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

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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Edit: I believe Tragershen is out of Haste, as this is his sixth turn since casting. Trag: do you want to try something else?


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

Oops, I never typed an actual action...lol.

Bedlam will ready to toss his last Bomb at the remaining Footmen; unless they surrender.


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 |

I was actually trying to do a charge action; move double speed at your target and then attack (in this case, trip). If he doesn't have a line to charge, can he trip one of the footmen instead?


I had a feeling you knew what you were doing! Thanks for explaining, and sorry. I'm making too many mistakes lately, bear with me, folks. I will say that charging to make a trip with a whip is a strange visual.

Tragershen's centuries haven't slowed down his legs much--he quickly clears the meadow in pursuit of the horseman. His whip uncoils and, aided by his supernatural magic, he places it perfectly between the legs of the horse. It comes crashing down.

Huh, noticed that you can use Ride to make your horse attack as a free action, and here I've been using Handle Animal as a move.

The knight attempts to fall with style:

Ride: 1d20 + 9 ⇒ (3) + 9 = 121d6 ⇒ 5

...instead, he ends up in the dirt, prone and hurt.

Vael may act!


Vael Bot

Vael follows in Tragershen's wake, ending up adjacent to the wizard. Without a whip, she can't join in on his destruction of the knight--but she can be ready for next turn.

The footmen, realizing that they've lost, throw down their spears. As the pit spell ends its duration, the ones underneath burn away the webbing. They quickly assess the situation and join their comrades in surrender.

Aurora may act!


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 pants just looking at the distance between her and the knight who has just been sent sprawling from his steed. She glances sidelong at the fallen woman knight's horse. Still, she sucks in another deep breath and breaks into a jog across the field to close some of the distance.

Double move for 40ft.


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

Bedlam begins tying the prisoners.


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|

My bad. I honestly thought I had posted.

Caught off guard by the mages use of a whip. Strange group. Moving to the other side of the knight before lashing out again with her scimitar.

scimitar: 1d20 + 9 ⇒ (18) + 9 = 27 Crits all around! Though I do not think I hit as I do not know if I am flanking.
crit: 1d20 + 9 ⇒ (3) + 9 = 12
dmg: 1d64 ⇒ 12


Vael: Alas, you aren't in range to stab Sir Knight, Tragershen only squeaked it by using a 15 ft reach weapon. But next turn! You can stash and reuse that crit now, if you want.

Initiative: Manknight d6, then everyone else

Sir Manlius waits until his destrier has regained his hooves. With his horse discombobulated, he stands up and tries to leap onto the animal's back, cowboy style!

Ride, Quick Mount dc20: 1d20 + 9 ⇒ (12) + 9 = 21

Somehow, despite his shield and lance, he manages to vault onto his steed. "What ho! I'm back in the saddle!"

Bedlam arrives to tie the prisoners only to find Ippolit expertly slamming them into their own manacles. He tosses Bedlam a couple sets, so in two rounds they'll have the prisoners secured. Private Jones hangs around awkwardly. The refugees are already cheering, even though combat hasn't quite ended yet.

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

Didn't want to take the chance of them rejoinung the fray.


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 |

Speaking of 15' range...

Tragershen drops his club, and pulls a scroll from his pack; how fortune that the exact right parchment was right at the top when he reached over his shoulder! With a snap of his wrist, he unfurls and reads it. He knows it contents well; he scribed it himself. As he reads, he's disappointed in the power contained therein. Have I really progressed that much since then?

When he finishes the spell, he drops the slip of parchment and stretches out his hand. A gout of flame bursts out, though not nearly as intense as the one that engulfed the insect horde earlier.

Ready scroll, then cast it. Burning Hands, caster level 2. Getting the knight and his mount. Damage 2d4 ⇒ (4, 3) = 7. DC 12 reflex save for half damage.

He waggles his whip at the knight and says "Try to flee again, and I will merely bring you down 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 stows Kritfisher and picks up a crossbow dropped by a slain soldier.


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 sucks in another deep breath as she charges across the final stretch, quarterstaff a-ready for a thrust at ManKnight.

Quarterstaff Charge: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Quarterstaff Damage: 1d6 + 3 ⇒ (6) + 3 = 9

By the way, Vael, you seem to have rolled a 1d64 for your damage up there. As much as I wish you dealt that much damage...


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 runs up behind the knight, intent on returning him to the groun.

Violently.

Charge, trip attempt on knight: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

AOO:

Trip: 1d20 + 9 ⇒ (3) + 9 = 12
Trip: 1d20 + 9 ⇒ (6) + 9 = 15
Trip: 1d20 + 9 ⇒ (10) + 9 = 19
Trip: 1d20 + 9 ⇒ (1) + 9 = 10
Trip: 1d20 + 9 ⇒ (10) + 9 = 19
Trip: 1d20 + 9 ⇒ (11) + 9 = 20


Good call Aurora, I'll reroll damage

As Aurora rushes the knight, he stabs at her with his lance: Lance: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 3 ⇒ (4) + 3 = 7

Aurora's headlong charge leaves her juuuust vulnerable enough for him to sneak in his lancepoint. But Aurora clocks him, hard.

Vael darts forward and slashes the knight badly:

damage: 1d6 + 4 ⇒ (5) + 4 = 9

Talathel's attempt to trip the horse fails--the beast is just too big, and he doesn't have Tragershen's magical boost.

Bloody and dented, the knight bellows, "My family motto is 'never surrender!' But not 'never retreat!' I'll be back and I'll have my revenge!"

As he spurs his horse, Talathel's AOO trip attempt fails to sweep the quadruped to the ground.

Aurora AOO: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 3 ⇒ (4) + 3 = 7
Vael AOO: 1d20 + 9 ⇒ (2) + 9 = 11

Ok erm let's see here six damage from the fall off his horse, nine from Aurora's first whack, nine from Vael's stab, seven from Aurora's second whack... 31 damage out of 34 HP. Wait! Tragershen's fire!

Ref save knight: 1d20 + 3 ⇒ (11) + 3 = 14 3 damage

Ref save horse: 1d20 + 7 ⇒ (7) + 7 = 14 3 damage

The scorched, battered, and slashed knight slumps in his saddle, staggered by the damage he's taken. Instead of scooting 100 feet into the forest, he makes it 50 feet down the path.

The madness continues! All may act!


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 refuses to give up either and runs down the staggered knight and horse.

Charge!: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

Damage: 1d8 + 3 ⇒ (1) + 3 = 4

AOO:

Spear: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Spear: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Spear: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Spear: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Spear: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Spear: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


The knight is on the ground, finally.

Combat over.

Bedlam and Ippolit have secured the remaining three footmen. The refugees quickly strip them of their arms and stand guard.

The remaining footmen are dead. Gelver is stable, as is the sheriff.

stabilize: 1d20 + 2 ⇒ (1) + 2 = 3
stabilize: 1d20 + 1 ⇒ (5) + 1 = 6
stabilize: 1d20 + 0 ⇒ (19) + 0 = 19

After a few moments, Sir Manlius will also be stable. Talathel may end him discreetly, if he wishes. He ain't no paladin.

And you've got a lot of people on your hands.


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

In sign language, she rapidly makes a set of gestures to her group. Liability alive. Kill? before gesturing to their new footmen prisoners.

Aurora will then take a moment to start gathering up the horses, if they have not already fled, or at least try to.


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 also helps gathering the horses.


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

In plain sight of the captive soldiers, and the paladin, Anzath cooley walks over to the helpless sheriff and tests out her new crossbow.

Coup de Gras: 2d8 + 7 + 7 + 2 + 2d6 ⇒ (4, 1) + 7 + 7 + 2 + (2, 5) = 28

"I say ve pack up and leave for town now," she proclaims, "Take dem vid uz," she waggles her crossbow at the tied up soldiers, "and leave dem for de volvez." indicating the knights.

Her peace said she checks on Gelver.


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 stands over the knights for a moment.

With a neutral expression on his face, he signs.

"O strongly recommend that we eliminate them as a threat. I am willing to do it, but I would have others say their peace first."

He looks to his companions expectantly.


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 his heavy pick to the next one.

CDG Womanknight: 4d6 + 24 ⇒ (5, 6, 4, 3) + 24 = 42

The pragmatic dwarf then salvages her equipment.


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 watches on, looking to see what the divinely motivate have to say. Vael and Aurora seem to be the only ones who would object. If they don't... *shrug*


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!

"That appears to be a majority vote for eliminate."

Talathel eliminates the manknight with a strong thrust through his knightly neck.


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

“Kan ve go now?”


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!

"I see no reason to remain here, so I imagine yes.", replies Talathel, deftly pulling his spear out of manknight.


Y'all are great, will post when I can! I hope Vael chimes in with a reaction soon. Also... Bedlam... you didn't have to do that... She was already at -20something...


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 know...lol.


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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|

Sorry. I actually slept for for more than four hours. It was awesome!

Watching Talathel cut down the coward with a small and violent grin. And that grin widens at Anzath's display. Quietly standing and watching her new companions remove the remaining threats. Glancing at the little bird that takes her place on her shoulder. Moving her head to rub her cheek against the tiny avatar.

Flicking some of the blood of her blade and seeming to realize people are expecting her to complain. Even though she rushed out to the fight rather quickly. Taking a breath and making sure her voice carries to the scattered group, "The Dawnflower only ever demands I offer my foes a chance. Those fools had a chance and spat at it."

Offering a violent grin at Anzath, "I would have to follow a different and less entertaining Deity for that to have crawled under my skin."


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 offers a surprised look to the paladin of Sarenrae, but she isn’t complaining about Vael’s decision (nor composing, as autocorrect thinks...)

”Are you sure we should take the footsoldiers with us? I don’t want them running back to Riddleport or spilling what happened and bringing more trouble upon us.”


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 offers Vael only a shrug. In answer to Aurora, “Dey surrendered, dey should at least get chance. Diz one stays vid me,” she concludes, pointing at Jones. She hasn’t forgotten he swore allegiance to her in the heat of things.

“I dink Gelver needz your help.”

Between Ippolit and Jones, I think Anzath is starting to raise an army :)


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 nods and sighs. "Everyone injured, gather up," she calls as she picks her way over to the sad heap of maniac on the ground.

Channel Positive Energy (Heal): 3d6 ⇒ (3, 5, 1) = 9


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.
Mayhaps, we be gitt'n dem to be our hires?

The dwarf nods his gratitude at Aurora.


Gelver opens his eyes, coughs, smiles, accepts a hand from Ippolit, who pulls him to his feet.

Wisdom Check DC 10: 1d10 - 1 ⇒ (7) - 1 = 6

He snarls, snatches up his sword, and attacks the restrained footmen. "DEAD MEAT TRIED TO STEAL CHILD AND OLD GUYS!"

Longsword CDG: 2d8 + 8 ⇒ (1, 5) + 8 = 14
Fort Save CDG: 1d20 + 4 ⇒ (20) + 4 = 24

The soldier screams "URRRK DAMMIT YOU MANIAC!" But ol' Gelver missed the jugular.

You may stop Gelver if you'd like.


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

Bedlam frowns.
May be a bit tougher now.

The dwarf marches up to the crazier than normal human. Tapping on his shoulder, the dwarf points back to the Mouth.
You Be need'n ta go guard da Mouth til morning.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

GM, how late in the day is it?

Tragershen grimaces when Gelvar goes after the guard, but does not interfere.

I am out of spells. My interference is a recipe for disaster.


I guess, let's see, it's probably getting late in the afternoon. I have a lot of plague checks to roll, don't I? Busy morning, but I'll post at length in a while!

Gelver whirls on Bedlam, sword in hand... and lowers it. He goes and stands in the cave mouth, twitching and hollering echoes into the maw.


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 then patches up the newly wounded footman.
heal: 1d20 + 5 ⇒ (10) + 5 = 15

The dwarf then leads the restrained footmen back into the camp. He places the directly in the center, only 10' from the fire pit.
Yous Be need'n ta pray ta yous God's, so dat we decide not to have ya lead our next expedition.

The dwarf grins.

He then gathers their people.
We Be resting and recovering fer da night. Sum of us may be venturing inta town, so ye be on guard duty.

The dwarf stares at each refugee.
You Be hav'n sum skills dat can help dis camp's security and survivability, so hop to it!


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

Anzath impatiently paces about while Bedlam takes control of the camp. She’s more than anxious to return back to town and unload the burden of refugees and prisoners of war on Bristleback.

Furthermore, although she made it through the battle unscathed, and Aurora’s channeling healed up her scrapes from the dungeon, she still has this nagging cough. She remembers to hand over the scroll she found in the monk’s quarters to Aurora.

Among all the commotion, she finds the boy child and checks on him, “You are ok, yez?”


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 turns to the others.

"That was a solid display of martial ability. I am glad of our individual and group competence. Any further healing, magical or mundae, would be appreciated."

He decides to cover the rear, in case of...difficulties.

17/34 hp, exactly half health!


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 is getting late, but we should get some distance between ourselves and this battle site. A few hours of movement, then we can find a spot for the night."


Sounds like you all are movin' out? Or camping in your fort for the night?

Edit: I wish there was a poll function...


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

Aurora accepts the scroll from Anzath with a nod and a small 'thank you.'

"I'm not sure moving is wise while half of you look like you've caught a plague," she chides. "Or while our resources are so depleted."


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 |
Aurora Fallowarc wrote:

Aurora accepts the scroll from Anzath with a nod and a small 'thank you.'

"I'm not sure moving is wise while half of you look like you've caught a plague," she chides. "Or while our resources are so depleted."

At the cleric's words, Tragershen looks around the tattered and beaten gathering.

"True enough. Then let us settle in. Tomorrow, we can get an early start."

In the aftermath, Tragershen will cast detect magic and detect poison on all of the possessions of the sheriff, knights and footmen. If anything comes up poisonous, he'll bring it to Anzath's attention. If it is magical, he'll try to identify its properties.

After that, if the sheriff or knights had any documents on them, Trag will go through those.

Then, sleep. He doesn't think twice about using his blanket for himself, despite the ragtag refugees present. He also wraps his pack with him in the blanket to minimize the chances of theft.


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 tries to optimise the impromptu camp site's defensibility, then begins a watch.

Profession Soldier: 1d20 + 12 ⇒ (16) + 12 = 28

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


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

Looking at the loot list, it says we have 2x scrolls of Remove Disease but I only recall us finding 1. Is that an error on the loot list or did we find another one somewhere that I forgot about?


The army group you've defeated has precious little in the way of magic. You find two potions of Cure Moderate Wounds on the sheriff. That's it. They were woefully underequipped and undermagicked for this kind of mission.

You do get a whole kit of knightly weapons and armor. Three sets of mwk full plate. Three warhorses. Three mwk lances and swords. You get piles of equipment off the footmen and three warhorses. Further, you find their provisions wagon on the forest trail. Rations for weeks, tents, sundries, fodder, and a mule!

How'd we decide to do cleric spells? Pray at dawn? Once per day, cleric's choice of time? And yeah, you have two of those scrolls, Aurora! One was in the library, one was intended for the monk's personal problem.


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 supervises the supply carts. The dwarf will take a watch before laying down to sleep.


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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

As I recall, a cleric selects a time for their daily preparation; once this time is chosen, it generally cannot be changed. If the cleric is prevented from partaking in it at their usual time (such as by surprise combat or similar circumstances*) they may instead do so at the first available opportunity; if they do not take that opportunity, they may not engage in daily spell prep until their appointed time rolls back around. That said, a cleric need not fill all their spell slots at once and can leave some open to fill in throughout the adventuring day by taking a quick prayer session.

Aurora specifically has chosen dawn as her time.

After taking a moment to prepare the scrolls, Aurora immediately sets to work. First target: Bedlam. Perhaps she doesn't trust the dwarf to not spread the contagion to the uninfected, or perhaps--no, no, it's definitely just not trusting the dwarf to not spread the disease through carelessness.

Scroll of Remove Disease CL check vs. disease (DC 17): 1d20 + 5 ⇒ (14) + 5 = 19

When the dwarf's rash seems to have subsided, she moves on to Tragershen.

Scroll of Remove Disease CL check vs. disease (DC 17): 1d20 + 5 ⇒ (19) + 5 = 24

"The Church of Sarenrae truly have some talented scribes," she comments. She stretches her arms over her head and then to her sides, wrists rolling, before letting out a sigh. She wanders over to the horses to remove their tack for the night; assumably among the assorted equipment looted are the appropriate halters and lengths of rope or leash for tying the horses for the evening.

She even goes so far as to make kissy noises at the steeds while she works.

* = I imagine different deities have a bit of wiggle room as to what constitutes reasonable circumstances. Asmodeus is probably a strong stickler for getting things done at the proper time even if it's immensely inconvenient, whereas Cayden Cailean is probably 'you got blackout drunk at an awesome party and slept 3 hours past prayer, then were hangover puking for another hour? eeehhh, sounds legit, try not to do that again, here's your spells.'


Thanks for the refresher! I'm with you on the footnote up to the part about "try not to do that again." More like, "try singin' a song about me next time, buddy!"

Tal: Hitpoints before illness duly noted.

As the party settles down for the night, the nocturnal denizens of the forest awaken.

Monster Check 9pm: 1d10 ⇒ 6
Monster Check midnight: 1d10 ⇒ 2
Monster Check 4 am: 1d10 ⇒ 10
Monster Check 9 am: 1d10 ⇒ 11d10 ⇒ 71d6 ⇒ 6

Here we go, folks! The Forest of Hope has stopped being quite as forgiving as it has been to this point! I'll assume that everyone has re-spelled.

Also, in the meantime, some plague.

Anzath and Tal's saves:

Anzath Fort Save: 1d20 + 5 ⇒ (20) + 5 = 25
Anzath Fort Save: 1d20 + 5 ⇒ (14) + 5 = 19
Anzath Fort Save: 1d20 + 5 ⇒ (14) + 5 = 19
Anzath Fort Save: 1d20 + 5 ⇒ (4) + 5 = 9
Anzath Fort Save: 1d20 + 5 ⇒ (18) + 5 = 23
Anzath Fort Save: 1d20 + 5 ⇒ (10) + 5 = 15
Anzath Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10
Anzath Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18
Anzath Fort Save: 1d20 + 5 ⇒ (17) + 5 = 22
Anzath Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7
Anzath Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24
Anzath Fort Save: 1d20 + 5 ⇒ (10) + 5 = 15
Anzath Fort Save: 1d20 + 5 ⇒ (3) + 5 = 8

Talathel Fort Save: 1d20 + 4 ⇒ (16) + 4 = 20
Talathel Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19
Talathel Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21
Talathel Fort Save: 1d20 + 4 ⇒ (6) + 4 = 10
Talathel Fort Save: 1d20 + 4 ⇒ (13) + 4 = 17
Talathel Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
Talathel Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22
Talathel Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
Talathel Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19
Talathel Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6
Talathel Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
Talathel Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14

Anzath loses 4 hit points between 4 PM and 7 AM.
Talathel loses 5.

At that point, Aurora has the option to cure one of them with her daily Remove Disease, I think? You might top off the other's HP, too. Once that's sorted out, I'll start the next encounter.

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