To Rappan Athuk

Game Master brvheart


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Borderland Provinces Map


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Male Human Rogue6/Clr1 Current Map

DC 30 sorry


Male Human Rogue6/Clr1 Current Map

The map for level three is ready for the party when you are all ready for it.

Grand Lodge

Resources:
Channels left 8/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 4/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29 This is going to take a while.


Male Human Rogue6/Clr1 Current Map

close enough coming from the cleric

+2 holy blinding heavy steel shield (enchanted as both a weapon and shield)


Male Human Rogue6/Clr1 Current Map

The tunnel opens into a huge cavern, with dozens of rat tunnels along the walls and ceiling. The roof of the cave is too high to see, and bats swarm about in torchlight. The way is rocky, and the PCs hear running water in the cave, somewhere out in the distance. In glowing green letters above the tunnel exit is inscribed, “Beware of Purple Worms! Spiegel the Arch Mage.”


Male Human Rogue6/Clr1 Current Map

This cavern is filled with stalactites and stalagmites, but surprisingly no piercers. The stream goes 100 yards before splitting into a right and left passage.


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,
brvheart wrote:

close enough coming from the cleric

+2 holy blinding heavy steel shield (enchanted as both a weapon and shield)

That's a NICE shield


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

Anyone know anything about purple worms? Lom?....Other than try to avoid them?


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,
brvheart wrote:
This cavern is filled with stalactites and stalagmites, but surprisingly no piercers. The stream goes 100 yards before splitting into a right and left passage.

Let's do a right-handed search pattern hugging the cavern walls and avoiding open area

icon moved on map


Male Elf Evoker 7; HP 32/49 (-3 str, -2 con) AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/6 1st, 5/5 2nd, 0/3 3rd Wands: G 46/50 PvE 46/50

Lomyldyr recalls any knowledge he has on purple worms.

Knowledge Dungeoneering: 1d20 + 10 ⇒ (5) + 10 = 15


Male Human Rogue6/Clr1 Current Map

It is knowledge Arcana


Male Human Rogue6/Clr1 Current Map

?


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

Sorek examines the stream in front of him trying to decide if we can cross it safely or whether it needs to be jumped or swam over/through and then roped for the rest of the party to cross???????

He does this while waiting for Lom to advise him how best to avoid becoming purple worm food


Male Human Rogue6/Clr1 Current Map

The river is deep and fast moving, DC20 swim. Here the narrowest spot is 10' wide. DC 10 running jump.


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15 Sorek takes a running jump and leaps over the water

He then throws a rope over and instructs whoever is next to tie the rope to their waist so if they don't make the jump he can pull them to shore


Male Human Rogue6/Clr1 Current Map

Marthek follows forgoing the rope
acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20


Male Elf Evoker 7; HP 32/49 (-3 str, -2 con) AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/6 1st, 5/5 2nd, 0/3 3rd Wands: G 46/50 PvE 46/50

Lomyldyr rubs his chin as he thinks deep thoughts about purple worms.

Knowledge, Arcana: 1d20 + 14 ⇒ (20) + 14 = 34


Male Human Rogue6/Clr1 Current Map

See the discussion. I posted the info there on the worms


Male Human Rogue6/Clr1 Current Map

Lom, Lars and Father Stom, are you going to make the jump over the river with the rope?

Grand Lodge

Resources:
Channels left 8/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 4/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"Hold the rope really steady, I'm not really good at this. I feel like I'm going to fall any second. If I can just get my footing right..."

Acrobatics: 1d20 + 0 ⇒ (15) + 0 = 15

"... whew, I think I made it okay, but that was a bit scary. The water is moving pretty fast and I probably would have drown if I fell in there."


Male Elf Evoker 7; HP 32/49 (-3 str, -2 con) AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/6 1st, 5/5 2nd, 0/3 3rd Wands: G 46/50 PvE 46/50

Lomyldyr keeps a tight grip on the rope as he crosses.

Acrobatics: 1d20 + 0 ⇒ (8) + 0 = 8


Male Human Rogue6/Clr1 Current Map

Lars?


Male Human Rogue6/Clr1 Current Map

Ok, I am going to bot Lars as he has not posted for over three weeks.

acrobatics: 1d20 - 5 ⇒ (18) - 5 = 13


HP 43/43 AC 26, T 12, FF 24, CMD 20, Fort +7, Ref +4, Will +8, Init +2, Percep +13

Sorry, didn't realize I needed to roll. Been a bit busy out of game.


Male Human Rogue6/Clr1 Current Map

That's ok, glad you are ok:)


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

Sorek continues leading the group on a right hand search pattern. Hugging the cavern walls


Male Human Rogue6/Clr1 Current Map

This area is fungus-filled and a large mountain sits in the center of the cavern.


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

is the mountain easily climbable or is it something that should be tackled at a higher level once we can fly?

perception: 1d20 + 14 ⇒ (5) + 14 = 19
perception: 1d20 + 14 ⇒ (4) + 14 = 18


Male Human Rogue6/Clr1 Current Map

It looks like a rough climb, at least from here.


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,
brvheart wrote:

It looks like a rough climb, at least from here.

In that case Sorek will continue leading the group on the right hand search pattern hugging the walls avoiding the open area


Male Human Rogue6/Clr1 Current Map

A quick search of the side tunnels reveals dead ends to the west.


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

Continuing the search pattern... See map


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

going further along the right-hand search pattern.....see map


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

Sorek investigates further down the tunnel(see map), oddly not commenting on the new dwarf following him


Male Human Rogue6/Clr1 Current Map

That tunnel like the others is a dead end.


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

continuing on (see map)


Male Human Rogue6/Clr1 Current Map

That tunnel leads to a locked door.


Male Human Rogue6/Clr1 Current Map

No evil or trap, just locked. The room beyond is empty. Now you need to decide which door.


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

perception for first door we come across: 1d20 + 14 ⇒ (18) + 14 = 32
perception for first door we come across: 1d20 + 14 ⇒ (2) + 14 = 16
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 + 18 ⇒ (18) + 18 = 36
disable device: 1d20 + 18 ⇒ (11) + 18 = 29
disable device: 1d20 + 18 ⇒ (20) + 18 = 38
disable device: 1d20 + 18 ⇒ (8) + 18 = 26
disable device: 1d20 + 18 ⇒ (13) + 18 = 31


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

checking door to the west

perception for first door we come across: 1d20 + 14 ⇒ (3) + 14 = 17
perception for first door we come across: 1d20 + 14 ⇒ (11) + 14 = 25
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 + 18 ⇒ (4) + 18 = 22
disable device: 1d20 + 18 ⇒ (15) + 18 = 33
disable device: 1d20 + 18 ⇒ (19) + 18 = 37
disable device: 1d20 + 18 ⇒ (10) + 18 = 28
disable device: 1d20 + 18 ⇒ (13) + 18 = 31


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

checking next door

perception for first door we come across: 1d20 + 14 ⇒ (1) + 14 = 15
perception for first door we come across: 1d20 + 14 ⇒ (8) + 14 = 22
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 + 18 ⇒ (19) + 18 = 37
disable device: 1d20 + 18 ⇒ (10) + 18 = 28
disable device: 1d20 + 18 ⇒ (10) + 18 = 28
disable device: 1d20 + 18 ⇒ (2) + 18 = 20
disable device: 1d20 + 18 ⇒ (11) + 18 = 29


Male Human Rogue6/Clr1 Current Map

You eventually come to an octagonal shaped room. There are four men in robes and Sorek detects evil
Roll init


Male Human Rogue6/Clr1 Current Map

init enemy: 1d20 ⇒ 19


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,

init: 1d20 + 8 ⇒ (2) + 8 = 10


Male Elf Evoker 7; HP 32/49 (-3 str, -2 con) AC 17 (w/ mage armor), Perception+9, Init +13, Fort +3 Ref +5, Will +5, Longbow +5 (1d8x2)
Tracked Resources:
5/6 1st, 5/5 2nd, 0/3 3rd Wands: G 46/50 PvE 46/50

Init: 1d20 + 13 ⇒ (9) + 13 = 22


HP 43/43 AC 26, T 12, FF 24, CMD 20, Fort +7, Ref +4, Will +8, Init +2, Percep +13

init: 1d20 + 2 ⇒ (6) + 2 = 8


Male Human Rogue6/Clr1 Current Map

init Marthek: 1d20 + 3 ⇒ (3) + 3 = 6
init Father Stom: 1d20 + 1 ⇒ (3) + 1 = 4
init Baltor: 1d20 + 2 ⇒ (20) + 2 = 22


Male Human Rogue6/Clr1 Current Map

Initiative Order Round One
Lom
Baltor
Lars
enemy
Sorek
Marthek
Father Stom

Grand Lodge

Resources:
Channels left 8/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 4/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Typical cleric initiative.


HP 85/85 | vs Evil +1AC(deflection) AC 24 | T 20 | FF 20 |not vs Evil= AC 23 | T 19 | FF 20 | CMD 26| F +7| R +12 Evasion| W +11 |vs Evil opponents +1 Saves(Resistance)|Init +8 | Perc +14 | | PP 15/17 Buffs=+4ac Inertial Armor 2hr,
Father Stom wrote:
Typical cleric initiative.

and that's perfectly fine. Wiz and bards need the high init to get buffs up and shape the battlefield..Clerics are good at fixing negating whatever the bad guys do so last is perfect. Or if you prefer, you are the leadoff batter for the 2nd inning ;)

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