GM Parrot's The Ferry and the Depths: Rappan Athuk (Inactive)

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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 is no connoisseur of demonic types, but she edges closer to the statuette to examine it cautiously, without touching. "What kind of demon is that?"

Aurora has no Knowledge (Planes) and is sad for that, but she has a +7 on Religion if there is any religious iconography on the statuette.


It appears to be a spider goddess--Aurora quickly sees that the eight arms and paired fangs are significant.

While it looks valuable, it is neither poisoned nor is it magical.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Talathel also examines the statue.

Knowledge Planes: 1d20 + 5 ⇒ (20) + 5 = 25


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 (planes) 1d20 + 11 ⇒ (5) + 11 = 16
Appraise 1d20 + 8 ⇒ (6) + 8 = 14

After looking over the statue, we'll take it carefully and stash it amongst our gear after one more quick arcane check for poison that might have gotten on it from the bag.

As they start to turn away, Tragershen recalls Gelver and his crew, and the terrible end most of them met down here. He pulls out a piece of chalk and writes on the floor by the discarded bag poisonous.

We'll look around for secret doors to make sure this truly is a dead end. If we don't come across any, we'll go back out and continue on, looking for another door to brave.


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 recalls horrofic stories told amongst the slaves of their Drow captors and the things they did to appease spider goddesses, and decides to hang back with Bedlam.

Maybe he needs a friend. She hands him some whiskey.


Talathel recognizes the goddess of spiders, a demon-deity worshiped by the drow and other dark beings. Tragershen is content that it is free of poison.

The party is pretty sure that the room is indeed a dead end, so they return to the hallway and continue to the nearest door.

Party Perception:

Perception

The eyes

Anzath plus auto-assist from Brand (minus two above ground): 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

The aids

Brand (auto assist, plus one for traps)
Aurora: 1d20 + 3 ⇒ (14) + 3 = 17
Bedlam (plus two auto-assist for stone): 1d20 + 8 ⇒ (15) + 8 = 23
Talathel: 1d20 + 6 ⇒ (2) + 6 = 8
Tragershen: 1d20 + 0 ⇒ (14) + 0 = 14

They enter the room. Another dead end... or is it?

Party Perception:

Perception

The eyes

Anzath plus auto-assist from Brand (minus two above ground): 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25

The aids

Brand (auto assist, plus one for traps)
Aurora: 1d20 + 3 ⇒ (1) + 3 = 4
Bedlam (plus two auto-assist for stone): 1d20 + 8 ⇒ (20) + 8 = 28
Talathel: 1d20 + 6 ⇒ (8) + 6 = 14
Tragershen: 1d20 + 0 ⇒ (10) + 0 = 10

This room contains two secret doors.

1 for room 29, 2 for room 30: 1d2 ⇒ 1

The party flips a coin and decides to open the door to the west.

They find a long-abandoned crypt--dryrotted coffins have spilled their bones to the floor in places, but three massive stone sarcophagi remain undisturbed.


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 pulls out her crowbar, ”Ve disturb dem, yez?”


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

Bedlam takes the whisky. He takes a long pull and he hands it back to Anzath.
Me be tank'n ye, laddie. Had sum webbing in me eye.

Bedlam takes his other Heightened Awareness Extract, before continuing.
40 minutes.


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 |

"Yes, we disturb them."

Thinking back to the last time they opened a sarcophagus in this cursed place, Tragershen stands back and readies his wand of disrupt undead in one hand and his stout walking stick in the other.


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

Any magicks, elf?


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 |

"It would be hard to say through the stone, but I can try."

Before they bust in, he'll try casting detect magic and detect poison on the sarcophagi.


Randomizing the order you open them:

A=1, B=2, C=3

d3: 1d3 ⇒ 1

Sarcophagus A: No magic, no poison. You pop off the lid, and sure enough, a skeleton rises to attack you!

Init Anzath underground: 1d20 + 6 ⇒ (13) + 6 = 19
Init Aurora: 1d20 + 1 ⇒ (4) + 1 = 5
Init Bedlam: 1d20 + 6 ⇒ (3) + 6 = 9
Init Brand: 1d20 + 4 ⇒ (4) + 4 = 8
Init Talathel: 1d20 + 6 ⇒ (17) + 6 = 23
Init Tragershen: 1d20 + 9 ⇒ (16) + 9 = 25
Init Skeleton: 1d20 + 6 ⇒ (14) + 6 = 20

Tragershen and Talathel 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 levels his wand at the skeleton and barks the command word.

Disrupt Undead, touch ray attack to hit 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1d6 + 0 ⇒ (4) + 0 = 4


The ray goes straight through the skeleton's rib cage without disrupting anything...


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 nudges Anzath.
Seen Dat coming!


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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 |
Bedlam Bottomland wrote:

Bedlam nudges Anzath.

Seen Dat coming!

The animated skeleton, Trag missing with his attack, or both?


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 smiles back at Bedlam, although her smile is dreadfully unpracticed and is more of a menacing scowl. “Yez yez,” she stands with her crowbar and new mace at the ready.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Talathel steps in, his curve blade seemingly leaping into his hands - and a potent downward strike.

Mwk Elven Curve Blade: 1d20 + 8 ⇒ (1) + 8 = 9

Damage: 1d10 + 2 ⇒ (7) + 2 = 9


Traveling, excuse the bad formatting.

claw: 2d20 ⇒ (3, 1) = 4

Talathels and Tragershens futility is matched by that of their opponent

All others 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
Tragershen wrote:
Bedlam Bottomland wrote:

Bedlam nudges Anzath.

Seen Dat coming!
The animated skeleton, Trag missing with his attack, or both?

Why the scary skeleton of course...lol.

Bedlam looks at the lone skeleton. He looks at his heavy pick.
Me really do be needing a hammer!


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

Crowbar: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Wooosh!

Mace: 1d20 + 6 ⇒ (8) + 6 = 14
dmg: 1d6 + 2 ⇒ (5) + 2 = 7


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

That had been too close. How could I have missed that the bag itself was soaked in poison. Your letting your attention slip. Perhaps I am hungry... When did I last eat? Ah well, may need to suggest we go camp and have a proper meal after we open these boxes of death.. Brand had been carefully inspecting one of the other sarcophogi when his companions suddenly launched the lid off the first, summoning one of the undead into their midst. Jumping over the middle sarcophogus, Brand draws his mace, summining his luck and swinging wildly at the creature's back as it faces down his companions.

mace+arch luck+flank: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29
dmg+luck+snk: 1d4 + 1 + 2 + 2d6 ⇒ (2) + 1 + 2 + (2, 3) = 10


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

"Bedlam, I am in similar need of a blunt weapon. As distasteful as I find the prospect, it would fulfil a niche need."

No bludgeoning weapons on Talathel!


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 claps as Brand shows his prowess.


The skeleton disintegrates. You find some non magical grave goods. A minute or two later, you pop the next:

which tomb next: 1d2 ⇒ 1

Hey hey, another skeleton! But why is it jet black?


Full post later—initiative would be painful on phone....


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

I feel that pain.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Ouch.


I’m spoiled. Might be out of commission until Monday at latest—


Tragershen
Bedlam
Skeleton
Anzath
Brand
Talathel
Aurora

Initiative:

Init Anzath underground: 1d20 + 6 ⇒ (14) + 6 = 20
Init Aurora: 1d20 + 1 ⇒ (5) + 1 = 6
Init Bedlam: 1d20 + 6 ⇒ (19) + 6 = 25
Init Brand: 1d20 + 4 ⇒ (11) + 4 = 15
Init Talathel: 1d20 + 6 ⇒ (8) + 6 = 14
Init Tragershen: 1d20 + 9 ⇒ (19) + 9 = 28
Init Skeleton: 1d20 + 6 ⇒ (19) + 6 = 25

As the skeleton begins to move with supernatural quickness, Tragershen and Bedlam react yet more swiftly.


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 at his heavy pick. The dwarf shakes his head, as he positions himself for a flank, before swinging.
Melee heavy pick: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 241d6 + 3 ⇒ (4) + 3 = 7


Bedlam's mighty swing clangs off the monster, leaving a patch of white where the pick has scraped some of the blackness off.


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 tries his wand on this painted skeleton.

Disrupt undead, ranged touch attack 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5, -4 due to firing into melee.
Damage 1d6 + 0 ⇒ (4) + 0 = 4

The ray of positive energy gently tickles Bedam's back as he does actual harm to our enemy.


The black skeleton rises to its feet, taking a shot from Bedlam, possibly Tal, if Talathel would be covering the tomb with his reach weapon, and, hells--anyone else who would have gathered around with a melee weapon in eager anticipation after seeing the other one pop out of its tomb.

Melee heavy pick: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Assuming that our undead friend is still up, he whips two short swords at Bedlam, grinning mercilessly...

Short Sword: 1d20 + 10 ⇒ (2) + 10 = 12
Short Sword: 1d20 + 10 ⇒ (4) + 10 = 14

...despite the corrupted soul of an ancient hero manifesting in this foul form, despite the years of malicious incubation within the sarcophagus, the skeleton botches both attacks. Proceed to dismantle, if you can.

All 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 spits at the skeleton. He drops his heavy pick, takes out his crowbar, and swings.
improvised bludgeoning weapon: 1d20 + 5 + 2 - 4 ⇒ (19) + 5 + 2 - 4 = 221d6 + 3 ⇒ (6) + 3 = 9

The ever pragmatic dwarf steps back 5'.


Again, Bedlam clocks the skeleton a good one... again, he can tell he's made solid contact, but he's not too sure he's done damage.


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 spits at the skeleton; again.


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 takes a shot at the skeleton as it stands.

AoO Mace: 1d20 + 8 ⇒ (18) + 8 = 26
dmg: 1d6 + 4 ⇒ (6) + 4 = 10

Then, after watching Bedlam hit it with his pickaxe of futility, she strikes again from behind.

Mace+Studied Target+Flank: 1d20 + 8 + 1 + 2 ⇒ (10) + 8 + 1 + 2 = 21
dmg+st+sneak: 1d6 + 4 + 1 + 1d6 ⇒ (3) + 4 + 1 + (5) = 13


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

Ever-willing to return the dead to their graves, Aurora joins the swarm around the skeleton and lashes her quarterstaff towards it.

Quarterstaff Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Quarterstaff Confirm: 1d20 + 5 ⇒ (6) + 5 = 11 I highly doubt that confirms, but if it does...
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


In the skillful hands of Anzath, Yaza Mongro's mace makes some headway against the skeleton.


Aurora's skill with the quarterstaff leaves no impression on the skeleton other than scuffing it up a little, like Bedlam's pick shot.


Brand, Talathel, and 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 tries to sneak another ray past the ring of allies keeping the undead monstrosity from him.

Disrupt Undead, ranged touch attack, 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13 -4 to fire into melee
Damage 1d6 + 0 ⇒ (2) + 0 = 2


Tragershen's famous wand of Attempt to Disrupt Undead misses its mark.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Talathel's Initial AOO: 1d20 + 8 ⇒ (5) + 8 = 13

Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Talathel's attack: 1d20 + 8 ⇒ (13) + 8 = 21

Damage: 1d8 + 2 ⇒ (4) + 2 = 6

More AOO:

AOO: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

AOO: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

AOO: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

AOO: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Talathel's swing glances off the monster, just as those of his companions have (except for Anzath).

It comes down to the rogue...


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

Brand watches in morbid amusement as barely a moment after he put down one skeleton, his companions throw the lid off another sarcophagus and release another... and this one has black bones...GREAT!

As his companions throw a multitude of blows at it, Brand takes a quick step across, lining himself up opposite his companions, and swings at the creature, mace in one hand and sword in the other. "P'rhaps I shud be gettin' a second mace, seein' as 'ow many bony undead we be findin'..."

mace+flank+arch luck-2wf: 1d20 + 8 + 2 + 2 - 2 ⇒ (16) + 8 + 2 + 2 - 2 = 26
dmg+snk+luck: 1d4 + 1 + 2d6 + 2 ⇒ (2) + 1 + (2, 6) + 2 = 13

sword+flank+arch luck-2wf: 1d20 + 9 + 2 + 2 - 2 ⇒ (12) + 9 + 2 + 2 - 2 = 23
dmg+snk+luck: 1d4 + 4 + 2d6 + 2 ⇒ (4) + 4 + (4, 4) + 2 = 18


Brand's attacks rip into the undead, dealing far more damage than the others had managed. Incredibly lucky, sneaky, and finessed shots line up with vulnerable joints.

The monster wheels to face Brand, attempting to remove the direst threat first:

Short Sword: 1d20 + 10 ⇒ (15) + 10 = 251d6 ⇒ 31d3 ⇒ 3

Short Sword: 1d20 + 10 ⇒ (4) + 10 = 141d6 ⇒ 31d3 ⇒ 3

Brand takes three normal damage and 3 STR damage.


Something about the way the skeleton moves is utterly horrifying... the party feels an awful sense of terror creep through their veins.

Frightful Presence, DC 15

Will Save Anzath: 1d20 + 2 ⇒ (11) + 2 = 13
Will Save Aurora: 1d20 + 8 ⇒ (12) + 8 = 20
Will Save Bedlam: 1d20 + 2 ⇒ (20) + 2 = 22
Will Save Brand (2 vs fear): 1d20 + 5 ⇒ (8) + 5 = 13
Will Save Talathel: 1d20 + 3 ⇒ (6) + 3 = 9
Will Save Tragershen: 1d20 + 4 ⇒ (13) + 4 = 17

Anzath and Talathel are overwhelmed with fear. Brand too, unless you would have opted to use a pre-roll Luck on it (the reactive nature of that power doesn't mesh too well with PbP, does it? But if not for the will save, when?).

Anzath and Talathel (and maybe Brand) are Panicked for 5d6: 5d6 ⇒ (5, 1, 5, 3, 6) = 20 rounds.

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