GM Parrot's The Ferry and the Depths: Rappan Athuk

Game Master parrot familiar

Google Drive for maps, loot, etc.

Anzath 36/70
Aurora 42/71 (14 Temp)
Bedlam 13/72 (Hold Person DC 16)
Lolly 89/104 (normally 88 not raging/104 raging(-6 WIS)
Tam 7/37 (Hold Person, WIS curse)
Terapin 39/39
Tragershen 58/58 (-6 WIS curse)

Date: Novampire 2


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Hmm, lost track of Lolly's HP along the way. I think he took 2 from the rats, then 25 from the ants, leaving him at 3 as he comes out of rage. I'm going to start tracking HP and conditions in the campaign info bar, stealing an idea from one of my own GMs. Let me know if I get anything wrong in this initial installment or any time in the future!

Edit: Wow, Lolz and Tal really soaked the damage that fight...

Edit edit: I forgot if I let you "ding" to full HP on leveling... did I do that? Better bookkeeping in the future I promises.


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

Aurora shakes her head in disappointment and turns away from Bedlam. She takes her holy symbol in her hand and declares, "Those who require healing, gather around and accept the gifts of Nethys."

Channel Positive Energy (Heal): 2d6 ⇒ (5, 6) = 11
Channel Positive Energy (Heal): 2d6 ⇒ (2, 1) = 3

The dichotomy of RNG. Let's do oooone more.

Channel Positive Energy (Heal): 2d6 ⇒ (3, 1) = 4

BE HEALED FOR 18 HP, ALL YE INJURED.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

I always thought that Clerics should get d6+1/2 level for channels to help mitigate that.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Talathel basks in the healing energies.

"Greatly appreciated. Now, let us escort this man and his shield to the surface without delay."


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

"Very well."

I'd like to gag him to prevent another outburst on the way out. Pity that we don't have an exotic language in common amongst us that I could suggest it. Perhaps if we survive beyond tomorrow, I'll suggest such a thing.


Talathel Rhuiren wrote:
"Greatly appreciated. Now, let us escort this man and his shield to the surface without delay."

The man from the depths looks oddly at Talathel. When he can, he quietly asks Brand, "What's with that elf guy and my shield? I think... jeeze, I'm sorta feelin' scared that... he wants to steal it or something. Man, I killed lots of bandits on my way in here, back when things was goin' good and my other friends weren't dead meat... thieves. Can't stand 'em. Dead meat."

The man starts to whimper a bit, and twitch.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

"I meant to assure you that both you and your shield would be returned to the surface together. I am no thief."

Talathel adds, slightly huffily.


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

At the madman's concerns regarding the elf and his shield, Brand puts a comforting arm around him. "Now, bow, I know de elf speaks a bit strange, but trust me dat ye will get teh keep yer shield. Dat said, if'n yer old friends are dead meat, den dey ain't got use fer dare belongins', and seein' as 'ow we're yer new friends, den p'rhaps we should make use o' any tools dey've left behind..."

Assuming his new friend does not object, Brand will step over to the "woman" he had described as clever and funny, and good at picking locks, and takes a look through her possessions...

Perception: 1d20 + 10 ⇒ (9) + 10 = 19


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

When Brand starts his examination, Tragershen will start one of his own. He will cast detect magic and scan the room, its contents and its occupants.

Is that shield wooden? I'm not asking to find out how flammable it is. I'm, uh, asking for a friend.


The man shrugs. "I'd ask 'em to be sure, but they probably won't say no. Only... he whispers, I don't think you should take their clothes. They are all torn up anyway... and bloody... and stinky..." He pulls an Everburning Torch from his small sack of belongings and shoves it into his shield sconce. "Let's go soon please."

Brand finds the rogue's corpse, and is delighted to see a "Traveler's Any-Tool."

The wizard has a a spellbook, and, as Tragershen sweeps the dead man, he glimpses a pearl of power, level one, lying on the ground ten feet away (clutched by the wizard's severed hand).

The cleric's body has a set of masterwork chainmail, a holy symbol of Torag, a masterwork warhammer, and a scroll.

Among the goblins, Tragershen's magic pings the leader, who has a small set of +1 studded leather armor and a bunch of empty potion flasks.

There's no provisions or food anywhere, and most of the non-magical leather armor (and many of the bodies) show signs of having been gnawed on.

Never noticed how much cannibalism is a theme on the first floor of the dungeon before. Tragershen: it is a tower shield, so yeah, it's mostly wood. Flammable? I dunno, it's good hard wood, not dry pine or anything. Anyone: are you going to retrace your steps and head out the main entrance? Note that my most recent map update accidentally included rooms 13 and 14--you have never been down that hall or through door B in the entrance hall, so please treat it accordingly.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Woohoo, loot! And Talathel is fine with retracing our steps.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Tragershen will greedily scoop up the wizard's spellbook. When the detect magic is done, he will say "That tool bears an enchantment, as does the this goblin's armor. And here..." He steps over to a delicate, severed hand and pries the fingers open. He holds up the pearl he finds within. "This beauty bears an enchantment as well." He makes no secret of putting it in his pouch for safekeeping.

When the others are satisfied that everything of value has been gleaned from the room, Tragershen will agree with Talathel. "We should get this human to the surface, indeed. We should retrace our steps. It may not be the most direct way out, but we know we've cleared it of threats."

But that triggers another thought for the elf. He addresses the poor soul. "Good shield bearer, do you recall how you and these others came to be in this chamber? What route you took to get here, and what obstacles you faced?"


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

"Elma is going to be very surprised to see us yet again so soon, I imagine. But, I suppose one does what they must when they must." Aurora frowns as she considers the bodies. "At this rate, we may just need to build a mass pyre on the surface to bring the bodies to."

The Nethysian will fetch the scroll from the slain cleric of Torag, bringing it up to examine.

Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20


Aurora finds a spell of Summon Monster 4. In faint ink across the top, there's a note from a chaplain of Torag, saying in Dwarven, "Use only in dire emergency."

The frightened man thinks a minute, then answers Tragershen, "Umm I let my friends pick the path. I fought some bandits and some goblins, some bugs, some skeletons. See, weren't down here too long before it all went to the hells. But now I've been down here a while."


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |
GM Parrot wrote:
The frightened man thinks a minute, then answers Tragershen, "Umm I let my friends pick the path. I fought some bandits and some goblins, some bugs, some skeletons. See, weren't down here too long before it all went to the hells. But now I've been down here a while."

Based on the condition of the bodies, can we tell how long it has been since the fight with the goblins?


Decay has advanced pretty far. It's been a long while. I'm not an expert in decomposition but the book says it's been about a month. I doubt the guy could actually survive in a locked room with a pile of bodies and his own filth for that long without water, so...

On closer inspection of the room and the bodies within it, Tragershen finds a small stream seeping through a hole in the roof and slipping away again into a sizable crack in the floor. The water is fresh and clean, and there's a faint scent of the forest wafting from the hole in the roof, though it's clearly a long way up (no light, and the rock around the creeklet is quite solid). Clean water in, waste water out...


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |
GM Parrot wrote:
Decay has advanced pretty far. It's been a long while. I'm not an expert in decomposition but the book says it's been about a month.

Upon, closer examination of the bodies, Tragershen says nothing but stiffens noticeably. He does not let the man out of his sight, and under no circumstances will he let the man be behind him.

I definitely need to teach the rest of them an obscure language so we can pass discreet messages amongst ourselves.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam gathers his gear (stowing and munching on the roasted dire rat) and prepares to follow the group back to the surface.
Oh what-be-her-name will be want'n her cut. Meself would just 'ppreciate a look at da spellbook some time.


The party winds its way back out of the depths.

Wandering Monsters: 1d20 ⇒ 14

They avoid attracting the attention of further dungeon denizens on the way.

Lolly, who should have been given a check for this, gets a check for this:

perception: 1d20 + 7 ⇒ (19) + 7 = 26

He notices a secret door that even the keen-eyed Bedlam and Brand had missed on the way into the dungeon. Room 22

Brand checks the door for traps, with Bedlam doing his own investigation afterwards:

Trapz: 1d20 + 9 ⇒ (6) + 9 = 15
Trapz: 1d20 + 9 ⇒ (16) + 9 = 25

...they are confident enough that the door is safe to open, and do so.

Inside is a long-disused cot, some small and empty open shelves, and a treasure chest.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Talathel is quietly impressed by the observation skills of his companions.


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

Brand smiles at the Traveler's Anytool he finds on the corpse. "Oi, dis will most certainly be useful in a variety of situations..."

Looking across at Tragershen as he points out that one of the goblin's armor is magicals, "Lords an' ladies, I don't be supposin' any o' you will be fittin' in teh de garb o' dat dare gobbo. So, if'n ye don't mind, me tinks I'll be takin' dat armor... dough it might be needin' a right bit o' cleanin' b'fore I wear it..."

---

Brand will move forward and inspect the chest for traps.

perception: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29


Brand sees a serious looking pressure plate in front of the chest.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam winks at Brand and his new found any tool.
Me uncle did once have one of dose. He used ta stick it in a locked chest fer emergencies.

Bedlam will take out his tools to assist Brand.
Aid another Disable Device auto success for +2.


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

Aurora carefully moves up to cast Guidance on the intrepid trap-disabler.

+1 competence bonus for whoevever is disabling the trap.


Trap: 1d20 + 13 ⇒ (16) + 13 = 29

Brand cannily wedges small objects under the pressure plate until it will bear his weight. Then, cautiously, he skitters across it and pops open the chest.

It's good to be an adventurer! He finds 900 GP in various small sacks, and a +1 dagger. He carefully hands the entire contents of the chest across the pressure plate to his friends before scuttling across again.

While he doesn't know exactly what would have happened had he failed, he gets a strange, hair-prickling sense that it would not have been good.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

"Well done Brand. And congratulations on acquiring armour."


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Now
Seeing Brand wedge up the pressure plate, Tragershen offers him a piece of chalk. "Would you outline where we cannot step? This room with its concealed door way may be a good rally point for us. If we need to flee an encounter or get separated, this could make a good meeting place."

Earlier
When Brand sizes up the studded leather armor, Tragershen moves over to him. He slowing waves his hand over the armor, chanting as he does so. In the wake of his hand, dirt and stains fall away from the armor, leaving it nice and clean. He may also notice that it smells lightly of cinnamon and apples, at least for an hour or so. Prestidigitation.


Tragershen gives the armor a good look-over while cleaning it off. It's rather odd, clearly goblin-made, but with far more care and skill than anything goblin he's seen before. The studs are some kind of wurmscale, and the craft shows a mix of drow and dark folk influence. The enchantment is solid work as well, if nothing flashy.


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

Having successfully disabled the pressure plate, he happily takes the chalk from Tragershen and outlines the area on the floor. Working his way through the contents of the chest, he picks up the ornate dagger and looks to Tragershen once again. "Oi, what were dose words ye said, dat showed it teh be magical? Klatu Verata Nikto?"

Brand almost comically butchers the simple incantation the wizard had used to divine the magical properties earlier, and yet to everyone's surprise, the halflings eyes glow blue, and after a few moments he smiles. "Oi, who wants a magical dagger?!"


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Talathel looks at Brand with interest.

"A keen student, Brand. You are one of unseen talents. I would take that dagger if one more specialised in its use is not present."


Long post inbound, I assume that you're still heading out to the camp on the route you took in--let me know if you want to do anything else on the way.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam smiles at Brand's spellcasting, nodding in approval.
At least now we be gitt'n sumthung tangible fer her.


Speaking of Elma... the party hears a frightened woman's voice calling in the distance.

"Brand... Brand are you down here somewhere? Where are you guys? Tragershen? Aurora? It's so dark..."

Wandering Monster: 1d20 ⇒ 7

She is sooo lucky to avoid calling down dungeon denizens upon her position... but as you reach the room of doors, Lolly suddenly feels an embrace around his well-lit breastplate. Elma's invisibility spell is at the end of its duration, and she comes gradually into view, hugging the barbarian for all he's worth.

The scared tower shield man starts to scream, but calms down when he sees Elma, who isn't exactly terrifying.

She explains:

"Jack's band of bandits... they attacked the camp... I was able to escape but my men are dead, I think."

Sorry to be out for a few days! I ran the whole battle between Jack's remaining bandits and Elma and her mercenaries. It took longer than I'd expected.

You can read about it Here in the old campaign I've repurposed for behind-the-screen rolling. Scroll down past the Temple of Chance and you'll see it. I know it's a busy weekend for 3/7 of us, so take your time responding!


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

Aurora regards Elma suspiciously; the merchant-woman, running around in the depths of the Demon's Maw, calling out for help, so shortly after they'd seen her last with a sob story of death and despair?

Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22

"What happened? Start from the top."


The woman calms down as Aurora asks reasonable questions.

"We were camped out with Jack Ratt, waiting for you all, as planned. Then a bunch of men came out of the dungeon and Jack signaled them. They attacked us. My guards fought hard, seemed to knock a few down... they weren't moving... but when my guards were killed I drank a potion of invisibility and got out of there. I came here... to find you guys."


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam jumps up! The dwarf grabs his pack and hefts his heavy pick.
We be needing ta protect our camp!


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

"This time, no mercy. We finish them.'


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

Brand had been keeping an eye on their madman, but now pushed his way through the crowd to the terrified woman. "Der now, m'lday. We've got ye, notin' teh feer. But we're gonna put deh feer of deh infinite gods in teh dose fools. Let's 'ave at 'em!"


So are you gonna walk up there, sneak up there, something else? Just so I can set the scene properly...


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Talathel listens to Elma's description dispassionately, trying to ascertain whether her story fits together.

Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19

He turns to the others.

"The bandits are clearly willing and able to threaten our base camp, which alone could prove fatal to us and our endeavours. We must eliminate them. I suggest that a group of our more stealthy members moves in close, while our less stealthy members hold back, ready to move in once hostilities become obvious."


If Elma's story doesn't fit together, it's the gods' fault my fault as it's clear that she believes her own tale, at least.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

"That's seems a reasonable approach, Talathel."


Looks to me like Brand towers above the rest of you in the art of keeping a low profile... its his +12 vs. everyone else's dex mod. Brand: do you want to go in alone to scout and/or ambush? Or bring along backup? I think it's up to you to decide what happens next, as the local expert in sneakin'.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

@Brand: Agreeing with GM Parrot here!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

The dwarf nods in agreement.
Me not so sneaky. But I will stay back 40' from your position fer back up?
The Alchemist then takes aminute to mix a Cure light wounds extract.


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

Brand looks about his companions and considers their movements over the last couple days. "Me tinks I should be sneakin' up by meself, teh take a look aroun'. Den, I can cum back, an' let ye all know 'ow best teh deal wit Jack an' 'is boys. P'rhaps den we be deh ones doin' de ambushin'."

With that, Brand quietly sneaks up the tunnel to go scout the campsite.

stealth+adapt luck: 1d20 + 12 + 3 ⇒ (12) + 12 + 3 = 27


No matter how the bandits and even their sharp-eyed leader Jack might try, they would never be able to see the stealthy Brand... not if they were all standing side by side and staring into the underbrush with the single intention of spotting an intruder. And they aren't.

As such Brand, after circling around the camp and shimmying up an easily-climbed tree or scaling a convenient rock, may soak in the situation at his leisure.

The camp is full of bandits. Two of Jack Ratt's henchmen have stripped the soldiers of their equipment, including that of the corporal who died by wolfbite, and are stalking around the mouth of the palisade with longspears on their backs and longswords at their sides. They carry their deadly composite longbows in their hands.

Jack is sitting by the fire with one of the other bandits. The rest of the palisade looks like a MASH unit. Jack has Sarge and the Private close at hand, swathed in bandages that he's rooted out of the mercenaries' camping gear. Three of his own bandits are likewise arranged around in blood-soaked bandages. Jack seems to be working on getting the least-wounded out of unconsciousness:

Treat Deadly Wounds: 1d20 ⇒ 10

...but Brand can see that the resourceful bandit leader is no doctor, and is making little progress.

It is, however, very interesting that he's treated the mercenaries at all. Especially considering the sheet-covered bandit corpse in the back of the camp.

To reach the palisade, you will need to exit the demon's mouth, scramble up the steep rocky hill on either side, and get in along the narrow ledge immediately over the demon's mouth that was, very recently, a secure feature of your own home-away-from-home.

Picture something a bit like This Cave but about twice as big, and with a small, freshly-built wooden fort on top. It's a tiny palisade, only big enough for a campfire and about ten people lying in their bedrolls. The walls are about six feet high, with each log roughly hacked into a point. You already know that, having helped to build it yourself.

Behind the fort, the hill rises slightly. There are still a few slender trees nearby.

Brand reports all of the above to the party, who can now commence planning.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

"Brand, that was excellent reconnaissance work. I find it fascinating that Jack is not only avoiding murdering the remaining mercenaries, but is actively trying to treat them. Perhaps he's short on personnel, looking for information, or trying to keep them as bargaining chips for us or another party. So there are only three other upright bandits besides Jack? Excellent. We should attempt to draw Jack and his companion away from our allies, lest he decide to slay them out of spite. And to protect them from any missed ranged attacks of our own."

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