Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM
Malcolm Cavendish wrote:
It is, afterall, on the way to the Sherrif"s.[/b]

Convenient how that worked out!


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

Once they reach the appointed area, Grimm dismounts and looks for sign.
Survival: 1d20 + 7 ⇒ (7) + 7 = 14+2 vs giants

Fair bit o the area has been disturbed by what looks like animal sign, but coulda been done deliberate ta throw off bein followed. Give me a minute to try and sort a trail. Nobody move.


Evil GM

It's been a couple days since the attack and the firm ground is thoroughly trampled. Grimm's sees to separate trails one heading to east and the other west of the coast road but there are no definitive tracks.


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

Which side of the Bridge...North or South?


Evil GM

Southside


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 takes out the map again.

To the Southwest is our destination, but to the east lies the backdoor into the dungeons through a Goblin steadfast. I say we follow the Western trail, and if it heads Southwest, all the better.


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 - who is following while noting landmarks in her own ledger, looks to the area indicated by Malcolm... and nods.
"I can see no reason to disagree."


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

"Fine by me."


Evil GM

Taking the trail off to the west, it twists and turns, splitting at times into smaller game trails. Grimm's not sure if he has "the" trail of prints but he has found "a" trail that ends in a recent clearing. There are signs of a recent campfire, no more than a day old.

perception checks please. If you have survival you can also role that.


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 + 10 ⇒ (12) + 10 = 22


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 ⇒ (19) + 2 = 21


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 + 12 ⇒ (3) + 12 = 15 perception


Evil GM

Desmond and Kalim see a few unusual tracks leading away and into a small copse of trees that follow the river. After a few miles of trudging you come up on a 60 foot gorge that the river has carved out. The Water flows below, the gorge is narrow and the overhanging rock shield it from most views. There is narrow path leading down and appears to switch back.


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 ⇒ (8) + 10 = 18
Survival: 1d20 + 7 ⇒ (5) + 7 = 12

Keep an eye out. Just cause we are trakin dont mean we can't be ambushed


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|

"Aye, good advice, Grimm."

1d20 + 12 ⇒ (15) + 12 = 27 perception.

Karnog shakes out his warhammer and readies his shield.


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 draws his Bastard Sword and follws the scouts ahead and into the breech.


Evil GM

The path is narrow, often less than 3 feet wide as it overhangs the river, but the group makes it's way down below to find a small rocky landing. Barely wide enough to hold the group comfortably. There is gouge in the rock where the river juts off, a narrow path follows the river into the cavern.

When you look overhead you can't not see where you started, and this area's angle is shielded from most the river traffic.

What are you going to do?


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|

"Should we backtrack and leave a rope from above? Just in case we need to get out in a hurry?"


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 sniffs at the air.
Well it's a great spot to attack us. And like I said, can't be certain this is the trail of the bunch we lookin fer. I'm just here fer the pay and the fightin. I'd say we get along to this graveyard. Sure to be plenty o undead that need bashin


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, we have come this far, let's nose around in the cavern a bit. Are you still on the trail, Grimm?


Evil GM

With the rocky soil there is no footprints to speak of. I'll post more later, I've gotta run.


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

Can't see prints over rocks, Shiny boots. We can cross an I can do a circle search an try an pick up some more...


Evil GM

After carefully hugging the cavern wall you manage to make your way into a small cave, where this is a single small river barge pulled on shore, the rope is frayed but tied to two iron pitons. Resting against the rocky wall are three barge poles. The water flows deeper through the cavern but the path ends at the barge.


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 looks at the barge with interest. "This outta be fun."


Evil GM

The is a bit of apprehension in the air amongst the travelers. You all start to recollect what you've heard about river and boat travel in the area:

rumors remembered:

A wise man uses the rivers to travel in this place. They are dangerous though. Many men who did not know the correct paths have drowned.


Evil GM

I put this quick map together to give you a frame of reference. The small boat is large enough to hold all of you but it would be tight. The obat itself looks in good shape - for what that is worth.

River tunnel


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 nimbly leaps on the edge of the boat, turning on one heel to the others. "C'mon, get your sea legs!"


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

Right!

Malcolm climbs into the boat.


Evil GM

Grimm:

perception: 1d20 + 10 ⇒ (18) + 10 = 28
survival: 1d20 + 7 ⇒ (18) + 7 = 25

Grimm you certain that no bugbear or goblin tracks are in this cavern. However, you do pick out some bones of a humanoid creature discarded in the water and between some rocks. Clearly a larger predator has been hear.


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)

Before stepping into the boat, Vatilda chants and taps each of the members of the group.
"You will now be able to communicate with me in the heat of combat. I have granted you all the power to speak and understand Aklo and Celestial languages."
She then holds out her hand for Malcolm to steady her as she boards.

(Communal Share Language 6hr duration for each)


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

Never did like boats but since Shiny boots and me kin are all crazy enough to go over water in heavy armor, screw it.


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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|

"I have a bad feeling about this. We need to watch each other closely, and react fast if one of us goes overboard."

Karnog clangs his fist on his full-plate's breastplate.

"I'm not exactly geared up for swimming, after all."


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

You all notice that the armor that malcolm not wears does not appear heavy at all, but finely wrought Elven Chainmail.

My newest armor, while it would weigh me down, is not nearly as cumbersome to swimming as my former protection.


Evil GM

The members push the boat off and squeeze in tight, two members need to pole/paddle the boat in this pitch black tunnel.

Who are manning the poles/paddles and is anyone shedding light in at the front of the boat to help maneuver the thing.


Evil GM
Karnog Kegmeister wrote:

"I have a bad feeling about this. ..."

I could not have stated it better.


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 activates his Cap of Light, sitting near the prow of the craft.


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 suppose I'll row. Hardly want to be sitting near the front or back of this boat, after all."


Evil GM

This resemble more of a flatbottom barge than boat, shallow draft and it can be move with pole or like a paddleboard, there are no benches to sit. You stand.


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

From dry land, Kalim says,"This is a terrible, awful idea. Supposedly this is deadly for those not in on the secrets. None of us are sailors, and many of you are covered with heavy weight."


Evil GM

How is the group going to respond to the Kalim's position?


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|

"For once I find myself in agreement with Kalim. Perhaps tomorrow after I have prepared a spell which allows for breathing water would be a better time."


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

[B] "We know how to approach the temple in various ways ...this seems ...imprudent."


Evil GM

This even seems like an entirely different method of approach. I simply provide options and choices and the DM is not leading you one way or the other.


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

Oh, I know, boss. Kalim is just being Kalim.


Evil GM

I know, you know Kalim, I want to make sure everyone is clear. You all stumbled on yet another potential entrance. Each entrance leads you to another level of torment.


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 glances around, seeing the boat sink farther and farther down as all the metal weighs it down. "Perhaps you're right Kalim, I didn't give it much thought since I don't wear much metal. Perhaps another approach?"


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 stomps off the boat.
Well at least we got SOME sense, though certainly not from me. Let's get to the damn graveyard and start stabbing some dead things.


Evil GM

DM perception rolls:

grim: 1d20 + 10 ⇒ (5) + 10 = 15
des: 1d20 + 10 ⇒ (7) + 10 = 17
Kalim: 1d20 + 2 ⇒ (7) + 2 = 9
Malcolm: 1d20 ⇒ 17
karnog: 1d20 + 12 ⇒ (8) + 12 = 20
Vatilda: 1d20 + 0 ⇒ (15) + 0 = 15
water troll: 1d20 + 2 ⇒ (6) + 2 = 8
water troll: 1d20 + 2 ⇒ (9) + 2 = 11

As the group is chatting everyone but Kalim hers ripples in the water.

Kalim, Grimm and Des are back on land the others are on the flats boat.


Evil GM

RA Initiative:

RA:
Karnog: 1d20 + 1 ⇒ (13) + 1 = 14
Kalim: 1d20 + 2 ⇒ (14) + 2 = 16
Malcolm: 1d20 + 2 ⇒ (10) + 2 = 12
Grimm: 1d20 + 4 ⇒ (4) + 4 = 8
Vatilda: 1d20 + 2 ⇒ (12) + 2 = 14
Desmond: 1d20 + 5 ⇒ (10) + 5 = 15
water troll 1: 1d20 + 2 ⇒ (2) + 2 = 4
dice=water troll 1 ]1d20+2[/dice]

Initiative order:

Kalim
Desmond
Vatilda
Karnog
Malcolm
Grimm
Water Troll 1

Map RD 1

All that pops up from the water is head and two beady eyes.

It has +2 cover[/url]
[ooc]You can make knowledge nature.


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)

kn(nature): 1d20 + 7 ⇒ (16) + 7 = 23

Vatilda peers at what she can see of the creature.
"Do you see what I see?"

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