To Rappan Athuk (Inactive)

Game Master brvheart


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M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Hopefully Brvheart's OK


Male Human Rogue6/Clr1 Current Map

Sorry birthday, under the weather a little and distracted by the conventions. I am here.


Male Human Rogue6/Clr1 Current Map
Grelldar of Oenopion wrote:

Questions:

1) Is the corridor behind the secret door a) partially flooded as well, b) starts to flood when Sorek opens the door, c) elevated so it won't flood, or d) something else (please specify).
2) the hole in the wall of the corridor that I have tried to draw a pink circle around. Is that just a niche in the wall or another tunnel (if a tunnel, how big)?
3) I notice we are running back into a tunnel we already crawled through - is there an identifiable change in elevation (up or down slope)... so this corridor could pass that tunnel without intersecting it?

The area beyond the secret door is not flooded and is easily traversed, 5' wide. The corridor beyond the circle leads back to the previous room.

Sorek will find a room beyond where he is.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Glad to see you're alive Brvheart.
Given the corridor is a 5' wide, I assume we are taking up the marching order

"Ya found something interesting Sorek? Speak up..."


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

now that we're back online....Anyone know if Bastion has rejoined us or is he gone for good?

Sorek leads the group to the next room...If nothing found in this room will proceed to the door to the south

perception for first door we come across: 1d20 + 15 ⇒ (20) + 15 = 35
perception for first door we come across: 1d20 + 15 ⇒ (4) + 15 = 19
Detect for Magic and Evil, TRAPSPOTTING

after examining the door, Sorek will notify the group if any strong Evil or Magic is detected so we can properly prepare, Otherwise he will open the door and proceed down the hallway/cavern/etc til the next door/obstacle/creature is encountered

and if traps/locks detected (for multiple attempts if necessary)

disable device: 1d20 + 24 ⇒ (12) + 24 = 36
disable device: 1d20 + 24 ⇒ (6) + 24 = 30
disable device: 1d20 + 24 ⇒ (19) + 24 = 43
disable device: 1d20 + 24 ⇒ (2) + 24 = 26
disable device: 1d20 + 24 ⇒ (3) + 24 = 27


Male Human Rogue6/Clr1 Current Map

The door is locked, you detect no traps.


Dwarf ftr 8th NG hp 100/100 Init +2; AC 26, touch 12, flat-footed 24, Fort +11, Ref +5, Will +5 (+2 vs. fear); +2 vs. poison, spells, like abilities, Spd 20 ft. Darkvision 60 ft.; Perception +1 (+3 stonework), SM +10

”Sorek gets real intense on these search phases, don’t worry though, when we find sumthin you’ll know it. Nothing subtitle down here.”


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

after examining the door, Sorek will notify the group if any strong Evil or Magic is detected so we can properly prepare, Otherwise he will open the door and proceed down the hallway/cavern/etc til the next door/obstacle/creature is encountered

and if traps/locks detected (for multiple attempts if necessary)

disable device: 1d20 + 24 ⇒ (16) + 24 = 40
disable device: 1d20 + 24 ⇒ (11) + 24 = 35
disable device: 1d20 + 24 ⇒ (13) + 24 = 37
disable device: 1d20 + 24 ⇒ (19) + 24 = 43
disable device: 1d20 + 24 ⇒ (12) + 24 = 36


Male Human Rogue6/Clr1 Current Map

Sorek unlocks and opens the door. He does not detect evil until he is about halfway down the next passage. What is everyone else doing?


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Assuming that's another small (crawling) passsageway, going from room 2 to room 8

Seeing the cramped tunnel that Sorek is leading the party into, Grelldar steps aside; he will need to take up the tail end charlie position again. As he waits for the others to enter the cramped passage, he amuses himself looking around, seeing if Sorek's sharp eyes have missed anything of interest

Perception, search room 2: 1d20 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26
+11 skill +2 alertness +2 for hidden objects


Dwarf ftr 8th NG hp 100/100 Init +2; AC 26, touch 12, flat-footed 24, Fort +11, Ref +5, Will +5 (+2 vs. fear); +2 vs. poison, spells, like abilities, Spd 20 ft. Darkvision 60 ft.; Perception +1 (+3 stonework), SM +10

The compact dwarf cheerfully follows Sorek down the passage.

Narrater Voice: “TO HIS DOOM!”

Me :”Wait! What was that you said?”

Narrater Voice: “What? I didn’t say anything?”

”No! No you definitely said something like, doom or something?”

Narrater Voice: “I think you misheard me, I said you following him, INTO THE ROOM!”

Me: “Uh, okay, sounds legit. I follow Sorek to the next room then I guess.”


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Lars simply follows, slowly sipping his fairly cheap wine.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek signals to the group evil up ahead

and waits for them to signal their readiness before proceeding into the next room


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Lars nods and puts the wineskin away.


Male Human Rogue6/Clr1 Current Map

The corridor is 5' wide and 7' high.

The room contains six beds, evenly spaced apart, and six wooden chests, one situated at the foot of each bed. The beds and chests are of simple yet practical construction.
I numbered the chests


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

perception chest #1: 1d20 + 15 ⇒ (11) + 15 = 26
perception chest #1: 1d20 + 15 ⇒ (2) + 15 = 17

disable device: 1d20 + 24 ⇒ (6) + 24 = 30
disable device: 1d20 + 24 ⇒ (2) + 24 = 26
disable device: 1d20 + 24 ⇒ (15) + 24 = 39
disable device: 1d20 + 24 ⇒ (5) + 24 = 29
disable device: 1d20 + 24 ⇒ (10) + 24 = 34

perception chest #2: 1d20 + 15 ⇒ (10) + 15 = 25
perception chest #2: 1d20 + 15 ⇒ (19) + 15 = 34

disable device: 1d20 + 24 ⇒ (4) + 24 = 28
disable device: 1d20 + 24 ⇒ (3) + 24 = 27
disable device: 1d20 + 24 ⇒ (9) + 24 = 33
disable device: 1d20 + 24 ⇒ (8) + 24 = 32
disable device: 1d20 + 24 ⇒ (20) + 24 = 44

perception chest #3: 1d20 + 15 ⇒ (11) + 15 = 26
perception chest #3: 1d20 + 15 ⇒ (6) + 15 = 21

disable device: 1d20 + 24 ⇒ (3) + 24 = 27
disable device: 1d20 + 24 ⇒ (6) + 24 = 30
disable device: 1d20 + 24 ⇒ (7) + 24 = 31
disable device: 1d20 + 24 ⇒ (4) + 24 = 28
disable device: 1d20 + 24 ⇒ (18) + 24 = 42

perception chest #4: 1d20 + 15 ⇒ (16) + 15 = 31
perception chest #4: 1d20 + 15 ⇒ (9) + 15 = 24

disable device: 1d20 + 24 ⇒ (2) + 24 = 26
disable device: 1d20 + 24 ⇒ (10) + 24 = 34
disable device: 1d20 + 24 ⇒ (13) + 24 = 37
disable device: 1d20 + 24 ⇒ (1) + 24 = 25
disable device: 1d20 + 24 ⇒ (18) + 24 = 42

perception chest #5: 1d20 + 15 ⇒ (11) + 15 = 26
perception chest #5: 1d20 + 15 ⇒ (16) + 15 = 31

disable device: 1d20 + 24 ⇒ (1) + 24 = 25
disable device: 1d20 + 24 ⇒ (5) + 24 = 29
disable device: 1d20 + 24 ⇒ (19) + 24 = 43
disable device: 1d20 + 24 ⇒ (17) + 24 = 41
disable device: 1d20 + 24 ⇒ (17) + 24 = 41

perception chest #6: 1d20 + 15 ⇒ (1) + 15 = 16
perception chest #6: 1d20 + 15 ⇒ (1) + 15 = 16

disable device: 1d20 + 24 ⇒ (12) + 24 = 36
disable device: 1d20 + 24 ⇒ (8) + 24 = 32
disable device: 1d20 + 24 ⇒ (20) + 24 = 44
disable device: 1d20 + 24 ⇒ (14) + 24 = 38
disable device: 1d20 + 24 ⇒ (19) + 24 = 43


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Before Sorek starts examining and opening all the chests, Grelldar intercedes "Sorek, stop. We can worry about the chests after the evil you detected. Instead, use your detection ability and triangulation to find the evil. If my geometry is right, it's on that side of the room", and points ( to the "east" side of the room, chests 1, 2, and 3, and probably either chest 1 or 2 )


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek follows Grelldars suggestion and ignores the chests in favor of locating the evil auras


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Fantora slides into the northwest corner of the room and readies her bow, looking for evil to shoot at.


Male Human Rogue6/Clr1 Current Map

Sorek detects evil beyond the door he is standing in front of.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

perception for first door we come across: 1d20 + 15 ⇒ (6) + 15 = 21
perception for first door we come across: 1d20 + 15 ⇒ (12) + 15 = 27
Detect for Magic and Evil, TRAPSPOTTING

and if traps/locks detected (for multiple attempts if necessary)

disable device: 1d20 + 24 ⇒ (6) + 24 = 30
disable device: 1d20 + 24 ⇒ (9) + 24 = 33
disable device: 1d20 + 24 ⇒ (11) + 24 = 35
disable device: 1d20 + 24 ⇒ (19) + 24 = 43
disable device: 1d20 + 24 ⇒ (15) + 24 = 39


HP 49 (57) [49 (67)] | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

"You say there is evil behind that door, Sorek? We are here to slay it, let us take formation and do so!"

When Sorek finishes unlocking the door, but before he opens it, Bastion will cast Divine Favor on himself...


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

"Yep, time to rumble"
Grelldar will swig his mutagen when Bastion casts divine favor on himself.
That's a +4 to Dex, +2 NA, -2 Wis


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Anything significant about this door? Sorry for the metagaming...but "Yeah, you probably do not want to go beyond the door without a cleric." gets my spidey sense tingling. Boss battles like Saracek gave some clues on their doors as to the severe danger within.

If this door has anything like that Sorek will advise the group before examining it


Male Human Rogue6/Clr1 Current Map

Hmmm, my last post did not stay for some reason. Sorek detects magic from the door, but he does not detect any traps. Beyond that there is nothing noticeable about the door beyond the level of evil beyond.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek will study the evil for 3 rounds, advise the group of what he finds

detect evil:
1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

After that he'll inspect the magic door for traps and try to disable them

perception: 1d20 + 15 ⇒ (10) + 15 = 25
perception: 1d20 + 15 ⇒ (6) + 15 = 21
Detect for Magic and Evil, TRAPSPOTTING

and if traps/locks detected (for multiple attempts if necessary)

disable device: 1d20 + 24 ⇒ (3) + 24 = 27
disable device: 1d20 + 24 ⇒ (16) + 24 = 40
disable device: 1d20 + 24 ⇒ (6) + 24 = 30
disable device: 1d20 + 24 ⇒ (19) + 24 = 43
disable device: 1d20 + 24 ⇒ (7) + 24 = 31

Before opening the door and leading the group in Sorek will buff himself

+1 insight ac and saves for 2 minutes, Precognition Defensive:
Precognition, Defensive
Discipline clairsentience
Level cryptic 1, dread 1, gifted blade 1, marksman 1, psion/wilder 1, psychic warrior 1, sighted seeker 1, tactician 1

MANIFESTING
Display Material and visual
Manifesting Time 1 standard action; see text

EFFECT
Range Personal
Target You
Duration 1 min./level (D)
Power Points 1

DESCRIPTION
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.

buffed ac 27, 22, 23ff


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Since the door is magical with evil behind it... Sorek will assume its trapped EVEN if he doesn't find any

If he doesn't find any traps he'll ask the rest of the group to inspect it in case he missed something


Dwarf ftr 8th NG hp 100/100 Init +2; AC 26, touch 12, flat-footed 24, Fort +11, Ref +5, Will +5 (+2 vs. fear); +2 vs. poison, spells, like abilities, Spd 20 ft. Darkvision 60 ft.; Perception +1 (+3 stonework), SM +10

Baltor eats some pretzels.

”Quick snack before the fight.”


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

perception: 1d20 + 14 ⇒ (19) + 14 = 33 "Sure, I'll take a look. No trap expert though."


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Grelldar will kibitz looking over Lars's shoulder, pointing things out with his longspear.

Perception, Aid Another: 1d20 + 7 + 1 + 3 + 2 + 2 ⇒ (13) + 7 + 1 + 3 + 2 + 2 = 28
7 ranks + 1 wis +3 trained +2 Alertness (tumor familiar) +2 racial (scavenger)


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

if Lars 38 detects a trap Sorek will try to disable it after its pointed out to him. If a 38 doesn't detect it as trapped we're all gonna die. Regardless Sorek will try to disable any trap and then open the door for the group

traps/locks detected (for multiple attempts if necessary)

disable device: 1d20 + 24 ⇒ (4) + 24 = 28
disable device: 1d20 + 24 ⇒ (4) + 24 = 28
disable device: 1d20 + 24 ⇒ (16) + 24 = 40
disable device: 1d20 + 24 ⇒ (6) + 24 = 30
disable device: 1d20 + 24 ⇒ (5) + 24 = 29

let's get this thing started


Male Human Rogue6/Clr1 Current Map
Lars the Crusader wrote:
[dice=perception]1d20+14 "Sure, I'll take a look. No trap expert though."

The 33 finds a magical trap. As he is a clerical type I will allow him to find it.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Ok was Sorek able to disable the trap after Lars pointed it out to him

If so we open the door


Male Human Rogue6/Clr1 Current Map

The doors lead to a hallway and double doors.

This area is a set of huge double doors, carved from deep-black stone.
The doors’ bas-relief carvings indicate that some great evil lies beyond. Lifelike details in the skulls, screaming faces, unholy symbols and demons are carved into the doors.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Adjusted Map position for BadBastion and Grelldar, to the formation standard...
Waiting on Sorek to scout our way forward.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Ugly Evil door be ready!

perception for first door: 1d20 + 15 ⇒ (15) + 15 = 30
perception for first door : 1d20 + 15 ⇒ (14) + 15 = 29
Detect for Magic and Evil, TRAPSPOTTING

and if traps/locks detected (for multiple attempts if necessary)

disable device: 1d20 + 24 ⇒ (16) + 24 = 40
disable device: 1d20 + 24 ⇒ (10) + 24 = 34
disable device: 1d20 + 24 ⇒ (13) + 24 = 37
disable device: 1d20 + 24 ⇒ (8) + 24 = 32
disable device: 1d20 + 24 ⇒ (18) + 24 = 42


Male Human Rogue6/Clr1 Current Map

You find a stone portcullis trap and disable it. The level of evil is very high beyond the door and multiple.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

After Sorek says he has detected multiple sources of evil beyond the door (and as he is working on the traps/locks), Grelldar pulls another vial (False Life Extract) and takes a hit.

Temp HP: 1d10 + 7 ⇒ (6) + 7 = 13

He then break out a pot of Holy Weapon Balm and pre-treats his 9 bombs (for the day), and smears the last of it on the tip of whatever arrow Fantora has loaded...


HP 49 (57) [49 (67)] | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Vanitthu, o steadfast guard, protect us as we cleanse evil!", Bastion calls upon his lord and master for aid as he waits for Sorek to open the door...

Readies a Prayer spell, to be cast in response to Sorek opening the door.


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Fantora nods to Grelldar as he treats her nocked arrow. "I'm ready to go, but as this is our first fight down in the depths, remember that my eyes are just human. If it's dark in there and there's anything someone else can see that needs shooting, getting light to it will help make that happen."


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek stops before opening the doors looking at the casters We do have spells to counter magical darkness right????? That's given us a lot of trouble in the past


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Lars will activate holy strike on his rapier.


Male Elf Evoker 8; HP 37/52 AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/7 1st, 4/6 2nd, 2/4 3rd, 3/3 4th Wands: G 46/50 PvE 46/50 EP 47/50

Lomyldyr shrugs his shoulders at Sorek. "Yes, I can cast a light spell."


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Once everyone indicates they're ready Sorek will open the door.

current buffs= +1 insight to ac and saves, ac27


Male Human Rogue6/Clr1 Current Map

The doors open to a room filled with priests in black robes. The room itself, shaped like a six-pointed star, features a fiery pit of smoky lava at its center. Over this pit, a series of four staircases ascend
to a central platform, 30 ft. above the lava.

Everyone roll init.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Init: 1d20 + 5 ⇒ (2) + 5 = 7


HP 49 (57) [49 (67)] | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Init: 1d20 + 2 ⇒ (17) + 2 = 19


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

An idea. Close & hold the door, let them cluster outside it, then let them open it, to a fireball from Lom on the concentration?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

init: 1d20 + 9 ⇒ (12) + 9 = 21

I'm ok with doing that if you want...But something to think about is they have casters in there and any time we give them could be used to buff themselves (if they aren't already) or Summon reinforcements.
There's enough of them that I don't think it'll be hard for Lom to pick out a juicy target for his fireballs.


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Initiative: 1d20 + 8 ⇒ (14) + 8 = 22

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