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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Inactive

Hey all, I start my new job on Monday and I'm also working to readjust my sleep schedule (normally an 8a-4p shift is no big deal but when you've slipped into night owl mode...) so my own posts might be a little shorter/sparser than normal this week until I get adjusted to my new schedule. Maintaining 1/day or 'as needed' (since our pace fluctuates somewhat) should still be no problem though :)

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]

Congrats on the new job. You will get the posting figured out. And if you don't, kobolds make great target dummies.


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 I figured out what I'm going to do to make Grey more relevant. He's going to become the party's crafter. The orcs and anyone else he picks up on the way are going to be his helpers. We're going to turn this dungeon into a terrible factory cranking out equipment for the party's slow takeover.


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 can see the orcs making hats out of all the bones we leave behind.


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

Skull hats for everyone! It will be the party uniform.


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

People, I am again travelling for work today - this will be a loooooong one and I will only be arriving at my destination tomorrow... Will be there for a week, but I should have internet access, and hope to be able to keep up from tomorrow onwards.


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

Still here. Just nothing to add to the scene. Witches aren't the best at dealing with traps.


Inactive

Same; I've not been able to think of much that Malzii can do or say to be useful here but if I do I'll definitely post it :)


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)

Trapfinder currently asking you casters to make us a light over in gameplay.


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)

We definitely need some more healing magic


Inactive

Malzii will get more useful at healing (and in general) once we reach 4th level and she can start picking up a Wandering Spirit each day. Until then...we'd best tread lightly aside from whatever potions and stuff we happen to find, I'm guessing.


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

We just need a wand of CLW for now ;)


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'm down to 1/3 of my hit points and the healers don't seem to be able to do anything about it.

Meanwhile, we're carrying around 6 or 7 healing potions.


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

Six or seven? I'd lost track but if that is the case, we should not be so stingy. As long as the front line guys have one each in reserve, I don't see any harm in consuming a couple now.


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 we have 5 cure lights and a cure serious right now.


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

I have a cure light I started with as well.


Inactive

Yeah, this is one case where I don't think it'll pay to be super stingy with our potions. A cure wand would be great but unless we happen to find one I kinda doubt we can pop into Ye Olde Magick Shoppe to buy one ;)

It'll get better as we level; Malzii's healing hex will upgrade and once she gets access to Wandering Spirit she can always pick up the Life spirit and gain the ability to channel like a cleric.


LEVEL UP:

HP: 1d8 ⇒ 4 +2 CON = 6 HP total
+1 BAB
+1 Reflex
Feat: Fiend Sight
Skills: +1 Intimidate, +1 Knowledge (religion), +1 Perception.
Spells (2nd level): Bull's Strength, Hold Person, Align Weapon (law).
Channel Evil 2d4 (DC 10)
Gain Imp as a familiar.

Also, your two orc hirelings also gained a level of Warrior. They are now currently level 2.


Inactive

~Ding! 3rd Level!

HP: 1d8 ⇒ 7 + 2 CON + 1 FCB = 10 HPs
+1 BAB
+1 Fort & Reflex Saves
Access to 2nd level spells (2 slots + 1 spirit magic)
*Cure Moderate Wounds
*Lesser Restoration
*Spiritual Weapon (Spirit Magic - Ancestors)
+5 Skill Points (Heal, Kn. Planes, Kn. Religion, Spellcraft, Stealth)
Feat (Still thinking on this one...)

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]

HP: 7 <-- from IC
+1 BAB (+ Maneuver Training for monk level to CMB)
+ 4 Skill Points (Acrobatics x2, Perception, Sense Motive)
+10' to speed (now 30')

Feat - TBD


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

HP: 1d6 ⇒ 3

+1 Fort and Reflex

+7 skill points

2nd level spells. 2 spell slots. (Masterwork Transformation and Cure Moderate Wounds added to spellbook)

Command Undead feat

+1 minute per day of Scarshield


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

Pretty much done.


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)

hp: 1d10 ⇒ 6

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]

Feat - Pummeling Style


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)

8 HP, Deadly Aim Feat, Endurance Feat, Favored Terrain: Underground, +1BAB, +1 Will Save, +7 skill points

(Stealth, Perception,Handle Animal, Disable Device, Acrobatics, Dungeoneering, Survival)

It never fails that when I review Brok's character sheet I forget that he has a size bonus to attack rolls and I end up subtracting 1 from all his attacks, then remembering later and add it back in.


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

HP: Rolled 9

+1 BAB
+1 will save

4 Skill Points:
+1 perception, Acrobatics, Stealth, Intimidate

Feat: Divine Trait Focus (Mystic Inheritance)

Scion Talent: Force of Brawn: Strength to saves, Strength used for Acrobatics, Stealth, Intimidate.


Inactive

Feat: Extra Hex - Flight

And that should cover it!


I am still waiting on Grezzor to Level up here, then we shall continue... *insert evil DM chuckle here*


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

Sorry Komm, I am doing the level up today - almost done.


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

Level 3
+1 level of Wizard
7HP [4+2+1] -> Total 25

+1Fort
+1Ref
Level 2 spells!!

Spells gained:
Flaming Sphere
Mirror Image

Feats: Intensified Spell

6 Skill points: Fly, Knowledge (Local), Perception (x3), Spellcraft


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 should go up 9hp instead of 8. I forgot his FCB.


Inactive

I hope all the US folks had a good holiday weekend and that everyone else also had a good weekend! And/or a good PaizoCon if you got to go or spent the weekend following the updates :)


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

In case anyone's curious about what Grey's been doing with all the chalk markings not he walls, it's This.

And since they are symbols and not writing, even the goblins might like it.


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

Wow, those look really cool :D


Inactive

It's a bit late, but if there are any dads here among us then I hope you had a great Father's Day :)


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

There are dads among us :D


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

Team,

I wanted to let you guys know I am going on vacations from next Sunday onward, for about two weeks.

I'm travelling with the family tomorrow, before the vacations start proper, so I should be able to keep up the posting until Sunday, but after that I cannot guarantee it since I will probably be immersed in tepid sea or pool water, hopefully with some sort of alcoholic beverage closeby :D

As always, bot me as needed - go GANG!


No worries Grezzor! Enjoy your much-needed vacation!

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]

Ok all - we have a new magical trap detector. Go Grezzor . . . BOOM.


Inactive

Enjoy the vacation(s); we'll try to keep Grezzor in one piece but no promises ;)


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 can do 1 or 2 masterwork items every time we rest.

Anyone have any specific requests for gear they'd like made masterwork?


Raaz would request for his four-mirror armor and his longspear to be made masterwork, as both his cestus and morningstar are cold iron weapons.


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

Thieves tools and fancy boots for Keil to sneak around in would be nice.

I'm curious about the strength damage though. Crafting masterwork items this way incurs 2 points of strength damage (1 point per article) while you only recover 1 point per day of rest. Do I have that right?


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

Essentially yes. I took strength damage last night, then healed it with rest, then took another point in the morning. I am currently 1 point of strength down.


Inactive

Similar to Raaz, Malzii would probably ask for her Armored Coat and Heavy Mace to be made masterwork. No huge rush on the mace though since Malzii isn't exactly melee-oriented; just nice to have a backup when you need it!

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]

Monks don't have much use for most masterwork items, unless you can make his skin masterwork.


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

Nope. I could make you a Masterwork Stealth and Climbing tools. Those are pretty handy.

I can also make you Masterwork Monk Weapons. At this level, they do the same damage as your fists, so they'd just be a bonus to hit.

How would you feel about a Temple Sword? 1d8, 19-20 crit, two-hand-able and flurry-able is pretty awesome.

I can also make you masterwork Shuriken, which would give you a ranged option. Not a lot of base damage, but with flurry and your strength bonus it would add up. They're also great for poison, which you're immune to, so no danger of poisoning yourself.


Just a couple of notes to point out here:

Both Akkus and Scoot are Tiny-sized so Akkus cannot carry anything with him (not that he would do so anyway). Also, while Raaz would certainly not object to sending his familiar to scout ahead in certain circumstances, I have avoided doing this as Raaz, being a DMPC, is supposed to take a backseat to the players here. As for Malzii deciding to send her own familiar into harm's way, I shall let her decide that on her own.

So in other words, I don't want to take all the 'fun' away from the players here...(insert Evil GM laugh here....)

PS, I noticed the scarlet spider does not have a Climb speed. Even though their Climb skill is crazy good that is rather surprising to me.


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

No harm in asking :)
Scoot's climb speed is there, 30ft.


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

Just a vacation post to say two things:

- Thanks for the DMPC 'Grandfather', and
- DANG Praetor, 'owning' a Shadow is as cool as it gets :D

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