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

Game Master parrot familiar

Google Drive for maps, loot, etc.

Anzath 36/70
Aurora 42/71 (14 Temp)
Bedlam 13/72 (Hold Person DC 16)
Lolly 89/104 (normally 88 not raging/104 raging(-6 WIS)
Tam 7/37 (Hold Person, WIS curse)
Terapin 39/39
Tragershen 58/58 (-6 WIS curse)

Date: Novampire 2


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female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Chuckling at the response and the backing away cleric, "If you stack your plagues right it could be worse."


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 searches the fallen Demon's pockets.
perception: 1d20 + 11 ⇒ (5) + 11 = 16

Me tanks, Aurora., the dwarf chuckles.


Bedlam pokes around the demon's "pockets" but he finds nothing but guts.

Where to? The map is updated so you should be able to see your options...


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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 puts some demon guts in a belt pouch.


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

Is the room to the west of 15 accessible from there? I can't tell if that's a short hallway or part of the map background texture. If it isn't accessible from 15, I say 17 and go south.


The "hallway" is just behind that handprint carving that nobody touched. My bad for leaving it out there. 17 also only heads east and north. Sigh. I gotta work on my map skillz. Will try to hop on and describe what's in the east room soon, unless someone else pops in with another plan...


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’re our casters doing? Do we need to rest up?


As the party staunches bat bites and fights off infections, they discuss the demonic influence they've encountered. That disturbing little creature and its friend are part of the story of this place

The room you're in, Da Book: This room is painted with murals depicting five men and women in white robes
standing next to each other, each with a range of dates under its portrait (these are the first and subsequent high priests
of the healing order). The last figure in line has had its left hand blacked
out with paint, but the others are not defaced in this way. He also lacks an end date There is a large
bloodstain (very old) in the center of the room.

Aurora gestures toward the eastern door.

Party Perception:

The eyes

Anzath: 1d20 + 12 ⇒ (13) + 12 = 25

The aids

Vael: 1d20 + 3 ⇒ (11) + 3 = 14
Aurora: 1d20 + 3 ⇒ (20) + 3 = 23
Bedlam (plus two auto-assist for stone and maybe H. Awareness): 1d20 + 8 ⇒ (6) + 8 = 14
Talathel: 1d20 + 6 ⇒ (6) + 6 = 12
Tragershen: 1d20 + 0 ⇒ (9) + 0 = 9

No apparent traps.

You open it, Da Book:

This room is the lair of a giant diseased giant rat that is almost ten
feet long. It only has a few patches of fur sticking out from its pale hide,
which is covered with oozing boils. Its eyes are bright red, and glitter with
intelligence.

Initiative

Initiative:

Init Anzath underground: 1d20 + 6 ⇒ (18) + 6 = 24
Init Aurora: 1d20 + 1 ⇒ (3) + 1 = 4
Init Bedlam: 1d20 + 6 ⇒ (11) + 6 = 17
Init Vael: 1d20 + 2 ⇒ (9) + 2 = 11
Init Talathel: 1d20 + 6 ⇒ (4) + 6 = 10
Init Tragershen: 1d20 + 9 ⇒ (6) + 9 = 15
Init Rat: 1d20 + 1 ⇒ (3) + 1 = 4

Giant diseased giant rat really blew that initiative roll. All may act!


I want to add that the redundancy in the name of the monster might be intentional--this guy is a Large beast with a 10 ft reach and you'd see that.


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

Lunch be served!

The excited dwarf takes out a flask, applies it to his heavy pick, and readies to pick the rat.

Alchemical Weapon, move action:
Legal Ghast retch flask
Source Ultimate Equipment pg. 107 (Amazon)
Price 50 gp; Weight 1 lb.
Category Alchemical Weapons
Description
Harvested and concentrated from the remains of slain ghasts, this foul-smelling powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the flank hits are sickened for 1 round. This is a poison effect. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

The dwarf steps forward 5'
Come ta Bedlam rat!

Readied Action,heavy pick: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 6 ⇒ (5) + 6 = 11


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 vomits a little in her mouth when Bedlam suggests eating this thing, or is it the zombie plague? I mean, she was half raised on dwarven cuisine, but THIS dwarf has a peculiar appetite.

Considering the things they’ve faced down here already, before rushing in, she takes a moment to study the giant giant rat, trying to distinguish it from other enlarged vermin.
Move action to Study Target, also...
Kn. Dungeoneering+ST: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Is the thing just a really big diseased rat, or is there something more at play?

Then, she tries to move around to outflank the rat.
Acrobatics to avoid AoO: 1d20 + 8 ⇒ (11) + 8 = 19


Anzath studies the monster. It is definitely not just a normal diseased rat. It's the size of a horse and it is actively oozing without seeming too distressed about it. It's pretty quick, too!

Rat AOO: 1d20 + 8 ⇒ (6) + 8 = 14

Its jaws snap in the space that Anzath just vacated, slinging a trail of vile saliva after her, but doing no harm. Anzath remembers learning that some demonspawn rats can spray infections spit over a large area...


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

“Vatch out for spit!”


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

Oi! Sauce!


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

hurrrp


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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 lobs some acid at the ROUS.

Prescience 1d20 + 0 ⇒ (7) + 0 = 7

Acid Splash 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2 ranged touch attack
Damage 1d3 + 0 ⇒ (1) + 0 = 1


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 grimaces at the large diseased rodent and immediately makes the decision to get nowhere near it. She drops her quarterstaff and moves to the position that will get as much of the group as possible in a 15ft radius (with a preference for the melee line), drawing her crossbow as she moves, and she presses a fingertip to her forehead in blessing; the pale white spark flares in a brief glow of light before fading.

Divine Vessel — This boon grants allies within 15ft. a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.

Drop Quarterstaff — Free Action; Move — Move Action; Draw Crossbow — Free Action While Moving; Cast Guidance on self — Standard; Proc Divine Vessel — Swift.


GM Parrot wrote:
demonspawn rats can spray infections spit over a large area...

infectious, I meant infectious! Tal and Vael may act


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

There is something wrong with that dwarf! Shaking her head and rushing forward with her scimitar aimed for the overgrown rats face. Fully intent on keeping it focused on her.

charge + boon: 1d20 + 9 + 2 + 2 ⇒ (6) + 9 + 2 + 2 = 19 +2 since I think the flank is a thing
damage: 1d6 + 4 ⇒ (3) + 4 = 7


Talathel is quick on the heels of the paladin:

Charge: 1d20 + 16 ⇒ (9) + 16 = 251d10 + 3 ⇒ (8) + 3 = 11

Between the flashing of the scimitar and the whirling of the branched spear, the giant rat is starting to feel some pain.

Anzath manages to hold back her puke. Unfortunately, her companion, the giant diseased giant rat, is less demure.

It opens its horrible mouth and... and... SPEWSSSS. From her post behind the rodent's ample rump, Anzath watches in horror as her friends are doused in a stream of supernatural vom.

60ft cone

Fort Save Aurora: 1d20 + 8 ⇒ (9) + 8 = 17
Fort Save Bedlam: 1d20 + 6 ⇒ (2) + 6 = 8
Fort Save Talathel: 1d20 + 3 ⇒ (10) + 3 = 13
Fort Save Tragershen: 1d20 + 3 ⇒ (2) + 3 = 5
Fort Save Vael: 1d20 + 8 ⇒ (7) + 8 = 15

Aurora holds her breath and shuts her eyes and waits for the storm to end... everyone else ('cept Anzy) contracts a higher-DC version of The Pestilence.

All may act


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

"I said vatch out!"

Anzath attacks from behind!
Kritfisher+ST+Flank+DV: 1d20 + 7 + 2 + 2 + 2 ⇒ (5) + 7 + 2 + 2 + 2 = 18
dmg+ST+Sneak: 1d6 + 4 + 2 + 1d6 ⇒ (4) + 4 + 2 + (2) = 12

Yaza's Mace+ST+Flank: 1d20 + 7 + 2 + 2 ⇒ (19) + 7 + 2 + 2 = 30
dmg+ST+Sneak: 1d6 + 2 + 2 + 1d6 ⇒ (6) + 2 + 2 + (5) = 15

Bonusez... iz nice.


Anzath takes advantage of the beast's distraction to, first brain it with a mace, and then to lop its head off. She now looks at her grimy companions. She coughs a little. Does she smile? She might.

And that was the end of the giant diseased giant rat.

As you explore the room, you see a smaller doorway in the room, too small for the rat to defile. It's a bedroom, a monk's cell.

There are three small portraits on the cabinet. Each is a bad charcoal sketch of a different attractive young woman.


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

Anzath's face twitches as she looks upon her vomit soaked comrades, "Now ve all have plague."

In the monk's cell, she throws the crude portraits in her bag before Tal can see them.


*all but Aurora!


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 sets the crossbow down and almost begins furiously wiping the muck out of her hair and off of her face... but remembers she prepared create water. It's not as good as prestidigitation, but anything to get this horrible rat puke off of her quicker.

The cleric keeps spam-casting her cantrip in one gallon increments of water until she is either clean or Tragershen takes pity on her. Once she's clean-ish, she goes back around picking up her crossbow and her quarterstaff.


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

Staring on as the group rallied forth and left him readying, the drenched dwarf smiles.
Perhaps, we be gitt'n sick.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

is it a diseases? Cause I'm immune

Shrugging and wiping the slime off her face, "I can't wait for a bath."


*And Vael! The religious ones are well!


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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

The religious agenda revealed: Through a combination of high Fort saves and/or immunity to disease, we plan to exterminate all the HEATHENS by letting them catch a plague and die.

"Hold still." Aurora looks over to Vael and casts create water to dump approximately two gallons of water over the tiefling. It's kind of like a bath. More like a shower. Even more like an entry in an unexpected ice bucket challenge.


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 |

"Do we press on, or withdraw and recoup? If we have the plague that this vile place is determined to give us, perhaps we should press on and ask Nethys to rid us of it when we are done. Or do we withdraw, heal and equip, and return at full strength?" Tragershen will use his prestidigation to help speed the water's cleansing.

I see three options: press on, retreat to the camp site or retreat to Zelkor's Ferry. I'm guessing we are immune to catching the plague again. But if we go to Zelkor's Ferry, we can probably get antiplague, crossbows, blunt weapons, etc. I am down to just a few spells, and if we come across another little demon, I can't glitterdust it.


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

"I would indeed suggest withdrawing. We'll have to be mindful of our... refugees at camp, to ensure we do not spread this bile to them. Oh, by the way, Vael; we've spent nearly the last week escorting refugees in the woods to Zelkor's Ferry because of a petty war between... what was it... Magnimar and Riddleport? It saw Southward burnt down. Another reason we were late to your corpse."


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

Thirsty work be s'ploring. Kegs at da Ferry.


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 exits out of the monk's quarters after doing a thorough check...
take10 or 20 if permittable.
...only to find her two female comrades with wet hair and clothes, Tragershen working them over with magic, Talathel being suspiciously withdrawn.

Suddenly, her fists and teeth clench, her shoulders tighten as she stomps past the slain giant diseased giant rat.

"Vhat de dwarf said," she mutters with a scowl, drawing her hood up and leading the way back out of the diseased dungeon.


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Anzath finds a secret door. It's not much of a secret door, really, more like a hidey-hole. Inside she finds five golden rings, each inscribed with "To my one true love." She also finds a scroll of Remove Disease with a note explaining that the monk who used to live here is a disgrace to Sarenrae and his vow of chastity. That the abbot is giving him a scroll so he can take care of his problem himself. That the abbot isn't going to give him any more scrolls. That he should concentrate on his mission, which is researching demons.

wandering monster: 1d20 ⇒ 7

Oh yeah, plague check too!

Fort Save Anzath: 1d20 + 5 ⇒ (10) + 5 = 15
Fort Save Bedlam: 1d20 + 6 ⇒ (10) + 6 = 16
Fort Save Talathel: 1d20 + 3 ⇒ (5) + 3 = 8
Fort Save Tragershen: 1d20 + 3 ⇒ (13) + 3 = 16

Bedlam and Talathel lose a hit point to the plague. Everyone else fights it off.

Back to the monster

As the party returns to the hallway, they see yet another swarm rolling in their direction. This time it's roaches.

Initiative:

Init Anzath underground: 1d20 + 6 ⇒ (19) + 6 = 25
Init Aurora: 1d20 + 1 ⇒ (14) + 1 = 15
Init Bedlam: 1d20 + 6 ⇒ (3) + 6 = 9
Init Vael: 1d20 + 2 ⇒ (9) + 2 = 11
Init Talathel: 1d20 + 6 ⇒ (19) + 6 = 25
Init Tragershen: 1d20 + 9 ⇒ (1) + 9 = 10
roach swarm: 1d20 + 2 ⇒ (7) + 2 = 9

Roaches lost initiative. All 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 |

Trag closes with the roaches, but only close enough to catch them at the edge of his spell. A gout of flame erupts from his fingertips, engulfing the insects.

Burning Hands, damage 5d4 ⇒ (3, 2, 1, 2, 4) = 12. DC 15 reflex for half 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 nods at the drow elf. He follows her.
Be smart!

Viewing the roach swarm heading in the group's direction, the dwarf promptly purges his previous meal. Belching, swinging a flask, spitting it out again, the dwarf grins.

Ready fer sum appetizers!


Tragershen's flames cut down many, many roaches--but the swarm rolls onward.


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 good at dealing with swarms. She stares at Bedlam's display in abject disgust. "I do not have words for you..."


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 out an Alchemist Fire and tosses it at the swarm.
Alchemist Fire touch AC: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 3 ⇒ (4) + 3 = 7

Splash 4

Random, SWM +/-1 favorable: 1d8 ⇒ 3


More roaches fall. But the tide advances.


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

Anzath's a bit moody at the moment, and she waits for Bedlam and Tragershen to take care of the roach swarm. But it seems it wasn't enough. She begrudgingly slips out another flask and throws it on the bonfire.
Alchemist Fire vs Touch: 1d20 + 7 ⇒ (15) + 7 = 22
Fire dmg This Round: 1d6 + 1d3 ⇒ (4) + (2) = 6
Fire dmg Next Round: 1d6 + 1d3 ⇒ (2) + (2) = 4


Anzath's ennui almost costs the party, but she snaps out of it in time to incinerate the remaining roaches.

And now the party begins the ascent out of the dungeon.


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

Should we check on the rug room on our way out?


The party winds its way up past so many battles they've fought--rooms cleared, treasures looted. This place is full of memories. It'd be easier to appreciate them if 2/3 of the party didn't feel like crud.

Fort Save Anzath: 1d20 + 5 ⇒ (12) + 5 = 17
Fort Save Bedlam: 1d20 + 6 ⇒ (9) + 6 = 15
Fort Save Talathel: 1d20 + 3 ⇒ (20) + 3 = 23
Fort Save Tragershen: 1d20 + 3 ⇒ (18) + 3 = 21

Bedlam loses a hit point

Wandering Monsters: 1d20 ⇒ 13

They make it to the camp without any further trouble.

Camp visitors: 1d10 ⇒ 2

Heheh, this will be interesting!

As the party pushes through the demon's mouth, they find a distraught Ippolit doing his best to hold back a frothing Gelver. You hear his city-of-Riddleport accent doing its best "I'm a cop, I've got this under control" spiel. You hear Gelver whimpering and whining like an angry dog.

A group of eight heavily armed soldiers are roughly shoving the adult refugees into manacles. Gelver is standing in between the eleven year old boy and two of the soldiers. Ippolit is standing between Gelver and said soldiers. Ippolit is holding Gelver's sword and doing his best to keep it away from your most feral NPC as he tries to get it back and slay the whole patrol single-handed.

Across the clearing, two knights on horseback point their lances to the sky while chortling at the struggles of the ex-cop and his sidekick. They are attended by a man in the uniform of a sherrif House Cholmondeley. The leader barks out,

"You there! Step away from that trespasser! I don't care if you're a bloody city cop, anyone harboring refugees of Southward will be thrown in prison. What the hells are you doing out here, anyway? Deserted your post, eh? I'd hate to be you if anyone you locked up recognized you in there. So call off that human hyena or we'll kill him for obstruction of justice. By the authority of Count Cholmondeley, desist your resistance and surrender that criminal child!"


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

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26

The closest soldier soon finds a glowing purple scimitar blade held up to his chin.

<cough> "Drop your veaponz and stand down before I infekt you vid zombie plague." <sniffle>

Intimidate: 1d20 + 4 ⇒ (4) + 4 = 8

Anzath is NOT in the mood for this sh!t.


Nodding her thanks for the impromtu shower and keeping out of the way form the swarm. A sword will do nothing.

Trailing behind the ground and quietly watching the exchange outside the mouth of the cave. Glancing back at Aurora, "These your people?"


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

For a moment, Aurora seems stunned by what she is seeing outside of the Demon's Maw. Then she shrieks furiously and begins the march towards the soldiers, "They are under our protection! The only criminals here are the ones trying to abduct a child!"


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 hulking dwarf stomps and kicks his way to the throng.


This is great! Hoping to let everyone weigh in before I start the music...


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 |

Though mo expert in personalities, Tragershen is hard pressed to see this going any way that does not involve violence. As they stepped forward, his only concern was making sure all of his friends were within the range that he would need to hasten their movements if/when the time comes.

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