Rappan Athuk set in Nirmathas, Golarion
Game Master
baldwin the merciful
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Sounds good to me. Make sure me (and Grimm?) are a decent distance ahead.
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 resumes his place behind the rogue, walking again softly within the stealthier ones footsteps, the disagreement already gone from his mind.
Evil GM
Cold air and stale dust fills this short corridor, cobwebs hang from the
ceiling. To the east, an old wooden carving of a hooded priest, mostly worm-eaten, stares at visitors.
Map
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Look at that handsome fellow at the south entrance! I could get along with him! *Glares at Grimm*
Desmond's curiosity is peaked, and he checks out the wooden carving, exploring the area further.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12 +2 vs traps
Stealth: 1d20 + 13 ⇒ (1) + 13 = 14
One job Desmond, one job.
Evil GM
No traps.
Anyone with knowledge religion can make a check.
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
Religion: 1d20 + 6 ⇒ (11) + 6 = 17
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 + 7 ⇒ (20) + 7 = 27 know: religion
Refraining from further comment in the discussion of the man's eexecution, Karnog wonders if he should have wielded the blade himself.
Evil GM
Karnog, and to a lesser degree Grimm, understand the hallway is an cleansing antechamber. A stark uncomfortable room, where visitors stay presumably praying for long periods of time before gaining an audience with the temples leaders.
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 remember rooms like these from the temples of Torag. They make ye Wait till they darn ready ta see ya
1 person marked this as a favorite.
|
Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7
Ahhhh, yes, that would be your interpretation, Grimm. Believe it, or not, they are made for meditation and preparation to see one's betters in the faith.
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
"And who told you that? Your so-called betters. Who, I am certain, have no vested interest in such policies."
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 do not recall asking for an opinion from one who has no convictions, Kalim. I was simply informing Grimm of the true purpose of the chamber for these evil denizens. If you care to live in ignorance, or argue every piece of religious knowledge conveyed, then do it with someone who has more patience for you ignorance.
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
"Ladies you're both pretty. We can argue about spirits and such when we get out of here alive."
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
Now, arguing about Spirits is a mighty fine topic. Though Dwarven spirits always knock ye on yer head fastern any drink.
Evil GM
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
East and south, pending any turns.
Evil GM
The group steps out into a large relatively maintained courtyard. It's peaceful. There is pond in the southeast corner, and few ancient trees line the courtyard.
Updated Map with Courtyard
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|
This seems a bit off for these cultists. Serenity and peaceful courtyards hardly seem in character for frog-demon worshiping maniacs."
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Desmond gives the area one quick scan before going over each area a little slower. "Well they can't live every moment of their lives like that." Desmond indicates to fan out and check the courtyard, he heads to check out the pond himself.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24 +2 vs traps
Evil GM
The group fans out as instructed by Des revealing the courtyard in more detail.
Water lilies float on the calm surface of this clear little pond in the shade of ancient trees; occasionally, concentric ripples break the surface as small frogs jump out to hunt their insect prey. Mossy stepping stones lead to a doorway, and a stone bench in the shade offers a place to daydream and meditate. A lifelike, moss-covered statuette of a frog, sitting on a large boulder, feeds the pond with a steady stream of water. Its eyes are large gemstones of moss agate, fancy and valuable. (The circled star AA/Z 30).
Updated Courtyard
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Desmond leans in to see if the gems can be removed.
I sense a trap, Obi-Wan
Evil GM
Des Make a perception check and an appraise check.
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Perception: 1d20 + 9 ⇒ (15) + 9 = 24 +2 vs traps
Appraise: 1d20 ⇒ 6
Evil GM
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Desmond narrows his eyes, bringing his hand back. "Can somebody a little more magic inclined check this out first?"
Evil GM
Malcolm opens the far east door on the courtyard wall. He sees the grounds where the group battled the assassin vines. There are ruins on the terrain and farther away stands the inner cloister. He shuts, relocks and turns back away from that exist.
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 casts DETECT MAGIC and focuses on the area.
Evil GM
The gem eyes have moderate transformation spell, the more you study it you realize it's some sort of polymorph.
spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
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|
"An obviously valuable and fancy gem setting in this place, in such a statue? I would leave it alone, if I were you."
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
They got transformation magic on Em.
Evil GM
Desmond re-actively withdraws his hand, breathing a shallow sigh.
Where to?
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
Evil GM
I assume it's slow because of the Holidays.
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|
Yeah, although I'm working and available tonight and tomorrow night. Just not really the "go here, do that" guy here...
Evil GM
So what is the group doing?
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
I'm having a problem loading the map. South I guess?
Evil GM
Here is an updated map.
Updated map
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Evil GM
There is finely crafted wooden door that is obviously locked. (AA,19)
Cloister Courtyard
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Disable Device: 1d20 + 13 ⇒ (15) + 13 = 28
Desmond begins fiddling with the lock.
Evil GM
Desmond's fiddling pays off and the lock tumbles into place. He motions for the group to ready themselves as I pushes the door open.
You see rich carpets cover the floor and precious tapestries hang on the walls. To the south, by the sole window, is a small reading stand. There is a suit of dinged platemail armor with a greatsword against the northern wall. A brazier filled with hot coals stands by the north wall, next to two bookshelves full of folios, codices and scroll cases. A lantern with colorful glass panes sheds a soft light on the scene in the evening. The bookshelves hold an assortment of books.
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Desmond remains where he is, giving the spellcasters a chance to give the room a once-over while he examines it manually.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21 +2 vs traps
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)
Vatilda mutters a few words. Her pupils disappear.. replaced by a dim glow. She scans the area.
Detect magic from just inside the door. 6 rounds should cover the entire area?
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 follows along behind Desmond, providing back up.....The He... sees the great sword and looks pleasingly at the group.
He casts DETECT MAGIC and provided SOMEBODY says he can, will examine it.
Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28
Evil GM
There are a three scrolls faintly glowing on southern bookshelf and one a 8 faintly glowing vials on the northern bookshelf.
Evil GM
Desmond your eyes catch a small ornately carved redwood chest within the room tucked in the far corner.
Grimm the armor and the greatsword do not glow magical but they do look of high quality.
So Desmond, Grimm and Vatilda are at the doorway peering in, scouting the room before entering what is everyone else doing?
Map of Room
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 be joining you inside?
Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Desmond's eyes remain fixed on the northern wall. "Yeah...yeah I think it's safe to walk in." Desmond steps in, going strait for the bookshelf. He begins tracing a groove in the ground.
Perception if needed: 1d20 + 9 ⇒ (13) + 9 = 22
Evil GM
Desmond enters room, Grimm and Malcolm closely follow.
As Desmond looks down at the he catches a slight movement with the armor.
Initiative:
Desmond
Vatilda
Grimm
Soul Knight
Karnog
Malcolm
Kalim
RD 1 Map
|