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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WMC: 1d20 ⇒ 9

Bedlam discovers an empty room with a door to the left/east, a door to the right/west, and a door to the south.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam just stares at the north and laughs.
Ye be not wort mention'n!

The dwarf then gives a finger to the Orcus face and a thumbs up to Parrot!


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 at the Orcus face, "Ve are in right place."

Check out the doors one by one? Starting with door to east and circle around?

Perception vs Trapz: 1d20 + 19 ⇒ (6) + 19 = 25
Perception vs Trapz: 1d20 + 19 ⇒ (17) + 19 = 36
Perception vs Trapz: 1d20 + 19 ⇒ (9) + 19 = 28


No traps.


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 just shakes his head in disbelief.


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

Want I should summon some scouts? They can stick around for about eight minutes at this level, so while Terapin can't see through their eyes like familiars or Tragershen's magic eye, we could have them go down each hallway for two or three minutes and then come back if they don't get killed or trapped or something. Of course, if none of them come back, it wouldn't tell us much, but still.


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 at Terapin.
Dat be wat we be gott'n da barbarian fer.


So, pick a door and yeah, Terapin, you may send in a scout.


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 opens the eastern door and lets Terrapin's minion through.


Whatcha gonna summon, Pin?


Sorry for my absence guys, glad nothing of note happened!

Lolygert trudges along with the others, visibly disappointed there were no giant, purple worms to try his improved 'better-at-killing-things' sword on.

He waits with anticipation as 'Pin's strange creature ventures forth...


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 waves his arms around and calls his good buddy Rook, the redder of the two Hound Archons, who stands leaning before the party upon his great two handed sword. Terapin then turns to look with feigned surprise at the open eastern door, and Rook compulsively looks as well, ears standing on end. "Wassat?" Terapin gasps excitedly. Clutching his sword over his shoulder and furiously wagging the diminutive tail at the base of his spine, Rook charges headlong into the darkness beyond the door.

"He'll come back in a few minutes to make sure I know he did a good job if nothing's there. Or, if something is there that needed killing. If he doesn't come back, it means something was and it was too big for him." Terapin reclines and lights up his pipe to relax for a bit on the Eidolon's back. "... Or that he found food, I suppose."


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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

"Iz good boy."


Rook pauses when Anzath makes her quip, giving her a look and thus activating his constant Detect Evil...

Rook uses his Truespeech to say "You're hanging with the wrong crowd, Terapin. I should fight your evil friends, because I AM a Good boy. But I'll do what you want... this time."

And his tail does wag as he plunges into the unknown.

A moment later, you hear a door open and close, then a single muffled bark, and then nothing. Rook doesn't come back.


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

After a moment of silence passes, Anzath looks concerned, "Vhy did door shut?"


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 makes a mental note to speak with Rook about means and ends and the average success rate of unaided demon hunting, possibly punctuated with chicken bits.

"Sounds like a trap, maybe? He'll batter it down on the way back if he didn't get banished, I think."

He waits until it's clear that Rook won't be coming back, then shrugs to the party. "Something down there that can hit pretty hard, then."

(Unless of course Rook comes back eventually.)


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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.
Com' on barabarian. We be got'n work ta be doin'!

The dwarf walks briskly to follow the path of Rook. He is grinning all the way to the closed door. He kicks it open with a roar.
Who be f+@+ing wit me gnome's dog!

Bedlam's Buffs:
Mutagen, Heightened Awareness, Barkskin, Heroism. 80 minutes.
Vermin Repellent
Antiplague
Antitoxin
Alchemical grease
Deodorizing Agent
Scent cloak


Hoo, boy. Doing some holiday traveling and this is encounter is a complicated situation, so my posts might be a little slow... looking forward to it!


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 sends a sidelong glance at Aurora and Tragershen, then follows in after the mad dwarf, keen blades drawn.


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

"Who you callin' a barbarian? I'm one of Cayden's Chosen! " Lolyger grumbles, but he does follow the dwarf closely, so as not to miss out on any fun!


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 winks at both Lolly and Anzath.


Initiative:

Aurora and Nico: 1d20 + 1d3 ⇒ (15) + (2) = 17
Anzath underground: 1d20 + 7 ⇒ (17) + 7 = 24
Bedlam: 1d20 + 6 ⇒ (16) + 6 = 22
Lolly: 1d20 + 6 ⇒ (4) + 6 = 10
Terapin: 1d20 + 2 ⇒ (13) + 2 = 15
Tragershen: 1d20 + 12 ⇒ (8) + 12 = 20
Tam Blindarrow: 1d20 + 4 ⇒ (19) + 4 = 23
The Being: 1d20 + 8 ⇒ (20) + 8 = 28
Servitor: 1d20 + 3 ⇒ (10) + 3 = 13
Servitor: 1d20 + 3 ⇒ (9) + 3 = 12
Servitor: 1d20 + 3 ⇒ (14) + 3 = 17
Servitor: 1d20 + 3 ⇒ (19) + 3 = 22
Servitor: 1d20 + 3 ⇒ (17) + 3 = 20
Servitor: 1d20 + 3 ⇒ (9) + 3 = 12

Initiative

A Being
Anzath
Tam Blindarrow
Bedlam
Servitor
Tragershen
Servitor
Aurora
Servitor
Terapin
Servitor
Servitor
Servitor
Lolly

Bedlam opens the door and rushes in. Immediately, something strange happens to our brave adventurers, even the ones who are still outside of the door:

Will Save Anzath (+2 enchant): 1d20 + 3 ⇒ (2) + 3 = 5
Will Save Aurora: 1d20 + 13 ⇒ (5) + 13 = 18
Will Save Bedlam (+3 spells): 1d20 + 5 ⇒ (11) + 5 = 16
Will Save Lolly: 1d20 + 7 ⇒ (5) + 7 = 12
Will Save Tam: 1d20 + 2 ⇒ (17) + 2 = 19
Will Save Terapin(+2 vs enchant): 1d20 + 9 ⇒ (14) + 9 = 23
Will Save Tragershen (+2 enchant): 1d20 + 9 ⇒ (7) + 9 = 16

All fail. Yup. One of "those" encounters. Pin got sorta close.

The party suddenly finds itself in a tavern watching a cut-rate magician's tricks among a small crowd. Eerie voices sing a sinister song amid rippling notes and chords.

Then, reality begins to rip and turn in weird, psychedelic twists and waves. For a moment, the tavern seems to be floating in the night sky. The room then turns into a hospital, where someone with yarn for guts is opened up on an operating table. Then, everyone is gradually covered with flowers. Eyes form, blink, and disappear. The tavern apparates again. A beautiful woman appears and then suddenly begins to drip blood from her mouth. The room gets increasingly disturbing and hostile, turning meaty and bloody. It's very, very, very messed up.

The only constant in the hideous landscape is a distant door down a narrow hallway. The beings in the vision are clearly directing you toward it, gesturing that you should leave. The lyrics of the song give you the distinct impression that you're not welcome here. You deduce that they are very, very, very powerful.

The lyrics of the song:

I'm not that nice
I'm mean and I'm evil
Don't call me nice
I'm gonna eat your heart out
I've got some work to do
Baby, I'm ready
I'm ready, ready, ready to blow my lid off
Yeah
Go f$*+ yourself
You heard me right
Don't call me nice again
Don't you have somewhere to be at seven thirty?
Baby, I'm ready
I'm ready, ready, ready to blow my brains out
You die
And words don't do anything
It's permanently night
And I won't feel anything
We'll all be laughing with you when you die
Words don't do anything
It's permanently night
And I won't feel anything
We'll all be laughing with you when you die
Go f~$& yourself
I'm mean, not nice
You said it twice
You said it twice
Don't you have somewhere to be at seven thirty?
I've got some work to do
I'm gonna eat your heart out
I heard you the first time

The experience, in music video form (very, very, very disturbing psychedelic content warning): When You Die by MGMT

Anz, Bed, and Tam may act! The music video and description above are for the perfectly paired flavor--if you want to try to talk or interact with the magician, the woman, or the crowd at the tavern, you may attempt to make contact in some way. If you want instead to head to the door at the end of the long hall, you may.


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 takes his pipe out of his mouth and give the leaf a suspicious sniff.


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 blinks, wondering if Bedlam has become contagious. "Vhat madnezz iz diz?" she turns to Tragershen for an explanation. Can we see our companions among the trippy visuals?"


You can all see, hear, and touch each other.


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 |

Does the door that we seem to be shepherded towards take us back the way we came or further into this trippy mess? Can we tell?

[ooc]Can I tell anything about the affect (spell?) that washed over us? Spellcraft 1d20 + 17 ⇒ (13) + 17 = 30


Hmm, this very unusual spell can affect targets even without line of effect, it was cast the instant Bedlam entered the room because The Being won initiative, and Spellcraft requires you to be able to see the caster... but Trag wasn't in front. He also failed his save, so I guess he doesn't know it's a spell at all... it's complicated.

The door in the distance looks an awful lot like the first of the two doors you entered (recall that you walked down a short hallway before Bedlam kicked open the second door).


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

Seeing Tragershen stumped, Anzath walks over to the basic magician and holds a blade to his throat, "I am not in mood for trickz. Show yourself!" she screams at the multi user shared hallucination.


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 some alchemical gear and immediately begins crafting!
Bedlam teaches a class!


Tam nocks an arrow and tucks herself behind Lolly.

The magician snarls at Anzath, its head sprouting a massive canine face. Not a friendly Good Boy face like Rook's (although Anz might have misgivings about that one). This one looks like a jackal. "If you don't leave now, he'll turn you into a rabbit," it growls.

Tragershen may act!


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 swallows hard, uncomfortable with not being able to puzzle out what is affecting them so. He steels his voice before he speaks. At first, he speaks towards the jackal headed magician. But as he continues, he gazes about the room, not sure who the 'he' is that the jackal says will turn us into rabbits. "We are here to fell the demon prince of undead and his many minions! If you are not his yoke, we need not necessarily fall upon each other. Perhaps we can even strike a pact!" But, hedging his bets, he starts moving towards the offered exit. As he strides towards the exit and considers the threat of transmutation, he adds in a quieter tone "Banth? Is that you?" If the jackal headed being looks female, he adds "Kupra?"

Diplomacy 1d20 + 19 ⇒ (3) + 19 = 22


The jackal shows no sign of recognizing the names of Banth or Kupra, but it says "Yes! Get out! GIT!"

The woman says, less aggressively, "We serve no one but ourselves and the visions... we make no pact except in our imagination... trespass not on our dreams within dreams... you are not ready, may never be, to live above the real..."

The door stands open before you. The visions seem to attenuate when you step past the threshold, clinging to the edges of your vision in rainbow films, as if the whole world was tinged with oil on water. From the door, you can see back into the strange vision, but the world beyond the door looks mundane. Almost disappointingly so. A realm of grey stone and darkness, of death and life.


Oh yeah, I'm botting Aurora!

Aurora follows Tragershen.

Two of the tavern-goers approach Anzath, surrounding her, but leaving a path clear to the door.

Terapin may act!


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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 rubs his temples and then waves his arms in a confused arc, summoning Bishop, his other, bluer Hound Archon, under the theory that Rook probably needs some time to recuperate.

"Whatever banished Rook is doin' stuff to our brains, buddy. Any chance you can shake me out of it?"

Hound Archons emit a constant Circle of Protection Against Evil in a ten foot radius. (Hopefully none of his recently evil companions are themselves summoned creatures?) Every creature within ten feet of Bishop gets a second save at a +2 against any mind-effecting spells that possess or exert mental control over creatures. (Works on enchantmenty things like Charm and Dominate, probably wouldn't work against things that were just outside-of-skull illusions and the like, so he's kind of just narrowing it down if the aura doesn't have an effect.) Terapin was in the back, so anybody else who was hanging back might be close enough too, but unfortunately I don't think it would reach Bedlam and I don't have a very detailed mental map of where everyone else is.

If it IS mind effecting rather than illusory: Terapin's Will Save vs Enchantment: 1d20 + 9 + 2 + 2 ⇒ (14) + 9 + 2 + 2 = 27 (result +2 if the creature casting it was themself evil)

If the effect is an area effect and ongoing or something of the like, then Bishop will have to make a save too. However, if it was cast at targets the moment Bedlam opened the door and not an ongoing effect on the area, then Bishop's eyes or mind ought to be clear and he should be able to communicate what he sees to Terapin.

If it's an ongoing effect: Bishop's Will Save vs Enchantment: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 (result -2 if not enchantment, +2 if cast by evil creature)
If it's not: Bishop's Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Either way, if Bishop perceives anything other than known party members within five feet of itself or Terapin, he'll strike. Otherwise, just observing for now.

And the Eidolon (with Terapin astride) is going to float backwards about ten feet, leaving Bishop between Terapin and the door.

Sorry for all the if-thens


There are SO MANY "if-thens" in play right now and a few of them might be judgment calls on my part. Going to think about them and post soon.


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 finishes his abeyance of his surroundings. The dwarf then lights it and passes it around.
Be seeing da right ting da do 'ere.

He holds it out to Bishop with a knowing nod.


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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

Nice move Terapin.


This is a case where positioning matters. I just updated the map. Bedlam started this mess when he opened the door leading into room 5A. I currently have Tragershen and Aurora standing in room 4, outside the unnumbered hallway, but that's flexible if you'd rather be elsewhere. Where are you, Terapin? Where would you like Bishop to appear?


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
GM Parrot wrote:
This is a case where positioning matters. I just updated the map. Bedlam started this mess when he opened the door leading into room 5A. I currently have Tragershen and Aurora standing in room 4, outside the unnumbered hallway, but that's flexible if you'd rather be elsewhere. Where are you, Terapin? Where would you like Bishop to appear?

Kind of depends where everybody else is, but behind them. I would say right by the northern entrance of room 4, right by the winding passage back to cavern 2. He hasn't moved since he was waiting in the central room and sending Rook out to investigate. Bishop would appear right next to Terapin, and would now be 5-10 feet south of Terapin after he backed up.

Unless of course the rest of the party was in the hallway or something, then he would simply have hung back at the entrance of the hallway. Does that track?


Terapin wrote:

[

Kind of depends where everybody else is, but behind them.

So, where is everyone? Rather, where were you when Bedlam kicked open the door? I know where Bedlam is...


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 followed Bedlam into the room, currently holding a scimitar to a jackal faced magician.


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, likewise, followed the crazy dwarf


Rad! Just Tragershen left. Where were you when the dwarf kicked open the door? It doesn't matter as much where you went after you made (edit:failed!) your save...


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 blows smoke in the faces of any ghost that mock him.


We'll say that Tragershen and Aurora are standing at the outer door of the long hallway connecting rooms 5 and 4, caught somewhat off balance when Bedlam kicked open the inner door. That puts Terapin at the worm-cave-facing north door of room 4.

Bishop pops into existence and Terapin's mind clears. He realizes that the magic is indeed in his head. Bishop observes him standing there and shaking off the illusion.

Three of the tavern's patrons walk out the door after Tragershen and Aurora, but oddly, they don't appear where Tragershen and Aurora are standing outside of the long hallway. They are also free of the illusion.

And thus they can't see into the psychedelic room anymore, just the hallway... I had that wrong in an earlier post

What's going on for the record, and I hope it makes some sense:

Greater Create Mindscape is an odd spell because it's an illusion that really ought to be an enchantment, and while I thought it would be fun, I'm regretting it now. Too complicated. Things will clear up soon.
The three servitors have left the mindscape, returned to their bodies, and moved to stand among the entranced/mindscaped martial partyfolk at the door to Room 5. Bedlam is physically inside Room 5, but the rest of you are just beyond, having begun to move within the carefully overlain and psychedelically enhanced mindscape once you failed your saves.

Anzath, Bedlam, and Lolly remain in the psychedelic tavern. Anz has a sword to the throat of a jackal-headed man. Two others stand around her. The woman stands at a distance. Bedlam lights up and is mostly ignored so far.

Lolly may act!


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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, I'm getting the sense that these people are some sort of cult that continuously cast that spell on themselves in order to escape the pain and suffering of their lives, and if that's the case, I think it's a cool idea. Not cool in that I would do it, just a cool narrative idea.

Also, it'd be so much easier to run these games if we had access to that spell irl.


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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 rolls into the room after Bedlam and smiles widely, "Why it's a partyyyyyeeeeeeeeeeee?!?!??!" he says, his voice pitching up as he sees the beautiful woman (good) with the bleeding mouth (bad).

He was about to unhitch his flagon and join in the festivities but instead earnestly addresses the woman, "You know, I know a good barber in 'Ferry that could take care of that for you. I had a really sore tooth a while back , and he just popped it out. Good as new!"

All the while, his eyes are darting here and there as new and interesting and disturbing images manifest before his eyes.


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 at the silly goings-ons of the crazy party room.


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:

Well, I'm getting the sense that these people are some sort of cult that continuously cast that spell on themselves in order to escape the pain and suffering of their lives, and if that's the case, I think it's a cool idea. Not cool in that I would do it, just a cool narrative idea.

I think there's a Conan story like that. Busts into a city only to find that everyone is asleep and hooked up to hookah things a la The Matrix, assumes an evil wizard did it but it was actually the people themselves. Then I think he fights a giant snake, because he always fights a giant snake.


The woman smiles at Lolly, the blood rushing into her head (literally, although she also blushes), and she quickly hides the flush by sprouting soft brown fur all over her otherwise human body. "Stranger things await you, stranger, if you stay, but if you linger longer, you'll stay forever. Take your rude lady-dragon-friend and leave, and I'll leave you and your pleasant dwarf a parting party favor... but if she doesn't start to leave in that body immediately, I'll pack her into something smaller for you. Let us dream and leave us be."

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