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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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

After Tarapen finishes his soliloquy, Lolygert passes him his freshly filled flagon, "Here, I dry up after saying just a few words...you must be parched!"

"I'm Lolygert!" he says simply, as if that explained everything.

He watches as , hopefully, Tarapen takes a pull, then asks, "You have your own flagon? I'd like to use mine again someday! I can fill yours up anytime!"


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Ippolit introduces himself, "I'm Ippolit Athanor. I used to be a cop. Decided to be a mercenary. Hired by these folks. Have learned that I'm a damn fool who is in over his head. If you ever need a damn fool who is in over his head, let me know. And if you don't see one when you're looking, pull out a healing potion and look on the floor. Thanks."

And so the party, augmented, rested, and more experienced in a way that relates directly to their overall strength, decides what to do. Everyone seems ready for someone to make a decision.

First person to choose one of Tragershen's options gets to decide where the whole party goes next!


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

Now, if Bedlam chose.....hmmm...I shall defer to our Slayer.


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 say either pick up where we left off, or go to where the goblins ran off to.

Also, did we find anything worthwile on the cleric and acolytes? Also, also, does leveling up cure my strength damage?


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Full health! Let's start with a clean slate for level 7. Loot!

The Loot:

Priest: potion cure serious wounds, +1 breastplate, masterwork heavy steel
shield, masterwork heavy mace, cloak of resistance +1, spell
component pouch, unholy symbol of Orcus, 18 gp

Acolyte x 2: masterwork scale mail,
masterwork heavy wooden shield, masterwork light mace,
38 gp, 2 potions of cure light wounds, potion of
entropic shield, potion of longstrider, wand of inflict light
wounds (50 charges)

Ghouls: A sense of accomplishment


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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 |
Anzath wrote:
I say either pick up where we left off, or go to where the goblins ran off to.

Then we'll head back to the 'shroom cave where we left off.

I'm eager to try my new spell, arcane eye. He'll send it down past where we fought the various fungi. He gets seven minutes of the eye at 30' per round. He can scout out 2100' of tunnel. I trust you to pick routes to explore. He'll also cast darkvision on himself so he can explore dark tunnels with it. He'll narrate as he explores, so everyone knows everything he is seeing.


Tragershen's Eye quickly reaches a split in the tunnels beyond the fungi. One goes up, one goes down. Which do you take?


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 |

Well, we can really use a route out to rest when we need to, so let's try up first. If it deadends or hits something that the eye sensor can't go through, he'll backtrack and try the down route.


Tragershen's Arcane Eye winds up and up and up through the tunnel. It's a narrow passage, but eventually the eye sees the light. Well, the darkness. It's night on the surface. If Tragershen gives it the gas and shoots it towards the light of the stars and moon before turning around, he gets a bird's eye view of the forest at the edge of the graveyard. The tunnel is on the border of the two.

The eye winks out before too much longer...


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 looks like a way out! We should check it out to make sure." Did it look walkable, or was it a tunnel up that needs to be climbed?


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 prepares all his Extracts for more spelunking in the morning. The dwarf seems in good spirits after cooking breakfast; consisting of rat steaks with mushroom gravy.


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Yummmm

The tunnel would be difficult for a Medium creature to travel--you'd have to crawl and even squeeze in some places. A Small creature could mostly navigate it without trouble, with a few places where they might have to crawl.


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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 appreciates the breakfast meal. Reminds her of slave meals of her childhood. She sings songs she remembers from that developmental period of her life to D’mitri as she gnaws on roasted rat and stuffs it into his witty-bitty mouth, sitting on the rigored corpse of the barbarian/wizard monstrosity she had a hand in killing.

After Trag’s report, Anzath turns to their new small sized companion and asks, "Soundz familiar, no?"


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

Tarapen nods along with Tragershen's description. "That sounds like my road, I think. Might need some excavating if you guys want to use it, though."

He turns a glance to the alchemist. "... do you do shrinking potions?"


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

As the party settles in for its breakfast, makeshift as it is, Aurora joins with her rations — sparing the jerky and a bit of dried fruit for Nicothoe to gobble down, startlingly messy for what fare it was. Aurora watches the chick hop around as she collects her crumbs off the ground.

"The Dungeon of Graves is a bit like an anthill, isn't it? So many tunnels and entrances..."


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 |
Tarapen Evocatore wrote:
He turns a glance to the alchemist. "... do you do shrinking potions?"

"I do have a spell that can shrink an individual. I'll have to think about making it applicable to more than just one person..."

When they finish discussing the results of his arcane eye spell, Tragershen casts a couple more spells to prepare himself.

Casting mage armor and see invisibility.

Active effects: mage armor 7 hours, darkvision 6 hours 40 minutes, extended see invisibility 2 hours 20 minutes.

He also has light memorized now. He'll offer to cast it for Ippolit on a piece of his gear of his choice. He'll also get out the gem of brightness they found earlier, hold it in his off (buckler) hand and use it for a light source as well.


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 belches.
Mee no got potions; just me Extracts, but I kin share dem. Me haven't found many new formulas recent though!

The dwarf winks at Parrot!

hehe!:
He does sneak Nico some rat steak!


Ippolit nods gratefully. "Thanks, Trag, decent of you. Put it on this..." He rigs up an illuminated headband, which has the added benefit of keeping his quick-growing hair out of his eyes.

The party walks back out of the mushroom cave and opens the door to the south.

Party Perception:

The eyes

Anzath underground: 1d20 + 15 ⇒ (19) + 15 = 34

The aids

Aurora and Nico: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Bedlam (auto-assist): 1d20 + 10 ⇒ (8) + 10 = 18
Lolly: 1d20 + 10 ⇒ (19) + 10 = 29
Talathel (unleveled as yet): 1d20 + 8 ⇒ (4) + 8 = 12
Tarapan: 1d20 + 3 ⇒ (20) + 3 = 23
Tragershen: 1d20 + 7 ⇒ (13) + 7 = 20

Anzath nods at the secret door on the east/left of the party. It is a little... chilly?

But the party's attention is grabbed not by the cold secret door--instead their eyes are drawn to the door a few feet farther down the passage.

Da Book

This door is different than all the others so far seen in the dungeon. It is
finely crafted, made of ebony wood and bound with gold. The door has an
obvious internal lock, also of fine quality. Strange runes are rudely carved
in the door. Simply looking at them makes one uneasy.

/dabook

The runes appear to be Celestial. Tragershen (and possibly others, but definitely Trag) pushes forward to read the inscription. At first, he's bamboozled, muttering that the inscription is pure gibberish. Then, mumbling the syllables, he finds himself intoning the twisted phonetics of the Abyssal tongue--some dark joker has used the holy language to inscribe the demonic. He translates the passage:

Saracek, the blazing queen of light, came here to hurl the darkness down.

Snuffed, the little candle now waits to drag the bright into eternal shade.

And they whine that He doesn't have a sense of justice or humor!


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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 |

Gold on the door? Does it look like we can take it off? Or just take the whole door with us?
"Saracek." Tragershen pronounces carefully as he searches his memory for a glimmer of a fact about the name.

Knowledge (history) 1d20 + 12 ⇒ (13) + 12 = 25. If its not history, then he's got all of the knowledge skills to some degree or another.


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

"Lookz expensive."

Check for trapz: 1d20 + 15 + 3 ⇒ (13) + 15 + 3 = 31


If you can remove the door, it would certainly fetch a high price at a city market.

Anzath feels confident that there are no traps.


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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

I am not confident in Anzath's confidence.


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 |

While Anzath checks the door for mechanical menaces, Tragershen will peruse it for those of an arcane nature. detect magic.


No magic, either! Do you turn the doorhandle?

Tragershen's history check dredges up:

Saracek was a chaotic good queen of a nation of nomadic horse-riders who swept over the mountains and down the valleys along the west coast several hundred years ago. She hurled down corrupt barons and evil lords, occasionally holding even half-decent ones to a higher standard than they could reasonably meet. Finally, someone convinced her that the ultimate adventure would be to defeat Orcus himself. She gathered her companions: strong barbarians, shamen and shawomen, and various support from her conquered realms.

And she was never seen again.

The nomads dispersed. The cities returned to their old ways.


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 decidedly feels better about their chances now!


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

As Trag recalls his history lesson, Anzath can only think of one thing "Dere is vealth behind dis door."


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

Da door be gold!


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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 |

"Well, before we take it off of its hinges, let's make sure that certain doom doesn't lurk behind it. When we are ready to head back to civilization, I can prepare a spell that will make the door portable."

I can prepare extended shrink item in a fourth level slot. That should take it down to the size of a notebook for up to two weeks.

Okay, we'll give anyone who wants to a moment to do prep spells, potions or extracts, and then we'll open the door.


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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!

Previously...

Talathel acknowledges Anzath's concerned look then turns to Tarapen.

"I am Talathel Rhuiren of Kyonin."

****************

Now

Feeling refreshed, reenergised, and ready, Talathel shifts his stance ever so slightly.

Martial Flexibilty to gain Weapon Specialisation (Elven Branched Spear) for one minute of sweet +2 damage.

Talathel gives Tragershen an almost imperceptible nod to signal his readiness.


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 snickers at the idea of removing the door and shrinking it for transport to sell.

But it is a nice door.


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

Tarapen notices the party tense up before opening the door and groks that it's danger time. He casts an ablative barrier over himself, waves his arms to summon an unseen servant that his muttering seems to refer to as "Walter", twists his ring, and flickers from the sight of everyone who doesn't currently have a see invisibility effect active.

Active effects: Ablative Barrier 7 hours, Unseen Servant 7 hours, Invisibility until dismissed.


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 gets drunk!
Mutagen, Barkskin, heroism, see invisibility (he winks at Tarapen), heightened awareness


Obviously the door is locked. Anyone want to disable this device?


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 braces, just in case.


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 takes out his fancy thieves tools...
Be un shame dat dese tools git da bad rap!

The dwarf approaches the beautiful gold door. He gives it a good looksee!
Perception: 1d20 + 12 ⇒ (4) + 12 = 16 guessing +2 stone doesn't count with gold...lol.

Blind to only the gold, he decides to give it a try!
disable device: 1d20 + 14 ⇒ (1) + 14 = 15


The door's lock is incredibly well-made. It foils Bedlam's attempt.


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

Drinking Hide from Undead potion before going in.

Anzath cracks her knuckles and attempts to show the dwarf how it’s done.
DD: 1d20 + 13 ⇒ (20) + 13 = 33


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 mutters under his beard about elven luck.

He smiles.


The lock clicks and the door swings open smoothly on its nails, erm, I mean its hinges.

Inside is an anteroom covered with more of the twisted Celestial script. You might feel a moment's disappointment when, instead of a monster, you see another door, the twin of the one Anzath just opened.

You may read the script, force the lock, or leave.

At this point, I'm considering the clock running on all those buffs you cast, so don't dawdle if you have something short-duration that you really need.


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

Is it also gold!

Bedlam rinses and repeats.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26

Disable device: 1d20 + 14 ⇒ (11) + 14 = 25


Bedlam pushes forward and picks the second lock swiftly and skillfully.

And yeah, the door is ebony with gold binding, very 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

I’ve got 10 minutes on this Hide from Undead. Trag has to prepare the shrinkydink spell, so I say push forward.

The second door open, Anzath draws her blades and peers inside.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30 +3 for trapz


The door swings open. Torches glare to light around the perimeter of the chamber, now illuminated by the gleam of blue balefires. A chorus of disembodied demonic voices whispers "saracek... saracek..."

A throne sits on a dias across the room. A figure sits upon the throne, staring into the darkness. The voices chant, louder, "Saracek... Saracek"

As the light splashes across the crowned helm of the ancient queen, you see that only shadows peer forth from beneath its gem-encrusted dome. Saracek is a skeleton.

The voices scream, "SARACEK! SARACEK! SARACEK!"

The skeleton raises a sword and the chanting voices fall suddenly silent, cut off as by a blade. She-it beckons you closer with the tip of the blade, asking in a raspy voice resonating through empty armor:

"Who disturbs Saracek the Fallen? Do you come to offer me homage, or do you bear a message from the depths, or do you come to die?"


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 |

Knowledge (religion) 1d20 + 13 ⇒ (15) + 13 = 28.

Does Trag think this is a lich, or another type of undead? Does he think the disembodied voices are incorporeal undead?


Tragershen knows that this is a powerful sentient undead, but not a lich. Saracek appears to be a strongly enhanced skeletal champion antipaladin. The disembodied voices are probably not disembodied undead--they sound more like a spell cast to flatter vanity than anything sentient.


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 |

To his allies, Tragershen murmurs "She's fallen. An anti-paladin degraded into a skeletal champion."

Louder, he says "We've come in opposition to Orcus and all those who muster to his banner. We may not have a quarrel if you stand free of such fealty."

Diplomacy 1d20 + 13 ⇒ (9) + 13 = 22

I don't expect that to work, but we worked things out with the dragon (sort of), so it may be worth a try.


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

Trusting in her potion, Anzath begins moving into the room.
Stealth: 1d20 + 18 ⇒ (12) + 18 = 30
Saracek gets a Will save to see Anzath. Unsure of the DC but prob low.
Study Target as well.


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 frowns at the skeleton.
Be all bones! Nutt'n ta even eat!


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 had watched the scene with the interesting door with great interest, waiting for the moment he could flex his muscles and rip it off of it's gilded hinges.

Disappointed that he didn't get the chance, his next opportunity was dashed when Bedlam opened the second door safely.

Resigned, her realized that no door-ripping was going to happen, so he waits for the talky-talky to get done....


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

DC 11 i believe for a lvl 1 potion.

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