Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


9,801 to 9,850 of 17,081 << first < prev | 192 | 193 | 194 | 195 | 196 | 197 | 198 | 199 | 200 | 201 | 202 | next > last >>

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 could kill those things all day long! going protests


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

"And never forget, an undead menace, able to increase its rank.. would be bad for business."


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

"An army can die to us for days. Only takes us dying once to put an end to us."


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

"Then do not die. A demon lord serves no use against that which lies in the void."


Evil GM

You spend a few day in Orctown resting and ensuring that everything is running smoothly. About once a day, there's a disagreement among the members but they mostly end without bloodshed. Karnog make does some preaching and teach of rules and working together.

What are you doing next? Heading back towards the dungeon? If so, which entrance are you using the one you came out of, or another one?


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm looks Restless on the days they spend in orc town. He clearly cannot wait to get back into the field.
I don't care what the undead are doing, let's just get down there and Destroy whatever is creating them. The lord in iron only cares for battle and the longer we sit here twiddling our thumbs, the advantage grows for the enemy

He was restless and had a dept to settle. The days they spend in town are long for him. He spends most of his time practicing is fighting and sharpening his sword.


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|

Karnog takes this opportunity to assist with improving the defenses here, raising a couple of stone watchtower bases with wooden "houses" atop. He gladly assists with any conflict resolution needs, dispensing advice and healing wherever possible.

"Consider this a reminder of just why we fight, friend Grimm. Life is more than battle and the clash if steel. Sometimes we must sit down and appreciate the simpler times. This will strengthen our will and resolve during those trying periods when combat becomes necessary."


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

Grungsdi drinks and sleeps and polishes his armor.

Isnt it some kind of god that causes all this mess? Not sure about killing a god...


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|

"True enough, Grungsdi. But gods have followers, and it is those followers who act upon this world. We just need to eliminate them and remove them from the roles of worshipers."


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

"Also... there is a school of thought... if people loose their faith in a god... it will diminish... and maybe die. But the truth behind is..... very hard to discern!"


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

"Everything dies. All gods will die one day. When the time comes and the Void returns, the Old Ones will snuff out gods like we do ants. But we will see to it Orcus falls sooner."


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

For once I agree with the Sorcerer if we kill all of his followers he will lose, power maybe not completely but at least in this area. Orcus is what he is but he is not a greater god like Torag or the Lord in Iron. Demon and devil lords cannot empower anywhere near as many followers or influence as far and wide. That is why they do not just leave their realms as the gods can. They have to be summoned or rely on mortals of power to open gateways and doors. Hells, that could well be the point of the damn dungeon for all we know. A place of strength where he might find a way to enter the world. Either way. That place is a horror of pain and suffering. People do not battle their, they are slaughtered. The Lord in Iron demands the glory of WAR and battle. The killing in that place lacks any sense of honor or purpose and so it is taking lives that could one day instead contribute to wars that could forge nations or affect the world for generations. It needs to be destroyed.


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

"Aye. Though if the power could be harnessed ...it would not be enough against the Old Ones ...but it could be a potent ingredient to their downfall."


Evil GM

Are you going back in the way you came out? Or are you going to the Graveyard/Well, or are you going to look for an alternative entrance?


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

You should put your HP to full Desmond. Karnog or Grimm would have healed you by now


Evil GM

So the night before you decide to part Orctown, you arranging your gear, readying your weapons, and making last minute preparations. You troop has it's map book opened and you study and debate where you go next. You are familiar with a couple access points that are nearby:

1. The Graveyard and Mausoleum which is the "main" method. Most of you entered through the "Well" but you understand that there are other ways in that will lead you to the upper levels of the Dungeon of Graves.

2. You have a map that you gathered (Karnog and Kalim have it from the beginning) that is known as the "Goblin's Back Door". (Area 11). You suspect you can find "The Goblin Outpost" entrance which you recall was a small fortress and that this is somehow connected to the map you've been carrying for months.

3. You know of the small grove you exited that leads you back to the "Slave Pits." You also know there was a split in that tunnel you took that could take you other areas but you not certain where. (Area 12)

Wilderness Map

*Orctown is #7 on the map, previously known as Daarog's Lair.

You know you've been to areas that you referred to as:

The Cloisters
3A - The Well (Where you entered)
4 - Upper Temple of Orcus
6A - Lair of the Spider Queen
9A - the Hydra's Lair
12 - The Slave Pits (where you exited from)
12A - Gobliin city: Greznek
13A - Goblin Barracks

You haven't explored each of those levels completely but you have a good idea and reference points.

You know in your gut you've been fortunate to survive and you've only scratched the surface of Dungeon of Graves. (with sublevels this beast is 48 levels and that is without the wilderness adventures.)


Evil GM

Graveyard and Mausoleum Entrance

It's been a long time since you've been to the Graveyard, but this is the old map of that location. the group went down the well area G-4. You searched most of the buildings except G-6 nor did you search the rat tunnels (which were tight squeeze).

Goblin's Backdoor

Here is the handdrawn map to the Goblin's backdoor (Area 11 on the Wilderness Map)


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|

"I'd suggest we head to the Goblin Back Door. We haven't been there yet, but it sounds like it may lead us into the demon worshipers lair from the rear. I would really like to eliminate that damn able priest of Orcus."


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

Where was that thing that almost killed us?


Evil GM
Grungsdi wrote:
Where was that thing that almost killed us?

Which thing are you speaking of?


Evil GM

You know you've been to areas that you referred to as:

The Cloisters - adventure on way to dungeon...monastery complex.

3A - The Well (Where you entered) Zelor's lair you saw a golem but did not encounter Zelcor. Fools Gold found. First boat trip.

4 - Upper Temple of Orcus (you slaughtered Meathead's clan and the ogre joined your group)

6A - Lair of the Spider Queen (You killed the trolls but ran for your life against the spider's ally: Boris the Retriever)

9A - the Hydra's Lair - You arrived by boat into misty caverns and fought Gugs, umbral dragon ally with goblins. this was the route to Greznek. You did not fight a Hydra there (yet).

12 - The Slave Pits (where you exited from)

12A - Gobliin city Greznek, ruled by Tribitz (plethora of goblin clerics, you found the drow, killed pyrohydra, but withdrew from the city.)

13A - Goblin Barracks - Where you met the hobgoblin commander, Herzord, who want you to assassinate, Tribitz

Chronology of route of travel so far:

Fentonville to farmhouse burning. (DM created)
Tracking goblins to goblin warren (DM created)
Fentonville to Cloisters (via swamp)
Cloister to Daarog's (now Orctown)/Kalim's cavern adventure
Orctown to Graveyard and Mausoleum
Down the well to level 3A

3A to 6A via boat
6A to 4 via tunnel
4 to 6A via tunnel
6A to 9A via boat (Meathead as tour guide)
9a to 12A via tunnel
12A to 13 via tunnel
13 to 12A via tunnel
12A to 12 via tunnel
12 to the surface.


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

The retriever is whom was thinking of


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

I ain't too sure of the other places. I left ye after the Frog God's temple and was captured soon after. Was busy gettin tortured ever since. I'm fer findin and killin that damn priest o the Frog God. Ye remember him? I beat his acolyte ta death fer is crimes in boiling and torturing blokes ta death. Damn heratic was loyal to his damn frog. I'll give him that. Funny wasn't it when the frog statue croaked and sent ye all deaf fer a bit. Didn't bother meself. Anyway, that evil bastard needs ta die.


1 person marked this as a favorite.
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

Frogs?! Grung looks up

Thats how croaker got its name! Came to with no memory, ran into the wiggle fingers there being eaten by frogs and Croaker croaked em! He laughs


Evil GM

grimm you left after the Cloisters Monastery. That is area 25 on the map, it takes you away from the Dungeon of Graves but you did not explore the entire monastery and who knows where it may lead?


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

"I believe it would be best to enter away from the Orcus idiots. Such undead cultists kill as a rule ...and I'd rather our foes get their ire if possible."


Evil GM

You can also explore the wilderness area to see what's around, or if there are other means in. Otherwise, do you want to go with Karnog's suggestion of using the map to the goblin's back door?


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

"What do you think is the most pressing problem at hand?"


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|

"Most pressing I would say is the goblin priesthood. The more time they have unfettered, the more undead they can make and the greater atrocities they can achieve. I do not know if we will be able to take the high priest down now, though. Our sneak attack mission failed and that may have been our best chance against him."


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm laughed. He didn't need to be asked twice to kill goblins.

Ha! Never mind stealth then. We walk right up to his alter and p!ss on it then. Then he'll come to us and we chop the vermin.

The choice apparently made he stands up and hoists his Everfull beer mug. 6 for the road and lets be off.


Evil GM

Orctown is in the foothills, which lie east of the Coast Road, can be found the dungeon of Rappan Athuk. The hills provide a buffer zone between the Beach and the Forest of Hope. The hills themselves are sparsely forested and rather idyllic in appearance. Berries grow in abundance and cool, clear streams flow to the sea. Some of the most beautiful sunsets can be seen from their tops. Their beauty, of course, is but a mask hiding the foul corruption that lies beneath their verdant slopes, as the Foothills also house some of the nastiest denizens in any portion of the world. As you've seen only the very foolish or very brave reside here longer than absolutely necessary. Orctown is a testament to the many small, natural caves and caverns that can be found riddling the foothills, a remnant of outlaws brigand.


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

Grung drinks and gathers his gear


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|

Karnog echoes the salute, downs his own mug of ale and prepares to head out.

"Shall we go and slay some evil, then, friends? Seems a good day for doing the Creator's work."


Evil GM

goblin's map

As you study the goblins map to the back door you notice they have a dire warning marked on their map. The warning lays on the other side of the river it corresponds with the area marked as "3" on the wilderness. this obviously peeks your interest in that it is an area that the goblins were afraid of, and Kalim and Karnog would remember that the goblins you fought were lead by an antipaladin at the time. You figure there is an entrance to Dungeon of Graves in that area marked 3

I'm just providing options.

Wilderness Area Overview Map

Have you or are you showing any of these maps to the orcs/hobgoblins in orctown? Perhaps to Mother, M'theads girlfriend.


When you are peering at the maps Mother glances at them, she grabs a hold of M'thead's thick fingers and squeezes hard as she speaks a prayer in orcish. In her broken common she comments. "Me knows this place the goblun's 'fraid of...guud to be 'fraid, great and bad evil there even fer me kin." She pauses and takes a deep breath. "The priests of Orcus erected a dark temple on the surface (near Wilderness Area 3), and installed a guardians and deathtraps beneath it to protect the rear when big retreat occur many many moons ago. Big sacrafice of many orcs, goblins, humans and other races to seal entrance below surface."

In interesting and challenging option.


Evil GM

Which entrance do you want to try:

1. Wilderness - leads to 1A a hard level - this will take you to new areas and levels. This should be challenging throughout.

2. goblins back door - leads to 1B a moderate level - this will take you towards your previous path of exploration. The initial level should not be be much of challenge for you at this point but you can clean it out ridding the dungeon of evil denizens before plunging deeper.

Like nearly all levels in this dungeon, they lead to other areas of death and despair. It doesn't matter to me what direction you head, or vengeance you seek, this is a vast dungeon and there is a lot of evil within.


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

Desmond votes for 2. He's a completionist!


Unnamed

Sure. That new evil area sounds fun too


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Grimm studies the map options. Going off on his own was what got him caught and tortured.
Big retreat ye say? Makes sense ta me ta be attacking from a position of strength. If we go the new way it would need a decent scout. If we retread the goblin caves we could clear it out proper and have known familiar ground behind us. Wit only a few of us, knowledge of the complex is our biggest weakness. We could use the known paths and veer off the track but keeping it close by so we know exactly which way ta go if we need a retreat or rest. That new area ye say does link to the complex, so I'd rather come at it from the cavern side.


Evil GM

background history of orcus' minions retreat, if you want to know out of character:

When the minions of Orcus were driven from the surface and into the caves that became Rappan Athuk long ago, some of their rearguard, led by a powerful if insane warrior named Duke Aerim, entered the complex through this secondary access way. The Duke subsequently turned on his allies and was brought down by assassins, and the vault where he was buried eventually became the Bloodways (a subterranean level).

To protect this alternate point of entry, which leads deep into the dungeon complex, the priests of Orcus erected a dark temple on the surface (see Wilderness Area 3), and installed a gauntlet of guardians and deathtraps beneath it. Because of its obscure location in a dell north of the more famous entrance, relatively few bands of adventurers have come this way into Rappan Athuk—and of those that have, very few ever returned. However, in recent times, the adventurer Corondel, responsible for slaying a green dragon some years past in the Forest of Hope, led a band of adventurers into the Temple of Final Sacrament and returned, hollow-eyed, muttering about strange guardian creatures that devoured his party one by one.

And you should read the background history spoiler description that is under the campaign thread.


Evil GM

Players votes so far:

1. Desmond: route 2 Goblin back door
2 Grung: Likes the sound of route 1 Wilderness, but will go with the flow.
3. Grimm: I think you want to go route 2 Goblin Back Door.
4. Karnog - previous mentioned goblin back door.
5. Kalim:
6 Felic:


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

"This is really interesting... I wouldn´t mind to explore this area Back door


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|

"Aye, the goblins path, I think."


Evil GM

journey to the back door[/spoiler:

25%: 1d100 ⇒ 57
40%: 1d100 ⇒ 87
55%: 1d100 ⇒ 24

random: 1d16 ⇒ 11

Everyone can make perception check.


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Perception: 1d20 + 13 ⇒ (16) + 13 = 29


Evil GM

RA perception:
RA:
Karnog: 1d20 + 17 ⇒ (20) + 17 = 37
Kalim: 1d20 + 2 ⇒ (16) + 2 = 18
Grung: 1d20 + 11 ⇒ (20) + 11 = 31
Feli: 1d20 + 12 ⇒ (18) + 12 = 30
aurora: 1d20 + 8 ⇒ (12) + 8 = 20
Desmond: 1d20 + 15 ⇒ (8) + 15 = 23


Evil GM

As you wonder the the foothills near the crags of a cliff you all here the deafening sound of chirping and clattering as the cracks come alive with motion - thousands of tiny hungry creatures swam.

As four dire rat swarms converge around your entire group.

RA Initiatve:

RA:
Karnog: 1d20 + 1 ⇒ (14) + 1 = 15
Kalim: 1d20 + 2 ⇒ (4) + 2 = 6
Grimm: 1d20 + 5 ⇒ (13) + 5 = 18
Grung: 1d20 + 2 ⇒ (12) + 2 = 14
Feli: 1d20 + 4 ⇒ (20) + 4 = 24
Desmond: 1d20 + 10 ⇒ (9) + 10 = 19
rat swarms: 1d20 + 6 ⇒ (8) + 6 = 14

Meath'd decided to stay with his girlfriend in Orctown.

Initiative Order:

Feli
Des
Grimm
Karnog
Rat swarms
Grung
Kalim

I don't have a map for this yet, sorry. Assume you all are being durrounded and there is hill/cliff to one side which they emerged from.


Evil GM

Quick Battle Map


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

Noooo meaty meat meat!


M Dwarf Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Hope someone knows fireball

9,801 to 9,850 of 17,081 << first < prev | 192 | 193 | 194 | 195 | 196 | 197 | 198 | 199 | 200 | 201 | 202 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rappan Athuk set in Nirmathas All Messageboards

Want to post a reply? Sign in.