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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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 |

Since this looks like the source of the disease, can Tragershen hypothesize what it would take to restore the temple, or at least purge the disease? Would cleaning the statue do it? Or would it take a dispel magic/remove curse/consecrate/etc.?

If it applies, knowledge check religion 1d20 + 11 ⇒ (12) + 11 = 23. If knowledge (religion wouldn't be right, his spellcraft is one higher and his arcana is three higher.


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 upon the bubbling pool, the bloody statue, and the bloated hands.
Dis be disgusting!


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Anzath: It's a short but unnerving jump from the outside of the fountain to the statue at the center. You'll have to grab on to the statue to steady yourself, as the pedestal is small and partially in the goop.

Tragershen: You know enough to know that cleaning the statue is both a good idea and unlikely to solve the problem by itself. There may be a way to heal this place without big magic. If you went the magical route, you are pretty sure the trouble here is demonic, so you'd want to counter that influence.

The shapes in the pool begin to solidify.


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 draws her crossbow and a potion of Vanish, “Ve are not alone.”


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 on his mean face....


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 casts mage armor on himself, and watches the shapes forming to see if he can tell what they are.


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

A faint look of disgust is omnipresent on the cleric's face as they wander the diseased halls. As the group readies itself to meet with whatever is solidifying from the pestilential goop, Aurora pitches in with a blessing over her allies.

Bless — Each ally within 50ft. gains a +1 morale bonus on attack rolls and on saving throws against fear effects for the next 5 minutes.


The forms in the bloody pustule of a pus-pool continue to coagulate--small bodies, tiny hands, and, at last, little horns, little fingernails that keep growing until they turn into little talons, little gleams in little eyes that start to size you up, and little lips that laugh squeaky little gleeful laughs at the little things they are going to try to do, as soon as they can...

Tragershen and the rest of you recognize a clutch of little demons like the one you already fought down here.

Surprise round starts now! You're all invited!


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 quickly puts together a Tanglefoot Bomb.

Range bomb touch, Tanglefoot Ref DC 15, splash weapon mastery, precise bombs, splash 6: 1d20 + 5 ⇒ (3) + 5 = 83d6 + 3 ⇒ (1, 5, 3) + 3 = 12

oops: 1d8 ⇒ 7


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 blasts the lot of them with glitterdust to minimize the chance of any invisibility shenanigans.

DC 16 will or blinded.


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 careful aim on one of the pestilenzi and fires.
Lt. Crossbow+ST: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
dmg+ST+SA: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (1) = 9


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 moves up to the edge of the pool, getting into position with her quarterstaff at the ready.


Will post soon!


does Bedlam clonk one anyway? 1 yes: 1d4 ⇒ 3

Bedlam's bomb goes a little wild, but the explosion catches a couple of the demons in their foul bath...

Ref save: 1d20 + 10 ⇒ (2) + 10 = 12
Ref save: 1d20 + 10 ⇒ (3) + 10 = 13

...despite their quick reflexes, they both end up with a layer of goop on top of their... goop.

Tragershen's glitterbomb poses another problem entirely:

Will save: 1d20 + 3 ⇒ (20) + 3 = 23
Will save: 1d20 + 3 ⇒ (17) + 3 = 20
Will save: 1d20 + 3 ⇒ (2) + 3 = 5
Will save: 1d20 + 3 ⇒ (8) + 3 = 11

Two of the little monsters are blinded, and all are festively illuminated.

Anzath's bolt goes wide.

Talathel considers his options and decides a longbow shot won't be amiss here:

arrow: 1d20 + 9 ⇒ (8) + 9 = 171d8 ⇒ 5

Vael trusts to her holy good health and advances alongside Aurora.

Aurora, by the way, finds herself inhaling the miasmatic vapors of the pool. It's almost like she can feel the microbes as they settle on her skin... and hair... and eyes...

Fountain Fort Save!: 1d20 + 8 + 5 ⇒ (2) + 8 + 5 = 15

...despite her careful preparations and generally sturdy constitution, she's got the pestilence now.

Initiative

Initiative:

Init Anzath underground: 1d20 + 6 ⇒ (7) + 6 = 13
Init Aurora: 1d20 + 1 ⇒ (17) + 1 = 18
Init Bedlam: 1d20 + 6 ⇒ (11) + 6 = 17
Init Vael: 1d20 + 2 ⇒ (17) + 2 = 19
Init Talathel: 1d20 + 6 ⇒ (6) + 6 = 12
Init Tragershen: 1d20 + 10 ⇒ (11) + 10 = 21
Init Pestilenzi: 1d20 + 8 ⇒ (14) + 8 = 22
Init Pestilenzi: 1d20 + 8 ⇒ (16) + 8 = 24
Init Pestilenzi: 1d20 + 8 ⇒ (14) + 8 = 22
Init Pestilenzi: 1d20 + 8 ⇒ (5) + 8 = 13


which are tangled: 1d4 ⇒ 11d4 ⇒ 3
which are blinded: 1d4 ⇒ 31d4 ⇒ 31d4 ⇒ 2
which got the arrow: 1d4 ⇒ 2

Round One

Pestilenzi (d6, entangled)
Pestilenzi (d2, blinded)
Pestilenzi (d6, blinded, entangled)
Tragershen
Vael
Aurora
Bedlam
Anzath
Pestilenzi
Talathel

The pestilenzi finish forming and begin to take action!

The blinded one hurls itself at Aurora, attempting to bite with its nasty teeth!

bite, 1 miss 2 potential hit: 1d2 ⇒ 1

...but the glitterdust in its eyes keeps it from locating the cleric.

The entangled Pest twirls up out of the filth and, despite its heavy-laden wings, makes a bolt for the library 60 ft move, it's about 30 ft behind Tal and Anzath now

The blinded AND entangled one follows the first, but aims for Vael instead.

bite, 1 miss 2 potential hit: 1d2 ⇒ 1

Again, no dice.

Tragershen's magic proves its worth, yet again.

The fountain continues to boil...

Everyone except Talathel 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 shudders. "As a note! Do not approach the pool!" She swings at the pestilenzi pest trying to snap at her before taking a five-foot step away from the pool's edge.

Quarterstaff + Bless: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


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

"Don't let dem eskape!" shouts Anzath as she chases down the one that got past.

ST?: 1d4 ⇒ 1
Kritfisher+Bless+ST: 1d20 + 9 + 1 + 2 ⇒ (9) + 9 + 1 + 2 = 21
dmg+ST: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12


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 takes out a different flask, tossing it at those in the pool.

splash weapon: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

alchemical weapon:
Legal Burst jar
Source Ultimate Equipment pg. 107 (Amazon)
Price 35 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 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 |

Prescience 1d20 ⇒ 8, 1 of 7

Anzath wrote:
"Don't let dem eskape!" shouts Anzath as she chases down the one that got past.

Tragershen looks down where Azath is following one of the Pests. He sees the wisdom in Anzath's exclamation and acts on it. He shouts an unintelligible arcane phrase and... nothing happens. At least until you follow the line of his finger down into the corridor. Just beyond the tip of Anzath's blade, spider webs silently blossom in the passage, filling it in mere moments until the way is nearly entirely blocked by strong, sticky cables of webbing.

Casting web to ensnare the fleeing Pest and fill the corridor beyond where Anzath is. He'll also slip out his club and readies it.

Note: I'm using prescience in case I need it for a saving throw or AoO before his next turn.

Active effects: Mage Armor, Bless, Vermin Repellent, Anti-Plague.
Glitterdust round 1 of 5.
Web round 0 of 5.


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 |

Back here, one of the spy eyes was noted as watching over a putrid fountain. Is this the one? If so, can Tragershen tell where the eye is posted within the room (based on the angle he was seeing the fountain from in the vision?


Round One

Pestilenzi (d3, entangled)
Pestilenzi (d1, blinded)
Pestilenzi (d4, blinded, entangled)
Tragershen
Vael
Aurora
Bedlam
Anzath
Pestilenzi (absent)
Talathel

I forgot that attacks against demons who are currently forming only do half damage, totals adjusted above! Botting Vael:

Vael prepares to smite the demons! But a quick nip from Valrah convinces her to save some power for later, and she goes for a good old fashioned Earthbreaking instead:

WHUNK: 1d20 + 9 ⇒ (9) + 9 = 182d6 + 4 ⇒ (1, 1) + 4 = 61d4 ⇒ 3

...that might have been a bad idea. The demon's inherent resilience soaks up most of the damage.

The only fully healthy Pestilenzi screeches in frustration. It blinks out of existence.

Talathel 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

“Damn.”


\
Pestilenzi v Anzath(d15, entangled)
Pestilenzi v Aurora(d9, blinded)
Pestilenzi v Vael(d4, blinded, entangled)
Tragershen
Vael
Aurora
Bedlam (tossed boom in pool)
Anzath
Pestilenzi (absent)
Talathel

Somehow a bunch of stuff that you all did wasn't included in my post above! Somehow... anyway, Aurora's staff, Anzath's blade, Bedlam's boom, and Tragershen's web are now added!

Ref vs Web: 1d20 + 10 ⇒ (7) + 10 = 17

The pestilenzi in the hallway (and just in front of Anzath) is not yet captured by the sticky Webbing.


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 |

"Damn, they may be getting reinforcements from elsewhere. And Yaza is watching this room; if we take too long, she may send minions!"

Tragershen holds a hand up and casts a spell. At the end of it, his fingers contort so that one is pointing at each of his companions, and they feel the familiar burst of adrenelin rush as the world seems to slow around them.

Casting haste targeting all PC's except Tragershen.


Pestilenzi v Anzath(d15, entangled)
Pestilenzi v Aurora(d9, blinded)
Pestilenzi v Vael(d4, blinded, entangled)
Tragershen
Vael
Aurora
Bedlam (tossed boom in pool)
Anzath
Talathel
Pestilenzi (absent)

TalBot delays, all may act except for Tragershen (who cast haste).


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 was under the impression that the pest Anzath chased down is the one that vanished/teleported/plane-shifted. I guess not.

Her quarrie’s egress blocked, Anzath continues to cut it down from the air, now with arcane celerity.
Kritfisher+Bless+Haste+ST: 1d20 + 7 + 1 + 1 + 2 ⇒ (10) + 7 + 1 + 1 + 2 = 21
dmg+ST: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Kritfisher’s+Bless+Haste+ST: 1d20 + 7 + 1 + 1 + 2 ⇒ (12) + 7 + 1 + 1 + 2 = 23
dmg+ST: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Yaza’s Mace+Bless+Haste+ST: 1d20 + 7 + 1 + 1 + 2 ⇒ (15) + 7 + 1 + 1 + 2 = 26
dmg+ST: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Nope, you went after the entangled, unblinded one--the one that tried to escape by flying away instead of teleporting away.

Anzath's swift series of slashes hurts the demon, but its extraplanar defenses soak up a lot of the pain. You could fell an ox with such an onslaught, but not this little guy.

Vael, Aurora, Talathel, and Bedlam may act!


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

Hastily joining Anzath, the dwarf swings his heavy mace at the stubborn critter.
cold iron heavy mace: 1d20 + 7 + 1 + 1 ⇒ (12) + 7 + 1 + 1 = 211d8 + 6 ⇒ (2) + 6 = 8


The pestlienzi's flesh crumples under Bedlam's cold iron--it's dead!


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

A pair of quick, sweeping strikes are directed at the pestilenzi the cleric is fighting.

Quarterstaff + Bless + Haste: 1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Quarterstaff + Bless + Haste: 1d20 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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!

Knowledge Planes on Pestlienzi: 1d20 + 5 ⇒ (12) + 5 = 17

Talathel silently resumes assailing the disgusting demonic foe, adjusting his position to maximise his chances of intercepting their potential escape routes.

5ft step if that results in a better chance of AOOs, then full attack

+1 Elven Branched Spear: 1d20 + 10 + 1 + 1 ⇒ (14) + 10 + 1 + 1 = 26

1d8 + 3 ⇒ (3) + 3 = 6

+1 Elven Branched Spear: 1d20 + 10 + 1 + 1 ⇒ (2) + 10 + 1 + 1 = 14

1d8 + 3 ⇒ (1) + 3 = 4

AOO:

+1 Elven Branched Spear: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20

1d8 + 3 ⇒ (1) + 3 = 4

+1 Elven Branched Spear: 1d20 + 10 + 1 + 1 ⇒ (12) + 10 + 1 + 1 = 24

1d8 + 3 ⇒ (5) + 3 = 8

+1 Elven Branched Spear: 1d20 + 10 + 1 + 1 ⇒ (19) + 10 + 1 + 1 = 31

1d8 + 3 ⇒ (2) + 3 = 5

+1 Elven Branched Spear: 1d20 + 10 + 1 + 1 ⇒ (4) + 10 + 1 + 1 = 16

1d8 + 3 ⇒ (7) + 3 = 10

+1 Elven Branched Spear: 1d20 + 10 + 1 + 1 ⇒ (13) + 10 + 1 + 1 = 25

1d8 + 3 ⇒ (5) + 3 = 8

+1 Elven Branched Spear: 1d20 + 10 + 1 + 1 ⇒ (17) + 10 + 1 + 1 = 29

1d8 + 3 ⇒ (2) + 3 = 5


As Talathel approaches the fountain, his pestilence is at risk of escalating:

MORE sick?: 1d20 + 4 ⇒ (4) + 4 = 8

He feels worse and worse.

VaelBot Hastens to dispatch the pestilenzi currently biting at her face:

Breaker: 1d20 + 9 ⇒ (16) + 9 = 252d6 + 4 ⇒ (6, 1) + 4 = 11
Breaker: 1d20 + 9 ⇒ (16) + 9 = 252d6 + 4 ⇒ (5, 5) + 4 = 14

This time, her clobbering brings better results.

Bedlam's bomb explodes, but it doesn't seem to do much to the fountain. You do note that, among the ripples that follow the explosion, the forms in the muck seem a bit larger than the last ones... too big to be pestilenzi, more human-sized.

Round Two

Pestilenzi (absent)
Pestilenzi v Aurora(d14, blinded)
Pestilenzi v Vael(d19, blinded, entangled)
Tragershen
Vael
Aurora
Bedlam
Anzath
Talathel

the absent one:
The pest that teleported out attempts to summon help! success on 1-4: 1d10 ⇒ 8 But it has no luck.

The other two pestilenzi try to bite their foes:

bite, first roll is vs. blindness 1 miss 2 hit: 1d2 ⇒ 11d20 + 5 ⇒ (10) + 5 = 151d6 ⇒ 41d6 ⇒ 6

bite, first roll is vs. blindness 1 miss 2 hit: 1d2 ⇒ 21d20 + 5 ⇒ (2) + 5 = 71d6 ⇒ 61d6 ⇒ 2

They can't make any headway.

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

Hastily joining Aurora, the dwarf swings his heavy mace at the stubborn critter.
cold iron heavy mace: 1d20 + 7 + 1 + 1 ⇒ (15) + 7 + 1 + 1 = 241d8 + 6 ⇒ (6) + 6 = 12


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 gives Bedlam an appreciative nod, and as he returns to the group, she’s quick to follow, joining Vael in the hastened demon dispatchery.

Kritfisher+Bless+Haste+Flank?: 1d20 + 9 + 1 + 1 + 2 ⇒ (5) + 9 + 1 + 1 + 2 = 18
dmg+SA?: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11


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 |

Prescience 1d20 ⇒ 1, 2 of 7.

I think the haste went on Trag's last turn. If that's right, then this is his action for this turn.

Disturbed by the disappeared demon, Tragershen calls on his divination abilities to see if it has eluded his glitterdust spell and has gone invisible.

Casting extended see invisible, then scanning the battlefield.


Tragershen does not see anything invisible.

Bots vs. Demons!

VaelBot:

Breaker: 1d20 + 9 ⇒ (17) + 9 = 262d6 + 4 ⇒ (2, 5) + 4 = 11
Breaker: 1d20 + 9 ⇒ (14) + 9 = 232d6 + 4 ⇒ (4, 1) + 4 = 9

Rorabot:

Staff Meeting (demon skull): 1d20 + 8 ⇒ (14) + 8 = 221d6 + 2 ⇒ (4) + 2 = 6
Staff Meeting (demon skull): 1d20 + 8 ⇒ (2) + 8 = 101d6 + 2 ⇒ (6) + 2 = 8

TalBot:

Branched Spear: 1d20 + 12 ⇒ (6) + 12 = 181d8 + 3 ⇒ (5) + 3 = 8
Branched Spear: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 3 ⇒ (7) + 3 = 10

With Talathel's help, Vael kills the demon. Talathel uses his second stab to assist Aurora in her work.

Round Four

The pool spits out two fully formed plague zombies! They will act at the end of the round. The fountain begins to hiss and squeak, growing louder and louder.

Pestilenzi (absent)
Pestilenzi v Aurora(d23, blinded)
Tragershen
Vael
Aurora
Bedlam
Anzath
Talathel
Zombie x 2

absent pest:
goes invisible

The last pestilenzi bites at Aurora:

bite, first roll is vs. blindness 1 miss 2 hit: 1d2 ⇒ 21d20 + 5 ⇒ (2) + 5 = 71d6 ⇒ 61d6 ⇒ 5

...it can't make an impression.

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

Where are the zombies exactly?


You can see them taking their final shape in the pool--if you want to stab the closer one, you'll have to stand right on the edge. And the other is more to the middle of the gunk.


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 continues to stab and stab!

Branched Spear: 1d20 + 12 ⇒ (2) + 12 = 14

Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Branched Spear: 1d20 + 12 ⇒ (3) + 12 = 15

Damage: 1d8 + 3 ⇒ (3) + 3 = 6

AOO:

Branched Spear: 1d20 + 12 ⇒ (4) + 12 = 16

Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Branched Spear: 1d20 + 12 ⇒ (6) + 12 = 18

Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Branched Spear: 1d20 + 12 ⇒ (12) + 12 = 24

Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Branched Spear: 1d20 + 12 ⇒ (16) + 12 = 28

Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Branched Spear: 1d20 + 12 ⇒ (6) + 12 = 18

Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Branched Spear: 1d20 + 12 ⇒ (17) + 12 = 29

Damage: 1d8 + 3 ⇒ (5) + 3 = 8


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 Parrot wrote:
The fountain begins to hiss and squeak, growing louder and louder.

I'm reading this two ways. One, the fountain is about to churn out more monsters or, two, the fountain is about to explode?

Prescience 1d20 ⇒ 13, 3 of 7 used.
Seeing zombies emerging from the fountain, Tragershen flicks his wrist, causing his wand to appear in his hand. He invokes its power, and sends a shimmering white beam at the closer zombie.

Ready wand of disrupt undead, use it on the zombie.
Ranged touch attack to hit 1d20 + 6 ⇒ (12) + 6 = 18
Damage 1d6 + 0 ⇒ (2) + 0 = 2
Wand has 38 charges left now.


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 thought there was something I was forgetting to do...

Aurora moves away away from the pestilenzi, back towards the rest of the group — if it hasn't yet died under Talathel's assault, she'll first send a swing of her staff as a parting gift.

Quarterstaff + Bless + Haste: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

"I think we need to back off until this thing calms down!"


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 at the sight of the zombies, “I hate dese dings.”

Staying clear from the muck’s edge, she positions herself to stand in the zombies’ path should they come to shore.
Readied Kritfisher+Bless+Haste: 1d20 + 9 + 1 + 1 ⇒ (2) + 9 + 1 + 1 = 13
dmg: 1d6 + 4 ⇒ (2) + 4 = 6


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:
"I think we need to back off until this thing calms down!"

"I can drop the web if we need to retreat. But there may be a limit to the fountain's summoning. The two zombies seem much weaker than four demons! If I had a minute, I could likely sort out the magic at work here..." Three rounds if I do detect magic to identify all auras in the room, plus three rounds per item that needs to be spellcrafted out.


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 steps back behind the line. The dwarf then begins to rifle through his pack.
Be blowing da durn ting up!


VaelBot helps out with the pestilenzi:

Breaker: 1d20 + 9 ⇒ (7) + 9 = 162d6 + 4 ⇒ (2, 4) + 4 = 10
Breaker: 1d20 + 9 ⇒ (9) + 9 = 182d6 + 4 ⇒ (5, 5) + 4 = 14

NOW it's dead.

Round Five

Zombie x 2 (d8)
Pestilenzi (absent)
Tragershen
Vael
Aurora
Bedlam
Anzath
Talathel
20 Dire Rats

The zombies emerge from the pool. Also arriving are a horde of rats, called by the squeaking of the fountain--they come galloping down the opposite corridor!

Anzath's blade flashes out and slashes the zombie as it rushes towards her! But it is a zombie, so it can't take any actions after climbing out of the fountain.

The other shambles towards Vael.

pest:
The pestilenzi teleports into the room, trusting its invisibility to keep it hidden. That doesn't work.

Tragershen suddenly spots an invisible pestilenzi flashing into being on the far side of the room, where it hovers over the rat horde.

The fountain boils... snakelike forms writhe in the murky muck.


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 applies blasting jelly to the foundation of the fountain.


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

20 dire rats? Goodness!

Aurora takes another five-foot-step back, and casts shield of faith on herself; as is typical of the cleric buffing herself, as a swift action she will proc a use of Divine Vessel and a spark of divine essence flows out to her nearby allies.

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.


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 thought the only way in/out was webbed?


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

Watching new threats arrive from the periphery, Anzath tries to focus on whats immediately in front of her.
Kritfisher+Bless+Haste+DV: 1d20 + 7 + 1 + 1 + 2 ⇒ (19) + 7 + 1 + 1 + 2 = 30
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
Konfirm: 1d20 + 7 + 1 + 1 + 2 ⇒ (20) + 7 + 1 + 1 + 2 = 31
kritdmg+killer: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Kritfisher+Bless+Haste: 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17
dmg: 1d6 + 4 ⇒ (1) + 4 = 5

Yaza's Mace+Bless+Haste: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 27
dmg: 1d6 + 2 ⇒ (5) + 2 = 7

If the first strike is enough to put the zombie down, she'll move to protect the casters from the rats. Either way...

Knowing what happens next, Anzath covers her face with her arm, squeezes her eyes shut, and holds her breath.


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 |

My next action depends a lot on the size of the room and the fountain. If the score of rats are emerging from the fountain, can I engulf all of them (or most of them) in the seven squares of a burning hands area? Or if they are already out, can I catch some or most of them in the four squares of a created pit?

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