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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Map Updated!


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

How long since we ventured through the purple worm cave? I believe that was the start of our adventuring day.


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 yawns.
Camp!


Been a few hours. I could try to do the math but... it hasn't been too long by the clock. By the adventurer's internal clock, maybe longer.


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

GM, there was a secret door at 5? Or was that just the mechanism to trigger the portcullis? If a secret door, I say we head back there. If not, I don’t mind checking out level 4 B-F. Unless we’re aware of any of the tunnels leading to the southern portion of the map from 3 or 6.


I mean, pull the handle and see! The book says it looks like an incredibly poorly hidden secret door, that's an aspect of the trap. You got a solid perception, so I told you it was probably a trap... and it is. I think we can call the trap defeated unless you want to see what happens when you pull the handle... eh? Eh?!

4-BF is the one that is at least more than .5 miles away. Ready for a hike?

Edit: the other option is to keep poking around side tunnels in the dead cultist room. It contains a bypass to the poo puddle puzzle in room 3 that you'd find eventually, so I... I forgot to hide it in the most recent map.


Someone pick a direction:

4BF

The poo puzzle bypass

The huge underground cavern

Finding a place to camp

Or... whatever you want to do!


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 pulls the handle before heading to 4BF.
Dat be been burn' da Parrot fer weeks! Sum un be need'n ta scratch dat intch!


Ok, so where is everyone? Anyone get in close to Bedlam as he triggers the portcullis trap, or are you giving him some distance because you know it's a trap and you know the portcullis is probably part of 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 stays a safe distance on the non-Bedlam side of the portcullis.

"Diz iz foolishnezz," she mutters with disdain, How many timez must ve vatch dwarf die?"


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 gives everyone a thumbs up!


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 |
GM Parrot wrote:
Ok, so where is everyone? Anyone get in close to Bedlam as he triggers the portcullis trap, or are you giving him some distance because you know it's a trap and you know the portcullis is probably part of it...

Like, around the corner? Just out of line of effect, but still able to hear it when it happens.


I'll let Tragershen's wisdom stand for everyone's...

Bedlam grabs the handle of the portcullis trap, turning around to keep his eyes on the portcullis so he can watch it fall. Then, he pulls.

The portcullis, on cue, falls.

The second half of the trap opens and dumps a very, very, very hungry black pudding into the hallway at Room 4.

One of those unfair Rappan Athuk traps--da book: "there is no way to detect the [black pudding] portion of the trap." Since nobody can lose initiative to a black pudding...

Initiative, Party Level 8

Aurora and Nico: 1d20 + 1d3 ⇒ (18) + (2) = 20
Anzath underground: 1d20 + 7 ⇒ (18) + 7 = 25
Bedlam: 1d20 + 6 ⇒ (6) + 6 = 12
Lolly: 1d20 + 6 ⇒ (4) + 6 = 10
Tam: 1d20 + 4 ⇒ (7) + 4 = 11
Terapin: 1d20 + 2 ⇒ (9) + 2 = 11
Tragershen: 1d20 + 10 ⇒ (4) + 10 = 14
Puddinitiative: 1d20 - 5 ⇒ (17) - 5 = 12

Aurora, Anzath, Bedlam, 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

Bedlam does what any self-respecting, self-destructive alchemist would do!
Range bomb touch, Tanglefoot Ref DC 19, splash weapon mastery, precise bombs, Unstable Accelerate, splash 10: 1d20 + 8 ⇒ (8) + 8 = 164d6 + 5 + 1d6 ⇒ (1, 1, 2, 6) + 5 + (5) = 20 /x2)20' 13/13


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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

"He iz dead to uz all."

So we are around the corner, in the tunnel towards 7? or in the hallway towards 1? Are we aware of the pudding? And Bedlam is on the safe side of the portcullis?

Swift Study Target and...
Kn. Dungeoneering: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31


Phone post: I imagined you around the corner of the finished hall rather than the cave towards the ogre room, but you can start in either place. The pudding is on the outside of the bars. The trap is intended to have the whole party caught inside, watching in horror as the pudding approaches and gushes through the gaps in the portcullis. But we have Bedlam instead.

Anzath announces the blood pudding's notable features. Bedlam's bomb puts a dent in it.


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

Bedlam winks at Parrot. The dwarf is seen almost always posting from his phone these days!


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

Being in Hallway 1 seems more advantageous, I think.

Anzath mutters to those who can hear her, "It vill eat our veapons and armor, and flesh. If ve cut or pierce it, it vill split in two."

She considers her prized keen scimitars, then looks to the party casters, "Any ideaz?"


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 |

Knowledge (dungeoneering) 1d20 + 14 ⇒ (8) + 14 = 22

"My old instructor used to say you just feed them dwarves until they get sleepy and take a nap. But then, that might have just been old enmities talking there."

Is the pudding between us and Bedlam? Could I lightning bolt it without getting the dwarf?


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 motions for Trag to light it up!


You can definitely zap it! It is as wide as the hallway, so you can shoot the side where Bedlam isn't.


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

While Tragershen thumbs through his spellbook, Anzath downs a potion of Cat’s Grace and hands Aurora her Necklace of Fireballs. She tells her, ”Get back. Use diz vhen ooze haz split into piecez."

AC 24 and, more importantly, Ref +10 with Cat’s Grace.

Boy, even a +10 is not enough…


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 accepts the Necklace of Fireballs from Anzath with a nod, then utters a string of Nethysian prayers in high, clarion voice.

Prayer — Aurora and all of her allies in a 40ft. radius burst gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while their foes takes a -1 penalty on such rolls. 8 round duration.

She then backs up five feet.


Roll that zap, Trag!


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 starts to point down the hallway, for a just a moment wavering before selecting the half of the hallway that [i]doesn't[,] include the dwarf.

Lightning bolt, 8d6 ⇒ (5, 1, 5, 4, 3, 4, 3, 6) = 31 damage, reflex DC 18 for half damage.


Black pudding leans back, cracks its knuckles, and rolls its ref save:

Pudflex: 1d20 - 2 ⇒ (9) - 2 = 7

...full damage.


The pud can't think much, but it has blindsense and it's hungry and it's hurting.

It doesn't understand that it's supposed to hunt Bedlam. Instead, it goes for the closer dinner and attacks the rest of the party, conveniently located in the kink of the hallway near room 4.

It goes for Tragershen first after that shock.

Bad Nooze Slam n' Grab: 1d20 + 8 ⇒ (9) + 8 = 17

A wave of dark chocolate malice crashes towards the elf, but his mage armor pushes it back just long enough for him to twist away from the pseudopod of the monster.

It has moved into the corner of the hallway. For Trag to have LOS for his bolt, he had to be within ooze range...

forgot to roll ooze ref vs. Bedlam's bomb: 1d20 - 2 ⇒ (20) - 2 = 18 Half damage I think?!

Ooze damage total: 41

All may act!


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 points at the ooze and commands his snakes to attack, before realizing with a start that they've de-summoned some while ago. Muttering to himself, he scurries further back the hallway instead, double-moving putting some more distance between himself and the goo. He's got extradimensional friends that can handle this, but he's also got friends from this dimension that can handle it, he hopes, and only so many summons a day. He'll watch keenly to see what happens and will hold off on summoning help unless the thing winds up being more of a threat than he imagines it will.


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 frowns when the ooze leaves him!
Where ye be go'n!

He tosses another bomb at the must be related to Spiderman ooze!
Range bomb touch, Tanglefoot Ref DC 19, splash weapon mastery, precise bombs, Unstable Accelerate, splash 10: 1d20 + 10 ⇒ (17) + 10 = 274d6 + 5 + 1d6 ⇒ (4, 3, 3, 6) + 5 + (6) = 27

Yup 1/2 for the ninja ooze...lol. Leaving Trag out of Splash because he is nice like that.


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

Can I full attack?


Hmm. It came to you, but it has reach, so it's not necessarily in your face. Let's let the fates decide.

2 yes 1 no: 2 = 2

No--fate says it is 10 ft from Tragershen, and you're a step too far to 5ft in and unload on it.


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

Bedlam looks up at Parrot's math.
Tink da Parrot be needs da new abacus?


Thanks, Bedlam! Send it to Seattle.

Anzath: the fates have confused your DM, but their conclusion is clear.

Full attack away!


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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

Anzath steps forward and cuts the pudding to pieces.
Kritfisher+ST+Prayer: 1d20 + 10 + 2 + 1 ⇒ (3) + 10 + 2 + 1 = 16
Vael’s Blade+ST+Prayer: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21
Kritfisher+ST+Prayer: 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 26
Vael’s Blade+ST+Prayer: 1d20 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11
No dmg done, but each successful hit should cut the pudding into two pieces, each with half the HP as the original. My hope is the expected fireball should wipe the little guys out.

Aurora, the necklace has the following fireballs on it: (2x 8d6, 2x 6d6, 4x 4d6). I’ll let you decide what to throw.

Ref Saves vs Acid:
Ref+Prayer: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Ref+Prayer: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Ref+Prayer: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Ref+Prayer: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30


Whoa. Just checking, how are you getting the second offhand attack?

By the time Anzath's blades cease whirling, there are, I think, five little oozes where the big ooze used to ooze.


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

Improved Two Weapon Fighting:
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Taken as bonus feat at 7th


Figured you had a way! Good feat.


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 |

"Ah, clever tactic, Mother of Dragons." Tragershen moves closer to the swarm of oozes before it gets a chance to scatter. He levels his burning staff at them and utters a command word.

Casting burning hands on the little oozes. Each one takes 5d4 ⇒ (1, 2, 3, 2, 3) = 11 fire damage, DC 17 reflex save for half damage.


Tragershen's flames envelop the rapidly dwindling oozes.

Smallest Oozes: 1d20 ⇒ 1
Smallest Oozes: 1d20 ⇒ 16
Slightly Bigger Oozes: 1d20 - 1 ⇒ (3) - 1 = 2
Slightly Bigger Oozes: 1d20 - 1 ⇒ (8) - 1 = 7
Slightly Bigger Oozes: 1d20 - 1 ⇒ (6) - 1 = 5

The power of the staff melts the smaller oozes, and the bigger ones look thoroughly scorched. Things aren't nearly as frightening as they were a moment ago...

Lolly, Tam, and Aurora 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 looks like he wants to make s'mores when Trag fans the flames....


Tam unloads on the oozes:

Rapid Deadly Aim Shot: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 6 ⇒ (1) + 6 = 7
Rapid Deadly Aim Shot: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 6 ⇒ (6) + 6 = 12

Then Lolly steps up to finish the remainder:

Longbow: 1d20 + 10 ⇒ (2) + 10 = 121d8 + 7 ⇒ (4) + 7 = 11
Longbow: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 7 ⇒ (8) + 7 = 15

Combat Over

Lolly grins at Bedlam. "You look like you're in jail. Suits you, to be honest."


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 grin at Lolly while taking out his tools
Be like yer swaddling day! Har! Har!

Disable Device (Dex): 1d20 + 17 ⇒ (6) + 17 = 23


Bedlam is sad to realize that this trap is written so that there is no way to disable it. The portcullis must be broken or lifted.


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 suggests the fireball be redirected at the gate.


That might rather scorch Bedlam, although he does have fire-retardant armor...


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 begins rummaging through his pack. The dwarf grumbling something about
crazy antics begin early me tinks!

Taking out 4 Blasting Jellys to the stone beside the stupid portculis!
Burn beetch!: 8d6 ⇒ (4, 6, 1, 4, 3, 3, 6, 1) = 28 ignores hardness!

Coughing black soot, only the mad dwarf's teeth can be seen as he makes his way out.
May be need'n sum aloa veras.


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

Is this the same portcullis Terapin already tried to corrode away but couldn't? Because I have a very predictable idea.


It is the same.

Bedlam blasts away at it, destroying half of one of the bars. He just needs one of them out of his way to escape...

60 HP per bar, according to Da Book


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

Taking out 6 more Blasting Jellys to the stone beside the stupid portculis!
Burn beetch!: 12d6 ⇒ (5, 3, 2, 2, 1, 2, 4, 4, 1, 6, 5, 3) = 38 ignores hardness!

The dwarf spits soot and teeth and hair!
Be aiming fer da stone around da bars...


Bedlam is finally free from his beetch and stone prison.

Where next, merry crew?

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