Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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, Divine Bond (9 Minutes), Power Attack, Haste AC: 22

Malcolm attacks the two enemies in AA-9 and AA-10 after laying his other hand upon himself for the healing blessing of Abadar.

Lay on Hands: 4d6 ⇒ (6, 6, 3, 3) = 18

Att on AA-9

BS Att: 1d20 + 17 + 1 + 2 - 3 ⇒ (19) + 17 + 1 + 2 - 3 = 36
BS Dam: 1d10 + 7 + 9 + 2 ⇒ (6) + 7 + 9 + 2 = 24

Confirm BS Att: 1d20 + 17 + 1 + 2 - 3 ⇒ (5) + 17 + 1 + 2 - 3 = 22
Add'l BS Dam: 1d10 + 7 + 9 + 2 ⇒ (3) + 7 + 9 + 2 = 21

Att on AA-10

Haste BS Att: 1d20 + 17 + 1 + 2 - 3 ⇒ (19) + 17 + 1 + 2 - 3 = 36
Haste BS Dam: 1d10 + 7 + 9 + 2 ⇒ (5) + 7 + 9 + 2 = 23

Confirm BS Att: 1d20 + 17 + 1 + 2 - 3 ⇒ (4) + 17 + 1 + 2 - 3 = 21
Add'l BS Dam: 1d10 + 7 + 9 + 2 ⇒ (1) + 7 + 9 + 2 = 19

BS Att2: 1d20 + 12 + 1 + 2 - 3 ⇒ (18) + 12 + 1 + 2 - 3 = 30
BS Dam2: 1d10 + 7 + 9 + 2 ⇒ (10) + 7 + 9 + 2 = 28

Confirm BS Att2: 1d20 + 12 + 1 + 2 - 3 ⇒ (15) + 12 + 1 + 2 - 3 = 27
Add'l BS Dam2: 1d10 + 7 + 9 + 2 ⇒ (10) + 7 + 9 + 2 = 28


Evil GM

Malcolm's righteousness has had enough of Orcus' foulness as he hacks down both goblin attackers.

Updated RD 2 Map


Evil GM

Order: RD 2 Update

Grung - hit cleric
underclerics - spells cast and channel
yellow ground troops - surrounded group attacking
Torbitz - flame strike
red archers - hold action
Meathead - drank potion 7 hp back
Feli - crushing despair spell
Des - drank healing potion

Drow Allies - two are cooking, one scurried down the tunnel, the cleric healed kalim.

Purbok -dispelled stone wall
Malcolm - killed two golblins
Karnog - summon monster
Kalim - fireball

*I need to make the reflex saves for the 38 HP of damage from Kalim's fireball.
**Kalim what is the save? I'll back in a little bit.
***Kalim I also need you to make a spell claster level resistance check on the fireball: You roll a d20+CL


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Wall of Stone

Duration: instantaneous, so dispel will not affect it. Must be disintegrated or broken via direct damage.


Evil GM
Karnog Kegmeister wrote:

Wall of Stone

Duration: instantaneous, so dispel will not affect it. Must be disintegrated or broken via direct damage.

I did not know that...what are the HPs per area of thickness for this. Purbok's troops would be smashing it once the dispel failed.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

DC 19. spell resistance roll: 1d20 + 9 ⇒ (12) + 9 = 21


Evil GM

Fireball saves for the yellow troops on the ship.

W:-16
reflex: 1d20 + 3 ⇒ (4) + 3 = 7
Goblin soldeir fries

X:-16
reflex: 1d20 + 3 ⇒ (20) + 3 = 23
half damage at 19 HP

Y:-16
reflex: 1d20 + 3 ⇒ (14) + 3 = 17
This goblin dies

Z:-16
reflex: 1d20 + 3 ⇒ (2) + 3 = 5
This goblin sizzles.

undercleric: V:-17 (this one is casting summon spell)
reflex: 1d20 + 3 ⇒ (3) + 3 = 6

*He'll never be able to make the save so he loses the spell but he is still alive.

undercleric: Z:-17
reflex: 1d20 + 3 ⇒ (14) + 3 = 17

He is injured but still up

I need the spell resistance for torbitz SR 24


Evil GM

The spell has no effect on torbitz but Kalim has his undivided attention now. :-)


Evil GM

RD 3:

Grung -
underclerics -

yellow ground troops -
(note to self include crushing despair pen to North troops -2 att/dam)

Torbitz -
red archers -
Meathead -
Feli -
Des -

Drow Allies -

Purbok -
Malcolm -
Karnog -
Kalim

RD 3 Map


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

2 inches thick so 30 hp, or dc 24 str check


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

ok checkin the map, phone posting


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 + 17 + 2 + 2 - 3 + 2 ⇒ (4) + 17 + 2 + 2 - 3 + 2 = 24 for 1d10 + 8 + 2 + 7 ⇒ (8) + 8 + 2 + 7 = 25
Croaker: 1d20 + 12 + 2 + 2 - 3 + 2 ⇒ (14) + 12 + 2 + 2 - 3 + 2 = 29 for 1d10 + 8 + 2 + 7 ⇒ (5) + 8 + 2 + 7 = 22

Haste 1d20 + 17 + 2 + 2 - 3 + 2 ⇒ (9) + 17 + 2 + 2 - 3 + 2 = 29 for1d10 + 8 + 2 + 7 ⇒ (1) + 8 + 2 + 7 = 18

Starting on the yellow to the east


Evil GM

Grung since you are phone posting, I will assume you want to begin on W:-10 the blinded cleric first, since he is the one channeling the negative energy at you all.


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

ty, that works


Evil GM

Grung your first attack finally kills the blinded cleric. The squat dwarf pivots and slices through the next enemy with his next two attacks.


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

Dc is cha 20=5, Spell level3 = DC =18. And I was surprised about the reflex save, but well maybe the cleric had a special boon so it is reflex.V/-7 to X/-7 Taking a 5 foot back Felicitas tries to hinder being surrounded.
Seeing her Despair takes hold, she will continue her attacks on the mind. But he spell fails.
Conc: 1d20 + 13 ⇒ (4) + 13 = 17


Evil GM

RD 3: Underpriest

Z:-17

A metallic grey film washes over Felicitas, she starts to feel her joints thicken up.

DC 16 Will save negates

Hold person:

DESCRIPTION

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.

V:-17

The second priest spend some time self-healing.

CSW: 3d8 + 8 ⇒ (2, 6, 4) + 8 = 20


Evil GM

Remember is you cast a spell that has SR make check d2+CL if it is intended at Torbitz. His SR is 24.

Also include the Save DCs for spells, it makes my life easier.


Evil GM

RD 3: update

Grung - killed blind underpriest and a troop
underclerics - spell hold person at feli and csw

yellow ground troops -
(note to self include crushing despair pen to North troops -2 att/dam)

Torbitz -
red archers -
Meathead -
Feli -
Des -

Drow Allies -

Purbok -
Malcolm -
Karnog -
Kalim


Evil GM

RD 3 Yellow Troops

South:

the remaining goblin in the south moves up and attacks Malcolm, as he swallows his fear,

MA: AA:-8

Std:

He jabs his short sword at
short sword, bless, bull: 1d20 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13;damage ,bull: 1d4 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9

dex check to drop: 1d20 + 2 ⇒ (7) + 2 = 9

the blades slips form his hand, his bulbous eyes widen as he sees his life pass in front of his eyes.

------
North:

V:-8

the injured goblin jabs at Kalim.

short sword, bless, bull, CD Pen: 1d20 + 9 + 1 + 2 - 2 ⇒ (6) + 9 + 1 + 2 - 2 = 16;damage ,bull: 1d4 + 2 + 2 + 2 - 2 ⇒ (3) + 2 + 2 + 2 - 2 = 7

*I think this may miss you.

V:-7 steps to W:-8 and attacks Kalim

short sword, bless, bull, CD Pen: 1d20 + 9 + 1 + 2 - 2 ⇒ (2) + 9 + 1 + 2 - 2 = 12;damage ,bull: 1d4 + 2 + 2 + 2 - 2 ⇒ (1) + 2 + 2 + 2 - 2 = 5

missing.

----
V:-6 steps to X:-7 and attacks Felic

"Burn Witchy."

short sword, bless, bull: 1d20 + 9 + 1 + 2 ⇒ (3) + 9 + 1 + 2 = 15;damage ,bull: 1d4 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
He was not in the cone effect initially
-----

U:-8 attacks Grung

short sword, bless, bull, CD Pen: 1d20 + 9 + 1 + 2 - 2 ⇒ (17) + 9 + 1 + 2 - 2 = 27;damage ,bull: 1d4 + 2 + 2 + 2 - 2 ⇒ (2) + 2 + 2 + 2 - 2 = 6

"Dwarfy must die...Die...Die."

Bunch of useless rolls.


Evil GM

Updated RD 3 Map


Evil GM

RD 3: Torbitz

"I have legions to crush you with. Bend the knee and serve or die the most a foul painful death." He voice reverberating with power as his fingers move in cadence. As a cold darkness befalls the group. This spell effects only good and neutral (not evil) alignments.

damage to good: 6d8 ⇒ (7, 4, 7, 2, 3, 3) = 26
(half dam to N)
sicken rds: 1d4 ⇒ 4
sicken = -2att/dam/save/skills

DC 19 Will save for half damage and no sicken

Half damage to those "N" and no sickened

Unholy Blight Template map

* pink template = unholy blight spell that catches all the PCs

unholy blight:

You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.

The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.


Evil GM

RD 3: Red Archers

Both archers fire on Malcolm

shortbow comp, mag, PBS, bless: 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23;damage ,comp, mag, WS, bull: 1d6 + 2 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 + 2 = 11

shortbow comp, mag, PBS, bless: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29;damage ,comp, mag, WS, bull: 1d6 + 2 + 2 + 2 + 2 ⇒ (6) + 2 + 2 + 2 + 2 = 14

"Kill him guud."


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Will Save: 1d20 + 8 ⇒ (16) + 8 = 24


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

1d20 + 15 ⇒ (5) + 15 = 20 will (13 hp)


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

I know it's early, but my computer time might get limited today, so I'll go ahead and post an action.

Wincing from the pain, not only of the unholy blight, but at being hurt by something as banal as evil, Kalim steps forward to W11 away from the ground troops, looks for unseen foes, and fireballs the ship again.
Fireball DC 19: 9d6 ⇒ (2, 1, 6, 1, 5, 6, 6, 2, 1) = 30Acid from the robe on Torbitz: 1d6 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Spellcraft Check for Unholy Blight: 1d20 + 11 ⇒ (10) + 11 = 21

SR check: 1d20 + 9 ⇒ (18) + 9 = 27

Almost forgot the sr check. Here's hoping. I think I remembered everything else. Edit 2, I forgot the Sorcerer's Robe


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Heals incoming, people!


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

this fight is insane. I actually don't remember if I am good or neutral. Gotta check


RD 3:

Meath'd wants to stand up and help

MA: stand

will save to stand vs command: 1d20 + 3 ⇒ (18) + 3 = 21

taking a deep breath he finally manages it. Peering out at the others, "me better go bash arrow people wit club." He moves outside the tunnel and looks up at the ledge with the archers.

STD: moves out of tunnel.


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

The first spell washes over Felicitas but the bard just shruggs is off
Will: 1d20 + 9 ⇒ (16) + 9 = 25, but the second is not that easely to shrug off and she feels the pain. After a cough she starts to sing, Inspire competence and casts Invisibility on herself.
Will: 1d20 + 9 ⇒ (5) + 9 = 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

And we are back now I can save. I got booted by the site before my post finished

1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 failure


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Will Saves: 1d20 + 5 ⇒ (11) + 5 = 161d20 + 5 ⇒ (8) + 5 = 13

Desmond continues to be useless.

How much longer does the spell last?


Evil GM
Desmond Aeros wrote:


Desmond continues to be useless.

How much longer does the spell last?

12 total rounds. You've been hit hard the last two battles with failed save results.

Everyone make sure you update your HP line. Quite a bit of damage has been dealt out from the two channels and the unholy blight.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

It happens. I'm a rogue without a fantastic wisdom score, will saves are my big weakness. Not much I can do about it without sinking hilarious amounts of money into it. I was just expecting a dispel magic from one of our casters.


Evil GM

Re: dispel magic. the drow: Wizard got blasted, and the cleric was under the effect too for awhile. She may cast one on her turn but she is seriously thinking of saving her own hide.


Evil GM

RD 3: update

Grung - killed blind underpriest and a troop
underclerics - spell hold person at feli and csw

yellow ground troops -
(note to self include crushing despair pen to North troops -2 att/dam)

Torbitz - unholy blight 26 HP of damage 4 RDs shaken
red archers - shot at Malcolm
Meathead - stood up amdn moved
Feli - invisible and I Comp
Des - grovelling

Drow Allies -

Purbok -
Malcolm -
Karnog -
Kalim - fireball

It looks like Felic changed from Inspire courage to inspire competency so adjust your rolls accordingly.


RD 3 Drow Allies

the fighter is down the tunnel trying to heal up. potion

CMW: 2d8 + 8 ⇒ (2, 1) + 8 = 11

The cleric will cast dispel magic on Desmond to rid him of the greater command spell,

dispel magic: 1d20 + 8 ⇒ (3) + 8 = 11
DC 20

the attempt fails. she is boxed in so she does not move away from the protection.

Fortunately the unholy blight had no effect on me...may the Spider Queen bless me.


Evil GM

Purbok's group is bashing at the stone wall which crumbles a bit. Two troops work on the wall.

damage: 1d8 + 3 ⇒ (8) + 3 = 11
damage: 1d8 + 3 ⇒ (8) + 3 = 11

Hardness 8, HP 30

14 HP of damage so far.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Karnogs mephits appear on his turn.

Mephits 1: shoot underpriest who healed himself with acid arrow 1d20 + 6 ⇒ (9) + 6 = 15 touch 2d4 ⇒ (3, 1) = 4 Acid damage

Mephit 2: stinking cloud centered on Torbitz. DC 15 or be nauseated; blocks LoS, 20' radius cloud

Karnog: cast CLW, Mass; affecting everyone excluding Feli (invis) and Drow fighter (out of range)

1d8 + 9 ⇒ (6) + 9 = 15; 1d20 + 9 ⇒ (1) + 9 = 10 SR vs Drow Cleric


Evil GM

Anything of ray, arrow, ranged attack on the priests has 20% mischance due to entropic shield.

miss chance: 1d100 ⇒ 84

The acid arrow hits home.

Where are the mephits for the map.

For Saves: Stink Cloud
body Guard:
X:-16
fort: 1d20 + 7 ⇒ (3) + 7 = 10

Underpriest:
V:-17
fort: 1d20 + 8 ⇒ (5) + 8 = 13

Z:-17
fort: 1d20 + 8 ⇒ (13) + 8 = 21

torbitz
fort save: 1d20 + 10 ⇒ (9) + 10 = 19


Evil GM

Updated RD 3 Map

*The mauve triangle are the ones nauseated.

Remember anyone who failed the will save on the unholy blight is shaken for 4 RDs.

shakenedd:

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.


Evil GM

Karnog I need your water mephits to make reflex saves from Kalim's fireball DC 19 or 30 HP.

body guard: 1d20 + 3 ⇒ (2) + 3 = 5
the body is sizzling on the boat...dead

V:-17
rflex: 1d20 + 3 ⇒ (19) + 3 = 22
half damage 15 HP

Z:-17
reflex: 1d20 + 3 ⇒ (11) + 3 = 14
full damage...crumples over in negatives

Torbitz
reflex: 1d20 + 7 ⇒ (10) + 7 = 17
takes full damage.


Evil GM

Malcolm has his RD 3 Actions remaining.

RD 4:

Grung -
underclerics -

yellow ground troops -
(note to self include crushing despair pen to North troops -2 att/dam)

Torbitz -
red archers -
Meathead -
Feli -
Des -

Drow Allies -

Purbok -
Malcolm -
Karnog -
Kalim


Evil GM

Everyone can make a perception check at the top of RD 4.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

2d20 ⇒ (13, 4) = 17

Yup.


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 - 2 ⇒ (20) + 10 - 2 = 28BOOM! on pecep


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Mephits are flying so I'd keep them relatively close to me for now.

1d20 + 15 ⇒ (18) + 15 = 33 perception


Evil GM

15 Perception and up:

You hear the sounds of reinforcements coming from the main cavern where the stepping stones were located.

18 perception and up:

In addition to the reinforcements you figure that Purbok and his fanatics should break through Karnog's wall soon.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

perception: 1d20 + 2 ⇒ (16) + 2 = 18


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

"We've got incoming! And that wall is not gonna hold for much longer! We need to put this bastard down!"

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