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

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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F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

Is Yaza's new mace any shinier than the old one? Anyone else in need of a +1 light mace? Aurora? Trag?

No sense in Anzath hoarding 4 +1 weapons (other than she's a twf, heh heh...)


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Nope! Just another standard-issue +1 light mace, they churn them out in [Redacted], you'll be able to visit the factory if you make it through [Redacted], and if your [Redacted] is still attached to your [Redacted] you'll be able to [Redacted] in the gift shop.

Also, MeowWolf looks amazing. I may send my Santa Fe friend to check it out, if she hasn't already found it...


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 think we need to have words with this [redacted] fella....


F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

You have santa fe friends? Would they want to play in a pathfinder group?


I'm not 100% sure where they live, but Santa Fe friends might have been overstating it a bit--they are about an hour away, I believe, in a smaller town in the mountains? One of them (the one I know better) is likely going to come back to Seattle this fall. She was briefly part of an in-person campaign here (it was great, she named her character Mary Sue without knowing what a Mary Sue is), but it fizzled, alas.

But I'll check in with them!


F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

Shakes fist at the dreaded fizzle.


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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 am thinking that the [redacted] fella and this dreaded fizzle are in cahoots!


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 |
Anzath wrote:

Is Yaza's new mace any shinier than the old one? Anyone else in need of a +1 light mace? Aurora? Trag?

No sense in Anzath hoarding 4 +1 weapons (other than she's a twf, heh heh...)

Its not that she has too many +1 weapons; she just doesn't have enough arms.

Tragershen pulls out his spellbook and starts brainstorming...


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 could use a +1 Light Mace if no one else wants it more.


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!

That gets my vote.


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!

Also, I might be too busy to post tomorrow.


Actually, I'm going camping this weekend, so posts are unlikely starting tomorrow mid-morning PST until I'm back on Sunday. Heading to Independence Lake/North Lake, PNW crew. Near Devil's Peak and Mt. Forgotten, I kid you not.


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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

They both sound like good modules. We could play them next...lol.


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 |

It is supposed to be toasty warm up here; stay hydrated!


^Heed this good advice, adventurers! We've got a filter so we should have all the water we need.

And yeah, I'll start mocking up "Devil's Peak: The Summit of Mt. Forgotten."

There are so many good depressed and/or scary names around here. Cape Disappointment. Deception Pass. Or, my very favorite: Point No Point.


2 people marked this as a favorite.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

check out this dreamy album for great place names. Native names for geographical landmarks in Alaska, as far as I understand.

A +1 light mace goes to Aurora!

I also now have a +1 mithral chain shirt and a masterwork gladius I can part with.

GM, would you allow a breastplate to be modified into an agile breastplate if I bring it to a talented enough armorsmith?


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 |

Maybe we should go to a room behind a secret door to rest and level up? If we go up to level 1C, there are a couple there. Room 22 is one. Room 10 is another, and that one has multiple secret exits in case we need to retreat from something that finds us.


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!

That is a good idea, assuming the secret door can be closed properly again.


Human Druid (6) | HP:50/50 | AC:16 | FF:14 | T:14 | F+7; R+2; W+9 | Init +1 | Perc +10 (darkvision 60)| Active Effects: Wildshape

How’s the ventilation in here?


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 |

Just to make sure I'm doing this right... I should level up to 6, but with no spells memorized? Or stay at 5 until I can get proper rest?


Adelie cured you! Sleep!


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!

That I did - for most of today!

Bloody head cold.

Edit: Huzzah!


F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

I have chosen to delay the satisfaction of gaining another Sneak Attack die by taking a level of Fighter (Two Weapon Warrior) and gain Vital Strike with the extra feat. Anzath needs that extra punch for when she has to take a single attack. If she makes it another level, Slayer 6 will be extra sweet with two twf feats ontop the SA die.

What that means is:
Anzath: Slayer 5, Two Weapon Warrior 1
HP: 48 (6d10+1)
BAB: +6/+1
Saves: Fort +2
Class Abilities: Trap Sense +2
Feats: Vital Strike, Heavy Armor Prof, Tower Shield Prof
Skills: Bluff, Climb, DD, Perc, Sense Motive, Stealth, Survival
FCB: Skill Point


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!

Fighter Level 6

+6 HP -> 40 HP

+1 BAB
+1 Fort
+1 Ref
+1 Will

Skills: 8, plus 2 background skills

New: Handle Animal, Knowledge Planes, Knowledge Religion, Ride

Improved: Acrobatics, Craft (arms and armour), Diplomacy, Perception, Profession (Soldier), Survival

Bonus Feat:
Iron Will

Class Features:
Bonus feat, bravery +2 (???)


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!

Questions!

1. Lore Warden mentions that Bravery +1 gets replaced with Combat Expertise, but doesn't say anything about Bravery +2 onwards. Do I get those, or are they replaced with something else? One feat for all of bravery doesn't seem correct.

2. Just to confirm, lore warden's Know Thy Enemy knowledge roll giving an insight bonus and student of war's Know Your Enemy knowledge giving a competence bonus stack?


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 |

+1 level of wizard
+ 6 hit points (+4 HD, +1 Con, +1 FC)
+8 skill points: Knowledge (arcana), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Spellcraft, Use Magic Device (x2).
+1 BAB, +1 Fort, +1 Ref, +1 Will
+1 language (linguistics): Aquan.
+1 Initiative (class feature)
Spells per day, +1 2nd, +1 3rd
Add spells to spellbook: Summon Monster III, Earth Tremor.


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

6th Level: Cleric
HP: 1d8 ⇒ 8 + 2 Con = 10 HP, Aurora's risky rolling for HP streak continues to pay off!
+1 BAB
Saves +1 Fort, +1 Ref, +1 Will
Spells +1 2nd level spell slot available, +1 3rd level spell slot available
Skills (2 class, 1 racial bonus, 1 FCB, 2 Background (marked with asterisk)) +1 rank Appraise*, +1 rank Knowledge (Planes), +1 rank Knowledge (Religion), +1 rank Linguistics* (Abyssal), +1 rank Spellcraft, +1 rank Use Magic Device


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 is leveled! Alchemist 6

Main points:
Feral Mutagen discovery
Delay disease extract (which he can share)


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 wrote:

+1 level of wizard

+ 6 hit points (+4 HD, +1 Con, +1 FC)
+8 skill points: Knowledge (arcana), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Spellcraft, Use Magic Device (x2).
+1 BAB, +1 Fort, +1 Ref, +1 Will
+1 language (linguistics): Aquan.
+1 Initiative (class feature)
Spells per day, +1 2nd, +1 3rd
Add spells to spellbook: Summon Monster III, Earth Tremor.

Wrong "S" spell. It should be slow, not SM3. He already has SM3 in his book.


Human Druid (6) | HP:50/50 | AC:16 | FF:14 | T:14 | F+7; R+2; W+9 | Init +1 | Perc +10 (darkvision 60)| Active Effects: Wildshape

+1 level of druid
+8 hit points (+5 HD, +2 Con, +1 FC)
+5 skill points: Use Magic Device, Perception, Heal, Knowledge(Nature), Linguistics*
+1 BAB, +1 Fort, +1 Ref, +1 Will
+1 Wild shape per day
Spells per day +1 2nd, +1 3rd

*Would the others teach Adelie Drow Sign Language?


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!

@Adelie: Check out gameplay for Talathel's thoughts on the matter. :)


Talathel Rhuiren wrote:

Questions!

1. Lore Warden mentions that Bravery +1 gets replaced with Combat Expertise, but doesn't say anything about Bravery +2 onwards. Do I get those, or are they replaced with something else? One feat for all of bravery doesn't seem correct.

2. Just to confirm, lore warden's Know Thy Enemy knowledge roll giving an insight bonus and student of war's Know Your Enemy knowledge giving a competence bonus stack?

1. My inclination is to say that if you never get Bravery 1, you never get Bravery 2. But I don't mind a compromise: how 'bout you get Bravery delayed by one step? You get Bravery 1 now, and will get Bravery 2 next time, etc.

2. They will stack, but will need separate actions to start.


You gotta decide now! No changing your method after rolling a seven--you can keep the seven and roll all future dice, or take five now and forever!


Wolf (6) | HP:37/37 | AC:20 | FF:17 | T:13 | F+7+1; R+8+1; W+2+1 | Init +2 | Perc +5| Active Effects: -

+1 level of being a wolf Animal Companion
+1 HD: 1d8 + 2 ⇒ (7) + 2 = 9*
+1 Str/Dex bonus
Devotion (+4 morale bonus on Will saves against enchantment spells and effects)
+1 Bonus Trick (Receive spell: Lockjaw)
+1 Skill (Acrobatics)
+1 BAB, +1 Fort, +1 Ref, +1 Will
+2 Natural Armor bonus

*Am I allowed to take the +5 for my AC, too? I'll roll this one since I'm not sure, but if it is alright I will go with the less risky route in the future.


Wolf (6) | HP:37/37 | AC:20 | FF:17 | T:13 | F+7+1; R+8+1; W+2+1 | Init +2 | Perc +5| Active Effects: -

I'll take 5, then! I prefer the consistency. :)


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Also, everyone, after a camping trip characterized by rain, cold, sweat, bears, and sleepless nights, I'm hungry for more! Some OTHER friends invited me to a camping trip on the Pacific coast of the Olympic Peninsula, and I'm going to (attempt to) bike there on a 1981 touring bike...

I will post from phone on Thursday and Sunday nights, but will likely be out of service on Friday and Saturday.


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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

I hope you have a fun trip, Parrot!


F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

Can mone wear a chain shirt?


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 |

Yes, but it would have to armor made for a canine. And I don't mind casting mage armor on Mone from time to time.


F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

So we'd have to have Anzath's mithral chain shirt adjusted to fit Mone...

Would anyone else benefit? Aurora? Its a +1


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!

Huh. Talathel still only has the chain shirt that he started with. +1 mithril would be nice!


F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

Done!
Let's mitigate your squishiness.
See gameplay.


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!

Cheers!

There is now a mundane chain mail to add to the group loot.


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!

Welcome back, Lolly!


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 |

It is great to have you back, Lolly!


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

It's good to have you back, Lolly!


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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, wealth by level, and pre-start crafting allowed?


3 people marked this as a favorite.
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 |

Lolly, mind the dust! You've got some Trag on your boots...


F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

GM, Anzath's HP is now 48 at 6th lvl ;)


Thanks! I will update!

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