Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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

Remember you're enlarged!


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

I know still no where to stand w the crevice there


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

Your weapon is resized too.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Ooooo Ty I get it

1d6 + 5 ⇒ (5) + 5 = 10 is the along damage


Evil GM

The orc Grung had previously hit with his stones crumbles down form his blow.

Grung your weapon damage goes up one category.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

yep! Using a sling so d6, just waiting to get closer!


Updated Map

RD 3: The orc archers attack:

The archers step back 5 ft to avoid AOO from Malcolm.
One fires at Malcolm,
comp, pt blank, precise: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22;damage: 1d6 + 3 ⇒ (5) + 3 = 8

I believe the arrow hits.

An arrow pierces Malcolm's armor.

Another fires at Grung,

comp, pt blank, precise: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26;damage: 1d6 + 3 ⇒ (4) + 3 = 7

does the 26 hit you when you're enlarged?


RD 3: Yellow Orcs with flachions

One steps up to meet Malcolm, while the second orc unexpectedly hacks at the back of one the archer pinged by Grung's stone.

falchion, PA 1, cover: 1d20 + 8 - 1 - 2 ⇒ (20) + 8 - 1 - 2 = 25;damage, PA: 2d4 + 4 + 3 ⇒ (4, 4) + 4 + 3 = 15

Hitting the invader and slices through manflesh!

While the other hacks at a comrade archer, (vatilda's MC spell)

falchion, PA 1, cover: 1d20 + 8 - 1 - 2 ⇒ (6) + 8 - 1 - 2 = 11;damage, PA: 2d4 + 4 + 3 ⇒ (3, 1) + 4 + 3 = 11

he misses.


Evil GM

DMPC Karnog:

The cleric crosses the wooden plank, then climbs the earthen barrier to breach the defense. Landing on the other side.

He draws an AOO:

falchion, PA 1, cover: 1d20 + 8 - 1 - 2 ⇒ (1) + 8 - 1 - 2 = 6;damage, PA: 2d4 + 4 + 3 ⇒ (1, 3) + 4 + 3 = 11
dex check for drop weapon: 1d20 + 2 ⇒ (14) + 2 = 16

The orc hangs onto his falchion.

Karnog attacks the orc with the flachion,

warhammer: 1d20 + 6 ⇒ (9) + 6 = 15;damage: 1d8 + 2 ⇒ (1) + 2 = 3

He misses.

"C'mon boys"
-------------
RD 3:

RA Initiative: update

Desmond - Des hit with his RD 3 crossbow bolt.
Vatilda -
Grung - hit wiwht his stone dropping one orc
Malcolm - hits once
Kalim
Archers - shot at Grung and Malcolm, possible hits
Yellow Orcs - one hits malcolm
Karnog - moved and attacked

Updated Map


Evil GM

RD 4:

RA Initiative: update

Desmond -
Vatilda -
Grung -
Malcolm -
Kalim
Archers -
Yellow Orcs -
Karnog -

Updated Map


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Ac 27 enlarged


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

Round 4

Malcolm attacks the Orc on the other side of the 3 foot wall.

BS Att: 1d20 + 12 ⇒ (11) + 12 = 23
BS Dam: 1d10 + 5 ⇒ (3) + 5 = 8


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

Kalim downs his potion of Protection From Arrows as a slight green shimmer goes across his body. He then round four fires off a scorching ray at one of the unengaged orcs. RTA: 1d20 + 5 ⇒ (1) + 5 = 6damage: 4d6 ⇒ (4, 3, 5, 2) = 14


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond moves forward to the hole in the ground, loosing a bolt at one of the orcs in the back.

Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 ⇒ 8


Evil GM

Malcolm hits the orc near him.
Des shot clanks off hte ceiling as he tries see over the earthen wall.
Kalim's rays flashes brightly but fizzles out short of its target.


RD 4: Archers

The archers step back and turn their attention towards the large dwarf, Talk about a contradictory statement

comp, pt blank, precise: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24;damage: 1d6 + 3 ⇒ (5) + 3 = 8

comp, pt blank, precise: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13;damage: 1d6 + 3 ⇒ (5) + 3 = 8

Both shots miss.


RD 4: Melee Orcs

Oops I thought murderous command lasted a RD per level, it's only a 1 Rd duration.

Both orcs focus on Karnog this time.

falchion, PA 1, cover: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22;damage, PA: 2d4 + 4 + 3 ⇒ (1, 2) + 4 + 3 = 10

falchion, PA 1, cover: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14;damage, PA: 2d4 + 4 + 3 ⇒ (2, 1) + 4 + 3 = 10

They each miss as the area is becoming tight.


Evil GM

RD 4: map Update

Updated map


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Make room so I can get in with Croaker!

If no one makes room:

Sling 1d20 + 2 + 1 - 1 + 9 ⇒ (10) + 2 + 1 - 1 + 9 = 21 for 1d6 + 5 ⇒ (4) + 5 = 9


Evil GM

perception checks:

Grung: 1d20 + 8 ⇒ (10) + 8 = 18
Des: 1d20 + 10 ⇒ (18) + 10 = 28
Vatilda: 1d20 + 0 ⇒ (6) + 0 = 6
kalim: 1d20 + 2 ⇒ (8) + 2 = 10

Desmond turns quickly getting Grung's attention, "We've got company coming from the rear."

Des and Grung Only:
You see three orcs coming from the main cavern that you vacated. You see two bodyguard looking footmen approach, one is carrying a plank. More concerning to you is the large greyish skinned orc, clad in half plate mail and priestly vestments, he has with a scythe, long spear,heavy crossbow, and some odd symbol in his hand.

Des, Kalim, Grung, Vatilda only:

There is a wave of doom filling your end of the cavern. You all ahve -1 att, damage, saves, skills the adverse effects of prayer.


Evil GM

RD 4: DMPC Karnog

The cleric is filled with holy spirit as he hacks at K, 29.

warhammer: 1d20 + 6 ⇒ (17) + 6 = 23;damage: 1d8 + 2 ⇒ (1) + 2 = 3

He connects and injuries is foe.


Evil GM

Grung's bullet clunks off an orc archer in his head. The orc looks dazed (orc ferocity kicks in)


Evil GM

Vatilda still has a RD 4 action

DM:

init: 1d20 + 3 ⇒ (19) + 3 = 22
guards: 1d20 + 1 ⇒ (1) + 1 = 2

RD 5:

RA Initiative: update

Desmond -
Orc cleric-
Vatilda -
Grung -
Malcolm -
Kalim
Archers -
Yellow Orcs -
Karnog -
Cleric's guards

RD 5 Map


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond moves back in front of the trench behind them, drawing his weapons.

J22.


Evil GM

Des:
You have sinking feeling in your stomach that this is going to be a potentially deadly battle. These orcs look prepared and ready. You remember hearing the rumors or gossip that Daarog had a loyal cleric that ruled with him


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

Grung moves to K21 ish and quick draws his ax and he levels a ferocious swing

Croaker 1d20 + 12 - 2 + 2 + 1 ⇒ (17) + 12 - 2 + 2 + 1 = 30 for 2d8 + 7 + 5 ⇒ (2, 7) + 7 + 5 = 21 +1 vs Monstrous Humanoid of Magical Creatures


Grung the cleric goes before you.

RD 5: Cleric

As Des moves up to meet the rear attack he positions himself. One the clerics guard's grows in size very similarly to what happened to Grung. The spell was cast the previous round.

The cleric looks over the scene, barks an order in orc, then chants a war anthem. As he focuses on the large dwarf.

searing light, RTA, prayer, bless: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21;damage: 4d8 ⇒ (4, 2, 1, 4) = 11

[ooc]cruddy damage dice.[/dice]


Evil GM

Updated Map

*Grung now that you see hwo the board has changed where are you moving and who are you attacking.


Evil GM

perception check:

malcolm: 1d20 + 4 ⇒ (18) + 4 = 22
karnog: 1d20 + 12 ⇒ (5) + 12 = 17

Malcolm and Karnog only:

Malcolm you hear clear orders being given from beyond your battlefield in the direction that you are battling.

karnog understand what is happening and will rely to Malcolm that Daarog is leading a group to reinforce the orcs beyond the next trench. Something about squeezing the trap and crushing the vermin. That Zorzunar is circling around the rear of the vermin.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

come on people stop taking all my places to stand!!! what is the point of a large dwarf if I can't attack any one!

i will delay until I have somewhere to stand


Evil GM

Dange where is the lightning bolt or breath weapon when I need it. So many pcs lined up in row. LOL The evilness is oozing from my pores.


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

Kalim moves to J26and uses his elongated arms to swat at the orc facing Malcolm. ta: 1d20 + 5 ⇒ (20) + 5 = 25 DC 18 Excruciating Deformationdamage round 1/6: 2d6 ⇒ (4, 2) = 6plus one point DEX, one point CON and -10 speedcrit confirm: 1d20 + 5 ⇒ (3) + 5 = 8extremely optimistic touch attack confirmed damage: 2d6 ⇒ (2, 2) = 4plus one point DEX and CON and -10 speed


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

Round 4

Malcolm again presses the Orc before him.

BS Att 1: 1d20 + 12 ⇒ (19) + 12 = 31
BS Dam 1: 1d10 + 5 ⇒ (1) + 5 = 6

Crit Confirm: 1d20 + 12 ⇒ (4) + 12 = 16
Crit Dam: 1d10 + 5 ⇒ (5) + 5 = 10

BS Att 2: 1d20 + 7 ⇒ (16) + 7 = 23
BS Dam 2: 1d10 + 5 ⇒ (10) + 5 = 15


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

I 27 and H 26 as my corners, i think this works.

Grung straddles the crack and swings Croaker at K30

i suspect a move action to get there not a 5 ft

Croaker 1d20 + 12 + 2 + 1 - 2 ⇒ (10) + 12 + 2 + 1 - 2 = 23 for 2d8 + 7 + 5 ⇒ (8, 4) + 7 + 5 = 24

AC 30 for Combat Expertise


Evil GM

Kalim steps up and swats the orc whobends over in extreme pain jsut as malcolm whacks him twice (neither confirms). The orc falls to the ground alive but withering in pain. He is incapacitated and unable to act.

Grung straddles the trench with his move action and hacks the orc fighting Karnog down with Croaker.


Evil GM

RD 5: summary

RA Initiative: update

Desmond - moved to J22
Orc cleric- searing light at Grung
Vatilda -
Grung - straddle trench killing an orc
Malcolm - knocked orc down prone
Kalim - touched orc with spell
Archers -
Yellow Orcs -
Karnog -
Cleric's guards

Udated Map

So everyone is on the same page here is status:

The PCs pressed on into the side tunnel where they have encountered a series of trench and earthen walls as interior defenses. As severa members push forwad (Malcolm, Karnog, Grung and Kalim) they are encountering orcs, and here the the commands from the leader Daarnog which is coming from beyond the next trench.

In the meantime, Daarnog's religious leader is leading a small band in the rear. Des is guarding the rear and Vatilida is near by.

Ultimately, the PCs are being pressed from two fronts.


RD 5: Archers

The archers shoot at Karnog and Grung:

Karnog:

comp, pt blank, precise: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26;damage: 1d6 + 3 ⇒ (4) + 3 = 7

Grung:

comp, pt blank, precise: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17;damage: 1d6 + 3 ⇒ (5) + 3 = 8


RD 5: yellow falchion orcs

These arcs are either down or incapacitated.


Evil GM

Vatilda, Karnog and cleric's guards have actions.

Des you still have a standard action


Evil GM

RD 5: Karnog DMPC

Karnog steps to L, 29 as the massive dwarf hovers over his back. Sumthing just wrong 'bout that.

He whacks at the archer that was previously injured.

warhammer: 1d20 + 6 ⇒ (7) + 6 = 13;damage: 1d8 + 2 ⇒ (5) + 2 = 7

He missed his attack.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

I drew one weapon as part of a move action, then used a second move action to draw my other blade. I really should pick up quick draw.


HP 185(-)/185 ; F 15 R 10 W 13+2 vs spells, poison, SLA; CMD 31 AC 43(-)/22/41(-) DR (-)6, medium fortification; init +2 Second Wind 0/2 Warrior Spirit 1/3 Skills: Diplomacy+2 Perception +16 +2 Stonecunning Dungeoneering+7 Engineering+6 Survival +10

you can draw them both as part of a move action since you have a BAB of 1


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Ah, apparently since I have TWF I can. Coolio. In that case I'll hold a standard action to attack.


RD 5: Cleric's guards

The smaller orc holds the plank for crossing the trench as commanded. He doe not put it across, instead he lets his cohort swing with his reach to attack Desmond.

Enlarged Orc:

enlarged,prayer, greater weapon, bless: 1d20 + 9 + 2 + 1 + 2 + 1 ⇒ (8) + 9 + 2 + 1 + 2 + 1 = 23;
damage, enlarged, prayer, greater weapon: 2d6 + 6 + 2 + 1 + 2 ⇒ (3, 1) + 6 + 2 + 1 + 2 = 15

DM:

enlarge +2 att/Dam, str, -1 Dex, weapon increases one size
Prayer +1 att/dam, -1 to foes att/dam/skills/saves. Luck Bonus
Greater Weapon +2 Att/Dam enhancement bonus
Bless +1 att Morale Bonus


Evil GM

DMPC Vatilda

The oracle releases an Eldritch Bolt at the enlarged orc as she steps closer to Desmond,

att: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16;damage: 1d8 + 3 - 1 ⇒ (2) + 3 - 1 = 4
*-1 due to prayer

The bolts blasts the orc.

RD 6:

RA Initiative: update

Desmond -
Orc cleric-
Vatilda -
Grung -
Malcolm -
Kalim -
Archers -
Yellow Orcs - down or incapacitated
Karnog -
Cleric's guards

RD 6 Map


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond growls at the attack, eyes flicking between all of the enemies. There's too many. And these ones aren't as stupid. Desmond steps back away from the reach of the big creature. "We need to get out of this!"


Evil GM

RD 6: Cleric

The orc cleric casts a spell resulting in a sickle appearing in thin air between the cleric and Desmond.

sickle spir. weapon: 1d20 + 10 ⇒ (10) + 10 = 20;dam: 1d8 + 2 ⇒ (1) + 2 = 3


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|

Karnog bashes the orc in front of him, yelling in Common.

"Company incoming! Desmond, Vatilda, come towards us! We'll fight our way through!"

1d20 + 7 ⇒ (4) + 7 = 11 to hit; 1d8 + 2 ⇒ (7) + 2 = 9 damage

AC Currently: 29 (Protection from Evil, Shield, Barkskin)


Evil GM

Des you've taken 15 Hp from the large orc and 3 from the spiritual weapon if my math is correct. I don't think you have any additional buffs to your AC going on. Let me know otherwise. If you can update your HP line that will help.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

No these guys are just barely hitting me. Fighting defensively would do wonders right now. Updated.

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Evil GM

Welcome to the RA game. Several of you appear to be relatively new to PbP games, don't worry I was too about 10 months ago. It was tough decision on which characters to choose, and I'm going with a slightly larger party. Why? The decision was hard; the campaign is a tough; and I've run 7 and 8 people in my COT game, so it's nothing new to me. We will at least give it try to see how everyone gets along and the posting tendencies.

Hope everyone has fun, this is one bear of dungeon.

Take some time and review the campaign information tab, I have useful information there and I do update it with semi-important information.

I use maptools and post frequent maps. I try to be attentive to the game and I post both consistently and frequently. Although this is a massive surrounding area and dungeon crawl, that would drive me nuts to run straight, so I'm bound to break it up with some side tracks and RP when I can.

Here are a few DM boons to add to your sheets:

RA Bonus

Stat Bonuses

One (1) bonus ability point that must be used in either your current 4th or 5th lowest ability scores. No adjusting other scores to account for this bonus.

2/2 Skill points* bonuses to be used in one of the following pairs of skills (this does not make it a class skill):

A. profession –cartographer/Know – geography; or
B. profession – guide/Know-nature.

*This means you get 2 skill pts in cartography and 2 skill pts in geography: or 2 skill pts in guide and 2 skill pts in nature.

Gear bonus

(3 )CLW potions each (1d8+3)
(2) CMW potion (2d8+6)
potion of magic weapon (1)
vial anti-toxin (1)
Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)
Compass
Blank Map book (roll d2, 1 =waterproof, 2=non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
Candles (5)


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|

Thanks for the opportunity, GM!

Looking forward to this game!

Ill flesh out Karnog's profile page when I'm not on my phone, it already ate one such submission...

1d2 ⇒ 2


Evil GM

No problem Karnog and welcome.


Evil GM

The above gear will be given to you by your employer but go ahead and put the items on your list.


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

This is great. Thanks for the selection and opportunity. I'm looking forward to gaming with you guys.

One question: is that "Haversack" a Handy Haversack?
That. Would. Be. Awesome.

waterproofness of Blank Map book: 1d2 ⇒ 1

EDIT for selections
+1 Str to 15
guide/nature
grapple arrow

LAST EDIT
Avatar updated


Evil GM

Yes, its a handy haversack.


Evil GM

I'm going to let everyone check in, once that happens I'll open the game thread.


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

Thanks for the invite Baldwin, I'll add the stuff to my inventory.

Waterproofness of Blank Map Book: 1d2 ⇒ 1

For my profession, I think I will select A. profession –cartographer/Know – geography

For my bonus stat point, I have a question. I have two stats tied for 5th (Wis/Dex 12) and one at 4th (Int 13). Do I have to choose between Wis/Dex or could I take Int if I wanted?

Anyway, thanks for the invite and I will add the gear, skills and equipment to my sheet.


Evil GM

Varl choose between Wis and Dex.

Everyone can let me know which skill set your taking too.


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)

Thank you, I appreciate the invite.

I'll take the +2 profession (guide) and kn(nature). Adding 1 pt to Str (13 to 14).

1d2 ⇒ 1 ... waterproof


Evil GM

Welcome Vatilda.

---
Vatilda -guide/nature
Varl - guide/nature
Argrim -guid/nature
Karnog -
Rammellorn,
Nibbfir Grumepgarth,
Kalim


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|

Karnog is taking the ability increase in Charisma.

He is a Geographer/Cartographer as well.

Sweet on the handy haversack...makes ant haul all that much better.


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|

Also: how do the other dwarves feel about starting knowing/related to one another.

haven't seen so many in one party in like forever


Evil GM

I opened the game thread, you can check in a post an introduction. Take a look a the map on the Camp Info tab. Sort of provides a feel for what home base looks like. I, also, provided a few merchants and NPC's that you may encounter. This will be a growing list obviously.


Evil GM

I don't mind if people know each other, or if the dwarves are from the same clan.


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

Fantastic! Thank you so much. I can't wait to play this guy.
Waterproofness of map1d2 ⇒ 1

We have to add the state bonus to our fifth lowest score, correct?

Will be making the upgrades shortly, thank you


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

Waterproof. I'd choose cartography, but I don't think it fits my build, flavor -wise. Any suggestions?


Evil GM

Rammellorn -

The ability stat bonus can be added to your 4th or 5th lowest score.

As far as the skill bonus it's a mechanism to get the group together and employed to guard, explore and map some areas of interest - the surrounding area near RA and the then the dungeon. It, also, provides the characters a reason to come back, especially in early levels, to town and resupply.

Perhaps Rammellorn has developed an interest in maps revealing strange lands of evil unrest.


Evil GM

Vatilda -guide/nature
Varl - Cartography/geography
Argrim -guid/nature
Karnog - Cartography/geography
Rammellorn- cartography/geography
Nibbfir Grumepgarth -
Kalim -


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

Correction Baldwin: A. profession –cartographer/Know – geography

I will also choose Dex (12 -> 13)


Evil GM
Varl Togaard wrote:

Correction Baldwin: A. profession –cartographer/Know – geography

I will also choose Dex (12 -> 13)

Ok.


Evil GM

Here's a quick overview on how I plan to run the early stages of the campaign. I'll track XP and advise when its time to level this makes it easier on me. I plan on leveling characters up to 3rd very quickly. Then everyone will spend a little time exploring the surrounding area, again leveling pretty quickly through 4th and 5th level, this will let everyone get an idea of the group's abilities and perhaps, there can be some small character adjustments. After that it's into the dungeon.


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

I like the idea of the dwarves being in the same clan. That might make some of the introductions easy.


Evil GM

It's almost like the hobbit with all the dwarves in one spot.


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|

I like it. Rogue, fighter, paladin, and cleric seems like a good dungeon cracking team.

Toss in a bard, some spell slinging potential and boom, team!


Evil GM

Since there are no drow in the group, I will permit racial feats if there is one you want to swap out.

You have two divine spell casters.


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

Argrim's clan is special. I don't know if the other dwarves would fit.


Evil GM

A reminder to put your vital stats: AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier.


Evil GM

Has anyone ever played any of the RA editions? It doesn't really matter, I'll switch it up a bit.


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
baldwin the merciful wrote:

Rammellorn -

The ability stat bonus can be added to your 4th or 5th lowest score.

As far as the skill bonus it's a mechanism to get the group together and employed to guard, explore and map some areas of interest - the surrounding area near RA and the then the dungeon. It, also, provides the characters a reason to come back, especially in early levels, to town and resupply.

Perhaps Rammellorn has developed an interest in maps revealing strange lands of evil unrest.

I put my stat bonus in WIS. Sheet updated.


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

Young Rammellorn's clan was displaced by a traitorous act of his jealous brother. I would be happy to link up with anyone before I enter into the gameplay thread.


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

Since Racial Feats are allowed I am going to change out Iron Will with Steel Soul. Everything else is updated and I am ready to start. This will also be my first time trying RA. I have heard its deadly. I don’t know anything else, but I did play through a Tomb of Horrors during 2nd ed that was rough. If it’s anything like that I’m cringing already *grins*


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|

I have played none of Rappan Athuk.

One of the things that attracted me to this game, actually.


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

Bonus stat to Dex. Cartographer/Geography taken. Map book: 1d2 ⇒ 2


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

This should be fun.


Evil GM

We will begin in earnest tomorrow, I want the remaining person to check in.

I could make an entire campaign just with surrounding area events in the book. The dungeon itself can be brutal. I took my gaming group down 1 level for once shot game, they did fine until the last encounter.

A druid applying would have been beneficial with the reincarnate spell.

Vatilda -guide/nature
Varl - Cartography/geography
Argrim -guid/nature
Karnog - Cartography/geography
Rammellorn- cartography/geography
Nibbfir Grumepgarth -
Kalim - cartographer/geography.

Edited post to reflect Kalim checking in.


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

A gnome, a bunch of dwarves, and two effed-up human mages. Heh.


Evil GM

I'll wait a bit longer for the gnome archeologist to check into the discussion thread and the game play. If he doesn't check today, I may invite one of the others.

Varl you've checked into the discussion thread go ahead and post in the game thread.


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 |

Reporting for Duty!

My archaeologist is eager to explore those ancient ruins...

"So these guys (the party's crew) are my new team of meatshi... ejemph, bodyguards?"

baldwin the merciful:
Sorry for being late, but last weekend I have some RL issues that I must deal with. Anyway, I'm ready to play!
P.D. Need to add the new stuff that was given by the patrons.


Evil GM

Ok Nibbfir select an avatar, put your vital stats: AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier. Add the equipment and stat bonuses provided above and post in the game thread.

Make sure you look at my comments to you on the recruitment page, there is some tidying up needed.


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 |

1d2 ⇒ 1

That was for the waterproof book.

baldwin the merciful:
How do I do to make appear in the avatar the criteria you asked?

Added new gear and bonus skill points...


Evil GM

Can you change your avatar that one of the main NPC's

Edit:
Actually I'll go change the Avatar for the NPC, you can keep it for you character. The male gnome avatar's are lacking on the site.


Evil GM

Nibblir go to edit my profile. Then on the left hand side of the page where it says "Class/Levels" Type all the info on that line.

Which stat are you adding the +1 too (it needs to be your 4th or 5th lowest score) and which skill set are you choosing?


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 |
baldwin the merciful wrote:

Nibblir go to edit my profile. Then on the left hand side of the page where it says "Class/Levels" Type all the info on that line.

Which stat are you adding the +1 too (it needs to be your 4th or 5th lowest score) and which skill set are you choosing?

I choose the Profession (cartographer) and Knowledge (geography) set.

The +1 goes to Wisdom (13 to 14).

Done the avatar stuff...


Evil GM

Thanks Nibbfir can you add your touch and FF AC?


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 |
baldwin the merciful wrote:
Thanks Nibbfir can you add your touch and FF AC?

Done.


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

@Varl

Since we've both been on the caravan from Lastwall, let's say that we both know each other's background. OK?

cheers


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

@Argrim: Sounds good.


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 |

Well, at least we are all in the same boat...

Also, the Short Swords still sounds a good name to me :)


Evil GM

Is everyone fine with the beginning pace and the flow so far. figure tomorrow can be spent around town picking up some rumors, then you'll be on your way.

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