Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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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

Moving forward to support karnog Felicitas thrusts at her enemy.
AttackAS: 1d20 + 17 ⇒ (20) + 17 = 371d6 + 7 ⇒ (2) + 7 = 9
Conf: 1d20 + 17 ⇒ (14) + 17 = 311d6 + 7 ⇒ (3) + 7 = 10
AttackAS: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 7 ⇒ (6) + 7 = 13


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

"Breathe no more, subdwarf!" Suffocation on Karnog's foe, DC 22.


Evil GM

The heroes overwhelm the remaining enemy cutting them down. Several members aren't satisfied until they have clearly removed head and limbs form the evil dwarves bodies.


Evil GM

Loot:

Capt:

1 (+2) dwarven waraxe
1 msw heavy crossbows (8 bolts total)
1 (+1) fullplate, heavy guantlets
1 (+2) heavy pick
1 (+1) ROP
1 (+2) Cloak of resistance
1 (+1) Cloak of Resistance
1 (+2) Nat Armor
2 Serous Wound Potions
3 thunderstone

Shadow Dancer

+1 Frost Short Sword
+2 Short Sword
+1 chain shirt
+1 amulet of nat armor
+1 cloak of resistance
+1 ROP
2 cure mod potions

diamonds worth 50 gp each: 2d100 ⇒ (65, 19) = 84
diamonds worth 100gp each: 2d6 ⇒ (5, 1) = 6
diamonds worth 500 gp each: 1d10 ⇒ 1

Grunts:

5 msw heavy picks
5 crossbows (44 bolts total)\
5 banded mail
13 cure light wound potions
5 total alchemist fire


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

I certainly wouldn't mind upgrading my cloak to a +2.


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 lands a few choice blows on the faux dwarves, insistent they stay dead-dead.

"Ptooey!" he spits on their corpses before attending to his wounds.

2d8 + 3 ⇒ (4, 1) + 3 = 8 CMW (6 charges left)
2d8 + 3 ⇒ (8, 3) + 3 = 14 CMW (5 charges left)
2d8 + 3 ⇒ (6, 6) + 3 = 15 CMW (4 charges left)

Fully healed, he looks to his allies.

"Anyone else hurt?"


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 would certainly like to take one of the Rings of Protection +1


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

Pick em clean boys. Ill grab one of them healing potions.


Evil GM

Desmond begins to strip off a cloak, while Karnog eyes a ring and Grung starts cleaning out pockets. The loot glitters. A job well done.

Karnog can you update your loot spreadsheet?


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. Did I miss anything else besides this duergar treaure?


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

I will take the cloak of resistance +2, meaning a cloak of resistance +1 is now either up for grabs or going into the party loot.


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|

Updated. The last I remember us selling / buying loot was back in the village, but I believe we were significantly over their available coin for most of the high ticket items. Things of note that SOMEONE should be using:

Unused Items:

  • Ring of Cold Resistance 1o
  • Wand of Haste (CL 5; 8 charges)
  • +1 Ring of Protection (2)
  • +1 Cloak of Resistance (2)
  • +2 Natural Armor Amulet
  • +1 Natural Armor Amulet

  • 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

    I mean, if nobody else wants it, I'd be happy to take the ring of cold resist. I'll add it to my sheet.


    Evil GM
    Karnog Kegmeister wrote:
    Will do. Did I miss anything else besides this duergar treaure?

    I don't think you missed anything. The last battle was against shadow demon and you there wasn't treasure.


    Evil GM

    After gathering your loot, disposing of the bodies into a small side tunnel, and healing up you are able to continue on. Are you going back to the main tunnel or remaining in this secondary passage.? You do know that at least one of the leaders did withdraw and retreat down the secondary tunnel, so suspect there will trouble lurking when he gets his home base.


    Evil GM

    Where are you heading next?


    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|

    "At least one a dem bastards got away. If we run into a group of them, they're bound to know we're runnin' 'round down here. Be prepared fer a scrap!"

    Karnog looks over the group and ensures everyone is in fighting shape, then takes his place in the middle of the party.

    "Let's move."


    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 shrugs at his little wound. "I'll be alright."

    Merciful Healing: 1d4 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (3) + 1 = 4

    Desmond takes point again, but stays close enough that he can see.

    Take 10 on perception for 26 (31 vs traps).
    Take 10 on stealth for 35.

    Wishlist: item to grant darkvision.


    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 leads the way for the muscle part of the group.


    Evil GM

    Ok are you heading back to the main tunnel or are you going to try to follow the duegar?


    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|

    Main Tunnel, everyone? I don't think we need to hunt down and engage the duergar further.


    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

    Yes


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

    Aye


    Evil GM

    You are able to back track and work your way down the main tunnel. As you proceed you realize there are a few side tunnels and voices/boots sounds echo. You figure they are branches of the tunnel network and commerce is taking place. About an hour later the main tunnel opens up to be 20 to 25 feet wide and the it's worked stone. The glow of florescent lichen offers the humans a bit of light.

    The sound of wheels can be heard in the distance, it's clear that the noise is growing louder. The there is the voices...


    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

    1d20 ⇒ 15 +7 dungeoneering +6 engineering

    Does that tell me anything?


    Evil GM

    Grung:
    Sounds like wheels...perhaps, a hand cart or wagon.


    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|

    "Voices approaching. And some kind of wheels coming closer. Perhaps a mining party or something more sinister?"


    Evil GM

    Desmond scoots forward to check out the sound and a few minutes later he returns. He reports there is juncture of two main tunnels and it's a trade route. He observed several hand carts and merchants heading deeper in the tunnel. There were several armed guards with the carts.


    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|

    "Merchants and traders? Almost certainly more evil Underdark dwellers. I wonder if if would be possible to parley. No sense in us trying to kill everything down here if we can avoid it, right?"

    Karnog looks to his teammates, hopeful they can avoid some bloodshed.


    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

    If ya wanna.


    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

    "I'd be willing to talk to them. Let me get into position first in case things turn south."


    Evil GM

    Desmond shivers as he takes position, the situation is uneasy as everything smells of trouble. He tries to remember the warnings that Karnog gave the group...what was that message his God sent forth. For now, he decides to stay in the shadows and leaving his blades be.

    Karnog do you remember the warning that your God gave you and where you are heading.

    There is a small caravan stopped. There are several humans and quite a few orcs in the group - all armed. More importantly, there are several shifting shadows that seems to be circling and guarding the caravan. Indication that there is spellcaster among the group.

    You do observe several smaller groups doing some bartering with the caravan master, they pay their deference and leave without incident. You suspect the caravan is approachable for the right amount of coin or trade.


    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|

    Long story short: lots and lots of very bad people, we can't possibly defeat them all. Bonus: there are a handful of very powerful leaders whose demise would lead to big troubles for the dungeon folks. Will pull up further details when not on phone.


    Evil GM

    Are you all heading to caravan?


    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 hangs back a bit, keeping an eye on Desmond, but staying out of direct contact with any Underdark citizens. He also makes sure to keep any identifying marks concealed (such as his holy symbol).


    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 stands next to his dwarf brother, playing the dutiful body guard


    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|

    FYI: prophecy as relayed to Karnog included on his Char Sheet. Also included below:

    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.


    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 will just be skulking around in case things go south.


    Evil GM

    Are you putting Felicitas to begin the diplomacy and negotiations.

    Your party approaches and four of the guards step forth, weapons at the ready. In undercommon the speak, 'Trade?"


    Felicitas do you have the ability or spell prepared/scroll to speak undercommon? If you don't have undercommon, I see you speak orcish and abysal so those may help out.

    One the orc sneers after it speaks in undercommon.

    Aurora scouting from above let Felicitas know, Trading caravan by the looks of it.


    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|

    If she doesnt, Karnog speaks both Orc and Undercommon.


    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

    Coming forward Felicitas with a flourishing wave of her hand indicates:"Trade!" in Orcish.
    "We have good items, strong items! And you will find our prices hard but fair!"


    Evil GM

    The creature shows a toothy fang and waives your party through, they eyeball each of you as you enter their makeshift encampment. There you find a half dozen small wagons and beasts of burden. You can count at least 20 well armed guards around with an assortment of taskmasters tending to animals and camp. There looks to be a couple small parties (dark elves, humans, and dark dwarfs mostly) gathered round waiting their turn to be called into a wagon's tent. Each appears to have goods to trade. You receive quite a few stares but nobody dares to speak. It's relatively quite except for the occasional snort of an animal.

    After a few moments a group departs one wagon. The scene looks unusual since two of departing group are large sized ogres guarding band of warriors. The departing group doesn't look like it could even fit in the wagon tent.


    Evil GM

    Anyone with knowledge aracana can make a roll.


    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

    know arc: 1d20 + 5 ⇒ (10) + 5 = 15


    Evil GM

    Anyone else going to make an arcana check?

    What is the groups plan? I was waiting on Felic to take the diplo lead here.


    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|

    Same here.

    Karnog approaches Felicitas, and hands her a piece of parchment. On it, she sees the list of equipment and treasure the group has accumulated thus far, with several scratch outs and plenty of notes as to value, who has the item, and so forth.

    "Maybe they have some goods we'd want? At the least, we can shed some of these weapons and armor for coin or gems. Diamonds or rubies would be fantastic, as would standard coin. We've got your back, lass, you can do it!" He tries to project as much confidence as possible to the bard.


    Evil GM

    Let me know an item or two that you would be interested in. I know Des would like googles of night for his vision.


    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|

    Str belt might be nice, or metamagic rods. Pearls of power are always nice as well. More wands of cure spells, or just fiamonds/diamond dust. Karnog's not too choosy, and isn't in desperate need for a particular magic item.


    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

    something to give our human friend darkvision?

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