Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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

Kalim calls upon the great unknown to protect him with mage armor.


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 draws both of his weapons, looking at the creature with interest. "Umm, hello?"


Evil GM

vatilda's Know nature:

This is a River Troll is an Amphibious (Ex), a creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land. They have nasty bite and 2 claw attacks, capable of rending a foe if given the opportunity. The regenerate and can only be truly killled with acid or fire.

Even though river trolls are large, they are slippery form being in the water most the time, therefore they can squeeze into smaller spaces without penalties.


Evil GM

The river troll is late in the initiative order, so I'm waiting for others to act. So are Kalim cast a spell, mage armor. Des drew his weapons.


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)

The primal force within Vatilda starts to take over, but can now be understood by all.
(Aklo) "River troll... fire or acid will be needed to finish it..."


Evil GM

Initiative order: update

Kalim - mage armor
Desmond - draws sweapons
Vatilda - id's the river trolls
Karnog
Malcolm
Grimm
Water Troll 1


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 gets out of the boat as carefully as possible (assuming still at the dock).


Evil GM

The boat is still near the rocky cave floor. Kalim decided not to get in the boat so you did not shove off.


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 gets out of the boat and draws his weapon as he moves, Fight it on land

Not sure where to position myself with no map.

He calls a spell to mind and holds it, casting it only if the troll comes out of the water.
Blistering Invective, Intimidation check: 1d20 + 11 ⇒ (13) + 11 = 24

Blistering Invective DC14 reflex:
School: evocation [fire, language-dependant]
Level: Alchemist: 2; Bard: 2; Inquisitor: 2
Casting Time: 1 standard action
Components: V, S
Range: personal
Area: 30-ft. radius
Duration: instantaneous
Saving Throw: Reflex partial, see text
Spell Resistance: special, see below
Source: Ultimate Combat
Summary: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.


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|

Yup, getting out onto the land.


Evil GM

Initiative order: update

Kalim - mage armor
Desmond - draws sweapons
Vatilda - id's the river trolls
Karnog - draws weapon and moves off the boat
Malcolm
Grimm - moves off the boat and cast a spell
Water Troll 1

reflex, fire: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d10 ⇒ 1

He doesn't catch on fire. There is bit of steam coming off the water surface near the boat.

Updated RD 1 Map


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 also clambers ashore and draws his Bastard Sword.


Evil GM

With quite a bit of dexterity and cunning the river troll springs out of the water, using his reach he slashes with its two claws at Malcolm as the paladin is clambering ashore.

claw 1: 1d20 + 10 ⇒ (11) + 10 = 21;dam: 1d6 + 6 ⇒ (6) + 6 = 12

claw 2: 1d20 + 10 ⇒ (9) + 10 = 19;dam: 1d6 + 6 ⇒ (5) + 6 = 11

One of the claws finds an opening.


Evil GM

RD 2:

Initiative order:

Kalim -
Desmond -
Vatilda -
Karnog -
Malcolm
Grimm -
Water Troll 1

RD 2 Map


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

rta: 1d20 + 4 ⇒ (10) + 4 = 14fire damage: 4d6 ⇒ (2, 5, 5, 3) = 15 "Now that is fire magic, dwarf."


Evil GM

what spell and roll damage


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

Ninja! (Scorching ray, to be clear.)


Evil GM

The scorching ray hits it's target.


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 readies his shield and calls upon the blessing of Torag to protect everyone.

Everyone within 20' gains +2 Deflection bonus to AC & CMD for 6 rounds.

"Drag the being onto land, and let us deal with it there!"


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 steps back, allowing the creature to be drawn further onto land. He prepares to strike when it does.

5 foot step back to F20, holding standard action to attack if it advances.

Held Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


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 (Rd 1/100)

Malcolm steps back 5 feet to E23 and calls upon the power of his faith in Abadar.

Abadar, light our way to victory and perfection!

Power of Faith Buff:
A Warrior of the Holy Light can spend a use of his lay on hands ability to call upon the power of his faith as a standard action. 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.


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

Wow, we're getting the s#*! buffed out of us. Heh, can never have too many buffs.


Evil GM

Malcolm is there a typo in the rounds? you have it listed as Rd 1/100, or should that be RD 1/10?


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

Yeah, it lasts for one minute - 10 Rounds.


Evil GM

RD 2: mid RD update

Initiative order:

Kalim - scorching ray hits for 14 HP
Desmond - Hold till troll moves closer then hits for 7 HP
Vatilda -
Karnog - aura of deflection
Malcolm - steps to E, 23 then buffs power of faith
Grimm -
Water Troll 1

Updated 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|

Karnog used aura of deflection round 2, iirc


Evil GM

RD 2 actions remaining: Vatilda, Grimm, River Troll


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

These idiots!
Grimm drops his axe as the moves back 10feet, Drawing his bow as part of the move then activates BANE and shoots the troll calling out.
It won't come out of the water if yer within it's reach, ye Dolts!

Move to h21, shooting at c21
Bane, Pally buff Bow attack: 1d20 + 7 + 2 + 1 ⇒ (13) + 7 + 2 + 1 = 23
Damage: 1d8 + 3 + 1 + 2 + 2d6 ⇒ (6) + 3 + 1 + 2 + (6, 6) = 24


Evil GM

Grimm's arrow hits firmly.

As Grimm moves out of the threatened area the troll attempts to slash with it's claw, AOO

claw 1: 1d20 + 10 ⇒ (18) + 10 = 28;dam: 1d6 + 6 ⇒ (4) + 6 = 10


Evil GM

RD 2 Map update


Evil GM

Vatilda has a RD2 action remaining.

RD 2: River Troll

The river troll bites at Desmond,

bite: 1d20 + 10 ⇒ (9) + 10 = 19;dam: 1d6 + 6 ⇒ (3) + 6 = 9

Then claws at Karnog,

claw 1: 1d20 + 10 ⇒ (9) + 10 = 19;dam: 1d6 + 6 ⇒ (2) + 6 = 8

claw 2: 1d20 + 10 ⇒ (3) + 10 = 13;dam: 1d6 + 6 ⇒ (5) + 6 = 11


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|

"You'll have to do better than that to take down a dwarf, water-beast-troll!"

Karnog returns the favor, bashing at him with his hammer.

1d20 + 7 ⇒ (7) + 7 = 14 to hit, 1d8 + 2 ⇒ (5) + 2 = 7 damage


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 think you forgot to position me. I took a 5 foot step north to F20.


Evil GM

I missed the 5 ft step Desmond. In that case the bite would have been on karnog but it would have missed.


Evil GM

Vatilda spends the round assessing the the situation which she believes the party has under control so she conserves her spells.

RD 3:

Initiative order:

Kalim -
Desmond -
Vatilda -
Karnog - Attack missed
Malcolm -
Grimm -
Water Troll 1

RD 3 Map


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

Kalim takes a five foot step towards Grimm and unleashes another scorching ray. rta: 1d20 + 4 ⇒ (9) + 4 = 13fire damage: 4d6 ⇒ (3, 3, 4, 3) = 13


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

"Screw it." Desmond lashes out with both of his swords.

Attacks: 1d20 + 9 ⇒ (19) + 9 = 281d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (3) + 1 = 4
Confirm: 1d20 + 9 ⇒ (11) + 9 = 20
Crit Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Evil GM

Kalim's scorching ray lights up the troll who looks severely injured.


Evil GM

Desmond steps in and and further injuries the foul creature, it's belly clearly bleeding out foul blackness.


Evil GM

Vatilda, Malcolm and Grimm are up. Which ever one reads this first take your action.

The beast is barely hanging on as it snarls a the interuders.


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 2, Power of Faith (Rd 2/10), Aura of Deflection, AC: 24

Malcolm takes a five foot step forward and attempts to finish the beast.

BS Att: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
BS Dam: 1d10 + 5 + 1 ⇒ (10) + 5 + 1 = 16

BS Att2: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
BS Dam2: 1d10 + 5 + 1 ⇒ (10) + 5 + 1 = 16


Evil GM

The troll falls crashing into the boat making the craft creak under his weight.


Evil GM

What are you going to do now that you've killed the river troll and it's sprawled out dead - I assume you'll burn it - near the shoreline.


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

Let's get it out of the boat before disposing of the corpse. We would not want to destroy the boat.


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|

"Very true, Malcolm."

Karnog storeand his hammer and helps drag the corpse onto solid ground.


Evil GM

After about 15 minutes of so of tugging the group manages to get the troll off the barge and far enough away from it to prevent a fire form spreading. Of course, a few of you periodically wallop and whack it with a weapon to prevent it from healing itself.


Evil GM

After you move the troll and burn it where are you going and what next?

You did find an old bone knife, he had a large shark tooth necklace, and pouch with 9 marbles of assorted colors, 27 coppers, 43 silver, 3 gold, 5 platium.


Evil GM

You had initially mentioned leaving the cavern following Kalim's suggestion, so I will presume that you all did that action.

The group carefully marks on their maps this cavern and the hard to see trail leading down the canyon. After spending a two hours sketching the area, resting and taking a meal your get going again. You find numerous rabbit trails and Grimm just can't pick up anything that would suggest a group of creatures passed the area. using your map you do manage to get back to the Coast road where you travel the remaining part of the day. Passing a few travelers heading North, you are able to able to gather a bit more intel about the regions happenings.

First, you learn that the sheriff and his band hideout is about 18 miles to the southwest. The traveler can give you a general idea. "Been robbing us blind fer months, now"

Second, you've heard about that there is a group of orcs and hobgoblins led by a Daarog about a 4 miles to due east from location in hillocks. 'It's a cave near a ruin'd village....me brudder saw it. Theys probably be d'ones who laid the ambush." The man spits, "Purty close about 5 miles t'north of the graveyard."

Ive updated the wilderness map and key to include area 7, Daarog's ruffians.


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 brightens considerably at the news.
If me vote counts fer anythin, I'm fer Goin after the stupid goblins and orcs.
He spits on the ground.

Nothing lower than taking from people who already got nothin, and besides they's goblins and orcs. They need killin.


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 agree with Warrior Grimm. Let us see to these goblins and their ilk, before traveling too much further out of their area."

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