Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Male Orc Druid 10

Well I'm not a tracker but I have a pretty high survival and perception check


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HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1
Sheyan wrote:
Well I'm not a tracker but I have a pretty high survival and perception check

= tracking guy ;D


Evil GM

Sheyan make a survival to find the path off the road that leads to the split.


Male Orc Druid 10

Survival 1d20 + 12 ⇒ (20) + 12 = 32

Plus any bonus for having two wolves with scent helping me


Evil GM

You were able to pick out the path and find a few tracks leading towards the road. This makes sense to you since your are following the tracks, at this point, in reverse in order to track back towards the split. You actually can determine there were several dwarf's making the tracks.

Towards the end of the day you get to area Nibb marked as the split in the tracks/trail. You can observe the pathway that skirts the nearby swamp.

Are you continuing or setting up camp?

Another survival check.


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|

"Much as I would like to press on, it would likely be more prudent to set up camp for the night."


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

"Aye, camp."


Male Orc Druid 10

Survival 1d20 + 12 ⇒ (19) + 12 = 31

oh Sheyan is on his game today


Evil GM

Sheyan what concerns you about where the trails meet is there was a lot of trampled ground, like it is a resting point or place with a bit more traffic than what makes you comfortable. You found remnants of small bones, broken flint, steel chips and what not around there.

After spending a few minutes surveying the terrain, you manage to find an area nearby that will make for a better campground for the nice.

Campsite Map

Everyone tell me how what you are doing and how are you setting up watches if any. Is this a hot or cold campsite.


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|

A small fire would be useful, but well banked and sheltered from the trail. A bit of tree screen would be nice too.

"I can take whichever watch you like. I can see in the dark just fine."


Male Orc Druid 10

"And you see this? Flint. This area is more traveled than it looks. I suggest we don't light a fire tonight"

Sheyan spends a bit of time looking at Kio and Teima, checking for any injuries from being captured as well as general check up. After that he sets up his gear underneath the large tree next to their campground. "What do we want to do for watches? I can see when it's dim but not in total darkness"


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

"Aye, caution is better; no fire. Let's try to keep surprise if we can." Argrim replies.

"There's six of us. Two hour or 90 minute watches. Put the dwarves in the darkest of night. Should be enough time for casters to do their things.

"We can lay some noise makers or caltrops near the obvious trail heads."


Evil GM

DM rolls:

1: 1d100 ⇒ 7
1: 1d100 ⇒ 70
1: 1d100 ⇒ 1

Sheyan as you take the first watch, I need you to roll a perception check.


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)

With the mention a fire-less night, Vatilda fills her "signing bonus" with wine to help her leftover wandermeal drop biscuit down... so it may petrify in her stomach as she sleeps.

Spoiler:

perception if needed: 1d20 + 0 ⇒ (7) + 0 = 7


Male Orc Druid 10

Perception 1d20 + 15 ⇒ (8) + 15 = 23


Evil GM

DM Rolls:

stealth: 1d20 + 3 ⇒ (15) + 3 = 18

Sheyan during your watch you believe you hear guttural voices and some soft clinking of chain.


Evil GM

Anyone in medium or heavy armor do you sleep in it? Do you have back-up light armor to sleep in?

EDIT: Karnog has Full plate, Malcolm has Scalemail are the only two with med or heavy armor that I can see. Rather than suffer the -2 fatigue penalty or being without armor protection at night, I will provide you a simple Hide Shirt (+3 AC) free of change. Those who do not have this boon can increase their gold by 20GP.


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

I think Karnog 'bought' the mithral chain pajamas for such an occasion.


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|

Yes, wearing mithral chain shirt at night time


Female Allosaurus Druid Companion 9

After Sheyan whispers to her, Teima wakes up and moves towards the noise, attempting to sniff anything out

If I can't get a general direction for the noise, I'll have her circle

Perception 1d20 + 6 ⇒ (17) + 6 = 23
Stealth 1d20 + 12 ⇒ (11) + 12 = 23


Male Orc Druid 10

Sheyan stands and begins actively looking for anything out of the ordinary. As he does so he wakes Kio...

Perception 1d20 + 15 ⇒ (12) + 15 = 27


Male Allosaurus Druid Companion 9

...who gets ready to howl loudly should Sheyan tell him to


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

Malcolm sleeps in Leather Armor.


Evil GM

DM:

Stealth: 1d20 + 3 ⇒ (6) + 3 = 9
stealth: 1d20 + 10 ⇒ (17) + 10 = 27
stealth: 1d20 + 10 ⇒ (17) + 10 = 27

Teima is certain there is something out to the left of the camp. Sheyan you've heard 3 noises the one Teima reacted to and to others, it appears the three noises have your encampment surrounded.

I will roll out initiatives, don't take any actions before I do.This will be limited to Teima, Sheyan, Kio and whatever is out there. The individuals asleep need to make a perception in order to wake up for the following round.


Evil GM

Initiatives:

Karnog: 1d20 + 1 ⇒ (8) + 1 = 9
Argrim: 1d20 + 2 ⇒ (9) + 2 = 11
Malcolm: 1d20 + 2 ⇒ (14) + 2 = 16
Kalim: 1d20 + 2 ⇒ (3) + 2 = 5
Vatlida: 1d20 + 2 ⇒ (1) + 2 = 3
Sheyan: 1d20 + 7 ⇒ (6) + 7 = 13

Archers: 1d20 + 3 ⇒ (19) + 3 = 22
Melee: 1d20 + 2 ⇒ (2) + 2 = 4


*Sheyan your wolves can go on your turn

Initiative Order RD 1:
Archers
Sheyan
Melee

Initiative Order as the others wake up after RD 1:

Archers
Malcolm
Sheyan
Argrim
Karnog
Kalim
Melee
Vatilda

Sheyan as I mentioned above you've heard three sounds and from what you make its sounds as if the encampment is surrounded. Your wolf Teima has only heard once sound, so her attention is in that direction. Nobody has scene any of the sources of the sound.

MAP RD 1

It is a Waning Gibbous moon phase (dim light), so there is light enough for your lowlight vision.

pfsrd, moonlight:

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.


Evil GM

RD 1: Archers

There are two twang sounds coming from two separate locations, one arrow comes from up in the B 23 area but from up in the tree.

The first arrow flies at Teima,

att, bless, height: 1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12;damage: 1d6 + 3 ⇒ (4) + 3 = 7

The second arrow comes from ground level near M-O, 10/11, in the shadowy tree area. This arrow heads at Sheyan,

att, bless: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17;damage: 1d6 + 3 ⇒ (2) + 3 = 5

*Technically, both are flat footed but since I built up the heightened vibe, I won't count either as FF.


Male Orc Druid 10

1d12 ⇒ 2

Watching an arrow takes a few hairs off Teima and feeling another one bite into his shoulder, he doesn't hesitate in letting Kio howl out. "Archers on us, stay down!" As he says this he runs to the center of the camp, yelling at his wolves to 'come' and 'lay down', then chanting "Liesta heid" and creating a thick mist, then he gets down

Having Kio howl loudly to wake everybody up, then yelling at them to stay down. Then I'm running to the center (E9) and casting Obscuring Mist. That should give us total concealment, and if everybody stays prone I doubt any archer will hit a target that's laying down and invisible to them. Well that's the play anyways


Female Allosaurus Druid Companion 9

Hackles raised, Teima jumps as the arrow just flies by her. She gets ready to charge, but hears Sheyan call to her. She runs back to him, laying down by his side and quietly growling

Laying down at E10


Male Allosaurus Druid Companion 9

Kio remains still as Sheyan calls him, but between his masters loud talking and the mist that he created, Kio can't find the enemy shooting the sticks at them. Finally he runs over to Teima, knowing that when the enemy can be found he shall taste their blood and fear

Laying down at F10


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 + 10 - 10 ⇒ (8) + 10 - 10 = 8 perception, asleep. (DC 0 to hear the howl? [/dice]


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

Perception: 1d20 + 2 ⇒ (3) + 2 = 5


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

Perception: 1d20 + 9 ⇒ (18) + 9 = 27


Evil GM

With the wolf howling now that will wake everyone up for next round.


Evil GM

Attached is the latest after the two wolves moved and i place the obsuring mist on the map for everyone's visualization.

MAP RD 1 Update

There is the sound of several sets of feet trampling on the ground towards the mist, nasty guttural speech can be heard from all sides, the sound is very close. The movement was what the melee characters action round action was in RD 1.

"Nvs ik, Vo ik, Xttsk ik, ughfph ta mik."

Orc:

"'git em, stab 'em, kill 'em in the mist.

Since you are in the mist you can't see what is happening on the outside beyond 5 feet. The two wolves hackles have risen as their scent ability warns of danger.


Evil GM

Sheyan group is not invisible, they are concealed there is 50% miss chance, and those prone get the benefit of +4 to their AC from the archers.

Prone:

Prone

The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.


Evil GM

RD 1 Recap:

Archers - fire tow arrows, one hits Sheyan for 5 HP.
Sheyan - moves to E9 casts Obsuring mist, the wolves move closer.
Melee - move forward toward the mist.

RD 2:

Archers
Malcolm
Sheyan
Argrim
Karnog
Kalim
Melee
Vatilda


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

Round 2

Argrim recognized the guttural voices and twang of bow strings a split second before the howl of the wolf. He opened his eyes as mist began to surround Sheyan. He smiled at the excellent tactics. He grabbed his shortbow that was laying beside him and stood up. He shifted closer to the rock to peek out from the mist... and attack any bad guys.
_______________________________________
Move action stand up and grab shortbow
Free action 5-ft step to B11
Perception: 1d20 + 9 ⇒ (6) + 9 = 15 to look and hear
attack a target: 1d20 + 4 ⇒ (19) + 4 = 23 unarmed fighting defensively or +1 with shortbow
if hit, damage: 1d6 + 2 ⇒ (6) + 2 = 8 shortbow or +1 with unarmed
concealment if necessary, high hits: 1d100 ⇒ 47


Evil GM

RD 2: Archers - Full Round action

DM Notes, character shot at:

1 - malcolm
2 - Sheyan
3 - Teima
4 - Fio
5 - Argrim
6 - Karnog
7 - Kalim
8 - Vatilda

Archer 1:

att, bless, height, rapid shot: 1d20 + 8 + 1 + 1 - 2 ⇒ (13) + 8 + 1 + 1 - 2 = 21;damage: 1d6 + 3 ⇒ (6) + 3 = 9

50% lower miss: 1d100 ⇒ 39
Character: 1d8 ⇒ 2

The first arrow will miss Sheyan due to concealment.

att, bless, height, rapid shot: 1d20 + 8 + 1 + 1 - 2 ⇒ (13) + 8 + 1 + 1 - 2 = 21;damage: 1d6 + 3 ⇒ (2) + 3 = 5

50% lower miss: 1d100 ⇒ 62
1d8 ⇒ 5

This arrow heads toward Argrim, FF prone, but there is +2 Favorite enemey. Does this hit?

If an arrow hits a dwarf from this archer add +2 attack and +2 to damage for favorite enemy.

Archer 2:
The second arrow comes from ground level.

att, bless, rapid shot: 1d20 + 8 + 1 - 2 ⇒ (8) + 8 + 1 - 2 = 15;damage: 1d6 + 3 ⇒ (6) + 3 = 9

50% lower miss: 1d100 ⇒ 64
1d8 ⇒ 6

This arrow goes towards the prone, FF Karnog. I'm not sure what your AC at this point.

att, bless, rapid shot: 1d20 + 8 + 1 - 2 ⇒ (20) + 8 + 1 - 2 = 27;damage: 1d6 + 3 ⇒ (6) + 3 = 9

50% lower miss: 1d100 ⇒ 54
1d8 ⇒ 6

Confirming Crit on Karnog:
att, bless, rapid shot: 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18

If this confirms then it's x3 damage.

If an arrow hits a human from this archer add +2 attack and +2 to damage for favorite enemy.


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

Argrim is a hit AC = 16 (flat) +4 (prone) = 20 vs. 21+2= 23 attack. For 5+2=7 damage


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 1

Malcolm, grabbing his sword and shield, stays on his belly as he asks Sheyan.

What's the plan? I cannot see damn thing.


Male Orc Druid 10

"Don't really have one. I got the general area of at least two of them. One's directly south, the other is northeast of us. This mist is just because we were sitting ducks, most of my spells are designed for shorter range than this. I could send Kio and Teima to charge one of them, few men can stand up to both of them combined, and you'd need a horse to outrun them"


Evil GM

I'm here just waiting on others to post actions/conversation.


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

"Confound it!" Kalim concentrates and a strange force covers him. Mage Armor cast.


Male Orc Druid 10

Lol I could throw barkskin at Kalim. Make him a temporary super tank


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

Whoa ...that could be amazing.


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 1

Vatilda arms her shield as the mist rolls in. She hears the chilling sound of arrows striking her allies as their words turn to incomprehensible warbling. She gestures groggily and chants a quick protective ward upon herself.

cast protection from evil on myself


Evil GM

Vatilda RD 1 you woke up. That round was limited to the night watch folks. I think you just had a typo we are in RD2.

Argrim you hear the orcish and feet but you can't see see anything.

RD 2: mid-RD update

Archers - hit Argrim for 7 damage; Hit Karnog.
Malcolm - gathers shield and sword. Still has a std action
Sheyan -

Argrim - get up, moves to B,11. Randomly fires short bow but there's concealment.

Karnog
Kalim
Melee
Vatilda - Cast Prot from DM on herself.


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 takes an arrow in his lungs, coughing up some blood as he heals the wound as best he can.

2d8 + 4 ⇒ (4, 3) + 4 = 11 cast CMW on myself.


Evil GM

Karnog how much did that hit you for? I wasn't sure about your AC with light armor on. Remember you get +4 prone.


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 1

As a standard action, Malcolm willo crawl to G-10, next to Vatilda and say,

One of the archers is directly south, in front of our position, according to Sheyan. I am moving on that position, will you join me?

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