Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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|

"West? I imagine either passage is as evil-filled amd dangerous as the other."


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. Up to you. Down equals danger. If you want to rest we should do so in a room we have cleared. We don't need to actually sleep with my Wand. Just hold up till we can renew our spells.

Grimm will start stealthing in whatever direction the group decides.


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 need to do whatever is necessary to renew my daily abilities.


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 nowhere near requiring rest."
Vatilda holds up her hand facing up, and produces a miniature maelstrom of crackling black in her palm.
She mutters a few words, and then touches Grimm and Desmond.
"We should continue. Carry on by your own strength, and maybe you'll earn favor with your god..."

Protection from Evil on Grimm, Desmond, and myself... 5 minute duration


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 like yer attitude girl, let me know if yer up for a tumble next time we hit the cups. Bwahahaha!

Grimm leads of to the west exit.


Evil GM

So are you go to west down the hall or check what's behind the door? I see Karnog mentioned west is there that alright?


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 west!


Evil GM

The group being lead by Desmond and Grimm reach a "T" intersection. Are you going to turn North or South.

Desmond and Grimm can you each make a perception check.

MAP


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

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

South. Probably less to explore that way since we came that way


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 ⇒ (2) + 10 = 12

Grimm casts a look about and leads off, Greatsword in hand.


Evil GM

The group turns and run across several coffins lining the walls, there are several rusted nails laying on the ground, there is mallet and crowbar nearby.

Map update

It's short hallway that spits into two directions, the the east there is stone and wood rubble blocking most of the hallway.


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

Rough guess, how much rubble we talking? A few minutes to clean out or a few hours?

Desmond heads west. "Watch your step, some nails down there." He scoops up the crowbar and mallet, throwing the mallet to Grimm "Might be useful."


Evil GM

It looks like it will take you at least 20 minutes depending on what lays beyond, but it does look movable.


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

"Let's come back to this ina bit, looks like it's clear-able"


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 stows the mallet and continues onward.


Evil GM

The tunnel extend out a short distance before coming to a small chamber filled with wooden coffins. Dust is think on the coffins but noticeably absent from the tunnel floor that you've been walking on. From the room there is another northern tunnel and a short western tunnel that appears to come to another fork.

Which direction? Also, can everyone roll 3 perception checks that I can use as I need them?


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 peers closely at the coffins. "I've had about enough of the undead, I think I'll leave those alone." He heads west, then takes the most southern fork


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 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Perception: 1d20 + 3 ⇒ (5) + 3 = 8

I am already most favored by Abadar, thank you Vatilda. However, I only continue to strive for the perfection that only he possesses.


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 only think of one man who managed something like that Malcolm, and he had to get unreasonably drunk to do 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

Ha, ha, ha...indeed, you are correct, Des, but I can still strive.


Evil GM

Moving along the group turns southwest. The northern spur did abruptly end, none of the dwarfs sensed a secret passage either.

Next Map

Give me a few minutes as I set up the net map.


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

Well, I can strive to drink that much. But that's fer fun. War and Battle's what gets Gorum's favor. I don't mind passing by non-threats but when a worthy monster fronts up, he's getting smashed. Bwahaha!

Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Perception: 1d20 + 10 ⇒ (10) + 10 = 20


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

23.42 Bed time. Baldwin can DPMC me. He knows what Grimm is gonna do...


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

Dang Grimm, where are you? It's about 9am here

"Oh, aye. Few gods win in the art of war when pitted against Gorum."


Evil GM

The group steps out into yet another burial crypt, giving Karnog the willies again. Letters carved into the floor of this gray and cobwebbed burial chamber identify it as "THE GRAVES OF THE LOWER PRIESTHOOD." Each of the side rooms contains sixteen wooden sarcophagi surrounding a round stone table, illuminated by a single everburning lantern glowing with greenish-blue light. A small dais on the northern end of the hall holds a stone statuette of a man clad in monastic robes. This statuette wears a golden diadem on its head.

Appraise check if you want to value the golden Diadem.

What are you going to do?

Burial Crypt Map


Evil GM

Grimm's in Australia, you'd never know it by his constant posting though. He actually wakes up to post.


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

Des, can you check that statue for traps?


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

"Mhmm" Desmond approaches the statue from the side, circling around it.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18 +2 for traps


Evil GM

Des doesn't notice any traps on the statue as he circles and studies it. The statue. It appears to be in remembrance of a beloved priest of some sort...probably of that frog-god you all keep coming across.


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 let's out a low whistle, looking at the diadem.
Well, we taking it or not?


Evil GM

Anyone going to try an appraise check on the gold diadem?


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

Not my department, untrained and 10 int


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 + 11 ⇒ (7) + 11 = 18 perception (+2 if dealing with stone/earth)
1d20 + 11 ⇒ (6) + 11 = 17 perception (+2 if dealing with stone/earth)
1d20 + 11 ⇒ (12) + 11 = 23 perception (+2 if dealing with stone/earth)

"Anyone with better eyes than mine take a look at this crown thing?"


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

Profession:Blacksmith: 1d20 + 8 ⇒ (12) + 8 = 20
Appraise: 1d20 + 2 ⇒ (15) + 2 = 17


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

Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 2 ⇒ (4) + 2 = 6


Evil GM

Grimm your appraise check tells you it's worth 750 GP.


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

That'll fetch about the cost of a 1st tier Wand. Pocket it.

Grimm will assist if required but is more concerned with finding the next foe.

Smart monsters carry, use or hide the best stuff. Payday comes with killin yer enemies and takin the spoils. In Gorumite faith you keep what you kill.


Evil GM

Grimm begins to pull and twist at the diadem, there is loud croaking sound coming from the stone statue. As 9 wretched hunched bugbear like zombies emerge from the side chambers in groups of 3, carrying short morningstars. These creates are all moving with unnatural speed.

I need to roll out initiative.


Evil GM

RA Initiatve:

RA:
Karnog: 1d20 + 1 ⇒ (7) + 1 = 8
Kalim: 1d20 + 2 ⇒ (9) + 2 = 11
Malcolm: 1d20 + 2 ⇒ (1) + 2 = 3
Grimm: 1d20 + 4 ⇒ (14) + 4 = 18
Vatilda: 1d20 + 2 ⇒ (20) + 2 = 22
Desmond: 1d20 + 5 ⇒ (11) + 5 = 16
Z1: 1d20 + 4 ⇒ (3) + 4 = 7
Z2 : 1d20 + 4 ⇒ (10) + 4 = 14
Z3: 1d20 + 4 ⇒ (13) + 4 = 17

Initiative order

Vatilda
Grimm
Z3
Desond
Z2
Kalim
Karnog
Z1
Malcolm

RD 1 Map


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|

"To the center! Let those monsters come to us, and we'll demolish them!"


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

That's a lot o' buggers... Desmond draws his swords, slowly weaving them in front of him as he steps back into the group.


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 hurls a focused bolt of black lightning toward the thuggish zombie leading the nearest pack.

eldritch bolt vs Y,20: 1d20 + 5 ⇒ (2) + 5 = 7 vs Touch AC
force damage: 1d8 + 2 ⇒ (3) + 2 = 5


Evil GM

Vatilda's bolt flings and crashes into the wall, as she miscalculated the distance.


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 pockets the Diadem and moves to V19 and casts DIVINE FAVOR.
Desmond, Karnog form a line wit me an Malcom. We'll smash em!

They can move up and Karnog can channel the sh!t out of them.


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 prefer to get behind my foes, but I suppose there's too many to leave our casters open."


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 up to the front of the group and channels to damage undead.

3d6 ⇒ (1, 2, 4) = 7 damage, will dc15 for half 3 remaining


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, Power of Faith

Malcolm calls upon the power of Abadar, and a nimbus of light bursts forth from the paladin infusing all of his allies with additional strength of body and mind. Everyone please consult the spoiler.

Power of Faith:
This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.


Evil GM

RD 1: update

Initiative order

Vatilda - casts E Bolt - missed
Grimm - grabs the diadem and moved V19, casting divine favor.
Z3
Desmond - steps back into ranks.
Z2
Kalim
Karnog - moves up, channels 7 HP/DC 15 for half
Z1
Malcolm - secures battle line casting Power of Faith

I'll take the Zombies actions next in grouping. Z3 and Z2 actions occur before karnog's channel. I'll roll the save rolls also.


Evil GM

RD 1 - Z3 (blue)

Zombies move forward, (blue), these creatures are quicker than the normal as they are able to move and act.

They attack with morning stars,

Malcolm:

att: 1d20 + 7 ⇒ (20) + 7 = 27;damage: 1d8 + 4 ⇒ (8) + 4 = 12

Karnog:

att: 1d20 + 7 ⇒ (10) + 7 = 17;damage: 1d8 + 4 ⇒ (1) + 4 = 5

The third on is not able to attack this round.

confirming crit on Malcolm:

att: 1d20 + 7 ⇒ (19) + 7 = 26;dam: 1d8 + 4 ⇒ (6) + 4 = 10
The big paladin is rocked by the morning star, clearly not expecting both a move and an attack.


Evil GM

RD 1: Z2 Red

Three move zombies move up and gang up on Grimm,

att: 1d20 + 7 ⇒ (19) + 7 = 26;damage: 1d8 + 4 ⇒ (4) + 4 = 8

att: 1d20 + 7 ⇒ (2) + 7 = 9;damage: 1d8 + 4 ⇒ (2) + 4 = 6

att: 1d20 + 7 ⇒ (3) + 7 = 10;damage: 1d8 + 4 ⇒ (7) + 4 = 11

Confirming crit:
att: 1d20 + 7 ⇒ (16) + 7 = 23;damage: 1d8 + 4 ⇒ (8) + 4 = 12

One morningstar whacks the diadem off the dwarf's wearing the diadem. As they seem focused on the item doesn't budge off of him.

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