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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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 sits down next to the fire. The dwarf doesn't even take off his gear, before snoring is heard.


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 is presumeably dragging Jack with her, or something.

"I don't suppose you've any spare shovels that could be borrowed? The remains from the sarcophagus deserve a proper burial. I'd be more than happy to dig it myself."


Elma explains, "My men keep shovels and camping gear with them at all times, but they're using them to make the fort right now. Maybe later. It's been hundreds of years, another day won't hurt 'em, I think. Also, I wouldn't go back down there alone if I was you."

Sarge nudges Bedlam awake with his toe. "Take that armor off before nappin', soldier, 'less you want to be Fatigued all afternoon. I've known soldiers with the Endurance to sleep in armor, but I don't reckon you're one of 'em."


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:

...and somehow, she believes your tales about Joden's disappearance and Talathel's presence in the dungeon. Her merchant's acumen sees through any lies you tell fairly quickly. She will find ways to hear about any treasure you've found, greedily demands to see the ring, and...

...she giggles with glee. "I know a demonologist in Riddleport who will pay top coin for that, and what a great story to go with it! Things are looking up around here!"

How long will you rest up?

"If Joden's being pressed into service is the strangest thing that happens to us, then this will be a lot easier than I suspect."

"We will hold onto the ring, for now. We plan to go back in at least once before we ask you to take some of our findings to sell. But if you think it will fetch an exceptional price, it may be worth parting with." While the flashes of divination are still fresh in his mind, he will pen a description of what he saw, so if they do decide to part with the ring, the tale of it can be taken with it.

Tragershen rests, falling asleep almost immediately. Assuming he isn't disturbed, when he wakes he draws out his spellbook and studies it, snacking on dried fruit as he does. At least eight hours of rest, plus an hour to study his spellbook. I don't know what time of day that puts us at, but day and night don't really matter underground.

Does Elma have any ideas on what to do with Tall Jack?


Elma nods. "If its powers are useful, I'll consider it an investment... just come back, I can't afford to go home empty handed. But it's good that we've finally got some merchandise."

At Tragershen's suggestion, Elma talks with Jack.

Their conversation's mechanics:

Sense Motive: 1d20 + 12 ⇒ (7) + 12 = 19

Bluff: 1d20 + 5 ⇒ (16) + 5 = 21

Elma reports, "He says he's not bandit, just an outlaw trying to get by in the woods. I believe him. Might not be worth keeping him tied up and dragging him to town."

Brand, Lolly, and everyone who has stuff to do: feel free to describe what you're doing in camp. Aurora and Lolly: you both have unexpended channels, want to pop 'em before resting? Anyone: take the lead and decide where to go down in the dungeon.

The Forest: 1d10 ⇒ 41d10 ⇒ 6
The Mouth: 1d20 ⇒ 191d20 ⇒ 111d20 ⇒ 61d20 ⇒ 11

Your rest is uninterrupted. As afternoon begins to turn to evening, everyone wakes, eats, and, feeling rejuvenated, heads back into the dungeon.


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

In response to the shovels being in use, Aurora says, "Very well then."

Aurora will pop both her channels on the group before resting. BE HEALED.

Channel 1: 1d6 ⇒ 5
Channel 2: 1d6 ⇒ 1

----

"Shall we continue with the stretch where we found the orcs? There were doors in that room we still didn't take."


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 opens one blue eye at Sarge.

Me be a dwarf! Besides, it only be light armor. Bedlam winks at GM Parrot, before the sounds of snoring continue.

After his rest, Bedlam takes out his formula book. He notices Tragershen's similar activity.

Mayhaps, you be lett'n a poor Alchemist some copy time?
The dwarf smiles.


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 listens quietly as Elma speaks with Jack. His actions and intentions had been quite clear down in the dungeon, and the young halfling has no intention of letting him deceive anyone.

At her words that he is just an outlaw, Brand scoffs quite loudly, "Oi, an' e'ery kindly outlaw just happens teh 'ave a pack o' orcs in deir pocket, 'appy teh murder folks at deir direction. Jack 'ere wanted teh slip all our troats... no, no, we'll not be 'avin' any lies now, lad..."

Sense Motive v/ Jack: 1d20 + 5 ⇒ (20) + 5 = 25


Bedlam Bottomland wrote:
... it only be light armor.[/b]

My bad! Misunderstood a line in "Endurance" as granting the ability to sleep in light, but it's just adding medium to light... eh it makes sense now. And yes, you can use Heal to heal if you'd like, we'll delay the departure by an hour for 9 total in camp.

Brand is sure that Jack is no innocent lamb.


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

Prior to passing out, Bedlam takes out his heal kit and sets about stitching himself up a bit...and then the dwarf passes out for 8 hours.


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 does ask the group at some stage:

"Is there a contract or other formal matters around this expedition? Or is this more a more informal arrangement of contribution for a share of proceed?"

**********

"I would continue slaying orcs."


Elma, always one to insert herself into discusions of finance, will explain that each party member (and she clearly considers herself and her mercenaries party members) has a right to an equal share of the final treasure, and that she is to act as agent for any sales of particularly valuable items in Riddleport. She might tell a tale of liquidating her assets and going into debt to fund this expedition (gesturing towards her too-old-for-this Sergeant and her too-young-for-this Private, but perhaps not gesturing toward the shallow grave of the Corporal). She explains that a contract would be a very good idea, but that things are currently on a handshake basis. She also mentions that she does reserve the right to leave once the expedition reaches a certain level of profitability--leaning in and whispering "The cleric and the wizard seem a little fanatical, who knows how deep they intend to go. I don't mind that they're trying to do good out here, but I intend to do very well indeed, if you know what I mean. And I'm going to live."


So far you all are spending 8 hours sleeping and 1 hour healing. Bedlam, if you want to spend the hour per spell + the spellcraft check to scribe with Tragershen, you may, but it'll extend the visit to camp and I'll roll another few wandering monster checks depending on how many you're nabbing. Might still be a good investment.


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 shall await for permission and party concesus, but I agree.

Lol...looks like just True Strike.


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 asked about his spellbook, Tragershen seems surprised. "Oh? Why, yes. If you think you could make use of it."

When Bedlam looks at his tome, Tragershen glaces at the dwarf's. After a moment's glance, he rotates it. Then rotates it again. With a grimace, he puts the book down.

You are absolutely welcome to copy spells into formulas, even as we level up (if they are on your list, of course.)


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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

Exiting the dungeon, Lolygert takes a deep breath of the outside air and sighs, a big smile on his face, "Ah, that's nice!' he exclaims.

He's not too interested in the mechanics of the soldier's preparations , but does see the merit of a wall to sleep behind.

Of good cheer, he makes his way round the camp, re-introducing himself, his flagon in hand. If anyone has a flagon or flask in hand, he'll smile and give it a tap with is own, the other's filling with a heady, hoppy ale.

Create alcohol cantrip

As he wanders, he hums a little tune, drinks his seemingly never ending flagon of ale, and occasionally stops to press out a little hopping dance in the dirt. Generally, he manages to liven the atmosphere of the camp area, somehow easing small pains and bruises by his presence and antics...

Positive Channel : 1d8 ⇒ 2


The Forest: 1d10 ⇒ 2
The Mouth: 1d20 ⇒ 161d20 ⇒ 15

Day 4: Evening.

The sunset lights up somewhat threatening clouds in crimson, heavenly colors: the heaven of jealous, bloodthirsty deities, but a heaven nonetheless. These clouds are visible above the clearing in front of the Mouth of Doom. All day long, insects have been swarming to lap up wolf blood (and other blood) with their probosces, and somewhere a little deeper in the woods, skinned bodies of wolves are attracting the attention of scavengers... all this would be gross, but the camp is high above the forest floor.

Sarge and Talathel have arranged a decent palisade, with two gaps on the side of the Mouth because there wasn't much soil to dig into above the ancient demon's face. These gaps have been isolated as entrances, so anyone wanting to enter the camp has to skirt the edge of the cliff before walking around the final sharpened logs of the palisade. The distance between the two doors is about twenty feet, and Elma's crew has lit a small fire between them. They plan to take three shifts watching the gaps through the night.

They ask the party to stay, in case of trouble, until morning. But they won't complain if you decide to go back in...


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!

Noting Elma's explanation of the situation, Talathel replies:

"My interest mainly lies in the procurement of superior equipment. My true wealth is in martial lore and its practical application."

***

Satisfied with the palisade, Talathel speaks with the others:

"I am ready to re-enter the depths. I am not opposed to waiting until morning, if that is what you wish, but there are great challenges waiting for us."


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 |

"We can wait until morning, I believe. The depths will not be going anywhere, and one last sunrise before plunging below would be welcome."


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

Since, the group seems to be waiting for morning, the Alchemist does take the invitation to copy from Tragershen's spellbook.
spellcraft True Strike DC 16 Taking 10+7=17


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

Waking from his midday rest, Brand rejoins his companions, and is a bit surprised to learn they aren't heading back into the dungeon. "Day, night, what dif'rence does it make? It's dark all deh time down dere... Suppose I'll be 'avin' a pint or two if'n were stayin' deh night!"


Forest Monsters: 1d10 ⇒ 11d10 ⇒ 101d10 ⇒ 3

Chart: 1d20 + 4 ⇒ (6) + 4 = 10

Wolves again... always wolves.

GM rolls:

Numbers: 1d3 ⇒ 11d12 ⇒ 8

As everyone settles in for the night, the mournful howls of wolves rise from the forest floor--they've surrounded the space where Elma dumped their skinned packmates. Their grief is tangible, disturbing. Anyone on watch will hear them sniffing and snarling around the palisade throughout the night, as they follow the scent trails from the forest floor to the camp.

Consider this an optional fight--you can go start some trouble with the wolves, or you can let them be. But I don't think they'd try to attack the palisade in the dark, not by themselves.


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 listens to the wolves in the distance.

"I would counsel that we stay here, rather than go out to hunt the wolves. We are here to plumb the depths of the Dungeon of Graves, not clear the wilderness of wildlife. Of course, if they hunt us here, we shall deal with them swiftly."

Tragershen's placid expression makes it clear that he is open to dissenting opinions, and he would not let any allies go hunting alone.


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 the howling and to Tragershen, and then replies:

"Securing our base camp has merit. And perhaps the wolves can be taught that this place is not one to challenge. I say we attack them now, before stronger enemies are drawn here by the howling."

Once he has finished speaking, Talathel will wait quietly to see how the group members decide.


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

"Wolves, again? I do not particularly want to fight them, but if this Maiden of Wolves or whatever she was called is truly sending the packs after us..." Aurora flicks a hand dismissively. "We may, in the future, need to learn more about her and teach her to stop. But not yet, there's much of the Dungeon of Graves for us to delve yet when morning comes."


Looks like 2 v 1 to avoid another wolf fight. Prolly just as well. Unless Brand, Bedlam, and Lolly show up and demand a rumble...

The dawn comes without incident. If the party would like, they may proceed into the dungeon and begin anywhere that has been revealed on the map.


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's loud snoring doesn't miss a beat during the wolves visit....

Upon waking, the Alchemist studies his formula book, preparing two extracts.

Shouldering his gear, the dwarf hefts his heavy pick.

Ready to be 'sploring.


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

Rising in the morning with his wounds well tended to, Brand smiles and chats with the guards as they go about their morning routines. Strapping on his gear and stuffing his mouth full of food, he prepares to venture once more into the dungeon.

"'aight lords an' ladies, shall we once more be off into the Dungeon of Graves? P'rhaps return to deh chamber wit deh sarcophagus?"


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 stands watch for the hours when he is not meditating or assisting with establishing the palisade.

At signs of movement from Bedlam and Brand, he turns with spear in hand.

"I am ready."

He moves to take up the rearguard position of the group.


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 |
Brand Hornblower wrote:
"'aight lords an' ladies, shall we once more be off into the Dungeon of Graves? P'rhaps return to deh chamber wit deh sarcophagus?"

"An excellent thought. The chamber where we found the secret door remains unexplored by us. And from Talathel's description of the long corridor, there probably isn't much to discover there."

It sounds like we are heading for room 30 on your Mouth of Doom map. If I am following correctly, room 1 is the stairs to the surface, room 16 had the sarcophagus and zombie, and room 15 had the bandits.


The party enters a strange stone room with a vague "30" etched into the floor within a perfect circle. The secret doors are still open, and the stench of double-dead zombie and ghoul and single-dead orc is getting pretty bad. You hear the squeaking and scurrying of rats.

There are two ways out of the room that aren't secret: a hallway close to the entrance to Room 30 that angles to the southwest, and a hallway at the far end of the room that heads directly west.


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!

From the back, Talathel speaks, just loudly enough so that the group can hear him:

"Where has the group not explored yet? We should consider tracking down known enemies first. If none present themselves, what about that hallway at the far end?"


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 begins tracking those bandits that escaped.

survival tracking: 1d20 + 7 ⇒ (19) + 7 = 26


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!

Seeing Bedlam seeking tracks, Talathel looks to assist him.

Survival, aid another: 1d20 + 6 ⇒ (4) + 6 = 10


After picking his way around the orc pile, Bedlam sees what he expected: three sets of fresh, hurried footprints bailing out of the fight in Room 15. Following them out of the south door of Room 15, he finds another secret door--obviously, this is a good hideout because of the layers of doors between it and the main dungeon. On the other side of the door, the hall continues straight south, and there's also a way to head due East. Bedlam and Talathel see that one pair of footprints splits off to the East, while the other two head south.


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

Absently grabing a vial, the Alchemist downs it.
Extract Heightened Awareness 20 minutes

The dwarf indicates the options to the group by holding up 2 and 1 finger, respectively.
The dwarf seems to want to follow the single set...


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 nods to Bedlam and readies himself to move with the group.


Perception: 1d20 + 12 ⇒ (16) + 12 = 28

Bedlam notices that the footprints seem to suddenly long jump for no reason before picking up again ten feet farther down the path. A second glance reveals the telltale traces of a ten foot pit trap that completely crosses the corridor. The party slows down and carefully works its way across without incident. The footprints continue down a somewhat winding passage, which is featureless until you find yourselves heading south past a doorway on the west side of passage. The footprints do not turn off at the doorway. You can open the door, or you can continue.


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

Off to work. Figure we should wait for rest of group before proceeding...lol. Great game!

Apologies, but I already added +2 from HA. So, perception +8(+2 stone) is current.

If the action seems to be that a confrontation is eminent while i am at work, Bedlam will drink his Mutagen.


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 |

Bedlam, I think you're doing a great job leading the group through this. Thanks!

At the sight of the door, and the indication that the tracks continue past it, Tragershen says "Let's check the door. If we need to back track, it would be better to know that nothing hostile waits between us and our only known route out of here." But if the others want to just press on, Tragershen won't insist.


The only way we're gonna make headway in this place is by moving quickly. I appreciate the pace.

Bedlam inspects the door, then opens it and takes a look: Perception: 1d20 + 10 ⇒ (17) + 10 = 27

He sees another pressure plate on the floor just inside the door. As light enters the dark room, it is pretty empty. Want to root around in there or will you keep going?


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!

Agreed! For larger decisions, sure, wait on everyone to chime in. But there's no need to do so for every single door, when we're here to explore the place anyway.

Talethel keeps an eye out for ambushers.

Perception, Darkvision: 1d20 + 4 ⇒ (14) + 4 = 18


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

Thanks everyone; this is my type of game!

Bedlam recloses the door, marks it with a dwarven rune for trapped with chalk, and continues on following the tracks.
As he is walking, the Alchemist does down his Mutagen.
+4 Str, +2 NA, -2 Int; 20 minutes.

Ok; now I am really going...lol.


See you later, Beds!

There's another door a little farther down the hallway.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Bedlam's probing of the door reveals that there's something fishy about it, some kind of trap...


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

Lollygert had one more channel last evening...
1d8 ⇒ 5

Lolygert rose when the wolf's howls pierced the night, but when he saw that no-one else was too concerned, he returned to his slumber.

Rising with the dawn, he cheerfully packed up his camp gear, shook some bugs out of his hair and agreed to venture back into the dungeon.

He stands nearby as Bedlam does his careful checking, noting with interest as the dwarf pauses at the latest door, "What did you find there, Bed?"


With all the channels and rest, everyone should be at full HP. Note for future reference, Lolz, that channel is d6 and not d8--but if you ever need it, you can get d8+1 by spontaneously casting your level 1 cleric slots at Cure Light Wounds. Oh, cleric is a great dip.


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

It's a trap!


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

"Then let us disable 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

Bedlam bows to the Lady.
Me be t'inking dat Brand be better. Me assist.

Auto assist +2


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 casually meandering along with the party, a bit unusually quiet. At Bedlam's prodding, Brand seems to snap out of a bit of a distant state. "What, oh, roight! Sorry, got far too much rest yesterday, not I'm all off... A trap ye say, I've been fixin' fer a bit o' fun. Let's see whats 'ere. Suppose a bit o' luck couldn't 'urt 'ere. Now, e'ryone, be silent as death."

Disable+adaptable luck: 1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25

sorry, ended up at work yesterday for 16 hours of nonstop fun... lots of chaos and crap on a wednesday. Boo...

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