Rappan Athuk Old School

Game Master brvheart

Initiative Order:

Katzor
Elathras
Irenicus
Mitleid
Gruk
Beltin
Gnolls

Rappan Athuk Player's Will


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Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

I'm for all of us going back to town, hire a few people, make the offer to the cleric and wizard and anyone else, and head back to RA...

however we do have three days till our magic stuff is ready...

Brvheart, does the fort need more food or gear, or are they fairly self supportive, I mean other than no gate or stable or stable boy, next their going to be wanting a cook.


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

It's clearly time for a little bit of hunting in yon wood, then back to town (to cleanse the poison from the hunting you see, and pick up our magic stuff) then back to RA?


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

DM what about make whole, I can repair up objects up to 50 cubic feet in size for each casting. I could cast more than 5 a day. Would that reduce the costs any?


Male Half-Orc Sorcerer (inactive)
Daal Regad (in Gameplay) wrote:
… I didn't realize you guys are owners of your very own keep. How far are you from Bard's Gate?

The keep is one of the places we first started out before going into RA proper.

It was an abandoned old place before we cleared it out and made it our own.

It's where we had our first fatality. And where Elathras got the knock to the head that was just cured.

I can't remember off hand just how far it is from Bard's Gate.
But it's just a few hours' walk from Zalkor's Ferry.

The current notables attached to the castle are:
Gordaz; the goblin weapon-smith, who came with the castle. He's totally focused on his work and oblivious to almost everything else.
Yakha & Durzub; two orcs we captured who decided to work for us, mostly because we offer better pay packets than banditry.


M Fighter (Polearm Master) 5 | HP 34/50 | AC: 20 T:14 FF:16 | F:+5 R:+4 W:+2 | CMB+8 CMD 21 | Init. +3 | Perception: +1 Condition:

excellent thanks for the information Gruk


Male Half-Orc Sorcerer (inactive)

No problem.

This keep is also why there's a 'Castle Fund' as well as a 'Commons' (party funds) for the treasury.

That way we're all pitching in to revive this place for our benefit.


Male Human Rogue6/Clr1 Current Map

Make whole is not a lyre of building. While it will mend broken boards and make broken stonework whole, it will not nail the boards back into place nor lift the stones. It will probably save about 20% of your cost and time.


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

Cool. Didn't expect it to do new construction, just assist with repairs.

20% is a good savings. Let's go to town and get the builders and supplies.


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

So 1600 to fix stables and the gatehouse etc, minus 20% is 1280gp.

How much is left in the castle fu d? Would be good to hire a stableboy, a carpenter, a stone​ Mason, a cleric for the temple, and maybe some generic laborers and guards. And if we have left over I recommend some cheaper horses, saddles, and a cart/wagon. To make use of stable and speed up travel when not adventuring.


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

hey brv, when my computer crashed I lost all the images I had saved, including the fort and the first level of RA. I did keep the small bit of the second level we were on, but that is it.

I figure I can remap RA when we go back in, but could you post the fort for us so we can see what needs worked on and where we can let the invited guests live.


Male Human Rogue6/Clr1 Current Map

I put the fort back up in Roll20


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

thanks brv!


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Male Half-Orc Sorcerer (inactive)

Oh boy! Our new home!


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

<3 MP

Thanks for the laugh


Male Half-Orc Sorcerer (inactive)

`tis a classic, that movie!


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

I will be away for the next week and will be limited in my postings. I can still post everyday but my post will be limited in content as I will have a limited data plan until I return home.


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10
Trakas Aeramirdal wrote:
I will be away for the next week and will be limited in my postings. I can still post everyday but my post will be limited in content as I will have a limited data plan until I return home.

Seems like it's not a problem lately Trakas, have a good week and be safe.


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

Yeah..


Male Half-Orc Sorcerer (inactive)

That's just because we're doing some rubber-time admin stuff, that's all.

I'm sure we'll all be in the "This is it, we're all going to die!" mode soon enough!


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

Honestly I've kinda enjoyed the rubber-time building stuff. We can head back to the death trap next though.


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

Gruk can you subtract the 1280 and calculate how much for wagon and mule and some horses and riding saddles? And update fund?


Male Half-Orc Sorcerer (inactive)

Okay, done the bookkeeping for this.
Properly, I hope.

From the Castle funds, I deducted a total of 1,387 gp:
• 1,280 for the supplies to fix the place up
• 75 gp for a medium (4-wheel) wagon to transport all that stuff
• 32 gp for four donkeys to pull said wagon (2 heavy horses would cost 200 gp. each!)

From the party funds, I deducted 728 gp:
• 8 riding horses @ 75 GP each (1 for each party member) = 600 gp
• 8 riding kits to match @ 16 gp each = 128 gp

Each riding kit contains:
– one bit & bridle
– one saddle
– one saddle blanket
– two saddle bags
– two days worth of feed.

You can check the party accounts sheet here
I'm pretty sure I got the right costs for everything.


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

Not to be stupid, but what are we going to do with horses once we enter the crypt? I would think we would just want to walk, or hire a wagon taxi.


Male Half-Orc Sorcerer (inactive)

That's a good point, actually.
Had my mind on other things lately.

Does everyone else want to go by foot back to the crypt?
Way cheaper that way.


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

We have a stable though, and we might want horses for travel later on. No reason to ride them to the crypt. Stableboy plus stable means we can keep them in fort until needed. Or if our fort people need to travel to the ferry or something.


M Fighter (Polearm Master) 5 | HP 34/50 | AC: 20 T:14 FF:16 | F:+5 R:+4 W:+2 | CMB+8 CMD 21 | Init. +3 | Perception: +1 Condition:

Hehe I doubt anyone would be willing to taxi us to a place known as the Dungeon of Graves.

Actually you know we could grab a barge heading downstream and get off somewhere closer to the dungeon.


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

That's what we did last time, lets do that and get underway.


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

Agreed.


Male Half-Orc Sorcerer (inactive)

That sounds like a plan.
Should we have those horses bought, and then left at the castle for our return?


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

how about we buy the horses and let the workers take them to the castle. Don't we have to finish fixing the stables and hire a stable boy before we can put horses in it?


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

Just buy them and be done with it they can figure it out. If we don't escort the materials back to the fort though we might lose them to a random encounter. Might be best to take the trip (on horses!) There and then leave to dungeon? Would suck to have a random bear eat the laborers and lose our 1280gp.


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10
brvheart wrote:
When you are ready to go let me know. The skilled workers will need to be brought in from out of town.

Are we waiting for the workers to come in from out of town? Can we let them take the materials to the forts?

I mean I don't care if we buy horses and leave them in town or at the fort when it's ready but someone make a call and tell brv were ready to go.


Paladin3/Oracle2 | AC18, T11, FF17 | HP 52/52 | F11, R7, W9 (+2 death, Uncanny D) | Init +1 | Perc -2 | Immune: Disease/Fear Melee: [dice]1d20+9[/dice] [dice]1d8+7[/dice] | Melee Power Attack: [dice]1d20+7[/dice] [dice]1d8+13[/dice] | Smite 1/1 | LoH 4/4 (1d6) | Channel 4/4 (1d6)

We'll wait for the laborers if it's less than a week. We'll escort them and the horses to our home base. We'll then go back to the dungeon.

Unless there's a random encounter we need to deal with, brv can take us to the dungeon and we can assume + a few people at the fort, + horses at the fort, us on foot (with a mule if it fits on the boat?) at the dungeon entrance.

I have no idea where the dungeon actually is, so if I'm wrong about it making sense to bring a packmule with supplies with us, omit the mule.


Male Half-Orc Sorcerer (inactive)

The problem with taking pack animals with us to the RA dungeon site, as Elathras pointed out, is that they'll
probably get eaten or stolen while we're swanning about underground trying to get ourselves killed adventuring.

It's not the safest of locales above-ground.

@ Daal, Kaztor, Mitleid & Trakas:
Any thoughts or opinions on all this planning before we go back dungeon-delving (a.k.a. "the really good stuff").


Male
Crunch:
HP46/46, In+4 Perc +12 F+8 R+7 W+9(+5) AC17 FF14 T17 CMD23 Darkvision60ft, 30 ft
Dwarf Zen Archer Qi-Gong Monk 6

I wait on the really good stuff. I do that in real life, the management of resources ;-)


Male Half-Orc Sorcerer (inactive)

fair enough


Male Human Evoker (Scrollmaster) 5: HP 32/32; AC 14/12/12; CMD 14; Init +2; Per +4; F+2/R+3/W+5; Force Missle 8/8

Yeah I'd skip the mule. We bought a bag of holding for stuff, and 95% chance it gets eaten while it waits alone outside.


AC (25)24/11/23 | HP 47/47 | F+7,R+3,W+8 | +2 on saves versus spells, poison and SLA | +2 on saves against charm, compulsion, and emotion effects | Init.+1/+3 Underground | Perception +4 (+2 vs. unusual stonework) | Darkvision 20'

I agree. Skip the pack animals. No reason to give the monsters free food.


Male Half-Orc Sorcerer (inactive)

Apart from the pack animals and horses left at the castle stables, of course.


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

lets just go and get killed...or mean let us go and kill things and take their stuff.


Male Half-Orc Sorcerer (inactive)

that too!


Male Human Rogue6/Clr1 Current Map

Lol Trakas.


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

so how is the timeline progressing? workers fort RA or just RA and let the workers find the fort?


M Fighter (Polearm Master) 5 | HP 34/50 | AC: 20 T:14 FF:16 | F:+5 R:+4 W:+2 | CMB+8 CMD 21 | Init. +3 | Perception: +1 Condition:

I concur with the others. Bag of holding but lets stock that thing up with lots of food, healing kits, etc. I want to be prepared especially for those undead baddies that almost killed us.

We should get some scrolls made up before we hit the road. Protection from Evil, Remove disease, Lesser restoration, etc.


Male Half-Orc Sorcerer (inactive)

Fair point.

Those black skeletons really did a number on us re fear.
I think we need something more useful than brown trousers against them. :D

Is there anything available (and affordable) than boosts WILL saves vs. fear affects?


Male Human Rogue6/Clr1 Current Map

Everyone ready to get back on the road?


AC (25)24/11/23 | HP 47/47 | F+7,R+3,W+8 | +2 on saves versus spells, poison and SLA | +2 on saves against charm, compulsion, and emotion effects | Init.+1/+3 Underground | Perception +4 (+2 vs. unusual stonework) | Darkvision 20'
Daal Regad wrote:

I concur with the others. Bag of holding but lets stock that thing up with lots of food, healing kits, etc. I want to be prepared especially for those undead baddies that almost killed us.

We should get some scrolls made up before we hit the road. Protection from Evil, Remove disease, Lesser restoration, etc.

Any other scrolls anyone wants me to craft from the cleric spell list? Let me know and then I'm ready.


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

ready!


Male Half-Orc Sorcerer (inactive)

I'm ready


Male Human cavalier 8 |HP 76/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 1/3 | Tactician@7rds. 2/2 | Haste 8/10

brv, once everyone is ready can we take a ferry back down, like we did the first time?

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