To Rappan Athuk (Inactive)

Game Master brvheart


Roll20 Site Link
Borderland Provinces Map


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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

We go in and inspect it looking for any possible secret entrances to the Mouth. If nothing is found let's continue up the hill and see if we find anything at the top.


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

Almon rummages around in the cottage for anything useful.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Also casts Detect Magic, just in case.


HP 38/38 | AC 21, Touch 11, FF 20 | CMD 17 | Fort +7, Ref +3, Will +3 | Per +0, Darkvision 30' | Init +5

Good Thomas seems to come to himself, a light of awareness flickering into being in his eyes, as if he'd been sleepwalking these past few miles. He stands to one side and waits.


Male Human Rogue6/Clr1 Current Map

You search the cottage and find nothing. Climbing the hill you find an old ruin. Black stone stairs lead down from the ruined tower in a staircase that the characters estimates has taken them about forty feet underground.
Roll20 map is up and kind of necessary at this point.


Male Human Rogue6/Clr1 Current Map

The room at the bottom of the staircase has six doors leading out, each one set into the far end of a ten-foot-by-ten-foot alcove in the wall. There is a faint smell of old rot in the air, like a graveyard, and any torches carried by the characters gutter slightly in the stale air.


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

"Perhaps we should save the torches while we can," says Almon. He makes a few gestures and says, "Ignus Fatuus"

Casts Dancing Lights

Direction, Starting from North: 1d6 ⇒ 6
"I don't know about the rest of you, but I prefer to follow my heart. I say we look start there unless we can find clues or reasons to try a different pathway," says Almon as he points to doorway "E".

He directs the dancing lights to spread out 10 feet form each other spanning from doorway D to F to provide good lighting.


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

After sending over his lights, Almon begins to look for magical clues.

Casts Detect Magic.


Male Human Rogue6/Clr1 Current Map

each has a different arch on it
A In the stone over the top of this alcove, there is a carving of a goat’s face, with curling horns, narrowed eyes and small fangs visible at the corners of its mouth.

B. Eastern Door. There is a skull carved into the stone over the top
of this alcove.

C. Southern Door. There is a pentacle carved in the stone over the top of this alcove.

D There is a carving of a hand over the top of this alcove

E There is a wolf’s head carved into the stone above this alcove

F. Northern Door. Nothing is carved into the stone above this alcove,

You detect magic from F


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

Almon continues to concentrate on door F until he can discern the aura.

Knowledge (Arcana) to identify the school of magic: 1d20 + 11 ⇒ (14) + 11 = 25 One of the traits increased arcana and perception, that is why they are different than before.


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

"There seems to be some sort of illusion around this doorway. Would anyone care to aid me and looking it over for more clues?"


Male Human Rogue6/Clr1 Current Map

You need to roll a spellcraft please.


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

Knowledge Psionics/Arcana: 1d20 + 4 ⇒ (11) + 4 = 15

Sorek although not nearly as proficient as Almon Detects Psionics/Magic and inspects the same arches as Almon


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

unfortunately I've not taken any ranks yet in Spellcraft. Its up to Almon


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

Spellcraft: 1d20 + 11 ⇒ (7) + 11 = 18 Unless you consider the doorway to be a magic item, then it would be another +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

perception: 1d20 + 11 ⇒ (1) + 11 = 12
perception: 1d20 + 11 ⇒ (17) + 11 = 28


Male Human Rogue6/Clr1 Current Map

It seems harmless Almon. Just wants to activate and speak.


Male Human Rogue6/Clr1 Current Map

A magic mouth forms in the stone and speaks: “You stand at the threshold
of the Rappan Athuk, the Dungeon of Graves. Turn back, trespassers, for
you will find nothing but your death in these dark halls.” After delivering
its message, the mouth disappears once again into the stone.


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

"Nope, I don't do clues, I do brews. But that sure sounds ominous. "


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

If the Sorek does not find anything concerning, Almon moves closer to door F to hear what the doorway wishes to say.


Male Human Rogue6/Clr1 Current Map

Sorek finds no traps on the door which also appears to be unlocked.


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

Disregard post above as it was to account for the roll20 message.

"Hmm... I was certain that we intended to first explore the Mouth of Doom. Perhaps did we get are map notations incorrect?"


Male Human Rogue6/Clr1 Current Map

The Mouth of Doom is part of Rappan Athuk Almon. It is just RA lite like!


Male Elf | Wizard (Abjurer) 4 | AC 13 T 13 F 10 | HP 17/17 | F +1 R +4 W +5 (+2 vs enchantment) | Init +7 | Perc +4/+6* Wizard 4

Lol. Well, Never played nor ran RA, so I had no idea. Just was being cautious, because, ya know. Wizard with 15 hp and all.


Male Human Rogue6/Clr1 Current Map

Talk about a glass cannon! Think I would have gone with an 18 INT and some CON!


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

"Here, friend, Koan says as he passes Good Thomas his waterskin. "Have a sip. You nearly lost your head back there. You seem out of sorts. Are you sure you're ready to do this?"


Male Human Rogue6/Clr1 Current Map

Well Sorek and Almon stand in a room with six doors down there while Lars drinks a beer...


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

Do we want to keep the order of march the same now that we are inside, concerned about traps? Koans Perception is +8, +9 with Trapfinding. He does have the trap spotter ability for automatic rolls w/in 10ft.


Sorek's Perception is +11 and he can roll that twice. I read somewhere that rolling twice on a d20 averages out to be +5 over time. Just throwing this out there as an option. Maybe put Sorek and Koan up front for double duty detection? And YAY for us we made it through the door w/o casualties


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

Yeah, Koan will move towards front line to benefit from trap spotter.


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

oh great... lets just put the sneaky lightly armored guys up front while all the guys dressed like tuna cans get to hang out behind us.. lol


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

They don't call me twinkle toes for nothing.


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

I fully support not using my HP for trapfinding.


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

What? Just drink a beer and take a stroll, you'll be fine.


Male Human Rogue6/Clr1 Current Map

So which one of you lightly armored guys is opening the door?


Male Kitsune Executioner Slayer 3 | HP 30/30 | AC 18, Touch 14, FF 14 | CMD 17 | Fort +3, Ref +7, Will +2| Per +8 | Sense +6 | Init +4

Koan will after inspecting the door


Male Human Rogue6/Clr1 Current Map

perception: 1d20 + 8 ⇒ (2) + 8 = 10 Not really necessary with trap spotter though:)


Male Human Rogue6/Clr1 Current Map

You see a corridor going 30' forward that goes into a room, 30'x35' with 2 exits on the left hand wall. The room appears to be empty.


Male Human Rogue6/Clr1 Current Map

The room appears to be empty.


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: 1d20 + 11 ⇒ (1) + 11 = 12
perception: 1d20 + 11 ⇒ (3) + 11 = 14

perception checks for room 30


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: 1d20 + 11 ⇒ (17) + 11 = 28
perception: 1d20 + 11 ⇒ (13) + 11 = 24

perception checks for hallway


Male Human Rogue6/Clr1 Current Map

Moving down the sw corridor you find a Y passage with a door. There is a pair of boots and a metal gauntlet lying in front of the door to this room.


Male Human Rogue6/Clr1 Current Map

The floor directly in front of the door, the door and its handle are sticky - really sticky.


Male Human Rogue6/Clr1 Current Map

After numerous attempts to figure the area out, Sorek uses his 10' folding pole and grabs the boots and gauntlet. He puts them on and opens the door.


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: 1d20 + 11 ⇒ (6) + 11 = 17
perception: 1d20 + 11 ⇒ (8) + 11 = 19

perception checks for room 31


Male Human Rogue6/Clr1 Current Map

If the characters look into the room, they see a treasure chest on the
northern wall across from the door, and a skeleton’s hand lying on the
floor just next to the door, cut off at the wrist


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

Far Hand:

Far Hand
Discipline psychokinesis
Level cryptic 0 (see note), marksman 0, psion/wilder 0

MANIFESTING
Display Visual
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Target A non-magical, unattended object weighing up to 5 lb.
Duration Concentration, up to 1 min.
Saving Throw None; Power Resistance No
Power Points psionic focus or 1

Psionics Expanded Update
This power is one of a few that was originally released in Psionics Unleashed, but has been updated since the release of Psionics Expanded to be a Psionic Talent. This changed a few details of the power, but it is still usable as such. For more information, please refer to Psionic Talents.

DESCRIPTION
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.

Augment You can augment this power in one or both of the following ways. Alternatively, if you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the power cannot be augmented by either of the following options.


Male Human Rogue6/Clr1 Current Map

wanderer check: 1d20 ⇒ 6


Male Human Rogue6/Clr1 Current Map

Treasure is 500 GP 1 sp in chest.


Male Human Rogue6/Clr1 Current Map

XP for sticky trap 115 each


Male Human Rogue6/Clr1 Current Map

Katzor channels again
healing: 1d6 ⇒ 2


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

Katzor? :D

"I say we double back, and keep a stickin' to our left side - that a way we won't get lost" - Aggrammar pipes in, as he peers down the left side of the Y shaped tunnel.

Perception: 1d20 + 3 ⇒ (6) + 3 = 9 < +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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