Avatar of Hazel
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    1. Hazel 6 yrs ago
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Arriving at the palisade, you read a sign above the entrance carved and painted with careful lettering: “Oleg’s Trading Post”. Even before passing through the archway, the smell of freshly baked bread reaches your nostrils and tempts you in. It certainly smells more appetizing than the dull rations you ate this morning. And last night. And last afternoon, and morning, and the night before that…

The entrance to the trading post opens up to a small market, currently devoid of life. The scent of manure emanates from the long building to your left, mixing uncomfortably with the lingering bready fragrance. Judging by the size of the door here, and the smell, this building is presumably a stable. Two smaller buildings stand on the far end of the market and to your right, while in the far right corner is what must be Oleg’s home. A human man is busy at work on the roof of the stable and doesn’t seem to notice you. A human woman, however, is coming out of the doorway to Oleg’s home and swiftly approaching

“Hello and welcome!” she says with a bow, “I can’t say how glad we are you’ve finally arrived.”

The man turns his head at this, finally noticing the arrival of the party. He wipes his brow and begins to climb down the ladder.

“My name is Svetlana,” the woman continues, “and this sweaty goat of a man is my husband, Oleg Leveton.”

Dismounting the ladder, Oleg shoots her a look as he approaches the conversation, then turns and extends a sweaty hand for the party to shake. "As she says, I'm Oleg. I take it you're the reinforcements we requested?"
So far we just have you and a tentative interest, so no rush lol
Hmm, we could begin at level three, and steer you towards the level one entrance to the dungeon so that it's not too fun right off the bat.
@Lucius Cypher That was the idea, but if people would rather start at a higher level, we can discuss. The dungeon has many different entrances with many different challenge ratings.
@Vega7I'd prefer to stick with core rules, APG, and UE to avoid headaches. 25 point buy. Max possible starting gold per class (so a fighter's 5d6x10 becomes 30x10 becomes 300gp). Two traits, or three and a drawback. And I'll roll a random magic item for each player to begin with, just for funsies. That's all I can think of right now.


Don't Go Down the Well



Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient 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.”
Rappan Athuk




Hello, I'm looking for six players to run an old fashioned dungeon crawl. While it is supposed to be a difficult dungeon, I welcome new players!
Hmm, I could run a dungeon crawl. I prefer Pathfinder though, it's just a better version of 3.5
INTRODUCING:

CDT0925 as Gascon Henryk - A Chaotic Neutral Human Fighter
Muttonhawk as "Red Rosie" - A Chaotic Neutral Half-Orc Swashbuckler
Cu Chulainn as Punished "Captain" Odin Ivarsson - A Neutral Good Human Stormwalker Ranger
The Large Dumbo as Kesal Sajorren - A Lawful Neutral Elven Vivisectionist Alchemist
and special guest star, Grey as "yer mum fey" Anatoliy Medvyed - A Chaotic Neutral Human Sorcerer

So far this band of misfits looks like it's more ready to smash things than to establish a stable kingdom. Will they be up to the task? Find out next time on... Kingmaker!
1 Gozran 4710

Two months ago, the conscript of charter was sent to the far reaches of Brevoy in search of adventurers to tame the Stolen Lands to the south. Now, after two days of uneventful travel along an interminably boring plains road, a weary party has spotted a small palisade just a few hundred yards away. At last it seems they have arrived in the Greenbelt, a particularly lush area of the Stolen Lands, and home to the Narlmarches and Kamelands further to the south.

Rumors of what live in these untamed lands have made their way to this party's ears: Bandit groups unionized under the leadership of someone known only as the Stag Lord, infestations of sniveling mites and their insect mounts, and an increasingly aggressive tribe of kobolds, to name a few. The monsters of the greenbelt certainly don't end there, but as to what else lies in wait... the rumors thin to speculation.

The party has also heard rumors of three other groups on similar tasks: to the west, an experienced party challenging the rule of the bandit kingdom of Pitax in the Glenebon Uplands; a band of mercenaries exploring the low mountains of Nomen Heights to the east, near the ruined realm of Iobaria; and to the northwest, the swordlords supposedly sent a group of government agents into the swampy Hooktongue Slough, if such a rumor can be believed.

It is morning, and the dirt on the road seems a little softer underfoot now that the end of this trek is in view.
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