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<blockquote data-quote="Water Bob" data-source="post: 6581755" data-attributes="member: 92305"><p><strong>-- SUNLESS CITADEL CONVERSION --</strong></p><p><strong></strong></p><p><strong>Area 1: Ledge</strong></p><p></p><p></p><p></p><p>The Old Road has fallen into disuse over the last 40 years, which is probably before the PCs were born, making it likely that none of the PCs have heard of the Citadel before. The the Knowledge check I suggested in Area 0. Those that make the check will know little more than the approximate location of the Ravine and Citadel--and the novelty that, hundreds of years ago, an entire keep was swallowed by the earth and remains relatively intact at the bottom of the ravine. Those that roll exceptionally high (if a natural 20 is thrown on the check) will remember something about a sorcerer or a cult that used the citadel, and that it is rumored that the reason the Shar is desert today (when the rest of Argos is so green and forested) had something to do with this cult and its foul sorcery. Any detail is quite hazy, though.</p><p></p><p>That last bit will most likely not be learned by the PCs at this time.</p><p></p><p>The Horsemen chasing the PCs know of the ravine for they have lost refugee prey to it before this night, but the men will be hesitant to follow the PCs down onto the ledge.</p><p></p><p></p><p></p><p><strong>On The Ledge:</strong></p><p></p><p>Even with a light source, the PCs cannot see the opposite side of the ravine. It widens from the opening above and is 250' away. They cannot see below them, either, as the next ledge is 80' below.</p><p></p><p></p><p></p><p><strong>Desert Rats!</strong></p><p></p><p>On the ledge, scrounging for food, are 3 desert rats. These feral things are the size of medium dogs. The rats are about 3' long and weight about 75 lbs. Now, that's a freakin' rat! They are nesting in the slope debris (thus the small animal bones). Normally, the rats will shy away from humans (though some have been known to be quite brave, especially if cornered), and there is a small chance a PC will be able to avoid conflict with these creature.</p><p></p><p>But, that is doubtful as the humans have just dropped into their nest!</p><p></p><p>Most likely, all three will swarm to attack as soon as a PC lays foot on the ledge. (And, Mitra help the PC who falls to the ledge from above, having to deal with these things after surviving the fall.)</p><p></p><p>The rats will automatically detect any intruders unless the PCs declare, before their decent, that they are moving stealthily. In this case, roll the PC's Move Silently skill opposed by a roll of d20 + 3 (roll one time for the rats and compare that number to each of the PC's throws). If a PC is quiet, he may just be able to retreat down the stairs before engaging the rats. If he lingers too long, roll the check again and give the rats another chance to detect the intruder.</p><p></p><p>If the PCs do not move silently, give the rats a Surprise round as they attack.</p><p></p><p>Two of the rats are borrowing on the debris slope about 10' above the ledge, very close to where the rope hangs. The first PC to use the rope will find himself flanked by the two biggest of the three creature. If the PC was successful in Moving Silently, this will be a hair-raising moment as the PC decides to move along or climb back up to the surface. If the PC did not Move Silently, then both Desert Rats are close enough for a Surprise Attack. Do that, then run combat normally.</p><p></p><p>The third, small rat is about 15' away. It will join the fight on regular rounds (not the surprise round).</p><p></p><p>The ledge is roughly rectangular--a cut-out on the ravine wall where two sides are the ravine wall itself. Another side is the stairs leading down. And, the last side points to the far wall of the ravine. Anyone falling off that side will surely die taking 8d6 damage. It is possible that someone falls off to the stairs, and that distance is variable, depending on which step the character landed upon.</p><p></p><p>Unless he is sneaky, the first character down the rope is in for some dangerous action. The two bigger rats get Surprise attacks before Initiative is rolled. They flank the rope, so each of these rats get a +2 attack flanking bonus. In addition, the multiple opponent rule gives the one of the rats an additional +1 on the attack. So, one rat attacks, with surprise, at +2, and the other attacks at +3, also with surprise.</p><p></p><p>Use the stats for a <strong>Dire Rat</strong> to serve as these Desert Rats.</p><p></p><p>This means, on the Surprise round, desert rat 1 will attack at +6, and desert rat 2 will attack at +5.</p><p></p><p>Meat-grinder!</p><p></p><p>Filthy things.</p><p></p><p></p><p></p><p><strong>DISEASE!</strong></p><p></p><p>Don't worry about disease from a rat bite at this point. The incubation period is 1d3 days. Secretly make the checks for any bitten surviving PCs later (within a game day), and then apply the effects without telling the player where they came from. Just describe the enflamed and pussy bite marks, or maybe the dark line running up the character's vein, seen through the skin. Start having him throw up. Things like that.</p><p></p><p>It's a problem to overcome at a later time.</p><p></p><p></p><p></p><p><strong>PITCH BLACK!</strong></p><p></p><p>It is likely that the PCs do not have a light source. If not, the ledge is pitch black. A person cannot see his hand in front of his face, it is so dark. The PCs may drop a light source from the top before their decent, and if they do that (provided the light source doesn't go out), they will see some shapes scatter below. But, that's all, because it's 50' down there--they'll only see shadows and probably flickering from their torch.</p><p></p><p>The good news is, if a light source is dropped, then the Surprise attack by the two rats will not happen. In fact, the rats may scatter, running away from the light (maybe to fight them at a lower level...and maybe not).</p><p></p><p>If the PCs don't have a light source, then they'll have to scavenge one from whatever materials they have and can find. Use Survival skill or an appropriate Craft skill.</p><p></p><p>With no light, the character has a flat out 50% miss chance (roll before any attack), cannot Doge or Parry (is flatfooted), takes a -2 penalty to defense (making him AC 8, if no DEX penalty applies), automatically moves at half speed, and is -4 on Search and other skill checks where light is required.</p><p></p><p>It's a DC 5 Craft (Any Appropriate) check to create a torch from the debris (if the right items are found). Failure means the item not good and must search for something else. -2 to this check because no tools are available. Apply an additional -4 to this check if the character does not have light. Success means that a shoddy, makeshift torch has been created, but the GM should limit the duration of this light source after considering what materials it was made from. Normal torches burn for about an hour. Whatever is used to create the makeshift torch will burn for less.</p><p></p><p>The rats have the Scent ability, which basically allows them to "see" for 30'.</p><p></p><p></p><p></p><p></p><p></p><p><strong>SEARCH!</strong></p><p></p><p>Searching is going to require light. A DC 13 Search task reveals recent human footprints that lead from the rope to the stairs. Also, the large rat tracks are seen.</p><p></p><p>There's a fire pit near the ledge opposite the rope and ravine wall. This can be found with no light by a DC 13 Search check, but the check suffers a -4 penalty as the character motions about with hands and feet. He'll stumble across the pit if he makes the throw.</p><p></p><p>In the pit, under the ash, are 2 pitted iron spear tips and some crispy animal bones.</p><p></p><p>The characters may have to resort to wrapping some of their clothing around a weapon and using that as a makeshift torch until it burns out (which will be rather quickly).</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6581755, member: 92305"] [b]-- SUNLESS CITADEL CONVERSION -- Area 1: Ledge[/b] The Old Road has fallen into disuse over the last 40 years, which is probably before the PCs were born, making it likely that none of the PCs have heard of the Citadel before. The the Knowledge check I suggested in Area 0. Those that make the check will know little more than the approximate location of the Ravine and Citadel--and the novelty that, hundreds of years ago, an entire keep was swallowed by the earth and remains relatively intact at the bottom of the ravine. Those that roll exceptionally high (if a natural 20 is thrown on the check) will remember something about a sorcerer or a cult that used the citadel, and that it is rumored that the reason the Shar is desert today (when the rest of Argos is so green and forested) had something to do with this cult and its foul sorcery. Any detail is quite hazy, though. That last bit will most likely not be learned by the PCs at this time. The Horsemen chasing the PCs know of the ravine for they have lost refugee prey to it before this night, but the men will be hesitant to follow the PCs down onto the ledge. [b]On The Ledge:[/b] Even with a light source, the PCs cannot see the opposite side of the ravine. It widens from the opening above and is 250' away. They cannot see below them, either, as the next ledge is 80' below. [b]Desert Rats![/b] On the ledge, scrounging for food, are 3 desert rats. These feral things are the size of medium dogs. The rats are about 3' long and weight about 75 lbs. Now, that's a freakin' rat! They are nesting in the slope debris (thus the small animal bones). Normally, the rats will shy away from humans (though some have been known to be quite brave, especially if cornered), and there is a small chance a PC will be able to avoid conflict with these creature. But, that is doubtful as the humans have just dropped into their nest! Most likely, all three will swarm to attack as soon as a PC lays foot on the ledge. (And, Mitra help the PC who falls to the ledge from above, having to deal with these things after surviving the fall.) The rats will automatically detect any intruders unless the PCs declare, before their decent, that they are moving stealthily. In this case, roll the PC's Move Silently skill opposed by a roll of d20 + 3 (roll one time for the rats and compare that number to each of the PC's throws). If a PC is quiet, he may just be able to retreat down the stairs before engaging the rats. If he lingers too long, roll the check again and give the rats another chance to detect the intruder. If the PCs do not move silently, give the rats a Surprise round as they attack. Two of the rats are borrowing on the debris slope about 10' above the ledge, very close to where the rope hangs. The first PC to use the rope will find himself flanked by the two biggest of the three creature. If the PC was successful in Moving Silently, this will be a hair-raising moment as the PC decides to move along or climb back up to the surface. If the PC did not Move Silently, then both Desert Rats are close enough for a Surprise Attack. Do that, then run combat normally. The third, small rat is about 15' away. It will join the fight on regular rounds (not the surprise round). The ledge is roughly rectangular--a cut-out on the ravine wall where two sides are the ravine wall itself. Another side is the stairs leading down. And, the last side points to the far wall of the ravine. Anyone falling off that side will surely die taking 8d6 damage. It is possible that someone falls off to the stairs, and that distance is variable, depending on which step the character landed upon. Unless he is sneaky, the first character down the rope is in for some dangerous action. The two bigger rats get Surprise attacks before Initiative is rolled. They flank the rope, so each of these rats get a +2 attack flanking bonus. In addition, the multiple opponent rule gives the one of the rats an additional +1 on the attack. So, one rat attacks, with surprise, at +2, and the other attacks at +3, also with surprise. Use the stats for a [b]Dire Rat[/b] to serve as these Desert Rats. This means, on the Surprise round, desert rat 1 will attack at +6, and desert rat 2 will attack at +5. Meat-grinder! Filthy things. [b]DISEASE![/b] Don't worry about disease from a rat bite at this point. The incubation period is 1d3 days. Secretly make the checks for any bitten surviving PCs later (within a game day), and then apply the effects without telling the player where they came from. Just describe the enflamed and pussy bite marks, or maybe the dark line running up the character's vein, seen through the skin. Start having him throw up. Things like that. It's a problem to overcome at a later time. [b]PITCH BLACK![/b] It is likely that the PCs do not have a light source. If not, the ledge is pitch black. A person cannot see his hand in front of his face, it is so dark. The PCs may drop a light source from the top before their decent, and if they do that (provided the light source doesn't go out), they will see some shapes scatter below. But, that's all, because it's 50' down there--they'll only see shadows and probably flickering from their torch. The good news is, if a light source is dropped, then the Surprise attack by the two rats will not happen. In fact, the rats may scatter, running away from the light (maybe to fight them at a lower level...and maybe not). If the PCs don't have a light source, then they'll have to scavenge one from whatever materials they have and can find. Use Survival skill or an appropriate Craft skill. With no light, the character has a flat out 50% miss chance (roll before any attack), cannot Doge or Parry (is flatfooted), takes a -2 penalty to defense (making him AC 8, if no DEX penalty applies), automatically moves at half speed, and is -4 on Search and other skill checks where light is required. It's a DC 5 Craft (Any Appropriate) check to create a torch from the debris (if the right items are found). Failure means the item not good and must search for something else. -2 to this check because no tools are available. Apply an additional -4 to this check if the character does not have light. Success means that a shoddy, makeshift torch has been created, but the GM should limit the duration of this light source after considering what materials it was made from. Normal torches burn for about an hour. Whatever is used to create the makeshift torch will burn for less. The rats have the Scent ability, which basically allows them to "see" for 30'. [b]SEARCH![/b] Searching is going to require light. A DC 13 Search task reveals recent human footprints that lead from the rope to the stairs. Also, the large rat tracks are seen. There's a fire pit near the ledge opposite the rope and ravine wall. This can be found with no light by a DC 13 Search check, but the check suffers a -4 penalty as the character motions about with hands and feet. He'll stumble across the pit if he makes the throw. In the pit, under the ash, are 2 pitted iron spear tips and some crispy animal bones. The characters may have to resort to wrapping some of their clothing around a weapon and using that as a makeshift torch until it burns out (which will be rather quickly). [/QUOTE]
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