Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Yeah...I am feeling pretty old about now.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

Would it make you feel better if I told you I started college in '96?


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Lol...a little. I graduated from College in '91.


Evil GM

Your all young - undergrad '89...law school '93.


Evil GM

My maptools crashed so it's going to take me a couple days to figure out what happened.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Undergrad '91...law school '99.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Should've graduated in 2002, beer & girls made that more like 2004


Evil GM

I'm still without my maptools. I'm hoping I can have it up and running sometime tomorrow.


Evil GM

My maptools is working again, I'll get something up tomorrow.


HP 25/25 | AC 15 | Fort +5 Reflex +1 Will +1

I've been gaming a long time. And I've never, ever seen Wild Empathy eliminate a combat. Tried several times, but never actually work.


Evil GM
Argrim wrote:
I've been gaming a long time. And I've never, ever seen Wild Empathy eliminate a combat. Tried several times, but never actually work.

The biggest problem with Wild empathy is the length of time involved to influence the attitude. Even if I cut the typical time in half it's still a 5 round action. Then couple the fact that it should be under "normal conditions" that pretty much excludes combat conditions.


Male Orc Druid 10

Well that's why I'm trying to make it a little different. Instead of calming the animal and getting on its good side slowly, such as giving a reasoned argument to a person, I'm saying leave or die, like if a bunch of bandits attacked and I said leave or I'll kill you all


Evil GM

2 intelligence on those snakes. You would figure that out after 1 round.

I like the creativity of the action though.


Male Orc Druid 10

Ok sounds good

I'm used to playing a very loose style of gaming, where we often try new things. We use logic and reasoning to dictate things when the rules don't cut it, so I'm used to challenging the system. Feel free to say "No, and this is why" or invoke rule 0 and say "No, because no", I won't get offended at all


Evil GM

It was a hectic day, I'll pick this up tomorrow.


Evil GM

I'll get some posts up tomorrow.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

No worries, boss.


Evil GM

Argrim is dropping the game, so I'm going to have him depart before entering the cloister rather than DMPC.


Evil GM

I have another player that will be joining.


Male Orc Druid 10

Oh no, sad to see you go Argrim!


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Best of luck, Agrim.


Evil GM

I'll won't be on till later this evening...daughter has a swim meet this evening.


Male Human Ranger 1

Hi Guys,

Please Excuse the time it's taking me to get a char going.
I am the inquisitor-died, Paladin in Baldwin's COT game.

I am an unashamed powergamer but generally do enough to restrict my shenanigans in Baldwin's games.

I am thinking a Dawnflower Dervish or Inquisitor. Mostly cause I love mixing casting options and Melee.

I'll have something up shortly.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Here is Grimm.

He is currently level 8.
I need to delevel him,

Check his gear list which is done to 5th level char wealth


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

OK.

Grim is now 5th level.
Anyone think of any good items I should get for 650gp?

I will read up on the game thread and let Baldwin introduce me.

BTW it was one trait only right?


Male Orc Druid 10

Loaded dice, but that's just the rogue in me speaking up.

A steel mirror. Fantastic for checking corners in dungeons or when you're worried about getting skewered by a volley of arrows. Also is a lifesaver is a basilisk arrives.

Some more expensive items that come to mind is an elixir of truth or a key of lock jamming


Evil GM

One trait only.

Now read this post for a few DM boons that were provided everyone:

Link to Boons


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Hp was max for dice 1 and 2
Rolling for the rest:
1d8 ⇒ 3
1d8 ⇒ 6
1d8 ⇒ 7

So 32+ 10 (2×5Con)=42 hp?

I'll add that boon point to int.
5 more skills thanks!

Also add the extra gear thanks.
0053 here. Off to bed.


Evil GM

You guys are a bit rogue lite, so traps will be problematic and this dungeon has a fair share of them.

Grimm I'll get post you a few rumors that you've heard. Roll 3d100 dice for me.

There was one other boon I offered the players later: one light armor for sleeping. Note: Make sure you read the rumor tab under the campaign information section. This group has already been in a situation where heavy armor was a hindrance getting through a very tight tunnel.

There are many parts of this dungeon, even on easier levels, where the designers were cruel...don't forget it's ok to run to leave another day.

I've been gaming with STR Ranger since May 2012, he's a load of fun and he doesn't over the top powergame, even though he introduced himself as a powergamer.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Looks great Grimm! Fuse Grenades are fun!

I am concerned about the trap issue...any suggestions?


Male Orc Druid 10

The cleric spell find traps could come in usefull


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

School: divination
Level: Bard: 0; Inquisitor: 0
Casting Time: 1 standard action
Components: V, S
Range: 30 ft.
Area: one 10-ft. cube
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
Source: Advanced Player's Guide
Summary: See area as though examining it.

You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

Grimm can cast this unlimited. Should help.

An SOP is for the cleric to detect magic and the pally to detect evil.
Duncan can 'search' an area as though looking for details from a stand of distance of 30ft in case it goes boom..


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush
baldwin the merciful wrote:

You guys are a bit rogue lite, so traps will be problematic and this dungeon has a fair share of them.

Grimm I'll get post you a few rumors that you've heard. Roll 3d100 dice for me.

There was one other boon I offered the players later: one light armor for sleeping. Note: Make sure you read the rumor tab under the campaign information section. This group has already been in a situation where heavy armor was a hindrance getting through a very tight tunnel.

There are many parts of this dungeon, even on easier levels, where the designers were cruel...don't forget it's ok to run to leave another day.

I've been gaming with STR Ranger since May 2012, he's a load of fun and he doesn't over the top powergame, even though he introduced himself as a powergamer.

3d100 ⇒ (87, 88, 41) = 216

I just like strong builds. Blowing the rest of the party out of the water is no fun for anyone, so I can keep a lid on it.


Male Human Fighter 10 | AC 27 (25 w/o shield), Touch 13, FF 25 (23 w/o shield)| HP 90/100 (Temp 8), DR 3/- | F +11, R +7, W +6 (+1 vs continuous, +4 vs mind-affecting) | Init +3 | Perc +20 | AV 4/5, BB 3/3 | Bull Rush | Overrun
Grimm Sharpest wrote:
baldwin the merciful wrote:

You guys are a bit rogue lite, so traps will be problematic and this dungeon has a fair share of them.

Grimm I'll get post you a few rumors that you've heard. Roll 3d100 dice for me.

There was one other boon I offered the players later: one light armor for sleeping. Note: Make sure you read the rumor tab under the campaign information section. This group has already been in a situation where heavy armor was a hindrance getting through a very tight tunnel.

There are many parts of this dungeon, even on easier levels, where the designers were cruel...don't forget it's ok to run to leave another day.

I've been gaming with STR Ranger since May 2012, he's a load of fun and he doesn't over the top powergame, even though he introduced himself as a powergamer.

3d100

I just like strong builds. Blowing the rest of the party out of the water is no fun for anyone, so I can keep a lid on it.

On the other hand, making a frenzied berserker is the perfect thing to do to put an end to a horribly dull campaign. Example under this profile


Evil GM

Oops that was suppose to be 3-1d100 dice rolls.


Evil GM

Grimm's Rumors:

A potent artifact called the Seal of Power was carried into the dungeon long ago by the mage-priest Donov. He hoped to use it to seal away the evil, restless spiritsof the dungeon.

"Rappan Athuk" Bah! No one ever gets out of that place alive!

Though some brigands attack caravans that pass through the area, others specialize in taking on adventurers exiting the dungeon and lairs, who are weakened but fat with loot.

A shrine to a foul demon or god is said to lie beneath the hills; its corridors are a gauntlet of terror and gruesome death.

There is a chance that a rumor is true, false or partially true.


Evil GM

The campaign info tab and the rumors have been updated for everyone.


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

I certainly would not call this campaign horribly dull.


Male Orc Druid 10

Ah I'm sorry, you misunderstood my meaning, that character was part of another game that sorely needed to end. No I rather enjoy this game, it have a very good pace to it as well. Definitely one of my favorite PBP's so far


Evil GM

Appreciate it. I could spice it up a bit for you if you fall into a bit of doldrums. Evilness percolates.


Male Orc Druid 10

Evilness percolates. That chills my bones


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Bubble bubble bubble...

Delicious evil coffee...


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

I'm sorry... when was the last time we slept? before what encounter?


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Well my wand of keep watch sorts out sleeping issues. Divine Casters don't need to sleep, just pray.


Evil GM

Vatilda you slept after the viper encounter.

Link

Except for the lone zombie there had not been any additional encounters but you did put in a day of walking. The group avoided the hazard encounter with the flowers.

Link 2

It's around 9:00 pm now, so if you want to rest the evening that is a viable option.


Male Orc Druid 10

Resting might be a good idea, but remember we have caused a commotion. They might be better prepared if we wait


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

I concur. I suggest we move forward so that they do not dig in deeper.


human oracle+mesmerist 7/Hierophant 2 AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

OK ty DM

Yep I'm good with continuing before resting... I just was making sure I had all my spells available.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

I had 596 gp left unspent from char creation.

Used it for 2x elixir of hiding and a potion of reduce person.
(Already drank 1 elixir to enter, hopefully gets us reasonably far in)

Seems Grimm is gonna play the scout.

I am cool with that.
My SOP's are
1. Use GUIDANCE when I know a check is coming. Eg Stealth, active Perception to examine or knowledge check.

2. If I come across a portal or chest etc.
Detect magic for 3 rds and if I need to, Use SIFT to effectively TOUCH search from 30ft. Stops contact poisons and can set of touch traps from a safe distance.

Just so everyone knows- if he survives long enough, Grimm is heading for a trip monkey and MOONLIGHT STALKER build.

All the books I read say Gorumite's are not for giving a foe even terms,
I am not 100% sure of the reference but I heard quote from a us general or president
"We will kill you in your sleep on Christmas. "

That's Grimm. All about the kill. Screw honor. That just gets you dead.


Male Orc Druid 10

I don't see many people play followers of Gorum well, he's a deity I've read quite a bit about. I'm looking forward to this character

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Felicitas Sweetfingers

female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

(672 posts)
Fiendish Tyrannasaurus
Giant Tyrannosaurus Rex

(1 post)
Tyrannosaurus
Kio

Male Allosaurus Druid Companion 9
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Queen Telandia Edasseril
Lillend Azata

AC 20, touch 12, flat-footed 17 Fort +7, Ref +10, Will +10
(1 post)
Arnistolientar Popswicker
Nibbfir Grumepgarth

Male Gnome Bard (Archaeologist) 3 | AC 17/13/15 | Fort+3, Ref+4, Will+5 | Init.+5 | Perception+10 | HP: 25/25 | CMB+1/CMD 12 |
(199 posts)
Cheiton
Rammellorn

M Mountain Dwarf Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18
(184 posts)
Krun Thuul
Sheyan

Male Orc Druid 10
(221 posts)
Tyrannosaurus Rex
Teima

Female Allosaurus Druid Companion 9
(26 posts)
Dwarf Fighter
Varl Togaard

Dwarven Fighter (Unbreakable) 3 AC 22/21/11 / HP 37/37 / F +5 R +2 W +4 (+1 Will vs mind-affecting effects) (+4 vs poison, spells, and spell-like abilities) / Init. +1 / Perc. +8 / CMB +6 / CMD 17
(125 posts)