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

sr: 1d20 + 13 ⇒ (19) + 13 = 32rta disintegrate : 1d20 ⇒ 20critical confirm: 1d20 ⇒ 18blindness if tumor strategy doesn't work: 1d100 ⇒ 100critical damage: 52d6 ⇒ (5, 2, 5, 6, 4, 2, 3, 2, 6, 2, 5, 2, 4, 6, 6, 6, 2, 6, 6, 1, 4, 5, 6, 6, 5, 2, 4, 6, 2, 5, 4, 3, 2, 2, 2, 4, 2, 1, 4, 5, 5, 1, 1, 3, 2, 4, 5, 4, 1, 2, 2, 6) = 191

Kalim's milky white eyes begin to glow as his tumor flies up to guide his shot. He gathers all his strength and will and fires a powerful ray of disintegration directly at the fallen angel.


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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

ooooo please biff the save!


Evil GM

fortitude save for partial damage: 1d20 + 16 ⇒ (9) + 16 = 25

Does that make the save? if so, 5d6 of damage.

If the save made it then using the first 5 dice of damage that would be 24 points and the creature is clinging onto to its existence.


Evil GM

Karnog 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

looks like it is 23 or 24. Does it take 10d6 from
The crit even w the save


Evil GM
Grungsdi wrote:

looks like it is 23 or 24. Does it take 10d6 from

The crit even w the save

That is correct!

The ray hits its target and the fallen angle turns to dust.

bastard sword direction of fall: 1d9 ⇒ 6
gear direction: 1d9 ⇒ 5

*9 represents straight downward

Map

* at Karnog, then working clockwise.

This items fall harmlessly to the ground.


Evil GM

That sort of changes how this part of the adventure can play out.

The sound of the City on high alert rings loudly from all around 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

Grung grabs gear and shoves it in his bag

Karnog! We gotta go! Sorcerer! Put that illusion over us!


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

"It ...it worked?!? By the Void ..."

Kalim casts Veil to make them appear to be a drow caravan and guards.


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

Finally able to move, Desmond helps grab loot, shoving it into their bag of holding. "Come on, time to retreat! Don't push our luck!" Des says ironically while shoveling gear.


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 heal on himself, restoring all of his HP and curing the blindness. He then casts wind walk on himself, Grungsdi, Kalim, Desmond, and Felicitas.

"Aurora, I trust you can use your own speed, stealth, and sensory skills to get out with us. Nym, as much as I'd like to include you in this spell, I cannot affect everyone."

As everyone grabs what they can in the next 48 seconds or so, Karnog tells everyone what wind walk can do.

"We must make haste, I doubt anything chasing us can catch us, but we must be away. Nym, meet us back at the lich loremaster's. Your infiltration skills and magic should get you there. Take these if you need them."

Handing over 4 CSW and 1 CCW potions to the drow, he salutes him in the Dwarven fashion.

"Good luck, Torag guide you."

Once everyone is ready to move, Karnog heads out as fast as possible in wind form, heading away from these accursed tunnels.


Evil GM
Karnog Kegmeister wrote:

Karnog casts heal on himself, restoring all of his HP and curing the blindness. He then casts wind walk on himself, Grungsdi, Kalim, Desmond, and Felicitas.

"Aurora, I trust you can use your own speed, stealth, and sensory skills to get out with us. Nym, as much as I'd like to include you in this spell, I cannot affect everyone."

As everyone grabs what they can in the next 48 seconds or so, Karnog tells everyone what wind walk can do.

"We must make haste, I doubt anything chasing us can catch us, but we must be away. Nym, meet us back at the lich loremaster's. Your infiltration skills and magic should get you there. Take these if you need them."

Handing over 4 CSW and 1 CCW potions to the drow, he salutes him in the Dwarven fashion.

"Good luck, Torag guide you."

Once everyone is ready to move, Karnog heads out as fast as possible in wind form, heading away from these accursed tunnels.

DAMN! You are abandoning NYM?


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 reaches down in his embiggend state and picks up Mym.

Not leaving any behind brother!


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|

Well, I can only cast WW on 4 others and myself. If he wants to hide in a bag of holding, or something similar, nows the time to speak up. Of the party, Nym is the most likely to be able to sneak away on his own. Alternatively, if he's willing to die, temporarily, that would work as well. Karnog won't suggest such a course of action, however. I'm open to alternatives, of course.


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'll carry him


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

"Don't be so dramatic Karnog, our local royalty has more than enough upper body strength to carry our newfound ally out of harm's way."


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:
I didn't have the heart to put everyone within the 30-foot aura. Even Baldwin the Merciless has a heart. HA!

Lies. Lol


Evil GM

Grung reaches down and squishes the Nym in his beefy arms. "My drow...I'm not leaving my drow."


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

As Nym comes to he bends down fumbling around for his sword. His hand brushes against it and he quickly grabs it as a giant hand lifts him from the ground. I better put this away before I get hit by that mind flayer. Quickly the sword disappears.

Undercommon:
Friends what is happening? I can't see. Is this giant our ally?

If I'm not mistaken Nym is blind correct


Evil GM

Yes Nym and Kalim are blind. I think Desmond may be too.


Evil GM
Karnog Kegmeister wrote:
Well, I can only cast WW on 4 others and myself. If he wants to hide in a bag of holding, or something similar, nows the time to speak up. Of the party, Nym is the most likely to be able to sneak away on his own. Alternatively, if he's willing to die, temporarily, that would work as well. Karnog won't suggest such a course of action, however. I'm open to alternatives, of course.

Since you and Grung are large I will permit some rule flexibility here and let Grung carry Nym. The same can be said with Aurora, Felic can carry 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

Felicitas moves to kalim and speaks up.
"Kalim, its me Felicitas. Take my hand. I will guide you!"


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|

"With luck, the blindness will fade in a short while. Worst case, I can fix itonce I can eat in a place not so fouled by evil and undeath. For now, grab what you can, and let's be away. There's no telling what monstrosities will come now the fallen has been destroyed."

Karnog grabs the corpse of the mind flayer and crams it into his bag of holding.

"Now, which way out of here?"


Evil GM

Karnog's enlarged form reaches into the window to pull the dead mind flayer out. He stuffs the deceased into his supple leather bag before he casts his spell. The group each holding hands begins to mistify and fade into translucent particles of dust, With great haste you float away back into the tunnels.

You make it safely out of this level and are able to settle down.

Karnog: Are you going to use the wind walk to it's maximum and try to get out of the overall dungeon or are you going to land in one of the tunnels and press on?


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|

I think our best bet is to flee as far as possible, so long as we aren't pursued. Each recipient can move on their own, and the duration is plenty long to allow us a full escape. Again, that assumes nothing is following. As a plus, since we're misty, we won't leave tracks to be followed easily.


Evil GM
Karnog Kegmeister wrote:
I think our best bet is to flee as far as possible, so long as we aren't pursued. Each recipient can move on their own, and the duration is plenty long to allow us a full escape. Again, that assumes nothing is following. As a plus, since we're misty, we won't leave tracks to be followed easily.

So if you can you want to get near the exit/entrance of the dungeon which you came into. Remember the entrance was recently opened by the giants.

Of course, that assumes you are not going to get lost in one of the side tunnels, since nobody has access to your maps. Evil grim on DM's face.


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|

Very true. If need be, we could stop somewhere defensible, return to physical form, read maps, then re-mist and proceed, but that will depend on the situation.


Evil GM

At this point, you've caught the city unaware and quite a bit weakened. You notice they have not -yet - mounted a chase.


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

How to avoid the latter?


Evil GM

You all need to tell me your game plan. Where do you want to rematerialize? At least what is the goal, I'll end up rolling some percentile dice to figure out your exact landing spot. Clearly the longer you fly in mist form the more likely you are to take a wrong turn. Likewise, I'm not suggesting to shorten the time in mist form either.

For now nothing is chasing you out of the city.


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|

My original plan was to flee the city, perhaps as far as the area where we spoke with the lich loremaster originally. To my recollection, that was the last place I could access Torag. From there, we could re-convene, heal up and repair any damages quickly, and plan a full retreat from there. I don't suppose Kalim or Nym has find the path prepared?


Evil GM

Unless someone objects, Karnog plan works for me. You can then discuss and coordinate your next move.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Seeing as Nym is being carried he would have a real say ing the matrer.

Nym does not have find path


Evil GM

You are able to backtrack and work your way up the main tunnel. As you proceed you realize there are a few side tunnels secondary tunnels. These side tunnels are roughly 20 feet wide and 14 feet high. The stone is worked in few locations generally where there are interesting. You know these tunnels branch off the tunnel network and it's where commerce takes place. Eventually, you get to an area that looks familiar its a landing that opens up to be 20 to 25 feet wide and it's worked stone. The glow of fluorescent lichen offers the humans a bit of light.

There is no caravan there at this point.

Are you ending your spell and regrouping here?


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|

Don't need to end spell - can resume material and mist form at will for duration. It just takes 5 rounds each way.

Seeing the area empty and seemingly safe, for the moment, Karnog pulls up to the landing and begins to materialize.

"Well, that was extremely close and unpleasant. Kalim, without your timely spell, I don't want to guess what that creature would have done. And Grungsdi, you stood toe-to-toe with a fallen denizen of the higher planes, and gave as good as you got. I am truly impressed and blessed to have you as my adventuring companions, all of you. Well done, now let's take stock, make sure we know how to get back home, and try not to lead a horde of enemies their way with us!"


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

Agreed! Perhaps I might be worthy of the throne after all.


Evil GM

karnog:
You will feel the need to pray to Torag, perhaps even pound on an anvil a bit, so you can get your missing spells.

FYI: From a role-playing standpoint you may want to describe to your god some of what you observed, witnessed, and encountered. Remember your God is blocked from seeing inside that level so your first-hand insight would be helpful to him. Your party has accomplished something that is quite noteworthy and likely could bring tension between Orcus and Torag.


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|

GM:
I kinda hope there's some tension. Big old goat face needs his undead butt whooped, and the Boss with the Beard is just the dwarf to do it. Will certainly have a bit of a "prayer & debrief" post up later, especially since I just got a "fake paladin for a minute" spell on the available list.


Evil GM

Karnog:
I was thinking this morning that a nuanced proxy battle between Orcus and Torag could be in order. Essentially, going at the gods in perpetual conflict angle.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

After the blindness subsides Nym walks over the Karnog.

undercommon:
" Friend Karnog, I seemto be a bit lacking in strength since being hit by the skeletons. My pack feels asnif it ways three times as much. Is there something you can help with or will it go away on its own like the blindness?"

Nym is down 4 str and is encumbered. He is also down to a 3rd of his hit points.


Evil GM

Karnog did hand Nym a plethora of healing potions when he was about to leave you behind. :-)


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 no one really objects Felicitas takes the belt.


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

"Well. That was ...intense."


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

Having spent most of the fight paralyzed, Des just chuckles. "Look let's get back to town, it's been a hell of a day."


Evil GM
Felicitas Sweetfingers wrote:
As no one really objects Felicitas takes the belt.

Felicitas starts to tug the thick belt around her waist. She wiggles her fingers casting Prestidigation to clean up the unholy stink. She casts it again to add a bit of pastel color to make it her own.


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|

"Looks good on ya, lass. Better than on that beast we defeated down below, for sure."

Karnog looks over the party, taking in their battered state, as well as his rather depleted resources of magic.

"Good solid work, everyone. We managed to slug our way through several fights that probably should have ended our days. But we managed to pull through, and that's what counts, right? For now, let me just seal up this entrance the giants punched into the mountain. Then, we can settle down at Orktown for a bit, grab some sleep and plan our next move. If anyone is interested, I'll be communing with the Creator at the forge for a while tonight and tomorrow morning early on. You're all welcome to join in, if you'd like."

At the entrance, formerly sealed against evil but smashed open by giants, Karnog turns back towards the tunnel leading into Rappan Athuk and squares his shoulders.

1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Craft Stonemason, casting fabriate.

With gestures and prayers in dwarven, Karnog causes a stone archway, with door and solid stone bar to form across the tunnel. After a minute and a half, Karnog turns back to the team with a confident smile across his face.

"Glad I was able to hold onto that one for so long. It feels good to create things again, and to see solid stone guarding the entrance to such a dangerous place."


Evil GM

random hour in the day: 1d24 ⇒ 7

When the group finally floats out and reemerges as sold from near the entrance the glow of cool sunlight breaks the horizon. It's early morning this late Fall day. The air is crisp and there is a smell of rain. The sound of songbirds chirping rings in the sky.

Karnog begins his magic. Everyone is having a bit of difficult time focusing in the daylight since your eyes are not use to the daylight after such a long time in near subtle light and darkness.


Evil GM

Those who were blinded are now able to see again. The effects have worn off. To anyone looking at Nym you see he is in real pain.

Nym:
Your skull aches and your eyes feel as if they are on fire. You have never seen natural daylight before and it stings. It's like two pure white lights were rammed into your eye sockets.


Evil GM
Nym Omriwin wrote:

After the blindness subsides Nym walks over the Karnog.

** spoiler omitted **

Nym is down 4 str and is encumbered. He is also down to a 3rd of his hit points.

Yep, you are going to need magical assistance to get that strength damage. Lesser restoration will help.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116
baldwin the merciful wrote:

Those who were blinded are now able to see again. The effects have worn off. To anyone looking at Nym you see he is in real pain.

** spoiler omitted **

As the group progresses though the cave systems Nym drinks one of the potions that Karnog had placed in his pocket before he was lifted from the battle. Karnog what is the potion?

As the group draws near the cave entrance, Nym notices the glimmers of top side light pulls down his googles.

Not so fast GM:
Goggles, Smoked

Source PRG:APG

These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).

2nd note to GM:
I'm changing one of my 0 level spells. I went to look it up and found this.
Note that the spell penumbra was changed into the higher-level spell protective penumbra. The cantrip version is similar, but does not replace its higher-level counterpart. So I technically no long have that spell I guess.

not pain as just slow moving

undercommon:
"So where are we heading?"

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