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


4,001 to 4,050 of 8,005 << first < prev | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | next > last >>

The well is carved with a phatasmagoric hellscape of demons, devils, and lost souls in torment.

Peering into it, Lolly sees deep grooved claw marks, as if something huge and incredibly strong tried to haul itself out of the well.

There's a shimmer of water about 90 ft below. The shaft seems to open out into a cavern at the bottom.


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 notes the claw marks and nods sagely, calling to the others, "Looks like there's a wee critter down here....bit of water too....and a cave..."


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 walks near enough to catch the dwarf statue's facial expression.


The dwarf's expression is one of weariness, as if he's feeling the weight of the ages he's spent watching the graveyard fill.

The statue is carved with runes.

Talathel sees a small compartment at the foot of the statue, with a handle.


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

To Lolly's alert about the well, Aurora comes over to join him in observing it. "Quite the drop, that is... even if we had enough rope for a rappel, it'd be horribly grueling to climb back 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

The dwarf begins peering at the ground around the well; statue; and mausoleums.

Survival (Wis): 1d20 + 11 ⇒ (17) + 11 = 28


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

At Talathel’s side, Anzath checks the compartment and handle for signs of a trap.
Perception-Light Blindness+Trapfinding: 1d20 + 12 - 1 + 3 ⇒ (17) + 12 - 1 + 3 = 31


Wolf (6) | HP:37/37 | AC:20 | FF:17 | T:13 | F+7+1; R+8+1; W+2+1 | Init +2 | Perc +5| Active Effects: -

Mone places her paws on the side of the well and looks down into it. She barks once into the darkness.


Anzath: No traps. You slide it open, cautiously. Inside is an enormous iron key. Tragershen, nearby blasting Detect Magic, sees that it radiates a faint aura of conjuration magic.

Bedlam sees plenty of ratprints, ranging from small to improbably large (even for dire rats). He also sees humanoid footprints. His hunch is that they are undead--occasionally a toe will be missing, or a heel is bone rather than flesh.


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 the key and takes a longer look at the statue. Any indication who the personage might be?
Kn. Local?: 1d20 + 6 ⇒ (19) + 6 = 25


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 points out his findings to the group. The dwarf then studies the statue; before looking over the Mausoleum.
Perception: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28


Anzath knows that this is dwarf was likely from a distant land, someone who traveled here for adventure and to fight the evil of the depths. This, his grave, warns travelers to pass on to their homes and to fight the evil in their hearts instead of the evil in these halls. And yet, the heavy key...

...Bedlam sees that it is precisely the right shape for the keyhole in the central mausoleum.

As one of our too-coo-for school elves leans back against the wall of the mausoleum, one of our longer-haired adventures (likely Tragershen) notices that one of the gargoyles is moving!

Art from the book, already posted online to a blog. Looks just like you folk, though! Also you don't actually have to be positioned as such...

Init Adelie and Mone: 1d20 + 1 ⇒ (1) + 1 = 21d2 ⇒ 1
Init Anzath aboveground: 1d20 + 4 ⇒ (5) + 4 = 9
Init Aurora: 1d20 + 1 ⇒ (4) + 1 = 5
Init Bedlam: 1d20 + 6 ⇒ (9) + 6 = 15
Init Lolly: 1d20 + 6 ⇒ (4) + 6 = 10
Init Talathel: 1d20 + 7 ⇒ (6) + 7 = 13
Init Tragershen: 1d20 + 11 ⇒ (16) + 11 = 27
Init Gargoyle: 1d20 + 2 ⇒ (1) + 2 = 3
Init Gargoyle: 1d20 + 2 ⇒ (1) + 2 = 3
Init Gargoyle: 1d20 + 2 ⇒ (3) + 2 = 5
Init Gargoyle: 1d20 + 2 ⇒ (17) + 2 = 19
Init Gargoyle: 1d20 + 2 ⇒ (1) + 2 = 3
Init Gargoyle: 1d20 + 2 ⇒ (17) + 2 = 19
Init Gargoyle: 1d20 + 2 ⇒ (19) + 2 = 21
Init Gargoyle: 1d20 + 2 ⇒ (1) + 2 = 3

Tragershen divines the motion of the statues the moment before they begin to move! He 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

Bedlam smirks sarcastically.
Me nev'r seen dis coming!


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 senses the movement an instant before it actually starts. He casts his most powerful spell as a means of alerting his friends; they should know when the celerity rises in their blood that danger is upon them!

With the speed upon him, he glides over to Tslsthel, ensuring that any gargoyle that comes for him has to content with his elven skills first.

Casting haste on everyone except Mone. Drawing his club as he moves next to Tslathel. I am assuming Anzath is close to him, so he'll take a position close to both that minimizes flanking risks.


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

Knowledge (arcana) (Int): 1d20 + 12 ⇒ (3) + 12 = 15


who gets gargled, alpha order: 1d8 ⇒ 51d8 ⇒ 11d8 ⇒ 1

The gargoyles swoop down on the party! One heads for Lolly, while two go for Adelie.

They try to carry off the druid:

Double grapple plus flanking: 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18

I think that's exactly a hit, Addie, even with haste, but let me know if I'm wrong! If I'm not--

The pair of gargoyles wrap Adelie in their arms. He's grappled.

Lolly is heavy-looking, so the garg' goes for a bite:

Bite: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 2 ⇒ (5) + 2 = 7

...a miss!


Tragershen
Gargoyles x 3
Anzath
Aurora
Bedlam
Lolly
Talathel
Gargoyles x 5
Adelie and Mone (A is grappled)

Anzath, Aurora, Bedlam, Lolly, and Talathel may act!

Oh yeah, Knowledge: Arcana! Bedlam knows that they have lots of arms for lots of attacks, wings, and DR/Magic.


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

After whatever buff Aurora likely casts.

In a flash, Anzath has her crossbow out and loaded. She levels it at one of the gargoyles who has yet to move and aims for a killshot.
Crossbow+Haste vs FF: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
VS dmg+SA: 2d8 + 1d6 ⇒ (1, 8) + (6) = 15
+2 dmg from immediate ST if it hits.


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 Arcana: 1d20 + 9 ⇒ (2) + 9 = 11

Talathel is only a few times more familiar with the nature of gargoyles than the common adventurer.

I must study harder!

How close are the various gargoyles to the elven trio? I'm trying to work out if they're so close I can charge them while covering the others with AOO.


Let's let fate decide

Can Talathel charge while keeping his friends in his threatened range? 1 yes 2 no: 1d2 ⇒ 2

Not this time! It'd be a pretty odd configuration that would allow you to do so. However, you can charge the ones grabbing Adelie or the one fighting Lolly, if you're also willing to leave Tragershen and Anzath to their own devices. Or ready/delay. And you can assume that Bedlam bellows what he knows about the monsters.


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!

Gotcha!

Talathel will hold his position for now, covering those near him.

But he is ready to strike regardless.

AC currently 22 with haste and snakeskin tunic

AOO (7, even if flat-footed, thanks to good old combat reflexes!):

Stabbing Magic Elven Branched Spear: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Stabbing Magic Elven Branched Spear: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Stabbing Magic Elven Branched Spear: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Stabbing Magic Elven Branched Spear: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Stabbing Magic Elven Branched Spear: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Stabbing Magic Elven Branched Spear: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Stabbing Magic Elven Branched Spear: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


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 bellows what he knows about gargoyles.

post attack later...any within 5' of Bedlam?


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 the key is taken to the mausoleum, Aurora hems and leaves the well she was staring down the depths of in favor of staying near the group. She narrows her eyes as the gargoyles spring to life to press an assault against the group, and lofts her holy symbol as she speaks a prayer. If necessary, she adjusts her position as much as she can to ensure as many targets as possible are affected.

Prayer! — Aurora and all of her allies in a 40ft. radius burst gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of their foes takes a -1 penalty on such rolls. 6 round duration.


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

Indeed....is the one harrassing Adeline within a 5' step for Lolly?


LET FATE DECIDE

Bedlam in 5 ft step range 1 yes 2 no: 1d2 ⇒ 2

Lolly in range 1 yes 2 no: 1d2 ⇒ 1

Lolly, after all, has been attacked by a gargoyle so this makes sense. We'll say he's also within range of Adelie and her devious duo of gargoyles. Bedlam will have to move to reach them, though.


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 moves into a flank with Lolly. The dwarf swings his magical heavy pick at a gargoyle attacking the druid.
Melee +1 heavy pick: 1d20 + 9 + 1 + 1 + 2 ⇒ (2) + 9 + 1 + 1 + 2 = 151d6 + 6 ⇒ (2) + 6 = 8


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!

Are there many gargoyles left to go as Talathel waits to 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

Looks like 5 more just shooting the s%#&...for now!

AC 22 with Haste...


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I think it's time for Lolly to open up a can of his finest whup on these guys, at which point the next five gargles will swoop in on you! I'll randomize it, but odds are Tal will get at least an AOO or few in there, and then you can take your turn with Adelie and Mone. Unless you've gotten bored, and feel like taking a normal turn now, of course, Tal.


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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 fends off the gargoyle's attack, shouting back at Bedlam "Ok, lots of arms and wings! Got it!"

He the sees that two of the critters had attacked his new friend Adelie. Frowning at the unfairness thus displayed, Lolygert got angry fast.

A deep bestial growl come from deep in his chest, his eyes bug out much more than usual, and with a shout he forgets the gargoyle threatening him and launches himself at the nearest gargoyle threatening amelie.

One thing the others note is that Lolygert's sword transforms as well...now showing brilliant patterns of savage animals rending and tearing at unfortunate victims...

RAGING....5ft step

attack: 1d20 + 14 + 1 + 1 ⇒ (19) + 14 + 1 + 1 = 35
crit confirm: 1d20 + 14 + 1 + 1 ⇒ (3) + 14 + 1 + 1 = 19
damage: 2d6 + 12 + 1 ⇒ (3, 5) + 12 + 1 = 21
crit damage, if applicable: 2d6 + 12 + 1 ⇒ (2, 6) + 12 + 1 = 21

attack, from haste: 1d20 + 14 + 1 + 1 ⇒ (20) + 14 + 1 + 1 = 36
crit confirm: 1d20 + 14 + 1 + 1 ⇒ (3) + 14 + 1 + 1 = 19
damage: 2d6 + 12 + 1 ⇒ (2, 5) + 12 + 1 = 20
crit damage, if applicable: 2d6 + 12 + 1 ⇒ (1, 3) + 12 + 1 = 17

haste: +1 ac, reflex , attack, one extra attack; prayer: +1 attack, skill, damage, saves


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Well... well.... welllllcome back, Lolly! Bedlam's famous defintely-not-killing-Mone's-grandma-wolf crit has been topped! 79 damage!

Lolly crushes one of the green gargoyles into green gravel. With a sword. The other is smashed, but retains a tenuous grip on its strange being.

Anzath's shot goes just wide of the mark. Bedlam's pick falters in awe of the mass destruction unleashed by the barbarian, and he also misses.

Five more gargoyles swoop in!

who do they attack? alpha order: 1d8 ⇒ 81d8 ⇒ 31d8 ⇒ 31d8 ⇒ 71d8 ⇒ 1

Tragershen, Aurora, Aurora, Talathel, and Adelie each get some gargoyle!

Talathel's anti-aircraft spear lashes out at the ones attacking Tragershen and himself, dealing each a blow before they start grappling the crew:

Grapple: 1d20 + 6 ⇒ (16) + 6 = 22
Grapple: 1d20 + 6 ⇒ (4) + 6 = 10
Grapple aid another vs. Aurora: 1d20 + 6 ⇒ (4) + 6 = 10
Grapple: 1d20 + 6 ⇒ (8) + 6 = 14
Grapple: 1d20 + 6 ⇒ (17) + 6 = 23

Just noticed that they don't have Improved Grapple, so Adelie gets to swat at the one that attacked him last turn!

Scimitar Retcon: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 1 ⇒ (2) + 1 = 3

Haha, it is dead!

Adelie had shoved his scimitar into the gargoyle's stony embrace, doing a paltry amount of damage--but somehow, Lolly's mighty hack took advantage of that crack in the rock!

Ok, now everyone else gets their AOO. I hate grapple. Going to post what I've done so far and eat breakfast.


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 pauses; looks at the hidden camera, and grunts.
Me Be lik'n sum breakfast!


Bedlam: Kate made a tart with a rye crust with almond and vanilla frangipane filling and gravenstein apples. Damn good way to wake up!

AOO time!

Trag AOO: 1d20 + 3 ⇒ (4) + 3 = 7
Aurora AOO: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 3 ⇒ (3) + 3 = 6
Adelie AOO: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 1 ⇒ (1) + 1 = 2

Tragershen fails to defend himself and is grappled.

Aurora clonks her gargoyle, hard, and even the assistance of its friend can't help it grab on.

Adelie again clangs his scimitar against his assailant--but he's grappled, again!

Talathel's martial arts protect him from even a many-limbed attempt to pin him down, and he remains free to act.

Adelie and Mone may act! So can Tal, if he'd like!


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!

@GM Parrot: That sounds like a fine breakfast!

Seeing Tragershen in danger, Talathel immediately focuses his efforts - and spear tip - into freeing the elf mage.

The gargoyle has helpfully exposed its back to said spear tip.

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (20) + 12 + 1 + 1 = 34

Critical Stabbing?: 1d20 + 12 + 1 + 1 ⇒ (14) + 12 + 1 + 1 = 28

Critical Damage: 2d8 + 6 + 2 ⇒ (4, 2) + 6 + 2 = 14

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24

Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

AOO:

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (16) + 12 + 1 + 1 = 30

Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (7) + 12 + 1 + 1 = 21

Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (15) + 12 + 1 + 1 = 29

Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (2) + 12 + 1 + 1 = 16

Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24

Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (4) + 12 + 1 + 1 = 18

Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Hasted, Praying Spear Stabbing: 1d20 + 12 + 1 + 1 ⇒ (11) + 12 + 1 + 1 = 25

Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

-4 to dex while grappling. Heheheh.


Human Druid (6) | HP:50/50 | AC:16 | FF:14 | T:14 | F+7; R+2; W+9 | Init +1 | Perc +10 (darkvision 60)| Active Effects: Wildshape

Can Adelie Wild Shape? If so,

Adelie's small success with his scimitar does little to boost his confidence in it. Giving up on hitting things with a sharp stick, he uses his druid ability to become a dire lion.


Wolf (6) | HP:37/37 | AC:20 | FF:17 | T:13 | F+7+1; R+8+1; W+2+1 | Init +2 | Perc +5| Active Effects: -

Does Mone get an AOO? She and Adelie wouldn't be far from each other, unless explicitly stated. But I don't really know how AOO work!

Mone tries to bite the gargoyle holding her druid:
Attack: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Trip: 1d20 + 6 ⇒ (2) + 6 = 8


Mone won't get an AOO because mobile enemies are smart enough to position themselves advantageously when fighting against foes in the open who aren't wielding reach weapons. Tal got his because he's got the reach to force them to cross his threatened area in order to work their mischief. Wild shape works, though!


Tragershen
Gargoyles x 1
Anzath
Aurora
Bedlam
Lolly
Gargoyles x 5 (v. Au d8, v. Ad d6, v. Tr d35, v. Ta d13)
Adelie and Mone (A is grappled, dire lion by the tail)
Talathel

Aww heck I missed that it's Tragershen's turn! You may act, Trag! Note that the one grappling you is at death's door!


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 |

In the back of his mind, Tragershen considers options for techniques to deal with grappling.

In the fore of his mind, Tragershen tries to see what the gargoyle is going to do in order to get in a good strike. He drops his club in favor of his dagger; a weapon more suited for the close quarters.

Drop club, draw dagger and attack.

Prescience 1d20 ⇒ 19
To hit 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Damage 1d4 ⇒ 3

Substitute that 19 for the to hit roll, giving him a chance at a crit.
Confirm? 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12, damage 1d4 ⇒ 3


Tragershen
Gargoyles x 1
Anzath
Aurora
Bedlam
Lolly
Gargoyles x 5 (v. Au d8, v. Ad d6, v. Tr d35, v. Ta d13)
Adelie and Mone (A is grappled, dire lion by the tail)
Talathel

Anzath, Aurora, Bedlam, and Lolly may act!


Sloppy GMing over here, I also forgot that gargoyle DR/Magic would protect them from Mone's bites and Adelie's scimitar. Gotta get my head into the game! I err on the side of the players, though, so only Tragershen will suffer for this discovery. That's not a magic dagger, is it, Trag?

Tragershen's dagger rings against the stony gargoyle, but it doesn't flinch.

The last of the first set of gargoyles moves to fight Lolly:

Bite: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 2 ⇒ (6) + 2 = 8
Gore: 1d20 + 6 ⇒ (20) + 6 = 261d20 + 6 ⇒ (4) + 6 = 101d6 + 2 ⇒ (5) + 2 = 7
Claw: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 2 ⇒ (2) + 2 = 4

A horn and a claw catch the jolly barbarian, dealing him eleven damage.


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 tightens her grip on the mace and a-swings for one of the gargoyles hassling her... hastily.

+1 Light Mace + Prayer + Haste: 1d20 + 9 ⇒ (5) + 9 = 14
Damage + Prayer: 1d6 + 4 ⇒ (5) + 4 = 9

+1 Light Mace + Prayer + Haste: 1d20 + 9 ⇒ (10) + 9 = 19
Damage + Prayer: 1d6 + 4 ⇒ (5) + 4 = 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 5' steps into a flank with Lolly. The dwarf swings for the Gargoyle from 1st set.
Melee +1 heavy pick: 1d20 + 9 + 1 + 1 + 2 + 1 ⇒ (1) + 9 + 1 + 1 + 2 + 1 = 151d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Melee +1 heavy pick: 1d20 + 9 + 1 + 1 + 2 + 1 ⇒ (5) + 9 + 1 + 1 + 2 + 1 = 191d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9


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 a note, while raging lolly's hp is 72, ac is 22 from haste

Lolyget smiles balefully as one of the gargoyles confronts him, chuckling as it's claws and horn raise large scratches on his arms, "Hahaha....that tickles "

Then with a swift torque of his hips, the ferociously glowing sword raises and .....falls.

attack: 1d20 + 14 + 1 + 1 ⇒ (16) + 14 + 1 + 1 = 32
damage: 2d6 + 12 + 1 ⇒ (1, 3) + 12 + 1 = 17

attack, from haste: 1d20 + 14 + 1 + 1 ⇒ (2) + 14 + 1 + 1 = 18
damage: 2d6 + 12 + 1 ⇒ (4, 2) + 12 + 1 = 19


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 drops her crossbow and steps into a flank with Tal and Trag, drawing two magically glowing blades, helping to eliminate the gargoyles immediately threatening her elven companions.
Kritfisher+Haste+Prayer: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 26
dmg+Prayer+SA+Immediate ST: 1d6 + 4 + 1 + 1d6 + 2 ⇒ (2) + 4 + 1 + (6) + 2 = 15
Kritfisher+Haste+Prayer: 1d20 + 8 + 1 + 1 ⇒ (19) + 8 + 1 + 1 = 29
dmg+Prayer+SA+Immediate ST: 1d6 + 4 + 1 + 1d6 + 2 ⇒ (1) + 4 + 1 + (3) + 2 = 11
Krit Konfirm: 1d20 + 8 + 1 + 1 ⇒ (13) + 8 + 1 + 1 = 23
Krit dmg+Killer: 1d6 + 4 + 1 + 2 + 2 ⇒ (4) + 4 + 1 + 2 + 2 = 13
Vael's Blade+Haste+Prayer: 1d20 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9
dmg+Prayer+SA+Immediate ST: 1d6 + 1 + 1 + 1d6 + 2 ⇒ (4) + 1 + 1 + (5) + 2 = 13
Kritfisher+Haste+Prayer: 1d20 + 3 + 1 + 1 ⇒ (19) + 3 + 1 + 1 = 24
dmg+Prayer+SA+Immediate ST: 1d6 + 4 + 1 + 1d6 + 2 ⇒ (4) + 4 + 1 + (1) + 2 = 12
Krit Konfirm: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20
Krit dmg+Killer: 1d6 + 4 + 1 + 2 + 2 ⇒ (2) + 4 + 1 + 2 + 2 = 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

I forgot Flanking and Light Blindness, which nets another +1 to all attacks.


Whistles softly. Level 6 is good for the martials! 61 damage from Anzath would have beat the record if Lolly hadn't pushed it higher a turn prior...

A whirling flurry of flashing blades, holy and unholy, reduce the gargoyles fighting the elven men to mere green gravel in a matter of seconds.

Lolly finishes off the one facing him, too.

That leaves one fighting Aurora and one grappling Adelie.


The gargoyles, sensing that they are getting the worst of the fight, do not retreat. Is that a stony grin spreading across their faces, or were they always carved that way?

vs. Adelie: 17 AC normally, +1 haste, +4 natural armor as large creature, -5 loss of armor/shield, -1 dex penalty for large, -2 dex penalty grapple = AC 14, I think! Plus factor in that the gargoyle takes -2 for grappling. Did I forget anything?

Unfazed, the 'goyle rips into the dire lion:

Bite: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 101d6 + 2 ⇒ (2) + 2 = 4
Gore: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 211d6 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 191d6 + 2 ⇒ (6) + 2 = 8
Claw: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 91d6 + 2 ⇒ (5) + 2 = 7

vs. Aurora:

Also unfazed, also full attacking, but it looks somehow less foolhardy over here...

Bite: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 2 ⇒ (1) + 2 = 3
Gore: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 2 ⇒ (5) + 2 = 7
Claw: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 2 ⇒ (6) + 2 = 8

Addy's got 11 damage heading his way, and Aurora gets twelve.

All may act!


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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

Bedlam’s will always be impressive in that it was a single attack.


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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

Aurora sends another pair of hasty swings for the head of the gargoyle hassling her.

+1 Light Mace + Prayer + Haste: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

+1 Light Mace + Prayer + Haste: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

— Though, both swing wide.

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

Oof! I’m up! Sorry for the delay. Not at home at the moment. I will try to get a post up tonight.


Sounds good, Jod!


...and note that not every post has to be extensive, especially in combat.

And further (this goes for everyone) if you're busy or on a phone or otherwise unable to do a post, feel free to send what you can:

"On phone, I axe a kobold!"

"Busy tonight: I shoot my bow"

And I can fill in the rest using your character sheet. I am currently very underemployed so I got the time!


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

It occurs to me I calculated my starting equipment using a level 1 Ranger's average gold. Was there supposed to be a bump to the gold for level 2? I'm always bad about figuring that stuff in unless someone gives me the number during chargen, lol.


Yeah, easy to miss that in the shuffle since we decided to go level 2 on the fly. You get your 1000 gp for being level 2, minus whatever you've spent already. Feel free to spend it, or you can just have it jingling in a sack until you get a chance to shop at Zelkor's Ferry--there might be a few deals available for anyone willing to jump into the negotiations between Elma Bourse and her in-town supplier...


Female Shoanti Lunar Oracle (Spirit Guide) 1 | HP: 19/19 | AC 20 (T14, FF 18) | CMB: +5 CMD: 13 | F:+3 R:+3 W:+5 | Init -2 | Low-light vision, Perception +8, Sense Motive +10, Diplomacy +7 | Speed 20 ft. | Spells lvl1: 2/5 | Wolf HP: 18/19 AC: 19 | Active Effects: Shield of Faith

I'm sick and having trouble sorting out the details. Are there any goblins within 20' of Chases Moonlight? Or a charge line 40'?


Erm, I think your accomplices have formed a pretty solid wall o' death between you and the kobolds. But you can double move to be part of the wall, ready to get into it next turn (currently limited supply of kobolds permitting).

But Bites Ears is sitting next to the only kobold not in the main group (except of course the one who is currently hightailing it up the river)...


Male AC20,T11,FF20,CMD18,(AC20, T11, FF19, CMD15) | HP22/22 | F+7, R+3(R+4), W+7 | Init +1, Perception +2, Darkvision 60ft. | Active effects: Divine Favor19rds, Enlarge Person3rds, Shield of Faith20rds, Good Blessing10rds

Snek eyes.


s'enuf


Male AC20,T11,FF20,CMD18,(AC20, T11, FF19, CMD15) | HP22/22 | F+7, R+3(R+4), W+7 | Init +1, Perception +2, Darkvision 60ft. | Active effects: Divine Favor19rds, Enlarge Person3rds, Shield of Faith20rds, Good Blessing10rds

I think we can take them, if we go head on, maybe. I'd like to activate Divine Favor and the Good Blessing on our way.


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 |

Oh, we can totally take them!

Just give me a minute while I refresh my memory on the 'Run' feat. ;)

But seriously, if we can take out the ogre, the rest will probably break and run.


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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

There's only so many of those many, many kobolds that can actually be attacking us at once... right? Taking out the ogre sounds like a good idea to me, and it doesn't look like we have much in the way of ranged capability so it looks like we might just be wading into a sea of kobolds to do that.

Fortes fortuna juvat? ... Fortes fortuna juvat!


Soon as Joden and Brand check in, we'll start the dance. I have so been looking forward to this.


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

I echo joden's concern. If we are falling back to the town, why wouldn't we use the raft and want to get back inside the town, as opposed to trying to fall back through the enemy forces?


Oh dang, Tragershen, did you mean fall back to the boat to the town? You all could do that if you'd rather!


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 originally did mean to join the town garrison, so if others want to take the conservative approach, I am good with that!


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'm good with taking the cautious approach as well. It's not as epic as facing down a whole army but it is vastly less likely to see us TPKed at the start, and we're only level 2.


The party seems to want to save its own skins--I'll rewind the scene to have you all fall back to the boat and then head around to the town. I'll warn you ahead of time that you face a strong likelyhood of being teased by Captain Lamb and the locals for abandoning the surprise attack; but probably (probably) no repercussions that are too serious...

Also my many apologies for jumping to the wrong conclusion earlier. I'll be more careful in the future!


Female Shoanti Lunar Oracle (Spirit Guide) 1 | HP: 19/19 | AC 20 (T14, FF 18) | CMB: +5 CMD: 13 | F:+3 R:+3 W:+5 | Init -2 | Low-light vision, Perception +8, Sense Motive +10, Diplomacy +7 | Speed 20 ft. | Spells lvl1: 2/5 | Wolf HP: 18/19 AC: 19 | Active Effects: Shield of Faith

I mean, Chases Moonlight always wanted to go in face first here, but she's not crazy enough to go alone.


I actually have a lot of work to do today! Yay! But I want to do my next post right, so there will probably be a slight delay...


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

Trying to get a bit of clarity, and perhaps it is simply my trouble with visualizing your description, but if we spot a gauntlet with two columns of kobolds on either side of the road, 10 deep, with an ogre at the terminus of it, being forced into this setup seems a little suicidal (they've clearly set up a gauntlet to meet us coming from behind, our surprise attack being blown?), which is why I think the proposal to fall back was made. I would think we would rather attack on the end of the battle line, trying to affect a break there and have it roll up, but being immediately forced to the center (seems like its the option you want us to face with how you jumped from one post by Tragershen to us moving to that scene) of 100 kobolds capped by an ogre, an intelligent and rather unseasoned party would likely forego facing the ogre if possible and choose to fall back.

Now, if you are open to us making an attack on another part of the line I would propose that, but it simply seemed like the only option being laid before us was striking at the vanguard of their assault, hence me echoing Joden's thought to fall back and reinforce.


Sigh. Let's take a day to get everyone on the same page. Everyone, please rank the following options based on your preference:

1. Fortunes Fortes Juvat: you attack the ogre and kobold army, trusting that the plan you concocted with Captain Lamb will succeed despite long odds--the first version.

2. Brand's Reassessment: You attack the kobold army in a way that tries to avoid the center and the ogre--would be a new post, adapting the first version.

3. Cautious Boatride: You go back to the longboat and approach the combat from within the walls--the second version.


What I think would be smartest - 2->3->1

Hakram definitely thinks it should go 1->2->3.


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

1 and 3 are pretty closely tied for me, but I'll give 1 a half-point for the sheer degree of style involved in charging an army.

1->3->2.


Female Shoanti Lunar Oracle (Spirit Guide) 1 | HP: 19/19 | AC 20 (T14, FF 18) | CMB: +5 CMD: 13 | F:+3 R:+3 W:+5 | Init -2 | Low-light vision, Perception +8, Sense Motive +10, Diplomacy +7 | Speed 20 ft. | Spells lvl1: 2/5 | Wolf HP: 18/19 AC: 19 | Active Effects: Shield of Faith

I'm all for option 1 assuming the GM isn't out to kill us all just yet.


For what it's worth, I'm not a very sadistic GM, and I don't see my role as the antagonist to the players the way some do. I'm never out to kill you.

I don't want to overdiscuss this encounter because I want you to enjoy the sense of making decisions with potentially serious consequences.

Edit: which is to say, I'm putting you down for #1, Chases Moonlight!


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 |

While I originally intended to suggest option 2, I would be game to try 1 or 3. I would say 1; I still think if we can down the ogre quickly, the kobolds would break.


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

Ok trying to resolve my confusion, the battle segment you described initially, does it look like:

----------------------------wall
kkkkkkkkkk O kkkkkkkkkk
OR

kkkkkkkkkk !
_________ O ! wall
kkkkkkkkkk !

Does my inquiry make any sense?


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 take it that it is:

defenders
-------------------------wall
k x100+/-
.
.
.
kkkkkkkkkk O kkkkkkkkkk
.
.
.
.
.
PCs


Tragershen has it right!


Cast yer votes, Brand and Joden: I think it'll be best if you let us know what you think, even if #1 has a commanding lead at the moment. There will likely be other moments where the party needs to come to a consensus before taking a risk, probably best to establish a dialog early.


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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

I appreciate the layout clarity. I confess, being told to run a column gauntlet with an ogre at the top was part of the reason that Brand would have counseled attacking the flank from his scouting vantage point. As my interpretation of the post was clearly incorrect, combined with the fact that 4 of the 6 players have already voted for option 1 (giving it a majority), it looks like Option 1 it is!!!


Google Drive link to a doodle like I'd show you if we were playing in person...

Hope this clears it up. Note that the kobolds aren't in nearly so perfect ranks in "reality," I arranged them regularly to help me keep count. The big circle in the road is the ogre. The big blue line is the wall, with its slightly offset gate. The blue slashy line things are water.

I'll doodle us up more maps in the future.


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

Love the your parrot hanging out on the map! Yeah, that is totally different from what I was picturing. Hell, my idea of striking the flank doesn't even work. I was thinking it was a LONG line of 120 hitting the wall, with my envisioned "U-shape Gauntlet" before the gate.


Joden, what do you think? Will the ranger be dragged, grumbling, into a foolhardy attack on an entire army? Will he choose to fade into the woods? While there would be story repercussions for playing it super safe, I doubt anyone would blame Joden--though he'll either miss out on an invitation the victory party or have a lot of graves to dig, depending...


Female Shoanti Lunar Oracle (Spirit Guide) 1 | HP: 19/19 | AC 20 (T14, FF 18) | CMB: +5 CMD: 13 | F:+3 R:+3 W:+5 | Init -2 | Low-light vision, Perception +8, Sense Motive +10, Diplomacy +7 | Speed 20 ft. | Spells lvl1: 2/5 | Wolf HP: 18/19 AC: 19 | Active Effects: Shield of Faith

Joden has the highest AC in the party against the giant and I could put shield of faith on him if he wanted.


I'll start the game going in the morning--hopefully he chimes in by then.


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

Sorry, figured you were just going by majority vote. My character’s statement is still hanging in the air as Chases and Hakram get ready to lead a roaring charge into what sounds like a line of rooted infantry. So...someone should probably answer him. :P


Sorry I'm running late--deadlines and holidays are keeping me from settling into the post.


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

Hakram has not posted in any of his threads since Monday, March 26th (I am playing in a game he is GMing). Are you okay with botting him for the combat? In his last post he said Hakram was all for attacking the battle line, and given his enhanced size, would likely charge the ogre.


Hmm, hope our foxy groundhog is ok. Yep, I'm ok with the occasional botting--usually I'd try to do something less drastic than a full on coordinated charge when botting. But let's try Brand's plan. If Chases Moonlight and Jod are game, Hakram will follow.


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 think that might be the best bet. I hop everything is okay too.


Female Shoanti Lunar Oracle (Spirit Guide) 1 | HP: 19/19 | AC 20 (T14, FF 18) | CMB: +5 CMD: 13 | F:+3 R:+3 W:+5 | Init -2 | Low-light vision, Perception +8, Sense Motive +10, Diplomacy +7 | Speed 20 ft. | Spells lvl1: 2/5 | Wolf HP: 18/19 AC: 19 | Active Effects: Shield of Faith

So I wanted to apologize for my lack of activity. I've been working lots of 12 hour days and I haven't had a day off in two weeks. I think I'll be able to get things settled down soon, but for now, please bot me as needed.

I will try to post as I can.

As for the plan, Chases Moonlight is down to charge for sure.


No apology necessary, I have been working my tail off myself--and while I've had days that long, I also have had days off in the last two weeks. Yeesh. That's a lot of work.

Maybe we should take a couple days off ourselves. Let's hold things up until Saturday, and then hopefully we can get things back into the swing of a post per 24 hours, as I'd originally (and knowingly optimistically) hoped. I very much want this game to succeed and it would be amazing to watch you all discover some of the deeper depths of Rappan Athuk, but it'll take commitment and patience (among other virtues and vices).

Absolutely no hard feelings if anyone ever needs to bow out, and that's not a veiled hint at all. I hope you can all play a while yet, at least until you reach the outer layers of the megadungeon. PbP is sooo slooww though, which, of course, is part of its beauty.

If you receive this message, please post something short so I know, I'm checking the forums several times a day since my last work-wave crested. As they used to say,

"You must gather your party before venturing forth."


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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

It does seem everything has become a bit disjointed. I am actively checking at least twice daily, and will continue to do so, hoping the rest of the party checks in and we get back on track!


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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

Present and accounted for here~


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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 |

Sounds like a good plan. I will check back regularly too, and definitely on Saturday.

I am good with the charge too, I just need a bit of friendly steel between me and the ogre before I rush up. :)


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

Thank goodness for the magic GM dice. Let’s hope they lost their fire when the kobolds go.


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 |
Trapper Joden wrote:
Thank goodness for the magic GM dice. Let’s hope they lost their fire when the kobolds go.

Speaking of kobolds' fire... :)


Aurora, tell me more about this biweekly game--do you have a very determined group of adventurers willing to do biweekly IRL? Via screens? A very leisurely PbP? Just curious...

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