Fortune and Glory - The Dungeon of Graves [ EDIT ]
This game has been retired! That means it's no longer being run.
Nothing strikes fear into the heart of an adventurer like the name "Rappan Athuk".
The infamous reputation of Rappan Athuk, the Dungeon of Graves, is well earned. Legions of audacious adventurers have tested their mettle against the foul and most dangerous denizens of the grand dungeon, lured by the promise of riches, fame or some other more visceral need, with scant few of them surviving to tell their tales.
The wilderness surrounding the dungeon of legend is no picnic either.
The rolling hills and forests around the dungeon teem with bandits and marauding bands of monsters. They too are drawn by the soundless call of the terrible dungeon, but not with the aim of plundering its depths.
No. They are drawn by the bands of foolhardy adventurers who seek to penetrate the harrowing tomb in search of loot or fame as they are easy pickings. The bucolic nature of the surrounding environs lulls would-be heroes into a false sense of security as they either investigate the entrance
to the dungeon or as they escape the catacombs falsely believing that they have reached a place of safety.
The only oasis of civilization in this harsh and unforgiving region is the tiny hamlet of Zelkor?s Ferry. The Ferry is nothing more than a small collection of buildings surrounded by an old stone curtain wall that in days long gone served as a border fort. Zelkor's Ferry now offers an island of
succor in this otherwise hostile region by providing an inn and a small trading post for travelers, merchants, and adventuring bands. Trade comes in the form of occasional river traffic and infrequent overland travelers following the river trail to and from the Coast Road.
The Ferry is the last reasonable stop for downriver traffic to make a safe landing, so although the settlement is small, and the river traffic is infrequent, barges and keelboats do arrive here from time to time, offloading cargoes bound for the Coast Road. The last leg of the journey overland to the Coast Road is quite dangerous requiring guards.
The settlement itself is little more than the inn, a smithy, a merchant trader, and a ferryboat for those who desire to cross the river. Nevertheless, Zelkor?s Ferry is a place of comfort and safety compared to the ravenous wilderness that surrounds it.
The infamous reputation of Rappan Athuk, the Dungeon of Graves, is well earned. Legions of audacious adventurers have tested their mettle against the foul and most dangerous denizens of the grand dungeon, lured by the promise of riches, fame or some other more visceral need, with scant few of them surviving to tell their tales.
The wilderness surrounding the dungeon of legend is no picnic either.
The rolling hills and forests around the dungeon teem with bandits and marauding bands of monsters. They too are drawn by the soundless call of the terrible dungeon, but not with the aim of plundering its depths.
No. They are drawn by the bands of foolhardy adventurers who seek to penetrate the harrowing tomb in search of loot or fame as they are easy pickings. The bucolic nature of the surrounding environs lulls would-be heroes into a false sense of security as they either investigate the entrance
to the dungeon or as they escape the catacombs falsely believing that they have reached a place of safety.
The only oasis of civilization in this harsh and unforgiving region is the tiny hamlet of Zelkor?s Ferry. The Ferry is nothing more than a small collection of buildings surrounded by an old stone curtain wall that in days long gone served as a border fort. Zelkor's Ferry now offers an island of
succor in this otherwise hostile region by providing an inn and a small trading post for travelers, merchants, and adventuring bands. Trade comes in the form of occasional river traffic and infrequent overland travelers following the river trail to and from the Coast Road.
The Ferry is the last reasonable stop for downriver traffic to make a safe landing, so although the settlement is small, and the river traffic is infrequent, barges and keelboats do arrive here from time to time, offloading cargoes bound for the Coast Road. The last leg of the journey overland to the Coast Road is quite dangerous requiring guards.
The settlement itself is little more than the inn, a smithy, a merchant trader, and a ferryboat for those who desire to cross the river. Nevertheless, Zelkor?s Ferry is a place of comfort and safety compared to the ravenous wilderness that surrounds it.
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All official source material allowed. Use either standard array or point buy (27 points), or you can roll (4d6, drop the lowest).
We're starting at level 1 with max HP.
The adventure will begin with characters arriving at the settlement of Zelkor's Ferry in the Lost Land Borderland Provinces not far from the fabled dungeon of Rappan Athuk. Characters are expected to be fortune hunters but other motivations are welcome. Come prepared with backstory that led you to Zelkor's Ferry.
I'll provide more detailed background in the game itself.
Note: I wanted to limit this to 4 characters but I've increased it to 6 and left the number of players at 8 to account for 2 players we lost that might come back later.
We're starting at level 1 with max HP.
The adventure will begin with characters arriving at the settlement of Zelkor's Ferry in the Lost Land Borderland Provinces not far from the fabled dungeon of Rappan Athuk. Characters are expected to be fortune hunters but other motivations are welcome. Come prepared with backstory that led you to Zelkor's Ferry.
I'll provide more detailed background in the game itself.
Note: I wanted to limit this to 4 characters but I've increased it to 6 and left the number of players at 8 to account for 2 players we lost that might come back later.
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