Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Remaining RD 10

Grung
Felicitas
Karnog

are up!


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:

It bolt bends around the caster harmlessly.

kind of figured that


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 starts her bardic performance again and grabs a wand to use it next round.


Evil GM

RD 10 Updated Map

* Felicitas do you want to move closer to Karnog and Meath'd?


Evil GM

Karnog and Grung are 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|

Karnog wails on the giant standing next to him, yelling for Meathead to stand his ground.

1d20 + 15 ⇒ (11) + 15 = 26 to hit, for 1d8 + 1d6 + 6 ⇒ (5) + (5) + 6 = 16 bludgeoning and fire damage

1d20 + 10 ⇒ (17) + 10 = 27 to hit, for 1d8 + 1d6 + 6 ⇒ (1) + (2) + 6 = 9 bludgeoning and fire damage

1d20 + 15 ⇒ (2) + 15 = 17 to hit, for 1d8 + 1d6 + 6 ⇒ (4) + (3) + 6 = 13 bludgeoning and fire damage

Using Blessing of Fervor for extra attack.

AC 25, 29 vs giants, +2 vs evil, DR 5/evil


Evil GM

Two of Karnog's attacks pound his stone giant, blood flows freely from the giant. It clearly is hurt but seems to have plenty of life in it.


Unnamed

I can't tell looking at my phone

Can I take a 5 ft step and get into contact w the bear and away from the pit w a 5 ft step?

I can't tell if I am 5 or 10 away


Evil GM

Yes Grung can do a 5-ft step and be in contact with the bear.


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

Ill get ta you! Grung yells at the Caster

Then he steps up and lays into the bear

Croaker: 1d20 + 25 - 4 + 1 ⇒ (3) + 25 - 4 + 1 = 25 for 1d10 + 12 + 8 + 1 + 1d6 ⇒ (2) + 12 + 8 + 1 + (2) = 25
Croaker: 1d20 + 20 - 4 + 1 ⇒ (2) + 20 - 4 + 1 = 19 for 1d10 + 12 + 8 + 1 + 1d6 ⇒ (6) + 12 + 8 + 1 + (5) = 32
Croaker: 1d20 + 16 - 4 + 1 ⇒ (6) + 16 - 4 + 1 = 19 for 1d10 + 12 + 8 + 1 + 1d6 ⇒ (7) + 12 + 8 + 1 + (2) = 30

Extra fervor attack
Croaker: 1d20 + 25 - 4 + 1 ⇒ (10) + 25 - 4 + 1 = 32 for 1d10 + 12 + 8 + 1 + 1d6 ⇒ (3) + 12 + 8 + 1 + (2) = 26


Only the last attack hits the bear and a trickle of blood flows from the knick.


Evil GM

RD 11 Initiative

Kalim -

Desmond -

Stone Giants -

Nym -

Cyclops -

Grung -

Felicitas -

Karnog -

RD 11 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

grappling hook throw: 1d20 + 8 ⇒ (10) + 8 = 18Kalim works on getting out of the damned hole.


Evil GM

Kalim pulls out his grappling hook, ensures it's tied to the rope. and tosses it up and our of the hole. The three-pronged hook disappears out of Kalim's sight and snags on something. He tugs it a couple times and it feels sturdy enough for his weight.


Evil GM

Desmond you are up.

Since Desmond's off fighting on his own I'll be taking the dire bears and stone giant's actions.


Evil GM

Oh sooooooooo many wicked thoughts....and so few potential victims.


RD 11 Giants on Nym

The two giants fighting Nym continue to mirror Nym's blurry movement as they each step five feet. The time their attacks to bash their enemy's skull.

how long do you have on blur?

N:15

att 1, flank: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38;dam: 2d8 + 12 ⇒ (5, 3) + 12 = 20
blur: 1d100 ⇒ 65

att 1, flank: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18;dam: 2d8 + 12 ⇒ (1, 8) + 12 = 21
blur: 1d100 ⇒ 73

Q: 15

att 1, flank: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37;dam: 2d8 + 12 ⇒ (7, 2) + 12 = 21
blur: 1d100 ⇒ 67

att 1, flank: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18;dam: 2d8 + 12 ⇒ (8, 8) + 12 = 28
blur: 1d100 ⇒ 28

Confirming crit:

att 1, flank: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20;dam: 2d8 + 12 ⇒ (3, 2) + 12 = 17

HP status please


RD 11: Adv Dire Bear and caster versus Grung

The battle of titans rages on and the bear swats at Grung,

claw 1: 1d20 + 20 ⇒ (8) + 20 = 28;damage: 1d8 + 10 ⇒ (5) + 10 = 15
plus grab: 1d20 + 26 ⇒ (7) + 26 = 33

The second claw rips at the dwarf meat.

claw 1: 1d20 + 20 ⇒ (18) + 20 = 38;damage: 1d8 + 10 ⇒ (3) + 10 = 13
plus grab: 1d20 + 26 ⇒ (12) + 26 = 38
What is your CMD, you may be grabbed.

The second claw latches onto the dwarf just as he bites down,

He has improved crit on claw and improved nat att claw.

bite: 1d20 + 20 ⇒ (9) + 20 = 29;damage: 1d8 + 10 ⇒ (8) + 10 = 18

------

The spellcaster releases more magic missiles against Grung.

damage: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13

He doesn't want to hit his bear.


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

32 CMD grabbed


RD 11: stone giant and bear against Karnog

The bear and giant attack continue to flank Karnog

claw 1 flank: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17;damage: 1d6 + 7 ⇒ (3) + 7 = 10
plus grab: 1d20 + 19 ⇒ (17) + 19 = 36

Grab versus your CMD

claw 2 flank: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19;damage: 1d6 + 7 ⇒ (5) + 7 = 12
plus grab: 1d20 + 19 ⇒ (6) + 19 = 25

Grab versus your CMD

The bear chomps down on Karnog,

bite,flank: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24;damage: 1d8 + 7 ⇒ (4) + 7 = 11

-----
the stone giants swings wildly at the flanked angelic creature.

att 1, flank: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22;damage: 2d8 + 12 ⇒ (1, 5) + 12 = 18

att 2, flank: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28;dam: 2d8 + 12 ⇒ (3, 5) + 12 = 20

I beleive those miss.


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 + 25 + 1 + 4 ⇒ (15) + 25 + 1 + 4 = 45 for 1d10 + 12 + 8 + 1 + 1d6 ⇒ (2) + 12 + 8 + 1 + (5) = 28
Croaker: 1d20 + 20 - 4 + 1 ⇒ (4) + 20 - 4 + 1 = 21 for 1d10 + 12 + 1 + 1d6 + 8 ⇒ (4) + 12 + 1 + (4) + 8 = 29
Croaker: 1d20 + 16 + 1 - 4 ⇒ (4) + 16 + 1 - 4 = 17 for 1d10 + 12 + 8 + 1 + 1d6 ⇒ (10) + 12 + 8 + 1 + (3) = 34

Fervor Croaker: 1d20 + 25 + 1 + 4 ⇒ (17) + 25 + 1 + 4 = 47 for 1d10 + 12 + 8 + 1 + 1d6 ⇒ (4) + 12 + 8 + 1 + (5) = 30

Grung hacks away

since we are both grappled the minus just balanced out so I didn't include it


Evil GM

Updated RD 11 Map


Evil GM

The future king hacks but the range deficit minimizes his attacks. you hit twice.

The bear continues to cling onto Grung as he leans in.


Evil GM

RD 11 Initiative updated

Kalim - grapple hook

Desmond -

Stone Giants - attacks

Nym -

Cyclops -

Grung - attacked the bear

Felicitas -

Karnog -


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

Am on tri-country trip at the Moment, and only can use the phone.
Felicitas moves closer to the Center of the Group and casts good hope on as many of her friends as possible.


Felicitas moves closer to Karnog and Meath'd, then casts her spell.

Good Hope:

DESCRIPTION

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Meath'd and his enemy continues to bash each other's head.


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|

Feeling the power of the bardic magic course through him, Karnog again wails on the giant in front of him.

AC 25, +4 vs giants. +2 vs evil. Using blessing of fervor for extra attack. Bulls Strength +4 Str, inspire courage +3, good hope +2. DR 5/evil.

#1 1d20 + 13 + 2 + 3 ⇒ (17) + 13 + 2 + 3 = 35 to hit, for 1d8 + 1d6 + 4 + 2 + 3 + 2 ⇒ (8) + (5) + 4 + 2 + 3 + 2 = 24 bludgeoning & fire damage

#2 1d20 + 8 + 2 + 3 ⇒ (16) + 8 + 2 + 3 = 29 to hit, for 1d8 + 1d6 + 4 + 2 + 3 + 2 ⇒ (6) + (3) + 4 + 2 + 3 + 2 = 20 bludgeoning & fire damage

BoF 1d20 + 13 + 2 + 3 ⇒ (8) + 13 + 2 + 3 = 26 to hit, for 1d8 + 1d6 + 4 + 2 + 3 + 2 ⇒ (8) + (3) + 4 + 2 + 3 + 2 = 22 bludgeoning & fire damage

"Yes, Meathead! Together we will defend Orctown, and slay these foul giant bastards!"


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

Full retreat to m6


HP 30
Stone Skin 41
blur and shield (both last 11 minutes)


Evil GM

Nym M:6 is a cliff face. You can get to M: 10

Karnog drops the stone giant in front of him then brains it one more time for good messure.


Evil GM

Updated RD 11 Map

RD 11 Initiative updated

Kalim - grapple hook

Desmond -

Stone Giants - attacks

Nym - withdraw

Cyclops -

Grung - attacked the bear

Felicitas - moved and cast good hope

Karnog - kills stone giant


Evil GM

Desmond you are up.


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 continues his circular dance around his larger foes, focusing on the same one cut after cut.

Acrobatics: 1d20 + 24 ⇒ (7) + 24 = 31

Attack: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 1d6 + 8 + 1d6 + 7d6 ⇒ (5) + 8 + (4) + (3, 3, 4, 1, 4, 3, 5) = 40

If attack lands, target takes 2 strength damage and a -2 to hit and AC (which are both -6 against Desmond).

Taking the +2 to attack and AC and reflex saves from blessing of fervor.

AC is currently 41.


Desmond moves and attacks. This time his blades finish off one of his enemies. Reducing their ranks to two.

Each cylops shuffles and attacks

att 1, penalty: 1d20 + 11 - 6 ⇒ (15) + 11 - 6 = 20;damage: 3d6 + 7 ⇒ (3, 1, 5) + 7 = 16

The second unharmed one attack,

att 1: 1d20 + 11 ⇒ (11) + 11 = 22;damage: 3d6 + 7 ⇒ (5, 4, 3) + 7 = 19

att 2: 1d20 + 11 - 6 ⇒ (11) + 11 - 6 = 16;damage: 3d6 + 7 ⇒ (6, 3, 2) + 7 = 18


Evil GM

RD 12 Initiative

Kalim -

Desmond -

Stone Giants -

Nym -

Cyclops -

Grung -

Felicitas -

Karnog -

RD 12 Map


Evil GM

Kalim Spiked Pit:

DESCRIPTION

This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit’s walls have a Climb DC of 20.

This should be fun you climbing out of the pit.

You'll need to familiarize yourself on your climb speed, plus roll 1d6 for the damage you take each round and 1d6 of damage your rope takes.

Hemp rope has zero hardness and 2 HPs for 1 inch diameter. If it's 2 inches thick it will be 4 HPs. You can pick the diameter.

Silk rope has 4 HPs.

Rope Types:

Rope

Hempen The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check. Price 1 gp; Weight 10 lbs.

FYI: The Equipment Trick feat provides a number of options for using this item in combat.

Silk Rope This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. Price 10 gp; Weight 5 lbs.

Bloodvine Rope This 50-foot length of tough, lightweight rope is made from alchemically treated bloodvine, a rare scarlet-colored vine that grows only in warm jungle environments. Though prized by climbers for its durability, bloodvine can also be used to bind creatures. Bloodvine rope has a hardness of 5 and 10 hit points, and can be broken with a DC 30 Strength check. A creature bound by bloodvine rope can escape with a DC 35 Escape Artist check or a DC 30 Strength check. The DC to create bloodvine rope with Craft (alchemy) is 30. Price 200 gp; Weight 5 lbs. Source Advanced Class Guide

Spider’s Silk Rope This 50-foot length of rope is woven of strands of silk from monstrous spiders. Rare to virtually nonexistent on the surface world, it is commonly used by the dark elves, though shorter spider’s silk rope scraps (generally no more than 10 feet long) occasionally appear among goblins. Spider’s silk rope has 6 hit points and can be broken with a DC 25 Strength check. Price 100 gp; Weight 4 lbs.


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

gm:
i was aiming for the crook behind the pit at the very back so im not on the edge of the pit. Otherwise i need to ma a reflex and im pretty sure your giants are going to swat me before i can down a potion. If you can move there taht woild be awesome.


Evil GM

Nym will do.

RD 12 Map

*Nym is this the area?


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

Dash! Tumble! Slice!

Acrobatics: 1d20 + 24 ⇒ (3) + 24 = 27

Attack: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 1d6 + 8 + 1d6 + 7d6 ⇒ (1) + 8 + (5) + (2, 4, 6, 3, 5, 6, 6) = 46

If attack lands, target takes 2 strength damage and a -2 to hit and AC (which are both -6 against Desmond).

Taking the +2 to attack and AC and reflex saves from blessing of fervor.

AC is currently 41.


Desmond's slips on his tumble as he tries to get past two enemies. Each cyclops wallop on him.

Your tumble fails so you did not get to move and you draw AOO. Since you failed on the movement what does that do to you att and damage this round?

Cyclops 1;

att1: 1d20 + 11 - 6 ⇒ (6) + 11 - 6 = 11;dam: 3d6 + 7 ⇒ (3, 1, 4) + 7 = 15

Cyclops 2
att1: 1d20 + 11 ⇒ (13) + 11 = 24;dam: 3d6 + 7 ⇒ (2, 5, 1) + 7 = 15


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

It will subtract 2 from the attack roll, making it 25. The damage will remain the same if the attack lands.


Evil GM

The previously injured cyclops drops down, it's life blood oozing out of him. He has seen his last moments on the plane.


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:

Nym will do.

RD 12 Map

*Nym is this the area?

nope, next to the blue rock directly left of the pit. Thanks


Evil GM

Updated RD 12 Map

*Nym the blue rock is actually a small pond.


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

Would stoneskin work on the spikes? climb: 1d20 ⇒ 16


Evil GM
Kalim Gudlavaletti wrote:
Would stoneskin work on the spikes? [dice=climb]1d20

yes it does soak up the damage but it's still a hard climb DC 20 even though it is not doing you damage. The rope will help until it breaks. You still need to roll dice damage to see how much your stone skin is reduced by. You also need to roll damage to the rope.

Remember climb speed is 1/4


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

damage: 1d6 ⇒ 2rope damage: 1d6 ⇒ 5

Kalim quickly realizes he cannot climb out of this pit alone. He sends his tumor high into the sky to let him know what's going on.


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:

*Nym the blue rock is actually a small pond.

ok thats fine. Am I able to wade in? If so I will. If not thata fine, just move me off of the pit edge.


Evil GM

You can't see the bottom of the pond. It looks like a fresh water source.


Evil GM

Kalim begins his climb but the rope quickly slices in a few spots. Frustrated Kalim sends his tumor out of the hole to get a layout of the battle.

Boss, looks bad up here. There are two stone giant's approaching the hole and Nym's cowering in niche by a pond. Lots of dead giants, bears, orcs and goblins. Looks like King G is bear wrestling about 50 ft away. Oh, and Boss, lots of holes litter the field.


Evil GM

RD 12 Initiative Update

Kalim - tries to climb out of hole. send his tumor to scout above ground

Desmond - Desmond kills one of the cyclops

Stone Giants -

Nym -

Cyclops -

Grung -

Felicitas -

Karnog -

I'll get an update done later today.

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