough to avoid the liquid, Varl.


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

Can I tell what type of liquid it is?

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Evil GM

Smells like some type of oil, cooking or lantern... perhaps.


Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17

This could suck..


Evil GM

The dwarves and their companions squeeze and push into the narrow cave opening.

RD 2: mid-rd update

Initiative Order:

Nibb -
Goblin 2 - poked at Varl
Goblin 1 - flushing eyes out
Argrim-
Kalim - waiting to cast daze
Vatilda - threw an everburning torch and drew weapon
Karnog -
Rammellorn -
Varl - squeezed up front and whacked a barrel full of oil-like substance.

Rammellorn is really the only one left that actually use melee to push on the barrels because of the tight scenario.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim took a second wind in round 2


Evil GM
Argrim wrote:
Argrim took a second wind in round 2

What is a second wind?


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |
baldwin the merciful wrote:
Argrim wrote:
Argrim took a second wind in round 2
What is a second wind?

The ability to heal 1d4+1 hps, which can be used 2 times at a day. You gave that ability to us after character creation.


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

Can Nibb see the goblins if he uses a 5-feet step to D-2?


Evil GM

I did give the healing power but I didn't name it second wind. That's fine if that is what you guys are calling it.

The goblins are behind the barrels, so you can't see them Nibb.


Evil GM

RD 2: update

Initiative Order:

Nibb -
Goblin 2 - poked at Varl
Goblin 1 - flushing eyes out
Argrim- healed self with 2nd wind for 2 HP
Kalim - waiting to cast daze
Vatilda - threw an everburning torch and drew weapon
Karnog -
Rammellorn -
Varl - squeezed up front and whacked a barrel full of oil-like substance.

Rammellorn was going to take his action later.


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 switched his hammer for his crossbow, still has shield equipped.


Evil GM

RD 2: update

Initiative Order:

Nibb - hanging back in line
Goblin 2 - poked at Varl
Goblin 1 - flushing eyes out
Argrim- healed self with 2nd wind for 2 HP
Kalim - waiting to cast daze
Vatilda - threw an everburning torch and drew weapon
Karnog - switched weapons
Rammellorn -
Varl - squeezed up front and whacked a barrel full of oil-like substance.

Rammellorn still has his action

-----
RD 3

Initiative Order:

Nibb -
Goblin 2 -
Goblin 1 -
Argrim-
Kalim -
Vatilda -
Karnog -
Rammellorn -
Varl -

CAVE MAP


Evil GM

RD 3: Goblins

Goblin 2 will continue to try to poke Varl.

spear: 1d20 + 3 ⇒ (4) + 3 = 7;damage: 1d4 ⇒ 4

DM Goblin 1:

fort save: 1d20 + 3 ⇒ (5) + 3 = 8

Goblin is still trying to flush his eyes, he screamed,

goblin:

["Ow, not R'gut wh'skey...bd fer eyes....owwww"


Evil GM

I need nibb, Kalim, Vatilda and karnog to make perception check, listen

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