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<blockquote data-quote="Water Bob" data-source="post: 6581182" data-attributes="member: 92305"><p><strong>-- SUNLESS CITADEL CONVERSION --</strong></p><p><strong></strong></p><p><strong>Area 0: The Dark Ravine</strong></p><p></p><p></p><p></p><p>Continuing the Conan-ization of the 3E D&D adventure, The Sunless Citadel, for my campaign--</p><p></p><p>Since the PCs are from the general area where the Citadel is located, I want to give them a chance to recognize the area. It may become clear to the PCs once they reach the ravine exactly where they are. At the same time, this area is supposed to be somewhat off the beaten path and somewhat forgotten. The Old Road is not used as much anymore. In fact, it's disappearing. Argosseans using it seldom run into company on the road, and if they do, it is more likely to be bandits than fellow merchants. So, I decided on a DC 17.</p><p></p><p><strong>Knowledge (Local - Raeze) DC 17.</strong></p><p></p><p></p><p></p><p>Unlike in the adventure, I like the idea of the Old Road spanning the ravine by means of a rope bridge. The ravine averages 30 feet wide and 30 feet deep, and the narrow canyon runs for several miles in either direction. This will, of course, be a barrier for the PCs if the Horsemen and dogs are still chasing them.</p><p></p><p>The PCs who recognize the area by know of the rope bridge and suggest that they use it then cut it to escape the followers.</p><p></p><p>But, upon reaching the part of the ravine crossed by the Old Road, the PCs will find that the rope bridge has already been cut. Its sides hang down on each side of the canyon.</p><p></p><p>Remember to limit the characters' view to the limit of their light source. If it is night, visibility this night will be very, very short. Characters cannot even see 30 feet away to the other side of the ravine. This will make things scarier for the adventurers.</p><p></p><p></p><p></p><p><strong>Pillars.</strong></p><p></p><p>Strange, totem-like wooden pillars are driven into the ground to each side of the Old Road bridge crossing point. These heavy wood poles are thick as trees and look to have been planted here since ancient times. The pillars lean in different directions but were most likely straight when driven into the ground.</p><p></p><p>Examining a pillar will reveal strange symbols carved into the wood. These marking seem very old--probably as old as the pillars themselves. Debris from old, rotted rope can be found. Probably, men have used the pillars as anchor points, tying rope around them in order to descend the side of the ravine to reach the bottom.</p><p></p><p>Give the PCs a DC 10 Knowledge (Arcana) check to recognize the markings as sorcerous!</p><p></p><p>If anyone tries to read the markings, it's a DC 30 Decipher Script check. And, since no one among my 1st level party will have any chance at making that check, I'm not even going to spend time creating what the markings say. I'll just use the description as mystery.</p><p></p><p></p><p></p><p><strong>Camp Fires.</strong></p><p></p><p>This will be difficult to almost impossible to find in the dark, but a DC 13 Search check around the rope bridge will reveal several campfires. The most recent was used about a month ago. Someone has gone to a lot of effort at each of them to hide the fact that they ever existed.</p><p></p><p></p><p></p><p><strong>Good Rope.</strong></p><p></p><p>Tied to the pillar nearest the rope bridge is a rope in good condition. By its weathering, the rope has probably been tied to the pillar for 2-3 weeks. The rope goes down into the darkness.</p><p></p><p>The characters can't see the bottom for the dark (night or day), but the ravine does seem a bit deeper here than the average of 30' (if that has been discovered at all). The rope will lead 50' down the side of the ravine to the foyer at Area 2. No climb check is needed because it is fairly easy to grab the rope and walk against the side of the ravine.</p><p></p><p>But, the PCs may be in a hurry with Horsemen and dogs breathing down their necks. At the edge of the ravine, to both sides of the good rope, the PCs will discover pock marks that have been carved into the side of the ravine. These look to be hand and foot holds used for climbing.</p><p></p><p>If these are used, it's a single DC 10 climb check to get to the bottom. Failure is brutal, though. It means that the character fell about 25' and takes 2d6 damage (which can kill a 1st level character--or make him useless for the fights about to come).</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6581182, member: 92305"] [b]-- SUNLESS CITADEL CONVERSION -- Area 0: The Dark Ravine[/b] Continuing the Conan-ization of the 3E D&D adventure, The Sunless Citadel, for my campaign-- Since the PCs are from the general area where the Citadel is located, I want to give them a chance to recognize the area. It may become clear to the PCs once they reach the ravine exactly where they are. At the same time, this area is supposed to be somewhat off the beaten path and somewhat forgotten. The Old Road is not used as much anymore. In fact, it's disappearing. Argosseans using it seldom run into company on the road, and if they do, it is more likely to be bandits than fellow merchants. So, I decided on a DC 17. [b]Knowledge (Local - Raeze) DC 17.[/b] Unlike in the adventure, I like the idea of the Old Road spanning the ravine by means of a rope bridge. The ravine averages 30 feet wide and 30 feet deep, and the narrow canyon runs for several miles in either direction. This will, of course, be a barrier for the PCs if the Horsemen and dogs are still chasing them. The PCs who recognize the area by know of the rope bridge and suggest that they use it then cut it to escape the followers. But, upon reaching the part of the ravine crossed by the Old Road, the PCs will find that the rope bridge has already been cut. Its sides hang down on each side of the canyon. Remember to limit the characters' view to the limit of their light source. If it is night, visibility this night will be very, very short. Characters cannot even see 30 feet away to the other side of the ravine. This will make things scarier for the adventurers. [b]Pillars.[/b] Strange, totem-like wooden pillars are driven into the ground to each side of the Old Road bridge crossing point. These heavy wood poles are thick as trees and look to have been planted here since ancient times. The pillars lean in different directions but were most likely straight when driven into the ground. Examining a pillar will reveal strange symbols carved into the wood. These marking seem very old--probably as old as the pillars themselves. Debris from old, rotted rope can be found. Probably, men have used the pillars as anchor points, tying rope around them in order to descend the side of the ravine to reach the bottom. Give the PCs a DC 10 Knowledge (Arcana) check to recognize the markings as sorcerous! If anyone tries to read the markings, it's a DC 30 Decipher Script check. And, since no one among my 1st level party will have any chance at making that check, I'm not even going to spend time creating what the markings say. I'll just use the description as mystery. [b]Camp Fires.[/b] This will be difficult to almost impossible to find in the dark, but a DC 13 Search check around the rope bridge will reveal several campfires. The most recent was used about a month ago. Someone has gone to a lot of effort at each of them to hide the fact that they ever existed. [b]Good Rope.[/b] Tied to the pillar nearest the rope bridge is a rope in good condition. By its weathering, the rope has probably been tied to the pillar for 2-3 weeks. The rope goes down into the darkness. The characters can't see the bottom for the dark (night or day), but the ravine does seem a bit deeper here than the average of 30' (if that has been discovered at all). The rope will lead 50' down the side of the ravine to the foyer at Area 2. No climb check is needed because it is fairly easy to grab the rope and walk against the side of the ravine. But, the PCs may be in a hurry with Horsemen and dogs breathing down their necks. At the edge of the ravine, to both sides of the good rope, the PCs will discover pock marks that have been carved into the side of the ravine. These look to be hand and foot holds used for climbing. If these are used, it's a single DC 10 climb check to get to the bottom. Failure is brutal, though. It means that the character fell about 25' and takes 2d6 damage (which can kill a 1st level character--or make him useless for the fights about to come). [/QUOTE]
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