Rappan Athuk
-
- Greater Lore Drake
- Posts: 2732
- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Re: Rappan Athuk
Once again Rappan Athuk teaches us about itself. There is not 1 square foot of safe space, there is no place or time to relax, and it is always trying its best to kill you. No door can be treated lightly, no sound, no scent. The party can never afford a bad night, or a bad day. There is no safe place to sleep or rest. The individuals must always be finding a way to strengthen the group, or they will be picked off as the party crumbles.
And the characters begin to realize they WILL die, but then the danger of taking things too lightly becomes the same as the naive newcomer who believes they will live forever. Why worry about the inevitable?
All talents are always demanded of the party. Roguery, priesthood, righteousness, the divine and the arcane. Should the party be diluted or missing any of these, for even a moment, they are done for.
Anyone believing they can go into the next combat at anything but their full power will be disabused of that belief. Low on hit points, spells, or other resources, and the party is torn to pieces. Yet, see the above: there is no place to recuperate.
Rappan Athuk scoffs at your ideas of "dungeon levels". Stuff and nonsense. The most innocent door on the first level is waiting to kill you ruthlessly.
The dungeon of graves. Make no mistake, it will kill the best, the brightest, the boldest, and the greatest tactical minds. So think about what it will do with YOUR group.
And the characters begin to realize they WILL die, but then the danger of taking things too lightly becomes the same as the naive newcomer who believes they will live forever. Why worry about the inevitable?
All talents are always demanded of the party. Roguery, priesthood, righteousness, the divine and the arcane. Should the party be diluted or missing any of these, for even a moment, they are done for.
Anyone believing they can go into the next combat at anything but their full power will be disabused of that belief. Low on hit points, spells, or other resources, and the party is torn to pieces. Yet, see the above: there is no place to recuperate.
Rappan Athuk scoffs at your ideas of "dungeon levels". Stuff and nonsense. The most innocent door on the first level is waiting to kill you ruthlessly.
The dungeon of graves. Make no mistake, it will kill the best, the brightest, the boldest, and the greatest tactical minds. So think about what it will do with YOUR group.
My C&C stuff: www.rpggrognard.com
Re: Rappan Athuk
Check out the Skype conversation all.
Re: Rappan Athuk
Phoenix
Human
Monk/Wizard
Lawful Good
Level: 5
XP: 42,601 / 85,502
Level 4: 8,501 + 10,401 + 800 = 19,702
Level 5: 20,001 + 20,801 + 1,500 = 42,302
Level 6: 40,001 + 42,501 + 3,000 = 85,502
HP: 48 / 48
HD Type: d8/3
Fate Points: 13
=== Stats ===
AC: 21
- +4 attribute, +3 class, +2 amulet, +2 bracers
Move: 40 feet
Punch:
Accuracy:
/roll 1d20+8
Damage:
/roll 1d8+4
Apprentice's Bolt:
Accuracy:
/roll 1d20+8
Damage:
/roll 1d2+2
STR: 15 (+2) (secondary)
DEX: 18 (+4) (prime)
CON: 16 (+3) (prime)
INT: 17 (+3) (prime)
WIS: 15 (+2) (secondary)
CHA: 12 (+1) (non-prime)
=== Background ===
Languages: Common
Secondary Skill: Ars Magica (INT)
inspired by this: https://youtu.be/mxuFIBcF-TY?t=52s
=== Spells & Spellbook ===
Spell Slots:
- 0th: 5/5
- 1st: 5/5
- 2nd: 3/3
- 3rd: 2/2
Spellbook:
- 0th:
-- Detect Magic
-- Light
-- Message
-- Open/Close
-- Prestidigitation
- 1st:
-- Hold Portal
-- Identify
-- Magic Missile
-- Read Magic
-- Shield
-- Summon Familiar
- 2nd:
-- Continual Flame
-- Darkness/Daylight
-- Knock
-- Mirror Image
-- Rope Trick
-- Web
- 3rd:
-- Dispel Magic
-- Explosive Runes
-- Fireball
-- Hold Person
-- Lightning Bolt
=== Abilities ===
Advantage: Apprentice's Bolt: 30 foot range, ranged touch attack for 1d2 points of force damage +1 point per 2 levels.
Advantage: Dodge: +1 AC against one foe
Hand-to-Hand Combat: +2 to overbearing and grappling
Iron Body: +2 to save against disease, poison, paralysis, polymorph, petrification, and death
Stun Attack: 1d4 rounds, once per level per day
Deflect Missiles: dexterity check, once per round
Iron Fists: +2 magic
Slow Fall: applicable within 10 feet of a surface, reduce fall by 20 feet
=== Equipment ===
Gold: 511.00
Amulet of Natural Armor +2
Bracers of Armor +2
Stone of Alarm
Canteen - half gallon
Staff
Sack, Large
- Bedroll
- Chisel
- File, Metal
- Flint and Steel
- Grappling Hook
- Hammer
- Holy Symbol, Silver
- Hook, Iron
- Incense - 20 sticks
- Kettle, Iron
- Mirror, Small Steel
- Prayer Beads
- Rations - 21 days
- Rope, Silk - 50 feet
- String - 50 feet
- Tea Leaves - 10 pounds
- Tinder Box - 20 fires
Scrolls purchased and put into spellbook:
- Hold Portal
- Continual Flame
- Mirror Image
- Web
- Explosive Runes
- Fireball
- Hold Person
=== Will ===
Everything goes to the longest-lived Wizard first, then to the most altruistic Cleric.
Human
Monk/Wizard
Lawful Good
Level: 5
XP: 42,601 / 85,502
Level 4: 8,501 + 10,401 + 800 = 19,702
Level 5: 20,001 + 20,801 + 1,500 = 42,302
Level 6: 40,001 + 42,501 + 3,000 = 85,502
HP: 48 / 48
HD Type: d8/3
Fate Points: 13
=== Stats ===
AC: 21
- +4 attribute, +3 class, +2 amulet, +2 bracers
Move: 40 feet
Punch:
Accuracy:
/roll 1d20+8
Damage:
/roll 1d8+4
Apprentice's Bolt:
Accuracy:
/roll 1d20+8
Damage:
/roll 1d2+2
STR: 15 (+2) (secondary)
DEX: 18 (+4) (prime)
CON: 16 (+3) (prime)
INT: 17 (+3) (prime)
WIS: 15 (+2) (secondary)
CHA: 12 (+1) (non-prime)
=== Background ===
Languages: Common
Secondary Skill: Ars Magica (INT)
inspired by this: https://youtu.be/mxuFIBcF-TY?t=52s
=== Spells & Spellbook ===
Spell Slots:
- 0th: 5/5
- 1st: 5/5
- 2nd: 3/3
- 3rd: 2/2
Spellbook:
- 0th:
-- Detect Magic
-- Light
-- Message
-- Open/Close
-- Prestidigitation
- 1st:
-- Hold Portal
-- Identify
-- Magic Missile
-- Read Magic
-- Shield
-- Summon Familiar
- 2nd:
-- Continual Flame
-- Darkness/Daylight
-- Knock
-- Mirror Image
-- Rope Trick
-- Web
- 3rd:
-- Dispel Magic
-- Explosive Runes
-- Fireball
-- Hold Person
-- Lightning Bolt
=== Abilities ===
Advantage: Apprentice's Bolt: 30 foot range, ranged touch attack for 1d2 points of force damage +1 point per 2 levels.
Advantage: Dodge: +1 AC against one foe
Hand-to-Hand Combat: +2 to overbearing and grappling
Iron Body: +2 to save against disease, poison, paralysis, polymorph, petrification, and death
Stun Attack: 1d4 rounds, once per level per day
Deflect Missiles: dexterity check, once per round
Iron Fists: +2 magic
Slow Fall: applicable within 10 feet of a surface, reduce fall by 20 feet
=== Equipment ===
Gold: 511.00
Amulet of Natural Armor +2
Bracers of Armor +2
Stone of Alarm
Canteen - half gallon
Staff
Sack, Large
- Bedroll
- Chisel
- File, Metal
- Flint and Steel
- Grappling Hook
- Hammer
- Holy Symbol, Silver
- Hook, Iron
- Incense - 20 sticks
- Kettle, Iron
- Mirror, Small Steel
- Prayer Beads
- Rations - 21 days
- Rope, Silk - 50 feet
- String - 50 feet
- Tea Leaves - 10 pounds
- Tinder Box - 20 fires
Scrolls purchased and put into spellbook:
- Hold Portal
- Continual Flame
- Mirror Image
- Web
- Explosive Runes
- Fireball
- Hold Person
=== Will ===
Everything goes to the longest-lived Wizard first, then to the most altruistic Cleric.
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home
Class-less D&D: https://github.com/ssfsx17/skill20
Class-less D&D: https://github.com/ssfsx17/skill20
Re: Rappan Athuk
Looks good Patrick! Nicely laid out too.
-
- Greater Lore Drake
- Posts: 2732
- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Re: Rappan Athuk
Huckleberry (Rebuild)
Gnome
Wizard
Neutral Good (Belon the Wise)
Age 50, Birthday April 19
Level: 5
HP: 26 / 26
Fate Points: 14
=== Stats ===
AC: 15
3 dex + 1 amulet + 1 bracers
Move: 20 feet
STR: 11 (0) (tertiary)
DEX: 16 (+3) (primary)
CON: 14 (+2) (secondary)
INT: 18 (+4) (primary)
WIS: 11 (0) (secondary)
CHA: 13 (+1) (tertiary)
=== Background ===
Languages: Common, Dwarf, Elf, Gnome, Kobold
Secondary Skill: Fine Arts
Spells Per Day 5/5/3/2 + 2 first level pearls of power
Gnome Spells: Dancing Lights, Ghost Sound, Prestidigitation 1/day
SPELL BOOK
----------
Cantrips:
Arcane Mark
Detect Magic
Endure Elements
Open/Close
1st Level
Shield
Magic Missile
Read Magic
Unseen Servant
IDENTIFY
SUMMON FAMILIAR
SHOCKING GRASP
CHARM PERSON
PROTECTION FROM EVIL
2nd Level
Rope Trick
Invisibility
ACID ARROW
ENHANCE ATTRIBUTE
LOCATE OBJECT
KNOCK
WEB
3rd Level
Fireball
BLINK
DISPEL MAGIC
FLY
HOLD PERSON
LIGHTNING BOLT
=== Abilities ===
Advantage: Apprentice's Bolt: 30 foot range, ranged touch attack for 1d2 points of force damage +1 point per 2 levels.
Advantage: Animal Speaker
ANIMAL EMPATHY
COMBAT EXPERTISE (Goblins, Kobolds)
DARKVISION
ENHANCED HEARING
=== Equipment ===
639gp
8sp
5cp
Backpack 2g
Bedroll 1s
Belt pouch large 1g
Blanket, winter 5s
Canteen ½ gallon 2g
Flint and steel 1g
Pitons / spikes 10 1g
Rope 50’ hemp 1g
Sack large 2 1s
Torch 5 5c
Case, scroll or map 2 2g
Chalk dozen pieces 12c
Flask 6 18c
Ink 3oz 24g
Paper 10 sheets 10g
Quill 3 3s
Wax, sealing 3 3g
Tongs 6s
Vial 6 (1oz) 6s
Amulet of Natural Armor +1 (1000)
Bracers of Armor (+1) (1000)
2 Pearl of Power (L1 spell) (2000)
2x materials for Identify (500)
Gray bag of tricks (1000) (2x this week)
Ring of Feather Fall
Ring (room 8 "soft end")
Helm of Comp. Lang/Read Magic (worn when needed)
Silver Dagger
=== Will ===
To my companions, each to his or her own need. Do not risk your lives dragging me to town if I am dead.
Gnome
Wizard
Neutral Good (Belon the Wise)
Age 50, Birthday April 19
Level: 5
HP: 26 / 26
Fate Points: 14
=== Stats ===
AC: 15
3 dex + 1 amulet + 1 bracers
Move: 20 feet
STR: 11 (0) (tertiary)
DEX: 16 (+3) (primary)
CON: 14 (+2) (secondary)
INT: 18 (+4) (primary)
WIS: 11 (0) (secondary)
CHA: 13 (+1) (tertiary)
=== Background ===
Languages: Common, Dwarf, Elf, Gnome, Kobold
Secondary Skill: Fine Arts
Spells Per Day 5/5/3/2 + 2 first level pearls of power
Gnome Spells: Dancing Lights, Ghost Sound, Prestidigitation 1/day
SPELL BOOK
----------
Cantrips:
Arcane Mark
Detect Magic
Endure Elements
Open/Close
1st Level
Shield
Magic Missile
Read Magic
Unseen Servant
IDENTIFY
SUMMON FAMILIAR
SHOCKING GRASP
CHARM PERSON
PROTECTION FROM EVIL
2nd Level
Rope Trick
Invisibility
ACID ARROW
ENHANCE ATTRIBUTE
LOCATE OBJECT
KNOCK
WEB
3rd Level
Fireball
BLINK
DISPEL MAGIC
FLY
HOLD PERSON
LIGHTNING BOLT
=== Abilities ===
Advantage: Apprentice's Bolt: 30 foot range, ranged touch attack for 1d2 points of force damage +1 point per 2 levels.
Advantage: Animal Speaker
ANIMAL EMPATHY
COMBAT EXPERTISE (Goblins, Kobolds)
DARKVISION
ENHANCED HEARING
=== Equipment ===
639gp
8sp
5cp
Backpack 2g
Bedroll 1s
Belt pouch large 1g
Blanket, winter 5s
Canteen ½ gallon 2g
Flint and steel 1g
Pitons / spikes 10 1g
Rope 50’ hemp 1g
Sack large 2 1s
Torch 5 5c
Case, scroll or map 2 2g
Chalk dozen pieces 12c
Flask 6 18c
Ink 3oz 24g
Paper 10 sheets 10g
Quill 3 3s
Wax, sealing 3 3g
Tongs 6s
Vial 6 (1oz) 6s
Amulet of Natural Armor +1 (1000)
Bracers of Armor (+1) (1000)
2 Pearl of Power (L1 spell) (2000)
2x materials for Identify (500)
Gray bag of tricks (1000) (2x this week)
Ring of Feather Fall
Ring (room 8 "soft end")
Helm of Comp. Lang/Read Magic (worn when needed)
Silver Dagger
=== Will ===
To my companions, each to his or her own need. Do not risk your lives dragging me to town if I am dead.
My C&C stuff: www.rpggrognard.com
- Penny-Whistle
- Ulthal
- Posts: 722
- Joined: Mon May 25, 2015 12:29 am
Re: Rappan Athuk
Amable v. 2.0
half orc
Neutral ( Narrah )
Birthday April 3 30 years old
Level: 6
HP 55
Fate Points 10
=== Stats ===
AC: 23 (Full Plate, armoured hero)
Move: 30 feet
STR: 17 (3) (primary)
DEX: 18 (4) (secondary) (+2 gloves dex)
CON: 16 (3) (primary)
INT: 12 (1) (tertiary)
WIS: 11 (0) (secondary)
CHA: 6 (-2) (tertiary)
=== Background ===
Betrothed to Zerg.
Languages: Common, Orc, Goblin
Secondary Skill: FIBERCRAFT (DEXTERITY)
=== Abilities ===
Advantage: Cleaving Strike
Advantage: Armoured Hero
Advantage: Long Hunter
=== Equipment ===
2082 gp 142 sp 46 cp
Weapons
+2 bearded axe (weapon spec)
whip 1d2
+2 heavy cross bow
24 bolts, quiver +12 bolts
Backpack
fishing gear
flint and steel
grappling hook
mug
armor, weapon oil
bedroll
winter blanket
silk rope 50 ft
soap
small tent
sewing kit
whistle
marbles
rations 19 days
purple worm tooth
Wearing:
+1 full plate
winter clothing
belt
blue scarf with white daisy pattern tied around left arm (platinum ring & golden wedding ring looped)
cap
rat necklace
canteen
knife
Magic Items
ring of jumping
leather gloves of dexterity +2
ring of animal friendship
glowing coin
Potions
potion of stoneskin
potion clw
potion remove curse
=== Will ===
To my companions, according to his or her own need. DNR
half orc
Neutral ( Narrah )
Birthday April 3 30 years old
Level: 6
HP 55
Fate Points 10
=== Stats ===
AC: 23 (Full Plate, armoured hero)
Move: 30 feet
STR: 17 (3) (primary)
DEX: 18 (4) (secondary) (+2 gloves dex)
CON: 16 (3) (primary)
INT: 12 (1) (tertiary)
WIS: 11 (0) (secondary)
CHA: 6 (-2) (tertiary)
=== Background ===
Betrothed to Zerg.
Languages: Common, Orc, Goblin
Secondary Skill: FIBERCRAFT (DEXTERITY)
=== Abilities ===
Advantage: Cleaving Strike
Advantage: Armoured Hero
Advantage: Long Hunter
=== Equipment ===
2082 gp 142 sp 46 cp
Weapons
+2 bearded axe (weapon spec)
whip 1d2
+2 heavy cross bow
24 bolts, quiver +12 bolts
Backpack
fishing gear
flint and steel
grappling hook
mug
armor, weapon oil
bedroll
winter blanket
silk rope 50 ft
soap
small tent
sewing kit
whistle
marbles
rations 19 days
purple worm tooth
Wearing:
+1 full plate
winter clothing
belt
blue scarf with white daisy pattern tied around left arm (platinum ring & golden wedding ring looped)
cap
rat necklace
canteen
knife
Magic Items
ring of jumping
leather gloves of dexterity +2
ring of animal friendship
glowing coin
Potions
potion of stoneskin
potion clw
potion remove curse
=== Will ===
To my companions, according to his or her own need. DNR
Re: Rappan Athuk
Name: Duelin Dalton
Race: Human
Alignment: Neutral
Class/Level: Fighter/6
ExP: 42,601
Languages: Common, Giant
Age: 19
Birthday: July 4th
Description:
STR:18 (P) +4
DEX:16 (P) +3
CON:15 (P) +2
INT:13 (T) +1
WIS:13 (S) +1
CHA:13 (S) +1
HP:44
AC: +9 Elvin Chain w/ +1 Steel Medium Shield (26)
BtH: +6
# Atts: 1
Speed: 30
Size: M (5' 10")
Racial Traits: 3 Primes,2 Secondary, 1 Tertiary 12/15/18
Class Abilities: Kill stuff. Specialization (L. Swd, ), Combat Dominance,
Weapons: +1 Long Sword (1D8), Short Sword (+1 to hit, silvered) (1D6), Morningstar (+1 to hit, Silvered) (2D4)(blunt style), +1 Long Bow, Composite Rilthwood Long Bow (1D8), 20 arrows (+1 to hit, Silvered), Dagger (1D4).
Advantages: Fleet of Foot: Benefit: The character can move twice their normal speed if taking no other action in a round, or can move their full speed and still attack in a round.,
Power Attack:
SKIRMISHER Prerequisite: Dexterity 13, Adept hunters and missile weapon specialists can fire on the move.
Benefit: The skirmisher advantage allows a missile weapon specialist to move their full movement rate
in a round and still fire or hurl their weapon.
Special: While moving and firing, the character suffers a -2 penalty to armor class as their focus is
more intent on their target than their surroundings.
FATE: 17
Skill: Weaponsmith
Magic Items: Ring of Freedom of Movement
Stone of Alarm
Way Out Marble
Hammock
2 CLW potions
Potion of Remove Blindness/Deafness
Potion of Remove Curse
Elvin Mithril Chainmail +9
Ring of Protection +1
Amulet of Natural Armor +1
Platinum Ring for Shield Other spell from Cleric.
Continual Flame Coin on string through hole in coin.
Equip:
Backpack
-50 ft FEATHERED ROPE
-Tinder box
-Mortar & Pestle
-Pitons x10
Large Belt Pouch
-Flint & Steel
-Whetstone
Waterskin
Hammer (work)
Mirror, metal.
Pick
Axe (for wood, etc...)
Crowbar
Shovel
Grappling Hook
1 LBS Wax
Holy Water x6
Flasks of Oil x6
Small Tent
Garner's Restful Hammock
Rations x7
Torchesx6
------------------
Hoof pick/trimmer
File, 10 inch
Comb
Brush
Carrots (10)
Apples (6)
Sweets
Treasure
pp:5
gp:2,280
sp:148
cp:59
gems:
Notes:
Heavy Warhorse Fully outfitted in Chain Barding, Saddle, Bridle, Saddle Bags, etc... and a Light Warhorse primarily used as a pack animal
FEATHERED ROPE
The scales from the Lial Beast are thin and very long. Rope smiths
the world over prize these scales for their qualities as rope. By
carefully weaving and overlapping the scales they make a thin,
very strong rope. These are very difficult to make, and the material
rare and dangerous to come by, so feathered rope is rare and costly.
On average, a rope is not longer than 50 feet, but even that costs
the buyer 75gp. Normal fire or cold does not harm the rope;
nothing short of magical, dragon breath, or cold, affects it. The
rope is impervious to cutting or sawing by anything shy of a +2
weapon or better. It has an innate spell resistance of 12. The rope is
lightweight, with an EV of 1 per 50 feet, and is easy to tie or bind
GARNER’S RESTFUL HAMMOCK
The halflings of the Kellervald manufacture these hammocks.
First designed during the Winter Dark Wars, they proved useful
tools to protect the user, allowing them to get rest even in very
dangerous circumstances. Use of the hammock allows the user to
rest as if in a comfortable, safe environment. It doubles normal
sleep time. Anyone who sleeps for one hour in the hammock
seems as if they have slept for two; this is particularly helpful for
spellcasters. A full night’s rest in the hammock doubles the natural
healing rate. Insects, weather, or other common disturbances do
not disturb the sleeper. The hammock is camouflaged (sight and
smell) and protected from the elements, though it provides no
specific protection from intelligent creatures or animals which
see through the camouflage. Sleep is very light and the sleeper
receives warning in his dreams of any intruders or threats.
garner’s restful hammock packs away into a cube only a few inches
wide, it has no encumbrance.
Ex: 150 Value: 1500gp
Composite bows made from Rilthwood are expert items and
their range increment is increased by 20 feet.
WAY OUT MARBLE
This small glass bead, when placed on the floor, rolls toward the
nearest exit. It may roll up hill, but cannot roll up stairs (it can
roll to the base of stairs if the stairs lead out). The marble has a
chance of detecting secret doors equal to an elf, but only if the
secret door leads out. Out does not mean the safest way out.
Ex: 100 Value: 250gp
My Will:
I will all my worldly goods to my fellow companions who manage to survive me despite their horrible tactics.
Race: Human
Alignment: Neutral
Class/Level: Fighter/6
ExP: 42,601
Languages: Common, Giant
Age: 19
Birthday: July 4th
Description:
STR:18 (P) +4
DEX:16 (P) +3
CON:15 (P) +2
INT:13 (T) +1
WIS:13 (S) +1
CHA:13 (S) +1
HP:44
AC: +9 Elvin Chain w/ +1 Steel Medium Shield (26)
BtH: +6
# Atts: 1
Speed: 30
Size: M (5' 10")
Racial Traits: 3 Primes,2 Secondary, 1 Tertiary 12/15/18
Class Abilities: Kill stuff. Specialization (L. Swd, ), Combat Dominance,
Weapons: +1 Long Sword (1D8), Short Sword (+1 to hit, silvered) (1D6), Morningstar (+1 to hit, Silvered) (2D4)(blunt style), +1 Long Bow, Composite Rilthwood Long Bow (1D8), 20 arrows (+1 to hit, Silvered), Dagger (1D4).
Advantages: Fleet of Foot: Benefit: The character can move twice their normal speed if taking no other action in a round, or can move their full speed and still attack in a round.,
Power Attack:
SKIRMISHER Prerequisite: Dexterity 13, Adept hunters and missile weapon specialists can fire on the move.
Benefit: The skirmisher advantage allows a missile weapon specialist to move their full movement rate
in a round and still fire or hurl their weapon.
Special: While moving and firing, the character suffers a -2 penalty to armor class as their focus is
more intent on their target than their surroundings.
FATE: 17
Skill: Weaponsmith
Magic Items: Ring of Freedom of Movement
Stone of Alarm
Way Out Marble
Hammock
2 CLW potions
Potion of Remove Blindness/Deafness
Potion of Remove Curse
Elvin Mithril Chainmail +9
Ring of Protection +1
Amulet of Natural Armor +1
Platinum Ring for Shield Other spell from Cleric.
Continual Flame Coin on string through hole in coin.
Equip:
Backpack
-50 ft FEATHERED ROPE
-Tinder box
-Mortar & Pestle
-Pitons x10
Large Belt Pouch
-Flint & Steel
-Whetstone
Waterskin
Hammer (work)
Mirror, metal.
Pick
Axe (for wood, etc...)
Crowbar
Shovel
Grappling Hook
1 LBS Wax
Holy Water x6
Flasks of Oil x6
Small Tent
Garner's Restful Hammock
Rations x7
Torchesx6
------------------
Hoof pick/trimmer
File, 10 inch
Comb
Brush
Carrots (10)
Apples (6)
Sweets
Treasure
pp:5
gp:2,280
sp:148
cp:59
gems:
Notes:
Heavy Warhorse Fully outfitted in Chain Barding, Saddle, Bridle, Saddle Bags, etc... and a Light Warhorse primarily used as a pack animal
FEATHERED ROPE
The scales from the Lial Beast are thin and very long. Rope smiths
the world over prize these scales for their qualities as rope. By
carefully weaving and overlapping the scales they make a thin,
very strong rope. These are very difficult to make, and the material
rare and dangerous to come by, so feathered rope is rare and costly.
On average, a rope is not longer than 50 feet, but even that costs
the buyer 75gp. Normal fire or cold does not harm the rope;
nothing short of magical, dragon breath, or cold, affects it. The
rope is impervious to cutting or sawing by anything shy of a +2
weapon or better. It has an innate spell resistance of 12. The rope is
lightweight, with an EV of 1 per 50 feet, and is easy to tie or bind
GARNER’S RESTFUL HAMMOCK
The halflings of the Kellervald manufacture these hammocks.
First designed during the Winter Dark Wars, they proved useful
tools to protect the user, allowing them to get rest even in very
dangerous circumstances. Use of the hammock allows the user to
rest as if in a comfortable, safe environment. It doubles normal
sleep time. Anyone who sleeps for one hour in the hammock
seems as if they have slept for two; this is particularly helpful for
spellcasters. A full night’s rest in the hammock doubles the natural
healing rate. Insects, weather, or other common disturbances do
not disturb the sleeper. The hammock is camouflaged (sight and
smell) and protected from the elements, though it provides no
specific protection from intelligent creatures or animals which
see through the camouflage. Sleep is very light and the sleeper
receives warning in his dreams of any intruders or threats.
garner’s restful hammock packs away into a cube only a few inches
wide, it has no encumbrance.
Ex: 150 Value: 1500gp
Composite bows made from Rilthwood are expert items and
their range increment is increased by 20 feet.
WAY OUT MARBLE
This small glass bead, when placed on the floor, rolls toward the
nearest exit. It may roll up hill, but cannot roll up stairs (it can
roll to the base of stairs if the stairs lead out). The marble has a
chance of detecting secret doors equal to an elf, but only if the
secret door leads out. Out does not mean the safest way out.
Ex: 100 Value: 250gp
My Will:
I will all my worldly goods to my fellow companions who manage to survive me despite their horrible tactics.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rappan Athuk
That will, did you just say you would like an eye of jet?
Re: Rappan Athuk
Scitzz wrote:That will, did you just say you would like an eye of jet?
I hear the Jet Assassin is dead...
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rappan Athuk
Two Pm April 12th
As the rope trick comes to an end, and the survivors are dumped out. A group of newcomers approach from the North. Ten ghouls and two ghasts are roaming around the remains of some corpses on the ground. Huckleberry immediately casts a fireball at them. 7 Ghouls immediately turn to ash, leaving 3 toasted and crispy. Both of the ghasts also turn to ash. Tekkous body is on fire as well.
Being immune to their paralysis, Double Dee rushes in to try to take the rest out. Before he can reach them though, the party of newcomers quickly take them out with bow and crossbow shots.
Rue discovers her son has recently passed. The party relates the tale of his loss, and she is devastated, but unsurprised at her sons audacity and poor judgement. "I always knew he would come to a bad end, traveling with those minstrels. Still, this Orcus MUST pay for my loss! His Birthday was in only 8 days"
Uncle Pug finds his nephews fishing gear on the corpse of Bhapa, and a tear slides down his wrinkled face, and disappears in his majestic beard. Rue notices and nods, sharing in the pain of his loss, as she liberates her sons sword, bow, and harmonica.
Finally able to use the mausoleum that recently disgorged all the undead as a place to sleep, we consider it as a place to use it for a place to rest. But we then decide to move down into level two, into the room shaped like a star.
With the one star accommodations, we are more than happy. Oztard consecrates the area for us. We place stones of warning on the secret door leading to it, and take other precautions.
Fortunately, nothing disturbs our rest. We awake well refreshed. Spells are refreshed, platinum rings are passed out to each player from Oztard. We pass an entire day and another nights sleep acquainting ourselves each other, and recuperating completely. Huckleberry casts identify on the ring that says "if you want a soft ending." It turns out that it is a ring of a weak mind, it is a cursed ring.
After lunch, about two PM, Thursday the 13th of April.
Suddenly, the stones of alarm we have set on the secret door begin to screech! The wolves begin to growl menacingly at the door. The sabretooth tiger is wary and the Ram is upset. The white ape beats his chest and gives a loud roar. We spread some oil on the ground in front of the door and light a couple torches ahead of time. Dueling Dalton takes the fore ready to open the door. Ultimus backs him up as Oztard casts divine favor on himself. We arrange ourselves in fighting order. He opens the door as we see three 6 foot tall blackened skeletons who look as if they are made of steel, and pinpoints of red light emanate from their eye sockets. They have hands like claws ready to attack.
Phoenix steps up and whips out an apprentice bolt at one of the skeletons. It deals a minor amount of damage. A chip of bone goes flying as the beam from Phoenix's hand hits it. Rue misses a shot before another skeleton begins to shriek as terror and panic race through the hearts of those of us in the party. All of the animals are in fear for their lives and turn to run as far as they can. Dalton is cowering in fear as well, as he is attacked. His armor saves him as Amable runs as far as he can.
Ultimus, unaffected, tries to turn them, but Shinare refuses to help him, or is not strong enough to help. Uncle Pug whirls his hands, as a blueish light surrounds them, and he casts an ice ball at them. The leading skeleton is paralyzed for four rounds, taking damage for each round.
Oztard casts silence on the same skeleton, which silences them all. Dalton is swallowed in this area as well, no one can hear his screams of terror. At this time, another skeleton opens his jaw, his eyes grow wide, and...no sound emerges, as Dalton turns and runs in abject terror. The last skeleton tries to scream, but nothing happens, but he moves. As he passes the area of affect, his scream sounds like all the circles of hell shouting as one, and he attacks Ultimus, but he is only flailing to no avail against the clerics armor. Rue and her animals flee.
Ultimus slams one with his mace, then Uncle Pug casts pit on the two not frozen and both fall in, taking major damage. Oztard sees only the frozen one, and goes to Dalton, and removes fear from him. He shakes a little, and then begins to calm down, as music plays and a ray of light touches him.
Using the oil already on the floor, we light them in the pit on fire. One breaks apart immediately, before the other looks up with glaring red eyes. His form is covered in flames, so also is the frozen one, ignobly taking both cold damage and fire damage both. Ultimus tosses another flask of oil on him, using his magic sling. It is almost dead, then Uncle Pug finishes one in the pit with his sling, then the one out of the pit is slammed by Oztard with his bow, destroying him. All are destroyed.
Uncle Pug begins to try to quiet his animals. Finally, the rest of the party slowly comes out of their fearful daze.
As the rope trick comes to an end, and the survivors are dumped out. A group of newcomers approach from the North. Ten ghouls and two ghasts are roaming around the remains of some corpses on the ground. Huckleberry immediately casts a fireball at them. 7 Ghouls immediately turn to ash, leaving 3 toasted and crispy. Both of the ghasts also turn to ash. Tekkous body is on fire as well.
Being immune to their paralysis, Double Dee rushes in to try to take the rest out. Before he can reach them though, the party of newcomers quickly take them out with bow and crossbow shots.
Rue discovers her son has recently passed. The party relates the tale of his loss, and she is devastated, but unsurprised at her sons audacity and poor judgement. "I always knew he would come to a bad end, traveling with those minstrels. Still, this Orcus MUST pay for my loss! His Birthday was in only 8 days"
Uncle Pug finds his nephews fishing gear on the corpse of Bhapa, and a tear slides down his wrinkled face, and disappears in his majestic beard. Rue notices and nods, sharing in the pain of his loss, as she liberates her sons sword, bow, and harmonica.
Finally able to use the mausoleum that recently disgorged all the undead as a place to sleep, we consider it as a place to use it for a place to rest. But we then decide to move down into level two, into the room shaped like a star.
With the one star accommodations, we are more than happy. Oztard consecrates the area for us. We place stones of warning on the secret door leading to it, and take other precautions.
Fortunately, nothing disturbs our rest. We awake well refreshed. Spells are refreshed, platinum rings are passed out to each player from Oztard. We pass an entire day and another nights sleep acquainting ourselves each other, and recuperating completely. Huckleberry casts identify on the ring that says "if you want a soft ending." It turns out that it is a ring of a weak mind, it is a cursed ring.
After lunch, about two PM, Thursday the 13th of April.
Suddenly, the stones of alarm we have set on the secret door begin to screech! The wolves begin to growl menacingly at the door. The sabretooth tiger is wary and the Ram is upset. The white ape beats his chest and gives a loud roar. We spread some oil on the ground in front of the door and light a couple torches ahead of time. Dueling Dalton takes the fore ready to open the door. Ultimus backs him up as Oztard casts divine favor on himself. We arrange ourselves in fighting order. He opens the door as we see three 6 foot tall blackened skeletons who look as if they are made of steel, and pinpoints of red light emanate from their eye sockets. They have hands like claws ready to attack.
Phoenix steps up and whips out an apprentice bolt at one of the skeletons. It deals a minor amount of damage. A chip of bone goes flying as the beam from Phoenix's hand hits it. Rue misses a shot before another skeleton begins to shriek as terror and panic race through the hearts of those of us in the party. All of the animals are in fear for their lives and turn to run as far as they can. Dalton is cowering in fear as well, as he is attacked. His armor saves him as Amable runs as far as he can.
Ultimus, unaffected, tries to turn them, but Shinare refuses to help him, or is not strong enough to help. Uncle Pug whirls his hands, as a blueish light surrounds them, and he casts an ice ball at them. The leading skeleton is paralyzed for four rounds, taking damage for each round.
Oztard casts silence on the same skeleton, which silences them all. Dalton is swallowed in this area as well, no one can hear his screams of terror. At this time, another skeleton opens his jaw, his eyes grow wide, and...no sound emerges, as Dalton turns and runs in abject terror. The last skeleton tries to scream, but nothing happens, but he moves. As he passes the area of affect, his scream sounds like all the circles of hell shouting as one, and he attacks Ultimus, but he is only flailing to no avail against the clerics armor. Rue and her animals flee.
Ultimus slams one with his mace, then Uncle Pug casts pit on the two not frozen and both fall in, taking major damage. Oztard sees only the frozen one, and goes to Dalton, and removes fear from him. He shakes a little, and then begins to calm down, as music plays and a ray of light touches him.
Using the oil already on the floor, we light them in the pit on fire. One breaks apart immediately, before the other looks up with glaring red eyes. His form is covered in flames, so also is the frozen one, ignobly taking both cold damage and fire damage both. Ultimus tosses another flask of oil on him, using his magic sling. It is almost dead, then Uncle Pug finishes one in the pit with his sling, then the one out of the pit is slammed by Oztard with his bow, destroying him. All are destroyed.
Uncle Pug begins to try to quiet his animals. Finally, the rest of the party slowly comes out of their fearful daze.
Re: Rappan Athuk
For the second enemy we encountered tonight, this pretty much says it all: https://www.123rf.com/photo_6594309_you ... round.html
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home
Class-less D&D: https://github.com/ssfsx17/skill20
Class-less D&D: https://github.com/ssfsx17/skill20
Re: Rappan Athuk
Totaled up all our non coin loot, gems, jewelry, bird cages, etc... not any of the weapons or armor listed.
So all gems and jewelry, etc... added up is 43,626 GP.
Divided by 8 works out to 5,453 GP 2 silver and 5 copper.
Edit:
Josh, for simplicity's sake, can we just choose whatever gems/ jewelry pieces we want, as long as the final totals match up? Otherwise, it will take a lot of time for us to work out who gets which pieces. So since the total value is what is important, and not what pieces get us there, I thought I would ask if we could handle it the easy way.
So all gems and jewelry, etc... added up is 43,626 GP.
Divided by 8 works out to 5,453 GP 2 silver and 5 copper.
Edit:
Josh, for simplicity's sake, can we just choose whatever gems/ jewelry pieces we want, as long as the final totals match up? Otherwise, it will take a lot of time for us to work out who gets which pieces. So since the total value is what is important, and not what pieces get us there, I thought I would ask if we could handle it the easy way.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rappan Athuk
ssfsx17 wrote:For the second enemy we encountered tonight, this pretty much says it all: https://www.123rf.com/photo_6594309_you ... round.html
Yeah, it does!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Penny-Whistle
- Ulthal
- Posts: 722
- Joined: Mon May 25, 2015 12:29 am
Re: Rappan Athuk
ssfsx17 wrote:For the second enemy we encountered tonight, this pretty much says it all: https://www.123rf.com/photo_6594309_you ... round.html
Yes!
Re: Rappan Athuk
Ok all, so we are going to be switching to Patrick's game next Sat. (the 12th). Game's been a lot of fun and I've enjoyed running it for you all, but the time has come for me to relinquish the reins of GM; I've been suffering from burnout for some time now as you may have suspected.
Patrick runs a great game and I'm looking forward to being a player again!
Link to the next game thread: https://www.trolllord.com/forums/viewto ... 23&t=16917
Edit: This Saturday I will not be able to run the game as I will be out of town, so last week was the last (final?!) session.
Patrick runs a great game and I'm looking forward to being a player again!
Link to the next game thread: https://www.trolllord.com/forums/viewto ... 23&t=16917
Edit: This Saturday I will not be able to run the game as I will be out of town, so last week was the last (final?!) session.
- Penny-Whistle
- Ulthal
- Posts: 722
- Joined: Mon May 25, 2015 12:29 am
Re: Rappan Athuk
I have really enjoyed your game. Loved the town characters and memorable villains (ZORRO forever !!!) You really brought this world to life. Thanks so much for running it.
Re: Rappan Athuk
Yep. Enjoyed it as always. If you ever decide to return to RA, or Whiterock, or Mystara, you know how to get hold of me.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Rappan Athuk
Awesome group, awesome experiences, all around!
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home
Class-less D&D: https://github.com/ssfsx17/skill20
Class-less D&D: https://github.com/ssfsx17/skill20
Re: Rappan Athuk
I am some what bummed we didn't have a wrap up session, and that my final session, I didn't chronicle it. Maybe I can go back and do something about that?
Plus, everything the others said and more!
I spent 20 years trying to find a group to play with and this has been the experience I was looking for and more. The game truly came to life, the play and the people playing have been great(I look forward to more games with this group.) I think I got lucky, because having a positive experience like this just makes me hungry for more. Josh has been an exceptional rock, and very patient in helping me learn(as have the others,) I can't wait to see what he is like as a player Just kind of bummed I won't get to kill TreeBores character anytime soon
Plus, everything the others said and more!
I spent 20 years trying to find a group to play with and this has been the experience I was looking for and more. The game truly came to life, the play and the people playing have been great(I look forward to more games with this group.) I think I got lucky, because having a positive experience like this just makes me hungry for more. Josh has been an exceptional rock, and very patient in helping me learn(as have the others,) I can't wait to see what he is like as a player Just kind of bummed I won't get to kill TreeBores character anytime soon
Re: Rappan Athuk
No doubt Josh would have beat you to it.Scitzz wrote:Just kind of bummed I won't get to kill TreeBores character anytime soon
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.