Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


16,251 to 16,300 of 17,081 << first < prev | 321 | 322 | 323 | 324 | 325 | 326 | 327 | 328 | 329 | 330 | 331 | next > last >>

Evil GM

The cartographers reads Felicitas' handwriting in the margins, "yes it says there were two effects fear with every main room and a blanket of darkness." He drinks a long gulp of ale. "Karnog you say Torag's provided you some vision on where these Shrines of Power are located."

What else is the group doing or inquiring about?

The magical folding boats are available.

Are you all ready to continue on?


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

"I can do more than one thing." He says with a grin.


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

I'll try to get Nym's gear and stats updated tonight. Im ready to go.

"Wē shöüld gét sœmę sõrt öf bóát"


Evil GM

Karnog or who ever is tracking the loot deduct the cost of the two folding boats and add it those to the equipment list. Unless anyone has anything else they want to do I'm ready to push this game forward.


Evil GM

Following the Sea Coast Road it's 75 miles from Fentonville to the Graveyard. 60 of those mile is via a smooth passable roadway, the remaining 15 miles is over rolling foothills and forest. How do you plan on traveling to the Graveyard? Walk...horses....ox and cart...spell?


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|

"We can get another cart and team, then send the driver back to Orctown when we get closer. That is, unless we want to use a windwalk spell to get there fast. I am fine with either method, but the wagon will allow us to bring some goods and materiel on our way."

Two folding boats, check. Potentially wagon and ox team, unless everyone is in a rush. If no objections arise, I will deduct that cost.


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Save tha spell Fer comin back in a hurry if we need to. Unless the Sorcerer's got a teleport handy? Otherwise Ox and cart will do just fine. Bit O normal and boring travel probably do us good.

Duncan actually was feeling the finality of the news of Grimm's demise and potential rising. He felt a slow, measured approach was likely safer than rushing in.

Let's git going


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
Duncan Redhammer wrote:

Save tha spell Fer comin back in a hurry if we need to. Unless the Sorcerer's got a teleport handy? Otherwise Ox and cart will do just fine. Bit O normal and boring travel probably do us good.

Duncan actually was feeling the finality of the news of Grimm's demise and potential rising. He felt a slow, measured approach was likely safer than rushing in.

Let's git going

"I can easily teleport us, but I can only bend reality to my will so many times a day."


Evil GM

The party procures 2 carts and 4 oxen, they say their good byes to Mayor and then proceed south on the Coast Road. It's crisp morning but sunny with only a few scattered clouds in the sky. You see a few travellers and mercheant heading north toward Fentonville along wthe way. The first signs of Spring are in the air. You cover the first 22 miles on the first day. You have not problem finding a suitable camp site for the evening.

Not quite as fast as a horse (28 miles) but quicker than just a wagon (16 miles).

Remember it's a 75 miles from Fentonville to the Graveyard. 60 of those mile is via a smooth passable roadway, the remaining 15 miles is over rolling foothills and forest.


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|

"Ahh...a lovely ride out into the wilderness. I imagine we will encounter some brigands or other fools along the way, we can make the world a slightly better place if they prove that unwise."

Hero's Feast will feed us and help to make everyone happy. Can even afford to feed the pack animals with the magic if we wish.


Evil GM

Your rest area does not have any other travellers when you stop to set up camp. There is plenty of tinder and logs for a camp fire.


Evil GM

Can I assume desmond has watch 1, Duncan watch 2, and Karnog watch 3


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|

Works for me.

Before settling down for the night, Karnog traces out a relatively small area next to the road and begins casting some spells. At first, a stone wall 2 inches thick grows up from the ground, forming a 10'x 10' hut, complete with narrow windows and an arched doorway. Once the wall reaches 10' tall, he leans back and examines the work.

"This will do for a way station, it should hold up for plenty of use. Just needs a few final touches, here."

Standing inside the new waystation hut, he raises his hands and watches as the logs and saplings form themselves into planks and timbers before installing into a roof and ceiling. He then turns to the corner and smooths out the stone, forming a small but efficient oven and chimney out of the base stone itself.

"I feel better, we've managed to improve the land just a bit already."

Casting wall of stone, fabricate, then stone shape before bedtime. We can sleep in there (at least some of us) if we desire, or under/in the wagons themselves.


Evil GM

Who is in the waystation versus outside?


Evil GM

I'm going to assume the following are sleeping locations:

Inside:

Desmond
Kalim
Nym
Grung

Outside:

Karnog
Duncan

Karnog perception: 1d20 + 29 ⇒ (3) + 29 = 32

Karnog during your watch you notice the clear sky and calm wind. There is layer of fog hovering over the ground when you begin your sentry.

Camp Site

*I thought I had a mist or fog overlay that I could add but I couldn't find it.


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Bah, ne,er mind taking turns. Got me wand O KEEP WATCH right ere. I'll stay up the night and say me prayers in tha mornin. Rest o ye get plenty of shut eye.

Duncan taps himself with the wand (38 charges left) and keeps his armor and accrouments on, a Short Polished Sentinel against whatever the dark may bring.

When the others are ready for bed he douses the fire, engulfing the camp in blackness and let's his Darkvision take over.

He slowly scans the perimeter and use his Scabbard as a confidant. The intelligent item possessing it's own voice and magical senses (60ft), to pass the time throughout the night.
As a construct it never got tired and was Duncan's companion on many a lonely night, before he met his new friends.

Duncan Perception: 1d20 + 18 ⇒ (12) + 18 = 30
Scabbard Perception: 1d20 + 2 ⇒ (13) + 2 = 1560ft

Crusader Scabbard Item Description


Evil GM
Duncan Redhammer wrote:

Bah, ne,er mind taking turns. Got me wand O KEEP WATCH right ere. I'll stay up the night and say me prayers in tha mornin. Rest o ye get plenty of shut eye.

Duncan taps himself with the wand (38 charges left) and keeps his armor and accrouments on, a Short Polished Sentinel against whatever the dark may bring.

When the others are ready for bed he douses the fire, engulfing the camp in blackness and let's his Darkvision take over.

He slowly scans the perimeter and use his Scabbard as a confidant. The intelligent item possessing it's own voice and magical senses, to pass the time throughout the night.
As a construct it never got tired and was Duncan's companion on many a lonely night, before he met his new friends.

Well you just made it difficult for Karnog to get his morning prayers. You doused the flame that he uses with his anvil to pray that why he tends to take the last watch as the sun is coming up.


Evil GM

Duncan during your watch you notice the clear sky and calm wind. There is layer of fog hovering over the ground when you begin your sentry.


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|

"Its okay, Duncan. We can keep the fires banked and low, keep the heat on but the light away from prying eyes. And I dont mind being up early, it's nice to gear up and get ready before my prayers. I'll be out of your way if you wish to speak with the item, or we can converse like normal dwarves if you'd prefer."

Karnog keeps the coals banked and ready, shaking his bearded head just slightly at the eager warrior.


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I was only inferring that Duncan would volunteer to take all the night watches. He douses the Night time fire. Karnog could light it in the morning when he wakes for prayer. Duncan also prayes at Sunup. They would light the fire to cook breakfast anyway


Evil GM

Karnog and Duncan as the morning light filters through the trees the layer of fog remains hovering over the ground. The ground feels cool but the is slightly humid and you know it's going to take a few hours of daylight to burn this fog off. You know this is a pretty common occurrence in this region. The others still have another hour or so of sleep ahead of the them..

Karnog as the sun filters through are you going to start to work your fire and anvil?


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

As the sun begins to crest the Horizon, Duncan kneels prostate before the sight, thrusting his sword tip first into the earth and keeping a hand on the pommel while the other clutches his holy symbol.

He prayed in barest of whispers to the inheritor, asking her to once again accept him for all his faults and swearing to do his utmost to be a better person. To forgive the sins of himself and his fellows and if needed to, die in service of what was good and just.

My Lady, Bless me and keep me, know that I hold ye in me heart as ye hold me soul close. Blessed are those who give their lives in service ta justice that be bigger than themselves.......

On he went listing the miracles he needed to enact justice in her name and destroy the unnatural. After an hour or so of this, he was ready.


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 dawn breaks, Karnog awakens and begins his morning's prayers. Speaking the words of Hammer and Tongs, he repairs a few bits of his gear and contemplates the mission the squad is heading out on.

He finishes up and dons his armor with Duncan's help, before beginning another hour long spell to create and consume a hero's feast. The food and drink are plentiful and will sustain all the party and their pack animals, assuming the feast is not interrupted.

"Well, we've got at least another day, maybe two more, before we get to the cursed place again. As long as things proceed apace and we can find more wood, I'll place another waystation along the road tonight where we stop."


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Hero's feast temp HP roll: 1d20 + 10 ⇒ (4) + 10 = 14For next 12 hours, +1 morale To attack and will saves for 12 hrs

Duncan finishes his prayer's and finally Casts Greater Magic Weapon upon his Longsword Gutbuster functions as a +4 Weapon for the next 16 hours. Duncan also Prepares Caustic Blood in one of his 5th level slots instead of Angelic Aspect. Also prepping Wall of Blindness in a 5th level slot. This is Duncan's assumed daily loadout.


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

"The Steps of Karnog, aheh. Torag shall be a powerful ally against The Void."


Evil GM

Not so fast dwarven brotherhood.

As the two dwarves get midway into their morning prayers the fog thickens with a blood red color. A sign of death on the horizon. Mingled with in the cloud is vapor of deathcloud that rolls towards the two dwarfs. the strange fog stops at the fabricated waystation.

I need Duncan and Karnog to each make a fort save for partial save.

constitutional damage: 1d4 ⇒ 1
*half damage if save is made


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|

"Arise! We have foul magics come against us!"

Fortitude: 1d20 + 17 ⇒ (4) + 17 = 21 (+2 vs spells/sla, +2 vs poison)


Evil GM

I still think you take the 1 pt of con damage. I have to see if I can find the rule on that.

EDIT: YOU DO NOT TAKE THE 1 PT OF ABILITY DAMAGE.


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

fortitude save: 1d20 + 17 ⇒ (8) + 17 = 25(+2 vs spells/sla, +2 vs poison)

Then it be a sad day fer their kin, if they mean us harm says the armoured Dwarf as he stairs at the cloud.


Evil GM

The poisonous fog continues to roll over the area as it engulfs the waystation. I'm assuming the door and windows were closed so the fog does not enter the building.

Duncan and Karnog make spellcraft check if you have it.

Everyone inside the building can start to wake up to Karnog's alarm.


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Spellcraft check: 1d20 + 7 ⇒ (10) + 7 = 17


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|

No spellcraft here. Yes to closing doors/shutters


Evil GM

Duncan you figure that wither this is an unusual hazard or something has cast or created a cloudkill spell that is mixed into the "normal" fog that is covering the area.


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 HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
baldwin the merciful wrote:
Duncan you figure that wither this is an unusual hazard or something has cast or created a cloudkill spell that is mixed into the "normal" fog that is covering the area.

Some Kinda Cloudkill spell. Get outta it. Where's the caster?

Duncan uses a fervor to self cast INVISIBILITY PURGE upon himself (80ft range at this level) as a swift action, and will pull a wand of Face of the Devourer and use it on himself to grant himself a Bite attack as his Maw Elongates and his teeth sharpen. 3 min duration


Evil GM

Duncan you cast your invisibility purge but it doesn't reveal anything. Perhaps the caster is out of range? Hmmm, or it could be the natural hazard of the eerie fog.


Evil GM

those of you asleep or resting in the waystation hear Karnog and Duncan's warnings.


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

[B]"Whåt is gôing ön?"[b] asks Nym as he looks around

perc: 1d20 + 12 ⇒ (20) + 12 = 32


Evil GM

Nym you hear the two dwarves shouting out a warning to all.


Evil GM

Inside:

Desmond
Kalim
Nym -wike up
Grung

Nym woke up and hears the warning from the dwarves. What are the others going to do?

Outside:

Karnog
Duncan

Besides warning the others what are your intentions.


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 rolls over, standing and grabbing his weapons. "Whazgoinon?" He says groggily.


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|

"Evil magics and enchanted poisons in the air, Desmond. I recommend you stay inside for the time being."

Assuming nothing comes out of the mist or starts trouble, Karnog begins to cast control weather.

10 min casting time, so who know.


Evil GM
Karnog Kegmeister wrote:


10 min casting time, so who know.

I actually do know. {insert maniacally laughter}


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

"Zzzzzzzzz'


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

spell craft: 1d20 + 11 ⇒ (17) + 11 = 28


Evil GM

Nym if you go outside I need you to make a fort save. You will need to go outside to assess what the dwarfs are speaking about.


Evil GM

As the adventurers gear up for battle against and unseen fog, the mist lifts. An orange ray of morning sunlight pierces the sky. The strange cloudkill hazard melts away. Karnog and Duncan you both figure this was a natural hazard, as opposed to a spellcaster lurking around the area.

What is the group going to do now that the crisis is dissipated.


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|

First order of business: finish up Control Weather. Set that to become "normal but nice" weather for the clime. Next up: Hero's Feast for everyone. All that assumes that we finished prayers and spell prep. If not, that takes precedence.

"Well, that was very weird and unpleasant. At least it appears the weather was trying to poison us and not a deliberate attacker this time. We should keep moving. "


Evil GM

You know you have another day on the Coast Road to go before moving into the wilderness which will take another day before you get to the Graveyard. You finish up your prayers and studying without further incident.

As the day goes on you see several caravans and travelers on the road. towards the end of the day you see the a dust and dirt on the horizon, as if a large caravan is advancing towards your position and Fentonville which is behind you.


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 hope this is a good sign, and not more refugees or raiders. Perhaps we can be of assistance, should they come this way."

Karnog uses the same set of spells to form another way station adjacent to the road, then sets up his tools and gear in case that approaching people need repairs or other help.


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...good, glad we're all alright...wait I don't get to keep sleeping?!?" Desmond groans.

Desmond sees the incoming people and sighs. "Didn't think the High God of Orcs would be such a good Samaritan to people he hasn't even met yet."

16,251 to 16,300 of 17,081 << first < prev | 321 | 322 | 323 | 324 | 325 | 326 | 327 | 328 | 329 | 330 | 331 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rappan Athuk set in Nirmathas All Messageboards

Want to post a reply? Sign in.