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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I am going to be starting up another Rappan Athuk game here soon. It will be an old school game. Core races only, Core classes prefered but will consider others. APG, UC and UM per DM approval.

There are no magic shops here. Oh, you might find one where you can get a minor potion or scroll or material components, but even those are rare and not close. WBL, what is that? Encounters by CR, not in RA. If you open the wrong door and don't learn how and when to run those graves will pile up in a hurry! Better have plenty of back up characters for this one. My last party lost 12 characters by level 3! Gold? Treasure? That this place has in some vast quantities in some places. Presuming you can make it home with your hard earned gains.

From the introduction:

"Once upon a time, there was an idea—an idea formulated by Gary Gygax and Dave Arneson in 1974 and published in a little paperback book called Underworld Adventures. The idea was simple: it is a lot of fun to go into a dungeon and kill evil monsters. Why is the dungeon there? No one knows. Why do the monsters usually fight rather than talk? We aren't really sure. Why are there 16 trolls in a cave with a jug of alchemy? No one cares. What do all the monsters eat? We don’t know that either (although “adventurer” probably tops the list). And we don’t have to know these things. This isn't an ecology experiment, it’s a dungeon—the quintessential setting for pure swords and sorcery adventuring.
This adventure pays homage to that original idea. True, there are
opportunities for role playing, but most of this module is dedicated to
“roll playing.” Hopefully, while exploring the halls of Rappan Athuk, you
will recall the thrill of discovery, the terror in your heart when you fought your first skeleton, the joy of rolling your first natural 20 and the despair you felt when that 1 came up for your poison save.
This module, Rappan Athuk—The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl
updated for the Pathfinder Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an
abundance of traps, tricks and monsters."

I will select six vict... er players for this game.

The Exchange

Hi brvheart,

I'd like to express my interest in playing a sorcerer in this game.

What are your character creation guidelines?


Squishy necromantic wizard interested!


lost lands:

25 point buy, old school. Core and some APG with some other options thrown in as they fit the campaign. Races are generally core.

hey brvheart, same point buy as lost lands? When do we wrap up selection? I am thinking fighter or barbarian.


I would also like to express interest.

"Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only." - Does this mean that stuff from Ultimate Magic is available after level 5 on a case by case basis?


Would be interested in running a Skill monkey of some variety.
Rogue is a big possible, Though Druid and Bard are both viable for trap finding duties as well.


Movin wrote:

Would be interested in running a Skill monkey of some variety.

Rogue is a big possible, Though Druid and Bard are both viable for trap finding duties as well.

Dang it, I was about to suggest a Trapper Ranger. Back to the Drawing Board.


Thinking on it I realize I actually want to run a druid more than a skill monkey. Stony earth dwarf type I think.
I'd be really good at detecting traps but mostly junk at dealing with them.

I will gladly give you the trap spring-er duties.


Perhaps a good old fashioned cleric could find a home here. Someone will have to patch this crew back together again.


Tomato Jam here, posting as potential character for easy access.


I remember when you recruited for your Lost Lands sandbox campaign and you mentioned the possibility of running that using REAL old-school rules: Swords & Wizardry. Any chance that you might be convinced to "turn to the dark side" and leave behind the modern game mechanics of PF to go truly old-school and run RA using Swords & Wizardry (assuming you have it in that format)?

I have been DYING to take a stab at RA but I'm not overly fond of PF and it's super crunchy rules (I suck at system mastery/optimization stuff) and would love to try this in the "proper" old-school manner.


Yes. Not sure what class I'd like to play for it.


Working on profile and build now, but should be up in an hour or two.

Looking at Bard with Buccaneer Archetype (Pirates of the Inner Sea Guide) and Enforcer feat (Advanced Player's guide); if both are acceptable. Everything else will be core only. Will most likely be a melee bard that likes to insult and demoralize opponents while giving some support to the team.


This is the skeleton of Gerald's Life Oracle. I'm still updating everything. DM, I asked in another thread of you will accept oracles. If not, no biggie and I'll make a regular cleric.


Well this is interesting. Got a pm of a premade RA game all ready to run and the DM just quit on them. I might be running two games! I just woke up here!I have run RA. You are going to need a straight cleric.


1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes are Core Only, plus Inquisitor, Swashbuckler, Warpriest and Alchemist. I might consider Gunslinger, but the gun powder rules are the simplified rules from Razor Coast and not Ultimate Combat. I might discuss others if they fit an old school theme.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.
E) Races per Core rules only.


Logan, I have it for S&W just would be real hard to convince the rest of the players to go that way. I know the three players from my LL game voted against it. Make your case and see if you can convince them.

Virgil looks ok so far. Jar'k, those sources are fine. FYI, I only use Lost Lands deities. We are not in Golarion here.


• Arden, God of the Sun (dead, destroyed by Tsathogga) (NG; Air, Good, Sun, War)
• Arn, Lesser God of the Sun (NG; Sun, Healing, Good)
• Bacchus-Dionysus, God of Wine and Madness (CN; Chaos, Animal, Plant)
• Belon the Wise, God of Travel, Wanderer in White (NG; Travel, Magic, Knowledge)
• Bowbe (CN; War, Chaos, Strength, Vengeance)
• Crocutus, Demon Lord of Gnolls (CE; Animal, Chaos, Destruction, Trickery)
• Dame Torren, Goddess of the Four Winds (N; Air, Animal)
• Darach-Albith, High God of Elves ( CG; Plant, Animal, Magic, War)
• Dre’uain the Lame, God of Craft and Smiths (N; Earth, Creation, Fire, Knowledge)
• Dwerfater (LG; Earth, Good, Strength, Creation, Dwarves)
• Freya, Goddess of Love and Fertility (NG; Animal, Good, Healing, War)
• Gromm the Thunderer (CG; War, Air, Water, Destruction)
• Grotaag, God of Orcs (CE; Death, Destruction, War, Evil)
• Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge)
• Hel, Goddess of Death, Lady of Pestilence (NE; Evil, Death, Plant, Animal)
• Horgrim (LE; War, Evil, Law, Magic)
• Jubilex, The Faceless Lord, Demon Prince of Slimes and Oozes)
• Kakobovia, Hobgoblin Demigod of War (LE; War, Death, Evil, Law)
• Kamien, Goddess of Rivers, Streams and Springs (N; Water, Travel)
• Kunulo (NE, Evil, Water, Destruction, Death) –god of pirates and evil sea creatures
• Mirkeer, Goddess of Shadows and the Night (NE; Evil, Shadow, Magic)
• Moccavallo, God of Disguise and Treachery (CN; Chaos, Trickery, Diplomacy)
• Muir, Lady of Justice, Goddess of Virtue and Paladins (LG; Law, Good, Protection, War)
• Note, God of the Harp (NG; Good, Travel, Luck, Protection)
• Oghma, God of Song and Bards (NG; Creation, Good, Travel, Knowledge)
• Orcus, Demon-Lord of the Undead (CE; Chaos, Evil, Death, Destruction)
• Pekko, God of Ale and Spirits (CG; Plants, Chaos, Good)
• Rhiaan, Goddess of the Air and Birds (CN; Air, Animal, Chaos, Travel)
• Riale-Aibaru, Lost Goddess of the Elves (LG; Law, Good, Travel, Magic)
• Sefagreth, God of Commerce, Trade, Cities ( N; Luck, Travel, Diplomacy, Trickery)
• Set, God of Evil and the Night (LE; Law, Evil, Knowledge, Death)
• S’surimiss, The Rat Queen (NE; Animal, Evil, Vermin, Destruction)
• Snuurge, Father of Goblins (NE; Evil, Magic, Trickery, Earth)
• Styrme – mentioned but not detailed in the Appendix
• Surter, God of Fire Giants (LE; Fire, Evil, Destruction, War)
• Telophus, Lord of Crops and the Seasons (LN; Animal, Air, Earth, Plant)
• Thrym, God of the Frost Giants (CE; Chaos, Evil, Cold, Trickery)
• Thursis, God of Battle (NE; War, Death, Destruction, Evil, Magic)
• Thyr the Lawgiver, God of Law and Justice (LG; Good, Healing, Law, Knowledge, Protection)
• Tsathogga, Demon Frog God (CE; Chaos, Evil, Water, Destruction)
• Tykee, Goddess of Luck and Good Fortune (CG; Good, Luck)
• Vanitthu, God of the Steadfast Guard, (LN; Law, Protection, War, Healing)
• Vionir, Goddess of Light (LG; Good, Healing, Sun)
• Yenomesh, God of Glyphs and Writing (N; Protection, Knowledge, Magic)
• Zors, The Fortune’s Fool, Demigod of Luck, The Hanged Man (CN; Chaos, Luck, Trickery)


Alright, DM. I will rebuild Teo as a straight cleric! Ill get her squared away this weekend.


Adventure Path Charter Subscriber; Pathfinder Maps Subscriber

Iago Bonecutter, half-orc Barbarian 1:

STR 19
DEX 14
CON 14
INT 10
WIS 12
CHA 10

HP 15 (includes favored class bonus hit point)
Speed 30
INIT +2
AC 16 Tch 12 FF 14
BAB 1
CMB 5
CMD 17
Rage 6/day

=== skills ===


  • Acrobatics (1 rank) 3
  • Appraise 0
  • Bluff 0
  • Climb 1
  • Diplomacy 0
  • Disguise 0
  • Escape Artist -1
  • Fly -1
  • Heal 1
  • Intimidate (1 rank) 6
  • Perception (1 rank) 5
  • Ride -1
  • Sense motive 1
  • Stealth -1
  • Survival (1 rank) 5
  • Swim 1

Sling +3 1d4+4 x2
Greatsword +5 2d6+6 19-20/x2
Greatsword w/Power Attack +6 2d6+9 19-20/x2
Hide Armor

=== feats ===


  • Power attack


Oooooohhhhh, I'm definitely dotting this one - and the intention is playing a dwarven Fighter - there's Old School for ya! (Ok, maybe I'll splash some multiclassing here and there if it is not a big issue :D But I'm leaning towards straight fighter - crazy, no?)


Pathfinder Lost Omens Subscriber

Here's a Gnome Alchemist, that might be fun for this game.

Luckabee Galoot

Spoiler:

Luckabee Galoot
Male gnome alchemist 1 (Pathfinder RPG Advanced Player's Guide 26)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 12 (1d8+4)
Fort +5, Ref +4, Will +1; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20) or
. . spear +1 (1d6/×3)
Ranged bomb +5 (1d6+3 Fire) or
. . sling +4 (1d3+1)
Special Attacks bomb 4/day (1d6+3 fire, DC 13), hatred
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—arcane mark, comprehend languages, message, read magic
Alchemist Extracts Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 16, Int 16, Wis 13, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Brew Potion, Point-blank Shot, Throw Anything
Skills Acrobatics +1 (-3 to jump), Appraise +7, Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +3, Knowledge (arcana) +7, Perception +7, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Dwarven, Giant, Gnome, Orc, Sylvan
SQ alchemy (alchemy crafting +1), magical linguist, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear studded leather, dagger, sling, spear, 121 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Instead of Ulfgard I will be a dwarven Monk Zen archer.


Teo is no more! Long live Kaztor, Gerald's Cleric of Dwerfater (my favorite of the FGG pantheon!)!


Everyone gets two traits. if they are not out of the APG they will need to be approved.


OK, this may combine with an existing game I have been asked to take over. Not sure yet. Anyway this is the link for the current game there.
RA


Kaztor Strongforge wrote:
Teo is no more! Long live Kaztor, Gerald's Cleric of Dwerfater (my favorite of the FGG pantheon!)!

Looks pretty good except you need a CHR of 13 for selective channel. You may want to reassign your points if you still want that feat.


brvheart wrote:
Kaztor Strongforge wrote:
Teo is no more! Long live Kaztor, Gerald's Cleric of Dwerfater (my favorite of the FGG pantheon!)!
Looks pretty good except you need a CHR of 13 for selective channel. You may want to reassign your points if you still want that feat.

Ah, I didn't catch that! Good looking out...

How much gold do we start with, DM? I think I'll scribe some scrolls instead!


For level one, 150 GP.


Depending on how recruitment goes I would like to wrap it up before the end of the weekend.


OK, I am looking for a high posting rate for this game, preferably as high as 4-5 posts per day. Sometimes everyone needs a break though even the DM! This is a huge module! If this is an issue, now is the time to speak up!

Katzor you are victim number 1. You can move over to discussion.
Virgil the Vigilant, you are victim number 2, ditto.
Jar'k Gnor-wek, you are victim number 3, ditto.
Helikon, evandariel and Robert Henry have seats reserved.

Please fill out your Last Will & Testaments.

Luckabee Galoot, create an alias please. I am awaiting others on creating theirs. Sorry, no evil characters please and one half-orc at a time please. Keep the others for backups.


Yeah there is no way I can possibly pull 4-5 posts a day.
I'll go ahead and withdraw to prevent from delaying the others.


brvheart wrote:

OK, I am looking for a high posting rate for this game, preferably as high as 4-5 posts per day. Sometimes everyone needs a break though even the DM! This is a huge module! If this is an issue, now is the time to speak up!

Katzor you are victim number 1. You can move over to discussion.
Virgil the Vigilant, you are victim number 2, ditto.
Jar'k Gnor-wek, you are victim number 3, ditto.
Helikon, evandariel and Robert Henry have seats reserved.

Please fill out your Last Will & Testaments.

Luckabee Galoot, create an alias please. I am awaiting others on creating theirs. Sorry, no evil characters please and one half-orc at a time please. Keep the others for backups.

I can do 4-5 posts a day, though they may not be the same hours as everyone else. I may fall short a little during the beginning of the week too (my weekend starts monday).

I'm still struggling to get comfortable with Virgil's stat array and potential usefulness, so I have a couple of questions:

Can we take the Rich trait (bringing starting gold up to 900gp) from the APG?

Would you consider letting Virgil pick up either the Falconer or Deep Walker archetypes from UC? or both?

Bonus question! Do you really want those Last will forms filled out? I have almost no PDF accesses available to me.


Pathfinder Lost Omens Subscriber

Sorry. No way I can post that heavily. I guess I'll withdraw.


hey brvheart, this is Robert Henry's character, thanks for saving a slot!

I decided to go with the half-elf barbarian, ( I did not want to step on anyone's toes) very vanilla except for his init. I double stacked two separate traits, one race one combat, if this is not ok let me know :)

I will add a little fluff tonight, you know next of kin and the names of his 15 brothers who will follow in his footsteps to avenge his untimely death.


Very interested. Thinking of going with a archer ranger build. Eventually going into arcane archer. That being said if it's allowed, I would really like to play an inquisitor. If not ranger will work fine.


DM Gazebo God wrote:
Very interested. Thinking of going with a archer ranger build. Eventually going into arcane archer. That being said if it's allowed, I would really like to play an inquisitor. If not ranger will work fine.

We missed the first pass I think.

Dotting in case someone drops and you want a paladin


Forgot to post here, since I have a reserved slot for those applying and did not see on the discussion: probably going paladin/sorcerer eldritch knight or similar lines.


Helikon´s Zen archer monk


I think two have yet to post. Might still have an opening or two. Not sure yet. Paly sounds good.


Looks good Miteid:)


I can go with an Inquisitor, just need to see if I have a slot/


Halfling Paladin of Note reporting for duty. I'll figure out a way to get a dog later.

crunch:

Unnamed Hero
Halfling paladin (hospitaler) 1 (Pathfinder RPG Advanced Player's Guide 116)
LG Small humanoid (halfling)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 shield, +1 size)
hp 13 (1d10+3)
Fort +5, Ref +4, Will +2; +2 vs. death, +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee cold iron cestus +4 (1d3+2/19-20) or
. . lance +4 (1d6+3/×3) or
. . silver boarding axe +4 (1d4+1/×3)
Ranged sling +5 (1d3+2) or
. . sling +5 (1d3+2)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 15
Feats Fey Foundling[ISWG]
Traits fate's favored, magical knack
Skills Acrobatics -3 (-11 to jump), Perception +1, Ride +3, Spellcraft +4; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ fire as she bears
Other Gear scale mail, light steel quickdraw shield, cold iron cestus, lance, silver boarding axe, sling, sling, sling bullets (20), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Note, 8 gp, 8 sp
--------------------
Tracked Resources
--------------------
Sling bullets - 0/20
Smite Evil (1/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Fey Foundling Magical healing works better on you
Fire as She Bears FaSB Helper for Getting the Gauge and Aboard a moving ship.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

GM:

I don't have access to all of the sources you listed, sadly. So I can't tell hero lab that I'm worshipping Note. I took the traits I'd like to get approved (Fate's Favored, and Magical Knack) but I'm perfectly willing to change them.

How much backstory do you want for the meatgrinder? You can take a look at Wren's alias for an example of involved backstory for a WotR ap, but since this looks like a beer and pretzels deathtrap I'm not sure if I should get that attached to the first paladin against the wall/pit/ceiling. *grin*


Ok Dolgrin, you are in. Just tell Herolab other/philosophy and type it in manually and select your feats. Move over to discussion please.


Elathras Narcinal wrote:

hey brvheart, this is Robert Henry's character, thanks for saving a slot!

I decided to go with the half-elf barbarian, ( I did not want to step on anyone's toes) very vanilla except for his init. I double stacked two separate traits, one race one combat, if this is not ok let me know :)

Double stacking Traits does not work, you can take booth but the boni won´t stack. --> Traits PDF.

"Many traits grant a new type of bonus: a “trait” bonus.
Trait bonuses do not stack—they’re intended to give
you a slight edge over the non-PCs of the world, not a
secret backdoor way to focus all your traits on one type
of bonus to gain an unseemly advantage over the rules."

So no, trait bonus do not stack.


Ok, well might want to change one of those traits then.


Sadly, I don't think I can commit to a high post rate. 1-2 posts per day is about my limit (depending on how things fall). I will be retracting my character so that someone that can be active enough for the high activity may have the slot.


Jar'k, I can deal with 1-2 per day, just not 1-2 a week for this game. I have also been recruited to run another RA game and they are looking for a bard. Their posting rate is more to your liking. You would come in at level 3.


Will update and level up for the other game once they decide if they will accept me.


@ brvheart: Hi! `tis I, Turvijagal a.k.a. Xunal!

Here's my submission for Wdrozgrúk the Half-Orc sorcerer. Hope you don't mind the name (much). Just my penchant for creating weird names! It rhymes with "who-grows-TRUCK".

Anyway, got a back story, and think I've got the maths right in the Crunch part.

Lemme know what you think about him when you have a moment. Thanks!

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