Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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

holding to see what happens with the undeath to death


Evil GM

RD 2 Main Party Battle Update

Felicitas - casts haste
Grung -
Karnog -
Kalim - death to undeath
Nym -
Enemy Line
Undead horde


Evil GM

RD 2 Will Saves from Kalim's spell DC 24

JUJU zombies
N: 5
will: 1d20 + 3 ⇒ (12) + 3 = 15

Q 10 and 11
will: 1d20 + 3 ⇒ (11) + 3 = 14
will: 1d20 + 3 ⇒ (11) + 3 = 14

P 10 and 11

will: 1d20 + 3 ⇒ (5) + 3 = 8
will: 1d20 + 3 ⇒ (2) + 3 = 5

Skeltons:
J: 6 and 7
Will: 1d20 + 5 ⇒ (9) + 5 = 14
Will: 1d20 + 5 ⇒ (2) + 5 = 7

L: 6 and 7
Will: 1d20 + 5 ⇒ (3) + 5 = 8
Will: 1d20 + 5 ⇒ (5) + 5 = 10

E: 9
Will: 1d20 + 5 ⇒ (2) + 5 = 7
F: 10
Will: 1d20 + 5 ⇒ (2) + 5 = 7

Zombies:
L: 8 and K 8
Will: 1d20 + 3 ⇒ (10) + 3 = 13
Will: 1d20 + 3 ⇒ (6) + 3 = 9

J 13 and K 15
Will: 1d20 + 3 ⇒ (2) + 3 = 5
Will: 1d20 + 3 ⇒ (5) + 3 = 8

No saves so 4 more creatures are destroyed


Evil GM

The site went down on me right as I was posting the map.

Update Main Party Battlemap


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 starts hacking away at the SE, then rotates up clockwise, after adding holy to Croaker which is now a +3 holy

Croaker: 1d20 + 26 - 4 + 1 + 4 ⇒ (3) + 26 - 4 + 1 + 4 = 30 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (10) + 12 + 8 + 4 + (5, 5) = 44
Croaker: 1d20 + 21 - 4 + 1 + 1 + 4 ⇒ (15) + 21 - 4 + 1 + 1 + 4 = 38 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (4) + 12 + 8 + 4 + (6, 6) = 40
Croaker: 1d20 + 17 - 4 + 1 + 4 ⇒ (3) + 17 - 4 + 1 + 4 = 21 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (9) + 12 + 8 + 4 + (4, 3) = 40
Headbutt: 1d20 + 14 + 5 - 4 - 4 + 1 + 4 ⇒ (6) + 14 + 5 - 4 - 4 + 1 + 4 = 22 for 1d4 + 2 + 8 + 4 ⇒ (4) + 2 + 8 + 4 = 18

Then he 5 foots to the west


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Come on, King Grungsdi! I've 8 already!"


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Karnog steps next to Kalim and begins to cast summon monster 7.

"I hope I can get this spell off! If so, the whirlwind should be able to account for a few more of these undead monstrosities."


Evil GM

I believe Grung hits with each attack but I have to double check when I get home. they have some HD (Kalim's spell barely worked) so I don't think you destroyed more than 2, although I have to check when I get home.


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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

Bah, yeh gotta savor your work! See I removed the limb there, managed to shatter the ribs with that stroke. And there is nothing more satisfying than knocking teeth out with your head! Try it sometime!


Evil GM

Undead bones shatters under the weight of his axe. Grung destroys one of the skeletal champions and severely damages a second one.

Updated Caravan Map


Evil GM

RD 2 Main Party Battle Update

Felicitas - casts haste
Grung - Attacks
Karnog - steps back and begins to cast spell
Kalim - death to undeath
Nym -
Enemy Line
Undead horde


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Hm. I can't discount your thesis, Your Highness. Sometimes a personal touch really elevates the kill. Karnog, I believe we're about to have visitors."


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

Nym takes a step to back to the side and let's loose a blazing line of electricity should be a 5 foot step to O3 (the fairy dragon is tiny i should be able to be in the same square). That puts me inline M5, L9, and I14

lightning bolt: 10d6 ⇒ (5, 2, 2, 3, 2, 3, 6, 5, 4, 1) = 33 ref dc19 1/2

BT comb to maintain: 1d20 + 12 + 1 + 4 ⇒ (8) + 12 + 1 + 4 = 25 BT dmg: 1d6 + 4 ⇒ (2) + 4 = 6


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

"Yeah, I see them! If my elemental would show up, I'm sure it will help to remove them from our path soon."


Evil GM

M 5
reflex: 1d20 + 3 ⇒ (3) + 3 = 6

L 9
reflex: 1d20 + 5 ⇒ (2) + 5 = 7

I 14
reflex: 1d20 + 5 ⇒ (12) + 5 = 17

RD 2 Main Party Battle Update

Felicitas - casts haste
Grung - Attacks
Karnog - steps back and begins to cast spell
Kalim - death to undeath
Nym - lightning spell
Enemy Line
Undead horde


Evil GM

Karnog:
You surmise that there had to be powerful spellcasters or some highly ranked demon lieutenant of Orcus "The Master of Undead" to leave this amount of undead around.


Evil GM

Nym's lightning bolt sears three undead, two are damaged and the third one is destroyed as the lightning arcs and blasts the area.


Evil GM

the last zombie in the black tentacles tries to get free.

CMB: 1d20 + 12 ⇒ (16) + 12 = 28

the creature slides free and moves forward.


Evil GM

Grung you get two AOO on undead that move through threaten areas to converge and surround you,


Evil GM

Many of the enemy had to move and I'll take their actions later this afternoon. Needless to say Grung is now surrounded by undead and the spellcasters are in a bit of a jam.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

"Someone or something quite powerful brought this many undead back. One of the Undead Prince's high priests, or some demon or other. Be watchful, who knows if they're still around."

Hopefully I can get us some breathing room soon...elder air elemental + augmented summoning + whirlwind = undead "Gone with the Wind?"


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

No combat reflexes

Croaker: 1d20 + 26 + 1 + 5 - 4 ⇒ (16) + 26 + 1 + 5 - 4 = 44 for 1d10 + 12 + 5 + 8 + 2d6 ⇒ (2) + 12 + 5 + 8 + (4, 2) = 33


Evil GM

Croaker smashes one of the undead that moved but it's till moving.


Evil GM

Updated Battlemap


Evil GM

Enemy assault on the main party. I've previously posted movement.

the undead converge on Karnog, Kalim, Nym and Felic.

P and Q 2 each double moved to get there, so they do not have attacks agasint Felic this round.

N 3 and 4 moved and had to climb over the wagon hitch.

climb: 1d20 + 6 ⇒ (10) + 6 = 16

climb: 1d20 + 6 ⇒ (18) + 6 = 24

Each succeeded their climb check and get on attack on Nym a piece.

adamantine falchion: 1d20 + 15 ⇒ (6) + 15 = 21;dam: 2d4 + 11 ⇒ (2, 2) + 11 = 15

adamantine falchion: 1d20 + 15 ⇒ (9) + 15 = 24;dam: 2d4 + 11 ⇒ (3, 4) + 11 = 18

dex check: 1d20 + 2 ⇒ (17) + 2 = 19

dex check: 1d20 + 2 ⇒ (10) + 2 = 12

The creature does not drop its weapon.

One dropped the weapon.

O:4 attacks Felic.

adamantine falchion: 1d20 + 15 ⇒ (12) + 15 = 27;dam: 2d4 + 11 ⇒ (3, 3) + 11 = 17

dex check: 1d20 + 2 ⇒ (7) + 2 = 9


Evil GM

Enemy attacks on Kalim and Karnog

the zombies strike with their hooked axes...

O 7 on Kalim

hooked axe: 1d20 + 13 ⇒ (15) + 13 = 28;dam: 1d8 + 14 ⇒ (6) + 14 = 20

one end pierces the sorcerer's hide sinking deep.

Q 7 on Kalim

hooked axe: 1d20 + 13 ⇒ (1) + 13 = 14;dam: 1d8 + 14 ⇒ (8) + 14 = 22

P 8 on Karnog:

hooked axe: 1d20 + 13 ⇒ (3) + 13 = 16;dam: 1d8 + 14 ⇒ (5) + 14 = 19

dex check: 1d20 + 3 ⇒ (6) + 3 = 9


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

Not that i mind the misses, but double check your rolls oh great evil one


Evil GM

Undead on Grung:

A combination of hooked axes and adamanine falchions hack and slash at the royalty.

K 7: Skeletons with admantine falchions

att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (20) + 15 + 2 + 2 = 39;damage: 2d4 + 11 + 2 ⇒ (3, 3) + 11 + 2 = 19

att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31;damage: 2d4 + 11 + 2 ⇒ (1, 4) + 11 + 2 = 18

I 7:

S1
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (11) + 15 + 2 + 2 = 30;damage: 2d4 + 11 + 2 ⇒ (2, 4) + 11 + 2 = 19

att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23;damage: 2d4 + 11 + 2 ⇒ (2, 2) + 11 + 2 = 17

I:6

S1
att 1, bard song: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33;damage: 2d4 + 11 + 2 ⇒ (1, 3) + 11 + 2 = 17

att 2, bard song: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25;damage: 2d4 + 11 + 2 ⇒ (1, 2) + 11 + 2 = 16

J 8: Juju Zombie

hooked axe, flank, bard song: 1d20 + 13 + 2 + 2 ⇒ (18) + 13 + 2 + 2 = 35;damage: 1d8 + 14 + 2 ⇒ (5) + 14 + 2 = 21

hooked axe, flank, bard son: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32;damage: 1d8 + 14 + 2 ⇒ (6) + 14 + 2 = 22

J 6 jumju zombie

hooked axe, bard song: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16;damage: 1d8 + 14 + 2 ⇒ (6) + 14 + 2 = 22

J 8; Juju Zombie

hooked axe, bard song: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17;damage: 1d8 + 14 + 2 ⇒ (1) + 14 + 2 = 17

confirming crit: Admanatine falchion

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

confirm crit hooked axe juju zombie

hooked axe, bard song: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20;damage: 2d8 + 14 + 2 ⇒ (7, 6) + 14 + 2 = 29


Evil GM
Nym Omriwin wrote:
Not that i mind the misses, but double check your rolls oh great evil one

thanks I fixed it, I must have deleted the "2" on the d20


Evil GM

The undead horde shuffles closer and is now 1 round away from entering the map.

RD 3 Main Party Battle Update

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

use the last map posted, it's current.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Once more, Kalim turns Undeath to Death. dc 24 hit dice destroyed, centered 7J: 14d4 ⇒ (2, 1, 2, 4, 4, 4, 3, 4, 3, 1, 2, 2, 4, 4) = 40


Evil GM

Felic, Grung, Karnog, Nym 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

neither crit confirms

Post later


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

After DR, I assume both weapons are adamantine and ignore stoneskin, 29 damage total

Grung grunts in pain, then starts to west, and if it drops he continues counterclockwise on his foes. Once he finishes his attacks he takes a 5 ft step to L 5

Croaker: 1d20 + 26 - 4 + 5 ⇒ (15) + 26 - 4 + 5 = 42 for 1d10 + 12 + 8 + 5 + 2d6 ⇒ (1) + 12 + 8 + 5 + (5, 6) = 37
Croaker: 1d20 + 21 - 4 + 5 ⇒ (5) + 21 - 4 + 5 = 27 for 1d10 + 12 + 8 + 5 + 2d6 ⇒ (5) + 12 + 8 + 5 + (3, 3) = 36
Croaker: 1d20 + 17 - 4 + 5 ⇒ (13) + 17 - 4 + 5 = 31 for 1d10 + 12 + 8 + 5 + 2d6 ⇒ (10) + 12 + 8 + 5 + (3, 1) = 39
Headbutt: 1d20 + 14 + 5 - 4 - 4 + 5 ⇒ (15) + 14 + 5 - 4 - 4 + 5 = 31 for 1d4 + 2 + 8 + 5 ⇒ (2) + 2 + 8 + 5 = 17
CAn we get a haste 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

Felicitas quickly takes a step back and casts greater invisiblity.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Greater Air Elemental:
GREATER AIR ELEMENTAL CR 9

XP 6,400

N Huge outsider (air, elemental, extraplanar)

Init +14; Senses darkvision 60 ft.; Perception +16

DEFENSE

AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)

hp 149 (13d10+78)

Fort +14, Ref +18, Will +6

Defensive Abilities air mastery; DR 10/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)

Melee 2 slams +21 (2d8+9)

Space 15 ft.; Reach 15 ft.

Special Attacks whirlwind (DC 25)

STATISTICS

Str 28, Dex 31, Con 22, Int 8, Wis 11, Cha 11

Base Atk+13; CMB +24; CMD 45

Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB

Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15

Whirlwind:
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.

Karnog finishes his spell, and a massive air elemental springs into being, before swirling into a whirlwind and beginning to gather undead up like a giant straw.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

"Oooooooh! That's a good one!"


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Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

The air elemental touches down just east of Karnog, then sweeps north and west alongside the team as a whirlwind.

"Ha ha, ye stupid rotten undead corpse bastards. Now ye get tossed aroun' like the garbage ye are!"

He then casts shield of faith defensively 1d20 + 20 ⇒ (15) + 20 = 35 as he awaits the oncoming horde.

All the zombies other than the group Grungsdi is fighting owe Reflex DC 25 saves. Fail and take 1d8 + 9 ⇒ (6) + 9 = 15 bludgeoning, and owe another save of same difficulty. Fail that one and get swept up into the whirlwind.


Evil GM

Only the falchions are adamantine. the Hooked axes are just magical.


Evil GM

RD 3 Main Party Battle Update

Felicitas - spell greater invisibility
Grung - destroys two more undead
Karnog - shield of faith and his elemental appears
Kalim - undeath to death
Nym -
Enemy Line
Undead horde

I have to make the saves for the elemental.

I ahve to make the save from Kalim's spell.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

I'm going to hold for you to make the saves to make sure I'm not attacking something not there


Evil GM

will save: 1d20 + 3 ⇒ (12) + 3 = 15
will save: 1d20 + 3 ⇒ (19) + 3 = 22
will save: 1d20 + 5 ⇒ (1) + 5 = 6
Will save: 1d20 + 5 ⇒ (10) + 5 = 15
Will save: 1d20 + 5 ⇒ (16) + 5 = 21

Kalim's spell takes out a few more creatures.

Then Karnogs spell hits:

P 2 and O 2

reflex: 1d20 + 5 ⇒ (14) + 5 = 19
reflex: 1d20 + 5 ⇒ (3) + 5 = 8

N3 and 4

reflex: 1d20 + 5 ⇒ (19) + 5 = 24
reflex: 1d20 + 5 ⇒ (4) + 5 = 9

O 7 and Q 7
reflex: 1d20 + 5 ⇒ (13) + 5 = 18
reflex: 1d20 + 5 ⇒ (1) + 5 = 6

they are swept up.

P8 was destroyed by Kalim

Second save:

P 2 and O 2

reflex: 1d20 + 5 ⇒ (14) + 5 = 19
reflex: 1d20 + 5 ⇒ (14) + 5 = 19

N3 and 4

reflex: 1d20 + 5 ⇒ (8) + 5 = 13
reflex: 1d20 + 5 ⇒ (4) + 5 = 9

O 7 and Q 7
reflex: 1d20 + 5 ⇒ (2) + 5 = 7
reflex: 1d20 + 5 ⇒ (12) + 5 = 17


Evil GM

Updated Battlemap

*The blue circles are the creature caught up in the whirlwind.


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC23(27)/16/18(22), SR 22, Acid Res 20, Perc +12, Saves F+11/R+11/W+10, HP 116

Nym steps away from the three starting to surround him, thankful for the timely appearance of the elemental. He blasts blasts one of the undead with a ray of acid.

5foot step to between Felicitas and Kalim

range touch against N4: 1d20 + 16 ⇒ (9) + 16 = 25
elemental blast(acid): 1d6 + 3 ⇒ (5) + 3 = 8


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

"Yeah! That'll teach ya, ya blasted dusty bags o' rotten meat and bones!"


Evil GM

Nym's acidic blasts the undead just as the elemental appears.


Evil GM

I'll try to get the undeads actions up tomorrow.


Evil GM
baldwin the merciful wrote:
I'll try to get the undeads actions up tomorrow.

Obviously, I wasn't able to get this done.


Evil GM

The undead caught up in the elemental are swept away and destroyed.

While the remaining undead continue to press their attacks on Grung.

I:6

att 1, bard song: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24;damage: 2d4 + 11 + 2 ⇒ (2, 4) + 11 + 2 = 19

att 2, bard song: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32;damage: 2d4 + 11 + 2 ⇒ (3, 1) + 11 + 2 = 17

I:7

att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (16) + 15 + 2 + 2 = 35;damage: 2d4 + 11 + 2 ⇒ (3, 3) + 11 + 2 = 19

att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (2) + 10 + 2 + 2 = 16;damage: 2d4 + 11 + 2 ⇒ (4, 2) + 11 + 2 = 19

I:8

att 1, bard song: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19;damage: 2d4 + 11 + 2 ⇒ (1, 4) + 11 + 2 = 18

att 2, bard song: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24;damage: 2d4 + 11 + 2 ⇒ (3, 1) + 11 + 2 = 17
K:7
att 1, flank, bard song: 1d20 + 15 + 2 + 2 ⇒ (12) + 15 + 2 + 2 = 31;damage: 2d4 + 11 + 2 ⇒ (1, 1) + 11 + 2 = 15

att 2, flank, bard song: 1d20 + 10 + 2 + 2 ⇒ (11) + 10 + 2 + 2 = 25;damage: 2d4 + 11 + 2 ⇒ (1, 3) + 11 + 2 = 17

J:8

att 1, bard song: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30;damage: 2d4 + 11 + 2 ⇒ (2, 4) + 11 + 2 = 19

att 2, bard song: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28;damage: 2d4 + 11 + 2 ⇒ (1, 4) + 11 + 2 = 18

Confirming Crit:

att 2, bard song: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23;damage: 2d4 + 11 + 2 ⇒ (3, 2) + 11 + 2 = 18


Evil GM

RD 4 Main Party Battle

Felicitas -
Grung -
Karnog -
Kalim -
Nym -
Enemy Line-
Desmond -

I'm going to eliminate the undead horde that was appraoching
Desmond you are at the end of the round.

Updated Battlemap

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