Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Duncan and Grung what are trying to do with the stabilized Firegiant?


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 120/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Fly, Invisibility

I always forget that you can take 20 on disable device but only when you're doing something that doesn't occur a failure chance, like opening a lock. Oh well, the merciful GM is merciful :) (plus the 19 roll haha)


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP137/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan glances at the giant. Dissatisfaction on his face that he was unable to modify the spells magic.

I WAS Fer wakin it up and questioning it. Mebbe better ta leave the thing unconscious and just put it's Armor and weapons in me Handy Haversack. If he really feel the need ta kill it, use a bow and do it far away so's we don't get hellfire blasted again.

Duncan will use 10 taps of his wand to recover his health minus the unholy damage he has taken.
CLW: 1d8 + 3 ⇒ (1) + 3 = 4
CLW: 1d8 + 3 ⇒ (7) + 3 = 10
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
CLW: 1d8 + 3 ⇒ (4) + 3 = 7
CLW: 1d8 + 3 ⇒ (5) + 3 = 8
CLW: 1d8 + 3 ⇒ (5) + 3 = 8
CLW: 1d8 + 3 ⇒ (2) + 3 = 5
CLW: 1d8 + 3 ⇒ (7) + 3 = 10

CLW: 1d8 + 3 ⇒ (3) + 3 = 6


Evil GM

The giant has other loot:

He has:

5 potions (you need to identify them)
1 oil (you need to identify it)

2 rings:
a) protection +3
b) diamond and rubies on an iron band

BOH Type 2 (inside the BOH is iron looking ring)
890 PP
2390 GP
12001 SP
23111 CP

He has a small sck of rubies: 12500 in value
He has a six iron trade bars worth 6000

He has a sack of throwing rocks


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

Spellcraft potion 1: 1d20 + 17 ⇒ (8) + 17 = 25
Spellcraft potion 2: 1d20 + 17 ⇒ (19) + 17 = 36
Spellcraft potion 3: 1d20 + 17 ⇒ (4) + 17 = 21
Spellcraft potion 4: 1d20 + 17 ⇒ (5) + 17 = 22
Spellcraft potion 5: 1d20 + 17 ⇒ (9) + 17 = 26
Spellcraft oil: 1d20 + 17 ⇒ (17) + 17 = 34


Evil GM

Kalim you reveal the following:

3 cure serious wound potions
1 poison rat poison
1 cure moderate
All the potions have foul brimstone smell to them.

Oil of vestment +3


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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

Grung is just standing about waiting to be told what to smash tbh


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

Like a good summoned monster haha.


Evil GM

Desmond now that you have the magically trapped door disarmed what are you going to do? Are you opening it or letting it be closed for the time being?

Everyone else what are you doing now that Duncan has cleaned the giant's pockets over the last couple minutes and Kalim has spent some time identifying potions/oils?

Grung and Duncan you start to notice the giant's tattooes start to glow and pulsate.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 120/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Fly, Invisibility

Once the door is disarmed, Desmond opens it slowly and peaks through.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP137/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:

Grung and Duncan you start to notice the giant's tattooes start to glow and pulsate.

Duncan MOVES up behind Desmond at the door.

Duncan spends a Swift Action to use his Sacred Armor ability to Grant his Armor IMPROVED ENERGY RESISTANCE for 1 minute.13 one minute uses left
Then fills and drinks from his Tankard of the Drunken Hero granting himself HEROISM for the next 30 minutes.

Current Buffs: HEROISM 30minutes, Improved Energy Resistance on Armor
Time to go sneak, NOW. I'm thinking that giants tattoos, glowing ta mean something bad. Like Boom, open that door or every one get down.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 120/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Fly, Invisibility

Desmond doesn't need to be told twice. Although he was likely to dodge any explosion from the giant, he knew it devastated the party last time. He opens the door more quickly and moves through.


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|

Seeing Desmond and Duncan moving towards the door, Karnog begins to fly that way as well.

"Keep your wits about you, lads. No telling what's past that door."

Using his extend rod, Karnog casts resist energy (fire) on himself.

Resist Fire 30 for 300 min.


Desmond as soon as you creak the door, it opens towards you, it bursts open and dozens and dozens of foul hands rip for flesh and fresh brains.

It's and enraged zombie horde. Desmond and Duncan get caught in it unexpectedly. You two are flat footed for this attack

Desmond

att: 1d20 + 16 ⇒ (11) + 16 = 27dam: 2d6 + 6 ⇒ (3, 5) + 6 = 14

Duncan

att: 1d20 + 16 ⇒ (16) + 16 = 32dam: 2d6 + 6 ⇒ (5, 1) + 6 = 12


Evil GM

initiative:

RA Initiative

Grung: 1d20 + 2 ⇒ (20) + 2 = 22
Karnog: 1d20 + 1 ⇒ (19) + 1 = 20
Desmond: 1d20 + 11 ⇒ (7) + 11 = 18
Kalim: 1d20 + 4 ⇒ (5) + 4 = 9
Nym: 1d20 + 4 ⇒ (15) + 4 = 19
duncan: 1d20 + 1 ⇒ (4) + 1 = 5
enemy: 1d20 + 4 ⇒ (20) + 4 = 24

Initiative Order

Enemy zombie horde
Grung
Karnog
Nym
Desmon
Kalim
Duncan


RD 1 Zombie Horde

The Zombies overrun the position attempting to surround

Overrun:

Overrun
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

The zombies are trying to knock Duncan and Desmond prone

improved overrun: 1d20 + 32 ⇒ (16) + 32 = 48

If it beats your CMD by 5 or more you are prone.


Evil GM

I don't have time to do a map. but this is a collassal horde and it has 30 speed, so it overran the position to surround as many as possible.

First round it is only Desmond and Duncan caught though.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP137/154, Percep+18,Diplo+12,Intim+23, Religion+12

Yep. Duncan is prone.


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|

"Foul undead creatures! You will return from whence you spawned!"

Karnog flies over the horde at about 20' (assuming the can't reach that high) and hold forth his hammer. A golden red light bursts forth from the weapon, blasting the undead with positive energy.

Channel Energy, 4/7 remaining, DC 18 for half of 8d6 ⇒ (1, 5, 4, 1, 5, 6, 1, 5) = 28 positive energy


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 120/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Fly, Invisibility

Per overrun, can't we simply choose to get out of their way?


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

Hey the tattoos are pulsing...aw crap! Grung moves into place and slices.

Croaker: 1d20 + 27 - 4 + 2 - 1 + 1 ⇒ (12) + 27 - 4 + 2 - 1 + 1 = 37 for 2d8 + 12 + 9 + 2 + 1 ⇒ (5, 6) + 12 + 9 + 2 + 1 = 35


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

Nym also moves into place (flanking with the King if possible)

+1 Cold Iron Holy Rapier: 1d20 + 18 ⇒ (4) + 18 = 22 +2 if able to flank

Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
holy damage: 2d6 ⇒ (5, 3) = 8


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP137/154, Percep+18,Diplo+12,Intim+23, Religion+12

I moved away to hopefully get through the door to avoid a timed explosion. Your target is unconscious so you could have just done a Coupe de grais


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 thought Grungsdi was slicing at the undead horde.


Evil GM
Desmond Aeros wrote:
Per overrun, can't we simply choose to get out of their way?

I see that is how the rule is written and that makes sense if there is a single enemy, or two, but with hordes there is no place to step aside to since you are dealing with hundreds tightly paced and moving forward. You'd side step right into another one.


Evil GM
Grungsdi wrote:

Hey the tattoos are pulsing...aw crap! Grung moves into place and slices.

Are you slicing the fall giant or the horde?


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:
Grungsdi wrote:

Hey the tattoos are pulsing...aw crap! Grung moves into place and slices.

Are you slicing the fall giant or the horde?

I thought he was slicing the horde. That's what Nym would have been doing, if he's not then Nym would have stepped 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

The Horde


Evil GM

Grung you hit.
Nym hordes cant be flanked and you've faced enough of them you'd know that ahead of time. You still hit but the piercing doesn't seem to do anything.

Initiative Order RD 1 update

Enemy zombie horde - overrun
Grung - slices at zombies. Hits but they are still in a horde
Karnog
Nym - hit no damage from the slice
Desmond
Kalim
Duncan


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|

See above: Karnog flew above the horde and channeled for 28 hp of positive energy damage, DC 18 Will for half.


will save: 1d20 + 18 ⇒ (19) + 18 = 37


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|

Oof...big old save.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 120/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Fly, Invisibility

That is a fat save.

GM, can the horde take AoOs? Can Desmond stand up without provoking?


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:

You still hit but the piercing doesn't seem to do anything.

Initiative Order RD 1 update

Nym - hit no damage from the slice

but they still took the Holy correct


Evil GM
Desmond Aeros wrote:

That is a fat save.

GM, can the horde take AoOs? Can Desmond stand up without provoking?

In reviewing the horde and swarm types, it appears that zombie hordes don't make AOO. the horde description is silent on the issue but does state: "Otherwise, a horde conforms to all of the other swarm traits." The swarm traits state: "Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below." Since hordes, like swarms, do automatic damage they don't get AOO.


Evil GM

Desmond, Kalim, and Duncan are up.


Evil GM
Nym Omriwin wrote:
baldwin the merciful wrote:

You still hit but the piercing doesn't seem to do anything.

Initiative Order RD 1 update

Nym - hit no damage from the slice

but they still took the Holy correct

I need to look up the rule. I think there's a rule that essentially says if you don't take damage, you don't take the special ability damage. I could be confused.


Evil GM

I do think the holy damage effects the zombie horde.

DR:

Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.

The numerical part of a creature’s damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.

Sometimes damage reduction represents instant healing. Sometimes it represents the creature’s tough hide or body. In either case, other characters can see that conventional attacks won’t work.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.


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|
baldwin the merciful wrote:

I do think the holy damage effects the zombie horde.

** spoiler omitted **

I think you're correct. Swarms, for instance, might avoid all damage from a slashing fire weapon, but still take the energy damage. I'm pretty sure holy/unholy is the same.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 120/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Fly, Invisibility

Do we have an updated map? I don't believe I can sneak attack a horde, correct? I don't do a ton of damage without that. Can I even flank it?


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

Can Kalim cast? Also how would undeath to death work with a horde?


Evil GM
Desmond Aeros wrote:
Do we have an updated map? I don't believe I can sneak attack a horde, correct? I don't do a ton of damage without that. Can I even flank it?

No I haven't updated the map. Duncan and Desmond were near the door when you opened it so you'de be in the middle as they pushed forward.

The horde can't be flanked.

Kalim you can cast. I'd have to look at your spell to see if it effects hordes.


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 you don't know, Kalim definitely doesn't ha. Without a map, can he fireball and not hit himself?


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 120/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Fly, Invisibility

I assume it probably can't be sneak attacked, even if I use my scout ability. I can still slice little bits at a time. Desmond will stand and move over near the other party members, close to Karnog if possible. Double move.


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 is flying, FYI. He's okay with this horde, for now. If you can get away from its auto-damage, do so. Even alchemist fire or holy water might be worthwhile, if you have it.


Evil GM

Updated Map

Desmond and Duncan are under the mass. Karnog is flying overhead.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+6 vs traps) Saves 11/21/10 HP 120/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Fly, Invisibility

Desmond will use a move action to stand, then use a move action to move to V46.


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 lets loose a classic fireball in the middle of the horde, trusting his companions' skills to avoid harm. He also moves up into the room with the horde and the others, finally. Can't move him on the map.Fireball DC 21, 150% damage for swarm: 15d6 ⇒ (4, 6, 4, 2, 6, 3, 1, 5, 5, 1, 4, 6, 5, 4, 4) = 60


Evil GM

Everyone make a reflex save for Kalim's fireball. Grung does your reflex get a minus for being large? I'll adjust your size on the next map.

zombie horde: 1d20 + 12 ⇒ (3) + 12 = 15

Kalim it's 90 HP in damage correct? The horde is still up.


Evil GM

Duncan you are up.

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