Excavating the Catacombs of Wrath at 3rd level? SPOILERS


Rise of the Runelords


So, I am a player in a group that decided to dig down to the next level, spending tons of time excavating, to root out any evil below. I've run RotRL in the past,

Yeah. About that.

spoilers:

Has the Scribbler even come back to life again? Have the glabrezu and other creatures been summoned yet? If the party digs down at 3rd level, will they find CR 13+ creatures, or an empty level? Other?


I'm surprised that the mayor hasn't just ordered the Catacombs (as found via the Glassworks tunnel) to be collapsed by dwarven miners or some such group. Who wants an evil temple to Lamashtu right under their town, and accessible enough that anyone can just walk in?

... But yes, according to AE you're not facing a death sentence.


Bellona wrote:

I'm surprised that the mayor hasn't just ordered the Catacombs (as found via the Glassworks tunnel) to be collapsed by dwarven miners or some such group. Who wants an evil temple to Lamashtu right under their town, and accessible enough that anyone can just walk in?

... But yes, according to AE you're not facing a death sentence.

In both my games, the Mayor had the catacombs sealed and the tunnels barricaded with locked gates. Simple folk don't want any part of that in their town - who knows what the PC's might unleash?


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Don't give them the time if you don't want to. Assuming they haven't done Thistletop yet, apply goblins and Shalelu until they get the idea.

Digging requires profession - mining and the like to do it safely, and it's slow. They might find some dwarves willing to do it for a suitable fee, but otherwise they won't get much manpower.

Eerie hauntings and unexplained events will happen in the town. Kids will poke around in the ruins and get hurt, causing the League of Concerned Mummies to call for the diggings to be abandoned. Jubrayl might offer to protect the workers and secure the site lest trespassers be injured or anything valuable turn up. The PCs might speculate about how these events are connected.


Mudfoot wrote:

Don't give them the time if you don't want to. Assuming they haven't done Thistletop yet, apply goblins and Shalelu until they get the idea.

Digging requires profession - mining and the like to do it safely, and it's slow. They might find some dwarves willing to do it for a suitable fee, but otherwise they won't get much manpower.

Eerie hauntings and unexplained events will happen in the town. Kids will poke around in the ruins and get hurt, causing the League of Concerned Mummies to call for the diggings to be abandoned. Jubrayl might offer to protect the workers and secure the site lest trespassers be injured or anything valuable turn up. The PCs might speculate about how these events are connected.

The OP is from someone who has previously GM'ed the AP, but who is now a player in it.

Which doesn't mean, of course, that he can't pass on your suggestions to his current GM.


If I was GMing a group that wanted to start a proper excavation, I'd let them start the project, make it a huge endeavor, try to use it as an excuse for the PCs to get to know some more locals who no doubt have opinions on their home town becoming a dig site. But the storyline will keep going and I doubt my players would ignore the immediate goblin threat and the later adventure seeds just to keep focus on the dig. So they won't actually get to finish their excavation until they're supposed to go down there.

Tie it into the story even - there are no experienced miners or archeologists in Sandpoint, so the heroes will have to recruit people that know what they're doing. And pretty much everyone except Brodert Quink will be against the idea, so they'll be bankrolling it themselves.

This whole delaying action is of course entirely dependant on the heroes not getting their hands on relevant magic in sufficient quantity that such a dig would become a cakewalk.

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