| Talathel Rhuiren |
Talathel moves to stand by Anzath, branched spear ready to intercept any more assailants.
| Adelie |
Adelie and Mone follow Talathel. As they walk, Adelie loudly reassures the wolf, ”Don’t worry, Mone. If the crazy dwarf throws a bomb at you, I’ll set him - and all his equipment - on fire.”
Still eyeing Bedlam suspiciously, he casts diagnose disease on Tal.
| Anzath |
Here's my math: 32-18=14-11=3+9+19=31 which puts me at 'full' at 30.
Anzath stands, her head swimming in shock. Everything happened so quickly she's not even sure WHAT just happened. She quickly checks to make sure all her armor and weapons are ok, not realizing that clumps of her hair are missing and her usually ashen skin is raw and pinkish in areas.
She thanks Aurora for acting so quickly.
| GM Parrot |
Math accepted!
The day winds on. Perhaps someone removes Tal's diseases with scrolls.
CL check vs Pestilence: 1d20 + 5 ⇒ (19) + 5 = 24
CL check vs Rot: 1d20 + 5 ⇒ (18) + 5 = 23
Perhaps your first attempt fully cures your friend and you can save one for later!
Perhaps you take the teleportals: they transport you to a series of isolation chambers designed to contain disease. They are disturbing, but empty of all but the dead.
And, perhaps, you've completed The Mouth of Doom, the extended prequel to Rappan Athuk: The Dungeon of Graves! Or at least you've done enough that you should fight off completionist impulses and continue! Or back to town first, or something!
| Tragershen |
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"Bedlam might have saved your life, as counter-intuitive as it may seem. We've encountered this slime before, when we recovered Vael. As Talathel so elegantly put it 'Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime.'"
| Tragershen |
"The scrolls are divine in nature." He passes them off to Aurora.
Tragershen inspects the potions.
Spellcraft 1d20 + 13 ⇒ (7) + 13 = 20
Spellcraft 1d20 + 13 ⇒ (13) + 13 = 26
Spellcraft 1d20 + 13 ⇒ (13) + 13 = 26
Spellcraft 1d20 + 13 ⇒ (13) + 13 = 26
| Anzath |
If it weren't for the Con damage, I'd be up for anything! Maybe going to the driver's underdark tavern could be safe?
| Bedlam Bottomland |
If the Green Slime is Large, then Bedlam would have aimed for a non-Anzath square, using Precise Bombs....or not...lol.
Bedlam accepts the all-around gratitude given.
| Aurora Fallowarc |
As soon as Aurora has the time, she'll settle down for short block of prayer and meditation to fill up her remaining pair of second level spell slots with lesser restoration for Anzath.
Lesser Restoration: 1d4 ⇒ 1
Lesser Restoration: 1d4 ⇒ 4
"I'm about spent for today, in terms of spells. Whatever we spend the rest of our day on... let's be cautious about getting into fights." She sighs, and pulls her hair tie free from her braid, working it undone and idly setting to braiding it over her other shoulder.
Read as: only 2 spells left that can be subjected to spontaneous transformation into cures; domain slots are intact, but situational (and I think the dragon took the ring focuses for Shield Other...); only 3 channels left. We do have a whole slew of Divine Vessels left, though....
| Talathel Rhuiren |
"Fast and effective thinking, Bedlam. Let us return to Zelkor's Ferry, to regroup and rearm."
He cannot help but look at Anzath with concern.
Once cured...
"My thanks. I am glad to be free of such a vile ailment."
| Lolygert " Lolly " Endeferr |
Lolygert slaps Bedlam on the shoulder, "That was a neat trick, Beddy! Been configurating and confabulating them mixups of yours a bit I think!" he says excitedly.
At first Lolygert looks a bit disappointed at the idea of leaving for Zelkor's Ferry, since he only just arrived again, but then nods his agreement.
| GM Parrot |
Augusta 13
9 am: 1d10 ⇒ 6
noon: 1d10 ⇒ 2
dusk: 1d10 ⇒ 9
midnight: 1d10 ⇒ 7
4 am: 1d10 ⇒ 10
Augusta 14
9 am: 1d10 ⇒ 6
noon: 1d10 ⇒ 9
dusk: 1d10 ⇒ 10
midnight: 1d10 ⇒ 4
4 am: 1d10 ⇒ 2
Augusta 15:
You turn your weary selves homeward. Homeward? Well, homeward for Brand, but he's already there. Lolly's a local. The rest of you, though, might find your welcome so warm as to be a bit sweat-inducing. Imagine a merchant embracing Talathel and giving him kisses on his cheeks while lifting him off the ground, saying "This guy saved us from spiders!" Or imagine Adelie, who is accepted as a hero by the crowd merely by virtue of showing up intact, armed, and looking generally competent. A swarm of lads with the modicum of musical training serenade him along with the rest. Sawen is effusive, as always, as is Odo Bristleback, the owner of the town.
The town, by the way, has more than trebled in size since you arrived. A new palisade, concocted by the engineer, the woodcutter, and sundry other refugees and locals extends far out from the cyclopean walls. Every bit of space within the walls themselves has been built up, so now a handful of narrow alleyways connect huts containing storerooms, homes, and small (very small) businesses. Except the bank, which, built of fresh-hewn logs, has been decorated with busts of each of you who was present at the spider rescue. The merchants sheepishly explain that they have taken all the goods and gold that they'd promised to you and have invested it in the town itself. "The Bank of the Heroes is doing brisk business! And you've got a lot of credit at the bank. Uh... it's nominally... your bank." They clap with joy to see all the hard currency you've brought, explaining that the whole place has been running on IOUs and a record-intensive barter system (and what specie has come in on the river). Twenty thousand pennies is exactly what the town needs right now.
Adelie might feel a little nervous to see the hunters hauling in meat from the forest. This town has far outstripped its tiny market gardens, and only the lush riches of the Forest of Hope is keeping it alive (albeit with some attrition, it's not a very friendly place). That and the always-copious fisheries of the River Alph, which flows lazily past the burgeoning micropolis.
And so, you settle in. There's other settling to be done, beyond your cozying up to the fire in the Boar's Board, beyond the hewing of the ancient woods into fields and walls--there are financial matters to consider. The time has come to split the loot.
As your GM, I don't want to script the loot divvy overmuch, but I could do some accounting for you if that'd help. Equal shares, or should we calibrate--you could mostly exclude Lolz because he just got a big WBL boost, adjust for Adelie's recent arrival, compensate for the fact that Anzath has become a bit of a treasure magnet because she and Vael have similar taste in equipment (if not in the aesthetics of said equipment)... it's all up to you, it ain't PFS around here.
| Lolygert " Lolly " Endeferr |
Lolygert stands with the others as the merchants blather on about banks and coins and credit, before turning to the others and saying, "Um, I'll be in the Boar's Board if you need me."
And proceeds to go have rip-roaring time with acquaintances old and new....
| Anzath |
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Anzath stares confusedly at her own carved likeness on full display at the new bank, her face twisted in a befuddled snarl. After her shock wears off, she turns to the head banker and suggests, "De dwarf gave life to save you. Name it after him, Bedlam." Sorry, but Bedlam First National Bank just has a ring to it.
Anzath finds herself uncomfortable in the increasingly bustling town, and she's quick to follow Lolly to the tavern. When she is sufficiently inebriated well into the night, she finds Talathel and corners him aggressively. "Ve kan die at any moment," she drunkenly states the obvious, "Let'z live for tonight."
| Bedlam Bottomland |
My own bank! Good thing my drawback is Avarice...lol.
Bedlam smiles as he views the bank.
Be need'n sum fortifications. Da dragon be greedy! Anyone be knowing how ta build ballista?
| Aurora Fallowarc |
Aurora stiffly stands in the back as the group is swarmed by the townspeople, offering polite smiles and waves. The dragon is going to have a snit with this... She thins her lips glances aside to the rest of the group.
When Sawen emerges, at least, the newlywed is offered a hug by Aurora. Perhaps a slightly uncomfortable one, on account of the cleric's breastplate, but a genuine hug all the same. "I hope the married life has been treating you well, yes?"
As the evening winds down, Aurora takes to the Boar's Board for a light dinner and some drink before hopefully finding a bed. By the next morning she emerges with a stack of envelops in hand, addressed for a residence in Morozny, and over the course of the morning she does her best to pass them out to the group, offering little more than the statement of, "For my family, in the event that I should die here. You can take the postage from my dead body."
| Talathel Rhuiren |
Talathel, as per usual, has much on his mind.
The dragon is still far too powerful for us to simply slay. Or ignore. We need to get stronger - much stronger. With equipment to match. And yet we keep nearly perishing from *ailments* and *vermin*. ARGH! This is frustrating-
Then Anzath interrupts his internal monologue.
The quiet descends. His focus is entirely upon what he sees. And there is only one answer that makes sense. One that escape his lips.
"Yes."
| Tragershen |
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Tragershen sits in Bristleback's with a stack of books liberated from the library. He checks each one for enchantments, then peruses each for clues that may help explain exactly what happened to cause the outbreak.
Casting detect magic on each book to make sure there is no secret pages or arcane defenses. Then looking through to make sure there isn't anything we'll need for later (notes, rumors, etc.).
Tragershen sits aloof from much of the celebrating. When he's not scouring books that they recovered, he's updating his journal of their venture against the Foutain of Pestilence. He includes an illustration of the dragon landed outside of the town with the heroes before it negotiating. Another illustration shows the wedding (without any details that would betray the Bristleback's secret). Another depicts the hulking dwarf getting slain by the massive spider. Finally, one shows the massive battle at the fountain, with creatures emerging from its depths and the heroes assailed from all sides.
| Adelie |
Like many of the others, Adelie and Mone both feel quite odd near so many people. The presence of hunters and other folks who might distrust a wolf keeps Adelie’s normally outgoing companion quiet and close to his side.
Adelie does his best to be polite, though, and greets anyone who attempts to speaks with him with cheer. Whenever possible, he spends most of his time awkwardly shadowing the party member that seems the farthest from the noise, Tragershen.
| Anzath |
Fade to black...
...Early the next afternoon.
Well, I'm not sure if Anzath is capable of being in a 'good mood', but she sure is energetic, and talkative. She goes about town the next day greeting and mingling with the folks she knows. She finds that young boy she almost killed that one time and shows him a few moves with the gladius. She locates Gelver and Ippolit and is reunited with Molotov. How's their gear? Are we going to continue to hire them on now that we're a party of seven?
She'll join up with Aurora and secure passage to Riddleport, taking the Cleric's letter with a solemn nod. "If you are not rekkless like dwarf, it vill not kome to dis." She's not so sure she actually believes that and places the letter safely in her pack.
She'll visit with the local blacksmith and see to refitting her new breastplate. What'll it take to augment it to an agile breastplate?
At sundown, she sups with the woodswoman she befriended and regales her with a few of their latest adventures. Her eyes burn with fury as she describes cutting down swaths of demonic vermin under the influence of Haste. So impassioned, she hunts Talathel down for a few more rounds.
| GM Parrot |
Tragershen: Paizo no longer displays any kind of notification that I have a PM from the game pages, sorry I missed yours! Everyone, if you send me a PM, go ahead and let me know with an OOC nudge here or in Discussion, and thanks!
Bedlam First Territorial Bank it is.
Sawen regales Aurora with tales of the city's renaissance. Things have never been so interesting, with all the new faces, with her suspicions that a child might be on the way, with Brand doing his best to keep everyone safe and happy. It's a good life, even if the shadow of the war weighs heavily on her conscience.
As the party attempts to secure passage to Riddleport, they immediately run into a significant logistical problem: the only ship that comes here is the Laughing Dolphin, and it comes once a month, and it's due on Dragon Day. Bristleback tells you in confidence that he might be able to rustle up a willing "Pirat... erm, freelance maritime commerce appropriation specialist" to take you across now, but you'd be committing a crime and it won't be cheap. He reckons that you should offer a thousand gold, but that the trip might end up costing more.
The local engineer, a 63 year old man you saved, approaches Bedlam and says something like, "A ballista, you say? Hmm... interesting...
Engineering: 1d20 + 10 ⇒ (15) + 10 = 25
"I know how to make those..."
I need to do some serious accounting and maintenance on things like treasure, the roster of people in town, and the like! Carry on planning your next moves.
| Bedlam Bottomland |
Bedlam agrees to assist the Engineer with constructing ballista; assuming the group decides to wait for the Dolphin.
Me tinks dat da dragon be back soon, so defenses be important. Might be need'n plenty of wated barrels spaced about and folks be need'n proper training fer da emergency.
| GM Parrot |
| 2 people marked this as a favorite. |
Sawen and Bristleback will take a moment to gather the party to discuss Aragnak the Red. You have lots of reasonable questions. Odo explains what he can: "Aragnak's island is off the coast on the east coast. Nobody goes there, but he occasionally comes off and rumbles around, stealing, burning, and the like. You'd need a boat. The full moon comes on the night of the 30th of every month on this planet where the Gods have seen fit to provide us with a reliable satellite and an easy 360 day year, but you already knew that. If I were you, I'd be on Aragnak's island with a lot of treasure and a plan for convincing him to take off that shackle--you don't want him to change his mind and leave it on her. As for catching the Flying Dolphin en route, that'd probably work, but Captain Lamb's not passing for another fifteen days. "
Island 24 on the map. Gotta get some work done, magic shop items soon!
| Talathel Rhuiren |
Earlier
A true test of martial flexibility!
Talathel thinks, while wearing what for him is a wide grin.
Now
"I know something of engineering theory if more hands are needed for that ballista."
Knowledge Engineering: 1d20 + 9 ⇒ (18) + 9 = 27
Through drow sign language, he signs:
"Perhaps we could convince Aragnak with the notion of additional treasure if we have time to build up. Talk him into removing the shackle by making Anzath and us deniable assets."
| Tragershen |
Earlier...
Tragershen welcomes Adelie at his table. "They are a gregarious lot when they are letting off steam. It can be a bit much. But in time, you may come to welcome it. Anzath and Talathel used to be more reserved. But I suppose after some of the things they've seen and the close calls..."
He glances over at them. "Did you see that? Talathel waved his hand at Anzath, but his fingers when he did it. And his other hand too. He was communicating with her in the language of the drow. It is a silent tongue, and we use it when we are trying to stay quiet, or when we don't want others around to hear us saying something." He thinks a moment, then adds "Here, let me show you."
| Anzath |
Anzath absentmindedly touches her bracelet, then responds to Talathel silently, "Being an asset saved this town and earned me the privilege of being a slave again. I don't think the dragon is as honorable as you."
| Aurora Fallowarc |
Aurora is all congratulations and well-wishes for Sawen. On the topic of Aragnak, she has this to ask: "How choppy are the waters? Would, say, a fishing craft suffice to get us across, or would a sturdier vessel be required?"
| Adelie |
Also earlier
Adelie gratefully accepts Tragershen’s instruction. ”Those two - Talathel and Anzath - showed me some signs earlier, but I welcome the chance to learn more. Thank you.”
| GM Parrot |
I love these developing ally-with-a-dragon plans! Accounting has been slow, I've been busy with work, but the upshot is that you guys really really gave away everything in town, so I doubt Rasmus has had a chance to rebuild his stock in a couple weeks. Riddleport?
Bristleback answers Aurora: "These waters are notoriously dangerous. A light craft could get you downriver, but it would never survive the passage across the sea to Riddleport. Aragnak's island is another matter--if you were lucky with the weather, it could be done."
| Talathel Rhuiren |
Talathel continues to ponder.
May be tomorrow before I get to post much.
| Anzath |
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GM you've mentioned the only boat to Riddleport is the Dolphin, which isn't due to arrive until Dragon Day. I think our only real option is the dungeon itself.
Also, i will be camping this weekend and again next weekend.
| Tragershen |
"Perhaps we should just take the one day here to collect what supplies we can, and then press on to Rappan Athuk proper. Let's see what wealth we can collect there over the next week. When we are a couple of days from the deadline, we head for the coast. If we can find a small craft to get to the dragon's island, we do so. Otherwise, we look for a spot, maybe by the river's mouth, to signal the Laughing Dolphin. Once we've met with the dragon, we can decide our course from there."
| Bedlam Bottomland |
Bedlam pats Lolly on the back.
We Be a busy bunch!
The dwarf decides to get roaring drunk, before eating and turning in.
Supplies in da morning; den da dungeon.
| GM Parrot |
Mundane supplies should be available, Anzath can pencil in 200 GP to have Trag Agile-ize her breastplate overnight, let me know if I'm forgetting anything. All hirelings and loyal helpers are available. We'll start in earnest after the weekend!
The party prepares to enter the mainline of Rappan Athuk, the Dungeon of Graves!
| Talathel Rhuiren |
"We should continue with the same lineup, with the reintroduction of Lolly. We may require it in the Dungeon."
| GM Parrot |
| 1 person marked this as a favorite. |
The End of the Prefatory Materials (I was going over old posts to get this one ready and remembered that I'd started numbering chapters, but I've lost track of the number), Chapter 1 of Book 2 (I won't keep this up, just taking my chance to use "prefatory" in game!)
Theme Music, Youtube, Blues Saraceno's "Dogs of War"
Augusta 16
Wee Hours: 1d10 ⇒ 6
Dawn: 1d10 ⇒ 5
Noon: 1d10 ⇒ 10
Dusk: 1d10 ⇒ 6
Twilight: 1d10 ⇒ 5
Midnight: 1d10 ⇒ 10
Augusta 17
Wee Hours: 1d10 ⇒ 8
Dawn: 1d10 ⇒ 1
Noon: 1d10 ⇒ 9
Dusk: 1d10 ⇒ 9
Twilight: 1d10 ⇒ 1
Midnight: 1d10 ⇒ 9
Monsters?: 1d10 + 2 ⇒ (6) + 2 = 82d6 ⇒ (5, 1) = 6
Monsters?: 1d10 + 2 ⇒ (8) + 2 = 10
At dawn, you wake to dreams of giant spiders. But they are slain. There is nothing to fear from them.
At twilight, Adelie and Mone are visited by wolves of the wood. The wolves tell them that they have come to see off Mone, who is about to leave the Forest of Hope for the first time. The rest of the party settles in to an uneasy sleep as wolves howl in the midst of the camp, singing to the waxing sliver of the moon...
On the 18th, you move from the Forest of Hope into rolling hills--you know that the Dungeon of Graves lies in thin region, waiting for you.
Augusta 18
Wee Hours: 1d10 ⇒ 2
Dawn: 1d10 ⇒ 10
Noon: 1d10 ⇒ 9
Dusk: 1d10 ⇒ 8
Twilight: 1d10 ⇒ 8
Midnight: 1d10 ⇒ 9
Augusta 19
Wee Hours: 1d10 ⇒ 10
Dawn: 1d10 ⇒ 2
Noon: 1d10 ⇒ 2
Dusk: 1d10 ⇒ 6
Twilight: 1d10 ⇒ 7
Midnight: 1d10 ⇒ 6
From Da Book
You crest the last hill and finally the complex comes into view.
In stark contrast to the lush greenery of the hills lies a large sunken
graveyard laid out in the shape of a cross. Rather than towering
above the ground, the graves have settled into depressions, and the
main mausoleum, a building of strange green stone, rests in the
deepest depression some 40 ft. below the ground on which you
now stand. At the other end of the grave-filled hollow stands what
appears to be a stone well. There are no gravestones near it. The
normal sounds of wildlife are gone, and large carrion birds circle
overhead. An ominous silence rests about the place. Each of you
knows in your heart that you have found the legendary dungeon of
Rappan Athuk. And though none dare speak it, you wonder if you
will live to return to the warmth of hearth and home.
I know you all too well to let that last line stand. Anzath has nowhere to go, except maybe wherever Talathel pursues his dangerous line of study (which is where he wants to be, anyway). Tragershen and Aurora may miss their libraries, but the unknown is its own vast library, and a day when every look brings in new information is a day spent in the best worship of Nethys. Lords know what Bedlam thinks, looking upon the greenstone structures, but he knows where the treasure must rest. And Adelie and Mone may well regret the warmth of home, but it is the warmth of fur and firepit, not of hearth and home. Perhaps only Lolly fits the book's description, and after nearly 4000 posts, how could a generic description match our well-developed, well-traveled characters?
PS you may describe in-town purchases as we move forward. I already know what a few of you have, but the lack of magic crafters and the dragon's cleaning of the shop mean that there's not a lot that would be startlingly useful on offer. I'll let you collect interest on the deposits of the First National, though!
| Bedlam Bottomland |
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Cresting the hill, the dwarf looks down upon the graves, mausoleum, and stone well. Rubbing his soot-covered hands together, he smiles.
Be time ta make un wit-drawls! Trust me dungeon expert skills me friends. Me be un professional!
At the edge of the graveyard, the Alchemist begins downing potions, extracts, and alchemical liquids.
Heightened Awareness, Barkskin, Antiplague, Antitoxin, Vermin Repellent, and Mutagen: 60 minutes each.
| Aurora Fallowarc |
While in the Ferry, Aurora will see to acquiring a heavy wooden shield. You can't go wrong with a sturdy piece of wood to strap to your arm. Other than that, she merely restocks on rations.
-----
The cleric looks out over the graveyard and its strange mausoleum of green stone, chin tilted up. "Be on guard... when we first arrived, I believe we heard rumors of guardians which protect one of the entrances to the dungeon..."
| Anzath |
Anzath crouches at the crest of the hill and takes a survey of the graveyard.
Perception-Light Blindness: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18 (+3 for traps)
If the area looks clear of dangers, she’ll approach with caution. And by caution, I mean, she lets Bedlam go first.
| Talathel Rhuiren |
Talathel sees the given entrance to the legendary deathtrap.
Then he smiles, if thinly.
"We have work to do. Waiting outside here is risk without reward."
He keeps an eye out for foes and traps.
Best to maintain vigilance.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
| Tragershen |
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"Let's not wander too far apart. If something afflicts one of us, we don't want it to go unnoticed by the rest of us."
While looking around this place, let's assume everyone stays within 30' of each other? Maybe we can start going around the perimeter and then work our way into some of the more prominent (numbered) features.
Every so often, Tragershen pauses long enough to scan their immediate surroundings with detect magic. If he spots something with an aura, he'll signal Anzath.
| Lolygert " Lolly " Endeferr |
On their way up to the entrance, Lolygert had been boistrous, sharing his beer or mead filled flagon with any takers, telling tall tales about the surrounding forests and hills.
However, when the graveyard came in sight, his mein became much more serious. With a long pull from his flagon, he hung it on his belt, and loosened his sword harness.
Then like the others he surveyed the ominous place for danger...
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
| GM Parrot |
AS the party circumnavigates the sunken graveyard, you pick your way through graves that cluster in some places and are more thinly scattered in others. But there are hundreds of them. Some of them bear the names of mighty heroes out of legend. Some are people who were famous more recently--warriors and wizards who have gone missing. Well, you know where they are, now. For instance, you find the grave of Corondel, the slayer of the Green Dragon of the Forest of Hope. Adelie lingers at this grave, pondering the death of the killer of the guardian of the wood. There's something wasteful about killing a centuries-old monster, only to die a few years later. The grave reads, "Here lies Corondel, champion, slayer of Springdread the Green, dead as his men and his ambition"
Your circuit reveals three buildings, all of the strange greenstone. Each is a mausoleum. You know that the way down is rumored to be in one of these.
There are no hazards on the rim of the graveyard. Lolly's keen eyes spot rats scurrying among the graves, and you all see numerous green gargoyles looming over the central mausoleum. They don't appear to be alive...
There's a statue of a dwarf in the center of the three mausoleums.
You also see a stone well.