Rappan Athuk

Discuss any non D&D roleplaying topics here.

Moderator: Stik

User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Rappan Athuk

Post by ChaosImp »

Hello ( I hope that this is the right place for this)

Anyways, currently our group is playing Tomb of Abyssthor, a brilliant module from the Necromances. In a few weeks ( months?) we should be done and they will be making their way to Rappan ( TPK) Athuk. When we start I will try to post the adventures here for your enjoyment so you can read about their horrible deaths. First though has anyone here played RA as I would like to hear about the experience your party had. The TOA is bad enough and has claimed around five characters, but now the weak have been weeded out and they are nearly completed level four and will be soon taking on the Temple of Orcus.
PS: We are using Castles and Crusade rules for TOA & RA

Cheers
IMP
User avatar
Rankhar_Zenthis
Vagabond
Vagabond
Posts: 59
Favorite D&D Edition: 2nd Edition
Location: Penguin Afterlife

Post by Rankhar_Zenthis »

I actually did play a few necromancer campaigns, but not the modules you are talking about, only homebrew stuff. Cool if you post the experiences of your campaign, should be a fun read ;)
A herring is never silly
User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Post by ChaosImp »

We are playing TOA tomorrow night, after I'll try to post the play-by-play with all the gory details. Unfortunately, I can't really start from the beginning, as I would be here for the next month typing away, if I feel inspired I might. I'll list the player characters also.

Cheers
IMP
User avatar
Rankhar_Zenthis
Vagabond
Vagabond
Posts: 59
Favorite D&D Edition: 2nd Edition
Location: Penguin Afterlife

Post by Rankhar_Zenthis »

Ah, just give us a short summary or a few excellent highlights so we can laugh about crazy necromancy stuff :lol: Only if you have the time, no problem if you don't man ;)
A herring is never silly
User avatar
Cole
Webmaster
Webmaster
Posts: 1814
Favorite D&D Edition: 1st Edition
Location: Canada
Contact:

Re: Rappan Athuk

Post by Cole »

ChaosImp wrote:Hello ( I hope that this is the right place for this)

Anyways, currently our group is playing Tomb of Abyssthor, a brilliant module from the Necromances. In a few weeks ( months?) we should be done and they will be making their way to Rappan ( TPK) Athuk. When we start I will try to post the adventures here for your enjoyment so you can read about their horrible deaths. First though has anyone here played RA as I would like to hear about the experience your party had. The TOA is bad enough and has claimed around five characters, but now the weak have been weeded out and they are nearly completed level four and will be soon taking on the Temple of Orcus.
PS: We are using Castles and Crusade rules for TOA & RA

Cheers
IMP
Whooo! I'm doing the same IMP on the DM forum ;) Good stuff, I'll check back :)
The Borg of Dungeons & Dragons
User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Post by ChaosImp »

Whoop's I should have said that they are almost finished level 3 and on their way to level 4.

Cheers
IMP
User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Post by ChaosImp »

Okay.. We finished at around 03:15 and I'm still knackered, hopefully I can remember what happened. Here are the characters and NPC'S. The campaign takes place in the Duchy of Geoff during the giant invasion, the party of liberated Tikka Town and have done hit and run attacks on greenskin strongholds and giant encampments. They have not yet actually started the Hill Giant Steading as they still a bit low level. The Year is 592 CY and the Duchy has been under Giant control for the last nine years, the giants are still in firm control of the area.

James playing: Avora a 5th Level Cleric/Paladin of Heironeous (LG)
: Corian a 5th Level mage. (CG)

David playing: Larsen a 6th level human fighter. (CG)

Seb playing: Shard a 7th level elven Druid. (Totem shapes Gorilla, Vulture). N
: Drinnin a 5th level human Monk. (LN)

NPC'S: Targ bloodrinker a 5th level dwarven barbarian. (CN)
: Fey a half/elven (elf aspect) 4th level ranger. (CG)
: Belsing a 5th level Cleric of Heironeous. (LG)

The NPC's were rescued from level 3 of the dungeon as the party was kind enough to turn them back to flesh. The party had a wand of ruby ray of reversal with five charges I thought they may have needed it as there were a couple of basilisks. The other charges went to PC's that were petrified. The Paladin was not too fond of a CN barbarian in the party but he swore that he would help slay the Priests of Orcus and since beggars can't be choosers they took him along.

The group started off in Wildsgate a lone frontier town that the party had liberated months ago located within the Stark Mound, 30 miles south-east of Gorna. Recently the party have met an eccentric Druid by the name of Shard who has agreed to join up, Shard was Seb's character from a previous campaign which took place in a ruined city in a jungle ( The Forbidden City Module ), so why let a good character go to waste! And how did he get from a jungle to a temperate area 1,200 miles away? Who cares its D&D !! Anyways.. While in Wildsgate they prepare for another foray into the Tomb of Abysthor knowing that they are getting closer to the Temple of Orcus. Avora was taken aside by Jacob the local priest of Muir and told to seek out the resting place of Flail a priest of Muir that died over 100 years ago, she was told he could be found in the holy area where the party fought the basilisks. After some time waiting for the party to prepare themselves and of course we all chatted away for a while making fun of one another the party finally made off towards the TOA. On the night of day one the dwarf spots a giant bear near the camp (a short faced bear), the party awakens to defend themselves but the bear was more interested in a beehive than them. They all fall back asleep and get up the next day without any problems. DM's note “Why is Seb the only Druid in the world that never takes animal friendship!!” After two hours of travelling they can see the TOA in the distance, now a familiar site the party knows not to travel too far into the first level as that will set off the fountain of blood. Now during the time the party was training/resting in Wildsgate my bad guys weren’t sitting around waiting for the party to come back and kill them, they made many sacrifices to Orcus asking for aid against those horrid goodie goodies and Orcus was nice enough to give them two demons to assist his priests ( two BULEZAU lesser demons). The summon trap was near the entrance to the Tomb and would be set off when any good creature came within 20'. The priests did auguries and divinations to find out when the party was going to return and the parties strength. Our brave adventures made their way towards the entrance and then Bang! Two fiends appear at the entrance, some of the party were surprised the others prepared for the attack. The first goat like demon charged the party with his giant Morningstar and when he got within 20' he let of a terrible roar (shout spell) all of the party were damaged and some were deafened by the roar, the second demon started to gate in reinforcements. The Paladin attacked the first fiend, the barbarian and Dave’s fighter went after the second. The ranger helped the Paladin, the druid sat back to cast (although he was deaf and he had a 50% chance of spell failure), the mage was with the druid (not deaf) and the monk went to assist the Paladin also. The Paladin was doing quite well with her +3 longsword and a +2 sword of dancing the monk hit with the staff of striking, the ranger missed. Now for the second group...oh no both failed their save vs. the demons fear aura he had up, the dwarf ran into the Tomb and the fighter ran off in the fields some where (rolled random direction). The second fiend went after the fighter, stunned him with a head butt then beat him silly with the morning star. The first group were doing quite well and managed to kill the fiend in a few rounds. they turned to see a berserk fiend ripping apart their friend who was face first on the ground, the dwarf was no were to be seen ( and lucky for the group as the dwarf was not good so he didn't set off the fountain of blood, this would cause font skeletons to emerge every other round). The Pal and Monk charge the fiend but what we all have seen before although very rare they both roll a fumble! We use rollmaster for critical fumbles and the Paladin rolled a 00 while the Monk stunned himself for two rounds. The Paladin was wounded and had to heal herself, the creature’s magic resistance was holding up against the mages spells and the Druid had no weapon to affect the demon. Unfortunately Dave’s fighter is ripped to shreds and when the Paladin looks up to finally fight the fiend she see her friends spinal cord in the mouth of the demon then a giant morning star aimed for her head. This is where the combat gets bad for the party they just kept on missing and I kept on hitting. The Monk was killed during this combat due to multiple head butts (stunned) and major damage from the morning star. The demon was finally killed but back up was on the way, it wasn't the gate the demon tried as that failed but the shout spell was a trigger to tell the priests of Orcus that they were under attack, reinforcements would take 10 rounds from the time of the demon roar and unfortunately it was round nine when the demon died. The party was beaten pretty bad , they saw the remains of their friends scattered about but as true friends and role-players we all laughed at Dave and Seb.


I will be back later for more, must go to store and get barbarcue stuff,

IMP
User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Post by ChaosImp »

Okay I'm back!

We left off where the party was healing their wounds and checking who was still alive, during the is time the dwarf who was in the fountain of blood room saw three priests of Orcus and ahead of them 11 font skeletons emerging from a secret door. The priests and undead turned south towards the exit which left the dwarf stuck behind enemy lines, true to barbarian dwarf fashion he let out a battle cry and charged the rear rank where the priests were. The Clerics were not surprised and prepared to fight!! During this the party outside heard the battle cry and saw nearly a dozen blood-soaked skeletons (font skeletons (they are HD: 2 HP 19), heading out towards them. The Paladin and priest turned the undead and since they weren’t in an unhallowed area they received no protection from the turning. They were successful and the skeletons headed back inside, this left them stuck in the passage so we had skeletons then priests then the dwarf in a 20' wide passage. Well unfortunately the dwarf after a glorious attempt failed his wisdom save and was held by the lesser priest of Orcus. The two Acolytes then finished off the dwarf. The Priests tried to regain control of the skeletons but they failed their roll, this left the party time to heal and prepare for another fight. After the 10 rounds the skeletons attacked and the priests brought up the rear, the fighter types and the priest of Heironeous went hand to hand with the skeletons while the druid and mage cast spells. Two of priests of Orcus broke rank and went after the Mage and Druid, the rest of the party were kicking butt against the Acolyte and the skeletons. The lesser priest charged the druid who summoned a brown bear to protect him, the bear hit with all three attacks one was a critical and it was at this point the Orcus priest wished he was a NPC carpenter in a nice village somewhere; the other priest was brought down by magic missiles. After killing off the badies the party went and picked up the pieces of the dead characters and went off into the wilderness to make camp. The Druid had a reincarnation spell (In Castles and Crusades this spell is only 4th level), and as there were no high level priests within 100 miles (well good priests anyways) they decided to take their chances. There were three dead characters, Larsen the fighter, Drinnin the Monk and the dwarven barbarian. The Paladin first cast speak with dead to see if they wanted to come back and to inform them that reincarnation was going to be used, Drinnin agreed and he came back as a pixie, the dwarf came back as an eagle and the fighter came back as a satyr. The players decided to retire those characters (they re-rolled rubbish physical stats). Okay so they went back to town and they pulled out more old characters, Dave rolled up a new fighter specialised in two-handed sword. So we now have.

Sebastian: Shard 7th Level elven druid
: Flavious Adventus 5th Level fighter (spec: short sword).

Dave: 5th Level fighter (can’t remember his name)
: Fey 5th level ranger.

The rest are as before.

With their new found friend they return to the Tomb of Abyssthor and enter and this time no traps and no welcoming party. The head straight down through the secret door and enter level one. They are careful not to rush through or be overconfident. They head to the Ankegg lair and enter the passage to level two. Both level one and two have been mostly cleared by earlier expeditions. Level two is still infested with stirges and they head south into the purple mist, Dark Natasha (a very powerful drow elf) may still be in the area even though they drove her off last time. Unknown to the party Dark Natasha has left until the party is either dead or has cleared the place out so she can return to claim the place for herself. They make their way through the purple mist to the west where they know that the exit to level three is in the spider’s lair. Meeting no opposition along the way they head down, On level three they see the bodies of the dead mobats they killed last time they were here and head along the north part of the passage to avoid most of the cave morays, they meet two and finish them without a sweat. The Paladin senses there is a very holy area near and after a short time they find the two obelisks with the holy symbols of Muir and Heironeous (Muir is a Hero deity of Heironeous). The Paladin cast bless on the doors and “commands" them to open, inside they find the holy burial site of the High Priest of Muir. After 20 minutes of praying for guidance Flail appears to the Paladin and priest (the rest of the party cannot enter because of a forbiddance spell the prevent anyone but LG characters from entering). Flail tells the group of the Temple of Orcus below and gives them an idea of the creatures they will be facing, he asks the party if they could sanctify the fountain of Muir in the entrance area and tells them that they will need the icon of Muir to make the fountain holy again. The bad news is that the icon is in Calthraxus's lair to the south-east, Calthraxus is an old black dragon and is gathering an army of black orcs ( demon blood orcs 3HD), and trolls. He knows that the party is not quite ready for that yet, but in the meantime he tells them of a lair of su-monsters that are guarding a treasure west of his tomb which the party could use. the party go west and fight five su-monsters the fight is tough but after losing two of their number the su-monters run off, the party gain a suit of full plate +2 and a flametongue longsword which the ranger takes. They then head south-east towards a room that had some runes on the door and other traps (most creatures on level three have also been wiped out); they head along the hall to find the burned remains of several priests that set off the explosive runes on the door. The party enter the room and head through the exit going south along the hall, they pass the secret door and continue south with the Paladin in front which sets off the next trap. A Vrock in statue form is 20' when the goodness of the Paladin awakens it, the creature attacks by first screeching stunning a few of the group. The Paladin and fighter attack doing some damage but on the next round the Vrock casts mirror image which makes it tough to score a hit, but in the end the party just wins with Daves fighter sprouting plants from his body, the Druid casts neutralise poison which works. On the way back down the hall they find a secret door which opens into a library with 38 books on shelves. For once they thought instead of marching in and the priest cast find traps which lights up most of the room as every book is trapped twice! They decide that maybe they don't want any books today and leave to return to Flail to see what they should do next. Flail tells them that he will assist the best he can when they decide to go down into the Temple. NOTE... To those that have this module you will notice that I changed a few things, first I don't play 3rd ed so I won't be using the Justicar Template so I had Flail be a helping hand instead. When they were ready Flail cast some protective spells/buffing spells in the party as I knew they needed assistance, they head back up to level two and used the silver key to go down to level four. The first encounter was a pair of zombies that let off a loud moan when they saw the party, the zombies were dispatched quickly and then they headed south where they fought three Acolytes, the noise of battle brought forth more priests with their undead but the party overcame them with some effort. I think they though that I got them all worked up as so far there was nothing really dangerous. they continued south through the torture room into room: 12 which changed their mind about how easy it was. In the centre of the room was a massive statue of Orcus and below it was a pit of corpses where the remains of the sacrifices were disposed of. around the statue were small camps where the priests lived and wandering around were skeletons and ghouls and zombies, a pair of Ogres rested on their weapons. The party were seen ! a ghoul close to the entrance let out a wail and the fight was on. Both of the ogres ran to the north west to alert the main Temple and the rest of the priests/undead attacked the party with abandon. the combat was tough but the Paladin and the ranger were hacking through the undead ( flametongue works well ), the druid made off towards where the Ogres ran to ( Why ? I don't know ). The druid cast spike stones at the entrance I guess to prevent reinforments but the Ogres at the Temple entrance held their ground, some of the clerics cast spells at the druid but he made his save and buggerd off. During this the rest of the party were finishing off the acolytes and lesser priests when all of a sudden !! another Vrock shows up ! as if the one before wasn't bad enough. Unlike before the party gets lucky, I tried to gate but it failed the party scored loads of hits on my Vrock and it died on the second round. The main Temple is now ready for a fight , they will hold their ground and the party must come to them, all my buff spells are cast and the area is under a unholy aura which the party will be at a great disadvantage but hopefully they will succeed. This is where we left off, the party is next to the main Temple and next Friday they will barge in there and hopefully kick everyone’s arse.

Cheers

IMP
Last edited by ChaosImp on Tue Apr 20, 2010 12:46 am, edited 1 time in total.
User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Post by ChaosImp »

The next game is going to be either Friday or Saturday.

Cheers
IMP
User avatar
Rankhar_Zenthis
Vagabond
Vagabond
Posts: 59
Favorite D&D Edition: 2nd Edition
Location: Penguin Afterlife

Post by Rankhar_Zenthis »

Holy (or should I say Unholy) crap! Haha, nice one ChaosImp, gruesome battle, hahaha, loved the part where the Fiend looks up with a spinal cord in his mouth :lmao:

Man, they've got quite the battle ahead of them, I wonder how they'll fare against alll that! Thanks for posting, enjoyed the read :D
A herring is never silly
User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Post by ChaosImp »

Sorry, the game was delayed due to staff shortage :) We will hopfully be playing this Saturday.

Cheers
IMP
User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Post by ChaosImp »

Am I the only DM that finds its almost impossible to get everyone to show up. The funny thing is that it only became a problem when I started posting the game ( hmmm? a curse! ). Well it seems that we are getting together tomorrow but we are either playing the C&C version of Might and Magic 6 or the Night below, we have to wait for Dave to show up to continue the Tomb of Abysthor. Until then..

Cheers
IMP
User avatar
Jenara
Town Crier
Town Crier
Posts: 354
Favorite D&D Edition: 2nd Edition
Location: United Kingdom
Contact:

Post by Jenara »

Thats a shame, sounds like a really cool game!
"Doors and corners, I told him. Doors and corners."
User avatar
ChaosImp
Peasant
Peasant
Posts: 28
Favorite D&D Edition: 2nd Edition
Location: Slough,Berkshire

Post by ChaosImp »

It is, but due to some personal problems, the game was delayed. The party were just about to attack the Temple of Orcus so we really do need everyone to be there. I have spoke to the players and we agreed that if only two show up next week then we are going ahead anyways, because if there is too much of a delay it may compromise the “big fight".

IMP
User avatar
Jenara
Town Crier
Town Crier
Posts: 354
Favorite D&D Edition: 2nd Edition
Location: United Kingdom
Contact:

Post by Jenara »

Best way, just go for it!

If those players can't make it, they miss out on the XP and the fun, might be worth slightly adjusting the game based on how many PC's you expected to turn up, just in case.
"Doors and corners, I told him. Doors and corners."
Post Reply