Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM
Karnog Kegmeister wrote:

"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.

Morning coffee is dribbling from my chin after I read that response.


Evil GM

Karnog only:
Since you have finally taken an active roll to converse and talk to the drow, I need you to make a spellcraft roll. If you have detect magic up that helps.


Evil GM

I'm simply a wicked wicked DM:

DM Evilness: 1d20 + 18 ⇒ (12) + 18 = 30
DM Evilness: 1d20 + 18 ⇒ (13) + 18 = 31
DM Evilness: 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|

Spellcraft, yeah, about that...


Evil GM

Nym ONLY:
Your cold iron holy rapier is in your hand -either knowlingly or unknowingly - and you sense that it's has changed for now. The Holy magic has been altered and it is now unholy but there is more it's registering with new abilities: menacing and cruel.

At least for now, you have those abilities on your rapier.

Oh, you don't feel like you are invisible or blinking anymore.

Now, you are ready for the battle.


Evil GM

Desmond and Duncan ONLY:
This is out of character information but I need you to know it during your actions.

Desmond your short sword does not have the "menacing ability" right now. Duncan your weapon does not have the "cruel ability". Neither you know this in character, nor do you have any reason to suspect this until you actually go and the ability fails you. I didn't want to have to go and reverse engineer numbers/effects on my part. I'm going to have lots of things to track.


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

GM Only:
Understood. I will take care of the numbers, and I will also handle what happens if anybody else sets up a flank with Desmond and tries to use the menacing bonus.


Evil GM

Initiative Order

Duncan
Desmond
fodder
enemy bosses
enemy protector
Nym
Karnog
Kalim
Grung

Let's get this party started!

Battle Map


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 Redhammer wrote:


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

Combat Statblock

Blessing of Fervour 13/15rds left, (current bonus +2 to Attack,AC and Ref saves), Resist Energy FIRE 30, Divine Favor, 9/10rds left, Sacred Armor 9/10rds left, Bless Weapon 9/10, Sacred Weapon 10/10rds, Current AC vs Everything 41

Duncan was practically humming with Holy Energy, so there wasn't really any better time to attack. He figured he might as well take the first hit.
His weapon bursts into white holy flame as he used his SACRED WEAPON Ability Swift Action and CHARGES INTO THE FRAY SCREAMING, Fer Me GODDESS!!

He runs, clanking all the way with his sword held high and glowing making a Charge attack at the guard in AG55, attempting to cleave the things head from it's Shoulders.
Charge Attack, Imoedae's Inspiring Word, Holy Weapon: 1d20 + 20 + 2 + 4 + 2 ⇒ (5) + 20 + 2 + 4 + 2 = 33
1 hand damage: 1d10 + 2 + 4 + 4 + 2d6 ⇒ (5) + 2 + 4 + 4 + (5, 5) = 25

Inspiring Word:
Advanced Benefit: As a standard action or at the end
of a charge, you can make an attack against a foe with a
longsword. If you succeed, you grant all allies who can
see your attack a +2 sacred bonus on attack rolls, saving
throws, and skill checks for 1 minute.


Evil GM

Duncan charges into the area of darkness, his continual flame shedding light, he ends his turn still within the darkened area but his light does work. Duncan's blade hits one of the acolytes of orcus. His blade drops one of the foe.

Duncan:
You do get an uneasy feeling being within the darkness. There is overwehelming evil within this temple.

You do feel intense heat within this room from an enormous lava pit.

*Remember you don't have cruel on your weapon.

Desmond you'll get the +2 benefit from Duncan's successful attack for 1 minute. the rest of the group aren't in position to witness the charge.


Evil GM

Updated RD 1 Map


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

I dropped it? Yay a MOOK. Guys, Everybody gets +2 Sacred Bonus on Attack Rolls, Saving Throws and Skill Checks for 1min.

DM:
Got it. Duncan won't know until he auto intimidates a Foe. I didn't on this guy as I wasn't power attacking with Cornugon Smash, since I was going for Accuracy for the Group Buff.


Evil GM
Duncan Redhammer wrote:

I dropped it? Yay a MOOK. Guys, Everybody gets +2 Sacred Bonus on Attack Rolls, Saving Throws and Skill Checks for 1min.

** spoiler omitted **

Only Desmond gets it. Others were not in position to "see" your action.


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

Really? I am in range of Grunsdi, Karnog and Nym's Natural Darkvision and in a straight line from them. I must have charged through a couple of Magical Darkness areas then. Hope somebody has multiple dispels or at least a light spell prepped....


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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 stands like a greyhound in the slips!

Well shall I charge in like Desmond into a brothel/all you can eat crab feed?


Evil GM
Duncan Redhammer wrote:
Really? I am in range of Grunsdi, Karnog and Nym's Natural Darkvision and in a straight line from them. I must have charged through a couple of Magical Darkness areas then. Hope somebody has multiple dispels or at least a light spell prepped....

You have a single door cracked open, Desmond was next, the others are behind.


1 person marked this as a favorite.
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
Duncan Redhammer wrote:
Hope somebody has multiple dispels or at least a light spell prepped....

No light, but I can always "cast Magic Missile on the darkness", lol


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

That's...that's a lot of enemies. Desmond stays behind the door for a moment, then darts in and hugs the wall, going to cut down one of the corner enemies. This was going to be a long fight, no need to let himself get flanked by charging in.

Move action to AF48, using acrobatics to avoid AoOs.

Acrobatics: 1d20 + 26 ⇒ (19) + 26 = 45

Once in position, Desmond swings!

Since Desmond moved at least 10 feet he gets sneak attack. Using the +2 to attack rolls/AC/reflex saves from blessing of fervor this round. Attacking the guy at AE48.

Attack (blessing of fervor, inspiring word): 1d20 + 21 + 2 + 2 ⇒ (16) + 21 + 2 + 2 = 41
Damage: 1d6 + 8 + 1d6 + 8d6 ⇒ (5) + 8 + (3) + (5, 3, 3, 3, 2, 6, 4, 3) = 45

Enemy struck gets a -2 to hit and AC, which is -6 against Desmond, and he takes 2 strength damage. If that attack lands, Desmond's AC will be 40 for this round.

Active Buffs:
Blessing of Fervor (14 rounds): 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.

Inspiring Word (9 rounds): +2 sacred bonus on attack rolls, saving throws, and skill checks


Evil GM

Desmond is able to slip inside the door and move to corner, he avoids an AOO by using his quickness and then he unleashes a fierce attack on an enemy. He drops this enemy. He also notices the robes are a different color than the other mooks, obviously someone with a little more rank in the order.


Evil GM

Desmond and Duncan:
Each of you sense that the air that you are standing feels different to you, it's as if there are dozens of tiny bumps hitting you. It's not poisonous so there is no issue breathing, it's just feels funny.


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
baldwin the merciful wrote:

** spoiler omitted **

Damn, your foreboding. Now I'm wondering IRL if I am about to die again...


Evil GM

Initiative Order

Duncan - charged and attacked
Desmond - moved and attacked
fodder
enemy bosses
enemy protector
Nym
Karnog
Kalim
Grung

Updated RD 1 Map

*I'll try to get my posts up tomorrow


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

"How undead do they look?"


Evil GM

Right now only Desmond and Duncan can read the room description.

Room Description:
It appears as if you are in a room shaped like a star. Desmond you are at a point of the star and the ceiling slopes towards you. It is only 8 ft tall but it wides and expands as it moves towards the center.

duncan you have better view of the chamber and it is massive. You appear to be near the beginning of one point. there is fiery pit of lava towards the center of the room. over the pit, a series of 4 staircases ascent to a central plotform that towers 30 feet over the room.

The room is filled with acolytes, priests gaurding the stairs.

Duncan only:
You can catch a glimpse of two vrocks flying over head. One of the vrocks looks like there are 8 within a single space. You do not see anyone on the platform itself.


Evil GM

RD 1: Enemy Fodder

Desmond and Duncan you get bombarded by several bursts of harming negative energy.

Desmond I need 3 will DC 12 saves for half damage:

channel 1: 2d6 ⇒ (3, 4) = 7
channel 2: 2d6 ⇒ (3, 2) = 5
channel 3: 2d6 ⇒ (1, 3) = 4

Duncan I need 5 Will DC 12saves

channel 1: 2d6 ⇒ (1, 4) = 5
channel 2: 2d6 ⇒ (3, 6) = 9
channel 3: 2d6 ⇒ (3, 3) = 6
channel 4: 2d6 ⇒ (6, 2) = 8
channel 5: 2d6 ⇒ (3, 4) = 7

You also see that several of the mooks look like they have many small bit wounds on their flesh, but you also note that several of those tiny bites look like they are healing or being healed.

The air that you are in still feels funniy to you as if your are being bumped or bounced into.


Evil GM

RD 1: Bosses and Protectors

They seem to either have gone or are holding their actions.


Evil GM

Initiative Order RD 1

Duncan - charged and attacked
Desmond - moved and attacked
fodder - channeled harming negative energy
enemy bosses - skip
enemy protector - skip
Nym
Karnog
Kalim
Grung


Evil GM
Duncan Redhammer wrote:
Really? I am in range of Grunsdi, Karnog and Nym's Natural Darkvision and in a straight line from them. I must have charged through a couple of Magical Darkness areas then. Hope somebody has multiple dispels or at least a light spell prepped....

I don't think your continual flame would have pierced this darkness.


Evil GM

Desmond and Duncan the troops that you've encountered are living flesh and blood. You have not come across any undead.


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 walks near the door and blindly casts Black Tentacles 30 feet in. CMB Grapple: 1d20 + 20 ⇒ (12) + 20 = 32damage to grappled: 1d6 + 4 ⇒ (6) + 4 = 10


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 double moves to the door


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 moves to the doorway and casts bless on the party.

"What oh what do we have here? I cannot believe these are the only guardians of the chamber."


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

Will Save DC12: 1d20 + 21 ⇒ (8) + 21 = 29
Will Save DC12: 1d20 + 21 ⇒ (1) + 21 = 22
Will Save DC12: 1d20 + 21 ⇒ (17) + 21 = 38
Will Save DC12: 1d20 + 21 ⇒ (11) + 21 = 32
Will Save DC12: 1d20 + 21 ⇒ (13) + 21 = 34
Duncan takes no damage because of his DEATHLESS CELESTIAL FULL PLATE.

Deathless enchantment:
This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.

Duncan feels the stings of negative energy but is able to shrug it off, as his Celestial armor was blessed by a High Cleric of the Inheritor and enchanted to protect against channeling and undeath effects. He recognised the waves as those of weaker cleric attempting to channel his life away. This fodder would not beuch of a challenge. It was what was coming after that worried him.

He calls a warning to his allies.
2 Vrocks Overhead


Evil GM

Grung is up.

So we have two characters inside the room:

Duncan
Desmond

Three characters are at the double doors but still in the hallway:

Kalim
Nym
Karnog

Kalim's random aim: 1d10 ⇒ 1

Kalim's black tentacles hits at AC 51 and spreads out in a 20 feet radius from that point.

Updated RD 1 Map

*I put up the spell template.


Evil GM

Kalim you don't really see the effect but the tentacles do grab five of the acolytes.


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

Grung, you want to be enlarged? Would cost a round but it's available.


Evil GM

I'll give Grung a bit more time to post his action. I'll DMPC, essentially having him charge on into the room, if he doesn't get a post up soon.


Evil GM

Desmond has several saves to make.

Grung is up. If Grung doesn't act I'll DMPC

Then the fun really begins at the top of the 2nd round.


Evil GM

DM walks in the room and nudges the King with his foot. He remembers he's a dwarf, so he gives the King a big ol' kick in butt. "Git up....Git out of yer tankard already, it's time to go to work."


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

Will DC 12: 1d20 + 8 ⇒ (19) + 8 = 271d20 + 8 ⇒ (10) + 8 = 181d20 + 8 ⇒ (8) + 8 = 16

Saves on all, so I take a total of 7 damage. Header updated.


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, shakes his head to being enlarged, he double moves into the room, ready to support Desmond, by moving next to him.


Evil GM
Grungsdi wrote:
Grung, shakes his head to being enlarged, he double moves into the room, ready to support Desmond, by moving next to him.

Grungs double moves into the room and moves towards Desmond. Fortunately, you are able to avoid being snagged by a black tentacle.

Grung:
You sense that the air that you are standing feels different to you, it's as if there are dozens of tiny bumps hitting you. It's not poisonous so there is no issue breathing, it's just feels funny.


Evil GM

Initiative Order RD 2

Duncan -
Desmond -
fodder -
enemy bosses -
enemy protector -
Nym -
Karnog -
Kalim -
Grung -

RD 2 Map

Duncan and Desmond:
You each begin to notice your flesh being gnawed and torn, as if by teeth. You begin to understand that funny air was biting. You also realize the fodder acolytes are also taking damage.

damage Duncan: 3d6 ⇒ (3, 4, 5) = 12

damage Desmond: 3d6 ⇒ (6, 3, 2) = 11
Plus you each take 2 constitution damage. Do you either of you have SR?


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
baldwin the merciful wrote:

Initiative Order RD 2

Duncan -
Desmond -
fodder -
enemy bosses -
enemy protector -
Nym -
Karnog -
Kalim -
Grung -

RD 2 Map

** spoiler omitted **

GM:
I don't have SR, is there a check I can attempt to identify?

Evil GM

Duncan:
You can try a spellcraft?


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

Current Status: Inspiring Word 10rds +2 Sacred Bonus to Attacks, Skills and Saves,
Divine Favor +4 Attack and Damage, 8 rds,
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 8rds,
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 8rds
Sacred (Holy) Weapon Class Ability 9rds,
Continual Flame on Coin around neck

Duncan grimaces in pain as he feels like their are a thousand ganwing, biting things taking pices of his flesh, noticing the clerics were similarly damaged.
Spellcraft: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Waiting the results of the check before taking my action


Evil GM

Duncan:
You know it's not a divine spell and it's quite powerful as your continual flame and darkvision doesn't cut through it. You figure you've got to get out of this darkness. Your 3rd level spell would not have countered it. I really shouldn't have told you much about the room nor the vrocks but I wanted to move it along a bit.


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

Current Status: Inspiring Word 10rds +2 Sacred Bonus to Attacks, Skills and Saves,
Divine Favor +4 Attack and Damage, 8 rds,
Blessing of Fervor- Current use- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 8rds,
Resist Energy Communal (FIRE) 30, 40mins
Sacred Armor +3 Bonus 8rds
Sacred (Holy) Weapon Class Ability 9rds,
Continual Flame on Coin around neck

Not sure how far behind his allies were Duncan shouts at the top of his lungs.
The Magical darkness bites flesh. Someone remove it!

He then uses one of his Major Blessings to Summon a HOUND ARCHON into AE59, then 5ft stepping into AG56, pinning the unholy cleric into a Flank. DC16 for enemies to Resist the Archon's Aura of Menace Fight! In the Inheritors name!

The hound Archon wastes no time and Two hand attacks the evil cleric.

Hound Archon Full Attack, Flank, Power Attack: 1d20 + 9 + 2 - 1 ⇒ (15) + 9 + 2 - 1 = 25
2 Hand Damage: 2d6 + 3 + 3 ⇒ (6, 5) + 3 + 3 = 17

Hound Archon 2nd Iterative, Flank, Power Attack: 1d20 + 4 + 2 - 1 ⇒ (17) + 4 + 2 - 1 = 22
2 Hand Damage: 2d6 + 3 + 3 ⇒ (2, 3) + 3 + 3 = 11

Hound Archon Bite, Flank, Power Attack: 1d20 + 3 + 2 - 1 ⇒ (16) + 3 + 2 - 1 = 20
2 Hand Damage: 1d8 + 2 + 3 ⇒ (2) + 2 + 3 = 7


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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

GM:
Desmond does not have SR. I have his header updated with the damage and con damage.

Desmond shouts along with Duncan. "Wait, no! Don't dispel it! Duncan, retreat with me!" He shouts towards Duncan's voice.

Acrobatics to avoid AoO: 1d20 + 26 ⇒ (2) + 26 = 28

Double move back to the door, trying to get just outside the range of the darkness.

Once out of the darkness Desmond lowers his voice and speaks to the others. "The darkness bites at us, but it hurts all of those guards as well. We can either let it kill them, or whoever cast it will have to dispel it and waste the magic to avoid killing all their mooks."


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Evil GM

Desmond successfully tumbles back and scoots outside the door. His skin looking like multiple vamps have been nibbling on him. Strangely he looks a bit aroused by the situation.

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