Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM
Karnog Kegmeister wrote:
[B]"Your Majesty,

Wrong dwarf.


Evil GM

This room functions as the temple priests’ sleeping quarters. The room contains six beds, disheveled , and six wooden chests, one situated near each of each bed. You figure that the beds were once evenly spaced but the colossal zombie horde scattered the room. The beds and chests are of simple yet practical construction.

The priests are absent from the room.

Updated Map

*What are you going to do?

How long is Grung enlarged? it's been a solid 10 or 15 minutes in time so far.


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:
Karnog Kegmeister wrote:
[B]"Your Majesty,
Wrong dwarf.

Whoops. You are correct. Apologies, Grungsdi.


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

Desmond looks for loot. Of course.

Oh and he supposes he should check the room and the doors for any traps.

Perception: 1d20 + 20 ⇒ (6) + 20 = 26 +7 vs traps


Evil GM

Desmond there are 6 chests and there's door on one of the walls. The door is not locked or trapped.

Make 6 perception checks and 6 disable device checks ...just in case.


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

Lots of Rolls:
Perception: 1d20 + 20 ⇒ (19) + 20 = 39 +7 vs traps
Perception: 1d20 + 20 ⇒ (4) + 20 = 24 +7 vs traps
Perception: 1d20 + 20 ⇒ (14) + 20 = 34 +7 vs traps
Perception: 1d20 + 20 ⇒ (7) + 20 = 27 +7 vs traps
Perception: 1d20 + 20 ⇒ (8) + 20 = 28 +7 vs traps
Perception: 1d20 + 20 ⇒ (15) + 20 = 35 +7 vs traps

If Desmond notices any traps, he will take 20, or if not possible will take 10 on a disable device check. If they're just locked he will roll normally.

Disable Device: 1d20 + 34 ⇒ (19) + 34 = 53
Disable Device: 1d20 + 34 ⇒ (9) + 34 = 43
Disable Device: 1d20 + 34 ⇒ (12) + 34 = 46
Disable Device: 1d20 + 34 ⇒ (8) + 34 = 42
Disable Device: 1d20 + 34 ⇒ (4) + 34 = 38
Disable Device: 1d20 + 34 ⇒ (15) + 34 = 49


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 HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

With a moment to catch their breath, Duncan's eye's take on the blueish green hue that comes with DETECT EVIL, knowing Thier would likely be a general radiation but specifically looking for any stronger auras as he scans the room.

Perception, plus Detect Evil: 1d20 + 18 ⇒ (4) + 18 = 22


Evil GM

I should be able to get an update down this evening.


Evil GM

Duncan the entire room has a strong lingering evil aura.

Desmond:

Chest 1
It is trapped and you disarm a poison gas.

Chest 2 is not trapped but your nibble fingers do feel something funny as you work the lock. You inadvertently disarm a lightning blast trap. you failed the perception but you rolled so high on your DD I let you bypass the trap.

Chest 3 is locked and you disarm a globe of cold trap

chest 4 you disarm a scything blade trap

Chest 5 you disarm a poison needle trap

chest six is locked and you successfully bypass a mind fog trap.


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

After several minutes Desmond turns to the group, leaning against the wall as beads of sweat dot his forehead. "Wow. Every chest was trapped. I must be getting better at this."

Yay for scaling disable device bonuses on rogues!

Desmond starts searching the chests for loot.


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|

"Good job, lad. I wonder if this is a two-pronged trap, with cursed or tainted treasure hidden behind nasty trapped landlocked chesta?"


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

"Hmm, devious." Desmond says as he continues to shove his arms elbow-deep into the chests.


Evil GM

You've found 12 non-magical robes, 6 cloaks, 6 daggers, an assortment of utensils, and honing stones. There are a few small vials of oil used for honing blades and tools. There is one magical ring wrapped in linen and tucked in small ash box.

Anyone who wants to figure out what it is can make the appropriate rolls.


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

spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15


Evil GM
Nym Omriwin wrote:
[Dice=spellcraft]1d20 +11

Anyone else taking a look?


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

spellcraft: 1d20 + 17 ⇒ (15) + 17 = 32


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 sniffs the cloaks. [b]

sorry about the break again. Issues with the house came up and are not going away, but the school year ended yesterday so I at least have some of that time back now.


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|

"Well, if we are pushing on, let's push on. Desmond, would you continue on point?"


Evil GM

Kalim:
At first you think you've identified a Ring of Iron Will but fortunately, you are not quick to be fooled. You detect a slight twist in the magic involved and you realize that it's actually a cursed item - a Ring of Weak Mind (-4 Will Save if worn)

Damn this place has it's curses.


Evil GM

Grung the cloaks and robes have a slight soapy smell as if they've been freshly washed.


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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

"The ring is cursed. It reduces your willpower. I believe they call it a Ring of Desmond."


Evil GM

Are you guys going to push forward through the door?


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 HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Guess we're pushing forward then. I'm Fer killing one more captain and getting outta here ta recover afore the cult starts finding the bodies behind us and coming up behind us.


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|

"Ideally, we would find the shrine on this level and render it unusable to the undead worshippers. I have no idea how much further in that might be, though. If these quarters were intended for the priestly attendants, maybe close? Or maybe not."

Karnog makes sure everyone is as patched up as they can be, then hefts his hammer.

"Ready when you are, Desmond. "


Evil GM

Desmond previously check out the door leaving the dormitory and it's ready for you to storm through in route to VICTORY! Unless....


Evil GM

Grung you are medium sized again.

The foolhearty adventures open the door and encounter a marble 40 ft by 15 ft hallway that end a strange looking angle or slant. There is has a huge double door carved into a black wall with demonic graphics .The doors’ bas-relief carvings indicate that some great evil lies beyond. Lifelike details in the skulls, screaming faces, unholy symbols and demons
are carved into the doors.

Updated Map

*I put Karnog a bit closer than normal because of the door carvings in case he wants to look at it.

**I put Nym in the back to guard the rear.


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 believe we have found an entranceway to one of the shrines. This level of detail and reverence for evil only comes in such a place. Gird yourself, if we go to battle beyond this door, there's no telling what kind of monster lies in wait."

Karnog does examine the carvings and such, careful to look but not touch.

1d20 + 7 ⇒ (4) + 7 = 11 kn(religion)?


Evil GM

Karnog knowledge results:
yep...it's evil.


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

So many traps and curses. Desmond smiles at Kalim's jab, but doesn't appear as jovial as he would normally. "In all seriousness, let us tread lightly. That's at least the eighth trap we've seen."

Desmond is going to start taking 20 on perception to search the rooms. This seems like a very dangerous area. 40, which is 47 against traps.


Evil GM

Desmond:
the door itself is unlocked but it has two traps. A simple stone portcullis trap and then a complex spell: glyph of warding. However, you discover both and work around each one.


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 HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Hold, everyone Fer a few seconds. Let's go in a bit better prepared Fer this one...

Duncan casts BLESSING OF FERVOUR on the whole party as a standard action and DIVINE FAVOR on himself as a Swift Action using a Fervour.
On the second round he casts RESIST ENERGY, COMMUNAL (30,Fire)
20mins for everyone, 40 for Duncan and his SACRED ARMOR ability to improve his Armor by +3.

Blessing of Fervour:

Blessing of Fervor
REPORT AD
School transmutation; Level cleric/oracle 4

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

Duncan will use the Blessing for +2 to Attack, Reflex saves at the start of the duration


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

"Two more traps." Desmond says with a shake of his head. "Including a complex magical one. I know this is the void calling the kettle black, but try not to touch anything that you don't know is safe."

"Should be clear now." Desmond gets the door open, carefully instructing the others how to avoid the traps.


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|

As Desmond opens the door, Karnog speaks a prayer to Torag in Dwarven.

"Great Creator, your servants go forth to do battle against evil. Grant us your protection and wisdom, that we may conquer and continue in your name."

As he finishes, great silver and white wings spring from.his shoulders while a shimmering aura glows, surrounding himself and casting protective energy around on the group.

Casting greater angelic aspect, lasts 15 minutes.


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, activates the speed ability, prepared to charge into the room

I might take a few hits on the way in... but I will surprise whatever is there.

thanks again for your patience this week folks


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 casts sheild on himself amd will stare deeply into the gem to recieve blink and Invisiblity


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

Kalim casts Shield, See Invisibility, and Angelic Aspect on himself.


Evil GM

Is everyone prepared for the next stage?

Desmond are you opening the door?


Evil GM

random DM roll, no need to looky here:
DM evilness: 1d4 + 4 ⇒ (3) + 4 = 7


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|

"Ready when you are, Desmond. Might as well get this done and over with."


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 HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan Draws his Sword and commands the Scabbard to BLESS the weapon. Iomedae make me blows strike true and shoulders the door open,


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

Once the others are ready and Karnog gives the go-ahead, Desmond slowly opens the door and peers through it.

Perception: 1d20 + 20 ⇒ (18) + 20 = 38 +7 vs traps


Evil GM

Desmond:
You see absolutely nothing, it's like looking into a black inky void, no light that your human eyes can pierce through. It smells of sulfur and salt, there is odor of death and rotten corpses and this chills your bones. It is as if all goodness has left the material plane.

Nym:
You feel warmth in your hand as you hold the precious stone.


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

Desmond whispers to the others. "Pitch black in there. Something is wrong too..." He shivers and slips on his goggles of night to give him darkvision, seeing if that helps.


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 HP154/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan reaches into his best and pulls out his coin of continuous flame on the leather string around his neck


Evil GM

Initiative:

Grung: 1d20 + 2 ⇒ (1) + 2 = 3
Karnog: 1d20 + 1 ⇒ (11) + 1 = 12
Desmond: 1d20 + 11 ⇒ (6) + 11 = 17
Kalim: 1d20 + 4 ⇒ (5) + 4 = 9
Nym: 1d20 + 4 ⇒ (8) + 4 = 12
duncan: 1d20 + 1 ⇒ (17) + 1 = 18
enemy1, fodder: 1d20 + 1 ⇒ (15) + 1 = 16
enemy2, protector: 1d20 + 6 ⇒ (6) + 6 = 12
enemy3, bosses: 1d20 + 8 ⇒ (6) + 8 = 14

Initiative Order

Duncan
Desmond
fodder
enemy bosses
enemy protector
Nym
Karnog
Kalim
Grung

I need to work on the map. Plus, I need to get up a post as to Desmond and Duncan's ability to see through a dark inky void.


Evil GM

Just moving some info under one post for reference.

googles of night:

he lenses of this item are made of violet crystal.
Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him 60-foot darkvision.
Both lenses must be worn for the magic to be effective.

continual flame:

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

deeper darkness:
This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell’s confines.

This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.

Desmond and Duncan:
There is an inky blackness that extends into a 60 feet radius - at least. Your vision really doesn't extend beyond that amount but you know there are flashes of even darker blackness within that cloud or zone of darkness. You suspect that there's a danger within the area itself, but you have no ideal what it is.

Desmond and Duncan 2:
You do see several armed guards in half circle defensive position roughly 30 ft inside the room. thbey don'e seem to be effected by the danger within the darkness.


Evil GM

Temple of Doom Battle for Mankind Map

*I've essentially revealed what you can see with your continual flame
and night googles.


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

Desmond keeps his voice down. "Place is flooded with armed guards, spread out like a kill zone for anybody that enters. Something is off with the darkness in there...I can't put my finger on it, but it makes my giblets shrink up."


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

"Zhē gëm iz wårmz. I thïnkz wårmïngz üs"


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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|

"Bloody drow. Yes. The cursed gem of incredible gullibility is warning us of the danger beyond the door of evil. What would we do without that stone, I wonder."

Karnog raises his hammer and nods to the group, ready to proceed in.

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