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<blockquote data-quote="MNblockhead" data-source="post: 9357205" data-attributes="member: 6796661"><p>Do you want this to be a one-shot, a mini-campaign, or a longer campaign.</p><p></p><p>Rappan Athuk, <a href="https://www.froggodgames.com/products/32698?variant=42700040732841" target="_blank">Rappan Athuk (2012)</a>, may help with any of these. But I'm not that familiar with 3.5 or Pathfinder. The 2012 version of Rappan Athuk has a Pathfinder Version and a Swords and Wizardry version. My understanding is that you should be able to run the Pathfinder version with 3.5 rules without too much effort. But, again, I've not played in either system. I ran the version updated for 5e.</p><p></p><p>You can take one or more Tier IV levels. Or you can use the whole thing, but make it all about getting to the Avatar of Orcus as quickly as possible. Set up some sense of urgency so that instead of exploring, he and his companions are trying to move down levels to confront the Avatar of Orcus as quickly as possible. They will cut through the low levels quickly.</p><p></p><p>If you go through this later route, ignore also the extra content that has been added over time. Ignore the Mouth of Doom, The Cloister of the Frog God, and all the wilderness stuff (note that some of this stuff may have been added for the 5th edition version, so the older version may not have them anyway). Have him go down the well in the Sunken Graveyard and into Rappan Athuk proper. Or, there are a number of hidden ways that you can get directly into lower levels. Finding the way to the level where the Avatar is can be difficult, so you might want to have some rumors pre-fed the charact to help them out to avoid lots of time getting lost in the dungeon.</p><p></p><p>If you just want to life out a level or section of Rappan Athuk to have a few sessions, some potential options:</p><p></p><p>The Well of Agamemnon</p><p>10 pages of content. Half of it Tier II and half tier III.</p><p>A lot of the challenge her are deadly environment challenges and some traps. For the combat challenges, esp. in the Upper Level (Tier II) you may want to make them deadlier. You'll definitely want to make the final boss fight much harder.</p><p></p><p>The Bloodways</p><p>The challenge with the bloodways is how complex it it. I actually used the maps and prepped them in foundry with the multi-level tokens mod to make it easier to move the PC tokens from one area to another because there are so many interconnections throughout this section. It took forever to prep. But they have alternate rules where instead of using a map, you use a "tactical encounters" chat and a "Bloodways Flowchart" determine your progress through the area. I would recommend the later if you are running theater of the mind or if you are using a VTT and only want to prep the most important locations.</p><p></p><p>The Bloodways is Tier II, but most of the challenge is just finding your way around and is level independant. You will want to upscale the combat encounters.</p><p></p><p>You could pull out all of Level 14 and magic the adventure just about infiltrating a powerful bastion of Orcus worshiper, taking out the Grand Cornu, and destroying the Anima Engine. This is 23 pages of content that comprises 4 interlinked areas: (1) The Chapel of Orcus [tier III], (2) The Refuges of Tsar [tier IV], (3) The Grand Cornu of Orcus's chambers [Tier 4], and (4) The Architect's Workshop [tier 4]. There are some doors that lead to some interesting demiplanes with enough description to improv 7 short one-shots, though they would work better if you prep a bit.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9357205, member: 6796661"] Do you want this to be a one-shot, a mini-campaign, or a longer campaign. Rappan Athuk, [URL="https://www.froggodgames.com/products/32698?variant=42700040732841"]Rappan Athuk (2012)[/URL], may help with any of these. But I'm not that familiar with 3.5 or Pathfinder. The 2012 version of Rappan Athuk has a Pathfinder Version and a Swords and Wizardry version. My understanding is that you should be able to run the Pathfinder version with 3.5 rules without too much effort. But, again, I've not played in either system. I ran the version updated for 5e. You can take one or more Tier IV levels. Or you can use the whole thing, but make it all about getting to the Avatar of Orcus as quickly as possible. Set up some sense of urgency so that instead of exploring, he and his companions are trying to move down levels to confront the Avatar of Orcus as quickly as possible. They will cut through the low levels quickly. If you go through this later route, ignore also the extra content that has been added over time. Ignore the Mouth of Doom, The Cloister of the Frog God, and all the wilderness stuff (note that some of this stuff may have been added for the 5th edition version, so the older version may not have them anyway). Have him go down the well in the Sunken Graveyard and into Rappan Athuk proper. Or, there are a number of hidden ways that you can get directly into lower levels. Finding the way to the level where the Avatar is can be difficult, so you might want to have some rumors pre-fed the charact to help them out to avoid lots of time getting lost in the dungeon. If you just want to life out a level or section of Rappan Athuk to have a few sessions, some potential options: The Well of Agamemnon 10 pages of content. Half of it Tier II and half tier III. A lot of the challenge her are deadly environment challenges and some traps. For the combat challenges, esp. in the Upper Level (Tier II) you may want to make them deadlier. You'll definitely want to make the final boss fight much harder. The Bloodways The challenge with the bloodways is how complex it it. I actually used the maps and prepped them in foundry with the multi-level tokens mod to make it easier to move the PC tokens from one area to another because there are so many interconnections throughout this section. It took forever to prep. But they have alternate rules where instead of using a map, you use a "tactical encounters" chat and a "Bloodways Flowchart" determine your progress through the area. I would recommend the later if you are running theater of the mind or if you are using a VTT and only want to prep the most important locations. The Bloodways is Tier II, but most of the challenge is just finding your way around and is level independant. You will want to upscale the combat encounters. You could pull out all of Level 14 and magic the adventure just about infiltrating a powerful bastion of Orcus worshiper, taking out the Grand Cornu, and destroying the Anima Engine. This is 23 pages of content that comprises 4 interlinked areas: (1) The Chapel of Orcus [tier III], (2) The Refuges of Tsar [tier IV], (3) The Grand Cornu of Orcus's chambers [Tier 4], and (4) The Architect's Workshop [tier 4]. There are some doors that lead to some interesting demiplanes with enough description to improv 7 short one-shots, though they would work better if you prep a bit. [/QUOTE]
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