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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Zombie 19 (down)
Bedlam
Joden
Zombie 15 d 11
Tragershen
Zombie 14 d 2
Aurora
Lolly
Brand
Zombie 6 d 3

Tragershen's futile wand might be irritating, but at least he's safe behind his meatshie... his companions!

The traffic jam at the mouth of the closet means the next zombie groans, angrily. It looks like it wants to run straight through its own companion, but can't quite get up the guts. I mean, its open viscera makes the whole guts thing very difficult for this particular zombie.

Big turn for the half-party that is currently sharing init! Aurora, you can't not kill Zombie 15! Unless you stop channeling, I guess.


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 like he wants to toss a bomb...


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 frowns at how much energy she's been channeling. Another burst of white brilliance comes forth from her holy symbol, swirling and sparking in the air around her like a storm of electricity and embers.

Channel (Harm Undead): 1d6 ⇒ 3 • DC 12 Will save to halve the damage, as usual.


Zombie 19 (down)
Bedlam
Joden
Zombie 15 (down)
Tragershen
Zombie 14 d 3
Aurora
Lolly
Brand
Zombie 6 d 6

Zombie 15 crumbles, as even a paltry gust of holy goodness would be sufficient to topple its hacked, burned, and slashed frame.

Will save: 1d20 + 3 ⇒ (12) + 3 = 15
Will save: 1d20 + 3 ⇒ (7) + 3 = 10

Aurora's other foes each wilt a little, one more than the other.

Brand and Lolly beware: to engage another zombie in melee, you'll have to enter the closet, and if you do, you'll block your companions from melee unless you have a way to back out again (which is unlikely?). The zombies ain't playin' seven minutes of heaven.


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 to the others. "E'ryone, step back! Let 'em come into the room, then we can beat 'em down right propa!"

Take a 5 foot step back and readies action to attack the next zombie that steps through.

Readied Attack:

attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 1 ⇒ (2) + 1 = 3


Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

Lolygert was starting to get frustrated at the group's problems with the zombies.

His blood was beginning to boil over, when Brand's words cut through, easing some of Lolyget's blodlust.

Stepping back , he waits for the zombies to advance...

readied attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11


Tall Jack Ratt 18
Bedlam
Joden
Bandit 16
Orc 15
Tragershen
Bandit 14
Orc 14
Aurora
Lolly
Brand
Zombie 6 d 9
Orc 7
Bandit 5
Orc 1

Sure enough, the zombies lumber into the closet. Lolly splits one in twain, and Brand gets a good slash on the next, final zombie as it enters.

The final zombie, already badly battered, swipes at Pickin': 1d4 ⇒ 3 Lolly

Slam: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 4 ⇒ (1) + 4 = 5

...it gives Lolly a good thump.

So, it's about to get a worse. A lot worse.

Perception for the Party, Init Order:: 1d20 + 8 ⇒ (16) + 8 = 241d20 + 10 ⇒ (3) + 10 = 131d20 + 0 ⇒ (19) + 0 = 191d20 + 3 ⇒ (18) + 3 = 211d20 + 6 ⇒ (19) + 6 = 251d20 + 8 ⇒ (17) + 8 = 25

Initiative for Jack Ratt's Band of Bandits: 1d20 + 1 ⇒ (3) + 1 = 41d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (12) + 2 = 141d20 + 2 ⇒ (1) + 2 = 31d20 ⇒ 51d20 ⇒ 71d20 ⇒ 141d20 ⇒ 15

Ok, so maybe not all terrible! You're all so perceptive. Since all of you see what's coming or are magically informed ahead of time or you're going next in initiative, I'll skip the surprise round entirely.

A voice booms out of the darkness, "HEY NOW! Stop wreckin' my zombies! Get 'em, boys! Oh, wow... get me that glowing sword..."

At the far end of the zombie room, beyond the sarcophagi, yet another secret door slides open! You see humanoid figures illuminated by torchlight. A tall figure holding a thin blade fills the doorway, and he's waving encouragement to those behind him.

Bedlam and Joden may act. There's a zombie in between you and a bunch of angry people.


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 4

Bedlam watches the newcomers to the party.
Be looking like a throng I once were late fer!

The Alchemist tosses a bomb at the speaker.
bomb: 1d20 + 3 ⇒ (5) + 3 = 8

Range bomb touch: 1d6 + 3 ⇒ (3) + 3 = 61d6 + 3 ⇒ (5) + 3 = 8
Entangled Ref DC 14 1/2. Entangled Splash 4 fire Ref DC 14 1/2

miss: 1d8 ⇒ 4


Tall Jack Ratt 18 d 4
Bedlam
Joden
Bandit 16
Orc 15
Tragershen
Bandit 14
Orc 14
Aurora
Lolly
Brand
Zombie 6 d 9
Orc 7
Bandit 5
Orc 1

Reading all about bombs and splash weapons, hope I have this right. Let me know if I botch anything.

As Bedlam preps his bomb, the zombie takes advantage and tries to Slam him...

Zombie AOO: 1d20 + 4 ⇒ (3) + 4 = 7

...but it misses.

The bomb flies through the air, but instead of crashing into Jack, it veers off to the right and smashes inside the zombie room, diagonally from the secret door.

As such, only Jack is in danger.

Ref Save: 1d20 + 4 ⇒ (7) + 4 = 11

Indeed, the hot tar of Bedlam’s bomb singes the bandit, and its goop makes it more difficult for him to move.

Joden's up


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

Well done. @3rd plan on taking Splash Weapon Mastery for such occurrences...lol.

Oops, forgot to post a move action: may he pull out a ghast retch flask?


Tall Jack Ratt 18 d 4
Bedlam
Bandit 16
Orc 15
Joden
Tragershen
Bandit 14
Orc 14
Aurora
Lolly
Brand
Zombie 6 d 9
Orc 7
Bandit 5
Orc 1

Joden delays to Tragershen's initiative. Bedlam: I'm cool with you drawing a flask, sure!

Jack shouts in Common, "Move back and take 'em with arrows!"

Then, in Orcish, he yells "Valors aliats! Mantingueu-vos endavant fins que s'aproximin! Armes llançades!"

Translated:
Valued allies! Hold off until they get closer! Thrown weapons!

p.s. Huh, of course value and valor have the same root, but I kinda love that my silly "valued" turned into a heroic "Valors"

Newcomers: I use This random language selector to assign languages we encounter. That the noble tongue of Catalonia is associated with the Orcs is not intended as an insult. It's the way the dice fell.

A bandit and an orc act according to Jack's instructions.

Who? 1 Bed 2 Bra 3 Jod 4 Lol: 1d4 ⇒ 2
Who? 1 Bed 2 Bra 3 Jod 4 Lol: 1d4 ⇒ 2

Whoa, they really have it in for you, Bedlam!

They focus their fire on the guy who just chucked a grenade at the boss.

Longbow : 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 201d20 + 4 - 4 ⇒ (16) + 4 - 4 = 161d8 + 1 ⇒ (4) + 1 = 5
Javelin: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 161d6 + 3 ⇒ (3) + 3 = 6

So, look at how hard it is to shoot through someone into melee! The soft cover of the zombie gives Bedlam +4 AC (20 total), and shooting into combat is a -4 penalty, for a total of 8 points difference. That means Bedlam's current HP is not -10, as when I initially had the longbow confirm and the javelin hit. Instead, he takes 5 from the longbow and the javelin misses entirely. I think that's correct? If so, remember that I'll apply these rules if you need to shoot/throw through friends, foes, etc.


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

Looks correct. Bedlam is fine being center of their attention...lol.


HA I mean they have it in for Brand! Misread my own roll chart. BRAND you take 5 damage.


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

curse you, Nat 20, for always hitting! +4 AC would have been 21, but it doesn't matter on a Nat 20

Brand recoils in pain as the arrow drives deep into his chest.


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 strains to see the newcomers, but uses his wand again on the zombie.

To hit (touch attack) 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Damage 1d6 + 0 ⇒ (4) + 0 = 4

Wand at 46 charges. That looks like that might hit!


I'll get the next post up in the mornin'! Git in thar, Jod!


Tall Jack Ratt 18 d 4
Bedlam
Bandit 16
Orc 15
Tragershen
Bandit 14
Orc 14
Joden
Aurora
Lolly
Brand
Orc 7
Bandit 5
Orc 1

Joden delays to the big shared initiative.

Tragershen's wand finally finishes off the last of the zombies. Its negative energy sapped, it crumbles to the ground, lifeless again. Probably a good thing, but the bad guys are no longer shooting into combat... good thing Jack Ratt is still standing in the doorway to provide soft cover!

A bandit and an orc take their shots:

Who? 1 Bed 2 Bra 3 Jod 4 Lol: 1d4 ⇒ 4
Who? 1 Bed 2 Bra 3 Jod 4 Lol: 1d4 ⇒ 2

Longbow : 1d20 + 4 ⇒ (7) + 4 = 111d8 + 1 ⇒ (8) + 1 = 9
Javelin: 1d20 + 1 ⇒ (16) + 1 = 171d6 + 3 ⇒ (6) + 3 = 9

Lolly neatly dodges the bandit's arrow, and the orc makes an awkward throw to avoid nailing the boss--fortunately for Brand! A lot of bad guys are now bunched up on the other side of the eastern secret door.


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

"It's a cult?!" the Nethysian cries out in outrage as the man emerges from yet another secret door to claim ownership of the skeletons. At least, she assumes it is a cult. There's not many other things she can think of a necromancer with orc minions in an underground dungeon could be — disenfranchised adventurers is another option, one supposes.

Aurora had been hopeful the fight would be a short one and she wouldn't need to expend anything more than a few channels. It was evident, however, that it would go on a spot longer. Uttering another prayer, Aurora casts Bless on her allies!

Bless — Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects for the next 2 minutes.

"Get in there! Move up the line!"


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 drops his sickle and, drawing his short bow, snaps off a quick shot at the bandit leader. "Oy, Jack! Care fer a bit o' catch?!"

Shortbow: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
dmg: 1d4 + 1 ⇒ (1) + 1 = 2


Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

Just clarifying where we all are. The party is arranged on the left hand side of the secret closet,and the bandit and his orcs are on the other side....the closet being no-man's land ? I'm assuming Jack is way back behind his men?


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

That's my interpretation, also. Bedlam is just drinking a potion next round, so you can speed through the initiative.

Ah, they (post demons?) ate my post!


Not quite--if you follow the link to the map (I'll update it in just a second), you folks are outside of the double secret doors on the left of room 16. Jack is in the secret door on the right. The bandits and orcs are all behind him and shooting around him since he threw the door open at the top of initiative and I forgot to have him step aside. Also, note that I made a mistake and was reading the squares as 5 ft--they are actually keyed to 10 ft a square, but we'll finish this encounter at 5 ft per map square since that's how it started. Jack is 30 ft from the front line of our party.

Party room, closet, zombie room, bandit room.


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 moans a bit from his injuries. The dwarf looks at the situation.

Can I blast dat closet closed now?


Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

Goody!....It's charging time!!!

Though his anger had been tempered by Branch's comment earlier, it had simmered.

Now with the bandit's appearance, it boiled over!!

With a growl, Lolygert leaps ahead, barrelling thought the distance between them at a frightening pace....

Charge! Rage! AC:17 (15 this round due to charge), HP: 24

Attack, Raging, Charge: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage: 2d6 + 7 ⇒ (1, 1) + 7 = 9

Come on, dice!!!


Tall Jack Ratt 18 d 4
Bedlam
Bandit 16
Orc 15
Tragershen
Bandit 14
Orc 14
Joden
Aurora
Lolly
Brand
Orc 7
Bandit 5
Orc 1

Joden: initiative has lapped you, so I'm botting you real quick. You double move to be directly behind Lolly. Feel free to adjust if you want to do something else.

Lolly save vs. Trap DC 20: 1d20 + 3 ⇒ (17) + 3 = 20

Lolly's raging momentum rips the nearly invisible tripwire right out of the wall without slowing him down.

He takes a mighty hack at Jack, and almost gets him! The tanglegoop slows the bandit leader's reactions, but his leather armor somehow turns away the greatsword.

You'd have hit with a 4. You rolled a 3. Sigh. Jack has the Dodge feat. Sometimes that lil' feat is worth its weight in gold.

The remaining orcs, the last bandit, and Jack all pile on Lolly. First, the orcs chuck their javelins:

Javelin: 1d20 + 1 ⇒ (5) + 1 = 61d6 + 3 ⇒ (2) + 3 = 5
Javelin: 1d20 + 1 ⇒ (6) + 1 = 71d6 + 3 ⇒ (4) + 3 = 7

The bandit takes a pot shot at him with Point Blank Shot:

Longbow: 1d20 + 4 ⇒ (18) + 4 = 221d8 + 2 ⇒ (1) + 2 = 3

And Jack Ratt swings with his rapier:

Rapier: 1d20 + 3 ⇒ (12) + 3 = 151d6 ⇒ 3

The orcish weapons go wide. They draw their falchions while muttering darkly in Orcish about how stupid javelins are.

Lolly takes an arrow from the bandit and a rapier thrust from Jack. Six damage.

Jack decides that getting behind the men makes sense. He risks an AOO to move to the back of his bandits and orcs. If Lols doesn't kill him, he yells "Don't block the door, wait for him to come to us!"

Bedlam may drink his potion. Lolly, roll your AOO, I need to go work a while, but if you haven't by the time I get back I'll just do it.


Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

Lolygert growls again as his mighty slash goes unrewarded, he scowls at Jack as he pokes him with his rapier.

An arrow appears in the meat of his shoulder, Lolygert glares at the bandit, and snarls, "Yer next!"

Then Jack attempts to retreat! With a howl, Lolygert's blade is drawn back up into the air....

AOO!: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13


Tall Jack Ratt (down)
Bedlam
Bandit 16
Orc 15
Tragershen
Bandit 14
Orc 14
Joden
Aurora
Lolly
Brand
Orc 7
Bandit 5
Orc 1

Assuming Bedlam is drinking a potion, skipping you for now

Jack is horribly gashed by the enormous blade--he fights to retain consciousness, but slumps over and down.

With the boss out of action, all hells break loose.

The bandit at initiative 16, a skinny late-teenager in a red bandanna, flips the tabletop off a table in the room and pulls a sack out of the barrel that had been the table's support. The human bandits start yelling at him, "Oy, what do you think yer doin?! Drop the loot and get back to shootin'!" But the orcs seem to ignore it.

The orc at initiative 15 moves up to the doorway and swings at Lolly...

Falchion: 1d20 + 5 ⇒ (4) + 5 = 92d4 + 4 ⇒ (3, 4) + 4 = 11

...but he misses.

Tragershen's turn


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 5

Bedlam takes out a potion and downs it.
potion of clw: 1d8 + 1 ⇒ (3) + 1 = 4


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 Lolly go into the breach, Tragershen follows along. He takes advantage of the berserker drawing all of the attention.

Moving after Lolly, keeping him between me and the bandits. He will ready his whip as he goes. He murmurs the words of a spell.

Move 30' toward Lolly, ready whip as part of the move. Cast true strike.


Tall Jack Ratt (down)
Bedlam
Bandit 16
Orc 15
Tragershen
Bandit 14
Orc 14
Joden
Aurora
Lolly
Brand
Orc 7
Bandit 5
Orc 1

Bandit 14 yells at Bandit 16, "Turn and fight, you fool!"

He pumps an arrow at Lolly, past the orc in the way and into melee, then steps quickly back into the room, towards the table...

Longbow: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 191d8 + 2 ⇒ (4) + 2 = 6

...the bandit masterfully guides his arrow through the combat, striking Lolly in a spot that would have been covered had he not sprinted into action.

The next orc moves up to a spot adjacent to the other and tries to take out Lolly. He has to fight around the corner, so Lols has cover.

Falchion: 1d20 + 5 ⇒ (15) + 5 = 202d4 + 4 ⇒ (2, 3) + 4 = 9

...but cover doesn't change the outcome, as his cover AC of 19 is juussst too low to avoid the orc's swing. Our newest friend is in trouble, taking nine from the orc, for a total of fifteen.

Big turn: go Joden, Aurora, Lolly, and Brand!


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

My headache does not want to go away. Send help.

Aurora considers the budding traffic jam around the entrance to the newest hidden room and shakes her head. She moves up behind Joden and casts Guidance on herself, and from Guidance she uses Divine Vessel!

Divine Vessel — Each ally of Aurora's within 15ft. gets a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.

"Try to stay alive until I can get up to you, my new friend," she says, ostensibly to Lolly considering his recent injuries.

Assuming I'm crunching my distances right, Lolygert is just a little bit too far for Aurora to get to him in a single move action to start healing him up.


Whoa, Divine Vessel with a cantrip, glorious! Yeah, you're too slow to reach him with a touch spell. On headaches: the resident amateur herbalist suggests making tea with lemon balm or lavender. Also rest and not looking at computer screens.


Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

The first arrow and rapier poke only stung Lolygert, but the following arrow and falchion hit....really hurt!

Frowning, Lolygert could hear his father in his head, "You've got the blood-rage, same as me and your uncle. Your uncle let it take over, me on the other hand learned from it, learned to control it. You must do the same, lest it spell your doom...."

With a shake of his head, Lolygert scowled a the orc that his him so hard, muttering, "You'll get yours..." and immediately let the rage flow away and out...

Maintaining his defenses, despite the lethargy that stole over him, Lolygert used his quickness to make a strategic retreat...only 10 feet...where he snatches a healing potion from his bandolier and drinks it down!

Move action to the back left corner, Standard action: drink cure light wound potion, swift action: come out of Rage

Cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Come on!!!!


So, uh, Lolly: do you want to step back 5 ft instead of 10? You can step back diagonally to be next to Joden, who is currently directly behind you. Because if you step back 10 I'm gonna have both orcs take AOOs...


Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21

ok 5 ft step is good...


I didn't feel like murdering you... yet. Joden and Brand may act.


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 goes rushing forward to offer aid alongside Lolly, only to watch him step back and slow down. "Any'ne else goin' step up 'ere wit me?"

As I had been adjacent to Lolly before he run up the 30 ft, and I am a "Swift" halfling, I move up to one of the diagonals squares off the door, and attack the orc in the doorway.

Attack+Luck-cover+divine vessel: 1d20 + 6 + 3 - 4 + 2 ⇒ (10) + 6 + 3 - 4 + 2 = 17
damage: 1d4 + 1 ⇒ (2) + 1 = 3


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 sighs.

Were hoping to lessen our adversary equation by 100%


Tall Jack Ratt (down)
Joden
Bedlam
Bandit 16
Orc 15 d 3
Tragershen
Bandit 14
Orc 14
Aurora
Lolly
Brand
Orc 7
Bandit 5
Orc 1

Joden delays to Bedlam's initiative

Everyone feels enlightened by Aurora's magic... like, sword-arm's-lighter-now enlightened.

Lolly stumbles back, healing himself with a potion.

Brand stabs the orc in the doorway--orcs are notoriously hard to kill, but he must feel pretty good about how significant the wound looks.

Seriously, 6 hp on a common orc?

...now the merde hits the eventail.

Bandit 5 lunges across the room and attempts to trip Bandanna Bandit 16. Bandit 16 responds by taking his AOO, walloping Bandit 5 with the bag of loot:

Improvised Weapon: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12

...he misses. Other bandit tries to sweep Bandanna's legs out from under him:

Trip vs 16: 1d20 + 3 ⇒ (19) + 3 = 22

...Bandanna goes prone, cursing loudly.

Orc 7 and Orc 1 are both rushing past the squabbling bandits, clearly more excited to fight real foes instead of politickin' over loot.

Orc 7 jumps into melee, running past his friend and taking a rip at... 1Bra 2 Jod 3 Lolz: 1d3 ⇒ 1... the halfling who just stabbed his buddy!

Falchion: 1d20 + 5 ⇒ (14) + 5 = 192d4 + 4 ⇒ (2, 4) + 4 = 10

...Brand is now pretty darn wounded.

Orc 1, slow to move but courageous, takes an AOO from Brand, Joden, and Lolly in order to get into the fight:

Brand AOO: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 1 ⇒ (3) + 1 = 4
Fatigued Lolly AOO: 1d20 + 3 ⇒ (7) + 3 = 102d6 + 3 ⇒ (6, 2) + 3 = 11
Joden AOO: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 3 ⇒ (3) + 3 = 6

...yeah, that was dumb. Even his Ferocious demeanor can't save him--he goes down, killed dead, and I don't even have to roll the crit confirmation or potential sneak attack dice.

The situation just within our side of the door. O is an orc, X is the orc who just died trying to reach space X. - is the wall, if that's not clear already.

---O---
..XOB..
...LJ..
....A..


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

And Bedlam is how far away from LJ line? And what would be my penalties for throwing behind the top O?


You're like, 25 from LJ, so your penalties will be soft cover for throwing over your friends (-4 I think) and whatever range increments apply.


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

Ok. 20' speed gets me to the A line, so no range penalties to just hit the square behind O. Ty.

Round 6

Moving a bit closer, Bedlam smiles.
Feeling like with just the correct motivation, these bandits should break.
The grinning dwarf tosses the flask.

Touch AC 5 soft cover: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9

Flask...lol.:
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


Tall Jack Ratt (down)
Bedlam
Bandit 16 d 4nl
Orc 15 d 3
Tragershen
Joden
Bandit 14
Orc 14 sickened
Aurora
Lolly
Brand
Orc 7
Bandit 5
Orc 1 (down)

Orc Fort Save: 1d20 + 3 ⇒ (14) + 3 = 17
Orc Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14
Orc Fort Save: 1d20 + 3 ⇒ (19) + 3 = 22

The orcs, having gathered around the door, take the brunt of the Ghast Flask. They also, being orcs, are used to awful smells. While Orc 14, who was standing in the square just behind the rear "O" and thus took a direct hit retches a bit, the others mock Bedlam's attempt to sicken them.

Orc 15, the one in the doorway, counterattacks Brand:

Falchion: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 172d4 + 4 ⇒ (2, 3) + 4 = 9

And that, folks, is (I believe) our first unconscious party member!

As Bandanna scrambles to his feet, his fellow bandit throws a punch at him:

Bandit AOO: 1d20 + 3 ⇒ (13) + 3 = 161d3 + 3 ⇒ (1) + 3 = 4

...but it glances off the bandit's studded leather armor. Bandanna takes his chance to run to the south, out of the party's field of vision.

Tragershen and Joden 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

There, actually, is not a save for the Sickened Conditions; only the Nauseated.


Whoa, powerful. I thought the sickened-no-save only applied to the person who got direct hit by it, more like the tanglefoot bomb. I'm cool with it though: Brand, you've done been saved by the roolz, as a sickened Orc 15 wouldn't have hit you! Orc 14 is sickened for three rounds, Orc 15 for one round, and on closer inspection, I think Orc 7 is out of the splash zone (or Brand should make a fort save).


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 Sickened only lasts for 1 round and, the flask is 50gp to craft each, so not too powerful...lol. But it helps!


Yep, totally reasonable cost/benefit for level two. I'm thinking more about how you can sicken anything that isn't immune to poison, something that will become more and more powerful as the relative cost drops as you level up. Pretty good to sicken an Ancient Dragon for 50 gp when your high-level character has nothing else to do.


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 lashes out with his whip, snaking it past his allies. The end of it encircles the ankle of the nearest orc, and the elf tries to pull him off his feet.

Trip attempt on the orc in front of Lolly.

To hit 1d20 + 1 - 4 + 20 ⇒ (16) + 1 - 4 + 20 = 33 -4 due to non-proficiency, +20 due to True Strike spell.

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