Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Karnog:
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…

Karnog I'll add more to the story this afternoon.


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Evil GM

Karnog:

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.


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Evil GM

Karnog:
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.

That makes up the information conveyed to you Karnog.


Evil GM

I'm going to give Karnog an opportunity to log on and react to what I've provided him, before moving on to the hoard.


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|

"My lord the All Creator has spoken to.me this morning during my prayers. This accursed place of Rappan Athuk is the resting place of a fallen army of Good, usurped and twisted to serve the Prince of Undead and his evil clerics. We must seek out his highest level minions here, including LORD NAPHRATHOTH, FALLEN EMPYREAL COMMANDER and bring them low. Only through their destruction will our friends and families be safe."

"Also, summoning and calling magic will not work for me, though the evillage ones will have no such trouble. Beware the lieutenants of the Dark One, they are very powerful and can channel the evil below to their advantage. In particular, there is a dwarf grave knight barbarian, a dangerous foe and one we should avoid if possible."

"Most importantly, we will be on out own down there. Making allies and ensuring the enemy of our enemies remain onno uie good side may be critical to our success. The Creator looks down on us and blesses our actions, know that we do the work of Good."


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

"Wait, you'll be bereft of your magic entirely?"


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 will be unable to call or summon, and blocked from communing with the Creator. I don't know if the dungeon will prevent my prayers and spell preparations from succeeding like before. I assume it will do so, at least partially."


Evil GM

karnog:
Remember you get three questions to ask. Plus, rather than losing the summoning spells, which would ahve been wicked evil of me to do - your deity provided other spells in those slots. So, go ahead and select spells.


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|

Will do, just gotta figure out what to ask the boss.


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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|

Question The First:

Spoiler:
"Will my magic be available to me in the dungeon other than the Legion Hall?"

Question The Second:

Spoiler:
"Can we destroy the Graveknight permanently with our skill and power level?"

Question The Third:

Spoiler:
"Can we trust any allies we make in the dungeons below to remain true?"


Evil GM

I'll get some answers up tomorrow Karnog.


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Evil GM

Karnog Q 1:
"Your blessing are with you, but morning prayers will not penetrate the unholy shield that lays over the area you journey. Certain types of magic do not operate as intended due to the unholy shielding...magics like teleportation and summoning from non-evil planes. Orcus is strong where you are heading...even my divination is limited."


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Evil GM

Karnog Q2:
"Luther is powerful and resonates with evil, but working together and if you have sufficient resources remaining you can destroy him. Although do not underestimate him, he will not fight fair, he fights to kill and torment, and his vicious waraxe can slice through armor like butter.Patrol Captain Luther constantly exudes an aura of intense evil and negative energy and he can bend the will of the undead to aid him in his deeds." there is pause. "Even when you think you've destroyed him, if his armor remains he will come back ready, willing, and hunting you."


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Evil GM

Karnog Q. 3:
"You've only scratched the surface of dungeon of graves. There are many below that can be trusted, but what lies where you are heading I'm not certain as it is difficult to penetrate. Where you head is or was a market of sort, so traders exist whether or not allies can be gathered is question to be answered."


Evil GM

I'll get the set up for the zombie hordes done tomorrow morning.


Evil GM

Karnog you can't scribe scrolls can you? I didn't see the feat on your sheet. Do you have any scrolls?


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|

No, no scribe scroll feat. Scrolls on hand: CLW (8), scroll of ant haul (3), scroll of comprehend languages (2), scroll of detect undead, scroll of endure elements (2), scroll of hide from undead (2), scroll of magic weapon, scroll of obscuring mist, scroll of remove fear

"I have been contacted by the Creator, and he brings tidings. There are some very dangerous foes below, including a powerful dwarven graveknight wielding a devastating waraxe. Further, my prayers will be blocked whole in the level below. My magic will remain with me, but I cannot prepare new ones, and any summons will go unanswered."


Evil GM

The remove fear and hide from undead may be handy.


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

Maybe Croaker would like a froend


Evil GM

At last the battle can begin.

Desmond leads the group to intercept the approaching zombie horde. the group takes position in treeline near a small campsite. To your amazement you can feel the ground shake and sound of destruction approaching long before you actually catch a glimpse of the colossal grouping of undead.

You've already moved into location, so everyone gets one standard action as a surprise round.

Surprise Round Map

Kalim's earlier aciton

Kalim since so much time has past and there is quite a bit of new information that Karnog needed to obtain, do you still want the above action to take place? If so I'll use that as your surprise round.


Evil GM

A stumbling crush of moaning, reaching bodies comes towards you. Empty eyes seek you out, each staggering footstep bringing the deathless mass closer. Straining to grasp you, this group of zombies are so tightly packed together it seems to be a single mass of undead, flailing limbs.
You can see that the flailing nature of the zombie horde’s limbs allow the throng to grasp and tear at opponents.


Evil GM

Nudge, nudge you all can take your standard action for the surprise round. I'll roll up initiative thereafter.


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

So, just to be clear because the rules seem ambiguous, I'm assuming this "swarm" is not immune to weapon damage? I'm already in pretty severe danger as a squishy frontliner against this kind of enemy and want to make sure I don't get killed for doing something rash that does no damage anyways. What about precision damage?

Desmond waits where he is. For once he knows it would not be wise to charge into such a terror, so instead he bides his time to see where the horde moves to.

Delaying for now, Desmond will move back if the swarm looks like it's going to overrun him.


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 will reserve my more potent abilities, but this should help out a little."

Once the edge of the horde reaches 30' from Karnog he raises his hammer and channels positive energy to damage the undead.

6d6 ⇒ (6, 4, 3, 2, 3, 5) = 23 positive energy damage, DC 17 for half


Evil GM

You've never encountered a horde before but Karnog knows that this type hordes take less damage (half) from piercing weapons and they do have DR slashing.

Horde Traits (Ex):

Hordes are not so called because of the size of the group but rather the size of the creatures that compose the horde. Unlike normal swarms, hordes are composed of Medium creatures which are usually a normal version of a creature but otherwise behave in a swarmlike manner. There are usually around 50 creatures in a horde. The net effect is that they take only half damage from piercing weapons but take normal damage from
other weapons. In addition when the swarm is reduced to 0 hit points or lower and breaks up, unless the damage was dealt by area-affecting attacks, then 2d6 surviving members of the horde continue their attack, though now only as individual creatures. Otherwise, a horde conforms to
all of the other swarm traits as described in the Pathfinder Roleplaying Game Bestiary.


Evil GM

Grung, Felic, and Kalim have actions. Unless Kalim says otherwise,I will just use his earlier fireball.


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

Feli will cast Haste, giving her friends superior movement!


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

Blast 'em.


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 keep trying to post a charge attack w croaker but I keep getting an error message...


Evil GM

Kalim launces a pea shaped fireball that explodes in the horde.

reflex: 1d20 + 6 ⇒ (3) + 6 = 9

The save fails but the mass of creatures pushes forwards.

-----
The antsy dwarf warrior charges forth with Croaker raised high.


Evil GM

RA Initiative::

RA:
Karnog: 1d20 + 1 ⇒ (8) + 1 = 9
Kalim: 1d20 + 2 ⇒ (3) + 2 = 5
Grung: 1d20 + 2 ⇒ (9) + 2 = 11
Feli: 1d20 + 4 ⇒ (10) + 4 = 14
Desmond: 1d20 + 10 ⇒ (5) + 10 = 15

horde: 1d20 + 0 ⇒ (9) + 0 = 9

Initiative Order:
Desmond
Feli
Grung
Karnog
Horde
Kalim


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 continues to wait for the right opportunity. He wasn't going to be surrounded by the horde if he could help it.

Waiting to see how Grung and Karnog and the horde are positioned. I want to make it so the horde can only engulf two of us, not three.


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 raises his hammer and channels forth the radiant energy of good once more.

6d6 ⇒ (1, 3, 4, 2, 3, 6) = 19 positive energy damage, DC 17 for half


Evil GM

horde will save: 1d20 + 12 ⇒ (5) + 12 = 17

The horde feels the goodness wash over it but it has little effect on them...a few bodies drop but the mass continues forward.


Evil GM

The horde moves forward towards the cleric. The clawing, clenching mob is eager to shred flesh.

Updated RD 1

damage Karnog: 6d6 ⇒ (5, 5, 6, 1, 5, 6) = 28

grung: 6d6 ⇒ (5, 1, 2, 5, 5, 5) = 23
*Grung you mentioned charging the horde but I didn't know where you wanted to be placed so I left you. If you charged you'd suffer damage form the horde anyway if they are in your hex at the end of their turn..


Evil GM

rend damage to Karnog: 3d6 ⇒ (6, 5, 1) = 12
Since they did more than 25 HP of damage that triggers the rend damage.


Evil GM

will save 1, I forgot to do the save from the surprise round: 1d20 + 12 ⇒ (15) + 12 = 27

half damage.


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

Kalim summons hideous black tentacles from beyond in the horde in an attempt to slow them. grapple: 1d20 + 16 ⇒ (18) + 16 = 34damage: 1d6 + 4 ⇒ (2) + 4 = 6


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 moves back away from the horde and channels once more.

6d6 ⇒ (1, 2, 3, 5, 6, 3) = 20 DC 17 for half


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 wanted to charge and attack dm. But for some reason every time I try to post dice I get an error. I would not charge if I couldn't attack


Evil GM

Karnog you've already channelled twice: surprise Rd and RD 1. We aren't at RD 2 yet.

Grung and Karnog update your HP.


Evil GM

Grung the problem you would quickly realize is if you charged )in surprise round) you'd be surrounded and taking massive HP damage each round that you remain surrounded.

I'm ok if you want to charge during the surprise round, but doing so will subject you to two round of 6d6 damage and one round of 3d6 rend damage on top. Plus you'd be caught in Kalim's black tentacles he casts in RD 1.


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

With the horde moved, Desmond flies into action. He actives his shirt to cover the distance required and with a lunging spin he comes down to slash the edge of the zombie horde!

Attack: 1d20 + 17 ⇒ (17) + 17 = 34

Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Cold Damage: 1d6 ⇒ 5
Sneak Attack Damage: 6d6 ⇒ (1, 5, 4, 5, 5, 6) = 26

If sneak attack does effect them, then I will apply hampered to them (reducing movespeed). Also if sneak attack effects it it will take 2 str damage.

The coordinates of the map are throwing me off a little. I believe I want to go to E8, maybe E7? I want to be directly north of Grungsdi at the exact distance that would make it so the horde can only engulf one of us. Also, let me know if they are immune to cold/sneak attack damage so I don't roll them every time.


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|

My bad, will do that next turn


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'll update when I get back home. The internet where we are on vacation won't let me do any updating.

Grung would not have charged then. He is smart enough to know fighting.

I'll act then as well since I can't do any dice


Evil GM

No sneak.


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

"Fall back. This is like a swarm. Weapons are no good against this hordes. Slow them, containe them."


Evil GM

Kalim swears under his breath as Desmond moves to the backside where the sorcerer's next spell was going to be located, inside he redirects the slimy arms a bit further way.

Kalim: CMD is 35 but they can't be tripped. I don't think the spell will be effective since the horde acts like a swarm. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

Initiative Order: RD update

Desmond - moves and jabs (4 HP piercing, 5 HP of cold)
Feli
Grung
Karnog - channeled 9 HP
Horde - surrounded Karnog, 30 HP, surrounded Grung 23 HP
Kalim - black Tentacles

Updated RD 1 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

Desmond was attacking with a shortsword, that should be slashing damage.


Evil GM
Desmond Aeros wrote:
Desmond was attacking with a shortsword, that should be slashing damage.

Short Sword is piercing damage. Long swords do slashing damage.

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