Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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 got the 13 from my channel, yes?

2d8 + 3 ⇒ (4, 7) + 3 = 14
2d8 + 3 ⇒ (6, 3) + 3 = 12
2d8 + 3 ⇒ (2, 7) + 3 = 12


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

"Ah, yes, Malcolm as well.Our warriors are worthy."


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

Thank you, Karnog.


You can see that Meath'd still has some nasty gashes (he's down 20 HP).

what is everyone's cure wand status?

What are you going to do now?

Meath'd adds, "We no go this way before." Clearly referring to his trip up from the goblin city.


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 wand to cure the wounded 5per charge for OOcombat healing ok? Then please tell me how much you need? she says."Well this seemed to be a family. Maybe they hid something in their lair?"


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|

2 wands of CMW. First had 17 charges, second has 25.

2d8 + 3 ⇒ (8, 7) + 3 = 18 to Meathead, 2d8 + 3 ⇒ (1, 3) + 3 = 7 to Malcolm.

15 charges remain


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 ⇒ (19) + 9 = 28 Grung does a quick search of the area, hoping to find some more gold.


Evil GM

Grung you follow one of the tunnels into their lair. What shocks your dwarven senses is the the massive vein of gold that is running in spider web fashion in the cave. You figure if it was mined it would be worth 200,000 gold. You do spot an assortment of bones and debris scattered throughout the lair.

There are remnants of armor, broken weapons, and during your picking you do find an interesting Drum and one half used piece of white chalk. You also fine $3120 gp in miscellaneous gems scattered about the floor.

Spellcraft, Detect magic DC 20:

Drum of Advance and Retreat

Aura faint transmutation; CL 1st; Weight 5 lbs.
Slot none; Price 10,000 gp
DESCRIPTION

When played, this sturdy snare drum increases the run speed of allied creatures within 120 feet as if they had the Run feat. Activating the drum is a standard action that requires a DC 20 Perform (percussion) check; maintaining the playing is a free action if the player is running. If the bearer stops playing the drum, the enhanced running speed ends. The drum may be used for up to 1 hour per day. This duration does not need to be consecutive, but must be used in 10-minute increments.

spellcraft and Detect magic DC 27:

Boundary Chalk

Aura moderate evocation; CL 10th; Weight —
Slot none; Price 10,000 gp
DESCRIPTION

The surface of this stick of white chalk is covered with silvery runes.

Drawing a line with the chalk creates a wall of force that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of boundary chalk can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.


Evil GM

Over view map

Are you continuing with your always left methodology of exploration?

Labelled Map

*I put some labels on the area you've been.


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

Welp, Desmond is done adventuring. Time to become a miner.


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

Lets start mining!


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

"All the material wealth in the multiverse cannot save one from the Void That Beckons."


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

blink...blink...


Evil GM

Is anyone going to do a spellcraft with a detect magic spell to identify the items?


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

SC: 1d20 + 14 ⇒ (18) + 14 = 32 Drum
SC: 1d20 + 14 ⇒ (10) + 14 = 24 Chalk
With a whistle Felicitas identifies the drum just to whistle a sad tune when she is unable to identify the chalk. "This drum is useful, quite useful! Unfortunatly, I am not versed in percussion instruments.... yet!"


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

spellcraft: 1d20 + 10 ⇒ (15) + 10 = 25
spell craft: 1d20 + 10 ⇒ (5) + 10 = 15


Evil GM

You know the chalk is magical you just aren't certain what it is or how it works - today. You can try again tomorrow.

Which way do you all intend on going next. I put up some maps in this post HERE


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

"To the left!"


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 left. But mine out as much gold as we can carry


Evil GM

I believe your pockets and bags of holding are stuffed form the trolls the cave. Besides it takes time to hack away at the stone to get the raw material, it's also noisy business.


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

"We can always return later!"


Evil GM

Updated map

You find yourself in another vast cavern (remember each hex is about 100 feet) eventually you come across the sound and sight of river passing through. The mist is thinner here but it is still present. You can see clear signs that both the gugs and the trolls frequent this area.

DM:

random: 1d100 ⇒ 59
fun: 1d20 ⇒ 18


Evil GM

Update Cavern Map

You walk and make some crude drawings of the cavern for a your mapping for nearly an hour. You note there is river on your right hand side that cuts the length of the cavern. You notice on the other side of the river the mist is thin this is unlike the other areas you've explored.


"We no come this way...not misty. We come through mist."

The river is steady moving at at it's narrowest is 15 feet across and it looks at least 7 or more feet deep. You beleive there is much more cavern on the other side of the river.


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

"Well let us hope that many roads will lead us to our destination."
Looking around and spending another minute to map their walks Felicitas wonders what marvels will wait for them.


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 can create a bridge across the river if we so desire. It will last about 8 hours before fading away. Or we could continue into the mist as Meathead suggests."


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

"Come on Karnog, pronounce his name right. By the gods, start acting like the god you are."


Evil GM
Karnog Kegmeister wrote:

I can create a bridge across the river if we so desire. It will last about 8 hours before fading away. Or we could continue into the mist as Meathead suggests."

Which way folks. Karnog's bridge or backtrack to the mist?


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

bridge!

glad you are feeling better


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 ⇒ (16) + 7 = 23 Karnog makes a curved wooden bridge, buttressed and stabilized with wide footings on either end of the narrow part of the stream.

"Onward and forward, troupe?"

Hooray for minor creation!

"Is anyone still injured? Speak up, it won't stand to be stoic and noble only to be torn limb from limb later on in the day."


Evil GM
Karnog Kegmeister wrote:


"Onward and forward, troupe?"

Hooray for minor creation!

Hey you get to use that Artifice school.


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|

Just wait til I get 9th lvl. Fabricate baby!


Evil GM

Didn't you get married last you? That's how you fabricate a baby. HA


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

Oh god. That's the best pun I've heard all month.


Karnog stand there proud as peacock as he bridge appears. Everyone but Meath'd quickly crosses but the big ogre looks at the bridge skeptically.

"Ain't th're beeeefore, me see. Now there, funny not right."

Updted map with Bridge added


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

Come Meat! More to bash on this side I am sure!


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

Desmond pauses halfway across. Right. Desmond crosses back, gently putting an arm on Meath'd's elbow. "You remember how the smelly dwarf healed you? That's maaagic. He used the same power to make this bridge! It's safe." To demonstrate Desmond jumps on the bridge, smiling at Meath'd. "See? Come on over big guy, I can walk you over if you want me to."


Evil GM

You cross the bridge to see that the river actually forked off into another direction. You also see a stony island in the middle of the lake.

DM:

random encounter: 1d20 ⇒ 5
goblins: 4d4 ⇒ (2, 4, 4, 3) = 13
leaders: 1d4 ⇒ 4

DM perception for group:

karnog: 1d20 + 13 ⇒ (10) + 13 = 23
des: 1d20 + 13 ⇒ (8) + 13 = 21
malcolm: 1d20 + 6 ⇒ (1) + 6 = 7
feli: 1d20 + 12 ⇒ (20) + 12 = 32
aurora: 1d20 + 12 ⇒ (13) + 12 = 25
kalim: 1d20 + 2 ⇒ (9) + 2 = 11
Grung: 1d20 + 9 ⇒ (4) + 9 = 13

goblin group 1 stealth: 1d20 + 15 ⇒ (18) + 15 = 33
goblin group 2 stealth: 1d20 + 10 ⇒ (16) + 10 = 26
goblin group 3 stealth: 1d20 + 10 ⇒ (4) + 10 = 14

feli only:

You see two groups of movement in the shadows....goblins!

Karnog, Aurora, and Des:

You see movement to the left...it looks like a band of goblins lurking about.


Evil GM

OK this is going to be a bit complicated. One group of goblins gets a surprise round. Then Feli can act as she get the jump on two other groups. After that...I'll roll initiative.

I'm probably not going to get a map up till tomorrow.


Evil GM

I came up with this quick battlemap. It's not perfect but it'll do/

Map 1

There is harsh yapping, yelping sound coming forth form the rocky niches. It's a sound irritating to you ears but it is settling and inspiring to the goblin ambushers.

Goblin group 1 = red
Goblin group 2 = purple
goblin group 3 = blue

each group has some yellow members assigned to them.

Group 1 has the surprise round.

The musical screeching is coming form the yellow goblin. Three goblins shoot crossbows the other three int eh group will move forward with short shorts in hand.

The group is flat footed:
@ Karnog
hvy crossbow, IC: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22;dam, IC: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
@Malcolm
hvy crossbow,IC: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19;dam, IC: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
@Grung
hvy crossbow,IC: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15;dam,IC: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

updated map Surprise RD


Evil GM

Felicitas is up, I'll roll initiative.


Evil GM

RA Initiative:

RA:
Karnog: 1d20 + 1 ⇒ (9) + 1 = 10
Kalim: 1d20 + 2 ⇒ (5) + 2 = 7
Malcolm: 1d20 + 2 ⇒ (15) + 2 = 17
Grung: 1d20 + 2 ⇒ (14) + 2 = 16
Feli: 1d20 + 4 ⇒ (11) + 4 = 15
Desmond: 1d20 + 9 ⇒ (6) + 9 = 15
Meathead: 1d20 - 1 ⇒ (8) - 1 = 7
goblin band 1: 1d20 + 7 ⇒ (10) + 7 = 17
goblin band 2: 1d20 + 7 ⇒ (6) + 7 = 13
goblin band 3: 1d20 + 7 ⇒ (11) + 7 = 18

Initiative Order:
Goblin Band 3
Goblin Band 1
Malcolm
Grung
Desmond
Feli
Goblin Band 2
Karnog
Kalim
Meath'd


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 goblins! We are here to trade aand profit, not slay you."


Evil GM

What language are you speaking? I know diplo takes 1 minute to do and you cna't do it in combat but I'll let you roll a diplo to try to persuade them if you speak a lang they do.

random lang:

25% chance broken common
group 1: 1d100 ⇒ 19
group 2: 1d100 ⇒ 52
group 3: 1d100 ⇒ 72


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 speak common, dwarven, and orc. Let's say...orc.

1d20 + 2 ⇒ (6) + 2 = 8

grr, curses on the 2+int skill points for clerics. Oh well..


Evil GM

Anyone else what to try?


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 gestures in the air and suddenly the languages of the world are his. Casting Tongues."Goblin kind, we come for trade, not slaughter. Meathead the Mighty has spoken of a marketplace we would visit. One of you groups may serve as our guides. We have access to gold and magic beyond your dreams. Which group shall it be?"intimidation: 1d20 + 17 ⇒ (14) + 17 = 31


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, Flank

Malcolm moves to I-5, into a flanking position with Des and attacks to goblin in I-4.

BS Att: 1d20 + 16 + 2 - 3 ⇒ (18) + 16 + 2 - 3 = 33
BS Dam: 1d10 + 7 + 9 ⇒ (10) + 7 + 9 = 26

Confirm BS Att: 1d20 + 16 + 2 - 3 ⇒ (16) + 16 + 2 - 3 = 31
Add'l BS Dam: 1d10 + 7 + 9 ⇒ (3) + 7 + 9 = 19


Evil GM

Is anyone else speaking to the goblins? I've got Kalim's action and what Malcolm will do in Rd 1


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

ON a weekendtrip with family to the alpes, sorry couldn´t post earlier
"Beware goblins are close."
Preparing for battle Felicitas casts silent image of a wall between them and the goblins, trying to block line of sight.

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