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

"Arlok try not eat you, but you make Arlok sad and Arlok eat feelings."

Take care, always tough to leave but sometimes we have to adult and stuff.


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

Take care Malzii, life happens and reality takes priority.
Hopefully things will settle down for you in the not too distant future and you can return to our little playground! In the meantime, Keil will have a look over your profile; the greedy son of a... :)

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]

Varg grunts as the small kobold suddenly announces that she is wandering off on a new adventure. He silently watches her go. Unseen by the rest of the group, a small tear creeps down from the corner of his eye. The grey dwarf considers wiping it away, until he realizes that the last place other party members are going to look for emotion from the stoic dwarf is his eyes.

-------
Sorry to see you go. I hope to be here for the long run - how often do you get to fight demon lords - and if you get more time, please come back. Malzii was one of the few in the group which Varg felt a connection (probably because she had the wisdom to not do really stupid things - which are amusing from a gameplay standpoint).

Drop in to say hi when you can.


Inactive

Aww, thanks guys! I didn't realize everyone liked Malzii as much as they apparently do! I can't make any promises but maybe if things lighten up in the future I'll be able to rejoin you all :)

(And Grezz, don't be too sad...I'll still see you in our other shared game!)

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]

On vacation for the next week. No clue if I will have internet access. Bot me as necessary.


OK guys, I just wanted you to know you are getting close to the end of this mission arc (once you get past these skeletons, that is). Once you escape from this place, you will get a chance to return to Mitchrod and trade in your loot :D...

...which leads me to my next question: This is a rather sandbox-y adventure but there are many places you can go to gather treasure (and a quick painful death if you are not careful). I do have some ideas percolating in my head as to what Komm wants you to do next, but if you wish to do something else then feel free to chime in here.

Some ideas are:

1) Continue exploring Rappan Athuk. Komm would issue you another mission in that case, he he.
2) Head out into the wilderness and check out some of the areas around the dungeon.
3) Head off into other famous places like the Stoneheart Dungeon, or the Slumbering Tsar...(I may even drop some hints as to the powerful artifact known as the Sword of Air...)

Again, any other ideas that strike your fancy, feel free to voice them here!


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

Grey's goal has always been to set up a basecamp at Rappan Athuk and start colonizing it as areas are cleared out. He's looking to build a new kind of civilization.

Continuing to explore the dungeon and exploring wilderness areas would both further that goal. I am not sure if going to other famous places would or not.


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

From the beginning, my impression has been we're here to serve Komm. I doubt the 'Grandfather' will willingly let such effective 'servants' go after only one mission. As we pose no threat to him yet, we are still of use and, as Komm has alluded, there is a lot more to do for Komm in Rappan. I imagine finding the way there is only the start and there is a lot more Komm would need to know of his enemy before mounting an attack - if I remember the premise correctly.
I'm siding with Grey as it makes sense to continue exploring Rappan and perhaps securing the wilderness, but only after first unloading some (most) of the loot. It's getting heavy and I am convinced that the greatest danger Rappan has to offer is being bogged down with treasure offering now where to spend it. Collecting riches is only part of the fun of the game - spending it creatively is the other. Any chance of finding a magic shop in Mirchrod?


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

Grezzor is one power hungry little goblin - I know he doesn't digress about it much, or even about his background, but it is an ever present urge there at the back of his head.

He will obviously do as instructed by Komm, but will probably also push to investigate any avenue that may seem will bring him progression in the arcane arts, or knowledge not immediately available to others.

That being said, Rappan Athuk is known as a source of untold dangers but also treasures and magic power, so going there is an immediate yes for him. Now... Stoneheart Dungeon and Slumbering Tsar are VERY big names (and I would love to play them by the way), so that will tickle him also, and very much so.

As for exploring, the logic of it makes sense (as it may create easier comings and goings from civilized areas), and is enough to argument that it should be done, but it is not as enticing for Grezzor as the other prospects.


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 like Rappan Athuk personally.


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

What are the chances of a separate thread for either Stoneheart of Slumber? I think most of us would whip up another character in a heart beat :))

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 would like to adventure in the area around the dungeon, to get another level or two before going much deeper. But if the rest of the party wants to keep heading down, I am good with that.


Keil: Unfortunately I can only run one game at at time, considering the other games I am playing in as well. I would really like to carry this game as far as I am able to until everyone either gets slaughtered or loses interest.


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

Don't know if you don't ask :)
Hear, hear Vargrenz! Onwards and upwards in level advancement!


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

If I were to cast Restore Corpse on the destroyed skeletons to patch up the damage could I re-make these kinds of skeletons with DR once I can cast Animate Dead?


Praetor: You could cast that spell if these were normal skeletons, but these are not normal skeletons. Black skeletons were created by a dark ritual by the priests of Orcus and therefore cannot be restored as a normal corpse.


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

Alright.

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]

So, does everyone want to keep delving, or take a break and do some surface adventuring to get another level or two before we jump into the largest and deadliest dungeon ever made (or so I understand it to be.)


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

Worlds Largest Dungeon is the largest. (though it is arguable that publishing it was mostly a publicity stunt and that no one expects any group to actually get though it.)

Tomb of Horrors is undeniably the deadliest. There's five nasty deathtraps before you even make it through the front door, and about 8 more in the first hallway. Things get worse from there. Gigax was not screwing around when he wrote it.

That said, Rappan Athak is certainly up there on both measurements.

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]

Tomb of Horrors is great. It was amazing the simplicity that Gary Gygax was able to put into a few rooms to make them capable of wasting the strongest and most prepared of parties.

(You look at the picture on the wall . . . you all die.)
(Your fighter falls in a pit trap - he dies and is disintegrated.)
(You go down the passage to the right - you die.)


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

Oh yeah. If you're a GM, it reads like comedy. I must have laughed out loud about a dozen times while I read through it.

I have this dream of someday running Tome of Horrors with players as Goblins. A lot of goblins. I want to keep a tally of the body count.


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

Sorry parents came to visit and was away a couple days. Catching up. I'm good with continuing with whatever everyone likes :) Will post in GP shortly.


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

Which one of Arlok's parents is the ogre, and which one is the demigod?


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

Father god :)


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

Who wants this rest-period's Masterwork Transformation. First come first serve. Just tell me what piece of gear you want transformed.


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

Well, I guess Grezzor can be the very last one when it comes to that, maybe to improve his quarterstaff :D

But I think there are still improvements to be done on the weapons of others.

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 doubt that you can make Masterwork Fists.


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

Sadly, no.

But equipment can be masterwork too. Are there any skills you want a +2 to? Just about the only thing I can't make a masterwork tool for is Knowledges.


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 are still no takers Grey, Keil won't say no to masterwork leathers (armor) in the fashion of the black skeletons we just faced :)


OK you have basically completed your mission. Should you decide to continue onwards into Rappan Athuk, I plan on removing both Raaz and Malzii from the party leaving you at six players. While you will gain XP at a faster rate, you will lose some healing. Fortunately potions are readily available.

Thoughts?

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]

My vote is to explore on the surface some to get a level or two before coming back down. For instance at level 7, Varg's fists will be considered silver or cold iron, both of which are most beneficial when fighting undead and demons.

If everyone else wants to keep delving down, I understand and am good with that.


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

surface sounds fine for a while.

I would really like to establish some kind of base camp or outpost above the area we will be using as a primary entrance.


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

Being the son of Baalzebul, Arlok wishes to continue to bring the fight to Orcus and his minions here and conquer the dungeon to strike a blow against the Goat prince.


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

Three days of travel is three more masterworkings.

First come first serve. Who wants a masterwork tool, weapon or armor?


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)

Brok still needs masterwork armor to improve stealth.


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

Brok, I'm hearing two separate things.

1) You would like masterwork armor.

2) You would like a masterwork Stealth tool (which can be anything. Quiet boots. Camo cloak. Or it could be built into the armor but then if you get new armor you'll need a new Stealth tool too).

Is that correct? I just want to clarify before I make my post.


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)

You made Brok a mw stealth tool previosly, I'm just looking to drop the acp of his armor to improve stealth and acrobatics.


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

Oh, I see what you mean. Yeah, no problem.

Anything else?

Also, because of Brok's stealthy-crawly-ness I'd been kind of going with a spider theme for him. Want me to continue that?


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 think more scorpions than spiders, but I'm good with arachnids


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

I don't think you can create a Masterwork Tool for Spellcraft? :D


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
Grezzor wrote:
I don't think you can create a Masterwork Tool for Spellcraft? :D

That's up to the GM. According to James Jacobs you can make a masterwork tool for any skill so long as you can justify it's use in a way that makes sense for the setting.

Some masterwork tools are circumstantial (like a balancing pole helping with Acro checks related to balance but not avoiding AoOs). Some are universal (like masterwork thieves tools).

For Knowledge skills and Spellcraft I've seen things like field guides. Can't be used in combat, but when you have time to flip though them they grant a +2. In another game a GM allowed the creation of "resonance stones" which were set into a wizard's staff. They glowed slightly in the presence of a particular school of magic. That glow allowed the wizard to more quickly narrow down a spell being cast, granting a +2 to spellcraft to identify spells and existing auras.


Interesting concept there Praetor. Something like a tome containing a myriad of sample spell effects and guides for identifying them. While I am inclined to include something like this I would limit it to only wizards being able to produce such a guide. Consider it a gathering of trade secrets as it were.


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

Looks like one more night. So that's 3 masterworkings left unclaimed.

Any takers?


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

Arlok will take some large boots to help him sneak better :)


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

Meh, I was kinda liking the idea of the Spellcrat guide... If it is a no go, then I'll go along with Arlok's idea and get MW boots to improve stealth?


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

Ok, one left! Going once? Twice?


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

Everything alright? Posting seems to have stopped in the middle of combat :(
Hate to be greedy out of character but...if Arlok isn't going to pursue a MW Earthbreaker as well, then MW Short Sword? Black, skeleton themed handle, pretty please!


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

Got it.


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

No worries, I wanted others to get things before I worried about my secondary weapon.


1 person marked this as a favorite.
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

Found Arlok's theme song.

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