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 Half-Orc Sorcerer (inactive)

good one!


Male Human Rogue6/Clr1 Current Map

Irenicus moves to where he can cast a force missile
damage: 1d4 + 1 ⇒ (1) + 1 = 2

Dolgrin moved next to Virgil pulling his weapon.


Male Human Rogue6/Clr1 Current Map

The three bandits run in their init and the orcs surrender.


Male Human Rogue6/Clr1 Current Map

XP=250 each


Male Human Rogue6/Clr1 Current Map

3 falchions
studded leather, buckler, composite longbow [+1 Str],
20 arrows, short sword
leather armor, rapier, dagger, shortbow, 40 arrows,
SP: 1d4 ⇒ 2, cp: 2d4 ⇒ (4, 1) = 5


Male Half-Orc Sorcerer (inactive)

Coolness!


Male Human Rogue6/Clr1 Current Map

fort save Jack Rat: 1d20 + 1 ⇒ (20) + 1 = 21DC=20


Male Half-Orc Sorcerer (inactive)

Now that the fighting is over, Wdrozgrúk will search the place vacated by the bandits.
perception: 1d20 + 8 ⇒ (18) + 8 = 26


Male Human Rogue6/Clr1 Current Map

In addition to their weapons, the chainmail worn
by Tall Jack, the bandits have a total of 175 gold pieces stashed away in
one of the barrels that support the table


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

after stripping the prisoners, Elathras takes a careful look around. this might not make a bad place to rest turning back to the group "Hey guys after we figure out what to do with the prisoners are we going to keep this place?'
perception: 1d20 + 11 ⇒ (16) + 11 = 27


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

as the others figure out what to do with the prisoners Elathras returns to the room they came out of, and shutting the secret doors so they will not be followed picks up his polearm and his torch. Upon seeing the composite bow, he tests its strength he removes the bow Mitleid gave him and says. "thanks for the use of your bow, Mitleid, this one has stronger pull so I will use it." He then gathered up its quiver and bow sheath from the dead bandit, and placed them with his pack. Taking torch in one hand and polearm in the other he proceeds to the south where he though he saw them leave and cautiously begins to look for a secret door.

perception: 1d20 + 11 ⇒ (18) + 11 = 29


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

Letting the other adventurers deal with the prisoners, finding the secret door that the thieves fled through, Elathras enters a room about the size of a nobleman's closet. Not finding any thieves or blankets he sets his polearm down and using the torch begins to patiently search all the walls for a secret door.

perception: 1d20 + 11 ⇒ (13) + 11 = 24
perception: 1d20 + 11 ⇒ (7) + 11 = 18
perception: 1d20 + 11 ⇒ (14) + 11 = 25
perception: 1d20 + 11 ⇒ (14) + 11 = 25
perception: 1d20 + 11 ⇒ (14) + 11 = 25
perception: 1d20 + 11 ⇒ (15) + 11 = 26
perception: 1d20 + 11 ⇒ (17) + 11 = 28
perception: 1d20 + 11 ⇒ (19) + 11 = 30


Male Human Trapper Ranger (Lvl 5)

Virgil picks up one of the falchions, swinging the blade around experimentally.

"This is nice. Very choppy. Anyone mind? Oh, I'll grab one for Elathras too."

Virgil looks around at the rest of the party, then at the Orcs. "No?"

Finally, Virgil approaches the unconscious Tall Jack, nudging him gently with his foot. "Not looking too good. We should think about helping: he probably knows about down here."


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

hey Virgil grab the other falchion for Elathras he will come get it after he finds the secret door


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)

Ah, friends. We can't just leave him to die, practical as it may be. Note expects more of us.
heal check, first aid: 1d20 - 2 ⇒ (6) - 2 = 4

Dolgrin buries his hand in the wound, causing the bandit to groan in pain as he searches for foreign objects. He seems to be working himself up to some serious field surgery, but he doesn't seem particularly skilled.


Male Human Trapper Ranger (Lvl 5)

"Aren't you supposed to wash that first?" Virgil helpfully offers Dolgrin his suspiciously pungent waterskin from before.

Welcome back!


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'

Kaz will cast Stabilize on the leader. "He might be more use to us alive than dead. We can negotiate with his followers, if what he tells us is true."


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

Irenicus nods to the exit, "Some escaped. They should be found before they return to trouble us again."


Male Human Rogue6/Clr1 Current Map

One of the orcs pipes up in broken common, "Jack ded. They not come back. Meybe go near road near sea."


Male Human Trapper Ranger (Lvl 5)

"Oh. Thank you. Very helpful! Have you guys been down here long then?" Virgil asks, addressing the Orc that was speaking.


Male Human Rogue6/Clr1 Current Map

"Few moons. Most gone now. Jack last of our leaders.


Male Human Rogue6/Clr1 Current Map

Jack is stabilized at -10.


Male Half-Orc Sorcerer (inactive)

"Personally, I think it's better to keep prisoners alive. Good source of information and all that. Waste not, want not! Maybe I can try patching him put a bit, even though I'm not skilled at healing."
Wdrozgrúk will also have a go at trying to heal Jack.
heal (untrained): 1d20 + 0 ⇒ (10) + 0 = 10

"I don't think that helped, but at least I didn't make it worse!"

Then, turning to the Orc prisoners, he'll try to sweet talks some information out of them:

Orc:

"Why are Orcs like you keeping company with human bandits in an old grave site like this? Strange place for any bandits to be camping out. Were you looking for something special?"

diplomacy (untrained): 1d20 + 3 ⇒ (15) + 3 = 18


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'

Heal 1d20 + 7 ⇒ (9) + 7 = 16


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

[b]"Prisoners, well they are bandits, jackals. Anyone with balls ready to work decently?"[/B


Male Human Rogue6/Clr1 Current Map

Katzor you heal him for of healing: 1d3 ⇒ 2

Gruk in orcish:
We were part of a bigger group. This was our base. We are the last of them. The rest are gone now. Jack not pay good, but he pay.


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'

Do we want to hire these orcs to join our guard retinue? If we can give them a stable place, regular pay and food, it might benefit us in the long term.


Male Human Rogue6/Clr1 Current Map

Well this is interesting. The two dwarves want to hire the orcs. Well, you do have two half-orcs in the party, might work.


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

"Don't tell me. You all want to put them to work in the castle. Worse here than those animal loving elves in the south. Perhaps the ghouls could come dig trenches too? All we need now is a poor kobold to manage finances."


Male Human Rogue6/Clr1 Current Map

Lol Irenicus! Now I am all in favor of redemption. It rarely works, but I am in favor of it:)


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'

"Dolgrin, could you advise if these folk are evil by nature or just pragmatic? If they can be bought, perhaps we could be their purchaser? If they are unfortunately evil, we might need a different sort of end for them."


Male Half-Orc Sorcerer (inactive)

Still trying to get something useful out of the prisoners:

Orcish:

"What happened to the rest of your group?"

diplomacy (untrained): 1d20 + 3 ⇒ (9) + 3 = 12


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)

Odds are good they're too low a CR to use detect evil on, but sure, just in case.


Male Human Rogue6/Clr1 Current Map

They look at you Gruk and shrug. They are CR 1/3.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

Elathras returns to the bandits hideaway, picking up one of the Falchions and its scabbard he attaches it to his war basket, where he has his flail and javelins tucked. Turning to the team, he says "We have two exits, the one to the east, and a secret door to the south where the others fled, Have these orcs told you what to expect going through either of the doors? Or do we just want to follow them to the exit they are familiar with and make sure they leave 'the mouth'."


Male Half-Orc Sorcerer (inactive)

"They know about as much as Jack paid them. Not much. I'll just see if I can improve their memory some."

Orcish:

"Do you two know what's on the other side of these hidden doors we found? Tell you what; if you tell us everything you know about this place, there's two gold pieces out of my own pocket in it for you. EACH!"
The cost of doing business!

diplomacy (untrained): 1d20 + 3 ⇒ (18) + 3 = 21


Male Human Rogue6/Clr1 Current Map

Orcish:
"Secret doors lead to room with rest of crew down hall to left and up. Trap in front of door. Urhk was sent to get them, but they not come. Me think them leave. Rats, and lots of traps down here. Be weer icky cube. It eat human last week. We go out and rob merchants and come back here. Jack like robbing merchants with few guards."


Male Half-Orc Sorcerer (inactive)

Wdrozgrúk will qucikly hand 2 GP to each of the two Orc prisoners. "The cost of doing business, apparently!" he explains hurriedly to the the others and then runs off after Elathras.

"Elathras! Wait! Traps and enemies past the door. Prepare first. Thrashing second!" and will motion him to come back into the bandit camping hall.

When everyone is together, he'll explain things a bit clearer:
"Okay, it's like this… After the secret door is a hall to the left and up where the rest of the bandits are supposed to be. But they have either left or died, the Orcs don't know which. There are lots of vermin there and, more importantly, a lot of traps there. They also told me there is some big blob or cube of goo that's killed at least one of the bandits, so we have to be be careful of that. It also seems our friend Jack here liked robbing lightly guarded merchants. My guess is that means there might not be many more bandits. But lots of traps and other dangers in here.

One more question for the Orc prisoners:

Orcish:

"Exactly what route would you and the human bandits take to get in and out of this place?"

diplomacy (untrained): 1d20 + 3 ⇒ (7) + 3 = 10


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

Elathras tries to listen carefully as Wdrozgruk describes what lays beyond the secret door. So Elathras returns to the door with Wdrozgruk in tow, after opening the secret door, lot of traps to the left Elathras goes south down the corridor, torch and polearm in hand, when he comes to the intersection he turns left and sees the doorway, he quietly checks out the door before opening it.

perception: door: 1d20 + 11 ⇒ (8) + 11 = 19


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 doesn't work like that kaztor. They're just guards. If one of them was a priest, I'd know.

Dolgrin smiles a moment.

Of course, so would the rest of you. Priests tend to be very obvious.


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'

"Ah, I see. Gruk, you think the orcs would want a steady job helping guard our fort? For a few coins, helping our security couldn't hurt."


Male Human Trapper Ranger (Lvl 5)

"Did someone say traps?" Virgil (still sipping from his suspicious waterskin) joins Elathras and Wdrozgrúk by the secret door.


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)

Traps and treasure, friend Virgil. A chance to learn about tiny mechanisms and great big devices!


Male Half-Orc Sorcerer (inactive)

"These guards are Orcs, so they do know how to fight. And like everyone else, they know a good pay packet when they see one."

"So, if you follow along, we should be able to use their directions to find our way around a sizeable part of this complex. And make sure it's safe."

"As for our new chums here, do you think we should bring them along, to help guide us?"

Everyone: I've moved the icon for Wdrozgrúk up as a peg point in the map towards the traps and guard rooms when we're ready to proceed. I did not move him up there as a front line meat shield!
And does everyone think we should bring the Orcs along as our new (better paid) guides and leave Jack trussed up and out of trouble back at the camp?


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'

Sounds good to me, Gruk.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

I'm ok with it are we giving them their swords back? When brv gives the all clear sign on the door shall we continue?


Male Human Trapper Ranger (Lvl 5)

No, I'm keeping this Falchion. One of them will have to deal with a Greataxe. And yes.


Male Human cavalier 8 |HP 90/90 | AC26/T12/FF25 | F+11/R+8/W+8 | CMB+14/ CMD25 |init+1 | Perc+13 | Challenge@+ 8: 0/3 | Tactician@7rds. 2/2 | Haste 7/10

if push came to shove I could give up my short sword, no never mind that, Might get swallowed by something, can we give the other one your club? I really like my flail and polearm.


Male Human Trapper Ranger (Lvl 5)

If we didn't sell it, sure.


Male Human Trapper Ranger (Lvl 5)

"Right. Down to business." Virgil cracks his neck and knuckles, grabbing his new tools out of his bag.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Disable Device: 1d20 + 9 ⇒ (2) + 9 = 11

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