To Rappan Athuk (Inactive)

Game Master brvheart


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HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

@brvheart I hope you don't mind....I'm posting this in hopes of kickstarting us back up again.....please ignore if you wanted to introduce the new characters some other way

Out of the corner of his eye, Sorek sees a trio of what appears to be adventurers (Fantora, Bastion, Grelldar) stride into the Bristleback Inn. He scans them surreptitiously for the taint of evil and then continues plying Pappy for information, ignoring the newcomers when the taint of evil cant be seen on them ....Yes, he's heard the addled former wizards story before but he wants to listen to it again before heading back into the deadly dungeon hoping to gain more information from a second telling of his story.

Pappy’s voice is raised, and he shakes his fist in the air. “Rappan Athuk – now that was a dungeon! My friends and I were well known at one time, though not the stuff of bards’ tales. We were powerful, and we made our presence felt. We fought malicious specters down there, and nasty creatures with big mouths that lived in heaps of trash. We battled an undead king to a standstill, though there were no winners that day and both sides crept away to lick our wounds. In fact, we got further below that dungeon than anyone else I’ve ever known. You wouldn’t know it to look at me now but I was a powerful wizard once, back before I lost my legs – and half my mind.” Ysbel returns just then with the mug of cider. Pappy takes a small sip, then downs a larger swallow with a grimace and sets the mug carefully on the hearth. Ysbel takes up her scrubbing again at the other end of the room but appears to be listening in to Pappy’s story as well.
We weren’t about to just waltz in the front door, so we found ourselves a different entrance. It wasn’t easy going, but we got right down into the thick of things without those fiends being aware. Once down we had some trouble finding our way around; there was a confusion of low tunnels, and the darkness was so thick our lights barely allowed us to see. We followed a winding river through several caverns; one was filled with spiders, undead creatures, and nasty trolls, which was where we lost Sister Gabriola. Another cavern had a purple worm the size of a small village. To this day I think we could have just walked away quietly from the creature, but ye might know that our rogue Renfrew couldn’t leave well enough alone! He was the first one poisoned, and by the time we could pull away next to him and note that he has a peg on his and tend to him, he was already dead,”Pappy says as he shakes his head.
“The levels of the dungeon proper may be made of worked stone, but down deep, where we were, it was all natural caverns. There was one especially huge one, where the ceiling was lost high above us and our lights made little bubbles of brightness in the great dark. In that situation, ye know there are always beings watching you, usually to yer hurt.
“While we were there we fought the most vile creature I have ever seen.”
Pappy’s eyes narrow, as if envisioning his opponent of years past.“Out of the darkness floated this giant mass, as large as I was tall and covered in eyeballs and mouths. It turned out those eyes shot out beams of magic like those from wands! We fought like demons ourselves, I can tell ye. Our knight got up close to try to stab it with his greatsword, and discovered all those mouths were full of sharp teeth. I tried several of my specialties on it, only to realize it was more than a match for me; ye may imagine my shock when it took some of my own spells from me! We had to get cunning, especially when it tried to run away after we injured it. We finally defeated it, though, and found the treasures it had taken from other hapless victims. I recall the battle fondly now, as one of the last times I was able to use my most powerful spells and keen intelligence before something in that vile place diminished them forever.
“Many of us were injured at that point and ye can be certain it was hard to find a safe place to rest and heal. We thought we had found a place, isolated at one side of the cavern, but we were wrong. That quiet corner turned out to be guarded by huge metal statues of bulls which came alive when we got close. They put out a gas that turned my companions to stone, some temporarily but some permanently. I myself was affected for a time. The stone effect wore off but before I could recover myself one of the bulls trampled me, breaking both my legs. Sir Marlett and the elf Daresiel had both been turned to stone and the bulls trampled them also, breaking up their bodies so we had no hope of recovering them.”
Pappy shakes his head again. “My remaining two companions got meself and our badly wounded dwarf out of there, and patched me up well enough that I could use my emergency scroll to take us out of that foul pit completely. We ended up back at our camp in the forest, though, and without our two healers the others managed to save my life, but not my legs. At that I suppose I’m better off than Gulim, who died of his wounds.'"
“One thing we never did locate was the evil temple everyone claims is there. I think somehow we passed it by and went straight to the caverns that lie below it. I don’t remember everything that happened to us beneath that twisted temple, though parts of it still give me nightmares. The worst was that even after we left, the reek of its evil continued to work on my mind and body and gradually stole my strength, my health, and most of all my intellect. I eventually learned to mend shoes, and other things I could do without need of my legs, but these days I just play a few tunes on my little lute and dream about striding through the forest in days gone by, wishing I had never heard of that accursed place.”

Pappy stops to stretch out his leg, and begins to absently rub his left thigh.“If ye be wanting to explore that foul dungeon, allow me to offer ye some pieces of advice. There’s no doubt that the most important part of any adventuring party wanting to take on Rappan Athuk is the wizard. Ye need one who is powerful, with plenty of offensive ability. He also needs good magic items; it’s worth a bit of sacrifice by the fighters or the rogues to see a magic-wielder well equipped. A good selection of fire spells would be helpful; they’re always good against the undead and there’s a powerful lot of those waiting there in the dark.
“Now, any group wanting to explore the depths of Rappan Athuk is going to need rope, and lots of it. Ye don’t find easy stairs leading from one area to another; no, it’s down sheer drops and over rocky cliffs – and then of course it’s all to do again in reverse if ye ever want to get out. I know what yer thinking,”
Pappy’s voice changes, becoming higher and slightly whiny. What about that wizard? Can’t he just fly us all down?” He clears his throat and resumes his normal tone. “Well, to be sure he can, if ye want him to use up all his spells and have nothing left to use in a fight when ye get to the bottom. It’s better to use mundane means wherever possible and save the magicks for when ye need them most. We used our rope skills several times in difficult situations. Once we had to climb down a cliff as rats were trying to gnaw our lines!
“Another thing ye need of course is lots of light sources. Torches won’t make it, either, though it might be okay to have a few if yer in a pinch. No, ye need some source that lets ye keep both hands free! It’s no good trying to climb down that rope I mentioned a bit ago with a torch in hand – that’s a good way to take a long fall. ’Twon’t do to just carry it in yer teeth, either, as the rogue Renfrew once tried. He thought he was so clever, and so much more nimble than the rest of us – until he caught his hair on fire.” Pappy’s speech slows slightly as he reminisces. “We called him Renfrew the Red after that; I don’t think his hair would ever have grown back, even if he had lived.”
appy reaches for his mug and takes another drink, then sets it back down. “I’m afraid I’m worn out with all this talkin’. Though it’s nice to have an audience, I don’t usually talk this much in a week. Thank ye for listening to my adventures, but I’m in need of a little rest now.”The old man settles himself in his chair, then leans his head on one hand and his eyes drift closed. You start to turn away when you hear him mumble softly,“And whatever ye do, don’t go down the well.”

Sorek watches the old man dodder off to sleep bah....I wanted to tell him about the corrupted paladin Saracek and the crazed, cursed Marthek...guess I'll have to wait til he wakes up Sorek joins Lars and Lom in another round....Having been somewhat corrupted by the Warpriest whose celebration of drink and merriment is part of his religion, the disciplined warrior has begun to loosen up at least while out of the dangerous rappan. Sorek stands and offers a toastTo Marthek and Myrick ...We celebrate their worthy lives and valiant deaths....cheers!

and cue the new guys


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

The 1/2 orc is going prematurely grey. He is already nursing a bottle of whiskey, his dissolute lifestyle is probably doing him no favors. That doesn't stop him from raising his glass; "I will drink to brave adventurers! You have dared venture down the well? Tell me the tale, if you please."


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Fantora listens as the old man rattles on for a time, sipping from her own cup of cider. The adventurer he's talking to seem patient enough, but he's clearly heard these tales before. I wonder how much of all this he's lived through?

As the tale winds down and the adventurer calls for a toast to his friends, Fantora watches the half-orc at the bar join in. I suppose if they know what they're doing around here I should at least give them a good listen. Standing, the short human moves towards the group at their table, stopping a respectful distance back.

"I'll join you for a drink and a tale as well. This round's on me if the tale's good enough. I've heard stories of the terrible dungeon and with the temple around these parts. Figured I'd follow them and ended up here. I guess I was expecting more, but maybe most folks are smart enough to try not to live so near a legendary terror. Name's Fantora, it's good to meet you, friends."


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

The Armored man who entered was fully helmed, and after scanning the bar, he approached the Bartender and pulled off his helm, revealing an obvious Half-Orc, this one with a closed shaved head and a single scar that ran over his right eye. He was powerfully-built, and clearly a young man.

Unlike many of his race, This Half-Orc almost seemed to radiate a sort of wary inner peace, as if his vigilance made him relaxed.

He ordered a plate of whatever they had to eat and some water to wash it down and looked around to find a table.

A metal holy symbol of Vanitthu hung from around his neck, and there was another coil of rope that disappeared under the breastplate of his fullplate armor that indicated he likely wore another one there.

Whether he had heard the old man's story or not, he did not appear to react.

------------------------------------------------------------------------

Scooping his helmet under his arm, he took up a seat at a nearby table and intoned a prayer over his food with his holy symbol, the jumbled language of magic stumbling from his lips.

Spellcraft DC 15:

Detect Poison.

He stared intently at his food when it was delivered, and then swept around the room as well, his rather intense gaze clearly searching.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

spellcraft: 1d20 + 12 ⇒ (17) + 12 = 29


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek is more comfortable with his fists punching a black skeleton than spinning a tale like a bard in a tavern, but the taverns fairly empty and Lars bad influence has taken hold a bit so his tongue's-a-waggin more than usual

sure why not he says to the newcomers to the Inn a rare occurrence in this backwater and gladly accepts the new glass in his hand. He raises a glass to Fantora and then to the friendly Half-Orc to fallen friends AND new ones

He starts off with the gargoyles that came to life from atop the mausoleum and tried to fly off with their wizard Lomyldyr.

And then on to the black skeletons that tried draining our strength in the dark. He details the deadly traps they've survived.

The Mighty crazed warrior Marthek who joined their side once cured of madness and the foul skeleton former paladin Saracek, whose blade dealt near death with every swing.

Then on to the talking skull that wanted payment in life coin or magic to answer questions and how they decided better than to avail ourselves of it's services.

The invisible illusionist that convinced Soreks friend to attack him by making him seem to be a demon.

Sorek leaves nothing out telling the tale completely and honestly.
He finishes up by telling how Baltor fell and could not be saved by our priest Father Storm and how the grief of that caused Father Storm to depart leaving the Ferry to tend to his home village.

And now there's just the three of us Lom, Lars and myself


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Fantora takes a seat at the table as Sorek begins to talk and waves Ysbel over with a round of drinks for anyone interested. She watches the three veterans of the dungeon as the story progresses, and can see their resolve despite the traps and terrors they've encountered. When the recounting is complete, she nods to the three of them and speaks.

"Well, that sounds harrowing to say the least. But it seems like it hasn't been enough to discourage you yet, shorthanded though you find yourselves. Fortunately for you I happen to be here to try my hand at some exploring myself. I figure I might do some good eliminating some threats to the area, and if some treasure happens to come my way, well that would just be a nice benefit that I wouldn't complain about. I've got some skill with a bow if you'd consider taking me along. Perhaps I can help take down some of the dangers that await before they get close enough to be, well, quite so dangerous."


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)
Sorek wrote:
And now there's just the three of us Lom, Lars and myself

"And me." said the Half-Orc in between bites of his food. "My lord sent me a vision to come here and join you, and here I am."


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

"You make it sound so attractive Sorek... my kind of party though. You interested in having an alchemist with you?"


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

Lars who is quite into his cups by this point because he's able to (something isn't trying to kill him), looks up from staring at the spilled ale in front of him at his table.

"Sorek, so you're sifting up some new grist for the mill? <hiccup>" and with that he passes out on the table and starts to snore.


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Fantora smiles. "I think that means he'll take us. What preparations need to be made before we can get started? As thrilling as the big city draw here at Zelkor's Ferry is, I think I could pry myself away just about anytime now."


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Looking at Lars's collapsed form, Grelldar says "A vote of confidence if I ever heard one." Turning back to Fantora and Sorek, "Well, lets start the planning..."


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Don't worry about Lars, he sometimes takes his devotion to Pekko a little too seriously. Luckily, only in the safety of town and not on the road.

Sorek looks around again at the newcomers pleasantly surprised at the divine? coincidence/fortune that brought them here at this time
Looks like you were meant to be here...Fate/divine intervention whatever you want to call it...I'll certainly not turn away some brave souls willing to risk going into Rappan with us, whatever your motivation may be. Ok, that settles it. Welcome He says after looking to the still conscious Lom for approval[/b]

At bare minimum, you each should have a dungeoneers kit, rope whistle chalk etc. The supply store here has basic items like that and keep in mind the foul denizens there enjoy fighting in the dark so you each should have some way of combating that. Sorek looks appraisingly at each of them But I realize I'm not talking with some green behind the ears first-year disciples at the monastery so you probably know all this

Various supplies
the basic stuff should be available at the local supply shop

Kit, Ghost Hunter’s:

Source: USH

Price 670 gp; Weight 22 lbs.

This sturdy satchel is the quintessential toolkit for detecting ghosts and sending them to their final slumber. This kit includes 10 candles, three flasks of holy water, one potion of lesser restoration, a crowbar, a folding shovel, four sunrods, one spiritbane spike, and a wooden holy symbol.

Kit, Dungeoneering:

Type Price Weight
Common 15 gp 25 lbs.
Deluxe 130 gp 15 lbs.
This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs. A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

"Do none of your original group have darkvision, either naturally or from magic?" Bastion asked, then looked around.

At Sorek's suggestion of Chalk, Bastion snorts and says "Are we going to draw some pretty pictures on the walls? Don't the walls of that place rearrange and rooms change shape? What makes you think that a map, or a marking on the wall would remain?"

"Perhaps you should tell me what resources and abilities you have, so I can know how best to protect you, even from yourselves."


Male Human Rogue6/Clr1 Current Map
*Bastion wrote:

The Armored man who entered was fully helmed, and after scanning the bar, he approached the Bartender and pulled off his helm, revealing an obvious Half-Orc, this one with a closed shaved head and a single scar that ran over his right eye. He was powerfully-built, and clearly a young man.

Unlike many of his race, This Half-Orc almost seemed to radiate a sort of wary inner peace, as if his vigilance made him relaxed.

He ordered a plate of whatever they had to eat and some water to wash it down and looked around to find a table.

A metal holy symbol of Vanitthu hung from around his neck, and there was another coil of rope that disappeared under the breastplate of his fullplate armor that indicated he likely wore another one there.

Whether he had heard the old man's story or not, he did not appear to react.

------------------------------------------------------------------------

Scooping his helmet under his arm, he took up a seat at a nearby table and intoned a prayer over his food with his holy symbol, the jumbled language of magic stumbling from his lips.

** spoiler omitted **

He stared intently at his food when it was delivered, and then swept around the room as well, his rather intense gaze clearly searching.

The food is not poisoned, although I don't know what the spellcraft roll is for???


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl
brvheart wrote:


The food is not poisoned, although I don't know what the spellcraft roll is for???

It's the DC to indentify the spell with Spellcraft ... Why he set it up that way, you'll have to ask Bastion.


Male Human Rogue6/Clr1 Current Map
Sorek wrote:

Don't worry about Lars, he sometimes takes his devotion to Pekko a little too seriously. Luckily, only in the safety of town and not on the road.

Sorek looks around again at the newcomers pleasantly surprised at the divine? coincidence/fortune that brought them here at this time
Looks like you were meant to be here...Fate/divine intervention whatever you want to call it...I'll certainly not turn away some brave souls willing to risk going into Rappan with us, whatever your motivation may be. Ok, that settles it. Welcome He says after looking to the still conscious Lom for approval[/b]

At bare minimum, you each should have a dungeoneers kit, rope whistle chalk etc. The supply store here has basic items like that and keep in mind the foul denizens there enjoy fighting in the dark so you each should have some way of combating that. Sorek looks appraisingly at each of them But I realize I'm not talking with some green behind the ears first-year disciples at the monastery so you probably know all this

Various supplies
the basic stuff should be available at the local supply shop
** spoiler omitted **

** spoiler omitted **...

Pye's has basic supplies and would probably have the Dungeoneer's hit, but not the other one as it has magic in it. He has things that are in the Core.


Male Human Rogue6/Clr1 Current Map
Grelldar of Oenopion wrote:
brvheart wrote:


The food is not poisoned, although I don't know what the spellcraft roll is for???

It's the DC to indentify the spell with Spellcraft ... Why he set it up that way, you'll have to ask Bastion.

Ok, I see he cast detect poison and that would easily be identified on that roll.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl
*Bastion wrote:

"Do none of your original group have darkvision, either naturally or from magic?" Bastion asked, then looked around.

At Sorek's suggestion of Chalk, Bastion snorts and says "Are we going to draw some pretty pictures on the walls? Don't the walls of that place rearrange and rooms change shape? What makes you think that a map, or a marking on the wall would remain?"

"Perhaps you should tell me what resources and abilities you have, so I can know how best to protect you, even from yourselves."

replying to Bastion

No unfortunately none of us are blessed with darkvision...We generate light through spells or items ....As far as our abilities.....Lom is a wizard casting fireballs and other arcane spells. Lars combines the the blessings of his god with his skill of blade. I trained in a monastery devoted to Thyr and Muir and fight with the powers they've bestowed upon me and I've become fairly proficient spotting and disarming the traps magical and mundane that we frequently find in rappan.

Sorek turns to Grelldar....I'll admit I've never traveled alongside an Alchemist and know little more than the basics of your trade but if you think you can help us within the depths of rappan I welcome you. We do have some potions and other items that you may want to study before we depart. They may be of interest to you. Sorek describes their inventory of potions and alchemical items.

@brvheart is Lom done with his crafting? Lars requests will have been completed by the sisters b4 Lom finishes his list


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

In case anyone was wondering what I was casting. I wasn't part of the group yet, so I could have just been a foil. Thus, I put the spellcraft DC (which is 15 +spell level, or 15 in this case).

Bastion listens while he eats the remainder of his meal. He eats quickly, but he opts to take small bites instead of shovelling food into his face.

Pulling out a square of cloth, he dabs his mouth clean and says "Please be more specific. For example:" at this, Bastion stands and says "I am a cleric in the service of Vanitthu, lord of protectors. I can cast the fourth circle of magic, and I specialize in channelling the protection aspect of my lord. When combat begins, you will find me at the forefront, where I was be using my lord's sacred weapon to protect you all. I will use his gifts to heal if necessary, but I believe that preventing my allies from falling in the first place is a better investment in the magic that I have received from my god. I am also quite adept at spotting ambushes and reading the deeds, both good and ill, that lie within someone's heart. I am a fair-to-middling tactician, but far from a general. In the morning I prefer to enchant my weapon and armor using magic. I also have the ability that is ubiquitous to most priests: the ability to channel raw positive energy in order to heal wounds. I have the ability to see in the dark thanks to my race."

patting the shield on his back, Bastion finishes with "As I mentioned, I will be in the vanguard, attempting to draw as much enemy ire as possible, as that way I can heal myself should the need arise faster than healing any of you."


Male Human Rogue6/Clr1 Current Map

What is Lars wanting?
I would like to get you back on the road asap


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

It slipped back in discussion:
Got some small stuff (and upgrades) for Lars.

+1 ring of protection 2k
+1 amulet of natural armor 2k
masterwork rapier -> +1 2k
masterwork full plate -> +1 1k


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek takes a long sip of his drink thinking how best to reply

I'm quite familiar with Clerics, Warpriests and Paladins having trained alongside them in the monastery of the Divine Right (Muir, Thyr). In fact, I was specifically trained to lead priests into undead filled crypts and dungeons and to stand between them and the undead hordes so that that they could channel their Gods power, crumbling the undead and cast spells that no warrior has access to. In contrast, I've also had experience with clerics who've used all their deities spells to make themselves strong fighters, although less successfully than Warpriests who can quickly cast spells in the midst of battle. This focus usually comes at the expense of the group. This worked best when there was another cleric in the group focusing on filling the divine role. Otherwise, that rage-filled cleric engaged on the front-line was at risk of losing perspective on the overall battle or worse losing a spell at a crucial time due to being in direct contact with the enemy.

Sorek takes another sip trying to find the words to avoid alienating the new cleric, but needing to understand how best to incorporate him into their battle plans I say this because frequently the only thing standing between a group and death is the divine power of a cleric. You say you are a cleric of Vanitthu whose chosen weapon is the spear. Does that mean that you'll be in the vanguard standing behind Lars and myself attacking with a longspear? I've seen that battle tactic used quite effectively and it is even more effective when used by powerful clerics able to grow in size with their deites spells.

talking this much is thirsty work
OR are you planning to be in the front row with a short-spear between Lars and myself? Where your valuable spells might be disrupted by enemy attack?

You say you can cast the fourth circle of magic. Do you commonly leave a spell of each circle unprepared at the start of the day so that you can later pray to your deity for whatever spell the group might need?

leaving spells unprepared:
From the Core Rulebook under the Cleric class in Chapter 3: Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. By daily allotment this refers to all their spells.

From the Core Rulebook under Divine spells in Chapter 9: When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots ... Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.

In summary:

All spells = 1 hour
Some spells = 15 minutes per 1/4 of your slot allotment

As far as my abilities, that is quite simple. I'm a front-line warrior with some abilities like that of the monks and paladins that I've trained with. I attack with longspear as well as my fist/kicks and have some ranged capability that I'm continually trying to improve. As I said before I lead the group from the front where my keen eyes can detect the presence of evil, detect and disarm traps before we are affected by them. I'll let Lom and Lars chime in with detailed accounts of their individual capabilities but the short version is that Lars is a heavily armored Warpriest who belongs on the front line with his ability to quicken his spells in the midst of battle. And Lom a powerful evoker who we endeavor to keep the enemy from reaching as he wears no armor.

not asking you to be a heal-bot as that is obviously not what you are going for....just trying to figure out how you're gonna fit in. The group is high on dps with a monkadin, a tank warpriest, an archer, evoker and I think the Alchemist-bomber might fall in that category as well. Regardless, if you're going for a front-line cleric we'll find a way to make it work.

I envision Fantora will be good to pair up with Lom as she has a good ac and will be able to stand between Lom and any threat and with her ranged ability will still be able to attack from the back-line. I'm not sure where our alchemist will position himself as I'm not very familiar with the class


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

"Allow me to answer your questions: First, I am a warrior and protector first and a healer second. I am not, however, trained or of an inclination to hide among the wizards, using no magic but that which sustains life."

Bastion shrugged and said "As I said before, my philosophy is to prevent damage rather than attempt to heal it; thus, I use the magic that I am granted to empower myself and my allies, so that limited damage may be suffered to begin with. This is not, however, to say that I will not heal wounds should the need arise, but I believe an ounce of caution supercedes a pound of cure."

"I also wield a simple spear; not only the weapon of my god, but the trusted armament of soldiers everywhere."

"Now that you have told me about your companions, I am more than willing to bring up the rear of the group and protect the flank from ambushes, as well as making sure that there is an escape route available."

Okay, to answer your other questions, brvheart said that you were looking for a cleric and a fighter, and so I built a character that can either tank or heal. My overall plan is/was to buff the group and be a high AC damage sponge. I would have taken Antagonize if I had the skill ranks for it.

Here are the buffs that I see casting on a regular basis: Extended barkskin on most of the group (probably not the alchemist, cause I know that they tend to buff themselves with it), Prayer, Bless, Magic Vestment, Resist Energy if needed, and Freedom of Movement/Deathward, along with condition removal like lesser restoration. I do always alot a spell slot for a cure at each level, because I personally am not a super huge fan of swapping out spells for healing on the fly, cause as soon as I swap out a spell, I almost always find myself wishing I still had the spell I swapped out.

With all that being said, if you want me to make a character that is more of a casting focused cleric (although to be fair, he wouldn't be a heal-bot because someone playing a "all I do is cast cure spells!" character is both boring and an active detriment to the group), then I am happy to make a new character and introduce it. I want to fit with what the group needs, but I wonder why you need a healer when you have two characters that can heal themselves as swift actions.

Regardless, let me know and I'm more than happy to switch out.


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Fantora listens to the discussion for a bit, sipping her drink and listening to the tone. Sensing that it's time to be somewhat serious, she speaks up when there's a pause. "So my bow here is my major contribution to the group, but I've got some flexibility. I can also bring up the rear or guard a flank, but still contribute to a fight from a distance, terrain allowing of course. I can also be in the front line if we need me there as I can dodge most of the strikes that come at me, and shoot fast enough not to provoke attacks from a swordsman or monster who happens to be right in my face. As long as I can find a shot I should be able to help. If you're looking for something other than shooting, well, I've spent some time learning how dungeons and caverns work and what to expect from them, but probably others have more direct knowledge than I have of anything beyond archery. I guess you'd call me focused, but I try to do what I do well."

I'm sure we can make Bastion work as he's built now. I think we'll sort it out as we get into a fight or two. For Fantora, I tried to build to a respectable AC so that she won't be too squishy for an archer. She won't provoke AoO from firing her bow in melee, but she also can't make AoO with it. She can act as a wall between monsters and whoever we need, though if I'm firing through party members the house rules currently give me a slight chance to hit them by accident (which is an issue as I plan on firing lots of arrows, so there will be lots of chances for that to happen.) I'll try to position in ways that avoid that.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

As for the alchemist, he's a longspear and bomb design: look for AoO's while throwing bombs. Can a) do ranged damage and de-buff, b_ melee (especially at reach), but he can hold a frontline spot if he needs to. He's got a 70 minute high pump period (duration of Mutagen), where he runs a 29 AC, which bumps to 33 if he has the opportunity to use short term buffs before a fight (shield spell). He also has a wide variety of utility tricks...

After another hit from the bottle, Grelldar chimes in "As for myself, I'm versatile. I can fight in a melee, preferably in the second rank, but my I can hold my own out front. I can fight at range, with a bow, although no doubt Fantora is a much better shot, but my preference is my own concoctions - which have a variety of damaging and disabling effects. I can do a limited amount of healing, and assorted utility tricks. I have some skill with mechanical devices and non-magical healing."


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

One thing to add that I messed up on his description: He has a ring of force shield, and not a shield itself.


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1
brvheart wrote:

What is Lars wanting?

I would like to get you back on the road asap

So as far as I can tell, we're set at this point. Gear should be done, we've done some basic introductions, if we're ready to venture down once more we should get venturing!


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Yup... Let's go


Male Human Rogue6/Clr1 Current Map
Lars the Crusader wrote:

It slipped back in discussion:

Got some small stuff (and upgrades) for Lars.

+1 ring of protection 2k
+1 amulet of natural armor 2k
masterwork rapier -> +1 2k
masterwork full plate -> +1 1k

That is 7 days of work.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Ok so we'll hang out in the ferry till the crafting is done and then travel back to ra


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

There's 2 items being upgraded. I'm simply buying the rest, under the assumption that they had +1 ring and amulet on hand. Though if it takes long, it takes longer.


Male Human Rogue6/Clr1 Current Map

OK, make sure you have enough rations and let's get back on the road.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

On the road again.... LA da dedah On the road again
I just can't wait to get on the road again


HP 59/59 AC 30, T 13, FF 28, CMD 24, Fort +8, Ref +4, Will +9, Init +2, Percep +15

I am reasonably certain Bing and Bob never did Road to Rappan Athuk.


HP 67 (67) | AC: 26/29; T: 11; FF: 25/28 | Init +2 | Fort +11; Ref +6; Will +12 Current Spell Effects: Extended Barkskin (CL 7; 140 min), Magic Vestment (CL 7; 7 hours), Ant Haul (CL 7; 21 hours)

Life I love is making music with my friends;
and I can't wait to get on the road again.


Male Human Rogue6/Clr1 Current Map

Order of March and watch order?


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

We were discussing watch order and the marching order in discussion. However, nothing had been truly decided upon.....Unless the group decides on something else we're going with these as the default

Marching Order
Sorek, Lars
Fantora, Lom
Bastion, Grelldar

Watch Order
Lom (low light vis), Bastion (good perc, darkviz)
Sorek (good perc), Grelldar (darkviz)
Lars (good perc), Fantora


Male Human Rogue6/Clr1 Current Map

OK, late in the afternoon you hear the sound of horse ahead.


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Are we on the open road?Is there any cover? places to hide? Or have we definitely been spotted?

Sound of horses....how many roughly? A couple? A mongol horde ;) ?


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Assuming there's not space/time to hide:

Fantora glances around at the surroundings as the group hears the noise. "Probably makes sense to fan out some if we can. No sense everyone getting hit by a fireball or the like if one comes this way."

Fantora will move off to the side of the group if there's space to do so and it wouldn't obstruct a shot.


Male Human Rogue6/Clr1 Current Map

There is no road here. You are in mixed terrain so there is some cover. You hear over a dozen horses.


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

"That's a lot of horses for a place as far off the beaten track as this one." Stepping to a position where he's in partial cover from a tree, Grelldar casts Alchemical Allocation, taking a hit of his potion of Barkskin. (+5 NA to AC for 120 minutes )


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

Sorek looks for a spot in the mixed terrain that will make it difficult for the horses if the riders decide to charge and then prepares to greet them hoping it won't come to that..

Detect evil once they're in range


Male Human Rogue6/Clr1 Current Map

How about some perception checks?


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Perception Check: 1d20 + 8 ⇒ (11) + 8 = 19


HP 77/85 | vs Evil +1AC(deflection) AC 26 | T 22 | FF 23 |not vs Evil AC 25| T 21 | FF 22 | CMD 26| F +9(10)| R +15(16) Evasion| W +14(15) |Init +9 | Perc +15 | | PP 14/17 Buffs=+4ac Inertial Armor 2hr, (+1 )insight ac and saves 2 min, 3neg lvl

perception: 1d20 + 15 ⇒ (18) + 15 = 33
perception: 1d20 + 15 ⇒ (1) + 15 = 16


M Half Orc| HP13/20(50/50)| AC: 19+5+2+2+4, T: 13+2+4, FF:16+5+2+4 | Spd: 30ft | Alchemist 7 | Init +3+2, Darkvision 60; Percept: +11+bonuses, Sense Motive: +1+bonuses |+10, Longspear +1 1d8+7 20/x3 P| Saves: F: +11, R: +12+2, W: +9-1 | CMB +9 / CMD 22+2, 6 neg lvl

Perception: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 +11 skill +2 Alertness > tumor familiar


Male Human Rogue6/Clr1 Current Map

You see 20 mounted men about a 100' away from the front of the party.


Human Weapon Master 7 | HP: 70/70 | AC: 24, Touch: 16, FF: 19 | Fort: +9 Ref: +10 Will: +5 | Perception: +8 | Initiative: +8 | Reliable Strike: 1/1

Fantora holds her position, off to the side of the group. Her longbow is held in her hands, ready to react, though she's not actively aiming an arrow at the incoming riders. She keeps an eye on the approaching party while waiting for one of the talkers in the group to initiate any sort of encounter.

Are there any banners or heraldic marks that might help us identify any faction they might belong to? What are they wearing in terms of armor and clothing?

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