Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Pretty full day today, so I may not be able to post till later this afternoon.


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

did someone cast a communal fire resist?


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

Nope. Can´t


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|

Have it prepared. It's my first action once we confirm the hydra's location. Only lasts 90 min divided amongst all recipients. Also have protection from energy prepared, 1 target, 118 hp of fire immunity, lasts 90 min.


Evil GM

RD 1

Des -opened door (MA)
Grung - enters room (MA)
Pyrohydra
Feli
Karnog
Meath'd
Malcolm
Kalim

Des oepns the door (move action) and then holds off to let Grung move through the doorway. This cave contains the bloodied remains of the unfortunate goblins who came to investigate the strange sounds heard. The hydra devoured its victims once it slew them, but there are a few fingers, toes, eyeballs, teeth, and bits of armor scattered about. The double doors at the far end of the cavern are ajar.

Make a Perception 15

perception DC 15+:

You can see scorched marks on the walls.

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

Perception: 1d20 + 14 ⇒ (20) + 14 = 34

Desmond grimaces at the marks on the walls. "Definitely fire." Seeing that there is still some ground to cover, Desmond whispers to Grung. "Let me look ahead." He goes forward, enjoying Feli's invisibility, and takes a look.

Stealth: 1d20 + 42 ⇒ (13) + 42 = 55


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 + 14 ⇒ (13) + 14 = 27 perception


Evil GM

Desmond moves forward but what is the invisible human's light source in this dark cavern? (Hehehehhe laughing with glee)


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

Light spells go pretty far, 40 feet. Whoever our light source is needs to move in about 10-15 feet to give me dim light up to the door.


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 would have turned on his cap of light and Advance appropriately on his turn.


Evil GM
Desmond Aeros wrote:
Light spells go pretty far, 40 feet. Whoever our light source is needs to move in about 10-15 feet to give me dim light up to the door.

For now Desmond moves forward, gently touching the cavern wall feeling his way towards the door.


Pyrohydra (I'm using an old Dragon token)

GM:
perception: 1d20 + 18 ⇒ (16) + 18 = 34

At least for now, you don't know where it is or what it is doing.


Evil GM

Felic Only:

You also know something about needing to sunder heads by severing them to kill the creature. It regrows more heads and heals fast.

Sundering and severing head:

To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less.


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

Cutting hydra heads off, yeah I'll freaking pass on that one. I've seen Hercules. Do we know if there's any way to keep it from regenerating extra heads?

Edit: Pyrohydra, s**!. That means you can't fireball it 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

Gurung continues forward ready to chop off heads! Another 20 feet


Evil GM
Desmond Aeros wrote:

Cutting hydra heads off, yeah I'll freaking pass on that one. I've seen Hercules. Do we know if there's any way to keep it from regenerating extra heads?

Edit: Pyrohydra, s~%%. That means you can't fireball it Kalim.

Not with Felicitas knowledge check results.


Evil GM

RD 1

Des -opened door (MA), moves forward 30 feet
Grung - enters room (MA) double moves 40 ft
Pyrohydra - does what a pyrohdra's tends to do while waiting on it's next meal.

Feli
Karnog
Meath'd
Malcolm - turns light on and walks forward 30 feet.
Kalim


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

Yeah, let's specifically aim not to cut off heads than. We'll likely already be outnumbered, let's not make it worse.


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 would have also drank his potion of Bull's Strength.


Evil GM

Updated RD 1 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

Moving carefully closer Felicitas stays a little bit behind her comrades.
Ready to sing her song.


Evil GM

Felicitas I assume you told the group what your knowledge check revealed?

Meath'd stays at the back and will walk in last as he doesn't want to make noise.

Karnog and Kalim you are up. Unless told otherwise I will assume you followed everyone else.


Evil GM

RD 2

Des -
Grung -
Pyrohydra -

Feli
Karnog
Meath'd
Malcolm -
Kalim

RD 2 Map

*I fanned the group out a little so not to get caught in one area.


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 stated in one of my posts that I will always relate information gained byknowledge rolls. But again yes she does


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 resist energy, communal on the group as they enter.

15 minutes each of energy resistance 20.

Round 2: if no hydra yet, cast barkskin on Malcolm (+4 natural armor for 90 min)

"Stay on guard. No telling where the creature is."


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

Move action to X62.

Stealth: 1d20 + 42 ⇒ (7) + 42 = 49
Perception: 1d20 + 14 ⇒ (14) + 14 = 28


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, for now, hangs back with Meathead.


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

Des, I don't think even you have a +42 skill.


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'm invisible, adds a +20.


Evil GM

invisible moving +20, his stealth skill is +22 = 42.


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 moves up to the next door and kicks it open

chop chop!


Evil GM
Karnog Kegmeister wrote:

Karnog casts resist energy, communal on the group as they enter.

15 minutes each of energy resistance 20.

Round 2: if no hydra yet, cast barkskin on Malcolm (+4 natural armor for 90 min)

"Stay on guard. No telling where the creature is."

I assume you are protecting against fire energy?


Evil GM

RD 2:

Desmond moves up to the double door that are ajar, he peeks inside but the lighting is limited from Malcolm's helmet light. He can see what I what I revealed on the map.

Des:
You see the gling to scattered coin on the room's floor but not hydra from your POV.

RD 2 Desmond's view


Evil GM

RD 2 Grung

the mighty dwarf moves forward 20 feet (MA) and kicks (std) one of the double doors wide open. Grung stands in that doorway (that was 20th foot of movement.

Grung make a perception check as you stand there int eh doorway.


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|

Yes, resist fire 20


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 + 10 ⇒ (13) + 10 = 23


Evil GM

Grung only:

As you kick in the door you realize why Desmond could not see the hydra is by the door and as side alcove. the Huge beast has 12 heads and with it's reach it has excellent coverage of the door. Then all hell breaks out..


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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

found it!


Evil GM

RD 2: Pyro Hydra

The creature steps forward five feet and uses its reach and breath weapons.

Six heads release bouts of flame that catch Grung and Desmond

H1: 3d6 ⇒ (2, 1, 1) = 4
H2: 3d6 ⇒ (3, 5, 2) = 10
H3: 3d6 ⇒ (5, 3, 2) = 10
H4: 3d6 ⇒ (3, 3, 6) = 12
H5: 3d6 ⇒ (5, 1, 3) = 9
H6: 3d6 ⇒ (3, 4, 5) = 12

Reflex 21 half damage.

Does anyone know off hand if the damage resist energy is against each individual head or does all the damage get added then the resist energy apply? difference is zero damage vs potential 37 HP of damage.

GM:
Rds recharge: 1d4 ⇒ 4

The remaining six heads bite at Grung.

H7, bite: 1d20 + 15 ⇒ (1) + 15 = 16;damage: 1d8 + 4 ⇒ (7) + 4 = 11
H8, bite: 1d20 + 15 ⇒ (7) + 15 = 22;damage: 1d8 + 4 ⇒ (3) + 4 = 7
H9, bite: 1d20 + 15 ⇒ (2) + 15 = 17;damage: 1d8 + 4 ⇒ (1) + 4 = 5
H10, bite: 1d20 + 15 ⇒ (7) + 15 = 22;damage: 1d8 + 4 ⇒ (7) + 4 = 11
H11, bite: 1d20 + 15 ⇒ (10) + 15 = 25;damage: 1d8 + 4 ⇒ (1) + 4 = 5
H12, bite: 1d20 + 15 ⇒ (1) + 15 = 16;damage: 1d8 + 4 ⇒ (8) + 4 = 12

Updated RD 2 Map from Grung POV


Evil GM

Talk about the dice roller cursing me!


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

Ooop, forgot about the invisibility.


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

Its 20 per source other spell gives you a total
Seeing the fire come Elektra starts her song
IC


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

Since each one is an individual blast of fire, resist energy should apply to each one seperately. There is a thread about it here.

Desmond jumps as the flame surrounds him, but Karnog's protective magic makes it so not a single burn is left on him. Might have to give a prayer to Torag after this. He takes a deep breath, touching his shirt. Now or never, come on Desmond, you can do this! Desmond sprints in at an alarmingly fast rate, slipping invisible through the hydra's legs, then releases a complete barrage of cuts at it.

That's awesome Feli! Where is the video from?

Crunch:
Currently effected by resist energy and inspire courage. Also using combat expertise to fight defensively, giving a -2 to hit and a +2 to AC. Current AC is 27

Acrobatics: 1d20 + 22 ⇒ (16) + 22 = 38 To move through the hydra square to get to R62. I'm not sure if I need this roll since I'm invisible, but if I don't we can always just ignore it.

Attack 1: 1d20 + 15 + 2 - 2 ⇒ (19) + 15 + 2 - 2 = 34 Vs flat footed, invisibility drops after first attack
Damage: 1d6 + 2 + 4d6 + 2 ⇒ (4) + 2 + (5, 5, 2, 6) + 2 = 26
Confirm: 1d20 + 15 + 2 - 2 ⇒ (7) + 15 + 2 - 2 = 22 Vs flat footed
Crit Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Attack 2: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d6 + 1 + 4d6 + 2 ⇒ (5) + 1 + (5, 1, 4, 6) + 2 = 24

Attack 3: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 2 + 4d6 + 2 ⇒ (1) + 2 + (1, 5, 2, 1) + 2 = 14

Attack 4: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 1 + 4d6 + 2 ⇒ (6) + 1 + (1, 6, 6, 6) + 2 = 28


Evil GM

Desmond you already moved to get to the door in the second round.


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

Sorry, I should have specified, those are his 3rd round actions. Since I act before the pyrohydra gets to act again, so I figured I could post now.


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

When Grung recovers from the shockwaves from te biting he steps up and starts to chop

Croaker: 1d20 + 17 - 3 ⇒ (19) + 17 - 3 = 33 for 1d10 + 8 + 7 ⇒ (4) + 8 + 7 = 19 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 12 + 1 + 3 ⇒ (17) + 12 + 1 + 3 = 33 for 1d10 + 8 + 7 ⇒ (4) + 8 + 7 = 19 +1 vs Monstrous Humanoid of Magical Creatures

To confirm Croaker: 1d20 + 17 + 1 - 3 ⇒ (17) + 17 + 1 - 3 = 32 for 2d10 + 16 + 14 + 2 ⇒ (4, 2) + 16 + 14 + 2 = 38

[b] that is how you attack somethig you dumb lizard


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

"I will drain its very life like pus from a boil!" Kalim stays behind but gets line-of-sight to the hydra and a black bolt of negative energy shoots from his glowing-green eyes. RTA: 1d20 + 7 ⇒ (6) + 7 = 13Negative Levels: 1d4 ⇒ 1


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 2, AC from POF, Barkskin and Smite (27), Resistance to Fire 20+10 from ring=30, Smite Evil, Potion of Bulls Strength (+2 to Hit and Dam)

Malcolm casts POF and moves up behind Grung and targets the Hydra with his Smite ability.

POF:
This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light.


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|

Your call on the resistance, GM. I've always run hydras as separate blasts so as to allow more flexibility. I've heard arguments for both sides, though.

"Stand firm, strike true! Kill the beast quickly!"


Evil GM

Remember only one of the two double doors is open and Grung is standing there and he just took a 5 ft step, then Malcolm came up to look in the door also. this along with where the hydra is located is making it hard to view without a perception check DC 17.

Malcolm I don't think the ring of fire resistance and Karnog's spell stacks.

Grung steps up five feet to get in attacking rang and hits it hard.

Malcolm moves up and casts his spell.

Kalim moves to try to get an angle to see the creature. (make a perception check.)

Meath'd moves forward.

Updated RD 2 Map

Kalim make your perception check, karnog and felic still have actions.

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