Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

"Lay down your arms!


Evil GM

Initiative Order: RD 7

Felicitas -
Kalim-
Desmond -
Black Skeletons Wall -
Blayze -
Karnog -
Grung -


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

Still can't here ya! Gotta come say it to my face!


Evil GM

Felicitas, Kalim, and Desmond are up


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 thought Felicitas is fast moving through her pages.


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

Is the map currently up to date?


Evil GM
Felicitas Sweetfingers wrote:
I thought Felicitas is fast moving through her pages.

She is, sorry about that.


Evil GM
Desmond Aeros wrote:
Is the map currently up to date?

Updated RD 7 Map


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 gets into the hut and casts communal stones kin again.


Evil GM

Felicitas:
You find the picture and description of the demon before you, it's a Marilith. The entry reads: Often leaders of Abyssal hordes and queens of Abyssal nations, the dreaded marilith serve demon lords as governesses, advisors, and even lovers, yet their brilliance as tacticians makes them most sought after as generals and commanders of armies. The most powerful mariliths serve no one, and instead command ravenous fiendish legions.

It continues with a physical description: Rumored marilith's stand 6 to 9 feet tall and measures 20 feet from head to tail tip. It weighs 4,000 pounds. Only the most arrogant and proud evil souls, typically those of cruel kings, sadistic generals, and exceptionally violent warlords, can trigger the manifestation of a marilith.

Marilith's infuse their weapon with mighty magical powers, and they easily resist most magic (SR), proficient with a limited amount of tactical spells. Often preferring to create barriers or blades that work well with their own multiple weapons. They use their unholy aura to great effect. They resist most weapons except for cold iron and good; they are Immune from electricity and poison; they Resist acid, cold, and fire


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

Assuming she tells us "My longspear is magic and cold iron. Would any of my spear brothers like to get enlarged with it for reach?"


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

Delay and hide until I can get a flank off.


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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

"OO, not good!"


Evil GM

RD 7:

The black skeleton archers don't ahve a clean shot with the blade barrier up, so they don't take an action.

Blayze chuckles at the dwarf's challenge, "Come forth little man and I promise to kill you quickly, now that escape is useless." The creature wiggles her free hand and another blade barrier wall appears behind her, thus trapping the group between two hazards. "We can battle like pitfighters!"

Updated RD 7 Map

Karnog and Grung are up. Desmond if you want to act go ahead and do so.

Everyone can give me a Fort, Reflex, and Will save that I use as I see need it.


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

Fort: 1d20 + 9 ⇒ (15) + 9 = 24
Ref: 1d20 + 14 ⇒ (7) + 14 = 21
Will: 1d20 + 11 ⇒ (13) + 11 = 24


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 ⇒ (15) + 14 = 29 fort
1d20 + 8 ⇒ (19) + 8 = 27 reflex
1d20 + 17 ⇒ (9) + 17 = 26 will
(+2 vs poison, +2 vs spells, SLAs)

Dwarven: "Go, my brother-king, chop this demon scum into pieces!"

Karnog steps next to Grungsdi, casting CSW on the warrior.

4d8 + 12 ⇒ (8, 7, 2, 2) + 12 = 31 HP healed, swapping restoration for CSW.


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

Fort: 1d20 + 7 ⇒ (5) + 7 = 12
Reflex: 1d20 + 15 ⇒ (7) + 15 = 22
Will: 1d20 + 6 ⇒ (17) + 6 = 23


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

2d8 + 3 ⇒ (5, 2) + 3 = 10

Grung downs one last potion

about time. Come on now. he sets his feet and whips out croaker again


Evil GM

Grung and Kalim make a Fort, Ref, and Will save that I can use if necessary.


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

fort: 1d20 + 6 ⇒ (3) + 6 = 9reflex: 1d20 + 6 ⇒ (15) + 6 = 21will: 1d20 + 10 ⇒ (1) + 10 = 11


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

eep Kalim will arm and enlarge grunge from the hut if possible.


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 + 14 ⇒ (7) + 14 = 21 fort
1d20 + 8 ⇒ (17) + 8 = 25 ref
1d20 + 11 ⇒ (10) + 11 = 21 will

All +2 if a spell or sla or poison


Evil GM

Enlarge person takes 1 RD, so Grung becomes large this round.

Initiative Order: RD 8

Felicitas -
Kalim-
Desmond -
Black Skeletons Wall -
Blayze -
Karnog -
Grung -

I have everyone's saves, thanks.

Map RD 8


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

As demons are not immune to intimidate... Feli will prepare to do that.
Intimidate: 1d20 + 34 ⇒ (4) + 34 = 38


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

Is I-4 a legal square to occupy and one that I can benefit from flanking?


Evil GM
Desmond Aeros wrote:
Is I-4 a legal square to occupy and one that I can benefit from flanking?

Remember you are in the tiny hut which is giving you protection. I-4 is a blade barrier wall, so it can't be used for flanking unless you want to be a Ronco Diced Tomato.


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

Eh, reflex of 17 and evasion. I can probably honestly risk it haha.

Desmond slowly sneaks to the edge of the tiny hut, then quickly jumps out and lashes at the creature!

Move to F-4. I believe since tiny hut prevents the occupants from being seen I might be against flat footed, but either way I moved 10 feet so I will get sneak attack off.

Attack: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 1d6 + 11 + 6d6 ⇒ (5) + 11 + (3, 2, 4, 4, 2, 5) = 36
Cold Damage: 1d6 ⇒ 5

Applying debilitating blow for the penalty to hit, which is -2 (-6 against Desmond). Traget takes 2 points of strength damage. Current AC is 36.


Evil GM

Desmond the sound of the demon's blades whirling ring in your ears as you jab at the creature with your shortsword. You blade miss the the hide of the creature. The beast shows you a mouthful of razor like teeth.

DM Only:
Desmond's previous Will save 23

Updated Map


Evil GM

Wall skeleton's don't really have shot with the blade barrier on the draw bridge. [/ooc]Arguable at the large dwarf or Desmond but the penalties to hit will be too high (probably needing a nat 20). So I'll speed that part up a bit.[/ooc]


Evil GM

Blayze the demon in front of you releases a violent torrent of energy at Desmond pushing him back into the blade barrier.

bab and abil bonus: 1d20 + 16 + 7 ⇒ (16) + 16 + 7 = 39

Desmond:
your AC bonus and to hit bonus from debilitating attack do not apply. In character you don't know why - yet. Nor does it have the str damage. I will explain later.

Desmond is pushed violently back into the blade barrier wall.

damage: 15d6 ⇒ (4, 3, 1, 2, 6, 5, 6, 4, 4, 4, 1, 5, 4, 5, 2) = 56
Reflex is 23.


Evil GM

Updated map post Desmond getting moved by a violent force.

Desmond:
Don't worry about an AOO either for casting in combat, it won't matter. Although I will permit you another Will save now that it has interacted with you.


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 is going well...


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 + 22 - 4 + 3 ⇒ (15) + 22 - 4 + 3 = 36 for 2d8 + 10 + 9 + 3 ⇒ (4, 8) + 10 + 9 + 3 = 34
Croaker: 1d20 + 17 - 4 + 3 ⇒ (18) + 17 - 4 + 3 = 34 for 2d8 + 10 + 9 + 3 ⇒ (4, 5) + 10 + 9 + 3 = 31
Croaker: 1d20 + 13 - 4 + 3 ⇒ (19) + 13 - 4 + 3 = 31 for 2d8 + 10 + 9 + 3 ⇒ (4, 6) + 10 + 9 + 3 = 32
haste Croaker: 1d20 + 22 - 4 + 3 ⇒ (9) + 22 - 4 + 3 = 30 for 2d8 + 10 + 9 + 3 ⇒ (6, 6) + 10 + 9 + 3 = 34

to confirm Croaker: 1d20 + 13 - 4 + 3 ⇒ (20) + 13 - 4 + 3 = 32 for 4d8 + 20 + 18 + 6 ⇒ (7, 2, 3, 8) + 20 + 18 + 6 = 64


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

also that might provoke if he doesn't have improved bullrush, if i hit he might miss his attack

provoke Croaker: 1d20 + 13 - 4 + 3 ⇒ (15) + 13 - 4 + 3 = 27 for 2d8 + 10 + 9 + 3 ⇒ (8, 6) + 10 + 9 + 3 = 36


Evil GM

Grung you swing furiously at the creature. You are confident that you hit once but you don't seem to do much damage to the creature.

Grung only:
Make another Will save.


Evil GM

Initiative Order: RD 9

Felicitas -
Kalim-
Desmond -
Black Skeletons Wall -
Blayze -
Karnog -
Grung -

Use the last map posted.


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:
Alright, thanks for letting me know! I trust you on the mechanics, I know you run a fair game :P

Will: 1d20 + 6 ⇒ (19) + 6 = 25
Reflex: 1d20 + 15 ⇒ (17) + 15 = 32

Desmond oomphs in pain as he is flung back, then quickly narrows out his body and rolls through the blades to avoid them. He exhales sharply as he lands, then glares at the creature as he pants. It moved me away, smart. Very smart.


Evil GM

Desmond:
You figure it pushed you away with some sort of mental push. (telekinetic) But you realize something more significant, the creature you engaged with is not actually there it's an illusion that you initially did not understand. It's a powerful illusion that takes on the movements and smells of it's master. More importantly the master can cast spells through the illusion. Blasted spellcasters with all their hocus-pocus stuff.

Desmond make your reflex save.


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 sorry, I did make the reflex save, I just typed "will" again instead of reflex. I had the right modifier and everything, just the wrong name. I've edited it now.

Baldwin:
Sorry about the confusion with the saves. Just in case you were confused about the result of my will save, it was 25. I want to make sure I saw through the illusion before I go shouting about it. Does a 25 make the save?


Evil GM

Des:
You made the Will save this time. That is how you realize3d it's a believable complex illusion. That even though it's an illusion, spells can be cast through that illusion, You were the recieptent of one of those spells: telekinetic push.


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

As Desmond glares at the creature, he suddenly tilts his head like a confused dog. Then he swears under his breath. "It's an illusion, he's casting through it!"


Evil GM

Felic, Kalim, and Desmond you are up.


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 + 11 + 2 ⇒ (14) + 11 + 2 = 27 will


Evil GM

Grung:
You made the Will save this time. You figure out that this "demon" is a complex illusion. Even after you interacted with it, it looks, sounds, and smells so real. The spellcaster can actually use it to cast certain spells. which is why there were no AOO.


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 into the tiny hut and takes a deep breath. "So we're fighting an illusion, and spells are coming from it. How do we handle this?"


Evil GM

Desmond starts to contemplation the "what if" scenario: What if the demon cast another spell inside the blade barrier walls. Like a summon more demons, or toy with some demonic flaming or more whirl blade wall that cuts your area in half again. "What if..."


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

Hearing those words Felicitas thanks hard. Before making an illusion of a stone wall between the illusion and themselves.


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|

"Time to go, people! I'd say we withdraw post haste!"

Karnog prepares to cast a real wall of stone to cover their retreat if necessary.


Evil GM

DMPC Kalim:

"Withdraw? Where to, the hut? How do you intend on getting through the whirling blade walls or don't you see those...I don't think that was an illusion when it was giving me a haircut!!! Kalim happily stays int he protective tiny hut until a decision is made.

I don't see dispel magic on his spell list or scrolls.


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 can get through the wall pretty easy." Surprisingly this isn't a tongue-in-cheek comment, it's letting the others know he won't need help getting past the wall. "Flying or teleportation maybe? How long does that kind of spell usually last?"

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