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


7,551 to 7,600 of 8,005 << first < prev | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | next > last >>

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 |

"Perhaps there is another way around this pit? Who knows what sort of creatures might live in it? Swarms of insects or rats? A cousin to the pooze we encountered above? If we run out of other options, maybe I can prepare enough fly spells for us to cross. It is a bit easier now that Bedlam has his own wings."

Maybe go another way for now?


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

Bedlam grins. The dwarf then leads the way back to the Ogre tunnel...

Be guud ta be bash'n sum stupid giants fer once! Classic!


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

Terapin then dismisses the Eidolon again and pads along invisibly behind the group. He's much more confident in his ability to hide from ogres than to hide from drowning in poop.


The party heads east instead. The passage then turns south. You see a dead end about 30 feet ahead. Halfway to the dead end, a hole in the dressed stone walls leads into darkness.


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

If nobody objects, I'll send a wolf down to that dead end?


1 person marked this as a favorite.

The wold eventually figures out what Terapin wants it to do (being an untrained Celestial animal, it's not the best at commands beyond "sic 'em!"). It ambles down to the end of the hall.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

It sniffs around at the dead end. Maybe the good boy found something?


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

Yeah I figured it would just be a pointing and "wassat?" kind of exchange. Getting dogs excited to go check out something mundane is pretty much the only thing I can always do successfully.

"So... that dead end isn't a dead end, I don't think."

Terapin scratches his head. He expected either the floor to be a pit trap, the side walls to be a crush trap, the far wall to be an illusion, or all three. He doesn't know what this might mean, but he's going to creep forward towards the dead end with the other two wolves and anybody who'd like to perhaps go in front of him. He won't go further than the side passage just yet, 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 marches down the corridor following the hound. The dwarf sees the dead end and roars!
Wher' yee be at ye stupid giants!

Perception: 1d20 + 16 ⇒ (7) + 16 = 23


deleted double post!


Bedlam sees a "secret" door that is comically ill-concealed. There's an obvious candelabra handle with a slot for the mechanism and all. A child could figure this out.

He also, being very perceptive, sees a portcullis trap between him and the rest of the passage. It remains untriggered.

Somewhere down the side passage, a booming Giant-y voice roars back...


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

General question with specific relevance for the DM, but if a character, say for instance, happens to not have any relevant skills like Disable Device when an un-triggered trap is discovered, would you rule that they could hypothetically disable the trap anyway by just destroying every operative component of it with, for instance, a cast-at-will Acid Splash cantrip and a relaxed timetable?

Less immediately relevant but for future reference, now that I've thought of it I'll probably have the same question about things like difficult locks on doors or treasure chests or manacles and the like, if ever one's blocking the way and time isn't much of a factor.


1 person marked this as a favorite.

There are rules for destroying objects that we'd apply to the given situation, but I'd have to look them up... it's been a while. I'm theoretically all for it, though!


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

"Sh!t."

Anzath peeks down the side passage.
60ft Darkvision Perception: 1d20 + 16 ⇒ (16) + 16 = 32+3 vz trapz


Anzath can hear a bunch of ogres grumbling down the tunnel. It stretches beyond her darkvision, but she can tell by the echoes that the ogres are in a bigger chamber beyond. They are trying to be sneaky now, but... they aren't. They just aren't. Ogres, ya know?


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

So just to double check, Bedlam and a wolf are at the end of the hallway, there's a portcullis behind them (ahead of us), and the passage to the right has ogre sounds?


Other than the passage being to the left (east) because you're looking south, yes.


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

"Dwarf! Diz vay!"


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 races down the tunnel! His dwarf legs enhanced by his mutagen.
Com'on elf! Git ta smash sum giants!


EEEENESHYATUHV coming soon! Probably tomorrow AM!


Initiative:

Party Level 8

Aurora and Nico: 1d20 + 1d3 ⇒ (7) + (1) = 8
Anzath underground: 1d20 + 7 ⇒ (12) + 7 = 19
Bedlam: 1d20 + 6 ⇒ (10) + 6 = 16
Lolly: 1d20 + 6 ⇒ (17) + 6 = 23
Tam: 1d20 + 4 ⇒ (8) + 4 = 12
Terapin: 1d20 + 2 ⇒ (18) + 2 = 20
Tragershen: 1d20 + 10 ⇒ (10) + 10 = 20

Monster Init

Ogre: 1d20 - 1 ⇒ (9) - 1 = 8
Ogre: 1d20 - 1 ⇒ (12) - 1 = 11
Ogre: 1d20 - 1 ⇒ (20) - 1 = 19
Ogre: 1d20 - 1 ⇒ (14) - 1 = 13
Ogre: 1d20 - 1 ⇒ (5) - 1 = 4
Ogre: 1d20 - 1 ⇒ (11) - 1 = 10
Ogre: 1d20 - 1 ⇒ (20) - 1 = 19
Ogre: 1d20 - 1 ⇒ (9) - 1 = 8

Lolly
Terapin
Tragershen
Anzath
Ogre x 2
Bedlam
Ogre
Tam
Ogre x 3
Aurora
Ogre x 3

Lolly, Terapin, Tragershen, and Anzath may act!


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

"Aiyaaaa."

Terapin casts Ablative Barrier on either Bedlam or Anzath as they run past, whoever passes arms' reach first. Since Terapin's right at the corner between Bedlam's hallway and the hallway with the ogres down it, I assume he can swat him on the behind when he runs by? Okay to delay that part until he does? Or that's not necessary if Anzath is right there and charges anyway. The wolves excitedly keep pace with the first melee fighter down the hallway and will fall upon the first opponent to engage. Terapin continues peering around the corner, invisible, but also keeping an eye on that candelabra past the porcullis trap. He's not much of a frontliner, but he can at least make sure his friends don't get surrounded.


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'll take that!

Having got Bedlam's attention, and choosing to ignore Terapin touching her butt, Anzath holds her action until the first ogre comes into view.

Study Target as Swift Action, then charge!
Kritfisher+ST+Charge: 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36
Konfirm: 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30
Krit VS dmg+ST+Killer: 3d6 + 8 + 4 + 2 ⇒ (4, 2, 4) + 8 + 4 + 2 = 24

AC should balance out with Ablative Barrier and Charge.


You can definitely swat Bedlam's behind as he passes, but I recommend against that same procedure re: your evil dragon queen slayer mother...


I stand simulpost corrected...

Terapin gives his ma a swat, and then Anzath rushes towards the ogre. The ogre swings, roaring with battle-lust:

AOO Greatclub: 1d20 + 7 ⇒ (9) + 7 = 162d8 + 7 ⇒ (5, 2) + 7 = 14

Anzath deftly dodges the swing and repays the ogre by nearly taking his head off with Kritfisher--but despite the grievous wound, the monster keeps his feet.

Tragershen and Lolly may act!


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

I mean, given the relative Terapin-Bedlam vs Terapin-Anzath height differentials, with Anzath it was probably more of a knee slap. Hang on, let me run some numbers...


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 |

That's a lot of ogres!

Tragershen follows along, making sure the warrior types stay between him and the ogre horde!

Oh, and he casts haste on everyone! Well, everyone that's not an ogre.


Anz picks up her Haste as she rushes down the hallway.

The Celestial Wolves help grandma as much as they can:

Bite, Trip: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (14) + 4 = 18
Bite: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (8) + 4 = 12

The first wolf rips a leg out from under the ogre, bringing it to the ground. When it realizes its prey is dead, it sniffs in derision. Waste of a good trip.

Lolly bursts onto the scene, heading for the closest ogre and hoping not to be left out of the fun:

OgreAOO: 1d20 + 7 ⇒ (16) + 7 = 232d8 + 7 ⇒ (3, 4) + 7 = 14

The foul beast clubs the jolly warrior.

Furious Greatsword: 1d20 + 12 ⇒ (2) + 12 = 142d8 + 8 ⇒ (6, 4) + 8 = 18

Disoriented, Lolly misses his riposte.


Lolly
Terapin
Tragershen
Anzath
Ogre vs Lol
Bedlam
Ogre
Tam
Ogre x 3
Aurora
Ogre x 3

Bedlam may go get his giant!


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 rushes joyously into the chamber! The crazy (yup I said it!) Dwarf roars with manic laughter as he watches all the stupid ogres gathering around him.

Bedlam waits to get surrounded...lol. AC +4 vs giants so AC 29

Ye filthy pig lovers be puny!

Delaying...


"By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act." I don't think you can move and delay, Bedlam! But if you just want to move right into the middle of the cavern, that's fine!

The next ogre, not speaking Common, shrugs off the insult and attacks Bedlam:

Greatclub: 1d20 + 7 ⇒ (10) + 7 = 172d8 + 7 ⇒ (7, 8) + 7 = 22

Some strange anti-giant forcefield makes Bedlam even more unhittable than usual...

Tam moves to a position in the mouth of the cave and tries to "save" Lolly from his fun:

Longbow: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 6 ⇒ (6) + 6 = 12

Tam is good at what she does.

A great club of three more ogres surround Bedlam and start trying to beat him to death with their greatclubs:

Greatclub Flank: 1d20 + 9 ⇒ (7) + 9 = 162d8 + 7 ⇒ (1, 7) + 7 = 15
Greatclub: 1d20 + 9 ⇒ (6) + 9 = 152d8 + 7 ⇒ (6, 7) + 7 = 20
Greatclub: 1d20 + 9 ⇒ (19) + 9 = 282d8 + 7 ⇒ (2, 7) + 7 = 16

One even almost manages to hurt the alchemist!

Aurora may act!!


Lolly
Terapin
Tragershen
Anzath
Ogre vs Lol d12
Bedlam
Ogre vs Bed
Tam
Ogre x 3 vs Bed
Aurora
Ogre x 3

Still Aurora, but there's Tam's shot recorded!


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

Bed can move and ready a standard. Also a reminder that you can't take an AoO if you have yet to act in initiative (ie, flat footed).


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 was already front and center when he ran into the chamber yelling something about stupid ogres and such a few posts ago.

Bedlam--feeling a bit loose and limber from Trag's Haste-- smiles at each of the three ogres that have become intimate.
Ye boys frum 'round 'ere? Now each ov ye stupid ogres be in line. You first!

Feral Mutagen claw, power attack, heroism, haste: 1d20 + 12 - 2 + 2 + 1 ⇒ (12) + 12 - 2 + 2 + 1 = 251d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Feral Mutagen claw power attack, heroism, haste: 1d20 + 12 - 2 + 2 + 1 ⇒ (16) + 12 - 2 + 2 + 1 = 291d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Feral Mutagen bite power attack, heroism, haste : 1d20 + 12 - 2 + 2 + 1 ⇒ (6) + 12 - 2 + 2 + 1 = 191d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Hasted Feral Mutagen bite power attack, heroism, haste : 1d20 + 12 - 2 + 2 + 1 ⇒ (15) + 12 - 2 + 2 + 1 = 281d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12

The draconian dwarf smiles at the next in line....


Sorry, Bedlam! Because you roared at them earlier/they knew you were coming, you don't get a surprise round and everyone acts on initiative.

But you do end up in the middle of them so you can use those rolls next turn.


Anz: wow, I forgot all about flat-footed. Yep. Lolly takes no hit!

Aurora may yet 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

The dwarf just stands there. It looks as if he is Sherlock Holmesing his next moves....


Aurora moves up and casts Guidance on herself to set off Divine Vessel on her comrades.

Divine Vessel:
(Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Two ogres gang up on Lolly--the final ogre joins the Bedlam dogpile.

Greatclub Flank vs Bed: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 212d8 + 7 ⇒ (5, 5) + 7 = 17

Greatclub Flank vs Lol: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 142d8 + 7 ⇒ (3, 4) + 7 = 14
Greatclub Flank vs Lol: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 192d8 + 7 ⇒ (7, 7) + 7 = 21

As so rarely happens with ogres, nobody gets hurt.

Tragershen, Terapin, Anzath, and Lolly may act!


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

Any ogrez a 5ft step away?


Sure! You're 5ft-able to one of Lolly's ogres.


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 just shakes his head at Parrot.


Being in the room on round two is a lot closer to combat than being in the hallway on round one. Are you folks finally gonna convince me to use a combat map?


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 scratches his beard, shaking his head.
Maps? We be no need'n no stink'n maps! Me be cry'n 'bout ye joke 'bout 5ft-able wit da barbarian! Har har har!


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

Yes plz.

Anzath whistles at the summoned wolf to follow her and steps in to flank the next ogre over.
Hasted Kritfisher+Haste+Flank+DV: 1d20 + 10 + 1 + 2 + 2 ⇒ (10) + 10 + 1 + 2 + 2 = 25
dmg+Haste+SA+Immediate ST: 1d6 + 4 + 1 + 2d6 + 2 ⇒ (1) + 4 + 1 + (5, 6) + 2 = 19
Kritfisher+Haste+Flank+ST: 1d20 + 10 + 1 + 2 + 2 ⇒ (17) + 10 + 1 + 2 + 2 = 32
Konfirm: 1d20 + 10 + 1 + 2 + 2 ⇒ (6) + 10 + 1 + 2 + 2 = 21
Krit dmg+Haste+SA+ST+Killer: 2d6 + 8 + 2 + 2d6 + 4 + 2 ⇒ (4, 5) + 8 + 2 + (6, 4) + 4 + 2 = 35
Iz probably dead, but I've got 3 more attackz in case any other ogre iz nearby.
Kritfisher+Haste: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Vael'z Blade+Haste: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
dmg+Haste: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Vael'z Blade+Haste: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Konfirm: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
dmg+Haste: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5


I'm going to use a map when you reach

:
Not telling!
but for a straightforward ogrebash like this, I don't think a map is worth the time...

Anzath cuts down another ogre.

Terapin and the Wolves and Lolly may act!


Male Gnome Master Summoner 8 | HP 39/39 | AC:18 | FF:16 | T:13 | CMB:+5 | CMD:17 | Fort:+2 | Ref:+4 | Will:+9 | Init:+2 | Perc +5 | DR 10/adamantine

The three little wolves lash out at the ogre that grandma Anzath just attacked or, if that one has been recently replaced with a fair amount of unthreatening ogre meat, the ones nearest to her, attempting to trip them.

Bite, Trip: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (4) + 4 = 8
Bite, Trip: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (16) + 4 = 20
Bite, Trip: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (5) + 4 = 9

Terapin, meanwhile, loads his trusty crossbow, which he hasn't actually used since he got it, and fires wildly down the hallway at above-elf-and-dwarf-height, flicking a bolt at the nearest tall ogre somewhere about the head and shoulders.

Light Crossbow: 1d20 + 8 ⇒ (17) + 8 = 251d6 ⇒ 5

Twang, Thump!


Lolly
Terapin
Tragershen
Anzath
Bedlam
Ogre vs Bed
Tam
Ogre x 3 vs Bed (d5)
Aurora
Ogre x 2 vs Bed

Tragershen, Bedlam, and Lolly may act!

Bedlam: You may use your rolls from before or do something different, your call.


OgreAOO: 1d20 + 7 ⇒ (8) + 7 = 152d8 + 7 ⇒ (1, 1) + 7 = 9

One of the wolves gets whomped pretty hard by the last ogre fighting Lolly, but snake eyes limit the damage. The wolves then drag the ogre off his feet.

Lolly looms over it...

I wrote this post before the initiative post above but they posted out of order...


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 give Parrot a thumbed claw up to proceed as planned!


One ogre falls before the absurd alchemical blender that is Bedlam right now. Another teeters on the edge of unconsciousness, torn nearly to shreds. It sheds a tear.


Lolly
Terapin
Tragershen
Anzath
Bedlam
Ogre vs Bed
Tam
Ogre x 2 vs Bed (d28)
Aurora
Ogre x 2 vs Bed

Tragershen and Lolly may act!

7,551 to 7,600 of 8,005 << first < prev | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Parrot's the Ferry and the Depths: Rappan Athuk All Messageboards

Want to post a reply? Sign in.