Rappan Athuk: The Dungeon of Graves (Inactive)

Game Master Alice Margatroid

Don't go down the well! A megadungeon crawl filled with many beasties that are just dying to kill all the PCs. ( Obsidian Portal Page )


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CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"Mithril armor is hard enough to get. A mithril weapon is going to be damn near impossible to get. I had an aunt that always complained about how hard it was to get the dwarves to sell her a few ingots to work, or some ore to smelt."


So what's the plan? Taking the bandit back to town?


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

I guess so, unless someone has a better idea.


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

"I might be able to make some silver bullets though Raseri." says Ninivic with a sly smile. "I think we'd better get the bandit back to town. No need to drag him all over the dungeon."


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"Aye, so do we carry him, drag him, or make him walk?"


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Since we are going back to town, should we try to haul as much loot as possible (armor, weapons) so that we can sell those as well? I am assuming the bandits hands are tied so sounds best to just make him walk along with us.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

I think we should make the brigand carry as much of the loot as possible, and spread the rest amongst us - we have no beasts of burden ;)


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

Encumbrance isn't strictly tracked in this game, so it can just be assumed that we split the loot evenly so that everyone had a comfortable weight to carry. No need to spend any time worrying about it.

"I think he's capable of walking. He doesn't appear to be significantly injured. If he tries to run, Kasuri will stop him. Won't you?"

He gives the white panther a loving pat, to which she purrs loudly in response.

"Let's get back to Zelkor's Ferry."


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

"I'd gag him at least until we're well clear of the entrance, but I don't see any problem with making him walk."


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"Well then. I guess it's settled."

Raseri unbinds the bandit's feet and gags him before pulling him to his feet.

"Flee, and your life is forfeit."


GM:
1d10 ⇒ 6
1d100 ⇒ 38

The bandit doesn't respond, but he doesn't try to fight his sentence. Judging by the mess you made of his companions and the kobolds, he must figure there's no point in fleeing. In the end, it's a rather uneventful trip back to town. Night has well and truly fallen by the time you return, and the hoot of owls and the distant howl of wolves haunts your footsteps when you finally catch sight of the twinkling lights from the hamlet over the hills. It takes you some time to be let into the village, with the single night-shift guard coming down personally to investigate what was going on. Getting the gist of the situation, he suggests you immediately head over to the barracks, and teaches you a pattern of knocks so the guards over there will know to let you in.

A pair of guards takes the captured bandit from you, leading him downstairs to where the holding cells are. Eventually you're given an audience with Captain Skorma, a bronze-skinned Keleshite man wearing a white turban and flowing robes.

"Thank you for getting rid of some of those bandits," he says, his Taldane harshly accented. "Please do try and find their leader. It's not that we're in any danger here - but it affects the already limited trade between here and Egede."

After some conversation, filling in the blanks and handing over the cloaks from the slain bandits, he grants you a small stack of coinage: 7 platinum and 5 cold coins.

You can talk to Skorma about whatever you like while you're here.

Later, you return to Bristleback's Inn and fill in Odo and Amelia about the unfortunate loss of Bryce and Reginald. Odo isn't shocked at all - "Par for the course 'round here I'm 'fraid," he says brusquely in response - although Amelie is somewhat saddened by the news. About an hour or so later she serves the group up an extra large dinner, with lots of steamed veggies and deer meat. You do, however, notice that it's only Amelie and Tallie serving up tonight - the other server, Ysbel, is missing. "She had a thing for Bryce," Tallie mentions in passing to any who ask with a sad smile. "So we let her take the night off. It's only you guys staying here anyway..."

As always, it's a gold piece a night to stay here (food included).


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

"Captain - as far as you know, how many bandits are there? Do you know of any other dangers we might be able to help with? We have heard rumor of a werewolf...."


"Huh? A werewolf?" The captain chuckles. "He's not a werewolf..." He then pauses, realising from the blank looks on your faces that you clearly mean something else. "Oh, er... heheh. Nevermind."

"But, hrm... I think I know what you mean. I've heard from some of the adventurers that come through here about some crazy hermit lady that lives out in the Estrovian Forest. She always has a big pack of something like thirty wolves with her. She's certainly dangerous by the sound of things, and doesn't seem to like company, but she's not a threat provided you leave her alone."

"As for the bandits, eh, it's hard to tell. I think this local group is only small - they seem to leave the bigger caravans alone for the most part. There's plenty of parasites out there in the wilderness, looking to prey on adventurers like yourselves rather than try their luck inside."

"Zelkor's Ferry stays safe for the most part. Between Bristleback and my troops, we tend to be fine enough around town. Patrols from the 'Wound do sometimes come through along the Lake Road and the other trails that dot the area, too. It's mostly just what's beyond civilisation that's the problem!"

"All I can say is to keep yourselves safe out there."


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

"Imagine you're right then, probably just someone to stay away from unless we come upon a reason to go see her. I'd imagine our surviving bandit might know how many of them are left."


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"It looked like they were trying to grow their numbers. We stumbled in on them in the middle of them negotiating with Kobolds. It might be worthwhile to see if we can get their assistance."

She looks at the others and sighs.

"I come from the Land of the Linnorm Kings. Our clan's home is just north of the Grungir Forest. We learned long ago that you take what help you can get. The fey, norns, and druids that call the forest home are not what most would consider allies, but they are sometimes all you have. If we can convince the Kobolds that acting as scouts and lookouts for the town's trade routes can benefit them, they might give us what we need to catch these bandits and prevent future groups from arising."


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

"Raseri - do you propose we try to find this wolf-lady?" Olo pauses for a moment and looks a bit embarassed before he continues,"From my, um, readings, druids are often aligned against malicious creatures and those that disturb nature's laws. If we respect her beliefs she could be an ally and a valuable source of information."


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"Might be more trouble than it's worth. She's not bothering anyone, and she's not likely to be recruited by Tall-Jack and his gang. We know that he's tried to deal with Kobolds, and we've made it clear that we are not to be crossed to those two we released. We might be able to convince them that joining us will be a boon to them and to us. We'd have to work out what is acceptable to the mayor and the people in town and around it before we even pursue that option."


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

"Raseri, I think the kobolds are more trouble than they're worth too. They said their home was 'many, many days' travel away. It was only this small group that had left the main nest that was trying to ally with Tall Jack We killed most of them and sent the last couple home. I'd say its pretty unlikely they ever make it. I wouldn't mind help with the bandits, but I don't think they are the answer. A little more time for us to get used to working together and I bet we'll have little trouble with Tall Jack ourselves."


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"You're right, Ninivic. You're right. Must still be a little addled from that blast."

Raseri runs her fingers through her hair, then looks puzzled for a moment.

"This is still weird."


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

While in town, Molasbar wants to check on the availability of a scroll of Detect Secret Doors, and if it is available the ink necessary to scribe it into his spell book.

"The kobolds may yet prove to be valuable allies. Though it is too early to judge; individually they were cooperative, but hostile when under the command of their firebreathing leader. I think we made a decent inroad by sparing the two and sending them off with some silver, but for now I would suggest we focus on bringing down Tall Jack."


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

"Agreed. How best to prepare for them? Corporal - you are quite skilled with discovering traps, can you also set them?"

Do you guys think we should try to stock up on acid flasks, alchemist's fire, other fun stuff for the battle? Tanglefoot bag maybe?


Asking the captured bandit about the numbers reveals that you've actually seen the vast majority of the group: there was only about 12 members, excluding the kobolds that they had been trying to recruit recently (to little success). He mentions that they sometimes have run-ins with some gnolls who seem to have a den on a lower floor and emerge to poach on people on the surface, but Tall Jack wasn't successful at getting them to work with him.

Availability (26+): 1d100 ⇒ 66

Molasbar speaks with Rasmus Pye about the spell, and the merchant indeed has it available. "Wrote this one myself," he says with a smirk. "Just ask me if you need any more copies." He also has a wide stock of arcane inks and reagents needed for wizarding purposes.

25 gp for the scroll, plus however much for scribing costs. You also determine that Rasmus is a wizard and can scribe scrolls...

Also, after musing for a while, Skorma will allow up to 3 of his 5 guards to go with you by paying 10 gp each plus any necessary outfitting costs (they currently have spears, shortbows, and leather armor). If you make a good Diplomacy check he might raise the number of guards he'll send (his current thought is that he wants some remaining to guard the gates) or reduce the costs. If any of the guards die he'll dock you one bandit's bounty (25 gp) in compensation for the family and for rehiring costs.


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

"Heh, I know what you mean Raseri. I'm forgetting things all the time with my booms going around." When talk turns to setting traps, he chimes in, "Fraid I'm not as good at setting them Olo. Always relied on our sappers a bit more for that, you know, engineers and such. Always willing to give it a try though. Could see if we could rig something outside their door that blows when they show up, then riddle them with arrows and shot."


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

To Rasmus, Molasbar counts out the 35 gp for the scroll and ink and says "Thank you. I am actually a wizard of modest ability myself and, if it is not beyond my ability, I was considering adding it to my own repertoire. But I am certain that I will be needing to revisit you for other needs. I look forward to doing more business with you."

He starts to turn away, but turns back and says "My friends and I stay at the Bristleback when we are in town, which is about half the time. Maybe we can meet there some evenings. As engaging as my friends are, it would be nice to converse from time to time with someone who is more... more of a peer."

When it comes to assailing the bandits, Molasbar can memorize two Color Sprays and then turn to force missiles. If everyone wants to hire a couple of militia men, I am certainly willing to chip in, or take the bandits on our own. Either way is fine.


Rasmus blinks at Molasbar, then smiles knowingly and nods his head. He shakes Molasbar's hand before the half-orc leaves the store "Certainly, friend. It would be my pleasure."

Let me know when you guys figure out what you're up to!


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

For a moment, Olo feels wounded by Molasbar's comment. They are friends, and are they not both practioners of magic - peers? No. He is a true wizard, bringing forth his magic from study of the arcane arts. My magic come from.... Whatever I am, I am not his peer.

I think the plan is to sleep, recover spells and then head back to ambush Jack and the gang? Everyone - let me know your thoughts about whether you think it best for me to prepare all CLW for spells. In that case I might pay the cost of scribing scrolls of ear-piercing scream or ray of enfeeblement (on both of our spell lists) to Molasbar. Otherwise Olo is ready.


The adventurers form a plan; with the aid of some of Captain Skorma's guards, they'll take on the final few bandits sooner rather than later. After resting overnight at Bristleback's Inn, the group is up bright and early to meet with their new employees and outfit them with some better (albeit slightly damaged by jaguar claws) armor and bows. The three guards introduce themselves as Valeria, Belther and Lyte, and over the course of the journey to the Mouth of Doom you learn a little about them. Turns out the guards of Zelkor's Ferry are all ex-adventurers, bandits, and mercenaries put on by Odo Bristleback to guard the town, and they are all fiercely loyal to him for one reason or another--for some, it's being given a reason to live after losing your companions in the dungeon or wilds or being caught by the law; for others, it's simply because he apparently pays well, treats them good, and the town itself is one of the least dangerous places around thanks to Odo's presence.

The group carefully makes their way down the winding corridor leading to the one known entrance of the bandits' den. The door is locked again, but Ninivic is able to make quick and quiet work of it. Listening at the door, it seems that the bandits are rowdily yet nervously discussing with one another, with their leader trying to get some order out of them to little avail.

"Considering you sent Sarsha out to deal with them kobolds yesterday and they ain't back yet, I reckon it's a fair chance they ran into some trouble..."

"Should we be ready to defend?"

"Why are we bothering staying around here?"

"No, we've got too much invested in this place..."

"Durrok no think good to leave."

Nodding to one another, you fling open the door and charge inside, weapons ready for battle! The brigands spin around in surprise, cursing and reaching for their weapons - but you're too fast for them!

Round 1 wrote:

Initiative: Olofire | Molasbar | Zeltor | Zahar & Kasuri | Raseri | Ninivic | Guards | Bandits

Room is well-lit in terms of lighting.

Current Map

OOC
I'm going to move right into this scene to save time. If there's anything else you want to do in the interim, feel free.

GM:

Olo Init: 1d20 + 1 ⇒ (18) + 1 = 19
Mol Init: 1d20 + 2 ⇒ (16) + 2 = 18
Nini Init: 1d20 + 6 ⇒ (1) + 6 = 7
Ras Init: 1d20 + 2 ⇒ (12) + 2 = 14
Zahar Init: 1d20 + 4 ⇒ (10) + 4 = 14
Zel Init: 1d20 + 4 ⇒ (11) + 4 = 15
Guards Init: 1d20 + 4 ⇒ (1) + 4 = 5
Bandits Init: 1d20 + 2 ⇒ (2) + 2 = 4


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"Oh, please do stay. We have a few things we'd like to discuss."

Raseri's sword is out, and her teeth a bared in a smile that holds no hint of friendliness. She moves in closer, daring the bandits to come test their mettle.

Raseri moves to J-6
Okay, here's my thought, Raseri and Kasuri will work them in close with Zahar, Olo, and Molsabar providing support while Ninivic and the guards hammer away from the rear. Melee concentrates on one target while range does another. Tall Jack has highest priority. The more damage we do before he gets to us the better. Any thoughts? Does this sound like a good strategy?


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Knowing we were going into battle with the bandits, Molasbar would have cast Mage Armor ahead of time. I just realized I couldn't replace Burning Hands with Color Spray because it is a school bonus spell slot.

Molasbar takes advantage of their element of surprise and bolts forward next to Raseri, bringing the bandit leader within range of his reliable force bolts. He lets the first one go at Tall Jack, ensuring he won't escape the fight unscathed.

Move to I5 and launch a Force Missile at Tall Jack, damage 1d4 + 1 ⇒ (1) + 1 = 2.

Molasbar has his axe in hand, so he can help prevent flanking near the melee fighters. I'll hold off on Color Spray until we have a good grouping, hopefully within a round or so.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

No role for Zeltor heh Raseri... He'll find his spot ;)

Which of the icons is Tall Jack by the way? The one in D8?


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Zeltor takes a single step to the side (L10) and fires at the brigand in sight.

Shooting at H10

Flurry of Arrows 1: 1d20 + 1 ⇒ (18) + 1 = 19Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Flurry of Arrows 2: 1d20 + 1 ⇒ (13) + 1 = 14Damage: 1d8 + 1 ⇒ (1) + 1 = 2


Correct.

FYI Zeltor, you do have some cover from where you are (those are tents), a 5-ft. step to L-10 allows you to ignore that on attacking H-10 though.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Too much cover from me :/


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Olo would have cast resistance on himself as well as Raseri (their leader, in his mind) before the battle - so that is +1 on all saves. Also, if I remember they had a spellcaster with them previously? My goal is to Misfortune Hex either that spellcaster of Tall Jack as soon as possible. If I can move (but still stay behind some of the other party members) and Hex one of them this round that is what I will do. Otherwise, I will move and Hex someone within reach. Sorry for the poor description Alice, just not sure exactly who is who regarding our enemies. I think you get the gist of what Olo will be doing this round.


You don't recall seeing a spellcaster... but yeah, I'll figure something out.


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

Round 1

As soon as Zeltor's arrows are away, Ninivic takes a quick step in front of him and fires at the foremost bandit. Assuming H10 is still up, 5-foot to K10 and fire away.
Ranged Touch 1d20 + 6 ⇒ (1) + 6 = 7
Damage 1d6 ⇒ 4
Hey, it can get even worse, there's a misfire!


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

...


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

And this is why gamers are a superstitious bunch. There may be a uniform distribution across all rolls, but that doesn't mean your rolls mirror that.
Seriously, I'm wondering what sick demon of chance decided to mess with your dice.


GM:

Bandit Will vs. DC 14: 1d20 - 1 ⇒ (10) - 1 = 9

Kasuri Bite: 1d20 + 4 ⇒ (15) + 4 = 19
Bite Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Lyte Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 ⇒ 8
Valeria Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Belthier Attack: 1d20 + 4 ⇒ (9) + 4 = 13

Orc (Red) Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Orc (Orange) Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Orc (Green) Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Orc (Blue) Orange: 1d20 + 5 ⇒ (4) + 5 = 9
Bandit (Yellow) Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Bandit (Yellow) Reroll: 1d20 + 3 ⇒ (5) + 3 = 8

Bandit (Pink) Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Bandit (Cyan) Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Bow Damage: 1d8 + 1 ⇒ (2) + 1 = 3
1d3 ⇒ 1
Bandit (Purple) Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Jack Attack: 1d20 + 4 ⇒ (10) + 4 = 14

Round 2 wrote:

Initiative: Olofire | Molasbar | Zeltor | Zahar & Kasuri | Raseri | Ninivic | Guards | Bandits

Current Map

Status
Bandit (Yellow) - Misfortune (1 round).

Orc (Red) - 8 damage.
Orc (Orange) - 16 damage.

Tall Jack - 2 damage.

Valeria - 3 damage.

Olo moves forward, whispers of nightmares dancing at his fingertips. He wishes to send the imp of misfortune upon Tall Jack, but to do so would put himself in danger; so instead he stands back and sics it upon a nearby human, who gasps in shock as something impregnates itself into his mind. Molasbar moves up beside his friend, axe in hand as he fires a force missile over the heads of most of the back like a weak punch into Jack's shoulder.

Zeltor sidesteps the tent and fires a pair of arrows at an orcish warrior; both penetrate its scrappy hide armor one after the other. The orc turns a pale green like stale vomit, but roars loudly and continues to fight on. Zahar gently lays his hands upon his companion, and Kasuri's fangs grow long and large (casting magic fang). The jaguar snarls as she pounces forward to sink her newly-enlarged teeth into the nearest orc and tears a chunk out of his side, but the pain doesn't seem to stop him just yet. Raseri moves forward, taunting the bandits to come after her.

Ninivic raises his pistol to fire, and is incredibly unhappy to hear the unmistakable click of his weapon locking up. Two of your hired guards try to fire at the bandits from afar with their much less advanced weaponry; one arrow flies completely wide and another gets caught in the tent, but Lyte manages to sink an arrow into the orc that Kasuri bit. The orc is looking incredibly worse for the wear but still manages to keep himself standing through sheer force of will alone.

The bandits draw their weapons and approach! The one with two of Zeltor's arrows sticking out of him tries to counter-attack, but the nimble tiefling deftly avoids the orc's falchion. The half-dead orc tries to slice off Kasuri's head; thankfully for her, her master has outfitted her with incredibly protective chain armor that deflects the blow entirely. Two other orcs and a human bandit move in to engage the party with their own blades, but none of them can land an attack to save their lives. A few bandits pepper the back line with arrows, although only one goes anywhere near to hurting anyone--Valeria has to drop to the floor quite quickly to avoid being shot through the head. Jack also draws a shortbow, although his attack is aimed at Raseri; the arrow zooms way above her head, and he scowls profusely.


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

Round 2

Ninivic takes a quick step back and clears his misfire. He takes aim again at the orc now trying to get to him and Zeltor and fires his pistol.
Ranged Touch 1d20 + 6 ⇒ (15) + 6 = 21
Damage 1d6 ⇒ 4


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Actually I believe Ninivic was in front of Zeltor, in K10, but since the orc has missed anyway, no harm no foul :D

After avoiding the brigand attack, Zeltor takes a step back (M9) and unleashes two more arrows at the orc (K10).

Flurry of Arrows 1: 1d20 + 1 ⇒ (9) + 1 = 10Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Flurry of Arrows 2: 1d20 + 1 ⇒ (19) + 1 = 20Damage: 1d8 + 1 ⇒ (6) + 1 = 7

As he fires, he whispers to the companion at his side - "Lets try to finish him quickly friend Ninivic, we need to clear a path to their leader"

Targetting priority in case K10 is dead when Zeltors' action comes up will change to: Not moving, and firing at G10.


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"Is poor Jack scared? Is he frightened that we go the drop on him?"

Raseri taunts Tall Jack, trying to wound his pride as she sword sweeping down and across, trying to sever the bandit's head from his shoulders.

Attack Greatsword v. Blue Bandit: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10

The smile on her face is like that of a wolf, and her eyes are as cold as the frozen north she is from.

[ooc]If that downs him, she 5-foots into I-6[/dice]


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

You're correct Zeltor and that may mean Ninivic takes an AoO from the orc since he can't step away and get space.


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

Zahar brings his wooden club down hard towards the head of the orc Raseri has just wounded (if it's dead, I'll use that attack/damage roll for his next one and he'll just defend this round instead). Kasuri's assault on the orcs in front of her continues!

*

Zahar wrote:

Zahar

Club (Blue Orc): 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Kasuri wrote:

Kasuri

Bite (Green Orc): 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Claw #1: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Claw #2: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Madness begins to creep into Olo's actions as he feels his curse take effect. He softly giggles to himself, unheard by any except for those closest to him. He looks through those in front of him at the human shooting arrows at his companions. For a moment their eyes lock and the human feels a pressure as if Olo's eyes were trying to force themselves into his own.

Cackle to continue misfortune hex. Standard action to cast Misfortune Hex (DC Will 14) on E6. Damn you, Tall Jack, come into range!


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Cast Defensively DC 171d20 + 4 + 4 + 2 + 1 ⇒ (7) + 4 + 4 + 2 + 1 = 18.

Molasbar casts color spray, targeting the bandits in H6, H7 and H8. The rest of the spray falls ineffectively in F6, G6 and G7.

DC 16 will save for effects here.


Round 3 wrote:

Initiative: Olofire | Molasbar | Zeltor | Zahar & Kasuri | Raseri | Ninivic | Guards | Bandits

Current Map - Obsidian Portal is currently down for me so I uploaded the combat map here temporarily.

Status
Bandit (Yellow) - Misfortune (1 round); unconscious, blinded, stunned (5 rounds); blinded, stunned (4 rounds); stunned (1 round).
Bandit (Pink) - 5 damage; misfortune (1 round).
Bandit (Cyan) - 3 damage.

Orc (Red) - DEAD!
Orc (Orange) - 17 damage; unconscious, blinded, stunned (5 rounds); blinded, stunned (4 rounds); stunned (1 round).
Orc (Green) - Unconscious, blinded, stunned (5 rounds); blinded, stunned (4 rounds); stunned (1 round).
Orc (Blue) - DEAD!

Tall Jack - 2 damage.

Raseri - 4 strain.
Kasuri - 2 strain.
Valeria - 3 strain.

OOC
Hurried post while I take a break from studying. Not much flavour text this round. Just wanted to not hold things up for too long.

Zahar, I changed Kasuri to attacking the blue orc, since Molasbar downed her previous target (and this allows the blue orc to die).

p.s. my bad on the positioning for Ninivic and Zeltor, I'll ret-con it so that Ninivic can step back to L-9 and repair without AoO, and the orc will move forward on his turn.

GM:

Pink Will: 1d20 - 1 ⇒ (1) - 1 = 0

Yellow Will: 1d20 - 1 ⇒ (12) - 1 = 11
Yellow Reroll: 1d20 - 1 ⇒ (10) - 1 = 9
Green Will: 1d20 - 1 ⇒ (9) - 1 = 8
Orange Will: 1d20 - 1 ⇒ (7) - 1 = 6
2d4 ⇒ (2, 3) = 5 1d4 ⇒ 4

Lyte Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Valeria Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Belther Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Belther Confirm: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Pink Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Cyan Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Purple Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Jack Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 ⇒ 4

A second bandit falls prey to Olo's misfortune hex, and Molasbar casts a very effective colour spray that knocks down three of the bandits in an instant. One of the orcs (orange) seems to be bleeding out from his numerous injuries now that he is downed. Zeltor fires another couple of arrows into the angry orc in his face, but nothing seems to stop its fury, although blood drips profusely from its many puncture wounds. Ninivic finally finishes the raging brute off with a bullet through the brain. Zahar, Kasuri, and Raseri make short orcer of the orc (blue) in front of them, with Raseri finishing it off before it can even ferociously continue on. Your hired muscle moves forward and fires another volley of arrows, straining two of the bandits as they weave and dodge to avoid being pierced through the heart (pink and cyan).

The bandits fire a wave of arrows at the front line of the adventurers; Kasuri snarls as one scrapes by her front leg (2 strain) while Raseri's armor catches the projectile shot by Jack himself (4 strain). The half-orc snaps an order to his underlings - "Get your swords out, lads! This is gonna get bloody!" - and they all throw their bows to the ground and converge around Tall Jack. The humans draw shortswords, while Jack has a keenly twisted falchion at his disposal.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Why is our hired archer so far ahead? :D


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

My goal is to move within distance of Tall Jack so that I can Misfortune Hex him next round. I think if I move to where Kasuri currently is (I7) I will be in reach. Therefore I would like to delay to go after the guards but before the bandits. Alice, I trust you to move me forward to a spot that makes sense. This round will be move forward and another move action to Cackle to continue Misfortune Hex.

Olofire's eyes nearly blaze with excitement in the chaos of the battle. He sees his companions effectively taking down the bandits they previously ran from. As they continue to move forward, he follows behind. Screaming out "hoots" he literally rolls on the ground to move forward and pops back up to his feet with uncharacteristic agility. Surely the madness gives him this otherwise inhuman strength.


Because he needed to get around the cover.

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