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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Initiative:

Party Level 8

Aurora and Nico: 1d20 + 1d3 ⇒ (12) + (3) = 15
Anzath underground: 1d20 + 7 ⇒ (5) + 7 = 12
Bedlam: 1d20 + 6 ⇒ (12) + 6 = 18
Lolly: 1d20 + 6 ⇒ (14) + 6 = 20
Tam: 1d20 + 4 ⇒ (4) + 4 = 8
Terapin: 1d20 + 2 ⇒ (19) + 2 = 21
Tragershen: 1d20 + 10 ⇒ (19) + 10 = 29

Monster Init

Zehn: 1d20 ⇒ 12
Priest: 1d20 - 1 ⇒ (14) - 1 = 13
Priest: 1d20 - 1 ⇒ (9) - 1 = 8
Priest: 1d20 - 1 ⇒ (6) - 1 = 5
Priest: 1d20 - 1 ⇒ (20) - 1 = 19
Priest: 1d20 - 1 ⇒ (18) - 1 = 17
Priest: 1d20 - 1 ⇒ (9) - 1 = 8
Acolyte: 1d20 - 1 ⇒ (9) - 1 = 8
Acolyte: 1d20 - 1 ⇒ (18) - 1 = 17
Acolyte: 1d20 - 1 ⇒ (20) - 1 = 19
Acolyte: 1d20 - 1 ⇒ (7) - 1 = 6
Acolyte: 1d20 - 1 ⇒ (2) - 1 = 1
Acolyte: 1d20 - 1 ⇒ (14) - 1 = 13
Acolyte: 1d20 - 1 ⇒ (4) - 1 = 3
Acolyte: 1d20 - 1 ⇒ (1) - 1 = 0
Acolyte: 1d20 - 1 ⇒ (20) - 1 = 19
Acolyte: 1d20 - 1 ⇒ (3) - 1 = 2
Acolyte: 1d20 - 1 ⇒ (19) - 1 = 18
Acolyte: 1d20 - 1 ⇒ (4) - 1 = 3
Vrock: 1d20 + 6 ⇒ (7) + 6 = 13


Tragershen
Terapin
Lolly
Priest
Acolyte x 2
Bedlam
Priest
Acolyte x 2
Aurora
Priest
Acolyte x 2
Vrock
Anzath
Priezt
Tam
Priest x 2
Acolyte x 2

Bedlam feels the door to the Temple of Orcus warm at his touch... his stone-cunning eyes pass over the carved torments of the damned one last time before he shoves the portal wide open!

Inside, the first thing he notices is a four-sided staircase that rises over a pool of molten lava. The second thing is the odd floorplan, as the room is in the shape of a hexagram.

The party, peering past Bedlam, is not at all surprised to see evil-looking cultist folk like you've been fighting for a while. Three lurk in each corner of the star. They chant a song to the Big Bad One: Orcus!

A little more shocking is the shrieking, feathery demon, one that towers over the humanoids in the room.

The only light is the dull red glow of the lava (and whatever you brought), but it should suffice for the battle that is about to begin.

Tragershen, Terapin, and Lolly may act!

See Temple Map in the Google Drive folder for my super low-tech battle map.

Battle music with apologies for extreme nerdiness... but Utena is legit!


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 as the first thing he notices is a four-sided staircase that rises over a pool of molten lava.
Ye boys be go'n fer un swim! Ye didn't be eat'n nutt'n first? Be lucky den dat we be 'ere ta stop ye!

The dwarfhulk looks at the the shrieking, feathery demon, one that towers over the humanoids in the room. He blows him a kiss...
Dat un be fer me!

The laughing dwarf looks crazed and excited at the same time!

Bedlam's Buffs:
Mutagen, Heightened Awareness, Barkskin, Heroism. 80 minutes.
Vermin Repellent
Antiplague
Antitoxin
Alchemical grease
Deodorizing Agent
Scent cloak
Enlarge extract, See Invisible extract, Haste extract, Focus chew, ale, rum, and some mouthwash.


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

As Bedlam opens the door, Anzath has two items in hand. One is a golden bead. The second is a potion.


An infinity of moments seem to pass in the instant before Lolly, Tragershen, and Terapin spring into action...


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 dwarf seems to be setting up a game of Lords of Waterdeep....


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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's deceptively quick little brain takes in the scene between the feet of his companions in an instant, and his invisible eyes widen when they scan across the pool of molten lava in the middle of the room.

"Oh hell the f*** yes" he breathes to himself, too quietly even for his companions to hear.

He takes two quick steps forward to come parallel with Aurora (and within range of the stairs) and then, with a tap of the nose and a twirling of the fingers, Terapin calls up from the center of the earth (or the oerth or the toril or the nirn or the thedas or wherever we are) and directly into the magma pool in the center of the room his good friend and confidant, and undoubtedly one of the worst influences among his diverse friend group, LeVar The Lava Lover, a Magma Mephit of the very worst kind, not seen on the material plane since that outdoor barbecue Terapin went to last summer where they didn't have enough charcoal.

The mephit blinks and looks around himself, slowly realizing that he's not in fire-hell anymore and has been invited back onto the surface world by someone with a pass. "Oh hell the f*** yes" he gurgles to himself, and opens his mouth, sampling the lava. Fairly rank stuff, all things considered. Probably not a party with people Terapin likes, then. Fortunately, it looks like he's in a good spot to lighten the mood with some pranks, like by pulling stuck up folks into the pool while they've still got their nice clothes on. Terapin always gets a kick out of that one.

LeVar's going to hold his action until the cultists start to move or take some offensive action, but he'll reach out with a cackle and attempt to pull in any who get within five feet of the pool; he doesn't intend to move very far from the jacuzzi but will if it looks like his drinking buddy Terapin or his friends are in danger of imminent death, knowing that getting killed as a summon is mostly a minor inconvenience. For now he's staying beneath the surface of the lava, presumably undetected.(?) I don't have a super clear picture of how sunken down the pool is or if there are walls around or anything, please let me know if anything I just said makes no sense.)


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 warmly at the gnome!


LeVar drops into the lava pool, where he simmers in silence.

If he tries to do something sneaky, we'll do Stealth vs. Perception (and he'll probably win vs. clerics), but if it were a water pool I'd let you summon an octopus under the surface, so I'm going with it for now.

Tragershen and Lolly may yet act!


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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 use his pearl of power, 1st to recall mage armor, and then cast it on himself.
He’ll cast unseen servant, ignite a sunrod and hand it to it, and order it ”Stay close to me.”
He’ll apply salve of slipperiness, vermin repellent and alchemical grease.
He’ll take stillgut, antitoxin, antiplague, and elixir of vision.
He’ll cast message on Terapin.
He’ll cast on himself from scrolls: see invisible (CL3), [i]bulls strength (CL3), and fly (CL5),
He’ll cast invisibility on himself.

As Bedlam positions himself to push open the door, he’ll take a potion of entropic shield (CL1)
He strides into the room after the others (yes, walking, even though he has fly active), staff in hand and casting haste on the entire group.


Hoping Lolly appears soon, but I don't really want to bot him without some input from his side. Anyone want to do it for me? I guess he could rush in to engage the demon, or he could peel off to go for a group of cultists... or? He has like a 100ft move speed with haste.


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

Git yer arse moving, barbarian!

Lolly's Turn Round 1:

Free Action=Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Move Action=Hasted Stride 65' to get on far side on Vrock and draw Greatsword.
Standard Action=+1 furious greatsword, rage, haste, power attack, Ferocious Strike, Surprise Accuracy,Elemental Blood, Lesser (Electric) : 1d20 + 17 + 1 - 3 + 2 ⇒ (6) + 17 + 1 - 3 + 2 = 232d6 + 10 + 9 + 1d6 ⇒ (4, 5) + 10 + 9 + (6) = 34

I feel like a Flank would be helpful...


Feeling suddenly Dwarfish, Lolly rushes forward through the fell gate, filled with rage! But a spell lashes into his mind and soul:

Raging Will Save DC 17: 1d20 + 8 ⇒ (2) + 8 = 10

Lolly suddenly feels very dull and reckless.

Bestow Curse, -6 WIS

...not that it matters particularly much for his current plans, but it will cut him off from some of his clerical magic. He rushes ahead regardless of the curse.

The vrock demon, though, has incredible reflexes and snaps at him as he dives around the beast with his sword:

Combat Reflexes Bite Power Attack: 1d20 + 13 - 3 ⇒ (15) + 13 - 3 = 251d8 + 5 + 9 ⇒ (1) + 5 + 9 = 15

CHOMP goes the demon!

Lolly whirls around and slices mightily! He's a little disappointed by the results, though--the vrock seems like it's a long, long way from finished.

d6 from east group: 1d6 ⇒ 1

The eastern priest squad springs into action first, probably because they are lurking so close to the door.

Seeing Lolly engage the demon, they hurry to support their foul friend with the best of their fell magic.

The acolytes start by sending magical spells at the jolly warrior. They then move forward and spread out.

Spellcraft DC 17:

Hold Person at the jolly warrior:

Will Save Post-Curse: 1d20 + 8 + 2 - 3 ⇒ (9) + 8 + 2 - 3 = 16
Will Save Post-Curse: 1d20 + 8 + 2 - 3 ⇒ (18) + 8 + 2 - 3 = 25

Even in his unwise state, Lolly easily shakes off the magic.

The lead priest throws a second curse at Lolly:

Bestow Curse Will Save DC 18: 1d20 + 8 - 3 ⇒ (12) + 8 - 3 = 17

Lolly feels much of his mighty Constitution drain away...

Lolly is now wearing a curse on WIS and a curse on CON.


Tragershen
Terapin (and LaVar unless his delay triggers)
Lolly
East Priest (-curse)
Acolyte x 2 (-holdp)
Bedlam
Priest
Acolyte x 2
Aurora
Priest
Acolyte x 2
Vrock (18d)
Anzath
Priezt
Tam
Priest x 2
Acolyte x 2

Let me know if you spot any mistakes in Lolly's turn and my response to it! It was a close call on some of those saves.

BEDLAM MAY ACT!


On rereading, I see that Tragershen entered the room--you mean the big room, right? If so, move yourself to where you want to be, and I might adjust where the priests are standing.

And, on entering the room...

Will Save Tragershen: 1d20 + 9 ⇒ (2) + 9 = 11

Tragershen, too, feels his wisdom levels crashing to the floor.

Bestow Curse -6 WIS


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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 watches with glee as the barbarian rushes into the chamber to confront the demon!
Kick 'is arse, barbarian! You kin do it...wat da f@+% be wrong wit yee! Be dat yer brains runn'n out yer noise?

The startled dwarf then also watches with glee Tragershan rushing into the chamber, casting spells and being the wizard!
Well played, wizard! Be feel'n faster and...wat da f+!@ be wrong wit ye now! Be dat brains com'n frum yer ears!

The--intelligent--alchemist then begins putting 2 and 6 together!
Stupid cultist! Be need'n ta drown dem!

Bedlam then takes out an alchemical weapon and tosses in between the 3 nearest cultists!
Ranged Touch AC 5 corner of square: 1d20 + 10 ⇒ (1) + 10 = 11 DC 15 Fortitude save or be deafened for 1 hour
Thunderstone

Dere be sumting wrong wit da room! Making folks piss dem brains out da oralfices!

Really! A nat 1! Not a great start here folks!
random square with splash weapon mastery: 1d8 ⇒ 1
right in front of Targeted corner! Splash weapon mastery move it over 1.

Bedlam begins to roar with laughter at the foolishness of it all! The Thunderstone explodes in his face (along with 2 of the cultist)!
Fort DC 15: 1d20 + 14 ⇒ (18) + 14 = 32

Wat da f!!!!


Acolyte Fort: 1d20 + 3 ⇒ (12) + 3 = 15
Acolyte Fort: 1d20 + 3 ⇒ (10) + 3 = 13

One of the acolytes says "WHAAAAT?" in response to Bedlam's profanity.


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

Me be need'n da soap?


Terapin (and LaVar unless his delay triggers)
Lolly
East Priest (-curse)
Acolyte x 2 (-holdp, 1 deaf)
Bedlam
SW Priest
Acolyte x 2
Aurora
Priest
Acolyte x 2
Vrock (18d)
Anzath
Priezt
Tam
Priest x 2
Acolyte x 2

The whole temple radiates evil energy, btw.

d4: 1d4 ⇒ 4

The cult squad from the southwest moves next, again brutally unleashing an array of very dangerous spells on the party...

1Bed 2Lol 3Tra: 1d3 ⇒ 3

Hold Person:

TragWillCursed: 1d20 + 9 - 3 ⇒ (16) + 9 - 3 = 22
TragWillCursed: 1d20 + 9 - 3 ⇒ (4) + 9 - 3 = 10

Assuming Tragershen is in the room (I moved him up behind Bedlam): Tragershen goes rigid.

The priest casts Bestow Curse on Bedlam:

BedlamWill DC18: 1d20 + 10 ⇒ (1) + 10 = 11

Suddenly, Bedlam's Will Save rushes off to join Tragershen and Lolly's, hiding in the basement somewhere as his Wisdom is cursed away.

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

Too being da fair; me wisdom not dat high un da first place!

The dwarf roars with laughter!


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 takes a deep breath and moves up to the doorway, coming up behind Bedlam. She lofts her holy symbol and utters prayer to Nethys, eyes narrowed over the inhabitants of the room.

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.

"Hold fast and hold true. Remember why we are here.


The fell curse of the temple attacks Aurora, too:

Will Save DC 17: 1d20 + 14 ⇒ (3) + 14 = 17

...unlike her companions (and Bedlam, who was exempt), Aurora barely manages to escape the curse!

Her prayer fills the near side of the room, boosting everyone but Lolly and suppressing the nearby cultists.

Speaking of cultists (and demons)...


Terapin (and LaVar unless his delay triggers)
Lolly
East Priest (-curse, pray)
Acolyte x 2 (-holdp, 1 deaf, pray)
Bedlam
SW Priest (-curse, pray)
Acolyte x 2 (-curse, pray)
Aurora
NW Priest
Acolyte x 2
Vrock (18d, absent)
Anzath
Priezt
Tam
Priest x 2
Acolyte x 2

ANZATH MAY ACT!


from top left: 1d3 ⇒ 1

The next squad of cultists moves in from the north.

They, predictably and dangerously, unleash their strongest spells on the party.

Hold Person vs. Bedlam: 1d20 + 7 + 3 - 3 ⇒ (12) + 7 + 3 - 3 = 19
Hold Person vs. Aurora: 1d20 + 14 ⇒ (2) + 14 = 16

Our heroes shake off the extremely dangerous magic.

The priest then launches a curse at Aurora:

Bestow Curse vs Will: 1d20 + 14 ⇒ (5) + 14 = 19

Aurora continues to fend of spells and curses, the coils of evil magic fended off by flashes of the white and black protection of Nethys!

The vrock looks down at Lolly... steps away from him... and vanishes.

Vrock's location, for future reference:

The vrock nopes out to Room 2 just beyond the dormitory using its teleport power.


...not sure why my posts are out of order but yeah, ANZATH MAY ACT!


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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
GM Parrot wrote:
...not sure why my posts are out of order but yeah, ANZATH MAY ACT!

All of that evil magic is warping reality!


Lolygert " Lolly " Endeferr wrote:

All of that evil magic is warping reality!

No doubt that's it! Also messing with my ability to write: forgive the double-fend fender bender in this line: "Aurora continues to fend of spells and curses, the coils of evil magic fended off by flashes of the white and black protection of Nethys!"


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 better bundles bunches of bees because bits be beetchin'!


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^Wisdom damage, my friends, is not a victimless crime.


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 hastily moves to just in the doorframe, behind Aurora, stopping when she sees the cultists beginning to crowd the area. She hurls the golden bead past her comrades to catch as many of the cultists she can in a fireball. I put up a 20ft radius circle on the map catching 5 of the cultists, (and possibly Bedlam, but I think he's ok).

8d6 Fireball, DC 14 Reflex Halved: 8d6 ⇒ (5, 1, 2, 6, 6, 2, 4, 3) = 29

AC currently 24 with Cat's Grace, Haste, and no weapons drawn.


Disregard this post... this forum.


Priest Ref: 1d20 ⇒ 6
Acolyte Ref: 1d20 ⇒ 9
Acolyte Ref: 1d20 ⇒ 18
Acolyte Ref: 1d20 ⇒ 7
Acolyte Ref: 1d20 ⇒ 2

Anzath's fireball burns three acolytes into charred cinders--unrevivable, all-the-way-dead. The priest and the remaining acolyte look pretty shaky on their legs after the scorching...


Terapin (and LaVar unless his delay triggers)
Lolly
East Priest (-curse, pray)
Bedlam
SW Priest (-curse, pray)
Acolyte x 2 (-curse, pray)
Aurora
NW Priest (d29, -curse)
Acolyte x 1 (d14, -holdp)
Vrock (18d, absent)
Anzath
Priezt (kiss 7/7)
Acolyte x 2
Tam
Priest x 2 (NE and SE, SE kiss 3/3)
Acolyte x 4 (-holdp)

Terapin, LaVar, and Lolly may act!


The priest in the far eastern corner of the star grins and blows a kiss at Anzath.

Uses Death's Kiss on self

Tam steps into the room.

The curse of the temple meets her at the door:

Will: 1d20 + 2 ⇒ (6) + 2 = 8

Her wisdom drains away...

She yelps with dismay at how far Lolly's gone. She shoots an arrow into the charred priest, hoping to knock him down.

Arrow: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 6 ⇒ (8) + 6 = 14

He hits the bricks hard, bleeding out and nearly done...

The last priests and squad acolytes all jump into motion.

The northeast squad moves down and in before launching their magic at the party:

Who? 1 Anz 2 Aur 3 Bed 4 Tam: 1d4 ⇒ 4

Tam Will vs Hold Person: 1d20 + 2 - 3 + 1 ⇒ (20) + 2 - 3 + 1 = 20

Who? 1 Anz 2 Aur 3 Bed 4 Tam: 1d4 ⇒ 4
Tam Will vs Hold Person: 1d20 + 2 - 3 + 1 ⇒ (14) + 2 - 3 + 1 = 14

Tam goes rigid like Tragershen.

Who? 1 Anz 2 Aur 3 Bed: 1d3 ⇒ 2
Will vs Bestow Curse: 1d20 + 2 - 3 + 1 ⇒ (8) + 2 - 3 + 1 = 8

Yet another curse is hurled at Aurora's head:

Aurora Will vs Curse: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23

At peace within the raging storm of black magic, Aurora stands like a lighthouse in a storm at sea!

Meanwhile, across the map, Lolly confronts a squad on his own. The underpriests, typically, lead with Hold Person:

HP DC 14: 1d20 + 8 + 2 - 3 ⇒ (10) + 8 + 2 - 3 = 17
HP DC 14: 1d20 + 8 + 2 - 3 ⇒ (9) + 8 + 2 - 3 = 16

The final priest doesn't want to throw yet another curse on Lolly. Instead, he blows a kiss at the jolly warrior and steps forward, albeit keeping behind his screen of acolytes...

Death's Kiss on self

The final two acolytes delay their action so they can act alongside their priest.


See above initiative--it's updated!

Terapin, LaVar, and Lolly may act!


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

At first Lolygert frowns when the demon disappears, muttering, "Unsporting sod!"

Still, he had cultists to chop into little pieces, so he decided to make lemonade...or rather cult-ade? Chuckling to himself, he set upon the nearest cultist...

His sword takes on a glow mirroring the lava behind him, a glowering , baleful red. As he brings it around, red electricity arcs and sizzles along the blade. A tattoo high on his chest also bursts into red light, casting Lolygert's face in brief , terrifying red-tinged shadow.

Attack normal +1 furious greatsword, rage, haste, bless, Ferocious Strike, Elemental Blood, Lesser (Electric),Auspicious Mark: 1d20 + 16 + 2 + 1d6 + 1 ⇒ (15) + 16 + 2 + (3) + 1 = 37

Damage: 2d6 + 13 + 1 + 1d6 + 1 ⇒ (6, 5) + 13 + 1 + (4) + 1 = 30


Another one bites the dust!

Terapin (and LaVar unless his delay triggers)
Lolly
East Priest (-curse, pray)
Bedlam
SW Priest (-curse, pray)
Acolyte x 2 (-curse, pray)
Aurora
NW Priest (down, d54, -curse)
Acolyte x 1 (d14, -holdp)
Vrock (18d, absent)
Anzath
Priezt (kiss 7/7)
Acolyte x 2
Tam
Priest x 2 (NE and SE, SE kiss 3/3)
Acolyte x 3 (-holdp)

Terapin and LaVar may act!


Lolly's foe grimaces as he collapses, parted neatly through the middle...


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

LaVar notices that the northwest pair of cultists are close enough to his jacuzzi to splash them, and so he does so, using his breath weapon to engulf the two in a cone of fire!

Cone of Fire: 1d8 ⇒ 2 damage to the two cultists in the northeast (DC 13 con save for half.)

Oh ffs.

He cackles to himself and ducks back under the surface of the lava.

Terapin, meanwhile, is very concerned about that big bird looking fellow that he can't see anymore, who's probably a demon and, thus, is probably not good for burning. Instead, he's going to call his old friends the Lantern Archons, with a bonus to damage from Evolved Summon.

Summon Lantern Archon: 1d3 ⇒ 3 of the piercing lights flash into existence in the hallway between Terapin and his friends and streak out into the room, taking up roughly equidistant positions in a wide circle around the lava pool so that their glow reaches into the base of every point in the room, and wasting no time in filling the space with glittering beams of holy light, attempt to sear away what's left of the cultists that Anzath singed.

(Those positions SHOULD, if my geometry is right, make every cultist who isn't backed into one of the star's corners subject to the archons' Aura of Menace, and have to make a DC 13 Will save or take a –2 penalty on attacks, AC, and saves until they can hit the archon what scared 'em.)

The light rays! (vs touch AC)
Light Ray 1: 1d20 + 3 ⇒ (18) + 3 = 211d8 ⇒ 6
Light Ray 2: 1d20 + 3 ⇒ (4) + 3 = 71d8 ⇒ 5
Light Ray 3: 1d20 + 3 ⇒ (5) + 3 = 81d8 ⇒ 6
Light Ray 4: 1d20 + 3 ⇒ (17) + 3 = 201d8 ⇒ 8
Light Ray 5: 1d20 + 3 ⇒ (12) + 3 = 151d8 ⇒ 5
Light Ray 6: 1d20 + 3 ⇒ (3) + 3 = 61d8 ⇒ 5

Terapin frowns. Where's that bird?


Terapin (and LaVar unless his delay triggers)
Lolly
West Priest (d6,-curse, pray)
Bedlam
SW Priest (d8, -curse, pray)
Acolyte x 2 (d5,-curse, pray)
Aurora
NW Priest (down, d54, -curse)
Vrock (18d, absent)
Anzath
PriEast (kiss 7/7)
Acolyte x 2
Tam
Priest x 2 (NE and SE, SE kiss 3/3)
Acolyte x 3 (-holdp)


I tried to place them to cover as many cultists as possible with their Aura of Menace. Remind me how you get them to d8 from d6.

"PEW PEW PEW PEW PEW PEW PEW" fills the room as the archons unleash holy terror on the cultists. Four of the rays strike home. One quickly scrubs the wounded acolyte. The three rays find their targets on the west side of the room, trying to follow up on Anzath's fireball.

priest or acolyte? 1 priest 2 acolyte: 1d2 ⇒ 21d2 ⇒ 11d2 ⇒ 1


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The west priest moves up and channels negative energy, a burst of blackness radiating out and lashing the party--incidentally, it also snuffs any acolytes in the area who may have been clinging to life. It also hits his counterpart to the southwest.

Channel, Will DC 14: 3d6 ⇒ (1, 3, 6) = 10

Will Save SW Priest: 1d20 + 11 ⇒ (4) + 11 = 15

Will Save Anzath: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Will Save Aurora: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Will Save Bedlam: 1d20 + 7 - 3 + 1 ⇒ (15) + 7 - 3 + 1 = 20
Will Save Tam: 1d20 + 2 + 1 - 3 ⇒ (6) + 2 + 1 - 3 = 6
Will Save Tragershen: 1d20 + 9 - 3 + 1 ⇒ (9) + 9 - 3 + 1 = 16
Will Save Lantern Archon N: 1d20 ⇒ 19
Will Save Lantern Archon W: 1d20 ⇒ 15

The damage is mostly resisted, but Tam feels its effects very sharply.

Oh yeah, the lava dude's damage! BTW, he'd have to move to reach the surface to breathe fire, so he's visible now. No hit-and-run lava minions.

Save vs LaVar: 1d20 + 3 ⇒ (8) + 3 = 11
Save vs LaVar: 1d20 + 3 ⇒ (13) + 3 = 16


Terapin, LaVar, and the Archons (Archon d5, d5)
Lolly
West Priest (d6,-curse, pray)
Bedlam
SW Priest (d13, -curse, pray)
Acolyte x 2 (d5,-curse, pray)
Aurora
Vrock (18d, absent)
Anzath
PriEast (kiss 7/7)
Acolyte x 2
Tam (27/37, prayer, curse)
Priest x 2 (NE and SE, SE kiss 3/3)
Acolyte x 3 (d2, d1, -holdp)

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 closes his eyes, spins around in a circle and tosses a Bomb at a group of cultists closest to them!
Range bomb touch, Tanglefoot Ref DC 19, splash weapon mastery, precise bombs, Unstable Accelerate, heroism, prayer,splash 10: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 134d6 + 5 + 1d6 + 1 ⇒ (3, 6, 3, 2) + 5 + (6) + 1 = 26 /x2)20' 13/13


Lolygert " Lolly " Endeferr wrote:
Missed me!

I appreciate your enthusiasm, but you just bisected a guy yesterday!


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
GM Parrot wrote:
Lolygert " Lolly " Endeferr wrote:
Missed me!
I appreciate your enthusiasm, but you just bisected a guy yesterday!

Ooops!


The dark god Orcus gives Bedlam's bomb enough of a shove that the bomb lands at the feet of the cultists instead of on their heads.

They get a bonus to touch AC just for being here.

Priest Save: 1d20 ⇒ 5
Acolyte Save: 1d20 ⇒ 17

The Priest is entangled and scorched, but the acolyte gets off relatively easy.


Post Post Poned


AWWW NINE HELLS I knew it was too good (evil) to be true.

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