Aug 10, Rappan Athuk Reloaded - This not be the world's largest the PDF + Book option since some maps are only available as downloads. terney.info: Rappan Athuk Reloaded (Necromancer Games) ( ): SWORD Get your Kindle here, or download a FREE Kindle Reading App. Rappan Athuk - Area 29 Castle terney.info, , MB. Rappan Athuk - Battle terney.info, , MB. Rappan Athuk .
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Rappan Athuk terney.info - Ebook download as PDF File .pdf), Text File .txt) or read book online. Rappan Athuk - Ebook download as PDF File .pdf), Text File .txt) or read book online. Rappan Athuk. Feats Fleet, Rapid Reload, Weapon Finesse. Rappan Athuk Reloaded™ contains the entirety of the original Rappan Athuk™ series, along with many new levels and a massive wilderness expansion.
Ranging from corrupt patrols to a red dragon, they feature a mix of monsters, or monsters led by more intelligent NPCs. Several wait for the PCs to leave RA with treasure before ambushing them, and in this instance RA offers helpful advice on when to introduce these threats to the PCs, with the weaker bandit groups lying in wait at low levels and the more powerful ones, including a dragon, waiting until the PCs are higher level and presumably emerging with better loot.
The wilderness encounters are strong as well. Varied in power level and makeup, they offer a challenging adventure environment outside RA.
Many are lairs of the wandering monsters and bandits listed in the previous section, giving a dynamic feel to the region, with the trolls, vampires, and bandits marauding across the wilds. Their lairs are well developed and mapped. Much of this content is uninspired stuff, rarely rising above a generic dungeon-bash. The Cloister of the Frog God is more inspired than the rest, though it feels out of place here.
The Tunnels of Terror and Castle Calaelan are tepid broth. The Mouth of Doom, which clocks in at around 30 pages and will likely be the locale for 4 or 5 sessions of adventuring if you start PCs at low level, is decent.
It has some imaginative locales, foes, and traps, along with a lot of presumably randomly generated filler. The problem here, as cited above, is the way the levels of this medium-sized dungeon 25 miles from RA proper are interwoven with the RA levels, making it needlessly awkward and frustrating to follow.
Better hooks for adventure can be found at the nearby Hand of Hecate, the lair of a witch who offers bounties for slaying baddies in the area. Rappan Athuk itself - the core dungeon originally written by Bill Webb in high school and college - makes up the bulk of the rest of the book.
This is grisly, sadistic, funny, intelligent, deadly, old-school stuff. Green gargoyles and a time-clock death trap at the outset.
A poop monster. The tomb of a corrupted paladin. Sinister illusions and mazes. Purple worm caverns, vampires, and liches. This section I liked for the most part, and seems to be the most "1e"-ish part of the whole complex.
Except instead of them, Salamanders. No Veronica or Betty, though. Full of Goblins and such. Level The Waterfall and Akbeth's Grave 6 pages This is one of the interesting parts of the dungeon. It seems that it's the resting place of a priestess of Hecate, the evil Greek Goddess of magic and witches I think I dated a relatives of hers once. She was turned into stone for offending the big H. Level 12a - Grezneck or, The Goblin City and the Hall of the Titan Cyclops 14 pages I hope you aren't sick of goblins yet, because there's a city of Orcus worshipping goblins here.
Apparently the PCs are supposed to befriend these goblins somehow, and use this city as a base of operations.
Although this seems only plausible for evil characters, because these are not just poor misunderstood goblins, they are evil ones, ones that keep slaves, worship Orcus and all that.
Level 13 - The Portal of Darkness 4 pages If the PCs want to battle Orcus himself, they have to go to this level to enter a portal to take them to Level 15, where he awaits.
Level 13a - The Goblin Barracks 4 pages Whee! Even more Goblins. It's pretty small. There is a portal here that go to the first large Necromancer Games dungeon, Tomb of Abysthor also a much better dungeon. Or at least his "Avatar" I hate that "Avatar" stuff, way too 2nd edition in feel.
At any rate, he's pretty tough. In theory, he's supposed to be beatable, if the PCs have destroyed his 3 temples in the dungeon, because his stats aren't as high. Even then, it seems unlikely that 20th level characters could. Epic would be more of a match.
Final Thoughts I really need a catchier name for the last part of the review I think it suffers from a lot of problems. Both the dungeon itself, and the product form. First off, the dungeon doesn't have a lot of variety.
Oh sure, the specifics are different. But not that different - same basic mix of baddies. Even some of the NPCs are basically the same. Like two different NPCs forced to be apprentices to evil bad guy wizards. To be honest, this has to be one of the most boring dungeons I have ever come across. It has some interesting bits, but a lot of it is just the same stuff over and over and over.
There's basically 1 good medium sized dungeon worth of material in this, combined with 2, maybe 3 samed sized deadly dull dungeons. I literally fell asleep once while trying to write this review, something I have never done before. I don't think I've ever fallen asleep in a chair before! I was planning on doing a longer review, akin to my one for the World's Largest Dungeon, but I just couldn't, it was just so dull.
Secondly, it's not the easiest to use in a game.
It's fairly high level probably 10th minimum and the PCs have to make the trek to it, where there are a number of fairly high level beasties.
I really cannot see many players wanting to do this. Unless they are masochists. I mean, there are people who like being whipped, or even play GURPs. So it's possible. I mean, I can understand wanting to do difficult dungeons. Maybe it's more fun a dungeon if it's played. But finding no takers, I can't really judge that aspect. Lastly, the product form is less than ideal. Having the entire dungeon in one rather stiffly bound, perfect bound, softcover book, makes it very hard to use.
All I know, is I was convinced not to pre-order from Amazon. So I still got a pretty good deal, but not nearly as good a deal as if I had preordered at the cheap price. When I started this review, they still have copies. I dunno if that is still the case I think the whole mess has left some fans somewhat irked at Necromancer.
Myself included. I really wasn't sure to include a mention of this, because it's not meant to be a soapbox sort of thing, but I figured I better, as something of a disclaimer. I still think I'm being objective, but people almost always think they are being objective. Just like everyone thinks they are a good driver. The Product Itself Rappan Athuk is designed to be something of a killer dungeon.
Not the largest, perhaps not even the deadliest, but it's called the "Dungeon of Graves". Not because it's run by Peter Graves, but because of its lethality. Apparently from the notes, it was the megadungeon in the game of one of the heads of Necromancer games, and is about 25 years old, and has killed about player characters in that timespan.
It's basically set in a mountain, and is about 15 levels in size. More actually, because some levels have multiple sections.
It's not a linear or completely horizontal, but vertical, and there are difference entrances and exits to various levels. So to a certain extent, players can explore it in various different manners, and come and go rather different than the other megadungeon on the market for d20, the World's Largest Dungeon. The backstory is fairly simple - basically a group of followers of Orcus the demon-god of Death lost a war vs the armies of good, and fled.
They found a hollowed out mountain apparently old volcano and set up shop. And thus Rappan Athuk was born. No explanation for the name itself, though. As such, much of the dungeon is filled with worshippers of Orcus, or various minions of his. You get 3 books with this. One big book, which describes the 15 levels. One smaller book, which contains stats for the monsters and NPCs in the dungeon. And one small book, which contains the maps of the dungeon.
This for lower level PCs, but has a couple complications. First off, the Dung Beast, which is a mimic who often poses as a toilet. He's basically unkillable. Also a bunch of wererats. Kind of a dull level, unless you like toilet humor. This is a more interesting level, in that there are various tests and puzzles the parties must past to get through it.
Marthek is a crazy barbarian, Ambro is a stupid ogre. Level 3: Beware of Purple Worms 6 pages As you might guess, this is full of purple worms. But also rats and umber hulks.
And a Rakshasa. No Richard Simmons, though. Basically, the PCs shouldn't go here because they will almost certainly get killed. As you might guess, it's full of Orcus's followers, as well as Max, a "surprisingly intelligent" Otyugh.
Meant for 10th level or so characters. Level 4a: The Upper Caverns 5 pages Not much here, pretty cavern-ish stuff - fungus, goblins, basilisks. Toughest bit are a vampire and his girlfriend. He's been given protection by Orcus, thus the wights and zombies around the places. He is the first of two evil wizards to have an apprentice who is not evil, but a slave.