Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

With ya.


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

Grimm tugs on Desmond's cloak to call him back through the door, they pull out and he gathers his allies close to relay the scenario.

There's a congression of some sort. We can pre cast defensive spells and go it hard. I got me a spell called Blistering Invective which is a chance ta set a whole bunch on fire and sap their will to fight.
But I reckon the best bet is to drop a blast to get their attention and pull back to the choke point here. You can only come through the door one or two at a time and that'll negate their numbers.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Desmond contemplates quietly. "I like the first part, but not the second. If we go offense, we need to go all out. Blast them with some spells, then run around and eliminate them before they can recover. Who knows what tricks or back doors they have in there? Shock and awe them."

DM, does it look like the cauldron or anything else can be knocked over to create a mess?


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

"I have several blessings which will strengthen offense and defense. Not to mention my stone shape spell, that could prove handy for manipulating and confounding the cultists. Would non-magical fire be useful? A little ready-made bonfire to really disturb their chants?"


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

"Use the buffs on somebody other than me, all I need is a good spot. Separating them with stone could be very useful...or you could tip over the cauldron with it."


Evil GM

Desmond from your limited POV, you do not know. All saw some Zombies nearby and heard the preaching. You need to move and adjust which risks being seen to get a better description then what I provided.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 105/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Kalim invokes the mage's armor spell of the void.


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 in favor of the shock and awe. Let's throw everything at them, then wade in.


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

Fine. I got a wand o shield o faith fer me self or anyone that can USE the wand, since it's self only. I'll cast divine favor then we burst in with Blistering Invective, but it only works on LIVING things I can scare. Won't do sh!t fer undead. Let's go. Someone strong with gauntlets follow me in and try to push over the hot cauldron
(Gauntlets are included for anyone wearing heavy armor)

Grimm takes two rounds (when everyone is ready) to cast SHIELD OF FAITH first, handing off the Wand or putting it away if no one wants it, then DIVINE FAVOR.losing 2 rounds from SoF and 1 from DF
He heads in a steps out from the statue, Greatsword in hand.....
If he sees at least 2 viable targets (things that look alive with a mind) he will cast BLISTERING INVECTIVE. DC14 to avoid catching fire. If he sees nothing but undead, he willattempt to up end the cauldron

Casts Blistering Invective:

Oi! Ye weak willed whores! Come be Gorum's b!tchesIntimidate: 1d20 + 8 ⇒ (15) + 8 = 23

demoralize rules:

You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

The foes successfully Demoralized take 1d10 Fire damage, -2 to Attack and saves, reflex 14 or they also catch fire

combat buffs:
+3 to Attack, damage and +2 deflection to AC


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Now that we're busting in, can I identify any clear leader of the group?


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

That would be me, Grimm, I am right behind you.

Malcolm draws his Bastard Sword and follows Grimm inside, prepared to dump the contents of the cauldron.

STR: 1d20 + 4 ⇒ (8) + 4 = 12


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Karnog casts barkskin, bulls strength, shield, divine favor, and then shield of faith on himself (in that order, SoF from Grimms wand.)

Buffs: +6 ac, +2 touch, +3 attack, + 3 damage

9 rds Divine favor, 10 rds SoF, 5 mins shield & bulls strength, 50 mins barkskin

"Let's go kick some cultist butt!"


Evil GM

I will try to get up new information sometime during the day. It's somewhat busy today.


Evil GM

Squat columns support the ceiling, while heavy smells of burning tallow and boiling fat mingle as candles burn in wrought-iron sockets and a grotesquely large cauldron bubbles with foul steam. The peering gemstone eyes of a gross idol—the demon-lord Tsathogga—gaze at the scene with morbid indifference. Stairs of slick olive stone climb to
the altar and the cauldron, then the idol.

The altar is a simple soapstone block, vile and venomous. Upon its surface are several carved eyes that resemble warts. Yet the worst is the cauldron behind. Enchanted fire burns constantly, heating the vile broth it contains. The stew is viscous, smelling of molten fat and waste. Occasionally, a cooked limb or head bounces up to the surface before sinking back. Just above the cauldron is an iron hook connected to a pulley system by the side… used for lowering hapless sacrificial victims, bit by bit, into their most unpleasant demise. There is dead human mostly lowered into the bubbling cauldron, the look of terror and pain, etched on his face.

Desmond, from the rear of the idol you can see a lever hidden behind the statue.

Within the large chamber, there are three zombies (yellow) on either side of the idol and cauldron. Two additional zombies at the far end of the room. There are two priest (red) visible one at the altar and the other between the altar and the seats. There are four warrior type acolytes in the seats (purple). It is clear that everyone is armed and in some sort of frenzy as they chant.

Sermon Room


Evil GM

I need some time to roll out the initiatives but this set-up and map should give you all something to think about in the meantime.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Primary targets are priests, secondary are acolytes, tertiary are the zombies. Let the channeling do some damage to the zombies while we go after the magic users.


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

The living targets are too far for BLISTERING INVECTIVE to reach them. Grimm would see this and use his Move action in the surprise round to Move to I5. He will cast BLISTERING INVECTIVE in round one.

SURPRISE ROUND: Grimm sees the undead as he enters the room but the target's HE wants are the humans at the back. He activates his PROTECTION JUDGEMENT and moves to I5.

ROUND 1:
Grimm 5ft steps to I4 and casts his spell as previously stated.
Cast BLISTERING INVECTIVE defensively dc19: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

Grimms AC is 23 with SOF (7 rounds) and Protection Judgement


Evil GM

I need to roll out some perceptions to see if you even get a surprise round. Most the eyes were towards the altar, cauldron and idol.

I'm pretty busy right now, so it'll take me a while. Don't take any actions as I don't want a bunch of recon requests.


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

That cauldron brings back images of Conan the Barbarian!


Evil GM

If memory serves this dungeon was the creator's childhood homebrew, so the cauldron could be from the old Conan movie! I'll roll everything out tomorrow.


Evil GM

RA Initiatve:

RA:
Karnog: 1d20 + 1 ⇒ (5) + 1 = 6
Kalim: 1d20 + 2 ⇒ (16) + 2 = 18
Malcolm: 1d20 + 2 ⇒ (12) + 2 = 14
Grimm: 1d20 + 4 ⇒ (4) + 4 = 8
Vatilda: 1d20 + 2 ⇒ (10) + 2 = 12
Desmond: 1d20 + 5 ⇒ (16) + 5 = 21
abbot: 1d20 + 2 ⇒ (2) + 2 = 4
Acolytes: 1d20 + 1 ⇒ (14) + 1 = 15
zombies: 1d20 + 0 ⇒ (18) + 0 = 18

Initiative:

Desmond
Kalim
zombies
Acolytes
Malcolm
Vatilda
Grimm
Karnog
Abbot


Evil GM

Perception:
zombies: 1d20 + 2 ⇒ (19) + 2 = 21
Acolytes: 1d20 + 4 ⇒ (9) + 4 = 13
Abbot, his back is to you so there's a penalty: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6

The zombies are notice the group rushing out from behind the idol.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Desmond ignores the zombies, charging the priest with his back to them.

Charge Attack: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d6 + 1 + 3d6 ⇒ (4) + 1 + (2, 4, 2) = 13


Evil GM

The two zombies will take their AOO on the charging Desmond,

slam 1: 1d20 + 5 ⇒ (17) + 5 = 22;damge: 1d6 + 5 ⇒ (5) + 5 = 10

slam 1: 1d20 + 5 ⇒ (4) + 5 = 9;damge: 1d6 + 5 ⇒ (6) + 5 = 11

The charging rogue takes one brutal hit but he continues forward and strikes the flat footed priest in the back.


Evil GM
Malcolm Cavendish wrote:
That cauldron brings back images of Conan the Barbarian!

I did add the hanging body.


Male Human Unchained Rogue 16 AC 30/22/21 Perc +21 (+6 vs traps) Saves 9/18/8 HP 142/142

Oh duh, AoO, forgot to tumble. Mind if I go back and do that?

Acrobatics: 1d20 + 14 ⇒ (18) + 14 = 32


Evil GM

I dislike retcon but I'll let you tumble.


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

I am up but I'll wait for my turn this time.


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

kalim and bad Guys 1st.


Evil GM

I'm waiting on Kalim. I've been pretty busy this week too, so my posting has been slowed.


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: Divine Bond 1/50 Rounds

Malcolm calls upon Abadar to form a Divine bond with his Bastard Sword giving it the Holy property. He then moves forward to R7 and puts a shoulder to the cauldron.


Evil GM

RD 1: zombies

The zombies that Des rushed by do the following:

One will 5ft step up to stop further intruders and attacks Vatilda, while the second has to moves up the steps to defend. The third 5 foot steps and attacks Des.

Vatilda:
slam: 1d20 + 5 ⇒ (15) + 5 = 20;dam: 1d6 + 5 ⇒ (3) + 5 = 8
*forgot to add 1 to hit, 1 damage

Des:
slam: 1d20 + 5 ⇒ (12) + 5 = 17;dam: 1d6 + 5 ⇒ (6) + 5 = 11
*forgot to add 1 to hit, 1 damage

the zombies on the other side of the room:

One attacks Grimm

slam: 1d20 + 5 ⇒ (15) + 5 = 20;dam: 1d6 + 5 ⇒ (1) + 5 = 6
*forgot to add 1 to hit, 1 damage

The other two move to defend the stairs.

The two zombies at the rear of the room move forward.

Summon Room after Zombies act


Evil GM

Malcolm:
The evil in this room is overwhelming

RD 1: Acolytes

The acolytes all draw their morning stars and rush to the defense of the priests.

RD1 Map after Acolytes move drawing their weapons

The stairs cost 10feet of movement.


Evil GM

Rd 1 Update

Initiative:

Desmond - moved and attacked the priest hitting for 13 Hp
Kalim

zombies - move/attack
Acolytes - move
Malcolm - divine bond cast

Vatilda
Grimm -blistering investus
Karnog
Abbot

i need to make the reflex Saves from Grimm's spell but I have to get to the office.


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

Can someone move me up to R7. I cannot do it at work. Thanks


Evil GM

I missed the movement to R7, I'll do it on the next map.


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 points at the acolyte out front.
"Droba vor Narlin..." She attempts to reach the part of his mind which commands primal rage.

cast defensively to avoid Zombie AoO DC17: 1d20 + 10 ⇒ (11) + 10 = 21
step to LoS within 35' (R,8?), cast Murderous Command vs S,4 WillDC15


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

Cool. Waiting to see those saves. Offensive casting with inquisitor’s never seems to work for me...


Evil GM

Malcolm you manage to move around the idol and jump down to behind the pot of boiling soup.

Since I let Des avoid the mummy AOO I'll do the same for you this turn. Damn I'm getting to lenient in my old age.

Summoning Room after Malcolm's move


Evil GM

Map with 30 foot radius Template from Grimm's spell

Grimm's spell:

six zombies reflex saves:

P4,bless, desecrate: 1d20 + 2 ⇒ (10) + 2 = 12
O7, bless, desecrate: 1d20 + 2 ⇒ (16) + 2 = 18
P,9,bless, desecrate: 1d20 + 2 ⇒ (19) + 2 = 21
T8,bless, desecrate: 1d20 + 2 ⇒ (18) + 2 = 20
S8,bless, desecrate: 1d20 + 2 ⇒ (6) + 2 = 8
S7,bless, desecrate: 1d20 + 2 ⇒ (1) + 2 = 3

one Acolyte:

S4: 1d20 + 4 ⇒ (13) + 4 = 17

Priest:
Q4: 1d20 + 13 ⇒ (12) + 13 = 25

Grimm - What was the will save and roll out the damage.


Evil GM

will ave S4 vs. murderous command: 1d20 + 4 ⇒ (16) + 4 = 20


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +28 HP 157/157 |AC 26 / T 11/ FF 25 | Fort +18, Ref +10, Will +21|

Karnog moves forward, practically daring thw undead to touch him.

"Begone, foul creatures of evil!"

3d6 ⇒ (5, 2, 4) = 11 chanel, dc15 for half, 6 remaining

8 rds divine favor, 9 rds SoF


Evil GM

Rd 1 Update

Initiative:

Desmond - moved and attacked the priest hitting for 13 Hp
Kalim

zombies - move/attack
Acolytes - move
Malcolm - divine bond cast

Vatilda - move then cast murderous command
Grimm -blistering investus
Karnog
Abbot

Map with Valtilda's Movement


Evil GM

Zombies save against the positive channel:

P4,desecrate: 1d20 + 2 ⇒ (16) + 2 = 18
O7,desecrate: 1d20 + 2 ⇒ (10) + 2 = 12
P,9,desecrate: 1d20 + 2 ⇒ (9) + 2 = 11
T8,desecrate: 1d20 + 2 ⇒ (9) + 2 = 11
S8,desecrate: 1d20 + 2 ⇒ (18) + 2 = 20
S7,desecrate: 1d20 + 2 ⇒ (1) + 2 = 3

Map with karnog's channel

I moved you Karnog to maximize the area of effect for your channel.


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull
Baldwin asked wrote:


Grimm - What was the will save and roll out the damage.

It's not a Will save, it's and Intimidate check:

You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Grimm rolled a 28. I would need to know the acolytes, priests HD and wis mod if you want me to do it. The Reflex only negates CATCHING FIRE

Those who are Intimidated are Skaken+ auto fire damage: 1d10 ⇒ 9

Those who are Intimidated are Skaken+ auto fire damage: 1d10 ⇒ 9


Evil GM

Karnog I screwed up with the will save each one has an additional +3 on the save. I used their reflex modifier instead of the Will save.

Grimm I rolled out reflex saves but misspoke when I mentioned Will saves. Let me check to see if they are intimidated.

You've demoralized everyone caught in the spell.


M Dwarf Inquis-Witchhunter 16, Init +5, Percep+13, HP72/76 AC25/12/23+3 w/Judge, Saves F10/R6/W11+4 Spells/Poison(race), +3 w/Know Def, +3 w/Judge , Attk: +13 +2 w/RAGE, +3 Judge, +2 Trip, CMD+23+29vsTrip,+27vsBull

That's right b#&&#es!


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

Kalim and then the Abbot, right?


Evil GM

Correct, then I'll update the map and enter RD 2. I'll DMPC Kalim if there is no post soon.


Evil GM

DMPC kalim's action.

Kalim steps up behind Karnog to lend him an ally to guard his flank, he releases an acid ray at the zombie in P,9. acid ray, TA: 1d20 + 4 ⇒ (14) + 4 = 18;damage: 1d6 + 2 ⇒ (6) + 2 = 8 the zombie is destroyed, offering a wedge to filter through.

Latest Map

Several zombies were destroyed between the Grimm's fire and Karnog's channel.

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