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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As the door creaks open, a horrid antilight, an awful, almost slimy, almost solid darkness pours from the gap, filling the small room where you stand. A chorus of deathly shrieks echoes through the turbid dark.

Some of you have an experience for the first time that others have had many times before--the sense of being in total darkness. The curtains fall over everyone's eyes, even those of you with darkvision.

Initiative:

Aurora and Nico: 1d20 + 1d3 ⇒ (16) + (2) = 18
Anzath underground: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Bedlam: 1d20 + 6 ⇒ (16) + 6 = 22
Gelver: 1d20 + 0 ⇒ (12) + 0 = 12
Ippolit: 1d20 + 1 ⇒ (15) + 1 = 16
Lolly: 1d20 + 6 ⇒ (3) + 6 = 9
Talathel: 1d20 + 7 ⇒ (8) + 7 = 15
Terapin: 1d20 + 2 ⇒ (3) + 2 = 5
Tragershen: 1d20 + 10 ⇒ (8) + 10 = 18
Something Screaming in the Dark: 1d20 + 8 ⇒ (15) + 8 = 23
Something Screaming in the Dark: 1d20 + 8 ⇒ (17) + 8 = 25
Something Screaming in the Dark: 1d20 + 8 ⇒ (13) + 8 = 21
Something Screaming in the Dark: 1d20 + 8 ⇒ (13) + 8 = 21
Something Screaming in the Dark: 1d20 + 8 ⇒ (15) + 8 = 23
Something Screaming in the Dark: 1d20 + 8 ⇒ (9) + 8 = 17

Of course They roll well... g'ready!

Anzath
Something Screaming in the Dark
Something Screaming in the Dark
Something Screaming in the Dark
Bedlam
Something Screaming in the Dark
Something Screaming in the Dark
Aurora
Tragershen
Something Screaming in the Dark
Ippolit
Talathel
Gelver
Lolly
Terapin

I'm going to update the map in a moment. You've opened the door to room 2. Congrats on finishing the floor! Good luck! Anzath may act!


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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

Anyone be gots un magic missile?


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 screams back, pulling out her glowing blades.
Before completing my turn, does that help with the illumination?


Anzath's glowing swords can't lighten the supernatural gloom.


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

Well then, ready to strike the first thing she sees that is not a komrade.
VS Kritfisher: 1d20 + 11 ⇒ (3) + 11 = 14
VS dmg: 2d6 + 4 ⇒ (1, 5) + 4 = 10


Anzath, while unlikely to "see" anything in this pitch darkness, will have no trouble perceiving her shrieking antagonist as it approaches her. Once it is within a sword's swing, she lashes out:

1 miss 2 hit: 1d2 ⇒ 1

Her slice whooshes past the thing in the dark.

Short Sword: 1d20 + 10 ⇒ (14) + 10 = 241d6 ⇒ 41d3 ⇒ 2

Four damage, two STR damage

A blade in the dark rips into Anzath, and she feels her strength ebbing away. Either the foe is very lucky, or it doesn't need vision in order to see.

Two more of the screaming monsters move into the room:

Alpha order to see who gets got: 1d7 ⇒ 61d7 ⇒ 3

One makes a beeline to Terapin, seeming not to care a whit that the halfling is invisible.

Short Sword: 1d20 + 10 ⇒ (11) + 10 = 211d6 ⇒ 41d3 ⇒ 1

The wound stings. The loss of strength is perhaps more disturbing for a creature who was already quite frail.

Four damage, one STR damage

The last moves up to Bedlam and stabs, too:

Short Sword: 1d20 + 10 ⇒ (3) + 10 = 131d6 ⇒ 31d3 ⇒ 3

Bedlam is luckier than the others--he is unscathed, protected by his armor.

And he 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 whispers to Anzath.
Be un bit unsportsmanlike dis tings!

Bedlam then causes an explosion!
Range bomb touch, Tanglefoot Ref DC 17, splash weapon mastery, precise bombs, Unstable Accelerate, splash 9: 1d20 + 6 ⇒ (1) + 6 = 74d6 + 4 + 1d6 ⇒ (2, 6, 3, 3) + 4 + (4) = 22


d8 for random splash weapon, 1 is Bedlam bombing himself, 2 is a friend, 3-4 a foe, 5-8 just some splash damage: 1d8 ⇒ 8

Bedlam and one of the Things in the Dark are hit by splash damage.

Ref Bed: 1d20 + 9 ⇒ (15) + 9 = 24
Ref Thing: 1d20 + 6 ⇒ (13) + 6 = 19

I just remembered that Splash Weapon Mastery allows you to shift your bomb if you miss, so I guess Bedlam will remove himself from danger, leaving splash on the Thing and catch one other:

Ref Thing 2: 1d20 + 6 ⇒ (2) + 6 = 8

When Bedlam's bomb slips from his fingers, he hackey-sacks it towards the shrieking voices.


One of the voices stops shrieking inarticulately and instead shrieks, "Ο νάνος είναι επικίνδυνος, σκοτώστε τον!"

Abyssal:
The dwarf is dangerous, kill him!

Bedlam finds himself surrounded by shrieking voices and the shwoosh of blades in the dark:

Flanking Entangled Sword: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 131d6 ⇒ 41d3 ⇒ 2

Flanking Sword: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 251d6 ⇒ 41d3 ⇒ 3

Another blade clanks off Bedlam's armor, but the next gives him a mild cut, the sort that wouldn't worry our hero much on a normal day (a shaving accident, if he ever shaved). But here, the razor saps his strength after cutting his flesh...

Four regular damage, three STR damage!

Anzath
Something Screaming in the Dark v Anz
Something Screaming in the Dark v Ter
Something Screaming in the Dark v Bed (d4)
Bedlam
Something Screaming in the Dark (d9, entangled)
Something Screaming in the Dark
Aurora
Tragershen
Something Screaming in the Dark
Ippolit
Talathel
Gelver
Lolly
Terapin

Aurora and Tragershen 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

Appreciative of the deeper darkness not allowing for anyone to view his last toss, the mildly irate dwarf tosses another one!
He aims for the voice

Abyssal:
Ye be minding ta speak louder?

Range bomb touch, Tanglefoot Ref DC 17, splash weapon mastery, precise bombs, Unstable Accelerate, splash 9: 1d20 + 6 ⇒ (13) + 6 = 194d6 + 4 + 1d6 ⇒ (5, 1, 1, 6) + 4 + (2) = 19

He dwarf winks at Parrot's shaving comment!

The confused dwarf then remembers that he needs to wait 6 seconds prior to acting; other than free action speaking...

Me bad!


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

(I know it's not my turn yet, but how high is the ceiling in this room?)


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

Also not my turn but wanted to know if Lolygert's Scent Rage ability will allow him to 'see' these nasties...


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 is my turn, and I just wanted to know if (before the lights went out) Trag saw if there was space to drop an area of effect beyond our front line (Bedlam and Anzath). I was thinking a pit or some tentacles.


Terapin: the ceilings are 10 ft high.

Lolly: you'd be able to pinpoint them with Scent, but since they are shrieking anyway, it won't make a huge difference as far as targeting goes. Scent doesn't remove concealment, as I recall. If the monsters were to go silent, Scent would become extremely useful.

Tragershen: the darkness flooded out of the door, so you haven't seen anything on the other side. But you could throw something into the space where the door was when you could still see it.

Tragershen Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Trag, you know that there's one more of these monsters beyond the door. The other five are already among your companions, with one already having reached Terapin on the back line.


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

Sorry, one more question that might help out someone else too: is the darkness in a specific area? Like, can we still see the hallway past a certain distance behind us, or is it like our eyes have been enveloped by something and direction doesn't matter? And, if the former, can Terapin (or anyone) discern an approximate size of the darkness?


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Good questions. You are in magical darkness that currently fills everything you can see, but that may have something to do with your current location in a small room/corridor (see map, room 2). Paizo's FAQ says you can't see through magical darkness to things outside of it. If you try to leave the area, you'll need Acrobatics to avoid the Blinded move penalty: "Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone."

Aurora, as a 7th level cleric, you probably can deduce part of what's going on because you have access to this spell...


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

Nicothoe makes a sound between a hiss and a warble as the darkness spills out, feathers ruffling.

Lofting her holy symbol, Aurora utters a blessing over herself—causing a flare of energy to spark out to her nearby allies—and backs up ten feet away.

Shield of Faith — +3 Deflection bonus to AC (overwriting Aurora's +1 from the Ring of Protection +1) for the next 7 minutes.

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.


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 |

Can Trag tell what they are fighting without seeing them? Knowledge (?) 1d20 + 11 ⇒ (18) + 11 = 29.

Tragershen steps back, following towards the sound of Aurora's prayers. He digs deep into his energy reserves to speed his allies again, hoping it makes a difference in the darkness.

5' step towards Aurora, and using arcane bond casting to haste on himself, Anzath, Bedlam, Lolly, Talathel, Aurora, and Terapin.


That's a tough call for me... on the one hand, you can't see them. On the other, you got a nice roll there. I guess because you HAVE met someone similar before, I'll give it to you.

Tragershen's keen ears (perception 27) and quick thinking (29) combine so that when he hears the monster direct his companions to focus on Bedlam, he is reminded of the very similar "voice" of the black skeleton you met in October, 2018. I mean... a couple months ago. He'd also remember that they can drain strength with their blades and that they have a formidable good AND bludgeoning DR. These also seem to be enveloped in darkness that does not affect their sight, so it's not a perfect match...

Tragershen: if you'd like to change your move from Haste to something else because of the above info, you may.


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 |

"Black skeletons! Use blessed cudgels or similar weapons if you have them."

Thank you, GM. I'll keep the haste for the warriors. I'm not sure what I could do that would be more effective to help given the circumstances. Hopefully Tarapin has some friends to tag in that can sway things more than I could here.


The sixth monster moves from the room towards Bedlam...

Sword: 1d20 + 10 ⇒ (14) + 10 = 241d6 ⇒ 51d3 ⇒ 2

Is that a hit? If so:

Bedlam feels his strength sapped by the cursed blade of his foe.


Anzath
Something Screaming in the Dark v Anz
Something Screaming in the Dark v Ter
Something Screaming in the Dark v Bed (d4)
Bedlam
Something Screaming in the Dark (d9, entangled)
Something Screaming in the Dark
Aurora
Tragershen
Something Screaming in the Dark
Ippolit
Talathel
Gelver
Lolly
Terapin

Lolly, Terapin, and Anzath may act! And then I'll run Tal, Ipp, and Gelver.


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 hears Trag over the din. She has a moment to decide.
Wisdom: 1d20 - 2 ⇒ (16) - 2 = 14
She tries to withdraw out of the fight in order to better prepare.
Acrobatics+DV: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21


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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

With Haste AC 24; I think. I am 78% certain...alchemist are hard!


I honestly can't tell if Anz just passed or failed her WIS check...

Anzath rushes out of the room, taking AOOs?: 1d3 - 1 ⇒ (2) - 1 = 1 an attack of opportunity on her way. She probably realizes that these things can definitely see her.

Stab: 1d20 + 10 ⇒ (13) + 10 = 231d6 ⇒ 41d3 ⇒ 2

The slayer's strength is sapped again.

BUT, when she through the doorway back into the entry hall (#1), she steps into the light. The sludgy magic darkness doesn't spill around corners, at least. Anzath can see.


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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

Well, with the situation such as it is, a full attack would be fruitless. Getting out and adapting to the situation I think is the tactical move. I figure a 10 or above means she tries to stay clear minded.


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

All the screaming was getting Lolygert mad, "Ah, quit yer yellin' and screamin'! " he bellowed, then realizing he couldn't see their assailants, blinked in the darkness, shrugged and began to swing his huge sword with great abandon...

Ragin'
Attack 1, greatsword, raging, hasted: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 2d6 + 13 ⇒ (6, 3) + 13 = 22

Attack 2, greatsword, raging, hasted: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d6 + 13 ⇒ (6, 5) + 13 = 24

Attack 3, greatsword, raging, hasted: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 2d6 + 13 ⇒ (1, 6) + 13 = 20


Two possible hits for Lolly! Miss due to concealment on a 1:

d2: 1d2 ⇒ 21d2 ⇒ 1

One of Lolly's rage-fueled swings crunches into his hidden foe, but its bones are like iron...

12 damage to one skelly

Terapin 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

When she emerges from the gloom, Anzath spins and shouts "Fall back into de light!"


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

With an undignified yelp, Terapin falls back from his unseen attacker, scrambling backwards on palms and heels.

I don't remember AOO rules very well! Terapin's going to try to cast something on himself and get back out of the room as far as he can go, unless one of those things would provoke a free attack against him and the other would not, in which case he does the one that would not first. If they both would he moves away before the spell and just tries not to die.

StoneSkin:
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (70), it is discharged.


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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

Moving out of a threatened square provokes, unless its a 5ft step, or a full withdraw action. Casting a spell while threatened provokes unless you roll to Cast Defensively.


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
Anzath wrote:
Moving out of a threatened square provokes, unless its a 5ft step, or a full withdraw action. Casting a spell while threatened provokes unless you roll to Cast Defensively.

Thank you very much! On second thought, then, maybe just a full withdraw and saving the spell for when he's back in the light and not under direct physical attack. The ultimate goal having been to scamper away from whatever's radiating the darkness and the strength-draining blades in the first place, whether that's two things or one and the same.


Talathel closes his eyes (despite the darkness) and empties his mind of all but the sounds of combat. He uses Martial Mastery to acquire Blind Fight. Then, he does the Talathel thing and tries to flip his foes onto their backs.

Concealment miss on a 1, reroll with blindfight!

Trip 1: 1d20 + 13 ⇒ (13) + 13 = 261d2 ⇒ 2
Trip 2: 1d20 + 13 ⇒ (15) + 13 = 281d2 ⇒ 2
Trip 3: 1d20 + 13 ⇒ (18) + 13 = 311d2 ⇒ 11d2 ⇒ 2

With his reach weapon and a 5 ft step, Tal can easily reach three black skeletons and has them all on their backs in short order.

which ones? reroll duplicates: 1d6 ⇒ 41d6 ⇒ 61d6 ⇒ 41d6 ⇒ 3

He intones calmly, "I have knocked several of them prone. It might be an opportune moment to withdraw."

Gelver, being Gelver, instead takes this opportunity to hack at the closest screaming monster:

must crit to do enough damage to overcome DR, hits prone one on a 2 longsword: 1d2 ⇒ 21d20 + 3 ⇒ (13) + 3 = 16

...he's badly outclassed.

Ippolit takes Anzath's advice and heads to the light, feeling his way with his guisarme double move, half speed

-----

The black skeleton that had been fighting Anzath shifts its attention to a threatening foe that will allow it to bring both its blades to bear:

is someone close enough? 1 yes 2 no: 1d2 ⇒ 2

1 bed, 2 lol, 3 tal: 1d3 ⇒ 2

It has to move more than 5 ft to reach Lolly, limiting it to a single slash.

Sword: 1d20 + 10 ⇒ (8) + 10 = 181d6 ⇒ 11d3 ⇒ 3

The mighty barbarian feels weakness beginning to gnaw at his strength.

The next skeleton had waded into the party to reach Terapin, so it seeks its new victim from the back line:

1 aur 2 tra: 1d2 ⇒ 1

is someone close enough for a full attack? 1 yes 2 no: 1d2 ⇒ 1

The cleric is attacked by two swift blades:

Sword: 1d20 + 10 ⇒ (8) + 10 = 181d6 ⇒ 11d3 ⇒ 3
Sword: 1d20 + 10 ⇒ (16) + 10 = 261d6 ⇒ 11d3 ⇒ 3

Despite her formidable defenses, she too takes a hit and feels strength ebbing from her body.

The last skeleton had been knocked prone and thus stands up, swinging once at Bedlam:

Sword: 1d20 + 10 ⇒ (17) + 10 = 271d6 ⇒ 61d3 ⇒ 3

...max damage of both kinds! Bedlam is feeling a little lightheaded by now. Or maybe it's heavy-headed?


Anzath
Black Skeleton v Lol
Black Skeleton v Aur
Black Skeleton v Bed (d4)
Bedlam
Black Skeleton (d21, entangled, prone)
Black Skeleton
Aurora (Shield of Faith)
Tragershen (Haste 7/7)
Black Skeleton (prone)
Ippolit
Talathel (Blind Fight)
Gelver
Lolly
Terapin

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 grits his teeth, as more of his strength is drained. He does the only thing that makes sense in this situation...
Range bomb touch, Tanglefoot Ref DC 17, splash weapon mastery, precise bombs, Unstable Accelerate, splash 9: 1d20 + 6 ⇒ (4) + 6 = 104d6 + 4 + 1d6 ⇒ (4, 5, 3, 5) + 4 + (2) = 23

Directed Blast (Su) :
Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

He then walks--swiftly--out of the darkness....or just 20'...


Bedlam, probably intentionally clearing the way for his friends' retreat by sacrificing himself, primes a bomb and moves one foot toward the door... while threatened by two or three skeletons (prone ones won't threaten, of course). The GM, fondly gazing down on the mad dwarf, whispers in his ear, "That's an awful lot of AOOs, Bed, for making a ranged attack or for moving out of a threatened square. But I'll tell ya that the monsters don't have Combat Reflexes, and that move will make it safer for your friends if you take them all... and I'm sure They'll find some way to revive you. Still want to do it?"

Can't remember if you have "close quarters thrower" or something else like that...


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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 smiles (IN THE DARKNESS) at Parrot.
Watcha tink, me friend!


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

Are Aurora and Trag in the darkness?


@Anz: Yeah, I think so. Only you and Terapin have moved into the light, but one way or the other, you'll all be moving to the light before long, I reckon. @Bedlam, I'll take your question as instructions to "proceed with move as stated" unless you change course...

This has absolutely nothing to do with my conversation with Bedlam, but, all: remember that if you desire to keep playing a particular character after their death, such can always be arranged. Perhaps with an assist from Orcus, but, arranged.


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 grins!
Be bring'n it yee darkness lovers!


As Bedlam arms his bomb, blades slash in from the darkness:

Sword AOO: 1d20 + 10 ⇒ (17) + 10 = 271d6 ⇒ 11d3 ⇒ 2
Sword AOO: 1d20 + 10 ⇒ (8) + 10 = 181d6 ⇒ 21d3 ⇒ 2

Bedlam's thick skin parries one of them, but the other draws yet further strength from the heroic dwarf.

Then, Bedlam slam-dunks the bomb on the skeleton in front of him.

Miss on a 1: 1d2 ⇒ 2

Ref save direct hit: 1d20 + 6 ⇒ (2) + 6 = 8
Ref save: 1d20 + 6 ⇒ (17) + 6 = 23
Ref save: 1d20 + 6 ⇒ (10) + 6 = 16
Ref save: 1d20 + 6 ⇒ (1) + 6 = 7

The blast rips through the skeleton, and Bedlam skillfully excludes himself and his allies from the blast. Then he starts dragging his heavy body to the door.

I'll admit it, that went better than I expected it to!


The gooey skeletons howl with rage!

One stands and pursues Bedlam, now adjacent to the dwarf (and out of actions.

The second is only tanglegooed, not prone, and manages to close with the dwarf and add a single slash:

Sword: 1d20 + 10 ⇒ (19) + 10 = 291d6 ⇒ 11d3 ⇒ 1

Bedlam's strength leaves his body, cut by cut.

Anzath
Black Skeleton v Lol
Black Skeleton v Aur
Black Skeleton v Bed (d27, glued by bomb)
Bedlam
Black Skeleton (d30, entangled, vs Bed)
Black Skeleton (d9, entangled, vs Bed)
Aurora (Shield of Faith)
Tragershen (Haste 7/7)
Black Skeleton (d9, entangled, prone)
Ippolit
Talathel (Blind Fight)
Gelver
Lolly
Terapin

Aurora and Tragershen 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

The maniacally laughing dwarf blows raspberries at the Darkness!
Ye be un bunch un pansies! Ye love cuts be like tickles!

Str. 20/ -11 drain


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 withdraw. Then he'll move. With haste going, he should be able to get a good distance away.

"Let's regroup where the goblins ambushed us!"


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

Forgotten about Haste! 40'!


Tragershen: withdrawing is a full-round action, but I don't think you're actively threatened at the moment (and all possible AOOs have been triggered by others), so you can have a double move if you want it--that'd put you pretty far away indeed, around the door to Room 7 on the map. If this turns into a high-speed pursuit, we may need to refer to the map more often than usual for us. I have Anzath, Ippolit, Terapin, and Bedlam in Room 1, Tragershen possibly in the hall with Room 7 or with the crew, and Aurora, Lolly, Talathel, and Gelver still in the original skelly room.

Aurora may act yet!


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 follows Tragershen's instructions, joining him in skedaddling away. Darkness filled with enemies... bad for health.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

I won't go as far as room 7, but I will make sure the northern door of room 1 is open to facilitate retreat in case the skellies pursue.


The prone entangled skeleton stands up and moves adjacent to d3 1 Lol 2 Gel 3 Tal: 1d3 ⇒ 1

Lolly is hemmed in by the dead.


Lolly
Terapin
Anzath
Ippolit
Talathel (Blind Fight)
Gelver
Black Skeleton v Lol
Black Skeleton v Aur
Black Skeleton v Bed (d27, glued by bomb)
Bedlam
Black Skeleton (d30, entangled, vs Bed)
Black Skeleton (d9, entangled, vs Bed)
Aurora (Shield of Faith)
Tragershen (Haste 7/7)
Black Skeleton (d9, entangled, vs Lol)

Lolly, Terapin, Anzath, the bot, and the NPCs may act!

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