Rappan Athuk – Group 1 – Session 1
Party composition is as follows:
Jake F. – Kharron Vernn, Human Fighter 4
Jake F. – Sir Lemmington, Halfling Witch 4
Matt – Arcturus the Blue, Human Inquisitor 4
Matt – Darerim Brewdrinker, Dwarf Cleric 4
Tom – Carl, Human Paladin 4
Tom – Hak, Half-orc Barbarian 4
PC Deaths This Session: 0
PC Deaths In Total: 0
This game is being played with the Pathfinder RPG rules as opposed to 3.5. I figure I should learn more about the system and I find the best way to go about that is via DMing. I’m not converting monsters over to Pathfinder RPG (barring finding CMB/CMD and whatnot for them) so the party will likely have a somewhat easier time at certain points of the game, but it should still be rough on them. Additionally, I’m running Rappan Athuk Reloaded which, as far as I am aware, is a compilation of all the 3.0/3.5 releases for Rappan Athuk. I’ll be including area labels as best I can for those following along in their copies of the module.
I had each player roll up two characters at fourth level as Rappan Athuk is supposed to be quite brutal. This also gives them each the ability to continue play should one character die. I was planning on having them roll up four characters each and then play two; but we wanted to get some play in this session so they only did half that.
Looking at it, this is a fairly well-rounded party setup. The majority of the party is composed of competent front-line fighters (pretty much everyone except the witch) and has both arcane (the witch; in a somewhat limited sense) and divine (the cleric, inquisitor, and paladin) magic covered. The only thing they’re really lacking is a proper skill-monkey who can disarm traps (alas, the inquisitor, while having the skill points is not specialized towards the lock/trap-springing end of the spectrum); this might hurt them later in.
- The Game Proper -
Before play began I mentioned to the players that this was a module known for its unrelenting brutality and that, if they wanted, I could handwave bits and pieces of it to make things a bit easier on them. They said they wanted the genuine experience and to not change anything. I told them this was a one-time offer. Their decision stood. This makes me happy in the I’m-an-Evil-with-a-capital-E DM kind of way; there will be PC deaths, oh yes!.
As play began the party immediately made for Rappan Athuk (alas, no random ambushes along the way) and arrived at the northern portion of the graveyard (that would be Area 9 for those following along in the books) surrounding the massive complex. The party made its way straight towards the main mausoleum (G-7) in the area, and along the way came across a life-sized statue of a Dwarven warrior (G-1). Pausing a moment to examine the statue they found Dwarven runes etched along the base of the statue warning against grave robbing. They also found a compartment containing a magical key (which, for the time being, they left sit due to the warnings presented by the runes — this almost made me cackle with malevolent glee).
Proceeding onward, the party came across a set of freshly filled in graves (G-2). One was, as of yet, unfilled, and bore the name Carl. The party was somewhat disconcerted by this, but carried onward nonetheless. Upon their approach to the main mausoleum (G-6) the PCs were greeted by a grim sight; a massive pair of iron doors blocked their way and the stone of the structure had been carved in such a way as to depict the leering faces of all manner of hellish creatures. Rimming the top of the structure was a number of gargoyles made of some strange green stone. Upon attempting to open the door, they found it locked (along with a relatively obvious key-hole built into the front of it.
The PCs decided to send the witch’s familiar back to fetch the key (which it did) and promptly proceeded to unlock the door with it. This was a bad move. As the lock clicked open, the key vanished and the gargoyles atop the mausoleum sprang to life and swooped down to attack. The party, at this point, was in a VERY bad place; they were closely clumped together and the gargoyles swarmed down upon them.
Combat was long and brutal (easily lasting more than ten rounds in total); while half the party attempted to fight off the gargoyles, (which they found were MUCH tougher than anticipated due to both a sizable number of hit points and a decent bit of damage reduction) the other half of the group attempted (in vain) to push open the iron doors to the mausoleum (which I ruled were on springs so they would stay closed (there’s a reason!); I had the PCs roll Strength checks to attempt to open them). Combat drew ever onward and the PCs were getting quite haggard and had yet to fell even a single gargoyle, when at last they got a break! By employing his crazy eyes (intimidating glare) and a truly terror-inspiring display with his weaponry (dazzling display), Hak managed to cause the gargoyles to flee momentarily. The doors were quickly forced open and the PCs manage to shuffle inside the complex (G-7). Alas, they were not alone; two of the gargoyles managed to follow them inside as the doors slammed shut once more. Having whittled the opposition down to only two foes, the party made quick work of them.
After combat ended the party pried loose the gargoyles’ eyes, which they appraised to be worth a bit of coin. However, now, they are trapped within the entrance to a dungeon whose name means only death with no way to go but forward. What horrors await them? Only time will tell.
