Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Karnog Only:
You cringe at that the thought of using a channel for healing, you've already faced two types of undead and you can feel in your bones that those were simply fodder for things to come.

Note: Clerics can really shine in RA.


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

Thanks you for the blessing, friend. The locket was said to be off of this room, no?


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|

GM:

Spoiler:
Yeah, but it's the most efficient way to get everyone patched up for now. Who knows if something is gonna jump us right away.

"Okay, we should use less effextice undead weapons to heal up. Wands and scrolls, anyone? "


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm shakes himself off like a dog. A dangerous act considering the many spikes that protrude from his Breastplate. The healing does remove the acid burns acid and opens an eye that had started to close.
Thanks, priest. That's got me ready fer dancin again. Best clean my gear has had in a long time anyway. Pick yer route and me and the dreamy eyed Rogue will lead off, eh?

Bed time in Australia. 2303. Bot as needed

I got me a Wand of CLW, priest. Can't cast healin spells meself, never bothered to learn, but this'll keep us up fer a bit.


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|

"Excellent, Warrior. Allow me to attend to any who are still wounded."

ClW anyone? 1d8+1 healing off the wand.


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)

"I am fine, and ready to continue. Thank you Karnog." Hearing Grimm ready to go, Vatilda asks "Nothing of note in this chamber I assume?"


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

Thanks, Grimm for the use of the wand, but I am ready to continue without additional healing.


Evil GM

Which way will you be exploring?


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

Let's go back up!


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 blinks, wiping his hair out of his face and standing up. "I say we move through the door over there." He starts looking the door up and down for traps. As he's looking at the door he remarks back. "I'm open for any direction you all want to go, but doors normally have something behind them."

Perception: 1d20 + 11 ⇒ (6) + 11 = 17


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

I am with you Desmond.


Evil GM

Overview map with multi-passages


Evil GM

The large iron-reinforced doors have an unusual slide lock that doesn't appear to be trapped.

disable device check.


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

Just suggestions, feel free to interject if you would rather go another direction

Blah, ninja'd


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

Disable Device: 1d20 + 13 ⇒ (8) + 13 = 21


Evil GM

Desmond's curiosity gets the best of him as he fiddles with the lock - he smiles with pleasure that it is now open.

At least the lock is open now; feel free to discuss which direction you all intend to travel. I'll be back on this evening.


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

Well, should we head in? Grimm, I suppose you want point again?


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 am agreeable about our previous order, but would like to recommend caution. Another battle like that harpy encounter may prove to be our undoing. Is everyone of sound mind and heart?"

Karnog looks the group over closely, untrustworthy of the lingering effects of such a charm. After all, it even ensnared his mind!

Hefting hammer and buckler, he nods his readiness.

"Let's go."


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

I got me at least 1 more good fight today. Let's get goin. Same drill as before. In pitch tunnels I got point wit me Darkvision. Desmond you can back me up on the edge of the light from Malcolm's armor and if I see a door, I'll stop and let ye catch up ta check it afore we go through. If we be in a well lit area, you leapfrog me an I follow 10ft behind, detectin fer magic.

The stout but surprisingly quiet dwarf leads off, stopping to cast LIGHT on Malcolm's armor the continues.
Can somebody with a torch or who can cast the can trip stay near Malcolm?

Perception: 1d20 + 10 ⇒ (19) + 10 = 29Stealth+Elixir: 1d20 + 7 + 10 ⇒ (17) + 7 + 10 = 34
Using Stealth Synergy to use the better roll from me of Desmond


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 walks forward cautiously so as not to impede the darkvision of the point men.

I too have one good fight left in me, and then I will need to rest and pray to the Keeper of the First Vault.


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

"I feel perfect. My strength of will kept me unharmed."


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Evil GM
Kalim Gudlavaletti wrote:
"I feel perfect. My strength of will kept me unharmed."

All heads turn toward you suspiciously...


Evil GM

The door opens quite easily and without a sound, the hinge mechanism is of outstanding quality. There is a short hallway that spits into a "Y".

Y intersection

Which way - left or right as you look at the computer screen?


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

To the left, always to the left lol. Unless anybody objects, let's go southeast


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm nods left. He was happy either way so long as he found battle. He'd had kills today, but not with his Greatsword. The others did not know how much he hated resorting to the bow. Hopefully the next monster would happily charge him and die screaming in glorious battle.


Evil GM

Grimm and Desmond in the lead provide me two perception and disable device checks that I can use as needed. Thanks.


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

Perceptions (+2 for traps): 1d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (11) + 9 = 20
Disable Devices: 1d20 + 13 ⇒ (15) + 13 = 281d20 + 13 ⇒ (2) + 13 = 15


Evil GM

the tunnel is dark except for the light coming from Malcolm's armor. You notice a thick layer of dust on stone floor


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

"Doesn't look like anybody has been back here for a while." Desmond remarks. He occasionally checks on the dust, seeing if there is any noticeable activity anywhere.


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|

"Don't grow complacent. There could be more flying creatures, or other things which don't need to touch the earth. Stay on guard."

1d20 + 11 ⇒ (7) + 11 = 18 perception (should it become relevant)


Evil GM

The passage ends into dark room. As you gaze into the room recognize it as a grave room.

Desmond:

As you inspect the dust you notice a bright green wet spot right of the archway.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 10 ⇒ (14) + 10 = 24


Evil GM

Grimm take peak at Desmond's spoiler.


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 puts a hand up and speaks quietly "'Eh, right there. On the arch. Looks like some sort of green liquid." He grimaces "Haven't seen too many benevolent green liquids."


Evil GM

Updated Map


Evil GM

Know- dungeoneering or know- nature pick if you have it.


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

Knowledge (Dungeoneering: 1d20 + 8 ⇒ (6) + 8 = 14


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

dungeoneering: 1d20 + 6 ⇒ (8) + 6 = 14
nature: 1d20 + 7 ⇒ (10) + 7 = 17


Evil GM

Both Desmond and Grimm recognize the substance as green slim. Bringing your eyes to the ceiling and north wall you can see a substantial amount of it. -G/-I, 0 through 3 It devours flesh and gear alike, fire, freezing it, sunlight and removing disease can destroy it.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm hits the breaks as soon as he sees the slime and motions with his hands to back up.

He backs down the way they came to meet with Desmond who as the other scout new to freeze.
Unless our Sorcerer has a whole lot of fire and ice, we should find another way down. Wounds can be healing with magic but if our weapons get wrecked by that we are screwed. Not worth it.


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 puts on his cap of light as Grimm approaches.

No need for the light spell. I have this handy cap that serves the same purpose, and I can turn it off on command. What did you find down there that caused your return, Grimm?


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|

"Is there a spot where we could get some sunlight in there? If needed, I can make a sizeable hole and then we can arrange some mirrors to splash some light on that stuff."


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Ye ever heard o Green Slime, shiny boots? Ain't worth the trouble of fightin' that snot with melee weapons. Burns worse than acid by eating away at yer insides real quick and dissolves yer gear real quick as well.
Ye can kill it in patches with lots o fire, ice or Remove Disease spells, dunno why the last works but it does. I'm saying it's a bloody environmental hazard that should be avoided.

The dwarf crosses his arms.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush
Karnog Kegmeister wrote:
"Is there a spot where we could get some sunlight in there? If needed, I can make a sizeable hole and then we can arrange some mirrors to splash some light on that stuff."

Ye know as well as I, we be at least 3 levels down. Not sure o exact depth but ye think ye can reach the sunlight wit yer trick I am open ta ideas. Or we could set a few arrows on fire and shoot those at it. Knowing exactly how much is there requires getting close and IF ye miss a spot the stuff will kill in seconds. Let's just mark this as a unfinished search and check that right fork we ain't tried yet.


Evil GM

Outline of the Green Slime Area

I outlined the area the green slime covers.

Grimm and Desmond you would have seen that the room is quite large and there is a side room to the West that has thick iron iron rods as doors(think ornate gate or prison door).


Evil GM

Karnog your dwarf senses would suggest that you are quite deep underground right now, rather than just below the surface, so creating hole would be impractical. A hole would need to be a long shaft.


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

Fine, if you say there is no way around it, then let's move back to the other branch. Lead the way, Grimm.


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

"We might be able to hug the left side of the corridor, keep it from dropping on 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|

"Agreed. Without adequate mining tools and the like, it seems a significant fire would be our best way to proceed. I could potentially prepare the spells necessary to remove it, but at the expense of serious combat power. Let's explore our other options."


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

"Back it is than!" Desmond makes his way to the other side of the group, then starts heading north at the previous crossroads.

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