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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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 makes to close the distance between her and Bedlam, and issues forth a burst of radiant positive energies in a 30ft. radius!

Channel Positive Energy (Harm Undead): 4d6 ⇒ (1, 5, 3, 3) = 12→ DC 14 Will to halve damage


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 |

With a deft flick of his wrist, Tragershen makes a wand appear in his hand. He points it at a wounded ghoul and whispers an arcane phrase, sending a shimmering beam of white light at it.

Ready wand of disrupt undead, shooting it at a ghoul who looks pretty ragged.

To hit 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15, damage 1d6 + 0 ⇒ (6) + 0 = 6.


I'm back! Let's see what Aurora does to those ghouls!

Aurora positions herself to send waves of Good Vibes down both sides of the room, catching all but the fugitive on the stairs...

Will: 1d20 + 5 ⇒ (20) + 5 = 25
Will: 1d20 + 5 ⇒ (4) + 5 = 9
Will: 1d20 + 5 ⇒ (3) + 5 = 8
Will: 1d20 + 5 ⇒ (14) + 5 = 19
Will: 1d20 + 5 ⇒ (19) + 5 = 24
Will: 1d20 + 5 ⇒ (11) + 5 = 16
Will: 1d20 + 5 ⇒ (20) + 5 = 25
Will: 1d20 + 5 ⇒ (7) + 5 = 12
Will: 1d20 + 5 ⇒ (13) + 5 = 18
Will: 1d20 + 5 ⇒ (16) + 5 = 21

Both already damaged ghouls collapse into a pile of bones and meat. The rest take the blast with various levels of resistance. Tragershen does a double-take when his wand actually hits and kills a ghoul...


Four wounded ghouls swarm around Aurora, realizing that she'll kill them all for keeps if they don't take her out now:

Bite: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 131d6 ⇒ 2
Bite: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 121d6 ⇒ 5
Bite: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 221d6 ⇒ 3
Bite: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 101d6 ⇒ 1

One manages to chomp the cleric, hoping to Orcus that she ends up paralyzed:

Paralysis: 1d20 + 13 ⇒ (20) + 13 = 33
Ghoul Fever: 1d20 + 13 ⇒ (6) + 13 = 19

The foul creature takes this result philosophically. "Whatever will be, will be," it mutters.

Tam launches arrows at the swarming ghouls:

Point Blank Rapid Shot Deadly Aim: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 6 ⇒ (8) + 6 = 141d20 + 8 ⇒ (4) + 8 = 121d8 + 6 ⇒ (5) + 6 = 11

One crumbles as the arrow rips through it.

Lolly uses his incredible speed to pursue the one that's trying to escape.

Two more ghouls attack Aurora:

Bite: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 81d6 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 181d6 + 1 ⇒ (6) + 1 = 7

Anzath
Lolly
Terapin
Bedlam
Ghoul (running downstairs for the lads)
Tragershen
Aurora
Ghoul (d6)
Ghoul (d6)
Ghoul (d12)
Tam
Ghoul (d6)
Ghoul (d6)

Anzath, Lolly, Terapin, and Bedlam 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 moves in to save Aurora.
Kritfisher+Flank: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
krit konfirm: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
VS crit dmg+SA+Immediate ST+Killer: 3d6 + 8 + 2d6 + 4 + 2 ⇒ (4, 2, 6) + 8 + (6, 5) + 4 + 2 = 37


Well, that one's dead-dead now.

Lolly, Pin, and 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 screams as the dwarf gives chase down the stairs!
Speed 20' double move!

Git yer arses back 'ere ye stink'n zombie kissers!


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

Rank black blood splatters across both slayer and cleric, not to mention nearby ghouls as Kritfisher keenly cuts through the undead creep. It feels good to kill again.


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

Haste! Speed 40' suckas!

Bedlam moves his hasted 40' following the retreating ghouls.

He will wait to use his Standard after Parrot tells him he is surrounded by 8 ghouls, 3 ghasts, a vampire and a dog zombie named Bruno.....


Bedlam sees a single ghoul running away from him. The ghoul, having double moved, is still 20 feet ahead of everyone's favorite dwarven sprinter.


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 whispers a command and Matthew flits away from Bedlam to the far edge of the room (at the top corner, against the ceiling) to sing his Haunting Melody. (Or not against the wall but merely 50 feet closer to the far edge of the room, depending on Bedlam's placement before running.) Everybody, living and undead (not immune to this one!), within 60 feet of the far wall has to make a DC 14 Will save or be Fascinated until he stops singing or until someone threatens them.

In my brain-map, this should affect the whole room full of ghouls and Aurora but nobody else, does that track? Anzath is back behind her and Bedlam is down the stairs, yes?


Fascinate during combat is tricky because of the "obvious threat" breaking it. I think the ghouls would consider what's happening in the room "obvious threat" several times over, and every ghoul is combat-rules-threatened by someone right now. It pains me to say it as someone who likes playing bards and wishes that fascinate was more useful, but if you don't sneak up on the thing you're trying to fascinate, it just doesn't work well at all.

While researching this, I also learned that Nosoi are only summonable by priests/priestesses of Pharasma, bearers of the Summon Neutral Monster feat, or people with Rings of Summoning Affinity: Psychopomp, the last of which might be the easiest route for Terapin, considering his commitment to Good and his lack of Pharasman connections. Check this out: see the table. It makes sense that the alternative summon options come with strings attached, because otherwise Hell Hound would be both a level 2 and a level 4 summon. Now, knowing you, you may have found a way... but I didn't see the ring on your character sheet and otherwise I'm stumped.

Pharasma will have granted you the Nosoi this time, but they'll explain their conditions on their way out the door... namely, conversion and priesthood.

Matthew flits to the back of the room and starts singing, but nobody seems to be listening.

Terapin, though, may still act, because ordering Matt to move is a free action.


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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
GM Parrot wrote:

While researching this, I also learned that Nosoi are only summonable by priests/priestesses of Pharasma, bearers of the Summon Neutral Monster feat, or people with Rings of Summoning Affinity: Psychopomp, the last of which might be the easiest route for Terapin, considering his commitment to Good and his lack of Pharasman connections. Check this out: see the table. It makes sense that the alternative summon options come with strings attached, because otherwise Hell Hound would be both a level 2 and a level 4 summon. Now, knowing you, you may have found a way... but I didn't see the ring on your character sheet and otherwise I'm stumped.

Oh, nope, got none of those. I just saw them on the summon monster list without any specific subtype listed and assumed Terapin could summon them because they were outsiders and weren't typed neutral or evil (hellhounds and other demon types he can't summon are tagged evil, see), but I didn't check the summon neutral monsters list to see if they appeared there, which they do. And, if I'd been a little more on the ball, I probably should have noticed that NONE of the monsters on the summon monster list are tagged Neutral, so I should have known to check there first rather than assuming there'd be a tag on the list that for some reason doesn't exist.

TLDR this is entirely my bad, you're right and I don't have them. Please disregard if possible; the ghouls never actually rolled for Hide from Undead, did they? I think their will save was for Aurora's energy channel? If that's so and I'm not just missing it, can it be a retcon since the nosoi haven't actually done anything? (And, the monsters on this stackexchange table that are ALSO on the Summon Good Monster feat specific list are still summonable, right? Adding them to priest portfolios doesn't remove them from everywhere else? Terapin's definitely summoned Lyrakiens before, and I think maybe Silvanshees, but they're both on the SGM table while Nosoi aren't so I think that's still good?)

Sorry I'm being such a pain in the ass this last month, I'm usually more careful to double check things but my head's in a couple places.

Terapin, lost in thought, gurgles to himself in the back row, realizing that he's been speaking to imaginary birds that aren't there. Birds with little masks. What in hell? How would they put them on? Makes no sense, does it? Were those ghouls just discussing poetry? Did Bishop make a floating tavern covered in flowers disappear a few minutes ago? Where... hang on, where...

He checks his pipe, which might have been a snake for a minute but no longer is; what is this, what's this on some of the leaves, is this some kind of... jelly? Wax? What is... damn it, Bedlam!


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No need to apologize! It's par for the course at high levels in Pathfinder! I'm hoping that you all die soon so we can start over at level 2 :)

You just need a way to summon the thing, whatever it may be. Summon Good Monster works for the things it works for.

As for Hide From Undead, yeah I forgot to roll it, but considering that Bed and Anz would have insta-ended that spell anyway by attacking with their next actions...

I'm ok with a retcon this time! Go ahead and summon some other awful problem for the ghouls or otherwise ruin their last-last day.


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 himself out of it and summons a small pack of 1d4 + 1 ⇒ (2) + 1 = 3 Celestial Wolves to run in and assist. Light but swift, the argent lupines course around the knees of the party like mercury to set upon the ghouls at either side of Aurora, hoping to keep her from being flanked.

They'll Smite as well as Bite. A series of sbmites, if you will. With Terapin's various feats the wolves have HP17 and AC16, but aren't a high enough HD to have any celestial DR yet.

sbmite: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 + trip
sbmite: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 + trip
sbmite: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 + trip

If they succeed in taking down any of the ghouls flanking Aurora either by killing or simply tripping them, they'll stay in the vacated spaces immediately next to her, silvery hackles raised like knives and snarling melodiously.


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 (actually waiting to see if Terapin's friend succeeded?) decides to be a responsible dwarven alchemist and just drink his Enlarge Extract.
Com' on elf! We be gitt'n ta clobber sum deads!


Lolly, being halfway down the hall after the fleeing alarm ghoul and not sure what Bedlam is doing or which elf he's talking about, pumps a couple arrows into the ghoul.

Longbow: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 7 ⇒ (4) + 7 = 11
Longbow: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 7 ⇒ (5) + 7 = 12

He grins back at the dwarf as the ghoul crumples into a heap: "Who you callin' elf, ya overgrown hairyfaced shoe-slappin' hobbit?"

Anzath
Lolly
Terapin and the Three Wolves
Bedlam
Tragershen
Aurora
Ghoul (d6)
Ghoul (d12)
Tam
Ghoul (d6)
Ghoul (d6)

Tragershen and Aurora and Bedlam's standard action 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

An Enlarged Bedlam just blinks at Lolly.
Wat yee do dat fer! He were git'n his friends!


Lolly facepalms and looks up at the dark stone ceiling. "Godsdarnit, you're right!"


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

Did the wolves succeed in tripping any ghouls, though? I don't know their CMDs.


Oh yeah! One wolf kills a ghoul outright and the other two miss.

Anzath
Lolly
Terapin and the Three Wolves
Bedlam
Tragershen
Aurora
Ghoul (d12)
Tam
Ghoul (d6)
Ghoul (d6)

Tragershen and Aurora 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 wrote:

With a deft flick of his wrist, Tragershen makes a wand appear in his hand. He points it at a wounded ghoul and whispers an arcane phrase, sending a shimmering beam of white light at it.

Ready wand of disrupt undead, shooting it at a ghoul who looks pretty ragged.

To hit 1d20+8-4, damage 1d6+0.

Tragershen gracefully extends his wand and unleashes another torrent of positive energy at the unsuspecting undead!

Pew! Wand of disrupt undead at the ghoul that's taken 12 damage already. To hit 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19, damage 1d6 + 0 ⇒ (3) + 0 = 3


The ghoul freezes as Tragershen's wand disrupts its foul energies... it crumbles into yet another dead-dead heap.

Just Aurora left! Blast 'em.


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's mace swings for one of the ghouls hassling her...

+1 Light Mace 1: 1d20 + 10 ⇒ (6) + 10 = 16
Damage (Bludgeoning): 1d6 + 4 ⇒ (5) + 4 = 9

+1 Light Mace 2: 1d20 + 5 ⇒ (16) + 5 = 21
Damage (Bludgeoning): 1d6 + 4 ⇒ (5) + 4 = 9


CRUNCH goes one ghoulskull. CRACK goes another.

One ghoul remains...

Tam flings a shower of arrows at it:

Longbow etc.: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 6 ⇒ (5) + 6 = 111d20 + 8 ⇒ (1) + 8 = 91d8 + 6 ⇒ (3) + 6 = 9

The first arrow blasts it to pieces.

Combat Over

Lolly sheepishly approaches Tam and salutes with his longbow. "Nice shooting, Tam!"

It's too dark to see if that's the flush of exertion or a slight blush on her cheek. She salutes back in silence.


As the party catches its breath, you also take a look around.

Party Perception:

The eyes

Anzath underground: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29

The aids

Lolly and Bedlam auto-assist for +4

Aurora and Nico: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Terapin: 1d20 + 5 ⇒ (14) + 5 = 19
Tragershen: 1d20 + 8 ⇒ (19) + 8 = 27

You find a ghoul-larder, a place where the flesh-eating dead store what of their recent kills they don't finish in the first frenzy. It's the typical ghoulish mix of chaos and wise intelligence, with orderly piles of limbs in proper categories. In one corner, there's a pile of torn and bloody clothing... and treasure, glowing slightly:

Adapted from Da Book

A DC 18 Perception check reveals a total of 1000 GPs worth of coin and minor gems. In the most southwesterly alcove are 4
potions: ghoul touch, levitate, lesser restoration and remove paralysis; a
+2 light generating longsword (generates light constantly), and a +1 light
wooden shield of arrow deflection.

You also find a smaller chamber within the room, completely surrounded. It has a closed door:

Party Perception:

The eyes

Anzath underground: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35

The aids

Lolly and Bedlam auto-assist for +4

Aurora and Nico: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Terapin: 1d20 + 5 ⇒ (20) + 5 = 25
Tragershen: 1d20 + 8 ⇒ (18) + 8 = 26

No traps on the door...

Party Perception:

The eyes

Anzath underground: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24

The aids

Lolly and Bedlam auto-assist for +4

Aurora and Nico: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Terapin: 1d20 + 5 ⇒ (6) + 5 = 11
Tragershen: 1d20 + 8 ⇒ (2) + 8 = 10

The room is full of bones. Kicking around in them, Anzath finds a secret door in the floor, apparently unnoticed by ungenerations of ghouls. She hauls it open...


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A tunnel heads out underneath the floor of the inset room. Anzath sees a slight glow ahead and finds a long-forgotten tomb.

Party Perception:

The eyes

Anzath underground: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26

The aids

Lolly and Bedlam auto-assist for +4

Aurora and Nico: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Terapin: 1d20 + 5 ⇒ (13) + 5 = 18
Tragershen: 1d20 + 8 ⇒ (20) + 8 = 28

The tomb contains a perfectly preserved corpse of an elven warrior maiden clad in armor decorated in holy symbols and ancient celestial script. In her dead hands, a shining longsword reflects the light of an everburning torch suspended over her body. There are no apparent traps. The room has an odd feeling of peace and quiet in it, an atmosphere utterly different from that of the caverns above.

Your move, party! Back to the caves? Down the stairs the ghoul was taking?

Terapin, real-life lawyer job thing:
Kate says that her division just had not one, not two, but three attorneys quit en masse to take new jobs at the FTC. Not a fun, glamorous, or easy job, but it's in Seattle and apparently not a dead end, at least. Thought we'd pass a tip on to you in case they are hiring replacements and you want to come back to Seattle, which would make us happy.


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

"Vho vantz longswordz?"

Feeling energized by the slaughter, Anzath is eager to keep the killing going and go get the 'fellas'.


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:
** spoiler omitted **

Real-life lawyer job thing:
Hell yeah, it would make me happy too. Thanks! I'll see if they'd take an out-of-state licensee.

Terapin can't effectively wield a longsword of any kind, but if literally nobody else has a use for it, he'd feel really cool carrying it and probably brandish it quite effectively with his substantial charisma. The shield, though, he could definitely get some use out of if it wouldn't serve somebody else better.

At any rate, he's going to cast detect magic over the dead elf and her armor/sword/oddly well-preserved body and see if he can identify who or what she is/was and what all's going on here.

Spellcraft: 1d20 + 12 ⇒ (16) + 12 = 28

GM sir! Would Terapin's recent off-levelup acquisition of Celestial as a language allow him to read this elven warrior's armor?


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 can read celestial. He'll read it outloud if Tetapin doesn't.


The Celestial-literate scholars read that this was the elf maiden Eliel, the youngest and least-experienced elf in the army that invaded these depths long ago. She fell in Battle of the Staircase during the Siege of the Temple, having been severely under-leveled for the encounter. But her sacrifice warmed the hearts of all the Good warriors who survived, and they buried her here in secret, hoping to convert this tomb into a shrine to her memory when the twisting warrens of Evil are converted to subterranean avenues of Good.

Her armor and equipment is inlaid with various prayer to the Good Guys in the Skies.

Her equipment is masterwork, but unmagical. Just really nice stuff.


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 decides to wander down those interesting set of stairs.


As Bedlam descends the stairs, he can see signs of many and ancient battles--the walls are scarred and scorched.

At the foot of the stairs, there is a T, and he can go either west or east. The tunnel to the west curves to the south. The one to the east is straight. There are no signs of monsters, traps, or trouble. Yet.


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 decides to wander the seen areas to search for which tracks go which way while waiting.
Survival (Wis): 1d20 + 14 ⇒ (18) + 14 = 32


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 believe we should leave the maiden here to rest. Perhaps this place has remained untouched because it is somehow consecrated. We should remember this as a place to hole up if we need to. Or to retreat to in dire circumstances."

He glances left. Then right. "That damnable dwarf! Where has he wandered off to now?!?!?"


Well I don't know why I came here tonight.
I've got the feeling that something ain't right.
I'm so scared in case I fall off my chair,
And I'm wondering how I'll get down the stairs.

Ogres to the east of you!

Humanoids to the west!

Here I am stuck in the middle with you...


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

"G'wan with uncle Bedlam, guys. Be good, do what he says." Terapin sends his wolves to flank Bedlam on either side and behind so he can't be flanked by anything he comes across, but they'll stay behind if he (Bedlam) wants to wave them off to go and be stealthy or sommat.

He briefly considers trying to get Eliel out of here and up to the surface where her headstone could be read by someone other than ghouls and monsters, but figures it's probably a big hassle and can't think of a reverent way to do it, so instead he's going to close the door on his way back out with a gentle pat and follow his friends.


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

"Ve are hunting ghoulz, yez?" Anzath points her purple blade down the western corridor.


The western corridor ends in a small room...

Something: 1d20 ⇒ 20

It seems empty.


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 sighs. The dwarf looking longingly at the east corridor.
Shrugging he follows Anzath into the empty room.
So, ken we be go'n ta kill da ogre's now?


F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT

Anzath's eyes narrow at the seemingly empty room.
Perception: 1d20 + 16 ⇒ (14) + 16 = 30+3 vz trapz


Anzath quickly finds the secret door and confirms that it is untrapped. Inside, there's a long dark hallway that opens southward into a room. The sound of dripping water fills the darkness. To the east, there's an open doorway.


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 peeks into the open doorway.
Perception: 1d20 + 16 ⇒ (8) + 16 = 24+3 vz trapz


Something: 1d20 ⇒ 19

There's nothing of interest in the side room.

The main room is pretty gross, though. The stone floor drops away into a pit of unnameable organic matter that bubbles softly to itself. The pit is 50 ft long and 20 ft wide. You see a hole in the wall to the 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

Just to be clear, this is the passage the ghoul was running off to, correct?

And do we need to cross the bubbling pit to get to the hole in the wall?


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 stalks along with Anzath at every juncture of this detour from what is clearly more pressing duty.
Dere might be giants!


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've gotten a bit turned around in my mental map. T intersection, left hall ends in a room with a secret door, secret door leads to another hallway, hallway leads to another room with a goo-pit and an empty side room? Right side of T-intersection still unexplored? Do I have that?

Terapin re-summons the Eidolon so as not to step in anything on the floors, be it dangerous or simply gross.


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Anzath: Yep, the ghoul tracks follow this branch of the tunnel. The hole in the wall is halfway down the room over the goo.

Terapin: Yep, sounds right! You can find the map in the loot/map/etc. Google Drive under Level4TempleMap. Room 3 is full of liquid gross.


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

"Vell, should ve kross pit of sh!t, or go kill ogrez?"


Vell?

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