Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM
Felicitas Sweetfingers wrote:

Felicitas stays far from the Kyton and casts crushing despair on the enemy.

[Dice=SR]1d20+12

That will have to be next round. You already acted in RD 5.


Evil GM
Desmond Aeros wrote:

Ah crap I lost my flank. Well here goes nothing...again.

Desmond grits his teeth, closing the gap to the creature and taking a stab with Nym's rapier.

** spoiler omitted **

If the attacks lands, I am going to apply the -2 to hit (-6 vs Desmond) and give him hampered. All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

Desmond slips slightly as he begins his tumble and unfortunately fails to get bast the Kyton's defenses as the creature strikes the rogue.

AOO: 1d20 + 25 ⇒ (20) + 25 = 45;damage: 1d8 + 13 ⇒ (2) + 13 = 15


Evil GM

confirming crit on Desmond:

AOO: 1d20 + 25 ⇒ (4) + 25 = 29;damage: 1d8 + 13 ⇒ (4) + 13 = 17


Evil GM

RA Initiative: RD 6

Enemy - Kyton: antipally:
Felic -
Grung -
Nym -
Desmond -
Kalim -
Karnog -

Alignments:

Felic-CG
Grung -LN
Nym - N
Desmond - CN
Kalim - CN
Karnog - LG


Evil GM

RD 6: Kyton

Using it's spell like ability the creature uses an ability,

concentration: 1d20 + 22 ⇒ (15) + 22 = 37

There is fuzzy blackness, then blip where the creature stood. the blackness fades into nothingness.

You can make a spell craft check.

spell craft DC 17:

The creature shifted planes, and morelikely than not, either went to the shadow plane or to his goddess Hecate to escape.


Evil GM

What is the group going to do now?


Evil GM

antipaladin's gear:

potions of cure serious (5); +3 armor spikes full plate, +1 longsword, +3 unholy bastard sword "Graves Curse", +1 Adamantine javelin, belt of physical might +2 Str and con, +3 ring of resistance, +2 ring of protection, bag of holding type 3, 50 platinum bars (7500 value), 25 gold bars (2500 value)

the Big Reward:
Within the bag of holding is Captain Luther's +2 frost, vicious dwarven Warhammer (plus 3d6 acid) you are looking for that was created by Orcus.


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

spellcraft: 1d20 + 15 ⇒ (15) + 15 = 30"Damn thing shifted planes before we got to sic Grung on it!"


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

Taking out a long long breath Felicitas smiles at the others. "That was darn close."


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

A ring of resistance +3. Sounds like an item for Felicitas. Will trade my cloak of resistance +2 for 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|

"Wow, that thing hit hard. Desmond, you okay?"

Seeing everyone cut, battered, and bloody, Karnog calls the whole group together and begins some healing.

7d6 ⇒ (2, 2, 4, 3, 3, 4, 1) = 19 channel energy
1d4 + 2 ⇒ (2) + 2 = 4 Second Wind #1
1d4 + 2 ⇒ (1) + 2 = 3 Second Wind #2

2d8 + 3 ⇒ (3, 4) + 3 = 10 CMW wand (24chgs)
2d8 + 3 ⇒ (2, 2) + 3 = 7 CMW wand (23chgs)

Fully healed, Karnog hold the wand out.

"Come on, let's get everyone patched up now."

Feel free to roll for charges, or use potions/etc. We have lots of healing consumables


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|

Once the items have been ID'd:

"Ya know what, I think that belt would come in nice and handy. Makes ye tougher an' stronger in one go, seems quite nice. Anyone else got a real craving ta wear it?"

GM: Trade bars values are for each item? Or total value for group?


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 brushes imaginary dirt off his shoulder. "I'm fine, actually. Let's get his stuff and get out of here before that Kyton brings its mama."


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

So where to now?


Evil GM
Karnog Kegmeister wrote:

Once the items have been ID'd:

GM: Trade bars values are for each item? Or total value for group?

Total value for the group.


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

2d4 + 2 ⇒ (3, 2) + 2 = 7 Second Wind x2


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

spell craft: 1d20 + 10 ⇒ (4) + 10 = 14


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Having clearly desolved the creature with multiple acid attacks, Nym walks over to the fumbling rogue holds his hand out in a jester waiting for his sword to be placed in it.

Undercommon:
"Friend Kar-nig after I get my sword from the dimwit here, I could use a little healing if you would be so kind."

He looks at Desmond

Undercommon:
"Next time you do something that stupid I'll leave you out there."

after the channel down 27


Evil GM

The group gets a bit antsy and pesty, speaking in strong languages, they convey a variety of meanings, but all essentially comes to one point...we survived but some of you need to think before acting.

What are you going to do?


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|

"Okay, you lot, let's not bicker about who was right or wrong or almost dead. We survived and won the accursed axe back, and that's what is important. Shall we head back to that strange denizen who made us a heroes' feast, and gain the intelligence she promised us?"

If no-one objects, Karnog takes the belt and fastens it around his waist, then helps to sort and stow the rest of the treasure before heading back to the soothsayer.


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

"Perfect. I'm a bit peckish."


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|

"Kalim, do you think you could reduce that body to dust? I think the more difficulty this orc finds coming back to bother us, the better."


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

"My pleasure," he says. disintegrate: 26d6 ⇒ (6, 5, 2, 5, 4, 4, 5, 5, 1, 2, 2, 6, 1, 3, 1, 2, 6, 3, 2, 1, 4, 6, 4, 6, 3, 5) = 94


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 hands Nym back his rapier, chuckling as the drow spits something at him in his strange tongue. "You're welcome."


Evil GM

You are able to track your way back to the Keeper's location by following the small stone fox statues. As you get ready to knock on the door it opens wide...

I don't have the info she is going to share typed out yet. It will take me a dya or so to go through all my notes.


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

Electra will put on the ring of resistance and hands in her cloak.


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Evil GM

There is quite of bit of information that I'm going to put up. This first post is old information but it serves as background history.

The Keeper says, "I'm not sure how much history you know about the dungeon and it's creation but I'll give a brief overview."

"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"

"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."[/b}

[b"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."


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

And I thought me own succession was unsavory...

So I suppose we need to kill this Grand Cockroach or whatever he is?


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Evil GM

"Perhaps, in due time. What you really need is to locate and destroy the three Shrines of Power. This will weaken Orcus' avatar by taking away abilities."

She goes on and mentions, "There is Upper Chapel of Orcus, Lower Chapel of Orcus, and Grand Chapel of Orcus. The last and most powerful chapel may only be accessed by the secret door on Level 5, and that that door may only be opened by the key held by the high priest on Level 9. That high priest known as Gudmud. This is not the same person as the Grand Cornu Lorvius."


Evil GM

"These chapels or Shrines of Power will be guarded by powerful servants of Orcus, devote disciples."


Evil GM

This is new information.

The Keeper has various scrolls and books open. The Keeper looks up and sighs. "Well, you have your work to do. What I've pieced together...mind you...there is not much on this topic, but I think that the unholy shrines in this dungeon provide power to the demon prince, Orcus, and his avatar, the “Master.” To cleanse the area of evil, you must destroy and consecrate each unholy shrine.' She pauses to let that sink in for a moment. "By destroying the unholy shrines this weakens Orcus’ avatar, making it possible for a foolish party to defeat him in his area in the dungeon. For each shrine the you manage to cleanse, the Master loses some limited abilities, thus making it slightly more ...survivable on your part." She stops to let this sink in. "That weapon you possess has power, it could be a boon or a curse on dealing with the Shrines or the Master."

"You need to find the shrines. Perhaps you can divine that information."

This is the information.

Feel free to RP and try to find out other useful items.


Evil GM

"There are other powerful foes within the dungeon, including the Grand Cornu Lorvius." She shrugs towards Grung. "You may in due course have to encounter this person."


Evil GM

"You've been here too long now, you must be getting back soon. I can see vague disturbances on the material plane but nothing is completely clear. A month passes in a blink of the eye and the war approaches. That weapon is sought by forces of evil."


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

"Orctown. We must go back."


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

"Who is this Grand Cornu Lorvius?"


Evil GM

"The Grand Cornu Lorvius is the high priest or Archbishop of Orcus. He is responsible for the rebuilding of Orcus' army in the Dungeon of Graves. He feeds his taste for self-torture, mutilation, and other deviant acts both for his personal pleasure and his Master's."

"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."


Evil GM

"Grand Cornu Lorvius lair or Temple lies beyond the area you discovered that weapon. To get to him, you will need to go back there and continue your search."

Karnog:
You realize that means you may not have access to your god again.

You all were on the right track where you battled the Graveknight, you just didn't get to clear the entire level and work your way to Lorvius area.


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|

"Bloody wonderful. Back to the place that blocks the Creator from granting his favor. That means there is likely protections against summoning creatures, teleportation, and the like. At least for us or others working against the dammed undead priests."

Karnog makes the sign of the hammer, then looks like he's about to spit, but thinks better of it.

"Aye, Kalim, let's head back to Orctown, and prepare ourselves for another venture into the dungeon. This time, I'd really like to wipe out that fortress, stamp out these horrible evil worshippers of undeath once and for all!"


Evil GM

After having everyone rest a bit the Keeper will ensure that you to to the dimensional gate. "Do well and stay the course." With that she watches you step back through the dimensional gate.


Evil GM

As you reemerge into the material lane you step out into a harsh bitter wind, the temperature is well below zero. There a smell of acidic burning wood. You realize that you only have a few moments to don winter weather gear or you will start to suffer the consequences of frost bite.

What type of gear, or spells, do you have to keep yourself warm?


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 sighs, shivers, then casts communal resist energy on the party, granting protection from cold temperatures for the duration.

"I can build us a temporary structure, then bring the weather to a slightly more nice front, if we want to stick around. I am not sure where we are, though, so that might be our first priority, yes?"


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 could possibly transport us to Orctown. I feel my body ...becoming more like the Void."


Evil GM

I need perception checks. does anyone have true seeing?


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 true seeing here.

1d20 + 26 ⇒ (1) + 26 = 27 perception, dark vision 60'.


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

perc: 1d20 + 4 ⇒ (15) + 4 = 19


Evil GM

The blustery day bites and you don't have the best sense of exactly where you are. Karnog does get a whiff of copper in the air, his skin tingles and gut drops...there's been blood spilled nearby.


Evil GM

Those who have not made a perception check can do so, you need to exceed Karnog's 27 to get more information.


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

Perc: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

perc: 1d20 + 10 ⇒ (5) + 10 = 15

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