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

Kalim briefly things about keeping this information to himself, but his better nature wins over. Must be all that time spent with Karnog. "Looks like Desmond is in trouble. Masses of undead."


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|

"Of course it's a horde of undead. And after I've used my channeling powers for the day, and most of my powerful group healing magic. Well, let's head over and pull him out of the fire, again."


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

"I've got some spells vs undead left. Nasty ones, too."


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

Tine for a little more for Croaker. Grung starts to run in the direction pointed


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 am still quite able to bolster your. I will bring your inner hero out, Grungsdi!"
Heroism on Grungsdi and Felicitas


Evil GM
Desmond Aeros wrote:

"Huh, singing. Real lively bunch." Desmond chuckles and sprints through their lines, rolling past the undead.

Triple move action back towards the party, using quick runner's shirt. Acrobatics to avoid any AoO's and get past any unsavory terrain.

Desmond you need to move your character on the map. the map is posted above you last map. You are pretty much surrounded so it will be hard to avoid combat here.


Evil GM

The main party

You can see there is line of creatures stirring roughly 60 feet in front of you as you make your way towards the burnt out caravan. You also notice there is large horde of undead moving to join the line but it's still a few hundred feet away. Lastly, you can see motion coming from behind the lines and where the main caravan is located, you figure that is where Desmond is located.


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 moves ahead 20 feet then quickdraws his sling and sends a stone at the undead, something skeletal preferably.

Sling 1d20 + 16 + 1 + 2 ⇒ (5) + 16 + 1 + 2 = 24 for 1d4 + 5 ⇒ (3) + 5 = 8

Then, finding himself in charge range for next round he drops his sling, and quickdraws Croaker

Come on ya stupid bags o' bones!


Evil GM

Initiative: Main Party

RA Initiative:

Grung: 1d20 + 2 ⇒ (20) + 2 = 22
Karnog: 1d20 + 1 ⇒ (20) + 1 = 21
Kalim: 1d20 + 4 ⇒ (17) + 4 = 21
Nym: 1d20 + 4 ⇒ (8) + 4 = 12
Felicitas: 1d20 + 4 ⇒ (19) + 4 = 23
Enemy Line: 1d20 + 4 ⇒ (2) + 4 = 6
undead horde: 1d20 + 2 ⇒ (6) + 2 = 8

RD 1

Felicitas
Grung
Karnog
Kalim
Nym
Enemy Line
Undead horde

Main Party Battle Map


Evil GM

The undead horde is not on the map yet but it's coming from the left.


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

DM, now that I see the map, and it looks like I am only 20 feet away, I would like to change that post. please disregard! Unless you already took that into account


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

Alternate Post if alright:

Grung charges straight ahead and brings Croaker down in a wide arc

only fair that I keep the 5 above Croaker 5+26-4+2+1+2=32 for 1d10 + 12 + 8 ⇒ (9) + 12 + 8 = 29


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's eyes glow a haunting green as he casts Undeath to Death I17, 40' radius should get both gladiator-looking sets DC 24 destroys hd up to: 14d4 ⇒ (4, 1, 4, 2, 2, 1, 2, 1, 3, 3, 4, 4, 1, 4) = 36


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

That's what the acrobatics check was for. Desmond will just go strait past them, through them if necessary.


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 wall of iron, sending a 10' tall, 85' long wall of 2" thick iron north from the wagon on the map.

"This should funnel them around and allow us to bottleneck them. Keep your eyes open, and try to destroy any groups you can, before that horde descends on us!"

Can't write on the map, so basically directly up the line between columns 3&4.


Evil GM
Desmond Aeros wrote:
That's what the acrobatics check was for. Desmond will just go strait past them, through them if necessary.

Desmond begins to maneuver away but his escape route is cut-off. The undead have moved into the path from which he entered. He moves right into the flank of a group of zombies. Once near them you witness a dazzling display of axemanship as they wield hooked axes.

Two Zombies cut you off while the rest begin to collapse the area.

zombie 1 dazzling display intimidate: 1d20 + 12 ⇒ (11) + 12 = 23

zombie 2 dazzling display intimidate: 1d20 + 12 ⇒ (1) + 12 = 13

they are bothtwirling their hooked axes to demoralize you as you approach.

Updated Battlemap for Desmond

Once you get within 30 feet they twirl their axes to intimidate you.


Evil GM

Grung charges forward right into the undead line and lets Croaker cry. You hear a strange mesmerizing hum coming from the lines.

Make a Will Save.


Evil GM

Karnog puts up an iron wall to try to shape and control the battlefield.

I'll update the map later.


Evil GM

RD 1 Main Party Battle update

Felicitas
Grung - charges forward into the line
Karnog - Wall of Iron
Kalim - casts spell
Nym
Enemy Line
Undead horde

Kalim I need to lay the template out on the map when I update it. i'll figure out the results. i need to look a the the spell.


Evil GM

Grung the part fo the line that you entered is filled with skeletons. These do not appear to be the average fodder you've encountered in the past.


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 the plan that Karnog Nym deside that it would be a good idea to slow the other side down. With some quick gestures the ground between the two close wagons erupts with black tentacles.

Black Tentacles centered I14 DC18 Ref
Black Tentacles: 1d6 + 4 ⇒ (3) + 4 = 7


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 ⇒ (3) + 11 + 2 = 16


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

Unfolding the banner Felictas starts her bardic performance.
+2 moral to attack roles &
damage +4 circumstance to ini +4 competence to attack & damage


Evil GM

Desmond:
All of sudden you see a steel wall appear in the direction you were heading. It appears to be smooth and 10 feet tall and quite long extending into the south. Clearly there's a spell caster around. I'll add it to you map.

Intimidate to demoralize: DC 10+ targets HD + Targets Wis modifier.

shaken for 1 round. the length increases by 1 RD for every 5 it beats by.

To demoralize Desmond's the creatures needed to beat 25.


Evil GM

Grung as you heave Croaker a blast of power hits the two skeletons in front of you and they crumble to dust. Kalim's Death to Undeath spell.


Evil GM

Updated Main Party Map with two spell template and wall

Nym your spell went off in a bunch of gray dried skin creatures that you assume are zombies.

reflex: 1d2 + 5 ⇒ (2) + 5 = 7
reflex: 1d2 + 5 ⇒ (1) + 5 = 6
reflex: 1d2 + 5 ⇒ (1) + 5 = 6
reflex: 1d2 + 5 ⇒ (2) + 5 = 7
reflex: 1d2 + 5 ⇒ (2) + 5 = 7

Each one seems to get tangled in the black spongy tentacles.


Evil GM

RD 1 Main Party Battle update

Felicitas - banner and bardic performance
Grung - charges forward into the line
Karnog - Wall of Iron
Kalim - casts spell
Nym - casts spell
Enemy Line
Undead horde

I'll take the enemies actions later.


Evil GM

Initiative RD 1: Update

Demond - Moves
Undead Warriors -

I'll get the undead's actions up later.


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

Boss, Kalim's spell was centered on I17


Evil GM
Kalim Gudlavaletti wrote:
Boss, Kalim's spell was centered on I17

I thought it was centered on you in the 40 ft radius. I'll update and make the saving throws then.


Evil GM

Party Map Updated with templates and wall

*I need to make some saves. I'll get that up later.


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

Sorry, it's a 40 foot radius centered on 17I. I was only posting from my phone last week so I probably wasn't clear. Thanks for the correction!


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

Er, 17I, not 7I. EMBARRASSED EMOJI


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Evil GM
Kalim Gudlavaletti wrote:
Er, 17I, not 7I. EMBARRASSED EMOJI

DM is now fantasizing evil thoughts towards the party's sorcerer. Plucking said innards out and turning them into mush.


Evil GM

Ok the template is updated. if it's off by a little bit there is not much I can do the templates and gridlines do not line up all the time.


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:

Updated Main Party Map with two spell template and wall

Nym your spell went off in a bunch of gray dried skin creatures that you assume are zombies.

[dice=reflex]1d2-+5
[dice=reflex]1d2-+5
[dice=reflex]1d2-+5
[dice=reflex]1d2-+5
[dice=reflex]1d2-+5

Each one seems to get tangled in the black spongy tentacles.

looks like you missed a 0 in you code. Not that i mind snagging all of them.


Evil GM

that why all the rolls look terrible.


Evil GM

roll: 1d20 ⇒ 5

I'll add 5 to each roll. They still missed the saves.


Evil GM

Saves from Kalim's spell:

Skeleton H9
will save: 1d20 + 5 ⇒ (7) + 5 = 12

Skeletons H 20
will save: 1d20 + 5 ⇒ (5) + 5 = 10

H 21
will save: 1d20 + 5 ⇒ (13) + 5 = 18

G 21
will save: 1d20 + 5 ⇒ (11) + 5 = 16

F 21
will save: 1d20 + 5 ⇒ (6) + 5 = 11

F 20
Will save: 1d20 + 5 ⇒ (15) + 5 = 20

Zombies:

N:20

will save: 1d20 + 3 ⇒ (15) + 3 = 18

H 15
will save: 1d20 + 3 ⇒ (15) + 3 = 18

K 15
will save: 1d20 + 3 ⇒ (13) + 3 = 16
K 13
will save: 1d20 + 3 ⇒ (17) + 3 = 20
I 14
will save: 1d20 + 3 ⇒ (10) + 3 = 13
I 16
will save: 1d20 + 3 ⇒ (5) + 3 = 8

None makes their save but they are pretty high HD so only a few are going to be destroyed. I'll update the map.


Evil GM

Kalim's spell destroys four of the undead.

Updated battlemap for the Main Party


Evil GM

RD 1: Enemy Line against Grung

The skeleton pod that Grung clashed with moves and attacks the dwarven king. Two maneuver outside his threatened area to repostion themselves to flank. There adamantine falchions hack and slash

Non-moving skeletons
S1
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32;damage: 2d4 + 11 + 2 ⇒ (3, 2) + 11 + 2 = 18

att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30;damage: 2d4 + 11 + 2 ⇒ (2, 1) + 11 + 2 = 16

S2
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (1) + 15 + 2 + 2 = 20;damage: 2d4 + 11 + 2 ⇒ (1, 2) + 11 + 2 = 16

att 2, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (14) + 15 + 2 + 2 = 33;damage: 2d4 + 11 + 2 ⇒ (2, 4) + 11 + 2 = 19

Moving Skeletons

S3
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (10) + 15 + 2 + 2 = 29;damage: 2d4 + 11 + 2 ⇒ (3, 3) + 11 + 2 = 19

S4
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (19) + 15 + 2 + 2 = 38;damage: 2d4 + 11 + 2 ⇒ (4, 4) + 11 + 2 = 21

I'm going to take the enemy pods in seperate posts so its easy to read. I'll update the map when I'm done.


Evil GM

S2 potential dropped weapon: 1d20 + 2 ⇒ (6) + 2 = 8

The skeleton drops his falchion after his first attack.


Evil GM

RD 1: Enemy Line - Zomibe pod by iron wall

The Zombie that was separate by iron wall double moves and moves quickly towards the main party. double move. He is at the wagon hitch next to Nym but he does not get to launch an attack. he couldn't charge in a straight line.

The remaining members of the pod take a normal movement action and follow the wall down towards the wagon.


Evil GM

RD 1: Enemy Line - Zombies to the east.

The remaining for zombies from the eastern pod double move towards Karnog's and Kalim's flank. No attack they double moved.


Evil GM

RD 1: Enemy Line - skeleton pod in the NE quadrant of map

The skeletons double move around the wagon and are heading to reinforce their lines that are attacking Grung.

I have some check to do now for the Zombies that are in the black tentacles. After that I will update the map and we can begin RD 2.


Evil GM

RD 1: Zombies attempting to escape the grapple of black tentacles

black tentacles CMD: 10+CMB

CMB: 1d20 + 12 ⇒ (15) + 12 = 27
CMB: 1d20 + 12 ⇒ (8) + 12 = 20
CMB: 1d20 + 12 ⇒ (4) + 12 = 16
CMB: 1d20 + 12 ⇒ (1) + 12 = 13

Two of the zombies break free and move out of the area?

Nym what is your CL? the CMD to break free is 10+CMB. It's CMB is your CL + 4+1


Evil GM

RD 2 Main Party Battle

Felicitas -
Grung -
Karnog -
Kalim -
Nym -
Enemy Line
Undead horde

Updated Main Party Battle Map

Desmond it's going to take you a few rounds to get yourself reconnected with the main party.


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 Death to Undeath again this time centered on 9JHit Dice destroyed, Will DC 24: 14d4 ⇒ (1, 1, 3, 4, 4, 1, 3, 4, 1, 4, 4, 1, 3, 3) = 37


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 quickly casts haste on all her companions in the spells area of effect.


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's head rings a bit from all the clanging against his armor, though nothing breaks through

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