
| baldwin the merciful | 
 
	
 
                
                
              
            
            honestly i can't even imagine getting to it at this rate.
maybe if we were all level 20 with mythic...
To put it in perspective: You have only hit maybe 25% of parts of the dungeon, so far. There's a lot more to do before you could ever make the attempt to reach the Master's Den. And there are ways to weaken the Avatar which I mentioned previously. Essentially destroying the three shrines.

| Karnog Kegmeister | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            I would have loved to flee, but that would mean abandoning Desmond and possibly Kalim.
Karnog is not about to do that, for sure.
Of course, if we manage to drive this guy out for a short time, Plan Wind Walk & Run Like Hell becomes key.

| baldwin the merciful | 
 
	
 
                
                
              
            
            MiniGM wrote:To put it in perspective: You have only hit maybe 25% of parts of the dungeon, so far. There's a lot more to do before you could ever make the attempt to reach the Master's Den. And there are ways to weaken the Avatar which I mentioned previously. Essentially destroying the three shrines.honestly i can't even imagine getting to it at this rate.
maybe if we were all level 20 with mythic...
Another thing is if you ever get to the point where you want, or are ready, to venture against the Master, I'm sure there would be quite a bit of group preparation beforehand. Such as: withdrawing from the dungeon and doing research, communing, preparation, and equipping yourselves. Rathering than stumbling into the lair. Perhaps even a side journey to retake King Grung's homeland first.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Excellent job destroying that creature. He was CR 18! I should have had him soften you all up a bit more...oh, well.
This may change how you address this level though. You've killed the three big bad guardians but as you may find there is plenty of evilness remaining. Karnog do you remember what else your deity told you or requested you try to do?
That being said you know there are three directions you can go: 1) exit the way you came. 2) There is a strange hideous mural on SW wall of the large cavern. You did not explore the area previously but did not it's existence. You figure, like everything else, it will get you into a further area of the dungeon that is not meant for the light hearted. 3) there is a large hallway off the south end of the cavern (opposite from the way you came it) and that will lead you another area deeper in the dungeon.
Note: Karnog needs to commune with his God so he can properly level and regain spells. Going further may, or may not, let him do that. One thing is certain, he currently has lost touch with his deity on this level.
I'm in now way suggesting a course of action, I'm simply laying and reminding everyone your options.

| Desmond Aeros | 
 
	
 
                
                
              
            
            Those were some excellent rolls Kalim, but I still have a personal favorite here :P

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            Prophecy:
You are flooded with visions and and stern narration of great story. Many, many years ago, the last great army of Tsar was locked in battle with the goodly forces in the army of Light. Untold numbers fell on both sides, and as the army of Light saw victory within their grasp, the fallen soldiers on both sides began rising up to continue the warfare for the forces of Evil. Redoubling their efforts, bolstered by the fact that if they lost, Good would be expunged from the earth and eventually from existence, the army of Light summoned their full might and threw themselves at the citadel of Tsar in an attempt to crush the evildoers once and for all.
The forces of light and Good brought all their power to bear, and it was enough, for as the army of Light neared exhaustion, the last of the army of Twilight fell in defeat. But total victory was not to be had. The Grand Cornu, high priest of Orcus in Tsar, had foreseen the fall of his army, and made arrangements to transport his remaining forces to a place of safety and security, so that he may rebuild, and plan a counterattack to destroy the holy warriors and regain control of the surrounding areas. However, the Grand Cornu’s plan was not without flaws…
You are to lead your companions below and search for the fallen angel, LORD NAPHRATHOTH, FALLEN EMPYREAL COMMANDER. Rid this plane of his vileness and save Orctown. As a special gift to the fallen angel, Orcus has granted him unique abilities, twisting those abilities naturally possesses by his race into ones more useful in his current calling."
You can not battle and destroy everything, use your resources wisely, the armies you encounter are a not your main concern but their leadership is. Seek and destroy the fallen angel and his leadership structure, beware the dwarf graveknight barbarian, he's no longer a kin in race or spirit."
"The entire area is shielded, even from me, and no means of magical transport such as teleport, dimension door, plane shift, ethereal jaunt, and so on functions beyond the Black Garrison that lies below, except in very specific areas and the stage bearing the High Altar. The information washes over you mind. "More importantly, no divine spells involving extraplanar contact of the non-evil planes, such as summoning or commune, operate where you are going. You can choose alternative spells that your summoning. Your evil enemies are not so hindered as they can contact the lower planes of Evil, and you're goodly hearts are at a distinct disadvantage. The entire area radiates an unhallow spell.
Should you survive seek the stairs below and search for the Grand Cornu of Orcus. In the clergy of Orcus, there are many high priests, beings holding power, prestige, and above all, an affinity for death and destruction. These high priests are often the most frightening and terrible forces of their particular area, combining and leading divergent masses bent only on spreading evil and atrocity. Taking down a high priest of Orcus and thwarting their plans is often the goal of any adventuring group, whatever their party’s moral code. Evil fights evil, as well as everyone else. Only the strongest, smartest, and most ruthless reach the upper echelon of this clergy. And above all these demented individuals, sits the Grand Cornu of Orcus, the supreme authority of Orcus’s will on the material plane.
After some immediate preparation, the army of Light found where the survivors of Tsar had fled. In their haste, the army of Light split their forces; some remained in Tsar to cleanse that wicked place, while the rest pursued the refugees. Not knowing Jeravix’s plan all along was to send the army of Twilight to Rappan Athuk, the army of Light was woefully unprepared for what awaited them upon their arrival.
After the defeat of the army of Light, Lorvius celebrated as only he knew how. Always a sadomasochistic and deviant man, he did not allow
the army of Light to rest after death. Animating their bodies, Lorvius positioned many of the fallen army to posts in Rappan Athuk. Over time,
as other undead and despicable beings were drawn to the Dungeon of Graves, Lorvius lost track of the army, and now only on occasion can a
former soldier of the army of Light be recognized by a scrap of armor or a standard.
During the rebuilding, the Archbishop of Orcus, Pagonis, came to Rappan Athuk. Having attempted to create a center of worship in the city of Tercople, Pagonis was not part of the evacuation, and was looked upon as an “outsider” in Lorvius’s eyes. In the years Lorvius served Seneschal Vrrius, Pagonis had always lorded his status over Lorvius and all the other disciples. Now that Lorvius had secured Rappan Athuk, and was preparing the coronation ceremony for the next Grand Cornu, who was Pagonis to come in and take control? Lorvius planned a very clever assassination to remove his rival. Successful, Lorvius had the archbishops body brought to the Cathedral and before his body was cold, Lorvius bathed the new High Altar with the former archbishops blood, thus elevating himself to High Cornu of Orcus.
After the ceremony, and upon returning to his own personal level of the dungeon, Grand Cornu Lorvius retired to his private lounge for relaxation. Upon entering, he was horrified to find the shadowy figure of Archbishop Pagonis standing there waiting for him. Upon his death, Orcus had decided to send the archbishop back to the material plane to act as an “advisor” to the new Grand Cornu, and maintain his position as Archbishop is his “new and improved” form. The archbishop is rarely far away from the Grand Cornu, always offering advice and observing his actions.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Today has been a good day of posting and the moving action forward.
I'm considering adding a couple twists to the game that will break the massive dungeon up.
One twist is a demiplane (especially if you want to go looking for the lich) and the second is sort of a companion to the RA. It's called the Cyclopean Deeps, which is even farther below the RA dungeon. it's another Frog God Game product.
Here is the description:
Deep beneath the ground, in those regions where the echoes of mankind’s feet are seldom heard, where even firelight is a bizarre intruder from a long-forgotten place, the foes of mankind breed and multiply. It is a realm of dark chaos—for these creatures of the echoing deeps count each other as rivals and enemies. It is a place without peace, a place without virtues, a place where every countenance of evil is to be found in sluggish torpor, stirring restlessly in dreams of cruelty and hatred. These dark and deadly provinces are known as the Under Realms.
Most named regions in the Under Realms are quite distinct from each other, whether by geological formation or by the types of inhabitants that have established themselves in strategically important areas. Characters who enter this area expecting to find drowic elves, deep gnomes, and other “normal” features of the Under Realms will swiftly discover the error of their thinking. The Vaults of the Sunless Sea, located to the north of the Cyclopean Deeps, might fit that description, but the Cyclopean Deeps are a different and decidedly more unpleasant area into which the denizens of the Vaults seldom venture.
Down to Ques Querax The first adventure in the Cyclopean Deeps mini-campaign, "Down to Ques Querax" introduces the perils of the Under Realms with encounter tables, region map, and many new monsters. Designed as the "link" to Rappan Athuk, this module may also be used to connect any deep dungeon to the Under Realm.
I understand that the descriptions of this world are quite impressive.I haven't purchased it yet but it's in my paizo cart.

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            If it sounds good to GM Baldwin, I'm down for the new bits.
I'm game for anything where I get to regain spells and powers, TBH!

| baldwin the merciful | 
 
	
 
                
                
              
            
            Allow me to throw this back on you sir!
Does this sound like fun for you to run? If so then I am ALL for this other mod
It's all fun. Especially when I have such a good group which works well together.
Plus, I like adding depth to the game and interesting twists. The RA and Cylopean actually link to one another, so it shouldn't be too hard interweave parts of the two books.

| baldwin the merciful | 
 
	
 
                
                
              
            
            So I did buy the book and this is what it says in the intro:
The Cyclopean Deeps is the name of a large subterranean region of the Under Realms; fans of the Rappan Athuk megadungeon will be pleased to learn that the Cyclopean Deeps is the region into which the deepest levels of Rappan Athuk intrude. For more information about Rappan Athuk, refer to Frog God Games Rappan Athuk. It is definitely not necessary to have a copy of Rappan Athuk in order to run adventures in the Cyclopean Deeps, but having a deep dungeon (whether of your own design or a purchased module) with physical entrances into the Under Realms will prove very useful for managing the long-term campaign type of adventuring that is likely to take place in this vast area.
The two books are linked and actually work well together.

| Grungsdi | 
 
	
 
                
                
              
            
            I do think I might be taking improved iron will next feat time...

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            Just like Brave Sir Robin - "Run Away!"

| Karnog Kegmeister | 
 
	
 
                
                
              
            
            This may change how you address this level though. You've killed the three big bad guardians but as you may find there is plenty of evilness remaining. Karnog do you remember what else your deity told you or requested you try to do?
So, to my reading, we have to track down this Stairs Below and find the Grand Cornu and his shadowy demonic/undead "Advisor" who just happened to be the previous Grand Cornu, then make them Dead-Dead.
Perhaps a bit more "Yojimbo" this time, and let the baddies fight themselves instead of us taking it on the chin directly...

| baldwin the merciful | 
 
	
 
                
                
              
            
            baldwin the merciful wrote:
Should you survive seek the stairs below and search for the Grand Cornu of Orcus. In the clergy of Orcus, there are many high priests, beings holding power, prestige, and above all, an affinity for death and destruction. These high priests are often the most frightening and terrible forces of their particular area, combining and leading divergent masses bent only on spreading evil and atrocity. Taking down a high priest of Orcus and thwarting their plans is often the goal of any adventuring group, whatever their party’s moral code. Evil fights evil, as well as everyone else. Only the strongest, smartest, and most ruthless reach the upper echelon of this clergy. And above all these demented individuals, sits the Grand Cornu of Orcus, the supreme authority of Orcus’s will on the material plane. So, to my reading, we have to track down this Stairs Below and find the Grand Cornu and his shadowy demonic/undead "Advisor" who just happened to be the previous Grand Cornu, then make them Dead-Dead.
Perhaps a bit more "Yojimbo" this time, and let the baddies fight...
I like how I used the phrase Should you survive...

| baldwin the merciful | 
 
	
 
                
                
              
            
            If you all do decide to leave the dungeon for a bit you could check on Orctown and head back to Featherton for some R&R. You could reequip, and do some research/commune regarding other areas of the dungeon and how to ultimately weaken Orcus.
You are high enough level so you'll be able to get some answers and better snippets. Plus, isn't there a red dragon, Aragnak,you could hunt?
It's interesting when you look at the Campaign Info tab and the rumor spoiler at how many you've touched on.
Just throwing out an option. Lots of sandbox to play in here.
 
	
 
     
     
     
	
  
	
  
	
 