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

Game Master parrot familiar

Google Drive for maps, loot, etc.

Adelie 50/50
Anzath 48/48
Aurora 50/50
Bedlam 57/57
Lolly 60/60
Moneduloides 37/37
Talathel 40/40
Tragershen 30/30

Date: Septimus 11


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F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

I only have mobile devices, so Roll20 and Fantasy Grounds are not an option. We did a test run with Discord last night and I think it'll serve our purposes. I got a little tripod to hold my phone and I like to draw my maps out using Gaming Paper, so as long as my players can see the map, it should be fine.

If Discord fails us, there's Hangouts as a backup option.

Thanks for all the advice!

This is the campaign journal so far, if you're interested.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

GM, sent you a PM.


We at the birdhouse are just getting over some high fevers, heavy chests, deep dry coughs, and the like--I'm gonna guess that we probably had covid, and that we're probably among the 80% of people who get very mild symptoms. Weird, right? But also kinda liberating to feel like we've made it through (albeit without access to testing, we can't be sure, so, maybe not?).


p.s. All this talk of other campaigns has me itching to play as a player again sometime. This game has been my only RPGing for a long while.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

I'm super itchy to run a Changeling or Wraith game now. But ohmygoodness are the CRBs massive.

Glad to hear you made it through, parrot.


I managed to grab Wraith, haven't looked at it much yet. Part of me wants to play PF1e just for the familiarity factor, and because it'd let me check off using "that one character idea I've been saving..."


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

@Parrot: A thread that you might enjoy checking out. Also, congratulations on getting one over on the Coronavirus!


That thread is super intense!


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

One of my PBP campaigns is gonna need a new player soon.


So so incredibly tempting to try to be that player... what's the game situation?


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Talathel down to 4 HP - argh!


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

For the curious GM:

Here's the campaign.

In summation, the party was hired by an upstart Taldan nobleman to protect his interests in the Verduran Forest. They are currently sidetracked from their current mission of delivering a newly ratified treaty to the Taldan Naval Base at the Isle of Arenway and are exploring the upper level of a cave in the middle of a bog. At the moment, they have just waded into a dire rat warren.

Mechanically, the PCs are lvl 2. There's a kineticist, silksworn occultist, a ranger/wizard, and an inquisitor. The paladin is the player who's gone missing. If a new player joins us, it will be at the Isle of Arenway Naval Base, where they will reach Lvl 3.


Will take a look and audit my free time--thanks for sending the link!


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Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |
GM Parrot wrote:
If Bedlam had hit his mark, I might have let it explode. As it is, I felt like waiting for someone to take an intentional action to make such a disruptive move. While I doubt a little blasting jelly would take down an old growth fir in real life, for the drama of the game, I was going to give it a strong chance to topple the tree.

Thanks GM. I am just thinking about an option or two to add some mayhem to the established bedlam. We'll see how the next two rounds go. *crosses fingers*

Spoiler:
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*crosses toes*


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |
Bedlam Bottomland wrote:
Bedlam looks ready to burn the Harpy Tree.

Heh heh. Give me a round. :D


Anzath--what's the feel of your campaign? I'm brainstorming characters... I've got some ideas that are more off-the-wall and others that will be more close to the adventurous usual.


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F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

It's a mostly wilderness campaign with a political backdrop. My idea behind it is that there are several political factions (some mundane, some supernatural) vying over this last wild refuge in the corner of Taldor. The PCs will have to navigate the political landscape as well as the unforgiving wilderness. More subterranean adventures and possibility for extra-planar adventures in the late game.

For tone I'm leaning more towards moody and serious, melancholy even. I listen to a lot of Phillip Glass when planning and writing for it. But, its the Verduran Forest, so lots of Fey action for some more lighthearted elements (although the fey have a blue and orange morality, so they can be dark and vicious too. Nothings more dangerous than a moody Fey.)

So, zany and wacky characters may clash with the tone, but I always support creative builds (as long as they don't reek of cheese.)

A more martial build might benefit the party, also a cleric.

Feel free to read from the beginning (hah!) and see if I've captured that tone at all. I'm always eager for feedback, especially from other GMs.


Thanks! I'm reading it in snatches, up to page 5, so things are just getting going.

I won't be at all offended if you don't favor this one wacky idea that I've always wanted to try: a character who (hiring spellcasting services or buying a scroll) intentionally gets hit with Baleful Polymorph (taking a blend of poisons and buffs to guarantee failing the save to get turned into a talk-compatible bird while passing the one to keep their mind) in order to go incognito. I was thinking either a Life shaman or an unsworn shaman using a lot of life spirit with a goat familiar for melee backup... how cute would it be to have a character in crow form who rides around on a goat while channeling energy and casting verbal-only spells? If it's too Tenth Kingdom when you're shooting for Game of Thrones in the Woods, yeah...

Doing research for this character has given me a strong hankering to play a Life shaman in general, so that character is still on my mind even if not in parrot-wait-I-mean-raven form! If I went this route I'd probably want to go for a "Life is life, it's not fair" sort of neutral take on the Life concept, rather than a goody-two-shoes version. Versatile channel+the command undead feat always tempts me if I have a character that can channel at all, and that would require being neutral. And such a character could fill a cleric role without having to worship anyone.

I also have a beloved Dirge Bard whose campaign fizzled out underneath her--it'd be nice to dust off that persona. Moira Keening was a good all-rounder melee bard with a love of song and wordplay, but her day job was performing funerals for people who couldn't afford a cleric. You may gather that I tend to play irreligious characters...


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

I don't mean to hijack this discussion thread. Lets talk over PM.


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The GM says it's ok to hijack the discussion thread. But ok!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:

Hijacking hijinks!


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

I really don't mind said hijacking. If it got boring, I'd just scroll past. ;) It's fun to get notions about other campaigns.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Sorry everyone. I was hoping the fireball and blasting jelly would maybe be able to down the lions. I wasn't counting on it taking down the tree; just lucky I guess. I think Lolly can take care of himself, and I suspect Adelie can as well. As for Anzath, I have an idea. It may be somewhat cinematic, but hopefully it will work.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Did you prepare Rope Trick?


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

No, but I do have extended reduce person. That would make you light enough that you wouldn't exceed my heavy encumbrance if you grab onto me.

Edit: Hmm. It is a one round spell. Not sure if I'd be able to get that off or not. Well, maybe the fly spell will at least slow our mutual plummet if you grab onto me...?


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

There's only one way to find out.


I think the human *edit* ELVEN parachute approach might be more successful.

Also it's only 8d6 fall damage, you'd survive. Probably.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

It looks like she'd have a 50/50 chance of shaving a little off with acrobatics too. I should have had a feather fall prepared, but I didn't think it would help against the dragon.


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Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Plan D is in full swing!


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Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Well, that was cinematic!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:

Popcorn!Peanuts!


This may not be the best encounter I've ever run, but it is definitely the most cinematic...


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The party seems likely to keep lil' Nicothoe around, so I'd like to offer a special deal, and I'm open to suggestions if you want to shift things around a little:

Someone can take Improved Familiar as their 7th level feat without the prerequisites in order to bond with Nico. You don't have to be a caster to do so. This won't happen until everyone levels up, so you're still a little ways off and we don't need to figure out who is the bonded parent until then. For now, she's everyone's problem.

I'll build her through something kinda like an application of double Young templates. She's currently six months old, so she'll be a Tiny harpy for the next six game months, at which point (at age one), one of the Young templates will go away and she'll be small. Then, if she lives to be two years old in game (if WE live that long!) she'll be fully grown (harpies grow fast) and will go on to her destiny as an adventurer, with the player(s) who raises her receiving ample recompense when the time comes.

Because she's just a fledgling, she'll start with Fly 20 (Clumsy) and a lower Fly skill, but will learn to fly quickly if someone teaches her.

She'll start chaotic evil, but her family can teach her better ways.

She'll start with the default feats for a harpy, but her bonded parent will be able to retrain Skill Focus: Bluff into something else after teaching her that lying is bad.

Harpies seem to be proficient with simple weapons and light armor, so you can teach her those things, but she can't use them until you do.

Her Captivating Song is available, but it will be a parenting challenge to teach her the ethics of its use. If you encourage her to enchant enemies, she may well use it against neutrals or friends when she feels like mischief or hungry. Same goes for if you choose to teach her how to use weapons or wands.

The party will build up immunity to her song as they hear it over and over every day, so don't worry about spending half your time enchanted.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

She seems to have bonded with Bedlam already!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:

I also am thinking that!


Human Druid (6) | HP:50/50 | AC:14 +4 | FF:14 +4 | T:11 | F+7; R+2; W+9 | Init +1 | Perc +10 | Active Effects: Mage Armor, Wild Shape

Aurora might also be a good option if she wants to be the harpy’s parent, since she’s already been protecting/caring for it.
Adelie already has a companion, but he can help teach Nicothoe how to fly.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Trag will be leaving the scene like Bill Murray...


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

I'm game for harpy chicklet hilarity.


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Parrot, what's the story with getting these guys hired as town scouts?


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:

I like the idea of them heading up our "Scout" Division. Perhaps, that would lessen the likelihood of further invasions while we are away. At least allow the town to prepare defenses sooner.


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

I'm also game for that. Just trying to pin down whether Tal can hire them, or okay them for going to who can? He is a stickler for details after all.


I think you should finish this in character--but ooc, I have no objections to you hiring them and setting them whatever task feels right. Use them to scout the woods around the town, use them to set off traps in Rappan Athuk, use them to cover your many retreats. Or say "nah, I have Gelver and Ippolit already."


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

I've no problem with RPing this out. But I would like to know what Tal can actually do here. Can he hire on the spot or point them on?


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:

Bedlam is beginning to feel that we "own" the town. In thinking that, he very much believes that it's our responsibility to protect and prosper it accordingly.
We can also speak with the Mayor/town council to make our group officially so; as patrons at the very least, if not the "owners". We could write up legalizing our purchasing the lands.
We are the heros afterall.


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Oh sure. Talathel is very much one for establishing what is and isn't doable.


What is doable--just about anything! I don't have preconceived notions of the possible and impossible. Hire them, pass them on to someone else, send them on a mission, be creative and if I think they'd balk, they'll balk.


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Okay, just pinning things down. :)


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Can't pin a squirmy DM who is more interested in story than verisimilitude! ;0


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

True. ;)


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:

I believe that we are staying a week?

In that week, Bedlam will begin training the 2 1/2 orc brothers (Fighter 2?) in Survival (Tracking). Also, Bedlam wants a Ranger (from town?) to also start taking them out to learn the area. My hope is that they can start taking Ranger levels.

Hmmm...are we dealing with Leadership Feat; or, can we just RP these type of things.
I envision some day that the Ferry will be a large city.

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