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


151 to 200 of 2,779 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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
GM Parrot wrote:
Aurora, tell me more about this biweekly game--do you have a very determined group of adventurers willing to do biweekly IRL? Via screens? A very leisurely PbP? Just curious...

I have a weekly online group (using MapTool for our virtual tabletop) that alternates games weekly. One week we do Way of the Wicked DMed by another member of the group, then the next week we do Curse of the Crimson Throne DMed by me. The CotCT group just wrapped up Edge of Anarchy after eight sessions and I'm pretty excited to get them started on Seven Days to the Grave!

I really enjoy some of the NPC rebuilds I've done for it and am pretty eager to pit them against my PCs.


Sounds super fun! I misinterpreted "biweekly" to mean twice a week, so I was kind of intrigued by the thought of so much pathfinder. Every other week makes a lot more sense.


Female Shoanti Lunar Oracle (Spirit Guide) 1 | HP: 19/19 | AC 20 (T14, FF 18) | CMB: +5 CMD: 13 | F:+3 R:+3 W:+5 | Init -2 | Low-light vision, Perception +8, Sense Motive +10, Diplomacy +7 | Speed 20 ft. | Spells lvl1: 2/5 | Wolf HP: 18/19 AC: 19 | Active Effects: Shield of Faith

I am slowly getting caught up on all my games. I apologise for my absence or if I missed anything.


Just glad to have you back! Sorry you missed the big fight, but it was pretty fun stomping the bad guys with your characters in your absence. You might want to scroll up and check that bit, it was gruesome.

I PM'd Groundhog yesterday, no word yet.

I think we should play through the inn scene with whoever is available. If necessary I can scale adventures to fit the number of active posters.

If anyone's out there who feels like posting, don't hold back. Find out what you need to know to get to the dungeon, outfit an expedition, and roll.


1 person marked this as a favorite.
HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)

Sorry, I have been quiet. I will try and get something up tomorrow for sure. I will be going on a two week vacation starting Wed, Apr 18, so my posts will probably be short and undescriptive for the period, but I will try to keep up.


HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)

Seems ironic the one who requested this game has fallen out of it. How long until you pull in one of the stand-bys? Seems being in town will certainly keep the immersion for adding the new player. Maybe Hakram falls to Sawen's charms seeing as she doesn't show any hesitations about her interest despite his half-orc heritage? If Groundhog ever reappears his character will be easily available if he's choosing to "settle" in Zelkor's Ferry with Sawen.


Are you gonna buy the sword, Joden? It's a really good price.

Sawen is a character of my own devising who also appeared in a real-life Rappan Athuk game... everyone who has tried to romance her has died fairly quickly. (Edit: their deaths have had nothing to do with her! Fear not, swains!) I have a whole mini quest arc based on Sawen mocked up in my head, with a really great/difficult reward at the end. I don't mind the thought of Hakram settling down with her, that'd make her pretty happy. But there goes the mini quest arc, and I'd feel bad botting someone into a romance.

As for finding a standby, I'll start asking around, starting with Spasmodeus. I'd rather have a seven person party than a five person party, if everyone's posting and having fun.


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 |

I am enjoying your storytelling and the characters; I would love to keep going. If you don't mind running a larger party, it would just mean a little longer before we have to go to town between forays. For example: Trag leans in to Aurora, "We are down to two meat shields; maybe we should go back and stock up again." :)

If Joden is a bit short on the cost, I might be able to sell a few scrolls in town to help bridge the amount.


Yeah, I think we'll be ok!

No word from Spazmo yet.

We could try to recruit from friends rather than from the wild. Anyone know someone who would enjoy this?


Hey Parrot!
Just saw your PM, apologies.

I'm in if you'll have me :)


Come on down, Spazmo!

I'll pencil you in as one of our new players, and I'm thinking I might bring in one more from the recruitment thread--if we end up slightly overpopulated, so be it. I'd actually kinda like that, as long as everyone's posting and having fun.

What sort of character are you gonna play?


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

Spaz, we lost all our frontline melee, so, if you want to make something that crushes baddies for a living, we would not be opposed.


1 person marked this as a favorite.
HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)

Back from vacation. Should be more regular now.


Ok...front liner it is then...let me think on 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

Hello all.

Thank you, GM Parrot, for running a race only a stout dwarf can win!

I look forward to reading the gamethread to catch up, but he is ready to go a spelunking!


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

Welcome aboard, Bedlam!


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 |

Great to have you aboard!


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

Ok. All caught up. Looks like I should have chosen only being 50' away. Pump those dwarfing legs!


Bedlam: when I announced the race earlier today, your posts weren't showing up on my screen (maybe I took so long to write it without refreshing?). Totally surprised to see that you submitted your character the same MINUTE that I posted the race. Meant to be.


1 person marked this as a favorite.
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, actually, just was idly searching the recruitment threads. I seen yours and I just had to apply! I love these campaigns.


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

So I was just looking over my character, and realized I was only a 19 point buy, not 20 points. So, I am adjusting my stats (gain 1 pt reducing Int from 10 to 9, spend 2 pts increasing Cha base from 13 to 14, with +2 for race). Will remove 2 skill points accordingly (-1 know(local), -1 diplomacy).


Sounds good, Brand!


Quick question...max hp at 1st level, then half + Con ?


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

Max every level if I remember correctly


Whoa there Brand! Max at first, half after rounded up. But obviously I’m not checking.


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

My apologies, I glanced at my numbers and did the quick "2 hit dice + con equals" equation and came out at 18, forgetting that i put FCB into HP as well. Which then meant I was one over 1/2 +1, so I went and looked, and you said roll (on boards) or average. I rolled a 6, per the beginning of this thread.


Yup, now I remember: people can opt to roll or take average. I like to encourage the occasional recklessness.


Crazy busy day, I'll try to get my guy finished tomorrow.


Thanks for checking in tho!


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

That was an absolutely terrifying critical for a 2nd level character to make. I don't think that poor wolf even exists anymore... I think it's just a furry pink mist spraying through the air now.


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

Dwarf luck...lol


Yeah I don't even know how to describe that hit. A nice welcome from the dice gods.


Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

Spazmodeus here.
Finally got him done.

For your approval, GM.


Looks great, thanks for taking the time to write a backstory. I love a multiclass cleric, as the dip or as the main dish. Nobody channeling negative in this party, though. Quick on his feet, is Lolly.

I'll roll you up some initiative in the game thread--we'll need to figure out what you're doing in the woods, but with your backstory, you might just live in these parts and have heard the wolves...


Since the wolf fight is over, I thought you folks should start putting together some standard dungeon-delving procedures: marching order, distances between party members, etc.

If you felt like it, you could also set default rules of navigation, like:

1. All else equal, we will turn right at a fork or angle.

2. We will open every door as we encounter it, after letting x number of people check it for traps, knowing that each check takes time and thus increases the risk of random encounters.

Stuff like that so I can do some of the repetitive rolls.

As you all know, I'm trying to keep things fast paced. I've heard that PbP dungeon crawls can end up getting bogged down in the paranoiac details that are so fun in person, so, the more we can script beforehand, the better? Maybe? I know I have been hustling us to get to some actual dungeon crawling--I can also try to just slow down and enjoy the grind if that's what you players would prefer. There's SO MUCH to do and see down there that we could play for years without running out of book.


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 appreciate your pace. I think that you did a great job on that initial combat.
Bedlam can be anywhere in the order, although he has trapper skills, so in front would make sense.
As a trapper, he would check the usual suspects; doors, crossings, portals, furniture, conveyances, and--obviously--any goblins.


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 |

Middle!


Bedlam: We've got a rogue and a wild triple-archetyped dungeon ranger to help out with trap searching, too. I'm ok with you all being trapmasters, they are often a sad way to have to kill people.

A humble submission from your not-entirely-sadistic GM:

I assume the trap trio will want to be up front: Jod, Bedlam, and Brand, with Trags in the middle, and maybe... Lolly in the rear? Lol is fast and tanky enough to be a decent rearguard. Aurora could go middle with Tragershen or walk with Lolly.

Spoiler alert (not really): most of the time you'll have to be two-by-two. When that's the case, I propose putting the more-wounded trapfinder behind the other two, in order of hitpoints.

I will need to know how much space will be between each group, though. Five feet? Ten? More?

You should decide what to do with the mercenaries, too.


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

Apologies, but, of course, the better trappers should be front and center stage. Bedlam will humbly sit in the second row to better learn from the professionals...lol. JK, I am happy to be the third trapper. He dabbles.

I would venture that 20'-30' between front and rear positions.


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 think Aurora is well suited to being cozy in the middle with Tragershen. It's a good place to be for applying buffs on the first round of an unexpected combat or healing up people who've gotten hurt by a trap/environmental effect or the like.

5 feet between rows sounds good to me.


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 is happy to be in the front, he is a roguish/scout type, and has a bit of a deathwish. That said, he has normal vision, whereas the dwarves have darkvision. Of course, we have a couple humans who will need light as well, so I suppose we will have torches/light regardless.


Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

Lolly would be fine being the rear guard, but get ready for lots of "What's going on up there?"

Also, when he rages, he's sure to bounce around alot...


As well he should! And fear not, he'll have plenty of chances to go wild on the various undesirables of the depths. Unless, of course, they go wild on him first. After all, the depths may well see you as the undesirable.

Default party arrangement so far for 10ft hallways:

Front:

Brand, Joden

Behind and adjacent to Brand:

Bedlam

5 ft of space

Tragershen and Aurora

5 ft of space

Lolly

For a total presence of 30 ft.

(I'm thinking I'll actually not make you bring Elma down there... you can always go back and grab the NPCs if you decide you need 'em)


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 like it; allows for Tragershen to grant Bedlam Enlarge Person...lol; unless you want me to just use an Extract (taught from you) to open a spell slot?


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

@GM Parrot

Is over night during camp enough time for Bedlam to copy Enlarge Person?


Fine by me--


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 |

I'd be glad to let you copy Enlarge Person. Do you need special inks or anything?


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

Thank you, but not necessary.


In an attempt to keep combat from bogging down, I want to experiment with some tougher pacing rules.

How does this sound:

If it has been more than 24 hours since the beginning of your turn in combat, your character will take a Delay action until the next friendly turn. If you have been gone so long that your Delay is about loop around past your original initiative and cause you to lose a turn, we'll bot you.

By "we" I mean--if your teammates see that bottage is immanent, they can suggest actions and I'll prioritize their suggestions. If I take your turn, I will not use limited resources and will play conservatively with the whole party's safety in mind.


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 |

I think that sounds fair. One caveat; if we let you know in advance we aren't going to post in a couple of days, then could you bot us? Or can we ask another player to bot us in our absence?

1 to 50 of 2,779 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Parrot's the Ferry and the Depths: Rappan Athuk Discussion All Messageboards

Want to post a reply? Sign in.