Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
Modifying Rappan Athuk I, II, and III
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Melan" data-source="post: 828860" data-attributes="member: 1713"><p>In my opinion, no modification is needed beyond sensible strategies by the lords of Rappan Athuk - who, by the way, know the maze inside out while the players don't.</p><p></p><p>As I said on the Necro boards, a large army of assailants would <strong>immediately</strong> attract the attention of all bandit groups in the area, not to mention the spies working for the Master. This would also fundamentally alter the way the adventure runs: the original premise (as in most such adventures) is that the opponents are mostly unaware and the player characters take the battle to them.</p><p></p><p>Not in this case. The Orcus clergy would react with all of their might. They wouldn't even think twice about sealing certain passages to block advancing foes for a while. Also, the low levels would send massive amounts of troops from below, through the transporter from Tomb of Abysthor (if I recall correctly and such a device exists...) and from big Goathead's home plane.</p><p></p><p>Also unlike other dungeon expeditions, the party may not be able to return and rest. Imagine if they find that they have just descended to level 2, killed everyone and realized that on the way back, the crushing ceiling of the Mausoleum is <strong>down</strong> , and stays that way. Naturally, the dirt tunnels from level II are also out of the question - ridiculously easy to destroy. They must now find an alternate route... No teleportation at 4th level! Thus, the Well could be a natural way (level 3, river, level 3A), but the Well is under the command of General Zelkor, an unfailing servant of Orcus! The Well also has two supply routes to and from lower levels - 7A with Phase Minotaurs, 6A with several kinds of Spiders and the surface... If the Graveyard is not secured, the party may find <em>themselves</em> on the defensive, where the enemy has access to more minions from the surface!</p><p></p><p>Of course, not all is lost, since countering an invasion force will mean a large degree of mobilization. This upsets the power structure of a Chaotic Evil organization - several sub-factions may find this upheaval a great opportunit to shove foes in harm's way, use sabotage to let them destroyed, raid on their own (since there will be no time to investigate in the case of great turmoil) or even provide the party with subtle hints and aid! If the characters are lucky, don't let themselves be trapped and always keep one step ahead of foes, they can cause enough havoc to accomplish whatever goals they have and escape. If they stay and fight, they will fare like Bofred's group - they will be slowly ground up and annihilated, since the Master has more resources and, knows the dungeon's layout [there are several connections which could be used for complicated, elaborate supply routes and ways to set up ambushes].</p><p></p><p>That's how I would do things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Melan, post: 828860, member: 1713"] In my opinion, no modification is needed beyond sensible strategies by the lords of Rappan Athuk - who, by the way, know the maze inside out while the players don't. As I said on the Necro boards, a large army of assailants would [B]immediately[/B] attract the attention of all bandit groups in the area, not to mention the spies working for the Master. This would also fundamentally alter the way the adventure runs: the original premise (as in most such adventures) is that the opponents are mostly unaware and the player characters take the battle to them. Not in this case. The Orcus clergy would react with all of their might. They wouldn't even think twice about sealing certain passages to block advancing foes for a while. Also, the low levels would send massive amounts of troops from below, through the transporter from Tomb of Abysthor (if I recall correctly and such a device exists...) and from big Goathead's home plane. Also unlike other dungeon expeditions, the party may not be able to return and rest. Imagine if they find that they have just descended to level 2, killed everyone and realized that on the way back, the crushing ceiling of the Mausoleum is [B]down[/B] , and stays that way. Naturally, the dirt tunnels from level II are also out of the question - ridiculously easy to destroy. They must now find an alternate route... No teleportation at 4th level! Thus, the Well could be a natural way (level 3, river, level 3A), but the Well is under the command of General Zelkor, an unfailing servant of Orcus! The Well also has two supply routes to and from lower levels - 7A with Phase Minotaurs, 6A with several kinds of Spiders and the surface... If the Graveyard is not secured, the party may find [I]themselves[/I] on the defensive, where the enemy has access to more minions from the surface! Of course, not all is lost, since countering an invasion force will mean a large degree of mobilization. This upsets the power structure of a Chaotic Evil organization - several sub-factions may find this upheaval a great opportunit to shove foes in harm's way, use sabotage to let them destroyed, raid on their own (since there will be no time to investigate in the case of great turmoil) or even provide the party with subtle hints and aid! If the characters are lucky, don't let themselves be trapped and always keep one step ahead of foes, they can cause enough havoc to accomplish whatever goals they have and escape. If they stay and fight, they will fare like Bofred's group - they will be slowly ground up and annihilated, since the Master has more resources and, knows the dungeon's layout [there are several connections which could be used for complicated, elaborate supply routes and ways to set up ambushes]. That's how I would do things. :D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Modifying Rappan Athuk I, II, and III
Top