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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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

For some reason, Bedlam begins looking around for a giant snake coming for Lolly!


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

So, just to clarify/fill in my brain-picture, do the folks who aren't under the illusion's effects anymore see something different, or just an empty hallway and room? (or are we all at an angle where we can't either way?)


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You're at the north door of Room 4 with Bishop and now out of the mindscape, so you see Tragershen and Aurora at the eastern door, but nothing else. Tragershen and Aurora are also out of the mindscape. The others are physically down the hall, with Bedlam actually in Room 5A. You can't see them from where you are, but Trag and Aurora see Anz and Lolz. Anz, Lolz, and Bed are all still in the mindscape and can't see any of you.


Facepalm: The Being delays, giving Anzath a chance to do what she will.

Anzath 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

Seeing Trag and Aurora leave towards the door, and Lolly and Bedlam apparently losing it, she snaps at them "Run, foolz!"

If Bedlam and Lolly leave, she'll follow, stopping just short of the edge of the illusion. If that's one move action, she'll do something else to... but only if everyone's out of the room first.


The Being continues to watch and wait, just saying, "Leave while you may" to Anzath's snapped command. The three servitors in the room also wait for Anzath to act. Tam tugs at Lolly's sleeve, silently suggesting that it's Time To Leave.

The Being, not being particularly interested in unnecessary effort/combat, continues to delay. Her servitors join her in her caution.

All may act until someone does something significant, at which point The Being and however many servitors are ahead of the potential significant actor will end their delay, so this could be a case where going in actual initiative order is a good idea.

In order: Bedlam, Tam (tries to leave), Tragershen, Aurorabot (regroups with Tragershen and Terapin), Terapin, Lolly, Anzath.


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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's crazy red-rimmed blue eyes suddenly turn to look directly at Parrot.
All may act until someone does something significant? Be sound'n like un direct request to be do'n sumting CRAZY!

The dwarf ponders this revelation, while puffing on his Snoop Dog would Be Proud.
After a rather long pull, the dwarf then smiles.

As Bedlam is about to do something a bit crazy suddenly the dwarf's face goes blank. His eyes turn up into his head. His legs begin moving robotically toward and out the door (bringing the rest of him along).

The dwarf has left the building!

Your welcome! Have a fantastical Holiday!


Thanks, Bedlam! You do have a knack for gifts. Have a good one yourself!

Tam waits for Lolly.

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 looks up to Terapin. "Do you know what's going on in there?" He shakes his head, trying to clear the haze from his mind. "Is it illusionary? Or narcotic?" Without the sounds of struggle inside the room, Tragershen waits until his friends emerge, or he feels obligated to return and engage.


Aurora observes the conversation carefully and, for now, she waits.

Terapin may act! Then servitors, then Lolly.


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 shakes his head. "Some kind of mind-affecting spell, I'm not sure which one. Doesn't sound like anything violent yet, though. Mom's yelling, but she sounds annoyed not hurt."

Terapin scratches Bishop behind the ears and nods towards the doorway. Bishop's going to move up to the eastern doorway leading into the hallway and extend his Circle of Protection Against Evil two-thirds of the way down the hall, Bishop himself taking cover just to the side of the doorway and making sure not to block anyone's escape route. He doesn't attack, but he prepares to if anything moves aggressively out of the hallway other than the other party members or something that looks like a fleeing victim of something else.

"Not sure what banished Rook, though. I assume something down there can hurt pretty bad and just hasn't, yet."


Initiative

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

The three servitors that remain in the mindscape follow Anzath to the door.

Lolly may act!


There's really no excuse for how long it took me to write this bot post... ha. Second week of school, so I'm over the crunch and should have more time for the important things!

Lolly steps out of the mindscape and back into his body. He sees jackal-headed humanoids standing around him and the still-entranced Anzath, but they aren't immediately hostile. Bedlam is standing there holding an illusory, but very potent (if you don't fail your will save) Snoop Dog Would Be Proud.

Dog-humanoids are kind of a theme, aren't they?

The being casts a spell.

Anzath 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

Anzath fondles a golden bead hanging about her neck, looking among the jackal-headed folk about her. "Padetik," she spits at their feet, and takes a step back out through the 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

are the jackalfolk still visible outside the hallucination? Is the hallucination visible outside the halluvination? And Bedlam is still within? I have a standard or move left, so just wondering.


Pretty sure Bedlam has "left the building" and is now clear of the 'scape. Three of the jackals are outside of the mindscape. Three are just inside of the mindscape.

The hallucination is not visible from outside, despite my earlier description. Instead, I think you just pop into your body.


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 slams the door shut.


Bedlam may act! And heck, so may Tragershen as long as neither of your hurts anyone.


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

Are we thinking we just ignore these guys and let them have their LAN party? Looks like we got a lot of other doors to check before we'll know if this one is a necessary route or not. Terapin can invite some earth elemental friends over if we want to seal off the tunnel to avoid getting flanked or something.


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 think I just shut three of them out of the hallucination, so there's that. At this point, the situation doesn't seem dangerous to us. I f we find we need to pass through here to move forward, that kinda changes things.

Kn. Local on the jackal-headed humanoids?: 1d20 + 6 ⇒ (14) + 6 = 20


Anzath knows that the beings are jackalweres. For some reason, they are not werejackals. If a jacklewere were to meet a werejackal, where would we be and what would we wear, what wares would we buy?

Beware, lest ye wear were wares where the weres were, unawares.


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:

Anzath knows that the beings are jackalweres. For some reason, they are not werejackals. If a jacklewere were to meet a werejackal, where would we be and what would we wear, what wares would we buy?

Beware, lest ye wear were wares where the weres were, unawares.

I am appalled and delighted to learn that the jackalweres and wolfweres made it past second edition. Fierce wilderness predators cursed to transform into Some Guys? Easily one of Gygax' top five ideas.


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 has the look of a dwarf who has just been grinded down by words.
The Alchemist takes out a coin, flips, it and nods.
1 Bedlam may act! And heck, so may Tragershen as long as neither of your hurts anyone. 2 he just lights it normally: 1d2 ⇒ 2

With a bit of a disappointed look on his bearded face, Bedlam takes out a tindertwig and lights Snoop Dog Would Be Proud.


The jackalwere stands inside the room that Bedlam burst into a while ago. He puts a hand on the real door, and he gestures that all should leave.

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 |

"We should depart, and leave them to their festivities. Perhaps when we have a better understanding of what's happening in there, we can return."

Tragershen is going to give them room. He'll step back out of the corridor and into the larger room. He won't let the door close behind him though; he doesn't want to get separated from the others.


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They seem to be ready for you to depart peacefully, too.

Gonna declare Combat Over

The jackalwere at the door hands small objects to Lolly and Bedlam.

Each receives a golden tooth that eerily matches one that they lost long ago in some explosion, barfight, or corrupt dentist's office. If our adventurers decide to push the tooth into the empty socket, it magically sets itself in place and feels like it will work great for eating.

The jackal hands the instructions to Bedlam, who will read that this is a Somewhat Cursed Tooth of Escapism.

The Tooth of Escapism is a one-use object activated when the user chomps down with the intention to release the spell inside. The spell is Somewhat Cursed Create Mindscape (Permanent), targeting only the chomper. The mindscape is pre-set to have an extremely fast timescale. While inside, you can live the equivalent of years, lucidly dreaming as a god, creating whatever your imaginations could possibly desire. But there's the Somewhat Cursed part, too: the Tooth, unlike all other mindscapes, has no exit. When your physical body perishes, so will your consciousness in the mindscape--that said, even a dying body would experience the mindscape as lasting for many months, perhaps years. It'd be a heck of a stop on your way out of this world.

A blast of powerful Dispel Magic might possibly disable an active Tooth temporarily, too, so there's that. And there's a Mindscape Door spell, which would let someone visit you and leave again. But you'd be stuck.

Pretty much the most awesome magical drug, but one that is almost guaranteed to kill you in the end.

The jackal also tucks a bag of interesting herbs and mushrooms into Bedlam's nearest pocket. The alchemist assesses their dankness and estimates that they'd have a high street value in a city.

Then, the jackals shut the door.

Where 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 reaches into his beard, producing his emergency Snoop Dogg Would Be Frightened! and hands it to the jackal with a wink.


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

"Well..." Aurora clears her throat. "We certainly had a moment there, didn't we? Well! Everyone looks to be accounted for."

The cleric points to the southern door. "Onwards?"


YAAAY AURORA! Someone decide whether you're going south or west.


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 grumbles under her breath as they walk away from the hyacinth house, something about stupid beatnik hippies needing jobs. She'd love to free them from their self imposed prison with a flick of her blade. But, not today it seems.

She moves in order to the southern door and gives it a thorough investigation.
Perception: 1d20 + 16 ⇒ (11) + 16 = 27+3 vs trapz


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

We be need'n ta member dis place fer further studies.

With a serious looking face, Bedlam joins Anzath up front.

Perception, stone cunning: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24


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You open the seemingly untrapped door. It isn't trapped.

You head south through a wide corridor lined with worked stone. You're out of the cave and in some kind of subterranean structure.

A few pieces of gold lie scattered on the floor.

Eventually, you reach another 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

Anzath scrutinizes the coins on the ground.
Perception: 1d20 + 16 ⇒ (8) + 16 = 24+3 vs trapz

As well as the door.
Perception: 1d20 + 16 ⇒ (20) + 16 = 36+3 vs trapz


One of the coins is a trap. Anzath scornfully points out the hidden crossbow portholes in the wall.

The door gives no trouble, but annoyingly, it opens to reveal two more doors, one to the east and one to the south.

Anzath looks them over.

trapz: 1d20 + 16 ⇒ (11) + 16 = 27
trapz: 1d20 + 16 ⇒ (13) + 16 = 29

The doors are untrapped.

Which way?


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 walks in behind Anzath. The dwarf happily whistles.
Be gold on da durn floor, elf! Har! Har!

He picks them up....


Arrow Trap: 1d20 + 10 ⇒ (20) + 10 = 301d20 + 10 ⇒ (13) + 10 = 231d20 + 10 ⇒ (4) + 10 = 141d20 + 10 ⇒ (13) + 10 = 231d20 + 10 ⇒ (5) + 10 = 151d10 + 10 ⇒ (9) + 10 = 191d10 + 10 ⇒ (10) + 10 = 20

Confirm the 20: 1d20 + 10 ⇒ (6) + 10 = 16

damage: 1d6 ⇒ 1

Bedlam pays one damage for one GP.

The other five gold he gets for free.


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 suspiciously bites each gold coin.


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 told you it vaz trapped. Be kareful not to bite your new tooth, dwarf."


Post from yesterday appears to have been eaten.

Anzath checked the door at the end of the hall and found no traps. Irritatingly, the door opens into a tiny room with... two doors inside. There's a door to the east and a door to the south. Which way?


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

"Vizard?"


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 can open it from a distance if we think there might be traps!" Terapin calls helpfully from the rear.


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 cast detect magic on both doors and examine them for any sort of material difference to them. All else being equal, he'll shrug and point to the left door.


The door to the WEST not east (my bad) is magical, but not trapped. The door to the south is apparently neither trapped nor magic.


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 |

"This portal appears to have a dweomer about it. Let's see what lies behind the one without first."

He gestures to the south door, giving Terapin a target for his magical opening.


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

Before opening, Anzath will listen at the door for sounds of life or unlife.
Perception: 1d20 + 16 ⇒ (17) + 16 = 33


Anzath hears a faint sloshing of water.


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 saddles up next to Anzath. The dwarf presses his face against the door.
Be sound'n like un hot tub party again ta me?

The Alchemist begins searching his pack for a swimsuit and waterwings.


So, anyone gonna open 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 draws kritfisher and a potion of Vanish, holding both at the ready. She nods to Terapin "Do your ding."


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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

His eyes roll back in his head, his lips forming words that no mortal can hear. The room seems to dim. Terapin waves his arms in patterns inscrutable and profane, draws ancient and unnatural power screaming from the ether to work his dark arts, and, unleashing riving forces of his sheer will rendered incarnate upon the unwary world, annihilates the door's seal with a devastating blast of the dread magic "Open".

Was that ephemeral sound the distant wailing of terrified angels? Terapin cares NOT.

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