Ended up changing theme. If I remember the Saint template correctly, it has LA, so it's sadly a no go. I could be open to refluffing Ordained Champion to venerate a different god of war than Heironeous or Hextor, if you want to. I think Kord has the war domain, otherwise I'm sure that there's a chaotic war deity somewhere in Greyhawk, if you shop around a bit. Does it also progress martial initiator levels fully such that 3 levels of H Paragon provide 2. Originally Posted by J-H. I'm in, considering both Swordsage shadow hand?
ToB didn't exist when UA was written, and the other major subsystem psionics has transparency so I figured it might extend to ToB.
Is it safe to assume based on IC information that we will face quite a few undead and constructs? But seriously, if you've moved onto this idea, instead of the level one game, I'd like to enter as a rogue -type. Probably pretty close to basic. Last edited by Edgar Snow; at PM. Originally Posted by Were-Conspiracy. You owe me a rogue! Though if you are leery of summon monsters cluttering up combat, the Factotum is my second favorite choice. I can get another feat later to pick up a higher-level DS strike for more healing, if needed.
Originally Posted by Springjack. It's been a while since I played 3. Put me down as a wizard. Probably blast and control themed. Sheet incoming Simon Rhodes. The scimitar is so that I have a reliable way to penetrate some undead DR types. I'll be setting up caltrops at choke points around our camp every night before bed, assuming that we survive long enough to need sleep.
Posting interest as a rogue, possibly working toward Shadowbane Stalker for backup cleric-ness. I'll roll HD when I figure out what they're gonna be. And yes, I'll be using all the stuff I can think of to sneak attack the un-sneak-attackable.
Last edited by backwaterj; at AM. Human slaves. Feuding dragons. And the evil elven empire. Freeholders, coming soon TM. Hey look, a thing! I'll see about incorporating him more into the world. Dervish and Tempest of course. If were not leaving the dungeon I could have him already have the great scimitars on him just not equipped Silat WIP. Last edited by Vertharrad; at PM. Spoiler: My Characters. Lea - Gangs of Freeport Pathfinder. Spoiler: Previous Characters.
Backstory coming after I've given it some thought. Also, GM question, as UA is less than clear on the subject: as a spontaneous cleric, do I still get to spontaneously cast cure spells in other words, do I effectively add them to the list of spells known without actually counting against the limit? I've been going under the assumption I do but I can easily fix that if needed. Originally Posted by backwaterj.
Okay, crunch is more or less done on Rashma Nandeer. Page 1 of 3 1 2 3 Last Jump to page:. Site Navigation. Tweets by RichBurlew. All times are GMT The time now is AM. All rights reserved.
Digital Point modules: Sphinx-based search. Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules. Hero Sindragon, warrior bard. Theodred "Strong Arm", cleric. Simon Rhodes, warblade. Silat, dervish dancer. Fahyuhr Kossuth, fire wizard. Thronan, the holy Barbarian. Mortimer the summoner. Caruther Sixfingers, rogue. Log In. New Account or Log In. Hide my password.
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Rappan Athuk 5e. From Frog God Games. Watermarked PDF. Average Rating 2 ratings. Rappan Athuk is back for Fifth Edition! Not just back though, it is reloaded with all kinds of new extras including: All new, full color artwork Three new levels of the Dungeon itself Three new Wilderness locations, including a three-level castle A new three-level satellite dungeon A sea-cave of terrible shark-men!
A Kickstarter exclusive level released from the Vault of Tsathogga! Customers Who Bought this Title also Purchased. Reviews 0. Please log in to add or reply to comments. Any chance you'll make the maps for online play? Kinda a waste to only have them in the pdf Hi, as the earlier question, is there a POD option coming at any point?
Hi Neil, Yes, it is in the process and we are hoping for it to be ready sometime this year. Where do we get the Updated color maps, available as separate PSD files for online play, are included for all levels? Currently, this product does not come with the separate maps for online play or use for a digital table.
The first book I bought from drivethruRPG had a split binding on arrival. And POD print quality is quite poor compared to a "real" printing.
It would be better to do a Kickstarter for a real offset printing than to use POD. I'd pay for the better quality, and so would a lot of other people. POD has a bad reputation for a reason. You can buy the book directly from Frog God Games. January 27, am UTC. Enormous book with a huge amount of content. If you want run an entire campaign, or three or four, in a dungeon this one will do it for you. The dungeon is more deadly than mnay other 5e adventures much other FGG content but smart play is usually enough to survive the day.
The dungeon gets much, much harder as you delve deeper and you will need to be ready for sudden jumps in difficulty. Goblins: These goblins are scouts from the dungeon itself, and are looking for game. They do not seek combat with the PCs, though may fire arrows and flee. Wraiths: This encounter occurs only at night. The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things.
They fight until slain; draining sleeping creatures first. The Beach The beach itself is safer than the hills, but is too removed from the road to be patrolled. Food supplies are abundant here, and the beach can be a great source of survival for the lost.
This food supply also attracts others, however. Pirates frequent this beach, as the intervening wilderness prevents assault by soldiers from nearby cities. The waters contain shoals and reefs, as well as an abundance of sharks, which prevents most mariners from approaching the shores. Numerous ships have wrecked in the area, and treasure diving could be profitable for anyone brave enough to deal with the sharks.
Merchant Ship: Treat these encounters exactly like encounters of Merchants on the Coast Road, with the exception that they do not bother with the PCs unless hailed or approached. Pirate Ship: A pirate ship is sighted off the coast. Tactics: If morale is good, the captain has his pirate ruffians charge into battle, followed by the pirate mates, who go after particularly juicy or troublesome targets.
The captain usually takes on the biggest threat remaining. The pirates have no compunction against ganging up to take out a foe to maximize their sneak attacks. If morale is bad, then instead the captain and the mates charge first, to inspire the remaining pirates to enter the fray the following round. In any case, the pirate priest always hangs back and supports the crew with spells. Dirty Tricks: The pirate mates and captains are fond of an assortment of nasty tricks in combat to gain them an advantage.
Typically, pulling off a trick requires a CMB check; if successful, it produces an effect that lasts one round, plus one round for every 5 points by which the opponents CMD was beaten. Removing condition generally requires a move action. Pirates with the Improved Dirty Trick feat do not provoke attacks of opportunity when attempting such a maneuver; those with the Greater Dirty Trick feat have the duration of the effect extended to a base 1d4 rounds, and removing the condition generally requires a standard action.
Common tricks include:. PCs, or a group seeking to bury or uncover ill-gotten pirate booty. Such groups consist of the entire complement of the pirate ship see above , minus a skeleton crew of 1 pirate mate and 6 pirate ruffians, who remain aboard the ship. This encounter can be used when the party first exits the dungeon with a load of treasure. The purpose other than a lot of fun for the GM is to teach them a lesson about overextending themselves. If they survive this encounter, then they prepare for the more dangerous robber-opponents to be faced later on.
This encounter starts when the kobolds on watch over the entrance of the dungeon run back to warn the others, and ten rounds later the party finds themselves surrounded by a veritable army of spears and arrows. The bandit group consists of a horde of kobolds, led by an ogre named Vorlak. Their lair is detailed in Wilderness Area Sirens: These creatures closely resemble mermaids, and enjoy lounging on coastal rock formations, singing their enthralling songs and luring sailors and travelers to their doom.
They use their siren song ability to captivate as many as they can, and draw them into deep water where they unfortunate victims drown and are eaten. Occasionally a siren may find a land-dweller particularly appealing and spare him, to bring him down to their underwater grottoes to dwell with themuntil they tire of him. The three sea hags he serves often send him out on such missions to keep tabs on activities in the region. If the characters have started making a reputation for themselves as people the hags might wish to meet, they may arrange to have Marty lure them to their lair with subtle hints and clues, like treasure maps placed amid the possessions of enemies the party has just defeated.
This might be done if the hags wish to employ the PCs or desire an item or knowledge the PCs possess. Should the PCs detect Marty, he does his best to evade capture or attack. If they should manage to kill him, they earn the eternal enmity of the sea hags, who stop at nothing to avenge their loss. They flee from direct assault, but shower the party with sling stones if the group seems intent on hostility. Though Vorlak demands that the PCs drop all they carry, he allows them to wear their armor.
Anything concealed escapes their attention. Bandit Groups The area surrounding Rappan Athuk has attracted various intelligent denizens parasites intent on relieving a dungeon-weary party of their hard-earned treasure. The GM should use these encounters as he or she sees fit, based on the relative difficulty and commensurate amount of treasure gained by the party. If the party has a reputation in the local area for being very powerful, many of these would-be brigands only attack if the party appears severely weakened.
By contrast, some of the more powerful monsters attack more famous groups in preference to a weaker party, as they believe them to be more likely to have items worth liberating.
It is also a strong possibility that one or more of the following bandit groups are at war with another group, allowing the PCs to possibly roleplay their way out of conflict by agreeing to work for one group against another. If the PCs are having a bad go with one of the bandit groups the GM could have an enemy group arrive, giving the PCs a chance to escape as the two groups fight each other Likewise, each of these bandit groups has a lair or hideout near the dungeon, as indicated in their descriptions.
You should feel free to expand on the bandit groups and make them unique to your game world. If they are stripped of equipment, the GM should avoid really nasty encounters until the group has a chance to re-equip itself.
If the party refuses, the kobolds hurl a volley of stones. If Vorlak is killed or if the party charges, they hurl a volley and scatter. Many kobolds continue to hurl sling stones even if some are attacked as they are spread out over a wide area. Only those directly charged flee. Spectacular magical effects e. Bandit Group 2. Corrak the Doppelganger and Her Brigands CR 12 This group consists of 12 brigands, led by a doppelganger named Corrak, a dwarven rogue named Grawlic, a half-elf wizard named Zanaphia, and a half-orc fighter named Jel.
This bandit group is also a good one to use against lower-level parties. Speed 25 ft. Spellbook: All spells prepared above plus: 1stalarm, detect secret doors, disguise self, endure elements, expeditious retreat, feather fall, grease, magic aura, mount, obscuring mist, ventriloquism; 2ndarcane lock, knock, resist energy, see invisibility, and web; 3rddaylight, dispel magic, invisibility sphere, major image, tongues. Tactics: This gang captures the partys horses after they descend into the dungeon and ransom them back to the party once they exit for an exorbitant amount of gold.
If the party never returns, they keep the horses. If the bandits feel the need to attack, they use classic tactics Zanaphia stays back and hurls spells, while the brigands box in the party and Corrak, Grawlic, and Jel try taking down one PC at a time.
This bandit groups lair is detailed in Wilderness Area Bandit Group 3. Daarogs Ruffians CR 12 This band of 42 hobgoblins is led by a half-orc barbarian named Daarog, and Zorzunar, a half-orc cleric of the Orc god. Despite being led by a barbarian, this group is remarkably disciplined. Tactics: Unlike the more chaotic groups, these spy on the PCs as they enter the dungeon and then set an elaborate ambush for them as they exit, using well-planned military tactics such as L shaped ambushes with pits or punji stakes on the open end of the ambush.
Daarog likes to remain mounted on Crusher, his heavy warhorse, and charge back and forth through melee with his superior mobility. This is probably not a good ambush to use on PCs on their first trip to Rappan Athuk. Their lair is detailed in Wilderness Area 7.
Bandit Group 4. Depending on where it happens, different situations apply. Aragnak is a male adult red dragon. He flies over the wilderness area looking for only the most notable and important PCs.
If the PCs arent famous enough for him to know who they are he does not bother with them. This encounter should not be used on lower level PCs. Tactics: If Aragnak is encountered as a bandit encounter, he lies in wait as the PCs are exiting the dungeon.
Aragnak reveals himself ft. In a booming voice, he demands that the players strip and leave everything they have on them in a pile. If they refuse, he flames them once and makes his demand again. If they charge him, he flies up and attacks from the air, using his breath weapon and snatch attacks. Only once they are mostly or all dead or incapacitated he lands and pick through the remains.
Turane, an evil human wizard, and his band of 5 trolls patrol the area to the south of the Troll Fens and the west of the Coast Road. They specifically target arcane casters, looking to relieve them of any magical items recovered from the dungeon.
By a prior agreement to aid the trolls of the Troll Mound Wilderness Area 4 with magic, the trolls are under orders from their leader not to kill Turane. In fact, many desire to serve him since he is known as a friend of trolls.
Because of the chaotic nature of the trolls, however, Turane worries that the next leader of the Troll Mound may not be as desirous of his services.
Turanes cave is detailed in Wilderness Area 5. Tactics: Turane watches any PC parties containing potential arcane spell casters using his various magic spells. Once he finds such a PC group, he keeps an eye on them until they enter and return from the dungeon.
He then sends his trolls to attack the party, using his spells to support them, while he remains invisible. He watches and identifies the lead character of the PCs and holds him or her using his wand of hold person. He then appears and agrees to call off his trolls and free the held PC if the party agrees to surrender to him all the magic items they recovered from the dungeon. He notes that he is being reasonable by only requiring them to turn over the items they recovered from the dungeon rather than all their items, commenting that he could simply allow his trolls to kill the PCs and take all their items.
He casts dominate person on the held PC and forces that PC to tell if the party is properly revealing to him their newly acquired magic items.
If the PCs did not recover any magic items from the dungeon he requires them to surrender one of their current magic items of his choosing. If the PCs do not agree, he orders the trolls to slaughter them. He casts greater invisibility and uses his spells to attack the PCs.
If harried he casts dimension door to escape and flies away to his lair. Bandit Group 6. Felrara is in fact the motivating force behind the corruption of this patrol and is the actual leader, though she makes it appear that Ostland is in charge. These soldiers ostensibly patrol the Coast Road, but they have turned corrupt and now pick up an extra tax from adventurers coming out of the dungeon.
The bandits maintain a hideout in the Forest of Hope at Wilderness Area 6. Due to the lethality of this encounter, it is recommended that it be used initially as a harbinger of things to come the bugbears may be spotted observing the PCs and retreating, only to strike when they have become a bit more seasoned.
In addition to the bandits, there are a large number of creature lairs and encounter areas in the wilderness area surrounding the dungeon that do not exist specifically to prey on adventurers. These are more traditional monster lairs. Tactics: The group lurks near the entrance to Rappan Athuk, and demand that the PCs surrender half of all coins and gems brought up from the dungeon as soon as they emerge.
They allow the PCs to keep magic items. If your party is relatively low-level, this is a good bandit group to confront them with after their first foray into the dungeon. Should battle ensue, they close and engage in melee as soon as possible, only retreating if one of the two leaders, both lieutenants, or at least half the footmen are slain.
Bandit Group 7. They have recently moved into a crumbling fortress to the south, and are engaged primarily in scouting out the region, determining the location and strength of other natives, and observing the traffic along the Coast Road. They only engage in battle if backed into a corner or they think their target is weak; otherwise they are content to observe for the time being. Ghotans base is detailed in Wilderness Area Tactics: If they do decide to fight, four ravagers lead an attack from one direction to provide a distraction, then Ghotan, Scarl, and the other six attack from the opposite side.
They seek to close with their prey as quickly as possible, cut down any defenders in melee, and make off with their booty. If they lose more than half their numbers Ghotan sounds a retreat, but should either leader fall, the remaining bugbears fight to the death. Area 1. It dwells in a particularly fetid bog deep in the heart of the Dragonmarsh mires, although it often slithers out into the surrounding wetlands, looking to feed its voracious appetite.
Although it is not intelligent or avaricious, its penchant for dragging kills back to its lair for later consumption has resulted in a fair collection of valuable items, although finding them may be difficult in the boggy water.
The froghemoths pool is roughly 50 ft. Area 2. Grove of the Fethine CR 15 The Fethine is a clan of 36 pixies and 23 grigs, along with innumerable softly glowing balls of light produced by a creature called a witchlight.
The clan is ruled by King Elmander and Queen Kaja, along with their children, Erika and Willow; the leader of the grigs is a musician and composer named Krrka Tink. See Whos Who in the Fethine for further details on the members of the Fethine. The clan dwells in a clearing in the midst of a small wooded valley.
PCs may notice this area in one of two ways: by night, they may see witchlights disporting above the woods, which could attract their curiosity, and by day, they may be approached by Erika Thistledown, a pixie fascinated by humans and other Big Folk; she sometimes goes on excursions to the Coast Road to spy on them as they pass.
The clearing is a flat, level sward 60 ft. The pixies live in small nests in the surrounding trees, while the grigs favor cozy burrows along the stream bank. The fey spend much of their time in the clearing, flitting about and playing. Badger racing with the cooperation of the local badgers is a common entertainment. They run a complete circuit of the clearing while the pixies flutter overhead cheering them on, and then the winner is decorated and fawned over.
The current champion is a honey-furred fellow marked with dark streaks, which they have named Sir Buzzlebum.
Though a carefree and insular people, the Fethine do have one persistent thorn in their collective side a fearsome beast called a bone crawler, that dwells beneath a nearby temple see Wilderness Area 3.
On those occasions that the Fethine attract worthy guests, they arrange a meeting with this beast, in the hopes that their guests can weaken it, then follow it into the temple and finish it off.
Whos Who in the Fethine King Elmander: Ruler of the Fethine, the king is a wizened old pixie with skin the color of burnished wood. He speaks and moves seldom, but when he does talk his words are unquestioned laws. Elmander spends most of the evening watching the PCs and gauging their attitudes. Queen Kaja: Elmanders wife, Kaja is still a great beauty for a pixie, and knows it. She delights in compliments, courtly manners and flattery, but is not particularly vindictive or cruel if she does not receive these.
A half dozen fluttery pixie handmaidens form her entourage; they spend much of their time giggling and whispering to each other while studying the PCs. Queen Kaja also keeps a trio of elder witchlights at her side as pets, which she has named Ebb, Flow, and Dropsy.
Erika Thistledown: Erika is the youngest daughter of Elmander and Kaja, and harbors an unusual fascination for outsiders. Though most of her kind enjoys playing pranks or taunting humanoids, she is genuinely curious, and flutters about, asking them questions like, how do they avoid tripping with their huge ft.? Why doesnt the ground shake when they fall? Isnt all that hair growing on their chins itchy? If driven off, she may continue to observe them at a distance, to see what they do.
Thub Dourberry: Every tribe of sprites has to have one master of pranks, or Puck, and Thub is the duly appointed prankster of the Fethine. He was given this duty because, according to Kaja, hes as uptight as a sprig-tick, and she thought this would help loosen him up.
In fact, Thub hates his position, as he is unusually scholarly for a pixie and would much rather spend his time observing the breeding habits of mayflies or charting the ripening times of spring strawberries.
Unfortunately for him, on occasions such as parties involving non-sprites, he is honor-bound to try a few good pratfalls at the expense of the guests.
Willow Clouddancer: Willow is the king and queens eldest son. He has a sour, cruel-hearted disposition that makes him ideal for the position Thub currently occupies. Willow was actually the tribes Puck until Kaja appointed Thub to it, and he is now quite jealous. He spends much of his time these days sulking.
Krrka Tink: Krrka is the leader of the grig musicians, and their conductor. She is very shy and does not speak to non-sprites if she can help it. King Elmander can generate 20 uses of dust per day.
Once applied to an arrow, it persists on that missile for one round. A pixie can choose from the following three effects; save DCs are Charisma-based.
Charm: Succeed on DC 18 Will save or be affected as though by charm monster for 10 minutes. Memory Loss: Succeed on a DC 18 Will save or be affected by a modify memory spell this effect can only eliminate the previous 5 minutes of memory.
Sleep: Succeed on a DC 18 Will save or fall asleep for 5 minutes. Queen Kaja can generate 20 uses of dust per day. A pixie can choose from the. Charm: Succeed on DC 16 Will save or be affected as though by charm monster for 10 minutes. Memory Loss: Succeed on a DC 16 Will save or be affected by a modify memory spell this effect can only eliminate the previous 5 minutes of memory. Sleep: Succeed on a DC 16 Will save or fall asleep for 5 minutes. As a standard action, a grig can create a catchy tune that compels any creature within a.
A creature can resist this compulsion by making a DC 12 Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as the grig continues to fiddle. A grig can maintain this effect for up to 10 rounds per day by concentrating. Once a creature makes the save against a grigs fiddle, it is immune to further fiddle effects from that grig for 24 hours.
This is a sonic mind-affecting effect. The save DC is Charisma-based. In their adult and elder stage the light is up to half torchlight intensity bright light in a 10 ft. They can change the intensity or extinguish this light as a free action.
The glimmer is a steady, soft glow, and may be silvery-white or just about any color, though the fey that raise them favor pastel shades.
Each witchlight has its own unique color which it cannot change. The grig musicians use their fiddle ability to cause their attackers to start dancing, while the pixies turn invisible and riddle their opponents with sleep and memory loss arrows, using the trees as cover. They fight to the death to defend their home.
The Fethine are also on good terms with Drusilla, the druidess of the Forest of Hope see Wilderness Area 14 , and if need be can call upon her for assistance or vengeance against aggressors. A Fethine Party Unlike many fey, the Fethine are not entirely xenophobic when it comes to other races, and once every few weeks they attract company, either through an invitation by the gregarious Erika Thistledown on one of her jaunts, or when some group of bandits or adventures stumbles upon their valley.
The Sprite Festival The encounter begins when the party is approached by Erika Thistledown, either while they travel the Coast Road or in their expeditions in the northern Foothills region within 10 miles of their home. Assuming the characters treat her diplomatically, Erika invites them to a little party the Fethine are having.
If asked about Rappan Athuk or about the local area, she hints and teases that she knows valuable information which she does , using this as a lure to get them to come to the festival. The Fethine have parties every night, and this night would have been no exception. However, upon learning of the arrival of outsiders, the tribe intends to go out of its way to make this a memorable occasion for all concerned and perhaps deal with a nasty threat in the process.
Assuming the PCs agree to Erikas proposal to join them for a party, she eagerly leads them back to the Fethine grove, where word has preceded her and preparations are already underway for the party. Spider silk is being strung from tree to tree, where witchlights can perch and glimmer at night. Flat stones are lugged out to serve as banquet tables, and pixie lads and maidens busily prepare thimble-sized leaf cups to hold berry wine, nuts, and other tasty party treats.
The festival should take place over several stages, as follows: A. Meet the Court The PCs are escorted to the King and Queen, to make the usual courtesies, and to get a look at the faerie court. How diplomatic they are, and how much in particular they flatter the Queen, go a long way toward how they are regarded by the rest of the court that evening.
The Puck At some point, Thub approaches a PC when the other fey are distracted and begs a favor of them. He explains that it is his job to play pranks on them, but hes not very good at it, and he would be grateful for any cooperation they could show maybe by acting surprised and dismayed when he pulls one off.
He looks woefully unhappy, peering at the ground from behind tiny spectacles. As the night continues, he plays a few pranks on the characters, but they are all particularly lame, clichd things, like tying bootlaces together, putting weevils in their wine, setting off an anemic stink bomb that produces a not-unpleasant odor, or even if desperate enough flying up behind one invisibly and yelling Boo!
If PCs react suitably scared and chagrined, Thub is happy, though the Queen a bit upset at the weak pranks and the fact that the PCs are falling for them.
If they fail to fall for them, the Queen berates Thub, and he becomes even more miserable. However, if they were to help him come up with some better pranks without the Queens knowledge, she would be impressed and Thub eternally grateful. Erika and Willow Erika spends quite a bit of time with the PCs, twittering and observing everything they do. If theres time before the party, she offers to take them to meet the local badgers.
She does not answer questions about the region or Rappan Athuk except to say that the King shall answer their questions later on. Willow, her brother, has been sulking since he lost his position as Puck, and is further jealous of all the attention Erika is receiving from the PCs. He becomes increasingly acrid and petulant in his comments as the party progresses.
There is little the PCs can do to assuage him, short of humiliating Erika or the king and queen. Early Evening The party begins as dusk ends and night falls. The witchlights all start to glow in beautiful pastel hues, and millions of tiny pinpricks of light gleam on foliage throughout the clearing.
The grig musicians play a merry jig, which immediately gets the pixies out dancing through the air in the clearing. Several of the pixies fly up to the PCs and invite them to go out and dance with them. As the evening continues, Thub begins playing his sorry excuses for pranks on the PCs, and the queen gauges his success. Willow refuses to dance, even with the comeliest of the pixie maidens, though a female PC may lure him out to dance with an exceptionally good Diplomacy or Charisma check DC 25, 23 if made by an elf.
Mid-Evening and the Fight! At about 10 PM, at the height of the festivities, the witchlights to the north of the clearing wink out, and a whisper of unease passes through the celebration. King Elmander makes. Erika flutters up to the PCs and tells them not to fight the beat, but to use it to their advantage. Moments later, the pixie dancers squeak in terror and flee the clearing, as a shambling horror lurches into the clearing.
This creature, apparently a mass of fused bones with lenticular limbs writhing forth, is the bone crawler that guards the entrance to the Tomb of Final Sacrament, Level 1A of Rappan Athuk. The Fethine, by King Elmanders quiet instruction, deliberately played loudly enough to attract its attention. Once it enters the clearing, the grig music forms a pulse-pounding beat. Those within the clearing feel seized by its rhythm, and start dancing to the beat.
A DC 22 Will save is allowed to resist the effect the bone crawler automatically fails this save , but any PC who does so and then breaks the rhythm of the dance disrupts the grigs music, and everyone can act normally. While the music plays all those affected gain the staggered condition, including the bone crawler.
So long as the beat continues unhindered, the bone crawler suffers a serious disadvantage in this battle. Should the music be disrupted, the bone crawler immediately launches into a full-scale assault, attacking with all its limbs. When its bone armor hit points have been reduced to half, it retreats, whether or not the music still plays. Assuming the PCs do not deliberately disrupt the rhythm of the music, this should allow them to gang up and weaken the bone crawler in an environment where they have an advantage, which should make an encounter with it at the Temple of Final Sacrament somewhat easier, should they not delay long enough for it to heal naturally and repair its armor.
The King Speaks Once the bone crawler has departed, the pixies reemerge. The grigs strike up a more traditional tune, while the pixies flutter around the PCs, complimenting them for their bravery.
Then King Elmander addresses them, and all the Fethine fall into a hush. He compliments their fighting skill, assuming they acquitted themselves well, and informs them that they just fought with the guardian of a nearby temple of darkness. He tells them of the location of the temple, and that few who have entered ever return. The PCs may ask questions of him at this time; how he answers these depends on how courteous the PCs have been you may allow a DC 20 Diplomacy check for this, though it is recommend you base the decision on actual roleplay.
After the Party Barring PC intervention, the dance ends a few hours later. The Fethine all bed down for the night, and invite the PCs to rest in their clearing, where they will be safe from further harm. They are free to do so or not as they please. The next morning, Erika once again brings them before the King and Queen of the Fethine, with the full court in attendance.
The King thanks them for their participation in the party or castigates them if the PCs were boors , and sends them on their way. Depending on how the PCs behaved the night before, they may be presented with a number of rewards to aid them in their quest: If the bone crawler is defeated, and the PCs generally are courteous and acquit themselves well, the king presents them with a ceramic jar holding five applications of restorative ointment.
If the queen is flattered and praised by the PCs, and she is not unduly disappointed by their being duped by dumb pranks, she offers them a magical hair comb that effortlessly untangles any hair combed with it. This comb would be worth gp on the open market. Erika offers them each a kiss on the cheek or nose to those PCs who are kind and hospitable to her. If the PCs helped Thub, particularly with coming up with better pranks than his own, he has nothing tangible to offer them, but does promise his friendship, and that he would be happy if they should call on him in the future to perform a service for them.
If a PC performed exceptionally well dancing, or joined the grig musicians in performing and did very well, Krrka Tink offers them a reed whistle that, when blown, acts as a confusion spell CL 7th, DC 16 , which the whistle blower can direct as if he were the spellcaster.
The whistle can only be used once. Finally, if Willow is somehow befriended without the aid of magic, he offers the person who performed this unlikely task an azure gemstone.
This is a dark blue rhomboid ioun stone that grants Alertness as the feat to whoever uses it. Area 3. The Black Fane At the center of a clearing, surrounded by stunted pine trees, stands a weathered building constructed of pure black marble. It has a gently peaked roof protecting a single central chamber. The roof is supported along its periphery by black, Parthenon-style pillars. No flora grows within 15 ft.
The fane is 30 ft. The opening to the central chamber is 20 ft. The entire structure seems to drink in all light that shines upon it. A large memorial plaque similar to a gravestone is set into the ground before the entrance, made of the same black marble as the rest of the structure, inscribed with the Epitaph of Final Sacrament see sidebar. The vaulted interior is empty save for a ramp 20 ft. Close inspection of the floor inside the temple reveals numerous scratch marks, as if bladed weapons had been drawn across the stone repeatedly, particularly on the ramp.
Splinters and shards of bone also litter the ground in and near the fane. If the bone crawler has been tracked here after an encounter at Wilderness Area 2, the tracks lead directly up to the fane and down the ramp. Not in the skin, that tattered rag that clothes us; strip it away. Not in the flesh, mere meat to rot to nothing; let the worms feast upon it. Not in the brain, for thought is fleeting, ever changing; crack the skull and suck it forth. Not in breath, that most fragile of sighs so easily stolen; drown it in tears and pain.
Not in the belly, that furnace of power, for it so easily turns; dissolve it in acids of its own creation. Not in the seed of man and woman, the agent but not the source of the spark; it shall waste away in the shadow of false hope. Not in the bones, the final dancing relic of the dead; crush them to dust and let the wind take them.
Where then does the true spark hide? The final line of the Epitaph has been chiseled away. Tactics: Trolls encountered in the swamps operate at an advantage over their foes.
Another tactic is for two trolls to grapple anyone wearing heavy armor, and dive into a nearby pool in an effort to drown their victim rather than face a stand-up fight. The trolls are too dumb and cocky to get help, and they do not retreat to warn their fellows in any case. Area 4. The Troll Mound CR varies, plus This lair contains a large tribe of 42 trolls, led by a matriarch troll priestess.
These trolls are loosely aligned with the evil wizard Turane see Wilderness Area 5, below , and provide him safe haven in return for gold, gems, and arcane potions. Several particularly adventurous trolls actually serve the wizard as bodyguards. The troll mound consists of a large troll-made hill, connected to many entrances via a series of tunnels, both dry and water filled.
There are 11 such entrances see Wilderness Map 2. Failure indicates that the individual in question has rather unceremoniously fallen into a pool of muck.
Trolls are unaffected. While the trolls are quite aggressive, they have also become the masters of this swamp, and as such, have become quite lethargic about keeping watch on their domain. The Entrance Tunnels: Of the 11 tunnels shown, 15 are dry, 69 are partially water-filled, and are completely submerged beneath the fetid marsh water. The dry tunnels may be crossed with ease, the partially water-filled tunnels require any creature less than 3 ft.
Failure to make the checks may result in drowning see the Pathfinder Roleplaying Game Core Rulebook, Environment, Drowning, for additional information Within the Mound: At any given time, there are 4d6 regular trolls and the troll matriarch, Fedorla in the mound.
Fedorla is also a cleric. These creatures are randomly distributed throughout the mound, going about their daily business, though Fedorla keeps to the center of the mound. The interior of the mound is ft. The roof itself is made of wet grass and hides, stretched over a framework of sturdy wooden poles. Sleeping areas are. In the center of the chamber is an unholy shrine to some bizarre, primitive troll god an evil form of the barbarian god, Bowbe , upon which are littered piles of gold and gems, torn and shredded armor bits, and rusted weapons.
No other treasure is present in the mound. Tactics: In a direct fight, the trolls, being simple minded and fearless, charge and attack. They may try to grapple as described above. They never retreat from this holy ground, and fight to the death.
Fedorla is no fool. She is an old, wise troll, and as such, directs the battle from the rear, guarded from direct assault by four elite trolls with maximum hit points. All trolls present obey her without question. She casts protection from energy fire on herself as her first action, followed by prayer, bless, and slay living cast at the biggest fighter.
The GM is encouraged to use her other spells as he sees fit, keeping in mind that she is cunning and wise. It is possible that a wise party of adventurers decide to burn the mound from outside.
This method works, though due to the dampness of the roof and surrounding environment, it burns slowly and produces a towering column of smoke. Should the mound be set alight, all of the trolls present inside emerge and attack, enraged as never before.
They come out of each entrance in equal numbers, and then converge on the party from all sides. The vast amount of smoke generated by the fire also draws all remaining trolls in the swamp to the fray in 1d4 minutes. Treasure: As the price of alliance, Turane the wizard supplies these trolls with a steady supply of gold and gems. This material is left on the altar as sacrifice to the trolls god. Turane also exchanges arcane potions he brews with Fedorla, receiving in return curative potions that she mixes up in a battered still standing in one corner of the center chamber.
Besides Turanes offerings, items taken in battle by the trolls end up in a mound before the altar. This pile currently contains over a dozen sets of light and medium armor, perhaps 20 simple and martial weapons, other skulls offered as trophies, 13, gp, 9, sp, and 31 assorted gems determine randomly. Area 5. The lair consists of a cave with an iron door that Turane has sealed with an arcane lock, behind which is a series of five smaller caverns. The first four caverns are occupied by Turanes trolls.
The final cavern contains the living quarters of Turane. Tactics: Whether encountered inside the lair or outside, Turanes tactics remain similar: have the trolls swarm his enemies from several directions if possible, setting up flanks if they can.
Meanwhile, he stays behind their front line, sniping at the enemy with spells. If he has time before battle, he buffs himself with invisibility, mage armor, mirror image, see invisibility, displacement, and fly. Once battle is joined he casts greater invisibility on himself and starts casting offensive spells on his opponents, beginning with dominate person and confusion.
He saves his silent dimension door and silent still fly spells for escape. Turane views the trolls as expendable, but he is not willing to risk his own neck needlessly, and flees if badly injured or clearly outmatched.
Treasure: Turanes cavern holds a cot, several bookcases containing Turanes spellbooks, as well as a limited wizards laboratory. Also in his chamber is a locked and trapped chest that activates if anyone other than Turane handles it. The chest contains a helm of underwater action as well as 3, gp, sp and 21 gems gp value each. Spellbook: Turanes spellbook contains all spells listed above plus the following: 1stalarm, comprehend languages, ray of enfeeblement; 2ndarcane lock, foxs cunning, knock; 3rd dispel magic, fireball, heroism; 4thfire trap, phantasmal killer, stoneskin; 5thcone of cold, waves of fatigue.
Wooden Chest: 1 in. Area 6. They travel the Coast Road alongside the legitimate patrols, even returning to their respective cities when their patrol stint is completed. It is possible that the PCs could meet up with the members of this group back in a nearby city once the PCs return from the dungeon. The patrol does, however, maintain this small hideout in the Forest of Hope with additional supplies and provisions.
This hideout is not detailed here, for it does not contain guards or treasure, only supplies and cots. Area 7. Lair of Daarogs Ruffians Bandit Group 3 CR 8 or 11 These bandits make their lair in a cave beneath the ruined remains of an ancient village.
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