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


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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 |

Just to be clear...

Of the 2,000 gp that Trag got, he's spending it this way:
1,000 gp for the materials for a handy haversack
500 gp for the materials for a cloak of protection +1
80 gp to add 8 1st level spells from captured spellbooks to his own
320 gp to add 8 2nd level spells from captured spellbooks and scrolls to his own
90 gp to buy the ink to add Fly from a captured scroll to his spellbook when he is high enough level.

That leaves 10 gp left over.


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

I definitely agree the NPC/Hireling pricing needs to be adjusted, but the chart goes up exponentially, and starts at a point (CR 1/8) that doesn't even exist on the NPC list you linked (the Foot Soldier, a human warrior 1, is CR 1/3). Given CR 1/3 is the baseline for a level 1 NPC class, I would assume that is what is listed as a "skilled hireling", and could use that as the base of the chart (CR 1/3 = 2 gp).

I know in older editions it was npc level x the base pay, which would mean a human warrior 3 (CR 1) would be 6 gp (for PC class, move their level up by 1, as is done for calculating CR). Now, that doesn't sound like much, but given the average person in a fantasy setting makes 2 sp a day, that is 30x their income (or a a person in today's USA making $1740 per 8-hr day vs a person making minimum wage totaling $58 for 8-hr day). Per the NPC Codex, that would be an experienced guard, a journeyman craftsman or shopkeeper, or a minor ranking religious official or noble. I wish our police officers and soldiers were so well compensated with a $450,000 annual income!

Unique skills can then add extra costs, and conversely negotiating a longer contract, or a share of spoils, could lower or completely eliminate wages.

Just my 2 copper on the subject.


Good points. The chart looks to have been made for a different edition, which might be part of the discrepancy. Let's put CR 1/3 at the bottom as you suggest. And I did mention that you can negotiate lower prices...

I think it's important to factor in the nature of the work. A cop doesn't make 1500 dollars a day. But if you approached an off-duty cop and asked him to get his gun and come with you and kill a bunch of people you don't like, he might well demand 1500 bucks a day or more or refuse altogether.

Found this, for instance: "The pay for a security contractor is off the charts. Some mercenaries make $500 to $1,500 per day. Interrogators are rumored to make up to $14,000 per week. The salary ranges from $89,000 to $250,000 per year. Employer, experience, expertise, specialty, location, and danger potential ultimately determine the paycheck."

But when those same guys were in the army as sergeants, they were making 2.5-3 grand a month for years before they could even get hired by those top mercenary companies.

Doing the dollar-to-GP conversion is usually an exercise in futility, too. There's no minimum wage in Golarion. Let's instead try the chart for hiring combat mercenaries, using the "low" end for fighters and the "high" end for wizards and clerics and the like, and only for custom troops from Riddleport. In Zelkor's Ferry, life is cheaper.


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

My apologies, I departed on a trip Tuesday night and will be traveling through next Wednesday with family. Posting may be limited throughout the period of time, please feel free to bot me as necessary.


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

Oops! Trag, do you have Shield in your Spellbook? An oversight on my part...lol.


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 |

Sorry, I haven't picked up Shield yet.


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

As an aside, it might be time to fix the HP listings in the overhead thinger.


I would if I could! I haven't had access to that banner for ages. If I try to edit it I get kicked to an error page that does say the appropriate authorities have been notified... but they're dragging their feet on fixing it I guess.


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

*shakes fist at Paizo*


"You’ve reached this page due to an error on paizo.com. The web team has been notified and are working to fix the issue."

Not all of the above claims are accurate...


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

I'm not sure any GM has gotten to edit their campaign info pages in the last month.


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

Here's my build for Ippolit. GM feel free to make changes as you see fit. I also have little desire to play him in combat, unless you absolutely want me to.

IPPOLIT
Human Fighter 2;
Lawful Neutral Medium
Init: 1 Senses: Perception +3
DEFENSE
AC: 15 Touch: 11 Flat-Footed: 14
HP: 21
Fort: 4 Ref: 1 Will: 1
OFFENSE
Speed: 30ft
Melee: Guisarme (Masterwork) +8 (2d4+6 20/x3), Longsword (Masterwork) +7 (1d8+4 20/x2)
Ranged: Javelin +3 (1d6 20/x2)
STATISTICS
Str 18 (+4) Dex 12 (+1) Con 13 (+1) Int 13 (+1) Wis 12 (+1) Cha 10 (+0)
Base Atk: +2 CMB 6 CMD 17
Skills: Climb +8; Handle Animal +4; Intimidate +5; Perception +3; Ride +5; Sense Motive +3; Swim +8;
SPECIAL ABILITIES
Feats: Combat Expertise; Improved Trip; Toughness; Weapon Focus: Guisarme;
Specials: Bravery +1;
Equipment: Guisarme (Masterwork), Longsword (Masterwork), Javelins (3), Potion Cure Light Wounds, Manacles, common;


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

Thanks to everyone for baring with my absence. Traveling home today, did a LOT of chasing around to see family (on both sides) over the past week. It was a good time, if incredibly chaotic.

@GM Parrot I will post some RP for Bristleback and Sawen here in discussion to wrap up the scenes before we headed back to the dungeon. No reason to clutter the gameplay thread with out-of-timeline posts.

@Anzath I would recommend dropping the Str to 17 and bumping the Dex to 14. Increases AC, Refl, and Init, plus grants an additional AoO via what I will assume will be his 3rd level feat of Combat Reflexes (trip build?). Also, perhaps a breastplate or chainmail for armor (AC+6 vs +4)?


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

Sounds good to me. I think I just kept the equipment the same as the original build.


Welcome back, Brand!

On Ippolit and on future NPCs made by players: I probably should have stated that you should use the NPC stat arrays when building them instead of a full PC point buy. We'll let Ippolit be super strong--but for future reference:

Heroic and Standard NPC arrays are here.

Also note that NPCs don't usually level up unless you take Leadership and make them proper cohorts or the story demands it. They are here to help, but they are just normal folk while you are the heroes.

That said, if a party member were to perish, I would offer an upgrade to PC status at equal level with some sort of boon for players adopting an extant NPC as their next character. Because that would be cool.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Hi Brand!

I like those notions, Parrot. Perhaps said npc has been inspired by the pcs...


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

In the spirit of things, I'd like to say thank you to the GM for running a great game, and for everyone for playing!


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

Seconded!

Happy thanksgiving!


Aww, thanks folks! It's been a great 669 posts.

I'll be trying to advance the game as I can over the next few days, but expect some holiday delays.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

It's great fun, and a happy Thanksgiving to you all!


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

Happy Thanksgiving, everyone!

And I agree, this game has been great fun.


male Halfling Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7

Happy Thanksgiving to all!

Apologies for my sporadic posting the last week. Between catching up from my time away, a surprise visit by our VP, and the pre-holiday shenanigans, work has been absolutely crazy. Think I have everything all caught up and attended to, so hopefully its back to normal for me!


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 |

Happy Thanksgiving all!


Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid

Happy Thanksgiving!


Dad's visit is over Tuesday, but I should have more time to post tomorrow. He's going on a solo excursion--I suggested Levenworth, but he might go to Tacoma or just downtown. But thanks for the tip, Tragershen!


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

Web is difficult terrain; therefore, after a successful save 1/2 movement. If you end your movement inside Web, then you must make another save.
It's one of my all time favorite spells.


Then I think I ran it semi-correctly in that a creature with a 30 ft move can't get out of a web in one round with one standard to break free, one move to move 15 of 20 ft radius away. Sound right?

Spell is awesome.


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

Looks like, when the spell is cast, you make a reflex save or become grappled. Once grappled, roll cmb or escape artist to break free, standard action. Once free, roll cmb or escape artist as part of move through difficult terrain. If you fail that check, become grappled again in first space you move into.

And... can only be cleared with fire damage.

Totally different from a monster’s web ability, which entangles and has hit points and can be destroyed with any weapon.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Damn, but that is a great spell!

Talathel is perfectly fine with using magic to help. It's just not his own specialty.


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 |
Talathel Rhuiren wrote:
Talathel is perfectly fine with using magic to help. It's just not his own specialty.

Yep! Using magic to help is what Trag is all about. He's not really focused on doing direct damage (obviously). He's more about buffing and battlefield control.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

That's a great force multiplier.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Folks, I have a very draining cold at the moment. So Talathel may be quieter than usual. Feel free to bot him into spearing things if it would otherwise hold up the game.


Feel better!

I've got a week or two of crunch time at work, then I'll likely be posting more frequently myself.


"Tiny stone bat; after we be battling more sterner stuff. It be like da writers wanna be giv'n us a easy 'un!

The dwarf winks."

Yeah, you're in the shallow end of the pool. On top of that, one of the things I love about this book is that it's not an AP where difficulty scales linearly as you go. You'll find annoying small stuff and impossible stuff.


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

Looks like we’ve got a meta-aware alchemist on our hands.


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

I blame Dealpool....


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Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

I live. :)


Map updated!


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 |

Thanks for updating the map. We're really making some good progress!

Does anyone want to wield the +1 longsword we just found? Or be the designated carrier in case we run across something needing a magic weapon to harm?


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

Actually fit you best, I think. Unless our fighter needs a magic weapon?

I will pick up lesser restoration asap!


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’ve got 2 magic weapons, so I says someone else should take it.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Talathel has a +1 elven branched spear. He won't turn down another magic weapon for close-up work, but he doesn't consider it a priority.


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 |

I could carry it, but I am not proficient with it. It may be better as a secondary magic weapon for Talathel. Of course, it would hardly be less effective for Tragershen to use as his wand... :P Go ahead and take it for now, Tal. We can sell it later.


Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!

Fair enough! Talathel will do that then.


Miss you, Brand! If you're out there, pulling a halfling luck wouldn't have saved you, so I went ahead and dropped yer guy into deep deep slumber.


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

no save huh?
or are you saying theres no chance brand could have made the save?


The Book: "falls asleep (no save)"


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

yeah, that's definitely the scariest thing about this dungeon.


We'll do Tomb of Horrors next! When we finish Rappan Athuk. In ten years.

Honestly, I might have given Brand a save because I'm still mad about ToH, but he's been AWOL and this gives me a legit reason to stop botting him.

Come back soon, Brandybuck!

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