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

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Google Drive for maps, loot, etc.

Adelie 50/50
Anzath 48/48
Aurora 50/50
Bedlam 57/57 (1 negative level)
Lolly 60/60
Moneduloides
Talathel 40/40
Tragershen 30/30

Date: Augusta 29


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Human Druid (6) | HP:43/50 | AC:17 | FF:15 | T:12 | F+7; R+3; W+9 | Init +1 | Perc +10 | Wildshaped

Remaining still in the air, Adelie focuses on the area within his reach that has the most ghouls. If he has multiple options, he’ll focus as close to the rubble pile as possible, and he’ll avoid the wizard. Having chosen a location, he begins casting summon swarm to call a swarm of bats.


Lolly's turn, then!


Lolygert 'Lolly' Endeferr Human Barbarian 5/Cleric 1 HP:72/72 AC:23 CMB:+11 CMD: 22 Fort +10 Ref +4 Will +6 Rage:15/18

How many of the ghouls got caught up in Tragershen's Web ?


That... that is a darn good question, Lolly! I swear that post by Tragershen wasn't there last time I looked! How'd I miss that?!?! To make up for my goof without ruining our momentum:

How many ghouls in Trag's Web?: 1d6 + 5 ⇒ (4) + 5 = 9

Nine of the remaining ghouls are bewebbed

Ref Save: 1d20 + 2 ⇒ (4) + 2 = 6
Ref Save: 1d20 + 2 ⇒ (7) + 2 = 9
Ref Save: 1d20 + 2 ⇒ (3) + 2 = 5
Ref Save: 1d20 + 2 ⇒ (16) + 2 = 18
Ref Save: 1d20 + 2 ⇒ (16) + 2 = 18
Ref Save: 1d20 + 2 ⇒ (6) + 2 = 8
Ref Save: 1d20 + 2 ⇒ (12) + 2 = 14
Ref Save: 1d20 + 2 ⇒ (4) + 2 = 6
Ref Save: 1d20 + 2 ⇒ (2) + 2 = 4

Of the nine, two are currently in the area but not affected by the spell. Out of the eleven who have yet to act, three are outside of the spell's radius, and they may well be closest to the tunnel if you want to try to kill them!


Lolygert 'Lolly' Endeferr Human Barbarian 5/Cleric 1 HP:72/72 AC:23 CMB:+11 CMD: 22 Fort +10 Ref +4 Will +6 Rage:15/18

Yes!!!

His lips and teeth stained red by the concetrated rage contained in the barbarian chew, Lolygert gnashes those same teeth and with a roar charges the nearest three ghouls....

Raging!!!!

Attack: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 2d6 + 12 ⇒ (4, 4) + 12 = 20


Lolly shatters the nearest ghoul into a pile of dead flesh.

The two ghouls outside of the Web attack him!

Claw: 1d20 + 3 ⇒ (12) + 3 = 15
Claw: 1d20 + 3 ⇒ (16) + 3 = 19

They fail to pierce his armor, despite his raging recklessness.

The two ghouls who passed their initial saves vs. Web try to escape and help their Lollicidal friends:

CMB v Web: 1d20 + 2 ⇒ (18) + 2 = 20
CMB v Web: 1d20 + 2 ⇒ (16) + 2 = 18

These two, they are the lucky ones. They break free from the web and attack the barbarian!

Claw: 1d20 + 3 ⇒ (2) + 3 = 5
Claw: 1d20 + 3 ⇒ (9) + 3 = 12

Eh, maybe not so lucky after all.

Meanwhile, in Webbsville,

CMB v Web: 1d20 + 2 ⇒ (20) + 2 = 22
CMB v Web: 1d20 + 2 ⇒ (9) + 2 = 11
CMB v Web: 1d20 + 2 ⇒ (3) + 2 = 5
CMB v Web: 1d20 + 2 ⇒ (11) + 2 = 13
CMB v Web: 1d20 + 2 ⇒ (20) + 2 = 22
CMB v Web: 1d20 + 2 ⇒ (17) + 2 = 19
CMB v Web: 1d20 + 2 ⇒ (2) + 2 = 4

...three ghouls break free and try to escape! Two go towards InvisiBigBedlam, one heads towards Lolz.

CMB v Web to move: 1d20 + 2 ⇒ (13) + 2 = 15
CMB v Web to move: 1d20 + 2 ⇒ (14) + 2 = 16
CMB v Web to move: 1d20 + 2 ⇒ (17) + 2 = 19

One escapes the web on either side!


Talathel
Tragershen
Anzath
Ghoul (d11, staircase)
Bedlam
Ghoul x 5 (staircase)
Aurora
Ghoul x 3 (staircase side, w/sand)
Lolly
Adelie
Ghoul x 10 (one on Bed's side of web, five on Lolz' side, rest in web)

Talathel, Tragershen, and Anzath may act!


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Good work by Lolly and Bedlam! Can Talathel see a ghoul to make into a pincushion with arrows?


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Seeing the ghouls swarming towards Lolly, Tragershen tries to even the odds with another well placed spell.

Casting create pit, trying to catch as many of the ghouls by Lolly as possible. 30' deep, 3d6 falling damage.

GM, in your summary, you list three ghouls "with sand". Do we know what that means?


Talathel can help in either direction: head down the east side to provide Lolly with assistance from a distance. He can see shoot at the ones holding sand from where he's standing.


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F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Elementals, bats, webs, pits, mad drunkards all appear out of nowhere, and Anzath knows her komrades have joined the fight. From the safety of the far bank of the river, she continues to pick off the ghouls one by one.
Reload and fire at the last one she hit.
Krossbow+ST: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
dmg+ST: 1d8 + 2 ⇒ (4) + 2 = 6


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:Heightened Awareness, Barkskin, Antiplague, Antitoxin, Vermin Repellent, and Mutagen: 60 minutes each.

Didn't a bunch go down the steps?


Yep, a bunch are all over the steps! And you're right in the middle of 'em!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:Heightened Awareness, Barkskin, Antiplague, Antitoxin, Vermin Repellent, and Mutagen: 60 minutes each.

Got'em right where me be want'n dem!


Tragershen wrote:
GM, in your summary, you list three ghouls "with sand". Do we know what that means?

You might not because you can't see that side of the room. Bedlam might surmise from their shouted plans that they are going to throw the sand at his large invisible self in order to start a massive ghoul buffet.

Ref Save: 1d20 + 2 ⇒ (15) + 2 = 17
Ref Save: 1d20 + 2 ⇒ (12) + 2 = 143d6 ⇒ (1, 5, 6) = 12
Ref Save: 1d20 + 2 ⇒ (12) + 2 = 143d6 ⇒ (6, 1, 6) = 13
Ref Save Lolly on edge of pit: 1d20 + 6 ⇒ (18) + 6 = 24

Two ghouls tumble into Tragershen's pit, one of them straight into its second death. Lolly and a third ghoul nimbly leap clear from the hole and remain in combat.

Talathel sends arrows across the river in support with a full attack:

Longbow: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 2 ⇒ (2) + 2 = 4
Longbow: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 201d8 + 2 ⇒ (2) + 2 = 4

Between his arrows and Anzath's bolts, one ghoul falls.

Anz: the one you shot dove for cover, so I'll redirect your bolt. Now that you have +6 BAB it might be time to invest in a composite longbow for that sweet extra shot... if you ever escape this place...

The one who already has a bolt dangling from its forehead yells, "Let us retreat to the temple and return with the priests!! Stay safe, brethren and sistrennn!!"

It then scampers off down the staircase at full speed.

And now, the moment we've all been waiting for:


Talathel
Tragershen
Anzath
Ghoul (d11, running for "temple")
Bedlam
Ghoul x 5 (staircase)
Aurora
Ghoul x 2 (staircase side, w/sand)
Lolly
Adelie
Ghoul x 8 (one on Bed's side of web, three on Lolz' side [one in pit d12], rest in web)

Bedlam may act!!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:Heightened Awareness, Barkskin, Antiplague, Antitoxin, Vermin Repellent, and Mutagen: 60 minutes each.

May our dwarfhulk take an AoO on the fleeing fella?

Surmising that those nasty ghouls are planning to shower him with sand,
S'poseing ta be rice; stupid!, our fun-loving dwarf grins. Casually creating a Tanglefoot bomb and laughing maniacally, the dwarf tosses a bomb at a foolish ghoul by his Blasting Jelly trap!

Range bomb touch, Tanglefoot Ref DC 16, splash weapon mastery, precise bombs, unstable accelerate, splash 6: 1d20 + 6 ⇒ (12) + 6 = 184d6 + 3 ⇒ (4, 2, 2, 3) + 3 = 14

Blasting Jellx3: 6d6 ⇒ (5, 3, 6, 6, 3, 1) = 24


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Oh, for a composite longbow and two more damage!


Sure!

Many long-fanged jaws drop when Bedlam apparates out of nowhere, swinging an enormous pick at the fleeing ghoul and tossing a grenade into their midst! Only, their midst is dangerously close to him...

Bed's Big Pick: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 6 ⇒ (6) + 6 = 12

...the picked ghoul dies. Then, the bomb goes off.

how many ghouls on jelly squares?: 1d2 + 1 ⇒ (2) + 1 = 3

how many ghouls are in the non-jelly radius?: 1d5 ⇒ 1

is Bedlam himself caught in the blast? 1 no 2 yes: 1d2 ⇒ 2

FWABOOOOOM goes the bomb! The sudden and deadly combustion of his blasting jelly disintegrates three ghouls at once.

Ref save ghoul: 1d20 + 2 ⇒ (16) + 2 = 18

Ref save dwarfhulk: 1d20 + 5 ⇒ (19) + 5 = 24

The blast warms the jolly dwarf and one of the remaining ghouls.

gotta run, more aftermath in a moment!


Talathel
Tragershen
Anzath
Bedlam
Ghoul x 2 (staircase) [1d6]
Aurora
Ghoul x 2 (staircase side, w/sand)
Lolly
Adelie
Ghoul x 8 (one on Bed's side of web, three on Lolz' side [one in pit d12], rest in web)

Back! Bedlam and splashghoul take 6 damage.

how many of the two next staircase ghouls are adjacent or 5 ft away from Bedlam?: 1d2 ⇒ 1

The splashghoul steps in for a full attack, and the other staircase ghoul moves in for a swipe as well (it takes an AOO)

AOO: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 6 ⇒ (4) + 6 = 10

Bedlam misses this time.

Bite: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 1 ⇒ (5) + 1 = 6
Claw: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 1 ⇒ (5) + 1 = 6
Claw: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 1 ⇒ (6) + 1 = 7

Fort Save: 1d20 + 7 ⇒ (7) + 7 = 14

...Bedlam is hit by a single claw, narrowly avoids paralysis, and takes six more damage for 12 total. Not bad, considering the mayhem.

Aurora may act!


Female Human Cleric of Nethys 6 | 56/56 HP | AC 22, T 12 , FF 20, CMD 19 | Fort +9, Ref +5, Will +10 | Init +1 | Perception +3 | 6/6 Channel Energy; 6/6 Divine Vessel; 1/1 Magical Epiphany | Active Effects:

If there are still any ghouls within crossbow sight, Aurora will take a potshot at one.

Light Crossbow Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Light Crossbow Damage: 1d8 ⇒ 1

It's not looking good.


Clank goes the crossbow bolt.

The two stairside ghouls drop their sand in disgust and enter combat with the big guy! They aim for flanking positions.

Claw: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 251d20 + 3 + 2 ⇒ (14) + 3 + 2 = 192d6 + 2 ⇒ (3, 2) + 2 = 7

Fort Save: 1d20 + 7 ⇒ (11) + 7 = 18

Claw: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 91d6 + 1 ⇒ (3) + 1 = 4

A crit! But it barely slows Bedlam down as he shrugs off the paralytic effect of the ghoul. Seven damage

Adelie and Lolly may act!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:Heightened Awareness, Barkskin, Antiplague, Antitoxin, Vermin Repellent, and Mutagen: 60 minutes each.

Bedlam does have reach...


Bedlam already got his AOOs for both the turn before this turn and this turn, and he doesn't have combat reflexes


Lolygert 'Lolly' Endeferr Human Barbarian 5/Cleric 1 HP:72/72 AC:23 CMB:+11 CMD: 22 Fort +10 Ref +4 Will +6 Rage:15/18

Lolygert grins at his fellow magical-pit-avoider-ghoul, red juice dripping down into his beard.

With a whoop! he swings his sword, the ghoul certain for a moment he sees Lolygert's visage etched on the swinging blade...

Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 + 12 ⇒ (5, 5) + 12 = 22


Human Druid (6) | HP:43/50 | AC:17 | FF:15 | T:12 | F+7; R+3; W+9 | Init +1 | Perc +10 | Wildshaped

Adelie keeps casting his swarm spell.


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:Heightened Awareness, Barkskin, Antiplague, Antitoxin, Vermin Repellent, and Mutagen: 60 minutes each.

Oops; I did forget...post after work.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Adelie's spell should be complete, yes?


Human Druid (6) | HP:43/50 | AC:17 | FF:15 | T:12 | F+7; R+3; W+9 | Init +1 | Perc +10 | Wildshaped

Yes, he’s just maintaining the concentration on it. He can’t actually control the bats. The initial casting should be done, I think? I’ve never used a concentration spell before.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Maintaining concentration is a standard action. The bats should do damage at the end of their turn.


Human Druid (6) | HP:43/50 | AC:17 | FF:15 | T:12 | F+7; R+3; W+9 | Init +1 | Perc +10 | Wildshaped

Adelie doesn't want to move, so no change to his turn, then. :)


Lolly rips the ghoul in twain. There's one more unwebbed, unpitted ghoul on his side of the Web spell.

Adelie finishes casting the Summon Swarm spell and rips a swarm of bats into this world, pulling them from the horrific Plane of Bats. Or somewhere. Plane of Nature? Isn't that the one we live on? We'll have to ask a philosopher. But for now, the leathery wings and squeaky shrieks fall upon the ghoul fighting...

1 Fling them towards Bedlam or 2 throw them at Lolz' last ghoul (the one that got out of the Web last turn)?: 1d2 ⇒ 2

...Lolly. The bats mob the final ghoul.

Bite: 1d6 ⇒ 5

They seem disappointed that there's no blood to be had.


Talathel
Tragershen
Anzath
Bedlam
Ghoul x 2 (staircase) [one has d6]
Aurora
Ghoul x 2 (staircase side, w/sand)
Lolly
Adelie
Ghoul x 7 (one on Bed's side of web, one in pit d12, four in web; one in river d5)

CMD to break free: 1d20 + 2 ⇒ (17) + 2 = 19
CMD to break free: 1d20 + 2 ⇒ (3) + 2 = 5
CMD to break free: 1d20 + 2 ⇒ (8) + 2 = 10
CMD to break free: 1d20 + 2 ⇒ (6) + 2 = 8

CMD to get through: 1d20 + 2 ⇒ (12) + 2 = 14

The webbed ghouls remain webbed.

The batty ghoul Withdraws from combat and dives into the river. Ghouls don't breathe.

Likewise, the ghoul that escaped the Web on its last turn enters the battle with Bedlam.

Claw: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 251d20 + 3 + 2 ⇒ (7) + 3 + 2 = 122d6 + 2 ⇒ (6, 5) + 2 = 13
Fort Save: 1d20 + 7 ⇒ (4) + 7 = 11

Dwarfhulk's joints seize up! The enormous warrior is paralyzed in the midst of a mob of 5 ghouls!

I think I ran that right, but as the stakes are high, let me know if I missed something. Y'all better get a move on if you're gonna save Bedlam, because intelligent, wise, and charismatic foes definitely know how to Coup de Grace...

Anzath, Talathel, and Tragershen may act! Bedlam may non-act! Unless I messed up!


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

What can we see from our side of the river?


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Tragershen glides closer to Lolly, readying his wand as he goes. When he feels secure that the massive man can catch any ghouls that try to dart past him, Tragershen levels the wand at one of the ghouls swarming over Bedlam and sends a beam of shimmering white light at it.

Ready wand of disrupt undead as he moves closer to Lolly. He's trying to position himself so he can see Bedlam but any ghouls trying to get at Trag will need to get past Lolly to do so.

Disrupt undead to hit, ranged touch attack into melee 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
Damage 1d6 + 0 ⇒ (4) + 0 = 4


Anzath wrote:
What can we see from our side of the river?

You, Tal, and Aurora can see, from left to right:

Bedlam swarmed by ghouls in the mouth of the staircase... webbing with writhing forms inside... Lolly surrounded by the double dead, and now Tragershen trying to arc Disrupt past his own Web. Unfortunately, Tragershen, you filled up the entire cave on your side of the river with that 20 ft radius Web, so you can't do much to save Beddy.

...and, on consulting the map, I guess there's also that pile of rubble between you and the stairs, so maybe you can't see much of anything! Bedlam is just over the rubble and Large, so at least you can see that he's not moving.


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F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

And the only ways to get into the action are to crawl through a length of tunnel, probably a few rounds, and possibly swimming across the river, which has a ghoul currently (pun intended) in it. Is the ghoul swimming or getting washed away? From Adelie's report earlier, do we have any idea how deep the river is? How wide is it?

"Iz like spider mama all over again," mutters Anzath.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |
GM Parrot wrote:

Unfortunately, Tragershen, you filled up the entire cave on your side of the river with that 20 ft radius Web, so you can't do much to save Beddy.

No problem! If I can't see to hit a ghoul on Beds, then I'll target a nearby one, probably in the web. And I had no illusions about "saving" the dwarf with a cantrip wand. :)


If only you had some high-power Illusions...

This river looks absolutely deadly. Remember the dung monster got swept away despite its furious attempts to swim to your side. A strong and talented swimmer might make it, but it'd be pretty scary. If you hit a certain DC, you could get across it in a single action, because it is not super wide. Heck, you might be able to leap it! It looks about 10 ft wide on the map, but I've been picturing it as wider in my head... we'll say it's 10 ft for Bedlam's sake. Also, you can't see the ghoul in the water (they don't have to swim near the surface)


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

"Hold on to your buttz."

Anzath drops her crossbow, gets a running start, and longjumps over the torrent.
Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14
if that's good, she'll double move to close the distance, drawing her blades as part of her move action.

If not...Swim!: 1d20 + 7 ⇒ (4) + 7 = 11


Hoo boy. Here we go.

Anzath leaps... then plops into the river. She is swept swiftly downstream, pulled underwater by the current. She will have one more chance to reach shore before she's pulled beyond the cavern into who-knows-what depths.


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active:Heightened Awareness, Barkskin, Antiplague, Antitoxin, Vermin Repellent, and Mutagen: 60 minutes each.

Acrobatic DC 10 to jump 10' with running start...

Bedlam stares blood-shot blue eyes ahead. The dwarfhulk seems to be deep in thought. The torrent of the rushing river seems to hush in respect to the dwarf deep in contemplation. The stale air seeks to tread lightly, as to not disturb the dwarf deep in internal information. Silence beckons to even the terrible ghouls, as their drooling and slathering slithers silently to the floor; as if, in response of the dwarf in deep doo-doo!

Did me leave da stove on!?!


From Acrobatics:

Acrobatics Modifiers DC Modifier
Lightly Obstructed (gravel, sand) +2
Severely Obstructed (cavern, rubble) +5

I suppose I could rule that it's a "gravel, sand" situation, but since you are in a cavern... and it might count as "wet" (+2) and "sloped" (+2) as well. Also, I think you all can handle this situation, and a lil danger is good for ya!


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

I figured some modifiers were involved. Can I roll Reflex to catch on to a boulder or something near the other side?
Ref: 1d20 + 6 ⇒ (8) + 6 = 14


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

As Anzath's turn is after Talathel's, it makes sense for Talathel to not realise what Anzath is up to until it's too late for him to respond.

Talathel launches arrow after arrow at the ghouls surrounding Bedlam, hoping to shift the odds in the alchemist's favour by breaking their flanking.

Composite Longbow vs Flanking Ghoul in melee: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Composite Longbow vs Flanking Ghoul in melee: 1d20 + 11 - 4 - 5 ⇒ (4) + 11 - 4 - 5 = 6
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Talathel
Tragershen
Anzath
Bedlam
Ghoul x 1 (staircase)
Aurora
Ghoul x 2 (staircase side, w/sand)
Lolly
Adelie
Ghoul x 7 (one on Bed's side of web, one in pit d12, four in web; one in river d5)

Talathel kills a ghoul.

A ghoul bites at the frozen Bedlam's throat:

Coup vs. Bed: 2d6 + 2 ⇒ (1, 5) + 2 = 8
Fort Save: 1d20 + 7 ⇒ (7) + 7 = 14
Fort Save: 1d20 + 7 ⇒ (7) + 7 = 14

Bedlam is dead! At least he doesn't have Ghoul Fever.

Anzath holds her breath and tries to hang on... she's still in the creek without a paddle, but maybe someone can find a way to help her.

Aurora may act!


Female Human Cleric of Nethys 6 | 56/56 HP | AC 22, T 12 , FF 20, CMD 19 | Fort +9, Ref +5, Will +10 | Init +1 | Perception +3 | 6/6 Channel Energy; 6/6 Divine Vessel; 1/1 Magical Epiphany | Active Effects:

Aurora yelps as Anzath is swept into the current, and sets off chasing along the bank after her.

If Aurora can get within 15ft of Anzath with 20ft of movement, she'll cast guidance on herself to trigger and use divine vessel so Anzath gets a +2 on her next skill check (or attack roll, or ability check...)

"Help Anzath!"


Talathel
Tragershen
Anzath
Bedlam
Ghoul x 1 (staircase)
Aurora
Ghoul x 2 (fleeing down stairs)
Lolly
Adelie
Ghoul x 7 (one that paralyzed Bed, one in pit d12, four in web; one in river d5)

It's unclear whether Aurora is commanding her friends or her god, but Nethys smiles on her efforts, and Anzath will have a little extra on her next check!

The next two ghouls don't waste any time retreating down the stairs.

Lolly and Adelie may act! And the bats, but I'll hold off on them until Addy goes!


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Thiz iz stupid... Anzath chides herself as she plunges into the raging river.


Lolygert 'Lolly' Endeferr Human Barbarian 5/Cleric 1 HP:72/72 AC:23 CMB:+11 CMD: 22 Fort +10 Ref +4 Will +6 Rage:15/18

I think there's one left on my side of pit/web..

Lolygert sizes up the last nearby ghoul, his red stained mouth a rictus of violent enjoyment.

his sword raises...

Attack: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 2d6 + 12 ⇒ (3, 4) + 12 = 19

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