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


6,101 to 6,150 of 8,005 << first < prev | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | next > last >>

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 rushes the remaining fungi, aiming to bring it down.

Charge with +2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 + 2 ⇒ (8) + 12 + 1 + 1 + 2 = 24

Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

AC at 19 with charge

AOO:

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (14) + 12 + 1 + 1 = 28
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (5) + 12 + 1 + 1 = 19
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (8) + 12 + 1 + 1 = 22
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (19) + 12 + 1 + 1 = 33
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (17) + 12 + 1 + 1 = 31
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (18) + 12 + 1 + 1 = 32
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (16) + 12 + 1 + 1 = 30
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10


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

What's left to kill?


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Let's see!

Tragershen's lightning bolt definitely gets the rearguard scouts, but how many of the other three does he manage?

gobs: 1d3 ⇒ 1

ref: 1d20 + 9 ⇒ (5) + 9 = 14
ref: 1d20 + 9 ⇒ (12) + 9 = 21
ref: 1d20 + 9 ⇒ (20) + 9 = 29

The blackened corpse of one of the scouts hits the ground hard.

The other two caught by the coruscating lightning whimper and look over their shoulders fearfully at the wizard.

Talathel's spear strikes the dangerously fresh mushroom that is currently fighting Lolz.

Looks like: there are two unpitted mushrooms. There are three pitted mushrooms. There are a few goblins in the hall beyond Tragershen. That's what's left to kill, for now.


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 positions herself so as many of her combative allies are within 15ft. of her, then casts Guidance on herself. A spark of energetic overflow pulses out to her allies in range.

Divine Vessel — This boon grants allies within 15ft. a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.


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

Lolygert looms over the last two unpitted mushrooms without pity...his massive sword cutting the air....and hopefully one of them!

Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11


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

Spotting the flash of bluish light and the following crack of thunder coming from the hall, Anzath lets out a controlled exhale, and rushes back to the fungus front with a hasted charge.
Kritfisher+DV+Prayer+Bless+Haste+Charge: 1d20 + 8 + 2 + 1 + 1 + 1 + 2 ⇒ (15) + 8 + 2 + 1 + 1 + 1 + 2 = 30
VS dmg+Prayer: 2d6 + 2 + 1 ⇒ (2, 3) + 2 + 1 = 8


Bedlam may act!


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 watches the stinking goblins scurry off into the darkness. Wishing he had a magic missile to shout at the darkness (and having a sudden thirst for a Mountain Dew), our slightly injured dwarfhulk reaches into his pockets for two vials. He drinks one.
cure light wounds extract: 1d8 + 5 ⇒ (1) + 5 = 6

He looks at the cleric.
Be just un flesh wound!


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

AC currently 20 after charge, with Cats Grace and Haste.


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Goblin Leader
Goblin Scout
Ippolit (d28, -7)
Goblin Scout
Goblin Scout (d12)
Goblin Scout (d12)
Talathel
Bedlam (enlarge person)
Lolly
Aurora (prayer 2/6 rounds, shield of faith)
Anzath (defense mode)
Tragershen (web, haste 3/6, pit 5/7, vanish 4/6)
Gelver
Mush (d28, grappled, prone, pitted)
Mush (d14, prone, pitted)
Mush (d13 grappled, pitted)
Mush (d15)
Mush (d24, prone)

The fresh mushroom lashes at Anzath as she approaches:

AOO: 1d20 - 1 + 4 ⇒ (4) - 1 + 4 = 7

It misses, but she does not. Lolly does, though.

Gelver swings his sword:

sword: 1d20 + 3 ⇒ (10) + 3 = 13

As the prone mushroom stands, it is buried by AOOs from the party and perishes. Not even gonna bother rolling for this one.

That leaves one active mush:

Who gets tentacles? 1 anz 2 gel 3 lol 4 tal: 1d4 ⇒ 3

It locks onto Lolly:

Tentacles: 1d20 + 4 - 1 ⇒ (19) + 4 - 1 = 22
Tentacles: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
Tentacles: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Tentacles: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14

Assuming that the +1 from Haste keeps you safe from that, Lolly! Is that right?

The priest of Cayden might mutter a thanks to Nethys--Aurora's blessing keeps him safe.

The goblins disappear behind the formerly locked door.

All may act!


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 still bruised, battered, and broken, drinks another Extract. He takes out a third.
He doesn't seem exactly happy.
clw: 1d8 + 5 ⇒ (5) + 5 = 10


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 steps up to stabbing range of the mushroom grappling Lolly and begins to stab it repeatedly, though taking care not to also skewer the large human.

@Parrot: The mushroom is grappling, so has the grappled condition I believe. That would be a -4 to its dexterity and so -2 to AC.

Strike One with +2 Elven branched spear with Prayer and Bless against mushroom: 1d20 + 12 + 1 + 1 ⇒ (17) + 12 + 1 + 1 = 31
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Strike Two with +2 Elven branched spear with Prayer and Bless against mushroom: 1d20 + 12 + 1 + 1 ⇒ (16) + 12 + 1 + 1 = 30
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

AOO:

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (7) + 12 + 1 + 1 = 21
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (15) + 12 + 1 + 1 = 29
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (1) + 12 + 1 + 1 = 15
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (15) + 12 + 1 + 1 = 29
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (15) + 12 + 1 + 1 = 29
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

+2 Elven branched spear with Prayer and Bless: 1d20 + 12 + 1 + 1 ⇒ (13) + 12 + 1 + 1 = 27
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6


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

Hmmm, must have missed the Haste cast, otherwise I'd have been attacking twice...Let's just say Lolygert was too dumb until now to realize it!


Tal, I think the grappled condition was from the Web spell, and it's now out of the Web, so it's not grappled or grappling. Alas. Lolly: you gotta keep an eye out for that sweet sweet hasty goodness!

Talathel ends the most active mushroom. Three remain in the pit.

Anz, Lol, Tra, Aur may act!


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

"Stand back."

When the coast is clear, Anzath will pluck a bead from her necklace of fireballs and toss it into the pit.
Reflex DC14 for half dmg.
Kaboom: 4d6 ⇒ (4, 5, 3, 6) = 18


Ref: 1d20 ⇒ 9
Ref: 1d20 ⇒ 5
Ref: 1d20 ⇒ 5

After Anzath drops the mic, the room fills with the delicious aroma of grilled mushrooms.

You may pursue the goblins or you may take this as "combat over" because they ain't coming back (immediately)


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 looks longingly into the pit....


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 around the room, ready to strike should he see any enemy sneaking towards the group.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


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 |

Trag rushes back into the room. "Some of the goblins are escaping. Do we pursue?"

With their lead and us having a man down, I doubt we could catch the goblins.


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.

"No. We regroup and restore ourselves first."


The party pants and perspires--and takes stock of their diminished number. Adelie is gone, and his wolf with him. Ippolit is stable, but badly mangled. Goblins have spotted you. It'd be a normal day in the depths, except that day and night have no meaning in a place that has never known the light of day...


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 would like to find the Pool of Healing....


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

As the smell of roasted mushes washes over Lolygert's nostrils, he breaths deep, sheathes his sword and fetches his flagon from his belt.

Bringing the frothy brew to his lips, he takes a deep, deep sniff of the air , then shakes his head, "I wish everything down here smelt so good when we killed 'em! "


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

With a heavy sigh, Aurora makes her way to Tragershen to begin casting a lesser restoration on him.

Lesser Restoration, removing Con damage: 1d4 ⇒ 1 Womp womp

She shakes out her hand. "We need to find somewhere safe to rest, at least for a few minutes, and I can pray for some more mending."


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 |

"There's the secret room on the level above. There's the brute's room back there that the locals are supposed to avoid, if they don't know he's dead yet. Or we can check this cave a bit further to see if it leads somewhere where we can shelter." Weak, tired and depleted, Tragershen doesn't seem to care which way we go.


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 will lead the way back to the secret room above for the group to reevaluate their life choices....


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 do not object to resting in the secret room above.", Talathel states, keeping alert for danger on the way.


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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

Anzath inspects the spot where the violet tentacle wrapped around her arm, her skin and muscle rotted away. She agrees to find shelter with haste, but not before looting the goblin bodies.


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 |

Trag will use detect magic and detect poison on the goblins, and detect magic where the fungi were. The shriekers on the higher level had a good scroll with them!


I really need to update the loot sheet! Maybe tomorrow... I biked to Snoqualmie Falls today--for those who aren't local, you may remember them from the show Twin Peaks. Listened to Harry Harrison audiobooks on the quieter trails: top notch vintage scifi!

The goblins had some useful equipment. You killed one leader and two scouts, so you get:

4 potions of cure light wounds; 2 potions of invisibility; +1 studded leather, +1 dagger, shortbow, 40 arrows; thieves’ tools, 2x masterwork studded leather, 2x masterwork dagger, 2x masterwork shortbow, 40 arrows, and 50 GP.

Anzath and Tragershen's rummaging among the shrooms turns up a magic ring...


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

Anzath suggests maybe they can sell the goblin sized stuff to Brand. She quickly stuffs everything into a sack, let’s Trag hold onto the ring, and high tails it out of there.


The party scuttles up the stairs, Ippolit presumably slung on Bedlam's spacious shoulders (or Lolly could handle him, or something!). The ghast's secret room opens for you and you all tumble in. You should be safer here, but who knows.

Full rest and praying time? Got anything to cast before I start rolling the "night"'s wandering monster checks? Also, I think you've only been up for an hour or two, sleepy adventurers!


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

When they arrive at the secret room Aurora would like to take the fifteen minutes to pray and fill her two spell slots that had been left open with a pair of lesser restorations — one for Tragershen and one for Anzath, focusing on their Constitution damage.

Lesser Restoration - Tragershen: 1d4 ⇒ 1
Lesser Restoration - Anzath: 1d4 ⇒ 4

The dice do not a certain wizard like...

She'll then pulse out a channel energy for some light healing.
Channel Energy (Heal): 3d6 ⇒ (1, 5, 3) = 9


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Aurora's magic washes over the weary crew, setting Anzath to rights and chipping away at Tragershen's ills.

Last call for actions before I start a full rest routine! Will run the wandering monster checks later today.


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 slumps down heavily in the secret room. He nods thanks to Aurora for her ministrations, but otherwise settles in to recover.


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 empties every healing potion he has; but the dwarf still looks rough.
potion of cure light woundsx2: 2d8 + 2 ⇒ (5, 1) + 2 = 8

Complaining about them being a bit old, the dwarf then takes an hour to brew a Mutagen.


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 takes first watch, still being hale. He will take trance later.


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

Equally unharmed, Lolygert moves about , trying to bring cheer to all, sharing the contents of his everflowing flagon with anyone who wishes...

Positive Channel: 2d6 ⇒ (1, 4) = 5

He joins Talathel on the first watch, or the second watch if need be...


The party settles in to rest. May they find the rest they need, and not the eternal variety!

wandering monster checks 1/30 mins = 16 checks:

wmc: 1d20 ⇒ 13
wmc: 1d20 ⇒ 5
wmc: 1d20 ⇒ 3

Table adjustments: 3=goblins, 2=ghouls+cultists

first encounter:

The goblin scouting party returns after making its report and begins combing the tunnels for the party's whereabouts. They don't have the Survival skill to make it easy on themselves, so they mostly just sneak and look around. The leader sends one of his scouts out ahead and follows from a distance.

perception: 1d20 + 9 ⇒ (5) + 9 = 14

The scout sees the secret door.

What do they do next? 1 open the door, 2 knock on the door, 3 inspect it and make smart decisions, 4 ignore it because it's clearly very old: 1d4 ⇒ 1

Rappan Athuk: The Grind Edition begins here! You get only 1.5 hours of rest before being interrupted.

Talathel perception: 1d20 + 8 ⇒ (14) + 8 = 22

goblin stealths: 1d20 + 22 ⇒ (15) + 22 = 371d20 + 20 ⇒ (6) + 20 = 261d20 + 20 ⇒ (13) + 20 = 331d20 + 20 ⇒ (18) + 20 = 38

Talathel doesn't hear the goblins outside. They prepare to attack. The leader and two of the lower-level scouts drink potions of invisibility, the leader taking one from the last flunky. This goblin is posted in the hall and instructed to join the battle as soon as the cover has been blown.

Then, the goblins open the door.

Just saw Lolly's post--will add 5 HP to all!


Initiative:

Aurora: 1d20 + 1 ⇒ (17) + 1 = 18
Anzath underground: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Bedlam: 1d20 + 6 ⇒ (15) + 6 = 21
Gelver: 1d20 + 0 ⇒ (6) + 0 = 6
Ippolit: 1d20 + 1 ⇒ (19) + 1 = 20
Lolly: 1d20 + 6 ⇒ (18) + 6 = 24
Talathel: 1d20 + 7 ⇒ (15) + 7 = 22
Tragershen: 1d20 + 10 ⇒ (4) + 10 = 14
Goblin leader: 1d20 + 9 ⇒ (9) + 9 = 18
Goblin scout: 1d20 + 5 ⇒ (5) + 5 = 10
Goblin scout: 1d20 + 5 ⇒ (15) + 5 = 20
Goblin scout: 1d20 + 5 ⇒ (15) + 5 = 20

Despite catching Talathel off guard, the goblins aren't as quick to react as the elf. Talathel, you see the door swing open, but there's nothing in the doorframe.

The sight of a door opening on its own merits a surprise round action from the sentry on duty!

Tragershen, as a Diviner, dreams a strange dream... something is watching him in the darkness. His eyes flicker open.

May always act in the surprise round applies? I think so!

Talathel and Tragershen may act in the surprise round! Everyone except Tal is prone or prone-equivalent in trance pose. Once Tal sounds the alarm (I assume he will do so), Anzath, Bedlam, and Lolly will wake and will be able to act in the surprise round because they beat goblin initiative (nobody knows they are up against invisible goblins yet, of course).


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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 |

Tragershen has a premonition of the door opening, and then violence. Vague and unclear, but certainly violence. When his eyes flicker open and he sees Tal's head turn towards the door, he reacts without any fanfare.

Trag casts glitterdust targeting it past Tal so that it comes right up to Tal without engulfing him. Still prone.


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 with eyes red and a bit of drool in his beard.


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 calls "GOBLINS!" as he stabs at the nearest goblin and makes any ingress into the room a hazardous one.

Charge vs goblin with +2 Elven branched spear: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

AC currently 19 because of charge

AOO, oh AOO!:

AOO with +2 Elven branched spear: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

AOO with +2 Elven branched spear: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

AOO with +2 Elven branched spear: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

AOO with +2 Elven branched spear: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

AOO with +2 Elven branched spear: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

AOO with +2 Elven branched spear: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

AOO with +2 Elven branched spear: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


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

the room is a tight passage if I remember correctly?

Anzath reaches for her bow and gets to her feet.


You are in room 10 in "Dung Monster Map 2. A small passage leads into the room.


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The poor goblins are hit by the glitterbomb:

Will Leader: 1d20 + 1 ⇒ (11) + 1 = 12
Will Scout: 1d20 + 1 ⇒ (17) + 1 = 18
Will Scout: 1d20 + 1 ⇒ (4) + 1 = 5

The scout that opened the door is not blind--the leader and the other scout are. This combat might not take very long...

Lolly may act in the surprise round--one standard or move action!


Looks like I forgot one scout, just a sec

Will: 1d20 + 1 ⇒ (3) + 1 = 4

Blind as a bat.

Talathel's attack fails to hit the goblin scout who opened the door.

I'm gonna assume that Lolly will use his move action to stand up. Feel free to retcon that and fight by rolling around on the ground if you'd rather, Lolz!

Lolly stands up!

Ippolit stands up too!

The Three Blind Goblins then act. The leader yelps and shouts,

Weerar, dagaalyahanno! Xoog yeelo oo guuleysatid!

Goblin:
Attack, warriors! Be brave and prevail!

The leader then attempts to feel his way down the passage, sneaking so his soldiers don't notice that they've been abandoned.

Stealth: 1d20 + 22 ⇒ (1) + 22 = 23

Perception from the one seeing goblin: 1d20 + 9 ⇒ (19) + 9 = 28

The one goblin who can see shouts, Madaxa ayaa isku dayaya inuu urogaado!

Goblin:
The boss is trying to sneak away!

The blind, shiny goblins panic and turn around. The one that opened the door (and that can still see) also moves away and down the passage, dodging Tal's AOO. He easily outstrips the boss and his companions.

As such, when the surprise round ends, the party is not confronting an insidious and invisible foe--but what they see is the same. An empty doorway.

Goblin chase! If you want. Anzath, Bedlam, Ippolit, Talathel, and Lolly may act for realz!


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 decides to go against his nature. He stays put.
May need to report dem ta da Community Committee.


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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

Lolygert stands there puzzled, "What Goblins? "


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!

When even Bedlam is seeing the sense in staying put, Talathel moves up to the door. He quickly closes it, slowing down at the last moment so it does not bang. Then gently, he finishes closing it, and steps away, resuming his watchful stance.

"The ones who just ran away. They ought not to try again for a while."

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