Warden Rogard Hammerfell

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Just for clarification, this is a live game using voice. A microphone is required.


Hey guys,

I am currently looking for players to run the legendary mega-dungeon Rappan Athuk from Frog God Games.

Rappan Athuk is an oldschool mega-dungeon that brings tons of great material and though challenges to the table. While it is not quite on the level of Tomb of Horrors, character death is almost certain to occur sooner or later. Players are expected to optimize and play smart. Also, since this is a mega-dungeon, the game focuses more on rollplay than roleplay. While there are certainly roleplaying opportunities (on which I am willing to expand, if that is what the group likes), this is a game about exploring, overcoming challenges and getting experience and treasure.
This will be a weekly game on sundays starting in the early evening (Central European Standard Time). Communication will be carried out over Roll20 and Skype.
Characters will start out at level 1 with 25 points point-buy, 2 traits and 1 hero point. Paizo-published material only (if you really, REALLY want to use something that is 3rd party, I will review it).

About me: I am 29 years old and look back on 13 years of experience as a GM in various systems. This is the first time I GM in English, but I have played in english-speaking groups and would say my grip on the language is firm enough for GMing. I am relatively easygoing and enjoy a friendly, humorous atmosphere at the (virtual) gaming table.

You should:
-be 20+ years old.
-have a firm grasp of the rules of Pathfinder. This specific campaign is not suited for newcomers to the system.
-enjoy a challenge and not get salty when things don`t go your way. Take it easy, have fun.
-be able to stick to a schedule. If you can not make it you are expected to inform the group ahead of time.
-a certain standard of maturity and social graces will be expected (I wish I would not have to say this, but this is the internet after all).

If you are interested come over to Roll20 and shoot me a PM or post on the messageboard.

https://app.roll20.net/lfg/listing/23843/rappan-athuk


The trick is handling the crime in a believable fashion without punishing the players for roleplaying their characters.

I had a similiar situation, where the summoners Eidolon attacked an NPC (the squire of a deceased Paladin PC) over an argument concerning the deceased PCs gear and valuables, with potentially deadly force in full daylight on the big marketsquare in front of the cathedral. Charges brought against the PC where assault with a deadly weapon and disturbing the peace. Considering the fact that the PCs had just returned from dealing with the Thistletop threat (and the fact that jail time renders the character pretty much unplayable), the Summoner got a slap on the wrist in the form of a hefty fine after a short hearing in front of the mayor and the sheriff, involving a Zone of Truth cast by Father Zanthus.


The first sentence seems to me like flavour text. The last sentence is unclear about what is meant exactly. The sentence "Select one natural attack form and increase the damage die type by one step." is clear when it comes to rules and I see nothing in the rules text that contests that.


I have to agree with Googleshng here.

The Shopkeepers Daughter thing can easily be adapted so it is suitable to a younger crowd, just keep it innocent and don`t let it get past the girl kissing the PC before the father comes down the stairs.

But the Adveture Path deals with some grissly things that are not at all suitable to a nine year old. Lamashtu and her cult, human sacrifices, etc... In Burnt Offerings there will soon be a grisly scene with a goblin hiding beneath the floorboards in a families house. Handouts will include drawn pictures of naked demon ladies. And later on, the whole Skinsaw Men story is completely unsuitable to kids in my opinion.


ErrantPursuit wrote:

As for Improved Damage, that one is a little more slippery. My belief is that it must be purchased for each attack evolution you want it to apply to. You can improve one set of claws, and then pay again to improve another.

Well the rules for Improved Damage read like this: Select one natural attack form and increase the damage die type by one step.

I don`t want to be unreasonable here, the Eidolon is clearly very powerful and I am willing to concede the Improved Damage argument to the GM simply to put his mind at ease, but I would like to know if there is any official ruling on it, just to make sure I do it right in the future.


Hey folks, putting up this thread to clear up some rules that my GM and I are having a different time sorting out.

This is the situation. I have a 6th level bipedal Eidolon that has four arms, each with claws.

Now, we are disagreement over the following questions.

1. Rend. I read the rules like this: I buy the Rend Evolution once and it affects all of my claw attacks. He suggested the Rend Evolution must be bought seperately for each set of claws and only works when both claw attacks from one set of claws hits.
Also, if my interpretation of the rules should be right, how often can rend trigger? Once per round? Once per enemy? Or once per every two hits?

2. Same argument over the Improved Damage and Energy Attacks Evolutions. Do I have to buy them seperately for each set of arms? Or do I buy them once and they affect each of my claw attacks?


It`s all in the thread subject. Character would be lvl 6, preferably only using Paizo-published rules.

I see three general options: Fighter, Cavalier or Paladin. I`m not sure which way to go though. Fighter lacks knightly skills, Paladin has alignment restrictions and gives more of a holy warrior vibe, while I tend towards something more worldly and Cavalier, while be the quintessential knight, gets a mount companion that is not a griffon. Anyone got any advice on this?


@Havoc: First of all, party was level two, not level one.

Second, I do not pull punches when playing an intelligent opponent. Inquisitor got his chance to make a will save. As a roleplayer I grew up on games with high lethality like Warhammer Fantasy Roleplay and Call of Cthulhu. I inform my players always, that if I run a sandboxy game, actions have consequences and death is a very real possibility. As a player I hate it when a GM fudges dice rolls or does deus ex machina stuff to save the party. It takes any real sense of excitement and danger from combat. I play opponents as it makes sense, and the undead priest of Urgathoa would definitely use the chance to heal himself and get buffed when a downed PC is lying at his feat and noone else threatens him.

@rest: I probably used summon monster wrongly. I treated it as a full round action, not as a one round delay.


@DMBlake: The dungeon had a riddle that involved drinking from a cup that had a healing effect before this encounter, so they got healed without using their own resources. The inquisitor also had a wand of Cure Light Wounds with 48 charges left.


Thanks for the feedback. Here is how the fight played out.

The Inquisitor gets a suprise round, because he decides to shoot the baddie with his heavy repeating crossbow while he is still talking to the group. He misses.
Initiative gets rolled. Skellington scores a 24 and goes first, casts Shield of Faith and pulls his scythe from his back.
Fighter moves up to him and does total defense, probably afraid of the scythe.
Inquisitor casts Disrupt Undead. Hurts Skellington.
Sorcerer casts Magic Missile.
Next round Skellington casts Cause Fear on the fighter, who fails his will save and has to flee for three turns.
The casters deal damage with Disrupt Undead, Magic Missile and Heavenly Fire to Skellington who proceeds to heal himself with Channel Negative Energy for two turns in which the party reduces him below five hitpoints.
Then the Inquisitor misses his ranged touch attack and the sorcerer deals only 2 damage.
Skellington feels that now is the time to do something more offensive and casts Summon Monster II to summon 1d3 Fiendish Riding Dogs. 1 gets summoned and attacks the sorcerer.
He proceeds to summon another dog and casts Hold Person on the Fighter as soon as he returns. The fighter gets mauled by dogs and needs 3 rounds to get back into the fight. In the meantime Skellington engages the Inquisitor in close combat and brings him down to -4. Next round the fighter decides to drink a health potion instead of charging the baddie and so Skellington uses his Death Knell on the fallen Inquisitor, who fails his save and dies. Skellington laughs and proceeds to tell the party that they are all going to die. Sorcerer is out of spells and heroically charges Skellington (!) with his masterwork morning star.
Skellington retaliates and brings him down to -7 in on fell swoop. Fighter is the only one left to face him and doesn`t get a hit in before Skellington puts him down.


Hey guys,
I wanted to show you something I did for my sandbox Isger campaign and ask your opinion about it. I designed this undead priest as the final boss of a mini-dungeon for a second-level party consisting of a Celestial-Bloodline Sorcerer, an Asmodean Inquisitor and a Two-Handed Fighter. The party had opportunity to heal up before facing this final encounter and they did. Still the battle resulted in a TPK. The boss is a Cleric of Urgathoa 3 with the Skeletal Champion Template applied to it.

Undead Priest
XP 800
Human Skeletal Champion Cleric of Urgathoa 3
CE medium undead
Init +5, Darkvision 60 ft., Perception

DEFENSE
AC 19, touch 11, flat-footed 18 (+2 Natural Armor, +1 Dex, +6 chainmail)
hp: 18 (5d8-5)
Fort: +2 , Ref: +2 , Will: +8
DR 5/bludgeoning; Immune: Cold, Undead Traits

OFFENSE
Speed: 30 ft.
Melee: Masterwork Scythe +7 (2d4+2+trip, 20/x4)
Special Attacks: Channel Negative Energy (DC 11, 2d6 damage) (II), hand of the acolythe (5 per day),
Domain Spell-Like Ability: bleeding touch (5 per day) (1d6 damage for 2 rounds)
Cleric Spells Prepared: (CL 3rd, Concentration: +5)
2nd- Hold Person (DC 14), Summon Monster II, Death Knell (DC 15)
1st- Entropic Shield, Shield of Faith, Summon Monster I , Cause Fear (DC 14)
0th- 2 Detect Magic, 2 Read Magic

STATISTICS
Str 14, Dex 12, Con -, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +3; CMD 13
Feats: Command Undead, Improved Initiative, Spell Focus (Necromancy), Weapon Focus (Scythe)
Skills: Intimidate +4, Knowledge (religion) +8, Sense Motive +5, Spellcraft +8
Languages:
Treasure: mwk scythe, chainmail, unholy symbol of Urgathoa

Now my question as a novice (Pathfinder) GM is: Did I go overboard with this? Or was it just bad luck with the dice and suboptimal tactics that screwed the players over?