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![]() Current int:
Summer Kwin Garg 7 Estela Triela Shon'dar Garg 2 Garg 4 Garg 8 Baldhus Garg 1 Gard 3 Garg 6 Garg 5 Dmg taken:
Griffon 43/42 Garg 5 29/?? Thanks for reminding me Shon'dar. Signs of fracture litter the gargoyle as arrows pierce through it's stone body. Many gargoyles continue their onslaught but a few begin heading your way. Att rolls:
Garg 6 claw: 1d20 + 6 ⇒ (19) + 6 = 25 If hit: 1d6 + 2 ⇒ (6) + 2 = 8 Garg 6 claw2: 1d20 + 6 ⇒ (18) + 6 = 24 If hit: 1d6 + 2 ⇒ (5) + 2 = 7 Garg 6 bite: 1d20 + 6 ⇒ (13) + 6 = 19 If hit: 1d6 + 2 ⇒ (6) + 2 = 8 Garg 6 gore: 1d20 + 6 ⇒ (7) + 6 = 13 If hit: 1d6 + 2 ⇒ (3) + 2 = 5 Garg 5 claw: 1d20 + 6 ⇒ (6) + 6 = 12 If hit: 1d6 + 2 ⇒ (1) + 2 = 3 Garg 5 claw2: 1d20 + 6 ⇒ (8) + 6 = 14 If hit: 1d6 + 2 ⇒ (4) + 2 = 6 Garg 5 bite: 1d20 + 6 ⇒ (19) + 6 = 25 If hit: 1d6 + 2 ⇒ (1) + 2 = 3 Garg 5 gore: 1d20 + 6 ⇒ (12) + 6 = 18 If hit: 1d6 + 2 ⇒ (5) + 2 = 7
A final screech can be heard as the griffon plummets from the sky. Summer and Kwin are up. ![]()
![]() Yea.... there are a lot of them. Running away is still feasible while the griffon it attracting attention.
Current int:
Summer Kwin Garg 7 Estela Triela Shon'dar Garg 2 Garg 4 Garg 8 Baldhus Garg 1 Gard 3 Garg 6 Garg 5 The gargoyles charge at the nearby Griffon with their deadly claws. Garg 2Claw: 1d20 + 6 ⇒ (9) + 6 = 15 If hit: 1d6 + 2 ⇒ (6) + 2 = 8 Garg 4Claw: 1d20 + 6 ⇒ (15) + 6 = 21 If hit: 1d6 + 2 ⇒ (5) + 2 = 7 Garg 8Claw: 1d20 + 6 ⇒ (2) + 6 = 8 If hit: 1d6 + 2 ⇒ (6) + 2 = 8 Baldhus is up ![]()
![]() There should be a mutual level of trust but you don't have to trust the party indefinitely. I don't have a gm's concept for any character, feel free to build however you would like. I usually accommodate for unusual mechanics or builds. You don't have to fight everything you encounter. I'm sure you can run away and avoid this encounter. ![]()
![]() In the original recruitment thread I stated that this is a combat-heavy campaign so most roleplaying will be intra-party. Although, there are some instances where talking can avoid encounters. I'll post the campaign description to refresh everyone's mind. I started you with the party just so you wouldn't get mauled in the very first encounter. If you want I can move up forward. Campaign description:
Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient, and now lost, city of Tsar. With their temple in ruins, the surviving high priests of this accursed demongod fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men. Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”
but to be fair, in the last three sentences or so it says " Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. " Triela you are up in the gameplay thread. ![]()
![]() Current init:
Summer Kwin Garg 7 Estela Triela Shon'dar Garg 2 Garg 4 Garg 8 Baldhus Garg 1 Gard 3 Garg 6 Garg 5 Since a griffon is a magical beast does he overcome magical dr? I assume not but I'm not sure. The griffon's attacks would normally rend anything in it's way but the gargoyle pays it no heed. A nearby gargoyle begins his onslaught of attacks at the nearby griffon.
Claw2: 1d20 + 6 ⇒ (3) + 6 = 9
bite: 1d20 + 6 ⇒ (1) + 6 = 7
gore: 1d20 + 6 ⇒ (11) + 6 = 17
Any of those hit? Estela, Triela, and Shon'dar are up. ![]()
![]() Init rolls:
Shon'dar: 1d20 + 8 ⇒ (7) + 8 = 15 Estela: 1d20 + 1 ⇒ (18) + 1 = 19 Triela: 1d20 + 2 ⇒ (14) + 2 = 16 Baldhus: 1d20 + 3 ⇒ (6) + 3 = 9 Kwin: 1d20 + 16 ⇒ (3) + 16 = 19 Summer: 1d20 + 2 ⇒ (19) + 2 = 21 Garg 1: 1d20 + 2 ⇒ (6) + 2 = 8
Init:
Summer Kwin Garg 7 Estela Triela Shon'dar Garg 2 Garg 4 Garg 8 Baldhus Garg 1 Gard 3 Garg 6 Garg 5 The gargoyles arise from their crouched position upon hearing Triela's call. They expand their stone wings and look to he heading in your direction. Summer and Kwin are up. Feel free to position yourself how you want. I don't have a token for Roban. Tell me if the map doesn't work or you can't move your token. ![]()
![]() N. Jolly wrote:
So I get divine power and the enhancement bonus, do I get the extra attack as well? Will the divine power for sacred weapon scale since it's +1 per 3 caster lvls and I'm lvl 4. ![]()
![]() Warpriest sacred weapon confusion. Text:At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. Will I get the extra attack as if I had used divine power? Does this stack with fate's favored or divine favor? Or is this just a +1 enhancement bonus and I'm overthinking it. ![]()
![]() Gm rolls:
Constant perception 30 Estela: 1d20 + 7 ⇒ (1) + 7 = 8 Triela: 1d20 + 9 ⇒ (2) + 9 = 11 Baldhus: 1d20 + 3 ⇒ (3) + 3 = 6 Kwin: 1d20 ⇒ 5 Summer: 1d20 - 2 ⇒ (3) - 2 = 1 This key is made for something but Summer can not discern it's specific use. So do you guys grab the key? F. This is a huge stone building, its outer side carved in a grisly bas-relief of demons, devils and other creatures of the underworld. Hundreds of skulls have been carved into the stone. The building extends fully 60 ft. long and is over 40 ft. wide. There is a set of carved stairs leading down to a set of huge iron doors. Ringing the top of the building are numerous demonic statues made of a strange green stone. They seem to stare at the PCs. DC 14 Knowledge Nature: Those could be gargoyles. Gargoyles are statue-like creatures that like to live on grand architecture, concealing themselves as statues. They usually make their homes in urban areas though, so it's a little wierd to find them hanging around here. You've also never heard of green gargoyles before.
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![]() The dwarven runes read “Blessed is he who spares these stones/And cursed be the man who moves my bones.” Examination of the base of the statue reveals a small compartment that is easily opened. Inside is an iron key that has a faint aura of magic. Cool, thanks for letting me know. Is it right to assume Shon'dar lies in the middle? ![]()
![]() I'm assuming you checked the mausoleum in front of you. Is there a standard formation?
Attempting to enter the mausoleum shows that the iron doors have been locked. Sorry I forgot to mention one more area. E. In the courtyard is a life-sized statue of a dwarf on a 4 ft. by 4 ft. stone block. He looks to have been a great warrior, and dwarven runes adorn the front of the pedestal. This rather large tombstone, crested with the statue of a dwarf, seems to have been visited frequently. I haven't tried using Google slides but I'll look into it. ![]()
![]() Gm rolls:
Shon'dar: 1d20 + 20 ⇒ (8) + 20 = 28 Estela: 1d20 + 7 ⇒ (8) + 7 = 15 Triela: 1d20 + 9 ⇒ (14) + 9 = 23 Baldhus: 1d20 + 3 ⇒ (7) + 3 = 10 Kwin: 1d20 ⇒ 15 Summer: 1d20 - 2 ⇒ (7) - 2 = 5 G E: 1d6 ⇒ 5
A. An ornately-carved well is located on the other end of the sunken graveyard, opposite the mausoleum. The finely crafted artwork of the well is diminished only by the horrific images of demons, devils, and undead things that form the bas-relief carvings. Runes and scribbling adorn the spaces empty of these carvings. Anyone gazing down inside sees large, grooved scratches along the interior stones, as if something tried to claw its way up the sides. B.There is a 3 ft. diameter hole leading down into darkness; bits of cloth and bone lie about the entrance to the hole. C.Nine graves lie filled with fresh earth and makeshift markers. Some of you recognize a few of the famous names, those legends of your own time — a grim foreshadowing of things to come. A tenth grave is present as well, only it is empty and freshly dug. Towering over it, a marble gravestone bearing the name "Kwin Avassar" D.This is a huge stone building, made of the same green stone that surrounds each building. Large iron doors seal this Mausoleum. I described everything you have seen on the way there to speed it up a bit. ![]()
![]() The trek is quite peaceful maybe even relaxing to some as you cross lush green hills. 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. The map is editable so feel free to leave notes on the page or general markings for use. The dice symbol represents the party although it's not up to scale. I will post better scaled maps when it matters more.
This campaign is extremely difficult and is just unfair sometimes(a lot), Difficulty does not correlate with floor as in floor 18 can be a breeze walk while floor 1 can be an absolute death grinder to anyone below lvl 16 and vice versa. I don't try to kill you for fun(maybe a little) but I will not hold back any punches and I hope no one faults me for it.
Good luck! ![]()
![]() Gm rolls:
Morthak and Pedwyn 32 at doors; 22 constant Bedlam pre-rolled 27 Perception Cobalt: 1d20 + 1 ⇒ (1) + 1 = 2 Perception Red feather: 1d20 + 7 ⇒ (8) + 7 = 15 Perception Erigga: 1d20 + 6 ⇒ (13) + 6 = 19 Thorough searching reveals no signs of traps nearby. Faint rustling and bowls clattering can be heard in the eastern door. ![]()
![]() Temple:
"I... I was with a caravan, we were headed north then..." His eyes widen in a state of disbelief."There were hundreds of those things." It's obvious that fear has taken over his body. Healing will definitely aid in their recovery but it would still take a day or two before they wake up. Inn: A woman donned in full plate bearing the same insignia's as Ostland whistles from across the inn. Ostland rises from his chair and leaves a few silver pieces on the table."I'm sorry it seems I must be off." Ostland begins heading out before turning back one last time."Please don't travel at nighttime, nothing good will come of it." ![]()
![]() Gm rolls:
R E: 1d20 ⇒ 9 Morthak and Pedwyn 32 at doors; 22 constant
Current map full size is for the general outlook and current map interactable is for combat. Full size map is still interactable so you're free to leave markings, move token, etc... Yes, the red dice symbol indicates the party's position.
The iron-reinforced door opens normally but when it does, the unoiled hinges make a loud, metallic squeal. Nothing can be seen or heard in the immediate vicinity. ![]()
![]() gm rolls:
Morthak and Pedwyn 32 at doors; 22 constant Perception Harnet: 1d20 + 3 ⇒ (1) + 3 = 4 Perception Cobalt: 1d20 + 1 ⇒ (17) + 1 = 18 Perception Red feather: 1d20 + 7 ⇒ (4) + 7 = 11 Perception Erigga: 1d20 + 6 ⇒ (7) + 6 = 13 I'm assuming you took 10 at either disarming the trap or crossing with a rope. Walking to the intersection shows two traversable paths and a doorway that seems to lead to the beginning. ![]()
![]() Inn:
"A workday if you're lucky." Ostland rolls up the map and hands it to Summer."cost is of no issue." Ostland's serious demeanor eases up as he turns to face Baldhus."Bandits litter the roads stopping caravans in their tracks, I'm sure quite a few lords would be grateful if you made them crossable once again.
Temple:
A patients eyes widen as he wakes up from his comatose-like state.
"Map is up top if you haven't seen it. ![]()
![]() inn:
Taking 10 is fine. "It seems your friends came to join us, no matter the more the merrier." Ostland says with smile on his face. "Well let's begin." Ostland picks up the quill and begins drawing on the map. "This... this is what you're after." Ostland points at the drawn mausoleum. "Follow the road until you pass the woodland, then head east." "If you head there I must warn you of the bandits. They seem to lie around this area robbing and murdering anyone crossing their paths."
Shon'dar and Estela: "I don't know... they just keep coming and coming." Casting magical healing might make some of the patients conscious enough to speak. I'll roll and talk about it more later. ![]()
![]() Gm rolls:
Morthak and Pedwyn 32 at doors; 22 constant Perception Harnet: 1d20 + 3 ⇒ (3) + 3 = 6 Perception Cobalt: 1d20 + 1 ⇒ (13) + 1 = 14 Perception Red feather: 1d20 + 7 ⇒ (17) + 7 = 24 Perception Erigga: 1d20 + 6 ⇒ (16) + 6 = 22 C W: 1d6 ⇒ 6 A:The southern portion of this room has collapsed, and is filled with rubble and dirt. Nothing of interest can be seen inside. Peering down the hallway shows the two corridors connecting. Map updated ![]()
![]() Shon'dar and Estela:
"Yes of course" She grabs a handful of Gauze's and medical supplies and splits them between the both of you. "I'm krishana." Up close Krishana's face is riddled with signs of fatigue but she still manages to muster a smile. Silence ensues as Krishana returns to the injured. "You know there is nothing to gain from going down there." Krishana says abruptly
Inn: "Pardon me I haven't even introduced myself... I'm sheriff Ostland. To make it up I'll buy the first round of drinks." Walking inside the establishment shows a run of the mill inn with plenty of liquor for sale. Ostland orders the drinks and opens up a map held steady with empty mugs."Does anybody have a quill? ![]()
![]() Summer and Baldhus:
"Ahhhh an adventuring party I see... well it seems I can be of some use. Mind following me to the local inn?" He gestures towards the local watering hole. Estela and Shon'dar:
The woman nods in disagreement as she hears the mention of Rappan Athuk." "Come, I'll tell you all that I know." This temple is quite barren of any religious material except for a few embroideries of Sarenrae.
Kwin:
"Never heard of Rappan Athuk"The wizard says as he continues with his book. I'll continue with greater detail tomorrow. ![]()
![]() Triela:
Rumor:A rich gold mine can be found if one can find a cavern with a man-made river channel and defeat the monsters there. Rumor:Many back entrances to the most famous of dungeons are said to lie in the wilderness, but the hills are so riddled with caves that finding these entrances is all but impossible if one knows not where to look Rumor:A group of adventurers calling themselves the Fire Hawks recently left on an expedition to Rappan Athuk and have not returned. It is said their leader carried with him an artifact of great power Don't worry about it. ![]()
![]() The guards show no shame as they ignore Summer and head back to their posts. Everybody is free to split up and look around for the time being. Summer and whoever stayed with her:
Once the party has been split a well kept half-elf strolls towards Summer and bows. The insignia of a massive lion is plastered along his surcoat and equipment."I apologize on behalf of the guards, they are just wary of any newcomers." Estela and whoever joined her:
The local sellswords direct you towards a lone temple located on the far end of town. Upon entering you see makeshift beds litter throughout the floor with a few injured humans currently resting. A sole woman is walking around caring for the injured. Kwin and whoever joined him: Tedious searching leads you to a small magic shop said to be run by a venerable wizard. Entering the establishment shows massive collection of tomes and books neatly organized on the shelves. A heavily scared elf ignores the bells as he continues reading the book in front of him. ![]()
![]() I'm fine with taking 10's as long as there is no penalty for failure. It's better to get your bad rolls out now then later. :p Thanks! Shon'dar:
Rumor:There is a vast underground cavern system populated by hideous beasts under the Forest of Hope called “The Barrows”. Estela:
Rumor:In the lower levels, spells cannot be regained due to the evil powers in this place. Conserve spells on deep treks. Kwin: Rumor:There is a monster immune to everything on the first level. It is amorphous, and smells terrible. A wise man flees from it. Rumor:Orcus put a curse on the complex when he built it. Any that disturb his temple will become slaves of darkness, never to return ![]()
![]() You all arrive at the fortified town of Valmead having heard rumors of the famed Rappan Athuk. Valmead is surrounded by giant stone curtains with the only breaks being wooden watch tower's and a single wooden gate. The gates of the fort are closed and manned by a few guardsman who scrutinize the adventurers closely, but since most visitors to Valmead are dangerous-looking they let you past. Valmead seems to be a mercantile town as stores and sell-swords liter throughout it's entirety.
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