Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 19, AC: 12, Lay on Hands: 1/3

Malcolm swiftly lays hands upon himself.

1d6 ⇒ 5

He then takes a running leap across the water in hopes to jump to the other side.

Acrobatics: 1d20 + 1 ⇒ (11) + 1 = 12


Evil GM

Malcolms running long jump (be glad you don't have armor on!) succeeds, as he lands on the other side his arms flailing away to maintain his balance. Note what I wrote previously about the desecrate spell area and aura of cowardice.

RD 19:

Nibb - CLW on Vatalida 9 HP
GB Bodyguards - one frees himself from the lasso, the other hit Sheyna for 7HP.
Malcolm - Heals self for 5 HP, jumps across.
Sheyan - misses his attack.
Vatilda -
Kalim -
GB Archers -
Argrim -
Karnog -

GB Boss -
Rammellorn -
Varl -

Updated Map


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Does my Aura of Courage cancel this out?
Aura of Courage (su):At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


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 draws his crossbow and fires at the boss goblin.

1d20 + 5 ⇒ (7) + 5 = 12 to hit (including Bless & Hatred); 1d8 ⇒ 6 damage


Evil GM
Malcolm Cavendish wrote:

Does my Aura of Courage cancel this out?

Aura of Courage (su):At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

They cancel each other out. Like a magnet pos and neg, so nobody gets a bonus or neg.

The desecrate spell is still in effect though.


Evil GM

Karnog's bolt misses.


Evil GM

Malcolm:
You understand now that the goblin boss is your antithesis, an antipaladin.


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 casts Daze on the goblin in the water. Ha ha! Take that, dicebot! Nothing for me to roll!


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)

Round 19

Vatilda points at the goblin next to Sheyan "Goooorcha! Droba vor narlin!" She then takes a running leap over the river next to Malcolm.

Murderous Command Will DC15 vs AD,8. Then run and jump to AD,9
acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18


Evil GM

Vatilda cast her spell and then succeeds on jumping the river as they press the goblins on the other side of the cavern.

I'll roll the will save when I get home, his stat sheet is there.

Valtilda did you see that Nibb healed you for 9 HP?


Evil GM

There is prisoner that is manacled to the wall, AF 11, and he tries to trip/slow the goblin up with his feet as the goblin attempts to 5 ft step away.

trip/slow: 1d20 + 1 - 4 ⇒ (18) + 1 - 4 = 15

There is enough contact with the goblin to prevent him from moving out his hex. Thus limiting his bow use. The goblin still tries to shoot Malcolm.Malcolm but he draws an AOO.

arrow: 1d20 + 9 ⇒ (14) + 9 = 23;damage: 1d6 + 1 ⇒ (4) + 1 = 5

The last archer in hex, AF 8, shots at Valtilda.

arrow: 1d20 + 9 ⇒ (5) + 9 = 14;damage: 1d6 + 1 ⇒ (1) + 1 = 2


Evil GM

RD 19 Actions remaining:

Malcolm's AOO

Argrim -
Karnog -
GB Boss -
Rammellorn -
Varl


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

Round 19

Argrim moves to get a better shot and shoots the last gobbo archer. "Ramm, can you grab Varl. Tell me if you need help."
____________________________________________
Protection from Evil round 17
Bless round 18
move to AA10
shoot AF8: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
if hit, damage: 1d6 + 2 ⇒ (5) + 2 = 7
current AC 20/15/17


Evil GM

Will save vs murderous command: 1d20 + 0 ⇒ (5) + 0 = 5

Argrim your arrow misses the archer.

Rammellorn gasping for breath grunts at Argrim's comments, then peers over bank. "Mighty deep, 'at gobo is hangin' on 'is leg and Varl's barely staying put. Least he dropped that heavy shield of 'is but that full plate ain't helping much." He begins to pull out his coil of rope and some pitons to tie for some weight.

Varl:

Varl tries to swim with the small goblin clenching on his leg.

swim, full plate: 1d20 + 3 - 6 ⇒ (20) + 3 - 6 = 17

He is still submerged but half way up to the surface.


Evil GM

Karnog and the Goblin boss have actions remaining in RD 19.


Evil GM

Malcolm also has an AOO to take.


Evil GM

UPDATED MAP


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 19, AC: 12, Lay on Hands: 1/3, AoO

Malcolm attacks the archer.

BS ATT: 1d20 + 8 ⇒ (12) + 8 = 20
BS DAM: 1d10 + 4 ⇒ (6) + 4 = 10


Goblin NPC

Malcolm hits the archer hard with his AOO but the creature is still standing.


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 fires at the goblin trying to drown Rammelorn.

1d20 + 1 ⇒ (13) + 1 = 14 to hit, 1d8 ⇒ 1 damage


Evil GM

The bolt deflects in the water and misses the goblin hanging on to the Rammellorn.


Evil GM

RD 19: Goblin Boss

The goblin boss speaks a few words and touches his sword causing a 20 ft radius of darkness around his weapon. It is one light step darker.

darkness spell, d20pfsrd:

Darkness:

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

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


Evil GM

RD 20:

Nibb - CLW on Argrim
GB Bodyguards -
Malcolm -
Sheyan -
Vatilda -
Kalim -
GB Archers -
Argrim -
Karnog -

GB Boss -
Rammellorn -
Varl -

Nibb rushes up to Argrim touching in with the wand again, CLW: 1d8 + 1 ⇒ (3) + 1 = 4

"Silly dwarf, don't let everyone steal your glory...I'll have to sing a song on lost glory then."

RD 20 MAP

The purple outline is the darkness spell.


Goblin NPC

RD 20: Bodyguards

The remaining bodyguard is under Vatilda's murderous command spell and he 5 ft steps to AE,8, and swing is pitted long sword at the archer in AF,8.

longsword: 1d20 + 4 ⇒ (18) + 4 = 22;damage: 1d6 ⇒ 2

Striking the archer.


Male Orc Druid 10

Peering through the darkness and going by his fiery sword, Sheyan again swings at the goblin next to him

Perception 1d20 + 14 ⇒ (1) + 14 = 15
Att 1d20 + 14 ⇒ (17) + 14 = 31
Damage 1d8 + 1 ⇒ (4) + 1 = 5


Goblin NPC

The goblin that just struck his companion slumps to the ground after Sheyan hits him with the fiery sword.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 20, AC: 12, Lay on Hands: 1/3

Malcolm again attacks the archer in AE-11, basing his swing on its last known position now that the lights have gone out.

You can not hide from the light of Abadar, you wretch!

BS ATT: 1d20 + 8 ⇒ (11) + 8 = 19
BS DAM: 1d10 + 4 ⇒ (10) + 4 = 14

50% Miss Chance (51 or better to hit): 1d100 ⇒ 78


Goblin NPC

The archer crumbles under the Malcolm's blow.


Evil GM

RD 20: update

Nibb - CLW on Argrim
GB Bodyguards - moved 5 ft and hit his own comrade for 2 Hp. this BG was killed by sheyan.
Malcolm - killed the archer
Sheyan - killed the BG
Vatilda -
Kalim -
GB Archers -
Argrim -
Karnog -

GB Boss -
Rammellorn -
Varl -

Mid RD Map Update

Remember the purple outline signifies the darkness spell which alter's the light by one step lower.


Goblin NPC

I'm going to go ahead and skip Valilda and Kalim in order to keep the game moving. When they check in they can act, it will not effect their initiative order. I don't reshuffle initiatives as it adds confusion and complexities and potential recon which I don't do. It will be as if they held their action.

The remaining goblin archer fires his bow at Karnog,

bow: 1d20 + 9 ⇒ (19) + 9 = 28;damage: 1d6 + 1 ⇒ (3) + 1 = 4

goblin:

"Die y'unholy scum"

The arrow hits home.

Argrim and Karnog you can take your actions.


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 fires back at the goblin.

1d20 + 5 ⇒ (11) + 5 = 16 1d8 ⇒ 7


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

Seeing very little he can do, and seeing very little in general, Kalim moves to the edge of the water AB11.


Evil GM

Karnog's bolt flies wide.

Kalim moves up to the water Your going into the cage or do you want to go to AB,10?


Evil GM

Enemy status - there is one archer remaining who has been mildly injured and the half-fiend goblin leader who has suffered no injuries.


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

Ooops, AB10, yes.


Evil GM

MAP UPDATE


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

Round 20

"Glory, indeed. Watch the bow," Argrim replies to Nibb. He drops his bow at Nibb's feet and moves across the bridge on the strongest sections. He draws his battleaxe as he goes and swings at the archer.
____________________________________________
Protection from Evil round 18
Bless round 19
move to AE9
Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12
defensively attack AF8: 1d20 + 4 + 1 - 2 ⇒ (13) + 4 + 1 - 2 = 16
if hit, damage: 1d8 + 2 ⇒ (4) + 2 = 6
current AC 24/19/17, deflect one melee hit per round with free hand


Evil GM

Argrim make two perception checks as you cross the bridge, looking for solid planks.


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

Perception 1: 1d20 + 8 ⇒ (4) + 8 = 12 +1 vs traps?
Perception 2: 1d20 + 8 ⇒ (7) + 8 = 15 +1 vs traps?


Evil GM

Argrim as you start to put your first foot down you see how the crafty goblins rigged the planking; and fortunately, you did not put your foot down where it was originally directed. So you work around the trapped planks but this takes a full six seconds (full round) to snake across the rigged rotten bridge safely.

You are now at the end of the bridge but on the other side (AD,8).


Evil GM

RD 20 Actions remaining:
Vatilda -

GB Boss -
Rammellorn -
Varl -


Goblin NPC

DM Rolls:

25% chance that he will move, avoiding AOO's, and strike: Malcolm, Vatilda, Argrim or Sheyan in that order.
1d100 ⇒ 8

The fiendish goblin antipaladin unfurls his wings and takes flight 10 feet high towards Malcom, avoiding AOO, and swings his greatsword at Malcolm.

greatsword: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11;damage: 1d10 + 4 ⇒ (4) + 4 = 8

moving less than 1/2 speed, DC 10: 1d20 + 7 ⇒ (3) + 7 = 10

Basically, he is 10 feet high hovering and swinging down at you. He is within your 5 ft reach.


Evil GM

RD 20: Ramm and Varl.

Ramm drops his makeshift line into the water for Varl.

Varl tries to swim with the small goblin clenching on his leg.

swim, full plate: 1d20 + 3 - 6 ⇒ (10) + 3 - 6 = 7

That doesn't go so well for Varl as he sink down to the bottom. He does manage to grab the line though.


Evil GM

RD 21:

Nibb - inspires courage
GB Bodyguards - dead
Malcolm -
Sheyan -
Vatilda -
Kalim -
GB Archers -
Argrim -
Karnog -

GB Boss -
Rammellorn -
Varl -

Nibb stops his curing of people and begins an old hymn of glory which inspires is companions. (+1 Att, +1 Damage)

RD 21 Battlemap


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 22, AC: 14, Lay on Hands: 1/3, Smite Evil, Inspired

Malcolm, using detect evil at will to locate the enemy position in the darkness, attacks with the holy smite of Abadar coursing through his sword arm.

For Abadar!

BS ATT: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
BS DAM: 1d10 + 4 + 3 + 1 ⇒ (7) + 4 + 3 + 1 = 15

50% Miss Chance (51 or better to hit): 1d100 ⇒ 58

If the fiendish template makes the Antipaladin an outsider, then increase the damage by 6 to 21.


Goblin NPC

He is an outsider, the smite evil bypassed his DR.

The creature growls a chaotic groan of pain.


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|

1d20 + 6 ⇒ (3) + 6 = 9 attack, 1d8 + 1 ⇒ (4) + 1 = 5

Karnog fires at the goblin archer once more.

"How are we doing lads? I can channel once more today."


Evil GM

Vatilda still has her RD 20 action. I'll DMPC it if she doesn't check in tonight.


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)

Round 20

Vatilda draws her mace as she steps forward in the darkness. She swings at the archer, and growls angrily as she misses.

Move to AE,9
mace vs AF,8: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12

1d100 ⇒ 26


Evil GM

Vatilda swings wildly as she step forward five feet (Hex AE,9)

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