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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Tragershen's tentacles grasp both prone ghasts and d6 others: 1d5 + 1 ⇒ (1) + 1 = 2 two of the remaining ghouls!

CMB ghast: 1d20 + 4 ⇒ (17) + 4 = 21
CMB ghast: 1d20 + 4 ⇒ (2) + 4 = 6
CMB ghoul: 1d20 + 2 ⇒ (18) + 2 = 20
CMB ghoul: 1d20 + 2 ⇒ (13) + 2 = 15

grappled ghoul the healthy one? 1 yes 2 foo 3-4 5-6 damaged blind: 1d6 ⇒ 11d6 ⇒ 2

One of the prone ghasts is constricted, as is the ghoul that was fighting the foo dog. The other two avoid the tentacles, for now.

Anzath
Tragershen (Haste 6/7 rounds, tentacles 7/7)
Bedlam
Ippolit
Gelver
Terapin and a Foo Dog
Ghoul (foo fighting, in tentacles)
Talathel
Ghast (prone, grappled, d8)
Ghast (prone, in tentacles)
Aurora
Lolly
Ghoul (d11, blind)
Ghoul (d11, blind)
Ghoul (d11)
Ghoul (d11)
Ghoul (d8, grappled)

Terapin and the dog 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

Be need'n sum ketchup!


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

Terapin's Foo Dog ("Rockjaw?") leaves the betentacle'd ghoul to its bizarre new fate and pounces on the nearest one still unoccupied.

Bite: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 4 ⇒ (1) + 4 = 5

And will attempt to trip!

Trip: 1d20 + 4 ⇒ (16) + 4 = 20

Snarling, the stone dog brings one of the soft fleshy chew toys with the glorious stink down to the ground and begins shaking its head violently, still clamped around the hapless creature's limb.

Terapin briefly considers trying to shield Lolly, but is loathe to wade into the room full of teeth. Everybody else in the room seems to be doing pretty well ( are the HP totals under the poster names accurate?) and the little gnome assumes that he wouldn't. With a sigh, he takes another few steps back down the hall behind the wizard and the cleric and carefully (verrrry carefully) hucks an orb of acid between their legs and into the back of one of the ghouls attacking Lolly, flickering into view for the round but hoping the two larger spellcasters mostly block the ghouls' sight of him.

Acid Splash: 1d20 + 8 ⇒ (1) + 8 = 91d3 ⇒ 3

Erring perhaps too far on the side of caution to avoid hitting any of his new friends, Terapin's gob of acid hisses into a harmless corner of the room and spatters sizzling against the inert stone wall. He hopes nobody noticed that.


The foo dog brings down a ghoul, but as he tries to trip the monster, he finds himself hanging onto a leg attached to nothing. He's killed it.

The tentacled one fights to free itself: roll a 20: 1d20 ⇒ 51d6 + 4 ⇒ (3) + 4 = 7

It fails; it dies.

Talathel stabs the prone ghasts, less worried about the standard ghouls:

Stab: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 221d8 + 4 ⇒ (2) + 4 = 6
Stab: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 351d8 + 4 ⇒ (5) + 4 = 9
Stab: 1d20 + 15 + 1 - 5 ⇒ (13) + 15 + 1 - 5 = 241d8 + 4 ⇒ (8) + 4 = 12

His first two stabs finish one, and his lat shot takes another. That finishes the main threat to Anz... erm, the party.


Anzath
Tragershen (Haste 6/7 rounds, tentacles 7/7)
Bedlam
Ippolit
Gelver
Terapin and a Foo Dog
Ghoul (foo fighting, in tentacles)
Talathel
Aurora
Lolly
Ghoul (d11, blind)
Ghoul (d11, blind)
Ghoul (d11)
Ghoul (d8, grappled)

Lolly and Aurora may act! Almost done!


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

Still enraged that the ghoulies and ghasties pretended to be a coffin warehouse, Lolygert tries to work out his frustrations on any nearby undead....

Raging, Hasted, Attack 1: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 2d6 + 13 ⇒ (1, 5) + 13 = 19
Raging, Hasted,Attack 2: 1d20 + 17 ⇒ (3) + 17 = 20
Damage: 2d6 + 13 ⇒ (2, 2) + 13 = 17

Raging, Hasted,Attack 3: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21


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 glances at Parrot.
Wat me? Chopped ghoul liver!

The dwarf precedes to gnaw on bones.


After Lolly's bladestorm, all non-tentacled ghouls are dead. Aurora may yet act. Bedlam may begin preparing to cook, but I don't think it's his turn...


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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

He was referring to the Anzath being the threat comment...lol.


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 moves forward to get the ghouls within 30ft of her and channels a pulse of white energy.

Channel Positive Energy (Harm Undead): 4d6 ⇒ (1, 6, 6, 5) = 18 → DC 14 Will save to halve damage


Even with successful saves, that should just about end this!

Aurora's blast of positivity shreds the remaining undead. The star chamber is yours.

Combat over!


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 breathes heavily for a moment, then vomits.

"Vhat stinkz!?"

<hurp>


Party Perception:

The eyes

Anzath underground: 1d20 + 15 ⇒ (20) + 15 = 35

The aids

Aurora and Nico: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Bedlam (auto-assist): 1d20 + 10 ⇒ (10) + 10 = 20
Lolly: 1d20 + 10 ⇒ (11) + 10 = 21
Talathel (unleveled as yet): 1d20 + 8 ⇒ (10) + 8 = 18
Tarapan: 1d20 + 3 ⇒ (4) + 3 = 7
Tragershen: 1d20 + 7 ⇒ (4) + 7 = 11

Realizing that they should probably avoid smelling right now, the party holds its breath and takes a look around. You find the remnants of an ancient platoon of soldiers, part of the the legendary Army of Light that once invaded these depths... and never returned.

From Da Book:

Scattered about the opened crypts are 3000 gp, all manner of common weapons and armor, including several
suits of chainmail, a breastplate, a full suit of dwarf-sized half-plate, two
masterwork steel shields (one heavy and one light), a masterwork heavy
mace, a masterwork short sword, a masterwork morningstar, a silver
dagger, a composite short bow (+1 Str), 18 +1 arrows, a +1 keen dagger,
a +1 keen throwing axe and a +2 warhammer and three potions: 2 potions
of cure light wounds and a potion of remove disease.

Where to 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

Bedlam takes a look at his Swatch.
Been 70 minutes since me Mutagen and Elixirs?

If yes; or close enough, he would like to spend an hour brewing...


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 |

Sorry, work has been crazy this week!

We'll sit around for an hour or so, letting the unwell recoup and the dwarf prepare himself. Tragershen will use that time to identify the magical items found and share his findings with the others.

When everyone is ready and the loot packed up, we'll go north to room 1 on the Marthek map. If nothing's changed there, we'll try the door immediately to our left when we go in.


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 might take that keen dagger and a share of the arrows, otherwise will push for upgrading the hired help. Anything else can be dragon loot.

Is it evident that the fallen soldiers were thus turned into ghouls and ghasts?


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

Terapin busies himself searching all of the bodies for any rings, mundane or otherwise. Upon discovering none, he sits, flabbergasted. He thought he wasn't making very good sales in this region because he was an outsider and people didn't trust him, but maybe folks around here just don't wear rings?


Sorry for the delay, how is the weekend already over? Happy solstice! It's all getting brighter from here (until June)!

Bedlam settles in for an hour of brewing:

Wandering Monster: 1d20 ⇒ 19
Wandering Monster: 1d20 ⇒ 10

His activities are uninterrupted.

Then, Tragershen leads the intrepid adventurers to the north, opening the door after:

Party Perception:

The eyes

Unwise Anzath underground: 1d20 + 15 - 3 ⇒ (15) + 15 - 3 = 27

The aids

Aurora and Nico: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Bedlam (auto-assist): 1d20 + 10 ⇒ (11) + 10 = 21
Lolly: 1d20 + 10 ⇒ (11) + 10 = 21
Talathel (unleveled as yet): 1d20 + 8 ⇒ (1) + 8 = 9
Tarapan: 1d20 + 3 ⇒ (20) + 3 = 23
Tragershen: 1d20 + 7 ⇒ (18) + 7 = 25

...ensuring there are no traps. You wander down a zigzagging corridor until you come to another door.

The next door is:

Party Perception:

The eyes

Anzath underground: 1d20 + 15 ⇒ (1) + 15 = 16

The aids

Aurora and Nico: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Bedlam (auto-assist): 1d20 + 10 ⇒ (6) + 10 = 16
Lolly: 1d20 + 10 ⇒ (6) + 10 = 16
Talathel (unleveled as yet): 1d20 + 8 ⇒ (14) + 8 = 22
Tarapan: 1d20 + 3 ⇒ (11) + 3 = 14
Tragershen: 1d20 + 7 ⇒ (11) + 7 = 18

...also clear. You peer inside and see a sarcophagus. A skeletal body draped in rusted chainmail and clutching a tarnished blade lies at the foot of the tomb.


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 happily downs his Mutagen, Heroism, Barkskin Elixirs.
70 minutes

He also downs an Antitoxin and Antiplague.

The dwarf then takes point with Anzath.

Bedlam nudges the drow.
Be bett'n yee un gold it be jump'n up all scary-like.


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 nods to the dwarf and draws her blades. "Better not be more ghoulz."

If the coast is otherwise clear, stepping in and checking out the sarcophagus, is it open?


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 |

Is there any writing that says who is interred here?

Tragershen will cast a detect magic on the room and its contents. If there is anything to report, he'll tell the others.


The tomb is shut. There's no magic, and there aren't any inscriptions.


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 crowbar.
Str: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17


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
Anzath wrote:

Anzath nods to the dwarf and draws her blades. "Better not be more ghoulz."

Lolygert walks into the new-to-them tomb, "Why not...they're easy..."

He takes a pull from his flagon, then puts it away, replacing it with his sword....just in case whatever's entombed here isn't easy...


When Bedlam opens the tomb rot grubs wake from a very long dormancy and attack the dwarf! Two of the sausage-sized beasts leap out, nimble as fleas, and try to begin burrowing into Bedlam.

Oddly, the entry says no save if you don't see them first. But I think no-save hazards are silly. Also strange that they are a hazard, not some sort of vermin. And that the entry does damage per grub, but there's no indication of how many grubs make a "handful" or a normal CR 4 hazard.

Ref Save: 1d20 + 9 ⇒ (7) + 9 = 16
Ref Save: 1d20 + 9 ⇒ (9) + 9 = 18

The floppy monsters miss their jumps and writhe on the ground, gearing up for another attempt!

Ok, all may act to slay the grubs!


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 raises a brow and expects Bedlam to stomp them out.
Hold.


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 puts on his bib!
Feral Mutagen claw, power attack, heroism: 1d20 + 10 - 2 + 2 ⇒ (11) + 10 - 2 + 2 = 211d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Feral Mutagen claw power attack, heroism: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 121d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Feral Mutagen bite power attack, heroism : 1d20 + 10 - 2 + 2 ⇒ (8) + 10 - 2 + 2 = 181d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12


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 leans on his sword , fills his flagon and takes a sip, waiting to see what kind of fricasse Bedlam makes out of the grubs, calling out, "Do you need any help, Bed?


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

Dey be un bit chewy!

The dwarf invites Lolly in on the fun.


Bedlam's digestion vs. egg sacs in grubs DC 15: 1d20 + 9 ⇒ (20) + 9 = 29

Bedlam's consumption of raw rot grub would kill most people. Most dwarves. But for him, the latent eggs in each grub is just extra protein.

You hear a deep, threatening rumbling. It's not Bedlam's stomach, and it seems to be coming from a passage leading north out of the tomb roomb.


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

Choosing to ignore the disgusting display of digestive indignity, Anzath moves to the edge of the passage, drowish ears keening in.
Listen: 1d20 + 15 - 3 ⇒ (11) + 15 - 3 = 23


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 creeps next to Anzath. He whispers
Wat we be hearing?

Perception: 1d20 + 12 ⇒ (5) + 12 = 17


If you and I were there, perhaps we'd compare the sound to an enormous bowling ball in an empty alley. Whatever version of rumbling seven-eight-or-ninepins that is appropriate to your character's culture comes to mind, and failing that, thunder.


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 looks at Bedlam and shrugs, "Soundz like kave-in."

She turns to look back at the open sarcophagus, the dead remains on the floor, Lolly standing there drinking, then over to the rest of the group huddled outside the room. She thinks about baby D’mitri suckling on a wad of rat jerky slung on her back.

Wisdom: 1d20 - 2 ⇒ (6) - 2 = 4

She turns and puts her back against the wall, just outside the passage, purple and gold scimitars held at the ready to cut into whatever should appear.

Readied Vital Strike: 1d20 + 11 ⇒ (11) + 11 = 22
VS dmg+SA+ST: 2d6 + 4 + 2d6 + 2 ⇒ (6, 5) + 4 + (1, 4) + 2 = 22


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

Me be open'n it?


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 will make sure the sarcophagus is between him and the noisy door before Bedlam opens it.


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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

Is there a door? I imagined an open passage.


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--quickly--builds a door. He opens it....


Anzath lashes out at the rumbling object, swinging a vital strike at... a rolling rock covered with spikes.

Kritfisher reverberates with the shock, but the ancient magic enchanting the blade holds it together. The edge could use a sharpening, though, after that hit!

I don't think that Kritfisher will be targeted with more object damage, but remind me of this if Anz gets hit with Shatter or whatnot! 22 damage to the sword, 12 hardness, 15 HP = 10 damage, 5 HP left, I think, following the "every action has an equal and opposite reaction" rule.

The giant spiked ball sits still for a moment or two. Then, it rolls on back down the hall beyond Bedlam's 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

Huh; well dat happened.


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 looks down at her favored blade, purple luster now marred by a vicious ding.

"Sh!t."

She begins walking out, "Let uz go. Diz place iz stupid.”


So heading back to the main hall, then trying the last unopened door on the floor? I'll take silence as yes in the morning!


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

Gotta unlock that '100% explored' achievement!


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 pats the drow on the shoulder.
Mayhaps, we be fixing dat as soon as we be gitt'n un chance!

The dwarf then follows her to their next stop....


The party avoids charging through the spiky stone hallway, instead returning to the room with the stairs where they entered. It feels so long ago, now.

They approach the final door.

Party Perception:

The eyes

Anzath underground: 1d20 + 15 - 3 ⇒ (20) + 15 - 3 = 32

The aids

Aurora and Nico: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Bedlam (auto-assist): 1d20 + 10 ⇒ (8) + 10 = 18
Lolly: 1d20 + 10 ⇒ (20) + 10 = 30
Talathel (unleveled as yet): 1d20 + 8 ⇒ (15) + 8 = 23
Tarapan: 1d20 + 3 ⇒ (16) + 3 = 19
Tragershen: 1d20 + 7 ⇒ (20) + 7 = 27

They open the final door. Inside, a winding passage eventually connects with the rumble spiky rock hallway. On the way out, you inspect your location more carefully.

Party Perception:

The eyes

Anzath underground: 1d20 + 15 ⇒ (2) + 15 = 17

The aids

Aurora and Nico: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Bedlam (auto-assist): 1d20 + 10 ⇒ (5) + 10 = 15
Lolly: 1d20 + 10 ⇒ (9) + 10 = 19
Talathel (unleveled as yet): 1d20 + 8 ⇒ (14) + 8 = 22
Tarapan: 1d20 + 3 ⇒ (15) + 3 = 18
Tragershen: 1d20 + 7 ⇒ (10) + 7 = 17

Anzath pronounces the room clear, but every single other member of the party has some kind of helpful hint or observation that eventually leads to the collective discovery of a secret door.

Do you open 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 looks at GM Parrot as if he must be joking!


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 insists there is no secret door.


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 winced as Anzath tried to kill the round rock with her pretty sword, nodding at Bedlam's suggestion.

Later, he points to the wall, talking to Anzath, "It's right here....see??"

Then he mutters to himself, "How do we open this thing ?"


This one's... special. Brace yourselves. I'll post initiative in the morning!


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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

Rappan Athuk....the only place where 'special' brings on feelings of doom and dread....:)

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