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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Glad to have you back, Brand!

Captain Skorma of the guard approaches Brand and tells him quietly, "You're not one of these dreamers. I could use you on the guard. We pay good rates, and you won't end up eaten by the wolf queen in here. Not that I've ever met her. The only man I've met who has met her and lived to tell the tale offered her his services just before she fed him to the wolves and did her every bidding for years until he managed to slip away..."


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

Gently taking the potion from Tragershen, Aurora goes about a number of (somewhat rudimentary) methods of identifying the liquid within — holding it up to light to determine the coloration; swirling it in its vial to determine viscosity; even opening it up to take a sniff of it before restoppering the vial.

ID Potion (Craft:Alchemy): 1d20 + 4 ⇒ (17) + 4 = 21

As she works, she distractedly replies to the mage's query, "I should be good to leave in an hour if we're fully supplied."


There's something uplifting about the aromatics in the scent that wafts up to Aurora--she feels lightheaded for a moment, until she realizes that she just feels light in general. She quickly stoppers it back up before all that volatile goodness floats out.

It's a potion of Fly, what fun!


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 looks up at the captain and listens to his yarn. "A dreamer? Yer right, I'm no dreamer. That said, I am a fool. An' a fool's errand is what we be about. B'sides, I'm rubbish at foll'win' orders. Ye would no want me. Though, if I learn any bits, I'd be 'appy to share with ye, for a touch o' silver in me palm, if ye get me."

He takes a small gulp of ale before continuing. "Now, this wolf queen. She be a right propah lady, or a thin' o fur an' fang? Or, a shifter, p'rhaps? An' the man, 'e still livin' roun' these parts?"


"That guy? He caught the first boat he could find. Took a while, they don't come often. Wolves were howlin' even more than usual in the woods for a while. I had some sleepless nights on the walls with the other guards, but things settled down. According to the guy, well, the wolf queen looks like a normal woman, but she has magical powers. Pulled a giant out of thin air once, stuff like that. Anyway, if you see her, you'll probably die. Remember she's more wolf than human."

Skorma, his scarred face mostly inexpressive, responds to Brand's offer of information for money, "If you come back alive, I'll be glad to hear your tales for the price of a tankard or two. Out here on the frontier we try to share information when we can. Hard enough to keep things going without overcharging for tips."

Ok, folks, what'll it be: the Demon's Cave or the Graveyard?


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

After returning Tragershen's potion to him and informing him of its properties, Aurora slips back upstairs to gather her belongings and equip herself for the upcoming trek.

I vote for the Demon's Cave.


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 |

When they are leaving the city and out of earshot of others, Tragershen will say "I think we should start with the Demon's Cave. For decades, intrepid adventurers have braved the graveyard entrance and failed. If we have a means to bypass the traps that ward that entrance, we should take advantage of it. We can always circle back and tackle the graveyard if the rumor isn't true."


As you head out of town, you notice Elma Bourse and her mercenaries following you. She awkwardly apologizes for her anger and foul language the night before... "Can we come along with you? I've promised to deliver antiquities to my clients... and my creditors. The men aren't afraid to fight for their pay."

I figure they can tag along so you don't get mashed while you're down a few players. Also I've never run a recruitment before--I'm going to get on that soon, sorry it's taking so long.


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

Brans smiles at Skorma. "Pints for tales, sounds like a splendid deal! While pokin' 'bout graveyards is fun an' all, if it's failed many, the Demon's Arse may be best. I am for it."

Turning to Elma with a Smirk. She could be useful, or she could be dangerous. Best to get that clear first. "Ah, a bit more hospitable this mornin', ey? Ye an' yer lads gonna be on yer best? Not gonna try an' roll us for our spoils, are ye? Ye got right cross last night o'er but one blade, makes me a lil concerned..."

diplomacy+adaptable luck: 1d20 + 8 + 3 ⇒ (14) + 8 + 3 = 25


Elma smiles at Brand, looking a little more friendly already. "Of course not! We'll come along and help until our fair portion of the spoils matches what I owe my business partners. At that point, we'll return to the Ferry and wait for the next visit of the [i] Laughing Dolphin."

Rappan Athuk is a book of many random encounter tables. have about 40 miles to cover, two days march with six checks a day for a party that includes people on foot with a 20ft move speed--we'll assume that Joden's along and will rejoin us after his real life vacation. I'm going to assume you camp at night. I'm assuming that Chases Moonlight and Hakram have wandered off on their own explorations, and can rejoin (come back!) if their players reappear. I make a lot of assumptions, I guess.

Day One
First check 9 AM: 1d10 ⇒ 2
Second check: 1d10 ⇒ 8
Third check: 1d10 ⇒ 7
Fourth check: 1d10 ⇒ 8
Fifth check: 1d10 ⇒ 6
Sixth check: 1d10 ⇒ 4

Day Two
First check: 1d10 ⇒ 5
Second check: 1d10 ⇒ 6
Third check: 1d10 ⇒ 10
Fourth check: 1d10 ⇒ 8
Fifth check: 1d10 ⇒ 2
Sixth check: 1d10 ⇒ 1

After two days of hard overland travel on ill-defined roads, you're starting to doubt that the forest is actually as dangerous as it's been cracked up to be. You find the Demon's Cave and pitch camp a safe distance from its maw--and it is a maw, as the cave has been hewn out to resemble a demon's face, its open jaws holding the staircase down into the inky depths below...

At about 4 AM, something happens!

How would you like to divvy up shifts keeping watch? Should I randomize or do you want to establish a procedure?

Encounter: 1d10 ⇒ 6

How appropriate! You'll see...


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 |

"Indeed, you would be welcome."

Tragershen will avoid taking a watch unless there aren't enough people. Then he'd prefer a first watch, just to get rest for spells.


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

"As they say: The more the merrier, no?"

Since clerics don't need eight hours of beauty sleep for preparing their spells, Aurora is good to take one of the night watch shifts. I'm fine with whoever is currently on watch being randomized, and if we want to set up a procedure in the future we can.


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 smiles, "Well then, Elma an' friends. Yer all welcome to join us... as long as ye buy the last roun' o' drinks before we set off!"

As a non-spellcaster, Brand can definitely take a watch, and we should set up an order for the future (including some of Elma's soldiers). But for this encounter, I say RANDOMIZE!


People sleeping all night: Tragershen

People taking shifts on watch: Brand, Aurora, Joden, Elma, Sergeant, Merc, Merc

Three shifts: 1 Brand/Aurora, 2 Joden/Merc, 3 Elma/Sergeant/Merc

shift active at 4 AM: 1d3 ⇒ 3

Brand and Aurora see nothing in the shadows during their third of the night. Neither does Joden, who is probably happy enough that his shiftmate, a scraggly youth with a longspear and a long stare, proves to be a quiet and uncommunicative type.

Everything is calm and quiet until the third shift.

Wolfpack: 1d3 ⇒ 22d6 ⇒ (2, 2) = 4

Watch Perception: 1d20 + 5 ⇒ (16) + 5 = 211d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (18) + 4 = 22

Wolf Stealth: 1d20 + 11 ⇒ (15) + 11 = 261d20 + 11 ⇒ (4) + 11 = 151d20 + 8 ⇒ (5) + 8 = 131d20 + 8 ⇒ (15) + 8 = 231d20 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (14) + 8 = 22

It’s rather difficult for a large pack of anything to sneak up on a wary watch, and Elma’s not here to get killed. She and her men can the woods in perfect silence, occasionally lighting torches, occasionally sitting in the pitch darkness, occasionally moving. If any of you were awake to watch them, you’d be impressed at their confident experience in managing dangerous situations. So when the wolves come—when the Sergeant hefts a torch in the direction of a snapping twig and suddenly sees the twinned balefires of canine retinae gleaming out in the dark—the alarm is given before anyone is mauled to death. But give them time, the wolves!

Combat post on its way!


Is this song about the mercs or the wolves? Let’s see!

Initiative Rolls:

initiative Tragershen: 1d20 + 8 ⇒ (3) + 8 = 11
initiative Brand: 1d20 + 3 ⇒ (8) + 3 = 11
initiative Aurora: 1d20 + 1 ⇒ (3) + 1 = 4
initiative Joden: 1d20 + 1 ⇒ (8) + 1 = 9
initiative Elma: 1d20 + 1 ⇒ (18) + 1 = 19
initiative Sergeant: 1d20 + 6 ⇒ (10) + 6 = 16
initiative Corporal: 1d20 + 5 ⇒ (9) + 5 = 14
initiative Private: 1d20 + 5 ⇒ (12) + 5 = 17

initiative Worg: 1d20 + 3 ⇒ (14) + 3 = 17
initiative Worg: 1d20 + 1 ⇒ (11) + 1 = 12
initiative Wolf: 1d20 + 1 ⇒ (18) + 1 = 19
initiative Wolf: 1d20 + 1 ⇒ (1) + 1 = 2
initiative Wolf: 1d20 + 6 ⇒ (3) + 6 = 9
initiative Wolf: 1d20 + 5 ⇒ (6) + 5 = 11

Elma 19
Wolf 19
Private 17
Worg 17 initiative 12 damage
Sergeant 16 i 10 d
Corporal 14 i 4 d
Worg 12
Tragershen 11
Brand 11
Wolf 11
Joden 9
Wolf 9
Aurora 4
Wolf 2

As the sergeant points into the darkness and shouts, all hell breaks loose. Elma shrieks out a warning, pulls her crossbow to her shoulder, and shoots into the gloom.

Crossbow and concealment: 1d20 + 3 ⇒ (6) + 3 = 91d8 ⇒ 61d5 ⇒ 5

Her shot is wild, but she quickly reloads and steps back towards the campfire.

The first wolf comes sprinting, almost flying, at the mercenary corporal:

Charge bite and trip: 1d20 + 4 ⇒ (15) + 4 = 191d6 + 1 ⇒ (3) + 1 = 41d20 + 4 ⇒ (7) + 4 = 11

The surprised corporal calls out in pain, but keeps his feet.

Back at the fire, the private jumps up nimbly, pulls up his longspear with dazzling speed, and moves into position to impale the wolf that is gnawing on his companion next turn.

Then, an incredibly muscular wolf with an eerie and evil glimmer in its eye rushes the sergeant:

Charge bite and trip: 1d20 + 9 ⇒ (13) + 9 = 221d6 + 4 ⇒ (6) + 4 = 101d20 + 7 ⇒ (10) + 7 = 17

Despite the many wars he's seen, the sergeant is just a hair slower than the worg. He'd have kept his feet if he'd had time to plant himself in a combat stance, but is caught flat-footed and goes down, blood gushing from a wound that slips past his chainmail.

Far from out of the fight, he drops the torch in his shield hand and lashes out at the worg that is now reaching for his throat:

Longsword: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 5 ⇒ (7) + 5 = 12

It's not the first time he's had to fight from the floor, and with a swift counter he learned from the fechtbuch of an Andoran fencing master, he deals his opponent an incredible blow.

see who the next worg goes for, sarge 1, corp 2, priv 3: 1d3 ⇒ 2

Another hideously strong beast emerges from the darkness and rushes toward the corporal. She cannily shifts her approach to avoid the menacing longspear of the private who had run up to cover his friend, trading momentum for safety--and to get a better angle with her packmate.

Flanking bite and trip: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 4 ⇒ (6) + 4 = 101d20 + 7 ⇒ (17) + 7 = 24

But despite his wounds and the fact that he's currently fending off another hulking animal, the corporal shifts his shield to deflect the worg.

Phew! Tragershen and Brand act. You're prone and behind the fight, with a smouldering campfire nearby. The torch on the ground next to the sergeant means the combatants are fairly well lit. A move action will get you in range for melee. Let me know if you need any other info...


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 wakes up and rises, pulling forth a small flask as he does so.

Move action to stand, move action to ready acid flask.


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

Thrust awake by the howling of the wolves and the shouts of the guards, Brand leaps up out of his bedroll and grabbing his twin blades, runs up to offer aid to the sergeant who is fighting from his back.

move action: stand, 2nd move action: move to sergeant and draw weapons
as I wear light armor and there is no penalty for doing it, I assume brand would sleep in his leathers


Elma 19
Wolf 19 initiative 8 damage
Private 17
Worg 17 i 12 d
Sergeant 16 i 10 d
Corporal 14 i 4 d
Worg 12
Tragershen 11
Brand 11
Wolf 11
Joden 9
Wolf 9
Aurora 4
Wolf 2

@Brand: Makes sense to me! Leather pajamas! Everyone, I realized I forgot to take the Corporal's move. He's going to take his swing now, but I'll leave him at the other initiative point because it's easier to have them clumped together.

The mercenary corporal, wounded and surrounded, chops at the smaller wolf with his longsword:

Longsword: 1d20 + 3 ⇒ (13) + 3 = 161d8 + 1 ⇒ (7) + 1 = 8

Connecting, and driving his blade deep into the fell beast, he takes revenge!

Meanwhile, another wolf emerges from the forest, rushing at...

Who? s1, p2, c3, Brand 4: 1d4 ⇒ 4

Brand!

Wolf bite and trip: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 1 ⇒ (6) + 1 = 71d20 + 2 ⇒ (17) + 2 = 19

Brand, who deftly dodges the beast.

Joden's turn! And hopefully some new recruits will be along soon!


Everyone, please welcome Bedlam Bottomland aboard, a grenadier alchemist who is sure to prove a valuable companion in your delvings! Spazmodeus, drop by as soon as you finish your character. Bedlam: I think it might make sense for you to be camped out just inside the Demon's Cave, ready to explore--when you hear the sounds of a struggle just outside? Something like that? We haven't decided officially how far the camp is from the dungeon's mouth, so feel free to choose a distance between 50-100 feet, where you've been woken from your rest by wolf howls and human screams.

At any rate:

Bedlam Bottomland's Initiative: 1d20 + 6 ⇒ (3) + 6 = 9

Ah, the gods smile upon us with an omen! It's your turn, Bedlam, as you now share 9 initiative with Joden.

Elma 19
Wolf 19 initiative 8 damage
Private 17
Worg 17 i 12 d
Sergeant 16 i 10 d
Corporal 14 i 4 d
Worg 12
Tragershen 11
Brand 11
Wolf 11
Joden 9
Bedlam 9
Wolf 9
Aurora 4
Wolf 2

Joden and Bedlam, it's dwarf time!


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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

Surrounded by the cold, hard stone of the cave, the ruddy faced dwarf slaps absently at the faint (and annoyingly persistent) sounds of howling. Shifting his ever present googles down off his eyes, the bold blue eyes of the dwarf dart around in the darkness.

Nope! Dem be frick'n wolves!

Grumbling (silently) while quickly gathering his gear, Bedlam makes his way to the outside. Scanning the distance, he notices the commotion coming from about 100' from his position.
Drinking his Mutagen, the Alchemist actually begins to grow in bulk; his muscles bulging. He takes off toward the wolves, holding his heavy pick up high, howling in challenge to the wolves!


HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)

Joden is instantly awoken by the sentry's cry having learned to sleep lightly many moons ago. He shoots to his feet scooping up his new scimitar and well-worn shield.

"Time to see of what you're capable," he mutters to the blade as its strange purple glow is loosed from the darkness of its scabbard enclosure.

He strides forward with purpose, interposing himself between any of the wolves and an injured comrade if possible.

Move Action: Stand
Move Action: Enter melee and quick draw weapons.


Elma 19
Wolf 19 initiative 8 damage
Private 17
Worg 17 i 12 d
Sergeant 16 i 10 d
Corporal 14 i 4 d
Worg 12
Tragershen 11
Brand 11
Wolf 11
Joden 9
Bedlam 9
Wolf 9
Aurora 4
Wolf 2

As a stranger rushes to the aid of the party, Joden springs forward and draws The Scimitsar for the first time!

You don't need to call it that...

Another wolf lunges out of the darkness, attacking: who?

1s, 2c, 3p, 4B, 5J

Wolfpick: 1d5 ⇒ 3

The wolf moves carefully towards the mercenary private, who lowers his longspear and attempts to skewer it before it reaches him:

Longspear AOO: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 1 ⇒ (8) + 1 = 9

...he just misses the beast, who snaps at him:

Bite and trip: 1d20 + 2 ⇒ (4) + 2 = 61d6 + 1 ⇒ (2) + 1 = 31d20 + 2 ⇒ (18) + 2 = 20

It misses too!

Aurora, you're up!


HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)

As the charging dwarfhulk approaches, Joden calls out in Dwarven.

Dwarven:
"You best be aiming that pickax at yon beasties, else you'll be tasting purple steel!"


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 continues to howl. The dwarfhulk I love it! kicks loose dirt and rocks, as he makes his way down to the camp.

dwarven:
You be minding dem wolves! I be right over dere to clean the carcasses!


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 does not like when the loud noises of combat suddenly awaken her. She yawns even as she pushes herself to her feet, then gropes for her quarterstaff to take it up and begin readying herself to fight! ... soon. Maybe she needs to wake up just a little more first.

Stand, then retrieve weapon off the ground. Since Aurora isn't sleeping in her armor, her AC is currently the same as her touch AC.


Elma 19
Wolf 19 (Down)
Private 17
Worg 17 i 24 d
Sergeant 16 i 15 d
Corporal 14 i 17 d
Worg 12
Tragershen 11
Brand 11
Wolf 11
Joden 9
Bedlam 9
Wolf 9 i 8 d
Aurora 4
Wolf 2

Cracks knuckles...

Yet another wolf leaps from the darkness, attacking--

s1 c2 p3 Br4 J5 Be6

Who?: 1d6 ⇒ 5

Joden!

bite and trip: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (2) + 1 = 31d20 + 4 ⇒ (11) + 4 = 15

...but it fails miserably.

Elma fires again, careful not to hit a friend, while stepping back away from melee.

Crossbow into melee: 1d20 - 1 ⇒ (18) - 1 = 171d8 ⇒ 6

This time she tags a wolf with one of her deadly bolts. It drops unconscious.

GM stuff:
Wolf stabilizes?: 1d20 + 1 ⇒ (12) + 1 = 13

The private quick-draws his longsword and takes a hack at the wolf that attacked him a moment ago:

Longsword: 1d20 + 3 ⇒ (14) + 3 = 171d8 + 1 ⇒ (7) + 1 = 8

He grievously wounds the wolf.

Meanwhile, the first worg sadistically tries to finish off the prone sergeant:

Bite: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 4 ⇒ (1) + 4 = 5

Sarge yells in pain, but fights back:

Longsword: 1d20 + 4 ⇒ (17) + 4 = 211d8 + 5 ⇒ (7) + 5 = 12

It's nuts how well he fights from the floor. He's giving out more pain than he's receiving.

The corporal tries to kill the other worg:

Longsword: 1d20 + 3 ⇒ (6) + 3 = 91d8 + 1 ⇒ (3) + 1 = 4

...but he misses. The worg returns the favor:

Bite and Trip: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 4 ⇒ (5) + 4 = 91d20 + 7 ⇒ (14) + 7 = 21

...dragging the corporal to the ground and mauling him badly. He is still conscious, judging by the profanity mixed in with his screaming, but just barely.

Tragershen and Brand are 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 |

Seeing the new dwarf charging at the wolves, Tragershen thinks That kind of reckless initiative needs to be supported! He moves after the stumpy dwarf, casting a spell on him as he goes.

Casting Enlarge Person on Bedlam. It is a one round casting time, so it won't be in effect until next round. Tragershen is trying to keep the dwarf between himself and the wolves.


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 not Bedlam no more, me Dwarfhulk!


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

Impressed by the fight the sergeant is putting up against the worg while on the ground, Brand steps around to the back of the creature, putting them in optimal position.

5 ft step to flank, full attack

Short Sword(mstrwk) + 2wf + flank: 1d20 + 6 - 2 + 2 ⇒ (19) + 6 - 2 + 2 = 25 crit threat
Short Sword + 2wf + flank: 1d20 + 5 - 2 + 2 ⇒ (3) + 5 - 2 + 2 = 8 miss

confirmation: 1d20 + 6 ⇒ (10) + 6 = 16 Crit?

damage + sneak attack: 2d4 + 2 + 1d6 ⇒ (2, 2) + 2 + (1) = 7

And lunging in dangerously with his first thrust, Brand skewers the worg through the ribs. But so intently did he lung, that he threw himself off balance and his second swing went wide.

wow, talk about crap damage rolls for a crit....


Elma 19
Wolf 19 (Down)
Private 17
Worg 17 i 31 d (Down)
Sergeant 16 i 15 d
Corporal 14 i 17 d
Worg 12
Tragershen 11
Brand 11
Wolf 11
Joden 9
Bedlam 9
Wolf 9 i 8 d
Aurora 4
Wolf 2

Brand's reckless lunge puts the worg straight out of action. His own wolf follows him, growling and snapping, attempting to get revenge:

Bite: 1d20 + 2 ⇒ (6) + 2 = 8

But the attempt fails.

Dwarf time again! Joden n' Dwarfhulk.


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

May he use Run option for 80', placing me there?


Sounds good to me!


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

Bouncing and bobbling; bullying and brushing by bushes and brambles; befouled and a bit befuddled, the dwarfhulk thunders down the hillside with roaring and cursing challenges!


HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)

Joden grunts in approval at the dwarfhulk's response.

"Praise be to Torag!" he bellows as he swiftly swings his scimitar and shield in a combination attack at the closest beast.

TWF battleaxe: 1d20 + 4 + 1 - 2 ⇒ (6) + 4 + 1 - 2 = 9
damage: 1d8 + 2 ⇒ (8) + 2 = 10
TWF light shield: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
damage: 1d3 + 2 ⇒ (2) + 2 = 4
TWF light shield crit?: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
crit damage: 1d3 + 2 ⇒ (1) + 2 = 3


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

light shield counts as a light weapon, not one handed, so only a -2 to attack with it when two-weapon fighting


Elma 19
Wolf 19 (Down)
Private 17
Worg 17 i 31 d (Down)
Sergeant 16 i 15 d
Corporal 14 i 17 d
Worg 12
Tragershen 11
Brand 11
Wolf 11
Joden 9
Bedlam 9
Wolf 9 i 12 d
Aurora 4
Wolf 2

Joden smacks the wolf who was fighting the corporal and the private, nearly finishing it off--but the violet violence of the scimitar fails to reach the beast.

Along with Brand's suggestion, it looks like you ought to update your battleaxe to scimitar stats, Jod!

The wolf snarls at Joden... but, gathering itself, it tries to finish the prone corporal before dealing with this new menace:

Bite: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (1) + 1 = 2

But the young soldier, despite clinging to the ledge just this side of unconsciousness, wiggles out of the way.

Aurora's up!


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

Adjusting her grip on her quarterstaff, a rather grouchy Aurora jogs on over to assist Joden with his wolf.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


I might not get a chance to take the massive NPC/wolf turn tonight, but I'll do it in the morning at latest!


Elma 19
Wolf 19 (Down)
Private 17
Worg 17 i 31 d (Down)
Sergeant 16 i 15 d
Corporal 14 i 23 d
Worg 12 d 6
Tragershen 11
Brand 11
Wolf 11
Joden 9
Bedlam 9
Wolf 9 i 12 d
Aurora 4
Wolf 2

Aurora's swing just misses one of the beasts attacking Joden. It whirls around and snaps at her.

Bite: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (3) + 1 = 4

The two manage to fend each other off for now.

Elma pumps another crossbow bolt into the melee, this time aiming for one of the big wolves...

Crossbow: 1d20 - 1 ⇒ (19) - 1 = 181d8 ⇒ 6

Elma's on a roll. Her bolt takes the target, wounding it slightly.

GM stuff:
Worg stabilizes? stabi: 1d20 - 4 ⇒ (8) - 4 = 4

The private flails his sword at the worg who is mauling the corporal:

Longsword: 1d20 + 3 ⇒ (5) + 3 = 81d8 + 1 ⇒ (8) + 1 = 9

But in his panicky haste, only the flat of the blade connects with the beast, doing little.

Sarge stands up and speaks to Brand, "Thanks, and more thanks when the fightin's done! You take the lil' one, I'm gonna save my men." He leaves Brand fighting one of the smaller wolves and runs into the larger combat with the other worg, placing himself so that his friends will have flanking positions for the rest of the fight.

The corporal fights desperately from the ground:

Longsword: 1d20 - 1 ⇒ (17) - 1 = 161d8 + 1 ⇒ (8) + 1 = 9

...but he spent his time playing quickdraw instead of studying Sarge's funky old-fashioned groundfighting techniques.

The worg, now surrounded, wants to take at least one victim to the next world...

Bite: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 4 ⇒ (2) + 4 = 6

The corporal's body goes limp as the wolf's jaws shake him from side to side like a chewtoy.

Summary (I think this is right) Brand is standing next to a regular wolf. The remaining worg and two wolves are in a big melee with everyone else who is currently in hand to hand combat. Tragershen and Brand are up!


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 turns to face the remaining wolf as the sergeant runs off.

Short sword(mstrwk)+twf: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 hit, crit threat
Short sword+twf: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9 miss

confirmation: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9 nope

dmg: 1d4 + 1 ⇒ (1) + 1 = 2

He manages to get a slight jab in on the beast.


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 his long strides, Tragershen manages to keep up with the stumpy dwarf. He finishes his spell just as the dwarf reaches the melee.

Run action to keep up with the dwarf. The spell completes at the beginning of this round.


Elma 19
Wolf 19 (Down)
Private 17
Worg 17 i 31 d (Down)
Sergeant 16 i 15 d
Corporal 14 i 23 d
Worg 12 d 6
Tragershen 11
Brand 11
Wolf 11 i d 2
Joden 9
Bedlam 9
Wolf 9 i 12 d
Aurora 4
Wolf 2

Brand's wolf takes another chomp:

Bite n' Trip: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (4) + 1 = 51d20 + 2 ⇒ (15) + 2 = 17

The sergeant's decision to save his own men is looking pretty selfish right now, as Brand is dragged to the ground.

Elsewhere, it's Dwarf Time!

Dwarfhulk: your choice which fight you enter. Help Brand or join the bigger combat? Joden, you're up too, remember to update your stats to your scimitar (+1 magic to hit, d6+1 magic 18-20x2)


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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

Round 3

Rumbling and tumbling down into the fray, the dwarfhulk brings his heavy pick down upon the halfling's wolf.

Mutagen +4 Str, Enlarged +2 Str, AC 16...I will double check, but I think I got it right...lol. I wasn't expecting the Enlarge Person, but I like it for him!

Melee heavy pick: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14

crit?Melee heavy pick : 1d20 + 5 ⇒ (12) + 5 = 17
crit x4 damage: 6d6 + 21 ⇒ (6, 1, 2, 4, 4, 4) + 21 = 42

Many good journey wolf!


Welcome to Lolly, the newest member of the crew!

Lolly Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

You're now in the game and it's your turn, Lolly, along with Joden's. And Bedlam Wolfpicker's, but he's already gone. It must be a good sign that both newcomers rolled into the same initiative slot when that slot was the current turn, right? You can start from 50-100 ft away from the melee in the woods.


HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)

Joden stops to whistle as the newcomer suddenly grows in size and makes wolf paste with his first swing.

"Good thing the new dwarf turned out to hate them more than us," he mutters. He then attempts, unsuccessfully, to add his own contribution to the fight.

TWF +1 scimitar: 1d20 + 4 + 1 - 2 ⇒ (6) + 4 + 1 - 2 = 9
damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
TWF light shield: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
damage: 1d3 + 2 ⇒ (1) + 2 = 3


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 struggles against the wolf as its large maw clamps around his hip and drags him to the ground. "Ye cursed fleabag, I'm gunna gut ye in a moment, jus' as soon as i-" The wolf lets out a gurgled short yelp, as suddenly a massive metal spike slams down through the top of its head, shattering bone and brain alike, and tearing free the lower jaw that had been clamped around Brand.

He looks confused at the jaw in his hands, then up at the massive figure standing over him. "A thousand blessings to ye, kind sir. Seems fortune has favored me, by sendin' me a mighty giant... dwarf? That feels a tad bit strange to say, but, tis welcome! I owe ye, master dwarf."

a giant dwarf, i sense some Infinity Wars / Peter Dinklage pun coming


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 thought that was hilarious!

The dwarfhulk offers a hand.
Bedlam Bottomland, at yer service!


You out there, Lolly? It's your turn...


I'm bored so I'm going to continue the combat. Lolly, jump in when you can!

Elma 19
Wolf 19 (Down)
Private 17
Worg 17 i 31 d (Down)
Sergeant 16 i 15 d
Corporal 14 i 23 d
Worg 12 d 6
Tragershen 11
Brand 11
Wolf 11 i d 2
Joden 9
Bedlam 9
Wolf 9 i 12 d
Aurora 4
Lolly (whenever)
Wolf 2

The wolf tries to take down Joden...

Bite n' Trip: 1d20 + 2 ⇒ (10) + 2 = 121d6 + 1 ⇒ (6) + 1 = 71d20 + 2 ⇒ (11) + 2 = 13

...but it doesn't work. Waaay too much armor, shield, and beard between him and the dwarf.

Aurora and Lolly are up!

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