Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

There are no children in either cavern that is being explored.

I'll get a loot list together later today.

For those with kalim, Nibb and Argrim there is chest near the crevice. There is a soft howling sound coming from the opening.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

the crevasse is wide enough for us to descend?


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Argrim sees the blood-spattered Kalim and gives him a fist bump, "Good work back there. You should see Karnog before he exhausts his healing today."

He then looks down the crevasse. Anything unusual 60-feet down? Or is it just decoration?
Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Argrim will then quickly examine the chest expecting it to be creature disguised as a chest. Perception: 1d20 + 8 ⇒ (9) + 8 = 17 If it's just a chest, he'll walk away saying, "The kids are the priority. Then loot."


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

My bad, since English is not my native language I thought the menacles perceived in walls and floor with Sift correspond with prisoners in chains...

"Mister Argrim is right. But we should check that chest anyway, since it can provide us clues about the captives or equipment we could use afterwards.

If I remember correctly, down the southern tunnel should be something like a wooden bridge. Past that, is where the children and other prisoners are supposedly held."

Then, Nibb is going to check the source and nature of the howling I assume it comes from the chest.

Perception check:1d20 + 10 ⇒ (13) + 10 = 23


Evil GM
Argrim wrote:

Argrim will then quickly examine the chest expecting it to be creature disguised as a chest.

Seriously...you have no in game reason to expect that. Certainly not without knowledge dungeoneering check before making the comment. Let's try to keep the the metagaming to a minimum.


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |
baldwin the merciful wrote:
Argrim wrote:

Argrim will then quickly examine the chest expecting it to be creature disguised as a chest.

Seriously...you have no in game reason to expect that. Certainly not without knowledge dungeoneering check before making the comment. Let's try to keep the the metagaming to a minimum.

Oooh oh... I can! Knowing stuff is half of what this character is about.

Should I make a Knowledge check or something?


Evil GM

the crevice runs deeper than 60 feet and it looks to be jagged stone work of a fissure that looks 15 to 20 feet wide once it descends past the opening.

When you walk in front of the chest to examine it, the chest springs to life and and attacks Argrim. Your perception check was below its racial disguise bonus.

slam: 1d20 + 10 ⇒ (11) + 10 = 21;damage: 1d8 + 6 ⇒ (1) + 6 = 7
plus adhesive.

Adhesive:

A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.

Against the flat-footed dwarf.


Evil GM
Nibbfir Grumepgarth wrote:
baldwin the merciful wrote:
Argrim wrote:

Argrim will then quickly examine the chest expecting it to be creature disguised as a chest.

Seriously...you have no in game reason to expect that. Certainly not without knowledge dungeoneering check before making the comment. Let's try to keep the the metagaming to a minimum.

Oooh oh... I can! Knowing stuff is half of what this character is about.

Should I make a Knowledge check or something?

Sure you can make the check anyone in the room can make the check now.


Evil GM

Nibb your perception prior to Argrim examining the chest does not reveal anything unusual about the chest, the sound that you hear seems to be coming from the crevice.


Evil GM

Here is the map.

Map of crevice cavern


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1
baldwin the merciful wrote:
Seriously...you have no in game reason to expect that. Certainly not without knowledge dungeoneering check before making the comment. Let's try to keep the the metagaming to a minimum.

1. The chest is by itself and not in the hoard room with all of the other chests. 2. There are empty manacles to provide food. 3. It provides a guard for the crevasse. However, Argrim missed his Perception check to notice anything unusual before he got too close to be attacked.


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

Surprised for the animated chest, Nibb almost hops in place.

Knowledge (dungeons) check:1d20 + 8 ⇒ (16) + 8 = 24

"Stand back! That thing is a mimic, a shape-shifting aberration. If you touch it, you would be glued to it by that ichor that emanates from the cover... as Mister Argrim."

Then, Nibb is going to shoot the thing, wary of not hitting the dwarf who is caught in the struggle. He hopes that his good luck show up...

Swift action to use Archaeologist's Luck.

Shoot!:1d20 + 5 + 1 - 4 ⇒ (20) + 5 + 1 - 4 = 22
Confirmation:1d20 + 5 + 1 - 4 ⇒ (8) + 5 + 1 - 4 = 10
Damage:1d6 + 1 ⇒ (3) + 1 = 4


Evil GM
Argrim wrote:
baldwin the merciful wrote:
Seriously...you have no in game reason to expect that. Certainly not without knowledge dungeoneering check before making the comment. Let's try to keep the the metagaming to a minimum.
1. The chest is by itself and not in the hoard room with all of the other chests. 2. There are empty manacles to provide food. 3. It provides a guard for the crevasse. However, Argrim missed his Perception check to notice anything unusual before he got too close to be attacked.

You also know that there was darkmantle and any manacled creature could have been it's food. The chest was not by itself. You also know there are strange sounds coming from a crevice perhaps a creature lives there and this is tribute. Lets not metagame, keep it to yourself.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Vatilda cast Protection of Evil and Bless a little over two minutes ago. Any duration left?


Evil GM

Not by the time the battle ended, you came to the room and checked things out her spell is out.

Nibb:

you would know that mimics are not evil. They are creations of spells and formula going bad. Mimics can take various shapes to lure people towards it. Its adhesive is as noted below. You also know there are variations to mimics that can cause light, resist energy, resist damage unless adamantine, some are toxic and others emit an acid to corrode gear and flesh but this one doesn't seem like it emits any toxins or acid. Damage resistance you are not sure about - yet at least until it is attacked.

Nibb on adhesive:

Adhesive (Ex)

A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coatd mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

Vatilda drops her torch, growls and gestures at the abomination... trying to weaken it.

cast Ray of Enfeeblement str penalty: 1d6 + 1 ⇒ (3) + 1 = 4 DC15 Fort save halves Str penalty... 3 round duration

Edit:to hit: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16 ranged touch attack!


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

Vatilda:
You don't have to make a ranged touch attack for your Ray of Enfeeblement to work? I'm just asking, not too savvy in the Pathfinder rules anyway.


Evil GM

I will roll out initiatives when I get home today.


M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18

Rammellorn dons his armor and quickly follows the others.


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

"Unnatural ..." ranged touch: 1d20 + 3 ⇒ (3) + 3 = 6acid damage: 1d6 + 1 ⇒ (1) + 1 = 2


Evil GM

Kalim and Vatilda need to make a perception check to see if there actions are in the surprise round or their first round actions.


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

Perception: 1d20 + 2 ⇒ (1) + 2 = 3


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

If these were real dice I'd remove them from my bag. Holy s%~$.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

perception: 1d20 + 0 ⇒ (15) + 0 = 15


Evil GM
Kalim Gudlavaletti wrote:
If these were real dice I'd remove them from my bag. Holy s&@+.

You would be smashing them with a mallet.


Evil GM

initiative:

RA
Karnog: 1d20 + 1 ⇒ (12) + 1 = 13
Varl: 1d20 + 1 ⇒ (4) + 1 = 5
Argrim: 1d20 + 2 ⇒ (8) + 2 = 10
Rammellorn: 1d20 + 2 ⇒ (8) + 2 = 10
Kalim: 1d20 + 2 ⇒ (4) + 2 = 6
Vatlida: 1d20 + 2 ⇒ (19) + 2 = 21
Nibbfir: 1d20 + 5 ⇒ (2) + 5 = 7
Mimic: 1d20 + 5 ⇒ (20) + 5 = 25

Initiative Order:
For those in the cavern with the Mimic

Mimic
Vatilda*
Argrim
Nibb*
Kalim*

*I will use the actions you posted previously for your first round action. Nobody had a high enough perception check to act in the surprise round.

MAP

Rammellorn, Karnog and Varl we will say its been 3 and half minutes since you've been donning armor. To properly don breastplate to full plate without a -1 AC penalty takes 4 minutes. Your helping each other so your armor is hastily donned right now. You do not know what is happening else where.


Evil GM

RD 1: Mimic

The living chest adhesive has the dwarf firmly glued and grappled, as the creature begins to crave it's next meal. It begins with another slam attack,

slam: 1d20 + 10 ⇒ (4) + 10 = 14;damage: 1d8 + 6 ⇒ (8) + 6 = 14

Then the contriction begins as the long tentacle squeeze:
constrict: 1d8 + 6 ⇒ (3) + 6 = 9

grappled condition:

Grappled

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Finally, the chest rotates to it's left and dangles the dwarf over the crevice.

nibb Only:

Nibb one thing you know about the adhesive is the creature can dissolve it at at-will, and the dangling dwarf would likely fall down that crevice.

I will update and provide summaries of the the previous actions taken when I log back on today.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 1

Ouch! The initial tentacle slams into Argrim and encircles him. Still caught off-guard, another tentacle slams into him AND his magical chain shirt holds this time. However, initial tentacle squeezes! Does the constrict damage effect, since the slam missed?

He is a Deepdelve warrior and full journeyman and has faced aberrations before. Argrim recenters himself and strikes with his battleaxe.
_____________________________________________________
Swift action: activate Crane Style
Standard action: defensively attack one-handed with battleaxe with -2 due to grappled
defensively attack: 1d20 + 4 - 2 - 2 ⇒ (6) + 4 - 2 - 2 = 6
if hit, damage: 1d8 + 2 ⇒ (3) + 2 = 5
Current AC=22, touch=22, flat-footed=15 (normal -2 Dex +2 Dodge from Deep Warrior; and deflect one melee attack per round
Current CMD=20 (normal +4 Dodge (fighting defensively) -2 Dex +2 Dodge (Deep Warrior vs. grapple)


Evil GM

good Question Argrim and I'm going to say no and here is why. This is a slightly different grapple that norm in that in RD 1 if it hits with a slam you are automatically adhered to the creature till it dies plus 5 rounds, unless you have specific method to free yourself. Unlike the constrict rules under the Universal Monster Rules I'm not going to apply additional constrict damage immediately. Rather RD 1 is the gluing effect. Since in Rd 2 it doesn't make a continued grapple check since you are glued to it, but it does its slam attack, if the slam hit then it does that additional constrict damage. If the slam does not hit, my ruling is no constrict damage.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

very cool


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|

Whistle while we work....whistle while we work.

Keep putting on that armor.


Evil GM

fort Save DC 15: 1d20 + 5 ⇒ (10) + 5 = 15

The chest gets hit by Vatilda's ray but shakes off most of the effect.

Kalim's spell fizzles out.

the halfling's bolt hits but does not confirm. Nibb you are fairly certain that this mimic does not have a damage resistant component to it's being.

Argrim's attack misses as his feet dangle over the precipice.


Evil GM

RD2:

Mimic
Vatilda
Argrim
Nibb
Kalim

MAP RD2


Evil GM

RD 2:

The mimic will again slam its food with his tentacles as it maw opens to devour the dwarf flesh.

slam: 1d20 + 9 ⇒ (8) + 9 = 17;damage: 1d8 + 5 ⇒ (5) + 5 = 10
constrict damage: 1d8 + 5 ⇒ (3) + 5 = 8


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Round 2

Argrim must be a sight: legs dangling over the crevasse; hips stuck fast to a writhing-tentacled chest; right arm flailing away with a battleaxe; and left arm dodging tentacles. Good times!

If he does drop, Argrim plans to wedge his battleaxe between the sides of the crevasse to stop from falling. At least that's the plan...
_____________________________________________________
Standard action: defensively attack one-handed with battleaxe with -2 due to grappled
defensively attack: 1d20 + 4 - 2 - 2 ⇒ (9) + 4 - 2 - 2 = 9
if hit, damage: 1d8 + 2 ⇒ (5) + 2 = 7
Current AC=22, touch=22, flat-footed=15 (normal -2 Dex +2 Dodge from Deep Warrior); and deflect one melee attack per round
Current CMD=20 (normal +4 Dodge (fighting defensively) -2 Dex +2 Dodge (Deep Warrior vs. grapple)


Evil GM

Good to have a plan.

Argrim:

Next time you roll dice on your to hits, make a reflex save at the same time. You did not hit it this last time so it's not necessary to roll it for the past attack.


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

"LEAVE US BE, BLASTED CREATURE!" Touch Attack: 1d20 + 2 ⇒ (19) + 2 = 21electricity damage: 3d6 ⇒ (6, 4, 6) = 16 Kalim's arms shoot out five feet longer than they were before and strike the object. A burst of electric energy surges from his hands.


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

Dice, forget what we said! Mwah mwah mwah mwah I LOOOOVE you.


Evil GM

The chest hisses and flails around with the electrical sting; however, you notice that there isn't as much damage as you would have thought Kalim.

Nibb:
When you see Kalim's eletrical ray strike the chest, part of the damage was shielded, this confirms that it has DR agaisnt electricity. You know some can change the type of energy resistance.


Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |

Nibb proceeds to put away his crossbow (with his standard action), while mumbling to himself. Then he yells at Kalim.

"Human, your lightning magic won't do much against that mimic! It seems he has some magical protection against electricity!"

Later, he gasps at the sight of the grappled dwarf.

Dwarven:
"Mister Argrim, be careful! The mimic can release you from the glue at any time and you would fall in. I-I-I'm going to help you!"

Then, he draws his Everfull Mug from the haversack (with the move action) and keeps mumbling.

To baldwin: Nibb's daring thoughts:
A couple questions:
Is the liquor from the Everfull Mug strong enough to dissolve the adhesive?
Can I, in later turns, ready an action to jump over and somehow push Argrim and myself (of course) away from the crevasse in case the mimic decides to leave him fall?
Tell me if I need to make some Knowledge check to find out.


Evil GM

Nibb:

Your not 100% certain but you know the taste of the alcohol is on the light, or weaker, side of things. You suspect it's probably not strong enough.

You can try anything you like, whether it works or not is another matter. I really don't give preliminary rulings, I've always felt that's the trial and error method of how a character learns how to do things. Building a base of knowledge. I don't do readied actions, see rules under the campaign info tab, but I do let you hold your action and then take it when you want. I just don't like reshuffling initiative order continuously.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

Vatilda calls a potion to her hand from her pack, and moves to hand it to Argrim. She then moves to the other side of the creature, hammers her shield down on it, and yells in nonsensical rage.

giving CMW potion to Argrim, moving to (Y,21), shield bash 1d20 + 0 ⇒ (20) + 0 = 20
confirm: 1d20 ⇒ 16 1d3 + 1 ⇒ (2) + 1 = 3 crit damage: 1d3 + 1 ⇒ (3) + 1 = 4


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Vatilda, thanks for the thought, but Argrim is only down 7 hit points. Plus, he needs one hand free to deflect one melee attack per round. Please, hold your thought and just bash the aberration. Cheers!


Evil GM

Vatilda when you strike the chest, make reflex save. Evil grin.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

ref save: 1d20 + 3 ⇒ (9) + 3 = 12
Argrim - ahh yes... thought that last slam + constrict hit you


Evil GM

Vatilda your shield is glued to the chest with it's mighty adhesive.

Note anyone hitting the chest must roll a reflex save DC 17 to avoid their weapon being glued. If you fail the following round its a DC 17 Str check to pull the weapon off the mimic. If you touch the mimic unarmed you are glued to the item and automatically grappled like Argrim.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

Vatilda, edit your action post to undo giving Argrim your CMW potion while you still can. Cheers


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|

So, 5 more rounds to finish putting on armor, right? No notifications from the others about a fight or anything yet? Perception checks?

1d20 + 9 ⇒ (14) + 9 = 23 perception (if applicable)


Evil GM

Karnog that is correct. It really is unrealistic to hear anything based on the two separate groups location.

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