Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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

Perception: 1d20 + 2 ⇒ (9) + 2 = 11


Evil GM

kalim curses as all the bodies blocking the doorway interfere with his line of sight. All that damn armor gets int he way!


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

Perc: 1d20 + 12 ⇒ (7) + 12 = 19
"Come, you ragged descendent of a couple of snails, you know just to well that we will rip up your hide and make new shoes out of it!"
Intimidate: 1d20 + 22 ⇒ (8) + 22 = 30


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 barkskin on Malcolm for RD 2

+4 Natural Armor for 90 min. And correct, ring of fire resist does not stack with resist energy (higher resistance takes precedent)

He then steps to the side (5') and opens the other door.


Evil GM

RD 3

Des - moved, attacks hitting one time. His invisibility drops.
Grung -
Pyrohydra
Feli
Karnog -
Meath'd
Malcolm
Kalim

Des Previous Post for RD 3

Des how are you moving and making 4 attacks?

Felic I moved you on the map that will follow, so to give you a LOS on creature.


Evil GM

Full Round attack:

Full-Round Actions

A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Full Attack

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

Des to use two weapon fighting you need to take a full round action to do so. Unfortunately, the designers and the TWF feat should lay this out better, where we don't have to look through other rules to get the whole picture.


The creature roars in pain from Desmond's attack then one of the heads begins to speak, "You dare slay a pet of Hecate...it cackles in an unsettling manner. A curse shall befall all of you...

One thing Felic is pretty certain about hydra's don't speak.

Hydra post

Link to earlier posts on Hecate


Evil GM

RD 3 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

Felicitas will cast Heroism on herself and orders Aurora to get some cover.
On the other side if the hydra can speak she could have been hit by my intimidate attempt


Evil GM

the hydra hasn't acted since your intimidate action Felicitas. You'll find out soon if it had a effect. Your heroism is after Grung and the hydra actions.

Grung is up.


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 come the troops! Evil dragon monster spawn, meet your angelic doom!"

Karnog chants in dwarven while glowing balls of goodness appear and begin zapping rhe hydra.

Standard Action: Summon Monster V for 1d4 + 1 ⇒ (4) + 1 = 5 !Lantern Archons. Move action: 5' step to the right

Lantern Archon:
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
DEFENSE

AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE

Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)


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|

Lots of zapping!:
Factoring Felicitas inspire in here. Lemme know if that doesn't apply.
  • Lantern Archon 1 HP 13/13
    Ray 1 1d20 + 5 ⇒ (18) + 5 = 23 to hit; 1d6 + 2 ⇒ (3) + 2 = 5 damage
    Ray 2 1d20 + 5 ⇒ (2) + 5 = 7 to hit; 1d6 + 2 ⇒ (2) + 2 = 4 damage
  • Lantern Archon 2 HP 13/13
    Ray 1 1d20 + 5 ⇒ (12) + 5 = 17 to hit; 1d6 + 2 ⇒ (1) + 2 = 3 damage
    Ray 2 1d20 + 5 ⇒ (9) + 5 = 14 to hit; 1d6 + 2 ⇒ (5) + 2 = 7 damage
  • Lantern Archon 3 HP 13/13
    Ray 1 1d20 + 5 ⇒ (8) + 5 = 13 to hit; 1d6 + 2 ⇒ (4) + 2 = 6 damage
    Ray 2 1d20 + 5 ⇒ (6) + 5 = 11 to hit; 1d6 + 2 ⇒ (4) + 2 = 6 damage
  • Lantern Archon 4 HP 13/13
    Ray 1 1d20 + 5 ⇒ (5) + 5 = 10 to hit; 1d6 + 2 ⇒ (3) + 2 = 5 damage
    Ray 2 1d20 + 5 ⇒ (15) + 5 = 20 to hit; 1d6 + 2 ⇒ (6) + 2 = 8 damage
  • Lantern Archon 5 HP 13/13
    Ray 1 1d20 + 5 ⇒ (13) + 5 = 18 to hit; 1d6 + 2 ⇒ (5) + 2 = 7 damage
    Ray 2 1d20 + 5 ⇒ (4) + 5 = 9 to hit; 1d6 + 2 ⇒ (3) + 2 = 5 damage

    If 7 touches, 56 damage. If 9 touches, 52 damage. If 10 touches, 47 damage.


  • Evil GM

    Karnog (and others) let's hold off to see what Grung does, then it's the pyrohydra's turn. Normally I don't mind posting out of turn, especially with schedules but you will want to wait till after the hydra goes...I think.


    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

    rta: 1d20 + 7 ⇒ (3) + 7 = 10Negative Levels: 1d4 ⇒ 3perception: 1d20 + 2 ⇒ (10) + 2 = 12Dunno if I still needed to make the check, but there it is.

    Kalim tries again to move to have line of sight with the creature, firing a ray of enervation at it. "It speaks ...then we shall remember its last words."

    Ooops, sorry, you posted that while I was typing it up. Disregard if necessary.


    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|

    Consider my action declared pending further development then. I can spoiler if needed


    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 activated my quick runner's shirt which gives me an extra move action. I can only pull moving and full attacking one time a day with 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 5 fats and gets his croak on

    Melee
    Croaker: 1d20 + 1 + 17 - 3 ⇒ (17) + 1 + 17 - 3 = 32 for 1d10 + 1 + 8 + 7 ⇒ (9) + 1 + 8 + 7 = 25 +1 vs Monstrous Humanoid of Magical Creatures
    Croaker: 1d20 + 1 + 12 - 3 ⇒ (12) + 1 + 12 - 3 = 22 for 1d10 + 8 + 1 + 7 ⇒ (3) + 8 + 1 + 7 = 19 +1 vs Monstrous Humanoid of Magical Creatures


    Grunt's, or Des, attack hits and slices through the body. There is a momentary silence then a sudden fiery explosion as the hydra's body bursts like a gigantic fireball.

    damage: 12d6 + 12 ⇒ (4, 4, 1, 2, 6, 6, 5, 2, 3, 6, 3, 2) + 12 = 56
    1/2 is divine Hellfire damage and not subject to resistance

    Hellfire Explosion:

    Half the explosion damage dealt by a hellfire creature is treated as fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to firebased attacks.

    Updated Map with Template added

    30 ft everyone but Kalim and aurora need to make DC 22 Reflex save. Save for half damage.


    reflex: 1d20 + 0 ⇒ (10) + 0 = 10

    The fireball engulfs the ogre in blaze of flame his skin chars; fortunately, he has the benefit of the endurance spell Karnog cast or head be unconscious and dying.

    Karnog I wasn't sure if Meath'd had any of the fire resistance, if he did he took half the damage but is still pretty charred.


    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

    Ref: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
    Somehow Felicitas ducks right into the explosion, burning her very badly!


    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, Meathead got resistance. Aurora did not (relying on evasion/movement for him)

    1d20 + 6 ⇒ (17) + 6 = 23 reflex


    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 take 14 damage.

    Meathead should take 36.

    "Drink your potions people. I will heal in a second but be on guard for more threats.

    Karnog pulls his wand of CMW and channels to heal.

    5d6 ⇒ (1, 3, 2, 5, 5) = 16 hp.

    "Any parts left? We need some kind of proof it's dead!"


    Meath'd is still fried but not as bad (36 HP of Damage.)

    Fire damage: 28 - 20 = 8, Divine Damage: 28


    Evil GM

    You'd find a fang here or there, along with some skin.


    Evil GM

    Everyone needs to make Will Save DC 22 for a partial save, except Malcolm. Fear based.

    Failure is panic for 12 RDs
    Success is shaken for 12 RDs

    The sound of the hallway door slamming shut is all Kalim, felic, aurora, and meath'd can hear. The walls and floor seems to moving and oozing an aura of fear.


    Will save: 1d20 + 3 ⇒ (9) + 3 = 12

    Meath'd suddenly drops his greatclub and flees towards the door you all came in...he is trembling .

    Panicked:

    A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.


    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

    Will: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
    Two friggin ones for safes in a row.Felicitas is shaking heavely, barely able not to wet her undergarments


    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

    In class, be back soon.


    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 + 6 ⇒ (19) + 6 = 25 ref

    Grung pulls behind his shield avoiding most of the blast taking 14


    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 ⇒ (20) + 9 = 29 will +2 being near the paladin

    that's creepy

    lots happenned there


    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 + 12 + 4 ⇒ (10) + 12 + 4 = 26 will vs fear

    Karnog is

    Shaken:
    Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.


    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

    Will Save: 1d20 + 9 ⇒ (16) + 9 = 25

    Know Arcana: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8

    Know Dungeoneering: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25

    "Something isn't right. Can anyone calm Meathead?" Kalim is shaken uh, literally and wary.


    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

    Reflex: 1d20 + 12 ⇒ (4) + 12 = 16
    Will: 1d20 + 5 ⇒ (5) + 5 = 10

    *Snort* Good luck guys.


    Evil GM

    Everybody has rolled except Malcolm who has his reflex save pending.


    Evil GM

    Kalim:

    The best that you can figure is somehow the death of Hecate's pet has triggered a sequence of undesirable events within the cavern. It's as if the cavern complex is living.


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

    Reflex: 1d20 + 6 ⇒ (20) + 6 = 26

    Everyone within 30' has a +1 save vs. fear due to POF. My Ref successful. So, 1/56 = 28, and 1/2 of that not subject to resistance. So, I take 14, I believe.

    Round 3, AC from POF, Barkskin, Smite and Barkskin (31), Resistance to Fire 20, Smite Evil, Potion of Bulls Strength (+2 to Hit and Dam), Power Att

    Malcolm moves forward and attacks the Hydra.

    BS Att: 1d20 + 17 + 2 - 3 + 2 ⇒ (12) + 17 + 2 - 3 + 2 = 30
    BS Dam: 1d10 + 7 + 8 + 9 + 2 ⇒ (6) + 7 + 8 + 9 + 2 = 32


    Evil GM

    Malcolm the hydra exploded so it's just chunks of flesh clinging to everything, including your armor. Frustratingly, there is nothing to hit.

    perception Malcolm: 1d20 + 7 ⇒ (1) + 7 = 8

    Your eyes and hears don't pick up anything but instinct senses that this is strong sense of evil flooding into this cavern complex.


    Evil GM

    Updated Map

    *I lost the map so I had to recreate it.


    Evil GM

    Meath'd, Felicitas, and Desmond are panicked (3/12RDs). Desmond moves to get near Malcolm, while felicitas stays in her niche in the cave protected by Kalim. Meath'd continues to claw and pound on the wall.

    Grung, Kalim, and Karnog are shaken (3/12 Rds)

    Malcolm is stoic

    I let two rounds of panick/shaken conditions lapse, so we will being at the top of Rd 6.

    -------
    The creep of doom sinks into the room, just as you think the worst is over a 12 headed pyrohydra appears. It's heads move, glare and snap. the sound of fire in its rumbling gullet echos.

    RD 6

    Des -
    Grung -
    Pyrohydra
    Feli
    Karnog -
    Meath'd
    Malcolm
    Kalim

    Updated Map


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

    If there was nothing to attack, Malcolm would have used a standard to use his Mercy to remove the Shaken condition from Karnog who was right beside him, if I remember correctly.


    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 will delay for Karnog to heal. I took a huge chunk of damage from that blast.


    Evil GM

    Ok Malcolm had removed the shaken condition from 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|

    See above. If there were two rounds between the blast and this new threat, everyone gets at least

    Quote:
    5d6 ⇒ (1, 3, 2, 5, 5) = 16 hp.

    "Drink up lads! Quaff those potions and heal up!"

    Round 2 after hydra goes boom:

    5d6 ⇒ (2, 3, 6, 3, 4) = 18 healing (5/7 channels remaining)


    Evil GM

    Des was holding I'm waiting on Grung to go.


    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|

    No problem. Was figuring I could heal up a bit in the rounds between the hydra exploding & the new threat appearing. If not, no worries.


    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 charges!

    Croaker: 1d20 + 17 - 3 + 1 + 2 ⇒ (19) + 17 - 3 + 1 + 2 = 36 for 1d10 + 8 + 7 + 1 ⇒ (9) + 8 + 7 + 1 = 25
    ton confirm Croaker: 1d20 + 17 - 3 + 1 + 2 + 2 + 1 ⇒ (9) + 17 - 3 + 1 + 2 + 2 + 1 = 29 for 2d10 + 16 + 14 + 2 ⇒ (2, 4) + 16 + 14 + 2 = 38

    AC 32


    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

    Still cowering in fear


    Evil GM

    Although shaken Grung rushes forward and slices with the mighty Croaker determined to hack the pyrohydra's body and the beast roars in pain. The jaws snap loudly but no AoO at this time.

    Grung Only:

    will save DC: 18


    Evil GM

    Desmond is still panicked and hiding near his paladin friend.

    Malcolm and Karnog see a wand, or stick, get picked up from among the treasure within this room, and it's being waved towards the Malcolm and the cowering rogue. Although you do not see what is holding the wand

    Updated Map
    * It's at O:24

    GM:

    1/3


    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's eyes go from glowing green to an iridescent black as his eyes search for invisible things. Casting See Invisible.

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