Rappan Athuk: The Dungeon of Graves (Inactive)

Game Master Alice Margatroid

Don't go down the well! A megadungeon crawl filled with many beasties that are just dying to kill all the PCs. ( Obsidian Portal Page )


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Not really closely tracking encumbrance unless it becomes relevant (e.g., it will matter if you try and carry off those big bronze bowls in the room with the giant snake for example.)

Most magical items will have to come from Egede (the nearest big city), so you'll either have to travel there yourselves or put in an order (which will take time to arrive) unless I happen to roll a merchant caravan coming through town! Although I'm sure you'd be able to organise some minor/low-level things with the crafters in town.

@Zeltor,

The clothes' worth is separate. 8gp, 4sp, 6cp each. Does not include the appraisal fee.

If Raseri isn't going to use the comp. longbow then selling them both plus your old one = 250 gp. Which bumps up the average per person to 62 gp, 9 sp, 2 cp.


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 3/3, 4th 1/2, 5th 2/2, | Inspiration: 0, Arrows: 0, Status:

We're not tracking encumbrance from what Alice said. As long as we don't try to carry home a few hundred pounds/kilos in one person's mundane backpack, I think we're good. (On a side note, I really wish the US would switch to SI already. The engineer in me likes meters and kilograms.)


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

I still think the wand of "Detect Secret Doors" at 750gp may be a good investment. And I second the referral to the bag of holding/portable hole/Handy haversack idea. Lets hope we find enough loot to make it worth ;)

I am going to liquidate all the loot then, to the exception of one of the bows that I will keep, and also the arrows.

It comes down to:

+ 151 gp, 15 sp, 11 cp to all from the original group (not including Zahar and Zeltor);

And an additional
+ 62 gp, 9 sp, 2 cp to all.

Will update spreadsheet accordingly.

@Raseri: In my country we only work with meters and kilograms :D


You forgot the clothes. 8gp, 4sp, 6cp each on top of the 62/9/2. So basically, 71gp, 3sp, 8cp


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Given how long I've played Dnd I should know there is a wand of detect secret doors - I like it!

@Raseri - I love the fact that you changed the pic to more accurately represent the chopped hair - nice touch.


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 3/3, 4th 1/2, 5th 2/2, | Inspiration: 0, Arrows: 0, Status:

Thanks, I figured that'd be a better way to remind myself than constantly going "she got a haircut" in my head.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

In the IC thread, I just asked about a scroll of Detect Secret Doors. I could only memorize it twice a day now, but I figure we can periodically use it double check sections we've cleared out. Reading the spell, it lasts for up to a minute with concentration, and I can check a 60' cone each round. That may be time consuming, but we have very little time pressure on us.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Loot Spreadsheet updated - all cleared up - as Alice pointed out, 71gp, 3sp, 8cp for me and Zahar, the others add 151 gp, 15 sp, 11 cp each on top of that.

Zeltor has sold his own bow and kept one of the composite +1 ones + the arrows.

I agree with caltrops and stuff like alchemist's fire or acid flasks, but I would vote on us taking a few more days to understand where our tactics will fall in, to then make that decision next time we come to town. We may come to the conclusion that the usage of some of those may be counter productive for us, if for example Raseri cannot reach our foes or something of the sort ;)


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

So is our first order of business to go back and confront Tall Jack's gang? We know where they are and now we know there is a reward so it seems doubly good for us.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

I would give it a go yes, even though they do seem like a tough bunch ;)


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

Are there other adventurers in town? Seems like they come through here a lot. Maybe we could hire someone temporarily to help us with the bandits.


There are currently no other adventurers in town, but you can certainly ask to hire help from the militia. (Not sure how much this will cost - let me muse on that one for a while.)


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

Okay, let me know. :)


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

I think the Corporal will be pocketing the proceeds so far unless we're investing in a group item. He'd like to save up enough so he can do the work on his beat up old pistol to fix it up and make it masterwork.

Liberty's Edge

Good news: I got a job today! Woot! 20 hours a week, very flexible hours. :)

Bad news (for y'all): this means that I'm DEFINITELY not picking up a second game. Depending on how things go, I might have to wind this game down to a slower posting rate as well. Worst case, I might have to put it on an indefinite hiatus. Apologies if that's the case. I'm going to try and avoid that, however.

Still... yay, money!


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Congrats, Alice. Money is a good thing. I think you were always honest about the second game being unsure. Hopefully this game continues as it will (it's been great so far!) but we all know that real life comes first (even though we don't want it to!).


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Congratulations, Alice! I think we all get that RL comes first... :)

Olo, in the in character thread, I pictured that conversation happening in the wizard's shop and just between them, not in front of the group. Molasbar was mostly brought up by elves and has better manners than that!


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Hey no worries. As you can see by his thoughts he wasn't really offended by it. Still good to know so that I don't refer back to it at some point in the future.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Big grats there Alice. Worry not, you give it your best shot to keep this afloat, and we'll take it from there.

Good luck with the new job ;)


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 3/3, 4th 1/2, 5th 2/2, | Inspiration: 0, Arrows: 0, Status:

Congrats. I know what you mean. I recently had to pare back the number of games I'm in to keep it from feeling like a chore to keep up.


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

Money is good.

Speaking of money, if we haven't spent the cash we got for liquidating the arms and armor we found, would anyone mind if we hired 2-3 guards and let them borrow the armor and weapons instead of selling them right away? We can always get the equipment back once we get back to town if it's a big deal.

If so, I'll post something in-character about hiring them. Otherwise, Zahar just rests and recovers.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Yes, Zahar, that sounds good. Molasbar just needs the 35 gp he spent to add Detect Secret Doors to his spell choices. You are welcome to use the rest of his cash from the split toward hiring guards. Molasbar can "catch up" again when we hit another haul.


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

Congratulations Alice! That's great news!

And for the game version of money...I'm fine hiring the guards. Just let me know the share.


Thanks everyone! :D

Alright, so plan is:

- resting overnight
- hiring 3 guards (30 gp : 5 gp each)
- giving them composite longbows (2x comp (+1) longbow, 1x comp (+0) longbow) and studded leather armor (which you will then liquidate after clearing out the bandits)
- heading in to the dungeon/bandit lair from the entry you know
- any other tactical plans I should be aware of?

Oh, and Molasbar is preparing a whole tonne of colour spray and Olofire a whole tonne of cure light wounds. How about Zahar?


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Yup, you got it. Zahar - great plan and use of the equipment. Will deduct my 5 gp now (+1 gp for the overnight stay).


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Question:Why hire the guards? Won't they be dead before a heartbeat?


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

I would say yes, but they will take some of the blows and hopefully that keeps _us_ alive. Think of them as temporary HP.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Zeltor will have a hard time with the concept of meat shields, and actually sending someone ahead of him who has least chances of surviving than he does...

Lawful Good ftw ;)


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

Ha. I think this comes down to the difference between us as players and our characters. As characters we probably assume they strong enough to keep up with us (we are first level) so it seems fair. Also, I don't think any of us plan to send them in first. As players we know they probably don't have PC class levels. And, we've given them bows so they don't necessarily even have to go ahead!


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

We're giving them bows, so I'm curious as to how 3 bowmen are going to serve as meatshields. Are we sending our back line in first? They're really just a cheap source of some possible extra ranged damage. Which reminds me..

This time, let's not hang out in the hallway. Let's just burst into the room and get some space to fight in. Zahar is going to prepare Shillelagh and Magic Fang.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Easy there Zahar... I am just voicing what Zeltor would feel against taking less skilled ones into the Dungeon - actually if it is to have them with bows at 50gp a pop, it is even less useful since without precise strike... meh ;)


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

My take on it: if one of them gets a 20 and takes out a bandit, or if one of them takes a hit that might otherwise have knocked Molasbar out, then it is worth every copper! :)

Plus, built in porters!


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 3/3, 4th 1/2, 5th 2/2, | Inspiration: 0, Arrows: 0, Status:

I'm for hiring two or three guards. A bandit gets us almost out of the hole, the whole lot gets us a nice profit even if all of them die.


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

@Zeltor - They're 10gp per guard, and we already got the bows for free off the bandits. Even if they don't hit every round, that's still a moderate chance to have some extra damage in the fight on the cheap.

@Everyone - I'm going to be busy this week, so I may not have the time to post. Please feel free to assume that Zahar goes along with any reasonable request or strategy that the group suggests, and don't hesitate to move things along if you don't hear from me within 24 hours.


Hey guys, sorry for the slow responses these past few days. I've got a couple of midterms and an assignment due this week so I'm pretty busy. I will try to get in an update later tonight but I might not get much of a chance after that until next weekend. Possibly once or twice over the week. Sorry!


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

No worries. Good luck with everything you've got going on and we'll keep playing as time permits.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

Of course, first things first - thank you for running the game AND the best of luck with your RL affairs.

As Ninivic stated, we'll push it forward at the possible pace.


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 3/3, 4th 1/2, 5th 2/2, | Inspiration: 0, Arrows: 0, Status:

No problem with that here. I'm enjoying the game. Good luck on your midterms.


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

I appreciate you taking on the enormity of running a PbP campaign for us. If that means you need breaks for real life, it is a small price to pay! Best of luck on midterms!


Hell week is overrrrr :D

Another short post today because I'm pretty tired, but expect things to be back to normal after this.


Welp. What a return to the GM's chair...


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

I'm just now able to start posting regularly again. I see that I've returned just in time for nasty happenings.

Whatever you decide, the game will go on! Unless he crits us all, and then maybe it won't. I don't think that'll happen. Haha.

Ha.

Haaaa.

Pleasedontkillmycat.


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

@Zahar - lol.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Hmm, What to do? What to do?

I'm thinking something that lays on the hurt.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

New Character:
Luca Shatterstone
Female Dwarf Barbarian (Invulnerable Rager) 1
CN Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 19 (1d12+7)
Fort +5, Ref +1, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Dwarven waraxe +4 (1d10+3/x3) and
. . Earth breaker +4 (2d6+4/x3)
Special Attacks hatred, rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 16, Int 7, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Toughness +3
Traits Hard to Kill, Ruthless
Skills Acrobatics -4, Appraise -2 (+0 to determine the price of nonmagic items with precious metals or gemstones), Climb -2, Escape Artist -4, Fly -4, Intimidate +5, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Perform (sing) +2, Ride -4, Stealth -4, Swim -2
Languages Common, Dwarven
SQ fast movement +10, greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Four-mirror armor, Heavy steel shield, Dwarven waraxe, Earth breaker, Backpack (empty), Blanket, Cooking kit, Crowbar, Flint and steel, Tribal Tattoo, 28 GP, 5 SP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ruthless You gain a +1 trait bonus on attack rolls to confirm critical hits.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

I think this is right. Went for survivibility this time.


HP 8/8 || AC: 13 (touch 12, flat 11) || F/R/W +2/+2/+4 Init +1, Perception +5

So now we have a short Reginald in the group? ;)

Bye bye Raseri - you will be missed!


HP: 12/12 | AC: 18/12/16 | Fort: 2, Ref: 2, Will: 5 | Init: +4 | Perception: +7

I have a feeling this lady dwarf is gonna be a badass.


Male Tiefling Devil-Spawn Tiefling Monk (Zen Archer, Qinggong Monk) 3 [ AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural) HP 18/18, Fort +4, Ref +5, Will +7 | Init +4, Perception +10]

I gotta say I absolutely agree that dwarf invulnerable rager is the way to go ;) Pile on those will saves and no one can stop you. What about a reach weapon for the least smart opponents that come at you?


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

I thought about the Dwarven Longhammer. That may be a change I make.
And think more barbaric and less silly. She's the kind of barbarian that goes in howling like a wolf, or singing a cheerful ditty about how much you're going to scream as she kills you. I may move some points around to see what I can get.

By the way, this is far from final. I need to discuss some things with Alice.


Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

Love the dwarven longhammer! I've got a dwarven reach cleric with that as his preferred weapon who I'm really enjoying.

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