Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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, I believe Nym is between Felicitas and Kalim


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

scorching ray: 1d20 + 10 ⇒ (3) + 10 = 13fire damage: 4d6 ⇒ (2, 3, 2, 1) = 8
scorching ray: 1d20 + 10 ⇒ (18) + 10 = 28fire damage: 4d6 ⇒ (4, 6, 3, 5) = 18
scorching ray: 1d20 + 10 ⇒ (6) + 10 = 16fire damage: 4d6 ⇒ (1, 4, 1, 5) = 11
Kalim fires off some scorching rays at Grung's nearest foe.


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 laughs as he blocks attacks


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

He starts on the wounded on to the east then moves around, at the end he will 5 ft SE

Croaker: 1d20 + 26 - 4 + 1 + 4 ⇒ (5) + 26 - 4 + 1 + 4 = 32 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (7) + 12 + 8 + 4 + (1, 1) = 33
Croaker: 1d20 + 21 - 4 + 1 + 4 ⇒ (8) + 21 - 4 + 1 + 4 = 30 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (8) + 12 + 8 + 4 + (4, 2) = 38
Croaker: 1d20 + 17 - 4 + 1 + 4 ⇒ (5) + 17 - 4 + 1 + 4 = 23 for 1d10 + 12 + 8 + 4 + 2d6 ⇒ (10) + 12 + 8 + 4 + (5, 6) = 45
Headbutt: 1d20 + 14 + 5 - 4 - 4 + 1 + 4 ⇒ (8) + 14 + 5 - 4 - 4 + 1 + 4 = 24 for 1d4 + 2 + 8 + 4 ⇒ (3) + 2 + 8 + 4 = 17


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 in this chaos stabs with her longspear.
Attack: 1d20 + 15 ⇒ (15) + 15 = 301d8 + 5 ⇒ (2) + 5 = 7
Attack: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 5 ⇒ (8) + 5 = 13
Attack: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 5 ⇒ (8) + 5 = 13


Evil GM

Grung hacks while his party members blast the remaining foe. The last of the enemy crumbs to dust.

combat over

AS the dust settles what does the party do?


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 hey, there's a lot of undead around here!" Desmond tells the party.


Evil GM

Desmond high steps and steps around several mounds of bones and ragged bodies. his eyes catches the shine of few baubles and items of worth.

Juju Zombies loot:

You find 13 +1 hooked Axes
13 inflict light wound potions
13 breastplate
13 javelins
13 clubs

Skeleton Loot

12 breastplate
12 heavy shields
12 +1 adamantine falchions
12 longswords

The remains of the wagons:

You will find three burnt chests that can be salvaged each has 50 Gp Value and a masterwork lock

17290 gp
26791 sp


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

"Could Orctown use this?"


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 doubt, and we need to get to Orctown and fast.


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 nods at the weapons and more."Well this will make a rich milita. If they are still alive!"


Evil GM

Remember you are pretty close to Fentonville and this military assault was heading that way. I'm not saying Orctown isn't in danger or hasn't already been overrun that may have occurred, I'm simply highlighting that Fentonville appears to be endangered.

Also remember that little jaunt into the demishadow plane lasted longer - 30 days - than you had thought. It felt like a couple days but that is how the time warped.


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

ah I mixed fentonville and orctown in my head.

Let’s get to Fentonville.


Evil GM

The party begins to march off towards Fentonville hoping it's not too late...

Kalim are you going to use the limited wish to teleport everyone to town or are you going to march there?


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

What do you think, gang?


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

imo you should save 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

We can walk.


Evil GM

The heroes move forward pressing their way towards Fentonville. After a short while you notice the wind pick up again and the grey sky thickens. A sheet of white blankets the sky to the North as it rolls towards you. It's another wave of snow...


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've decided, I hate dealing with extradimensional magic. Summoning creatures is one thing, but going around and messing with time and the like, that's just not allowed!"

Karnog grumpily stomps with the rest if the crew towards Fentonville


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

Shame it couldn't have brought us back in the spring.


Evil GM

The blanket of snow eventually overtakes your group. You've journeyed into a whiteout.

I need everyone to make a perception check and survival check. Are you doing anything in particular to navigate the snow storm and remain together? I assume you each have some sort of spell to resist elements going on. Does anyone have snow shoes to walk onto of the snow?


Evil GM

Weather conditions rules: current Wind speed = severe (35 mph, -4 ranged, -4 skill check. tiny creatures blown away, small creatures DC20 strength and Fly check). Note the wind has picked up in intensity as you walked into the whiteout.

Snow, Heavy:
Heavy snow reduces visibility ranges to one-quarter of the normal range, resulting in a –6 penalty on Perception checks. It extinguishes unprotected flames and imposes a –6 penalty on ranged attacks. Heavy snow impedes movement even before it begins to stick. Moving into a square during a heavy snowstorm requires 1 extra 5-foot square of movement (this stacks with difficult terrain). Every hour of heavy snow leaves 1d4 inches of snow on the ground. As long as at least 2 inches of snow remain on the ground, the requirement of an extra square of movement to enter a square of snow persists. If at least 1 foot of snow remains on the ground, 2 extra squares of movement are required to enter a snow-filled square instead. A heavy snowstorm has a 10% chance of generating thundersnow and has a 40% chance of becoming a blizzard if the wind speed is severe or stronger.

Blizzard:
A combination of severe or stronger winds with heavy snow can create blizzard conditions. Blizzards reduce range of vision to no more than 20 feet, and even then, creatures takes a –8 penalty on Perception checks within that range. In a blizzard, the snowfall increases to 4 inches of snow each hour, and travel in more than 3 feet of snow is usually impossible without snowshoes or an ability such as waterwalk. Furthermore, the high winds make it feel (and affect living creatures) as if the temperature were 20° F colder. There is a 20% chance that a blizzard lasts for 2d12 hours instead of the normal duration for heavy snow.


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 has a ring of resist cold (10) so he should be basically immune to the effects of the cold unless it gets really extreme.

"Hey!" Desmond shouts over the winds. "We should all tie off so nobody gets lost!" Desmond holds up his nice spider silk rope.

Suggesting we tie the rope around all of our waists.

Perception: 1d20 + 19 ⇒ (11) + 19 = 30 +7 vs traps
Survival: 1d20 + 1 ⇒ (13) + 1 = 14


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

perception: 1d20 + 4 ⇒ (8) + 4 = 12survival: 1d20 + 2 ⇒ (14) + 2 = 16"Teleporting sounds better and better ...


Evil GM

Anyone else going to make a perception and survival check?

The sheets of snow blanket the sky and the wind cuts deep into yoru flesh. Kalim's eyes have dried out and his lids are nearly frozen shut. Meanwhile Desmond has general sense of direction but he has clearly lost trace of any creature he was following. The chill cuts through your gear.


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

Seeing the very bad weither Electra empowers herself with heroism-
Perc: 1d20 + 21 ⇒ (15) + 21 = 36
Surv: 1d20 + 3 ⇒ (18) + 3 = 21


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|

Everyone has cold resist 30 from communal resist enery, Karnog cast it first thing when we came back.

"If we want to wait about 10 minutes, I can get rid of the majority of these problems. Of course, a teleport will get us out of the cold real quick."

1d20 + 26 ⇒ (9) + 26 = 35 perception
1d20 + 6 ⇒ (11) + 6 = 17 survival (untrained)


Evil GM

Felicitas eagle eyes continue to follow the direction of the horde that was heading North towards Fentonville. As you progress, she sees several large shapes in the distance somehow her eyes pick out their silhouettes in the blinding white blizzard.

Felic:
You believe you see large creatures in the distance and the town's buildings beyond. You think you recognize the shape of giants. You suspect that Fentonville is surrounded by an army.


Evil GM

Karnog:
You see large balls of flame coming from the Northeast of your current position. Those balls of steaming flame are being lobbed towards structures just North of 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

Wizard, just teleport us there. This is boring!

1d20 + 15 ⇒ (2) + 15 = 17 percep
[dice]1d20+10[/dice[ survial


Evil GM

The wind hurts Grung's eyes as he strains to see through the storm.


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

perception: 1d20 + 11 ⇒ (8) + 11 = 19 -4 if bright out
survial: 1d20 ⇒ 15

Nym wraps himself with his bed roll in a makeshift poncho way. As the wind picks up he pulls it a bit tighter, wishing he had something warmer.

if it's bright out Nym would have his smoked goggles on


Evil GM

The white snow is a bright for Nym's eyes but he is fine with his smoke goggles on. Plus, the lenses protect his eyes from drying out in the fridge wind. That being said he has a tough enough time just following the members tied to him with Desmond's spider rope.


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|

"Fireballs to the Northeast! They are being launched towards structures, perhaps Fentonville itself. We must make haste there, follow me!"

Karnog takes hold of the rope and begins to move the party towards the conflict.


Evil GM

Karnog grabs the life lines and tugs, he pushes towards Fentonville. With each step his stubby legs sink deeply into the snow.

Movement stinks without snowshoes!


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|

And so many ice and snow related construction spells I could have prepared. Sad face dwarf.


Evil GM

Kalim are you going to teleport the group into the Fentonville or is everyone pushing on by foot? It doesn't matter to me, I just need an answer so I can set up the next scenario.


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

If it's that close let's go by foot. Maybe sneak up on something.


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

how far away are we? Follow up question, if one was to turn into an earth elemental and use the earth slide ability would that clear a path for the others?


Evil GM

Nym you don't really know given the white out and your perception check role. From what Karnog and Felic have indicated Fentonville is about a quarter mile away.

Regarding the earth glide ability. You've never been in situation like this before, so you are not certain. That being said, it seems possible.


Evil GM

In case you forgot part of the storyline


Evil GM

The sounds of terror pierces the wind. Battle cries and the moans of the wounded pitted in a blood-clash is nearby.

Everyone can make a perception check for me.


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

Take us there now!

I say teleport


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

"No, I don't think I'm going to teleport us directly into a city under siege. Let us find out what we can and perhaps eliminate some enemy positions first. Karnog's God will keep us safe from the elements."

perception: 1d20 + 4 ⇒ (10) + 4 = 14


Evil GM

Kalim you don't see much of anything with the wind whipping around. You do hear sounds of battle...is it near....or in the distance you can discern because of the weather.


Evil GM

DM going to make the remaining perception checks to move things along:

Grung: 1d20 + 15 ⇒ (4) + 15 = 19
Karnog: 1d20 + 26 ⇒ (10) + 26 = 36
Desmond: 1d20 + 19 ⇒ (9) + 19 = 28
add 7 for traps

Nym: 1d20 + 11 ⇒ (1) + 11 = 12
Felicitas: 1d20 + 17 ⇒ (8) + 17 = 25


Evil GM

Nym and Grung have a difficult time with wind and their eyes.

Felicitas doesn't see much with the wind blowing but her sensitive ears do pick out the clash of steel and it sounds like it nearby.

Desmond:
you can the outline of some shadows about 200 feet away. Those shadows are moving and the sound of steel clashing is emanating from that area.

Karnog:
You definitely know there is battle roughly 200 feet away. There is whine of agony coming from the battle. You can see there are an assortment of shapes there are few large shapes mixed with medium sized shapes.


Evil GM

initiative:

Grung: 1d20 + 2 ⇒ (16) + 2 = 18
Karnog: 1d20 + 1 ⇒ (8) + 1 = 9
Desmond: 1d20 + 11 ⇒ (11) + 11 = 22
Kalim: 1d20 + 4 ⇒ (19) + 4 = 23
Nym: 1d20 + 4 ⇒ (6) + 4 = 10
Felicitas: 1d20 + 4 ⇒ (13) + 4 = 17

enemy: 1d20 + 5 ⇒ (8) + 5 = 13

Initiative:

Kalim
Desmond
Grung
Felicitas
Enemy
soliders
Nym
Karnog

Batttle Map

RD1: Limited to the following

Desmond
Karnog
enemy
Soldiers


Evil GM

Desmond and Karnog your visions is limited to shapes right now as the blizzard continues. So there is no detail from your point of view. You've stumbled out onto a battle.You'll have to key the others into the situation or else they will need to use a move action at the beginning of the round to attempt a perception roll.


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 appears we've stumbled into some kind of fight!" Desmond says as he draws his weapons. "Can't tell who's fighting!"

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