Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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
baldwin the merciful wrote:
Desmond Aeros wrote:
Desmond was attacking with a shortsword, that should be slashing damage.
Short Sword is piercing damage. Long swords do slashing damage.

Whaaaaaa...*looks up weapon chart*...oh you're right.

My life is a lie.


Evil GM

Grung you are up and Felic are you doing anything other than shout the warning? You caste haste during the surprise round.


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 start IC and ponder how to help. After a moment she draws an entangle wand and starts making the life for the undead more difficult.
UMD : 1d20 + 19 ⇒ (17) + 19 = 36


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

I know I have to wait until I get home to better connection. Every time j try to post something with dice I get taken to an error page. I can't update either . Feel dree to just full defense me f you want to move on.


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 the swarm/horde with Croaker

Croaker: 1d20 + 21 - 3 + 1 + 2 ⇒ (7) + 21 - 3 + 1 + 2 = 28 for 1d10 + 8 + 8 ⇒ (4) + 8 + 8 = 20


Evil GM

Grung no need to charge the zombie horde is within your reach. Make sure you update you HP line. You hit even without the +2 charge. What type of weapon is croaker?


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

Slashing Elysium bronze magical hp is updated taking into account my dr

Other two attacks+hastened attack

Croaker: 1d20 + 21 + 1 - 3 ⇒ (6) + 21 + 1 - 3 = 25 for 1d10 + 8 + 8 ⇒ (5) + 8 + 8 = 21 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 16 + 1 - 3 ⇒ (19) + 16 + 1 - 3 = 33 for 1d10 + 8 + 8 ⇒ (4) + 8 + 8 = 20 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 12 + 1 - 3 ⇒ (18) + 12 + 1 - 3 = 28 for 1d10 + 8 + 8 ⇒ (6) + 8 + 8 = 22

confirm Croaker: 1d20 + 16 + 1 - 3 ⇒ (1) + 16 + 1 - 3 = 15 for 2d10 + 16 + 16 ⇒ (4, 4) + 16 + 16 = 40 +1 vs Monstrous Humanoid of Magical Creatures


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 casts communal stoneskin. "End their sad existences, boys." 110 points of damage doesn't count."


Evil GM

grung stands firmly and whirlwinds croaker slicing through tendons and rotten flesh destroying most of horde. Indiviudal creatures attack zombies: 2d6 ⇒ (6, 5) = 11

When a horde is destroyed it disperses into individual creatures losing the horde characteristics.


Evil GM

The zombie horde breaks apart and individual zombies continue to press their attack, but your front liners are able to destroy them rather quickly without wasting any additional resources. there isn't anything to loot or take off the bodies, but Karnog will recognize they each were branded with Orcus' symbol.

A plain ole zombie doesn't have much of change on hitting any of you, so we will end the battle 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|

"Each branded with the Prince of Undead's sigil. We almost certainly face significant Necromancy threats from below. I wonder what else is tucked away down there."

Karnog uses his CMW wand on himself and anyone else who was injured.

2d8 + 3 ⇒ (7, 5) + 3 = 15 HP
2d8 + 3 ⇒ (1, 1) + 3 = 5 HP
2d8 + 3 ⇒ (5, 4) + 3 = 12 HP
2d8 + 3 ⇒ (5, 2) + 3 = 10 HP

6 charges left on that wand


Evil GM

Do you have any other cure wands?


Evil GM

From your current location you are roughly a half mile from the stairway leading to the where the last refuges of Tsar descend. There is an peaceful stillness in the air, but you understand that it is the calm before the storm. As you approach the cave is anyone doing anything?

I assume that your group are heading to stairwell.


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, 2 full CLW, and one CMW with 25.


Evil GM

What are you going to do?


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|

"Shall we, then? Once more below ground to fight the great evil? I am ready if you all are."

Karnog hold the cure wand out, ready to heal anyone still injured.


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

"I was born ready!"


Evil GM

There is aura of unrest and gloom as you enter the cave entrance. The sloop is cluttered with rubble. There is 10 to 15 foot wide opening that has been cleared, which you assume was the giants task, the area has clear signs of activity. There are bits and pieces of torn fabric, leather and rotten flesh on the walls...the horde must have passed this way. As you begin to descend down the stairs the air becomes stale and light scarce.

Everyone can make a perception.

Unless you tell me otherwise, I'll assume Desmond is leading roughly 10 fet ahead. Followed by Grung and Karnog side by side, then Kalim and Felic side by side.


Evil GM

DM Checks:

first: 1d20 ⇒ 6
ND
second: 1d20 ⇒ 13
No E
third: 1d20 ⇒ 15
No E
fourth: 1d20 ⇒ 14
No E


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 + 12 ⇒ (3) + 12 = 15 percep


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

Perc: 1d20 + 16 ⇒ (12) + 16 = 28 +5 vs traps


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 + 18 ⇒ (18) + 18 = 36 perception (+2 dealing with unusual stonework)


Evil GM

As Desmond leads the group forward the walls become less worked and the stairs begin to give way to a twisting slope. Desmond (what is your light source), Karnog, and Grung suddenly see a wall of darkness. The dwarfs darkvision fails to pierce even the outer the rim.


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 draws his sling and one of his sparkle bullets and launches it into the darkness, seeing if he hears it explode and/or if he sees it flash


Evil GM

There is an explosion but no flash of light.


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

Weaving a quick incantation Felicitas tries to find out more about the magical darkness.
Detect Magic
Spellcraft: 1d20 + 15 ⇒ (20) + 15 = 35


Evil GM

Felic:
You recognize there is an magic aura this round.

Detect magic is a multi-round concentration spell, so there is more to come.


Evil GM

Is anyone else doing anything? Grung used his sparkle bullet, Felic cast a spell.


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 eyes focus on the aura, trying her best to find out more.


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 holds steady, ready to approach h the darkness with the rest of the team.

"Ain't natural dark, that. Even my eyes can't see in it. Gotta be careful, all."


Evil GM

Felic and Kalim suddenly realize that stairwell behind them has impenetrable darkness. The group is stuck between the two globes of unnatural light, the dwarves skin tingle as their darkvision fails them.


Evil GM

RA Initiative:

RA:
Karnog: 1d20 + 1 ⇒ (14) + 1 = 15
Kalim: 1d20 + 2 ⇒ (14) + 2 = 16
Grimm: 1d20 + 5 ⇒ (7) + 5 = 12
Grung: 1d20 + 2 ⇒ (13) + 2 = 15
Feli: 1d20 + 4 ⇒ (17) + 4 = 21
Desmond: 1d20 + 10 ⇒ (6) + 10 = 16
enemy: 1d20 + 8 ⇒ (11) + 8 = 19

Initiative Order:

Felic
Unseen enemy
Des
Kalim
Grung
Karnog

I need to work on battle map. Essentially you are in a tunnel 10-15 feet wide and located between two area of darkness.


Evil GM

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

Seeing the darkness descending Felicitas Sighs and casts invisibility on herself before starting to inspire her comrades, feeling battle is emminent.


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 closes his eyes and prepares by going full defense.

I do have blind fight


Evil GM

Felic and Aurora, Kalim, Grung and Karog all make DC 19 Will save.

The ground opens separating Felic and Kalim from the others.

Likewise Desmond a giant crack appears right at your feet.

DC 19 Will save

Updated RD 1 Map


Evil GM

Initiative Order: RD 1 update

Felic - invisible
Unseen enemy - floor opens up
Des
Kalim
Grung
Karnog

Everyone owes DC 19 Will save


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 ⇒ (17) + 10 = 27 Will


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 + 16 ⇒ (14) + 16 = 30 will (+2 vs spells, sla, disease, poison)


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 + 8 ⇒ (11) + 8 = 19


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

Will: 1d20 + 5 ⇒ (1) + 5 = 6

Nailed it.


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: 1d20 + 9 ⇒ (14) + 9 = 23


Evil GM

Desmond's arms swing around wildly as he tries not to fall in the hole that appeared in front of him.

all but Desmond:

You see through the quasi-real illusion and realize that the cracked floor is not real.

felic, Karnog, Kalim only:

You all realize that the illusion is shadow shaped from the Plane of Shadow. You suspect that there are two spellcasting enemies since both cracks appeared nearly simultaneously.


Evil GM

You're up!

Des
Kalim
Grung
Karnog


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 ⇒ (15) + 10 = 25 Perception to find the foe


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 flips back to the dwarves. "They've cut us off from each other! We need to jump over to them!" Desmond takes a running start and jumps over next to Kalim.

Acrobatics: 1d20 + 21 ⇒ (8) + 21 = 29


Evil GM

Grung your darkvision fails to see the enemy, but you feel there is one inside the darkness. You figure the darkness has made the foe invisible. Are you going to enter the darkness and start swinging?

====
Desmond flips backwards bouncing off the dwarfs, then he dashes and leaps in the air landing firmly by Kalim. Sweating profusely from the exertion.


Evil GM

RD 1 update: You're up!

Des - double moved
Kalim
Grung
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|

"Illusions formed from the stuff of Shadow. There are two casters hidden!"

Karnog casts Airwalk on himself and draws his hammer.


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

I thought I was in the darkness. I was trying to locate it via hearing

So I enter the darkness and listen

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