Bad to the Bones (A Rappan Athuk campaign) (Inactive)

Game Master Eric Swanson

Campaign Maps

Loot List

Brok: 58/58 HP, 1 Hero Point.
Grezzor: 54/54 HP, 2 Hero Points.
Keil: 40/40 HP, 3 Hero Points.
Praetor Grey: 47/47 HP, 1 Hero Points.
Vargrenz: 56/56 HP, 2 Hero Points.
Ranulfus 30/30 hp, 1 Hero Point

Current Date: Freyrmond 26 of 3517 (I.R.).
T plus 26 days.
Time: Around 3:00 am
Weather: ??


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Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

All the more reason for Keil not to go in there...umm, you guys are welcome to join him ;)


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

I think things outside are about to get 'problematic' also...


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Or solved if the Vrok fails the will save :)

Though with its DR not sure anyone out there hits hard enough to ensure a failed save on a CDG. So...


OK several points here:

1) The Priest in the lava did not take full damage from the lava since the pool is not as deep as a typical lava pool. As for him getting a save, did you think you are the only ones with Hero Points?

2) The priest did not climb out of the pool he 'shot' out of it via obvious magical means.

3) All of these channels are negative energy designed to harm living beings. They have a different (positive) effect on the priests due to their archetype/class. Notice the Vrock has been well outside the area of the channels.

4) Arlok: Yes you have noticed it is tougher to make Will saves...


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Komm, I'm fine with however you want to run things. The scene you just laid out is cool and dramatic. That said, I just spent the last half hour pouring through every board post and FAQ I could find on these boards, Reddit, and GitP. All of them are extremely clear that Slumber Hex is not subject to Spell Resistance because it is a Supernatural ability.

There are people who don't like that fact, but no one tried to claim it isnt the rules.


Praetor, I understand where you are coming from with the Slumber Hex. Since I believe it is an overpowered ability I decided to use that to my favor. The use of the Hero Point was not only to overcome its spell resistance but its demonic nature (since apparently demons do not sleep) I basically heightened the ability here so as to affect it differently.

As an aside, there is a reason behind the way I allowed this part of the combat to unfold...re-read the combat posts for a clue, he he.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Not needing to sleep (like all outsiders and elementals) is different from being immune to sleep effects (like dragons and elves).

I'm fine with this scene, I'm just worried about the precedent for later. There's going to be a lot of enemies that don't need to sleep from now on. I don't have enough hero points to throw around for all of them.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Waiting for Vargrenz, post-Gencon, before deciding Brok's actions.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

Just getting back - GMed 10-03 seven times - actually got half decent at it by the end of the Con.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

I don't see any way to get to Arlok, putting aside any player knowledge of the second demon we haven't seen yet or all of the priests on the backside of the pyramid.

With the priests healing each other and damaging us with channels, there's no way through them without dropping them all at once.

Komm, as a note, if Brok got within 10' of that portcullis trap, his trapspotting would have given him a chance to spot it.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Hmmmmm, you may be right Brok, but still I think Arlok can plow through those priests pretty fast.

And the demon on our side is asleep. Now, if we can CDG it maybe, just maybe...

I DID warn Grezzor was not at full power. Just sayin'


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Large Varg or the skel-ogres might be able to lift it. It also must have a mechanism somewhere on their side.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Dis I take actions for the Ogre Skeletons this round?

Grezz, did you have Mountain act? he might be able to lift the grate.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

The ogres have acted twice.

Once to throw javelins and once to advance into the room and attack.

Mountain hasn't really done anything.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

How does Kiel not have a single x3 or x4 crit weapon?

Note to self, make Kiel a punch dagger


If Arlok does not post in 24 hours then I will Bot him here.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Got back last night. Catching up on things.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

I think we're pretty much screwed. We just got hit with a spell that shuts down just about all of us. Arlok is free, but trapped inside. Kiel is free, but on the other side. We still dont know if the Vrok is dead.

There was a 7th+ level caster in there and a CR 9 demon (maybe the same character, not sure). In any case, that's way outside our weight class. I kinda feel like that moment in an MMO when you accidentally wander into a higher level zone.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Not much besides abandoning Arlok and running a round sooner would have saved the majority of the party.


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Yeah. Kiel was probably right about that, but Grey isn't the sort to leave allies behind.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

The deeper you go in this place...So in the event of a TPK, or mostly, will we be continuing with new characters from Mitchrod Komm?


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

We could play the two orc brothers who followed Grey around for a while. :)


Yeah, there was basically no way you guys could win this fight. The total CR is 15...wayyy outside your power curve. Keil is right, you should have immediately fled after the second vrock collapsed from Praetor's spell. Arlok would have been killed, but the rest of you would have survived.

I make no apologies for throwing this fight at you, as this is Rappan Athuk. Remember, even Komm and his band of devils was forced to retreat not long after they started scouting RA.

Arlok: There IS a way for you to survive...but you will certainly be captured and imprisoned by the priests. While this means you cannot run him anymore, it also means there is a chance to rescue him as well. Let me know if you want to go that route or die a glorious death!

As for continuing the campaign...well it looks like Brok, Keil and Ranulfus will survive...Vargrenz has a slight chance to escape as well, and freeing Grezzor is not impossible, if Vargrenz helps him out. Remember you do have your Hero points!

Praetor will most likely be killed here, so DH you can take over Ranulfus if you wish.

If these ideas are not acceptable to you guys then I will most likely retire this game...although I do have other settings in the Lost Lands I can run as well :) Probably won't be an evil campaign however :P

If you guys want to start fresh then I can get aboard with that. It would be a couple of months though since i am currently running through the PFS Gameday specials.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

IF there is a way to survive, Arlok should take it. The idea of a rescue mission is tantalizing. I do have one question though, if there is a way for Arlok to survive, why not Grey? Just think he should be afforded the same opportunity. Come on Vargrenz!

While my vote is to continue (head back to Mitchrod for reinforcements, that is if Arlok and Grey are in favor of playing a couple of new characters), I am not adverse to seeking adventure in another Lost Lands setting. Unless there is someone else wanting to take a stab at playing the rogue, I'd be looking for Keil to continue his role, albeit in a slightly altered version.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

I do not know what is exactly possible. Varg is hurt from the initial channels, but is not otherwise impaired at this point. He obviously is not going to be able to get in to help Arlok, so, what would be necessary for him to move through the black tentacles. Currently Varg is invisible for 5 minutes and enlarged for 5 minutes (SLA invisibility, SLA enlarge person). Varg would attempt to pick up Praetor and/or Greezor. If this requires hero points, let me know. I think that Varg is also hasted for one more round. I am not sure how Black Tentacles interact with invisibility. 50% miss chance perhaps? Varg will be using a Ki point to increase his dodge bonus (also increasing CMD I believe) for any round he is in the black tentacles. He will also go Total Defense if possible (or fighting defensively if necessary)

Total Defense + Ki Point should make his CMD 36, hopefully enough to avoid getting grappled

Let me know how you want to work this and I will post the rolls/actions.

PS - tried to post this a week ago before the site went down.


Keil: While the priests believe they can easily control Arlok...they know Praetor is a direct threat to their power base...not to mention the fact he incapacitated a powerful demon, so he would be eliminated as quickly as possible.

Vargrenz: Feel free to be creative here :)


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Varg, you do have haste for one more round.

I don't know if you can spare the action for total defense if you want to carry/help someone out.

Everyone grappled should probably start off making their attempt to break the grapple.

This might be a good time to consider burning a hero point in advance for a +8.

Breaking the grapple will let you move, but the tentacles are difficult terrain, so hero points for an additional move/standard action might be necessary to get clear.

Hopefully the tentacles won't roll a natural 20 on their next check.


Vargrenz: Looking at your rolls I think you need to use your Hero point to give you a +8 to your roll (since neither one of your rolls will free either Praetor or Grezzor). Also this means you can either grab Praetor or Grezzor, though since Grezzor is Small you get an additional bonus to Grapple him.

If other PCs are able to break the Grapple (unlikely but not impossible) then Vargrenz can grab them as part of his move on the way out.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

What is their CMD? I was figuring that it would be 10+7(level)+4(strength)+1(size) -- pretty sure that is the CMD for Black Tentacles. Obviously, the cleric could easily be higher level, but not enough higher (level 13) to beat the 29 that Varg got for Praetor.

Varg will burn the Hero Point if necessary.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Waiting on Varg to rescue half the party.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Thanks for hand waving that Komm. With Paizo's tech problems the game really took a hit and I'm not sure how often people are checking in. :)

I'd like to bring up the question of what options there are to keep Ashe in the game. Arlok is going to be out of action for a while as, in my opinion, the party does not have the levels to even consider taking on those priests in the near future. If Ashe is willing, I'd like to put forth the idea of returning to Mitchrod, collecting a new recruit/New PC for Ashe to use then working towards a rescue. A recruit could also just show up, but that's all fluff.

What does everyone else think? Any ideas? Ashe, what would you like to do?


I think checking in would be a good idea considering all the trouble Paizo has been having recently. Please post here if you are still in the game :) As for returning to Mitchrod, keep in mind you know Komm does not tolerate failure well...

Ashe: One option you have is to play Ranulfus in the meantime. While at this time he is a standard ghast, I would be OK with him gaining class levels in the (near) future. What say you?


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

I'm still in the game of course, even though all the issues with the boards really piss me off...

As for what to do next, I think I'll leave it up to Arlok?


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Up to Arlok. A ghast could be a good starting point for a character.

Dark Archive

Male Duegar Monk(Gray Disciple)/5-Kineticist(Aether)(Kinetic Blade)/1 - [HP 56/56); AC19,T19,FF17; F+8,R+8,W+9; Per+12; Init +2]

I have been checking in most days, usually to see the new Starfinder rat messing with the website.


Goblin Wizard 6 || hp 50/54|| AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) || Fort +6, Ref +7, Will +7

Yeah... Don't get me started on the site issues....

Anyone heard from Arlok?


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

Hey I'm here, I posted in GP, so with the site issues it seems some of my games were not giving me notifications so I wasn't checking them thinking you all were not posting due to the site. So I just caught up. I would love for Arlok to survive and gave Komm another opportunity with a little divine intervention if he wants to take that route. If not then yeah a rescue mission would be great and I can play the ghast until then. Will wait to hear back from Komm.


Arlok: I will allow you to control Ranulfus as a PC...assuming Praetor released him from his control. This will allow you to gain class levels (within reason). Let me know what class you wish to pursue here...I will assume these are old memories that Praetor managed to bring back to the surface. Once the other PCs manage to level up, then you will as well.

Ranulfus is a standard Ghast in the Bestiary with 17 hp.

Let me know if you have any questions Ashe.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Komm is the downward sloping dirt passage we used to get to this level traverse-able by the party, or is it too steep?


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

As the group needs a front line guy until Arlok is saved will probably make him a martial class of some type. Komm should I give him 3 levels to start? Or are you saying play him as is and will level as the party does? Don't think he will last long if that's the case. Thanks.


Keep Ranulfus as he is right now Arlok. While ghasts are not very effective against higher level foes, they can be devastating against lower level monsters because of their Paralysis and Stench abilities.

As for surviving in RA, it CAN be done...as long as you are careful and, yes...learn to run away. Remember you are on a mission here to find this Oracle, not slaughter every Goat-priest you run across here.

Brok: The slope is very steep, but as you have a Climb speed, you can shimmy up there and lower a rope for the others.


HP: 32/64 ][ AC 20(24)/FF13(17)/T17 ]] F:+13 R:+13 W:+13 ][ Perception +7 Darkvision || Hero Points: 3/3

sounds good.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

I assume our goal is to:

A) Explore
B) Find enemies that we're capable of fighting
C) Beat them up, take their lunch money
D) Ask them about the oracle


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

Can we assume that Brok and Keil know the details shown on the map and that he can draw a crude outline to show the rest of the group, even if they haven't crawled down both tunnels?


Yes, that works for me. I reveal the map portions that you have explored and can reasonably convey the details to the others.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I'm inclined to just put this in the party funds
598 gp
341 sp

Detect Magic on these
a large, pretty rock
elven chain
longsword
silver helmet with a garnet set in the forehead
pair of boots
masterwork dagger
four large shiny rocks
12 crossbow bolts
six arrows in a quiver

Spellcraft on these
a heavily damaged book inscribes with arcane text
ivory scroll case that contains a scroll,

Up for grabs
3 flasks of holy water
3 oil flasks,
3 tanglefoot bags

Stuff for Ranulfus or Grey
two dead rats
one dead stirge
three dead dire rats
an elf corpse
a dead human wearing tattered robes

Eat tonight
a large wheel of cheese


Detect Magic
________________

a large, pretty rock
elven chain
longsword
silver helmet with a garnet set in the forehead
pair of boots
masterwork dagger
four large shiny rocks
12 crossbow bolts
six arrows in a quiver

Spellcraft on these
_______________

a heavily damaged SPELLBOOK
ivory scroll case that contains a scroll


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y

Have I mentioned how much enjoy the Brok and Kiel show?

This game has single-highhandedly changed my mind on the usefulness of having more than one scout.


Goblin Ranger HP:54/58 | AC 19 T15 FF15 | BAB 6 CMB +6 CMD 20 | Fort +7 Ref +9 Will +3 | Init:+4 (+6 underground) | Perc +14 (+4 underground,+3 for traps)+ 10' Trapfinding | Stealth +18 (+2 underground) | Traps: 4/4 (DC14)

If ever there was a dungeon crawl that called for it, this is it.


Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Should start work on a theme song...

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