Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


1,301 to 1,350 of 3,626 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>

AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Hallelujah for restoration!


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

Indeed...


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Honestly, it's cool we've made it this far. This is my most reliable and consistent game.


Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar

Playing an arcanist in pfs and I do not feel overpowered. Compared to bloodrager or do not get me started on my wives vanilla barbarian who usually finishes encounters singlehandedly.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

Felics Levelup
+1 DEX
Feat: SF Perform Keyboard
+1 BAB
+1 REF/WILL
Skills:
+1 Perf Song
+1 Perf Key
+1 Know Dung
+1 Perception
+1 UMD
+1 Appraise
+1 Know Arcane
+2 Spellcraft
Spells:
Gaseous Form
Fav. CB
+1 Spell Blistering Invective
Bard Class Ability : Dirge of Doom
1d8 + 2 ⇒ (2) + 2 = 4


Evil GM

Gaseous form is a good choice of spells.


Evil GM
Kalim Gudlavaletti wrote:
Honestly, it's cool we've made it this far. This is my most reliable and consistent game.

18 months and counting as long as everyone continues to enjoy it, I don't see why it doesn't continue. Well...death but that why folks roll up new characters. :-) You've barely scratched the surface of the dungeon levels. I did mention the thing about Orcus at the end...right?

Orcus


Unnamed

Tis ends at level 20 right?


Evil GM
MiniGM wrote:
Tis ends at level 20 right?

NOPE, it doesn't have to! There are levels of the dungeon if you're not 20th level it's can be a TPK. The RA level with Orcus reads as follows:

Level 15, The Den of the Master:

This level is the final page of adventure within the halls of Rappan Athuk. In 25 years of GMing and playtesting, it has never been reached, let alone conquered. This level should be treated as the epic finale of many years of play. It is neither forgiving nor fair. Here in this small pocket plane, connected to both the Material Plane and the Abyss itself, the party encounters the avatar of a demon prince with its full powers and many servants. This level is incredibly dangerous, and no one may survive travel here even without encountering Orcus himself. Remember, this is not a computer roleplaying game. There are no cheat codes to kill Orcus. The PCs are not supposed to win. If they have survived this far, they are powerful and foolhardy. Yet Orcus’ avatar should prove more than a match for them. This is the end. Good luck!

Although it reads as Level 15 remember most levels have 2-4 sublevels like the one you are currently on is: 6A, but there is level 6 that you have not encountered yet. Just like the Well level has 2 additional sublevels which you have not encountered yet.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Yikes.


Male, Ac 22,T16,FF18, F4,R6,W5, Fly 23, Dipl +9Perception 12, Stealth 17,UMD 13 SR 13 Ini+3 Faerie Dragon Familiar

Thats why this dungeon is epic. But lets find a way to leave it!


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

If there's a TPK than I'll come back with a super munchkined character and conquer it all!


Evil GM
Desmond Aeros wrote:
If there's a TPK than I'll come back with a super munchkined character and conquer it all!

Many of the levels have anti-teleportation and anti-divination barriers built into their descriptions.

Realistically every level has one encounter that is wicked hard, like the one you are currently in, which over-matches the party. The Retriever itself is nasty but throw in a high level wizard and it becomes a TPC, if you play it out especially since many of you used up resources in previous battles. What I've found occurs or lulls folks is the lead in battles are mostly minions (many are not challenging) and can give a false sense of security.


Unnamed

Wow

Guess mythic is the only chance to win


Evil GM

I'm quite swamped today.


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

i say we send out some summons and we all book it while invisible


Evil GM

I have busy day tomorrow until about noon.


Evil GM

I'm going to be gone all afternoon.


Unnamed

as am i

RL game of Way of the Wicked


Spend 3 days at the laggio di garda. Luckily with WIFI. ;-) But 8 hours of traffic jam. I feel like a truck rolled over me. Repeatly.


Evil GM

Hockey home opener, so I'm not going to be online tonight.


Unnamed

Very popular in golarion!


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

I hear ya! Go Pens!


Evil GM

Go Bolts! 3-2 OT win.


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

Pens won too! 6-4 over Ducks!


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

We need a color coded level guide to this dungeon. One minute we're fighting rats, the next something that does 12d6 as a free action, and now regular ogres.


Evil GM
Desmond Aeros wrote:
We need a color coded level guide to this dungeon. One minute we're fighting rats, the next something that does 12d6 as a free action, and now regular ogres.

That is the thing about RA, there is fodder on most levels, but then you turn the corner and run into a wicked baddie. Generally speaking the dungeon has 1 nasty baddie per level, plus one or more lieutenants, then some mid-level CR neutral encounters, and several CR (-) encounters to make the group feel like heroes. Many of the main baddies are run situations. Similar to level 3 where you saw the golem overlooking the turtle shark if you followed him that would have been a death scenario (2 golems and a wizard). There will come a point in time where you stand a good chance at defeating some of those rulers of the level or where you may be able to circle back and defeat a previously overwhelming situation.

The books does give a difficulty level for each layer of the dungeon. That level usually has a secondary listing if the main baddie is encountered on the level. Currently you are on a level 7 (10 - if the main encounter is engaged.) You just emerged from a level 10 situation.


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

Whoever put this together has some serious managing skills. To keep all of these guys living together peacefully is a miracle. Not to mention keeping them fed, entertained, etc.


Evil GM
Desmond Aeros wrote:
Whoever put this together has some serious managing skills. To keep all of these guys living together peacefully is a miracle. Not to mention keeping them fed, entertained, etc.

I'm not faulty the party at all but if you ever actually spoke or tried some diplomacy you may be able to find out how that occurs. For instance, in the write up these ogres have a description on how they came to inhabit this area. Each floor has some ecology on why things are there and their purpose. Of course, most creatures in the dungeon would prefer to kill and eat you rather than discuss the environment.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Dwarves / ogres...yeah not so much.

We did talk to the orcs though.


Unnamed

only change for me is I would have put my handax away as aI moved

is that allowed? can you put away as part of a move? With Quickdraw?


Evil GM

No problem there Grung handaxe is away. Normally storing something is an move action but it doesn't matter in this situation. your actions was ninja and without an updated map.


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

That's actually really cool that all the levels make sense. When we're done I'll have to take a look at all that.

Surprisingly you cannot put a weapon away as anything less than a move action, even with quick draw. I scrutinized these rules closely when I was making a dual pistol wielded. The best feat I could find for the situation was called Gun Twirling, but that's very narrow.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

You know I was about to try my new spell ... just to remember... Dang I used up nearly all my spells to give you a chance to run! I think I will have a long talk with our sorcerer about support spells.


Evil GM

At the end remind me to post the dungeon difficulty level next to each dungeon level.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

D'oh!

Dont die, witchie!


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

So tragic, cut down by wandering adventurers while enjoying a quiet game of jax. ;)


Evil GM

In their own home!


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

What a bunch of bleeding hearts...they are friggin' ogres!


Unnamed

lol. Grung is of your mind, but Meath'd made him laugh and follows orders. So he doesn't care.


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

But what a story if our Paladin brings an ogre to follow his gods orders!


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Maybe he can join the orc tribe?


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

Have him join the fellowship of Karnog: Lawful Good living God of chaotic evil creatures.


Evil GM

With these type of mega dungeon RP often takes a back seat, so this Ogre and the Orc clan provides the group some minor diversions. I was reading about where Meathead immigrated from a goblin city which is "way, way, way, way, way, way, way, way" below and it is actually a trading post where adventurers can resupply and trade. It is characterized as a RP'ing opportunity for the the adventurers.


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

The arguments in RPing between our PCs is consistent from encounter to encounter whenever something actually survives our onslaught. It is ok, but I grow tired of the juxtaposed positions that will never change.


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

Strategy should be all deafening ourselves so we can't hear the surrender.


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

Putting this over here to not confuse the RP

Well if you are leaving us Paladin make sure you leave your treasure behind cause you will be dead in short order alone. Not one to take an ultimatum about killing this feller. Now a goblin or orc? That's different.


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

Is the plan now to allow this dimwitted Ogre to lead us further down to the Goblintown?


female Human (Taldorian)
Spoiler:
AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17
Bard 5/Evangelist 10
Spells:
I:6 II:7 III:3/5 IV:4

"Well do not get me wrong Malcolm, but this could be an golden opportunity! It seems deep in this complex, there is a place of commerce where everyone is accepted. Now I thought that a follower of Abadar would be interested!"
Felicitas says this completly without irony, meaning it!


Evil GM

This dungeon has so many layers and quite a bit of opportunity, I don't care if you go to the goblin town or not, I'm simply opening another option for the group. On the other hand, you can continue to press on and explore layers of the dungeon or try to locate a path out of the dungeon and find your way back to Fentonville.

1,301 to 1,350 of 3,626 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Rappan Athuk set in Nirmathas, Golarion Discussion All Messageboards

Want to post a reply? Sign in.