Rappan Athuk (PFRPG) PDF

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The Granddaddy of All Dungeons Returns!

Rappan Athuk, the legendary mega-dungeon by Frog God Games and Necromancer Games is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the Pathfinder Roleplaying Game. Very difficult, Rappan Athuk will truly strike fear into the hearts of the most stalwart adventurers. It offers legions of inventive traps, tricks, strange features, and monsters—many of them never before seen. It affords numerous opportunities for roleplaying, but anyone willing to brave these subterranean halls better arrive ready to rumble, or their lives will be short indeed. Many, many players have lost favored PCs delving into the depths of this dungeon, all the while giggling like children and having the time of their lives. Hundreds, if not thousands of players have combed the halls of Rappan Athuk over the years, seeking treasure and fame, making it one of the best-known dungeon locations the game has ever produced. Even players who have never entered its halls know the term: “Don’t go down the Well!”

An adventure for 4 – 6 PCs
Character Levels 1 – 20
Authors: Bill Webb, Matt Finch, Clark Peterson, WDB Kenower, Greg Raglund, Greg Vaughan, and Skeeter Green

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5/5

Disclaimer: I purchased a physical copy of this book from Frog God Games.

Rappan Athuk is one of the largest and most complex adventures ever written. Clocking in a 672 pages - most of which is dungeon content - this is a tome that amply deserves the title "megadungeon". It is so large, in fact, that it has areas rightfully considered full-length dungeons in their own right as optional, easy-to-miss sidequests. In addition to the main dungeon itself, the book also details the areas around the dungeon, some of which are gargantuan in their own right.

Just going through this book took me nearly two weeks of dedicated reading every night, and now that I've read it cover-to-cover, I can confidently say that Rappan Athuk fully deserves its reputation. It's also an outstanding value for the price being charged - there is a seriously huge amount of content here, and the creators are right, you don't even have to use this as a megadungeon. If you need to whip out a level or two of a dungeon for any reason, chances are there's something in here that will fit!

If there's one thing to note, it's that Rappan Athuk doesn't have a plot, per se. This isn't an adventure path with a specific story for the player characters. There IS a story here (and reading the entirety of this tome has allowed me to appreciate the subtle complexity of it), but you may want to give your players a reason to try and conquer this place, and work in roleplaying with NPCs when you can. Some places, of course, make this easier than others.

Incidentally, this is an expensive book, but it more than justifies the price with the amount of content contained within. In all seriousness, you could probably run a game for years with just this book. All in all, it more than deserves its 5-star rating and my personal recommendation.


WONDERFUL

5/5

Best dungeon ever. Thank you so much for publishing it.

The book is black and white, but it doesn't detract, in fact I think it adds to the charm.

Our veteran gamers will be waxing nostalgic, but all will be chomping at the bit to face the next challenge from Rappan Athuk.

The players guide is worth checking out as well. Especially for younger ( under 40 ) gamers, it helps to set the tone for what will be a truly epic, death-defying ( hopefully ) adventure to beat all adventures.

In fact, I think Frog God should make the first page or two from the Players Guide available for free, because I doubt many gamers would be able to resist buying the whole darn thing after reading them.

Since you're basically buying an entire adventure path, the price might be enough to make some folks blink... IT'S WORTH IT! Let's say that again, just to be clear. IT'S WORTH IT! If you find yourself skeptical, spend 5 bucks on the player's guide, and I'm betting you won't look back.

Thanks again, Frog God.... all hail the Frog God!


This is it

5/5

Are you an old school gamer looking for a product with the same "feel" you remember from your old campaigns? This is for you. Are you new to gaming and want to see the way adventures used to be? This is for you. This is a weighty book, and I'll spare you the line by line recap, but this re-imagining of Rappan Athuk for the Pathfinder Rules is well worth your money. It's been said "Don't go down the well"; if you never get this product, you'll never know why.


The best iteration of the excellent dungeon so far

5/5

This pdf is 676 pages long, 1 page editorial, 2 pages ToC, 10 pages of thanks for kickstarter backers, 4 pages of SRD, 15 pages of space for character obituaries, 5 pages of advertisements,1 page front cover and 1 page back cover, leaving a total of 635 pages of content.

How does one review the third iteration of Rappan Athuk? Seriously. I asked myself this question for quite some time. Slumbering Tsar, the last monster-book by Frog God Games came in installments. Not so the granddaddy of dungeons, the so far highest grossing PFRPG-kickstarter and one of the highest funded RPG-products ever - Rappan Athuk starts off as this vast monster of content and here I am, at the point of writing this, after big-mouthed announcing that my review for this monster would be ready for Gencon. How am I to do this? In order to fully appreciate the book and quality-check the new content, I'd have to go through all of it and that's exactly what I'm planning to do. I initially thought about comparing it to its former two iterations, but with the review going to be as bloated and the limited use for people out there, I'll refrain from doing so. Since asking for mercy would be futile, I'll leave off for now with another wish: May Orcus look the other way, I once again open the pages that contain the most deadly dungeon I've had the pleasure of running in 3.X.

And how else to kick off such an epic milestone than with a tribute to the true legends among the RPG-designers like Arneson, Barker, Bledsaw, Gygax - touching and well-written. Speaking of well-written: If you know one of the older iterations of the dungeon, you'll know the legend of Rappan Athuk and have a warm (or clammy, if you're a player) feeling when reading the 66 rumors about the dungeon of graves. While an introduction on how to read the dungeon entries was expected, we also get a nice overview of all the levels and their names and then a 2-page side-view map, which makes it (relatively) easy for the DM to get how all the levels are connected. After that, we get into the first chapter, entitled "Wilderness Areas: Dying outside the dungeon". Now THAT's an announcement. Before I go on, I have another little thing to talk about: In the last two iterations of the dungeon, there were several monsters that are IP of certain wizards - when I recall such monsters being there, I'll try to comment on how they've been replaced.

Since from now on, I'll delve into massive SPOILER-territory and since this dungeon is probably the most epic you'll ever play in, I encourage players to skip to the conclusion (after about 3 metric tons of text).

Still here? If you're a player, you may incur the wrath of Orcus AND Tsathoggua by reading on. They watch us. They watch us all...
...Still here? Sure? All right, let's explore the area around Rappan Athuk! The chapter kicks off with the one ways to start old-schoolish wilderness-depictions - random encounters by area (And, again a map), thankfully also including non-hostile patrols - 5 of these general areas are presented. After that, we're introduced to the less savory individuals that haunt the area around Rappan Athuk. If you expect standard bandits, you'll be in for a surprise, though: What about a doppelganger rogue that not only comes with cronies, but also NPC-companions as a kind of party-anathema or a wizard that has enslaved a bunch of trolls? Not only are the respective bandits listed in their own entries, we also get encounter areas for PCs looking for some serious trouble/stamping out of the lawless beings: Care to take on the dragonmarsh's froghemoth, for example? Or PCs wanting to participate in a not particularly harmless fey festival? Other highlights include two mapped bandit-mini-dungeon, a fane with a dread prophecy, a sea-hag coven, a wrecked pirate ship and can purge a tribe of vicious bugbears from an (Also mapped) ruined fort and if the PCs are REALLY eager to die outside of Rappan Athuk, they can also try to invade the island home of the local wyrm...
And then, we get to the inverted-cross-shaped surface graveyard under which the dungeon rests - as well as a one page of grave-markers and the iconic entry to the dungeon: The very first trap is deadly and a potential TPK-machine - when I first ran my players through the first Rappan Athuk installment, they died here for the first time and knew that RA doesn't Screw around... In contrast to the other incarnations of the dungeon, we now also get two alternate, although also rather problematic entrance to Rappan Athuk - and deep levels of the dungeon to boot. However, the entrance is underwater, the caves are guarded by a kraken and at low levels, the PCs will probably die here - if they persevere and e.g. find the solution to a great puzzle, they might score the help of a neat ally - and the PCs can use ANY help they can get.

Another potential location from which to gain access to the legendary dungeon now rests atop a desolate ridge over the marshland and comes with a stellar artwork that immediately evokes a sense of almost lovecraftian foreboding - the cloister of the dread Frog God with two different cloisters and multiple levels of crypts and dungeons containing chthonic remains, dread intelligent killer frog swarms, old artifacts and challenges aplenty - creepy, unique in atmosphere and mood, the cloister of the Frog God would have made for a stellar adventure on its own, especially with the nice, player-friendly overview map: Here, though, it's just a precursor of the dread to come and a possible entrance to a sublevel (4A) of the dungeon of graves. But one thing remains before we delve into the dungeon of graves itself: Zelkor's Ferry, the small settlement and its immediate surroundings are detailed as well, including a nice old necromancer whose resurrection attempts may have some unforeseen consequences for the PCs subjected to theme - rules-wise an awesome throwback to the risks of returning to life.

But we've stalled long enough: Let's go through the dungeon, level by level. And yes, this review will probably be rather bloated and long... After passing the dread trap at the beginning, The PCs delve into the stinking, disgusting first level of Rappan Athuk and meet one of the place's iconic inhabitants - the slow, unkillable and truly dreadful Dung Monster (nicknamed "Dungy" by my players), which has probably slain A LOT of PCs. The level 1A, temple of the final sacrament, is another personal favorite of mine -accessible via more than one location, it features mocking, taunting inscriptions reflecting the challenges faced in this temple and PCs should beware - not only is the temple HARD, it also features an entrance to the dread bloodways, but more on these later. On Level 1B, the abandoned bastion, the PCs can encounter mist-filled alcoves containing strange and deadly connections to the otherworld as well as an organized force of goblins that will respond dynamically to incursions. Special mentioning also goes to the rather cool traps contained on this level. In direct contrast, the "Mouth of Doom" (level 1C), a mostly deserted and rather easy level makes for a new way to introduce characters to the rigors and dangers of Rappan Athuk - among the challenges and ideas on this level, most intriguing, at least to me, was the option to play at a rather neat divine slot machine and get some uncommon boons - or summon disaster! On the classic level two, insane madman Marthek still looms, but those familiar with the older installments will notice that Saracek the fallen, skeletal champion and dread adversary, has been upgraded to antipaladin in this iteration, making the undead menace even more deadly than his prior fighter/blackguard version. Of course, the third "boss" menace is also still here in the person of Ambro the Ogre.
The new area 2A will be hated by players - now, Rappan Athuk also has its teleporter-maze level. Yes. Teleporter Maze. Ouch. On the plus-side, the PCs can actually find a surface one-way teleport out of the dungeon. On the downside (for them) and to my everlasting glee, they actually have a chance to die by BUBBLES! Yes. Rappan Athuk can even kill you with friggin' bubbles! I love it. "How did your character die?" "Welll...ehh...he...was killed by bubbles." I HAVE to kill some PC off this way, I just have to! The Demon's Gullet, the sequel to the Mouth of Doom, also provides rather appropriate challenges (still being deadly, but not as bad as the main levels...) for low-level PCs and even features a wishing statue that could grant you your heart's desire - or swallow and suffocate you. Speaking of swallowing and related deaths - with level 3 and its eponymous warning of purple worms, the dungeon gets deadly. Prior to this level, Rappan Athuk is challenging - from here on out, it gets deadly as hell (or rather abyss) and this incarnation is no different - old favorites like the oracle are still present in this version of the dungeon and Scramge (now a rakshasa maharaja, btw.) and his assault should challenge the hardest of parties - unless they act smart indeed, this level WILL see the end of your PCs.

Speaking of the end of PCs - the warning "Don't go down the well" still applies - and level 3A, still features some of the deadliest, most sadistic encounters written - not to speak of this level's boss and his iron golem bodyguards. That's NOTHING, though, compared to the sick and deliciously evil traps that can be found on level 3B - here, the PCs can get into CR 20+ encounters. Several of them. E.g. Greater Stone Golems plus hasted regular stone golems. Or Stone Treants. Have I mentioned the ancient mummy lords guarding the creatures known as ravager spawns (CR 20), gibbering orbs (CR 27) and then, the legendary Ravager, a CR 30 beast that could very well be a spawn of Rovagug. Compared to the apocalyptic dread of level 3B, 3C, the third of the "beginner's levels" of RA feels almost tame - an enclave of healers wanted to once flush out the threat of Orcus. Now, though, only a bleak disease-ridden complex populated by vermin and worse remains. Especially the fountain of pestilence, which generates demons, rats etc. will make for a cool encounter indeed also thanks to the disturbing artwork that portrays it.

It is in level 4 that the PCs will face off with the main quest of Rappan Athuk for the first time - since the ultimate goal (and who are we kidding - rather futile) is to kill Orcus, it is here that the PCs will have to invade the first temple of Orcus and get a sense of the depravity and things to come - and face challenges that will have them sweat blood and tears: The NPCs make use of the Disciple and Zealot of Orcus Prestige Classes (more on those MUCH later), making the adversaries more deadly. Max the intelligent and potentially benevolent (at least as far as RA goes...)otyugh also makes a return. How challenging is the boss encounter? Well, the text tells the DM to buy the players a drink if they prevail and indeed, the finale is lethal...though in the context of the dungeon, it's just the beginning. The Basilisk Caverns (level 4A) include a potential dwarven cohort, the eponymous basilisk(s), a team of lethal goblin adventurers and even a mated pair of vampire/succubus with a rather evil trick up their sleeves... Level 4B, the "Gut" is essentially not a regular level, but a vast tunnel with several sub-sections that links the "beginner's dungeon" (understand that "beginner" means NOT easy) with the main-levels of Rappan Athuk - via Zombie stables, a subterranean inn run by a mongrelman, a colony of plantoids and more foes - including a Tiefling fighter with a rather interesting two-weapon build.

Level 5 provides us with the lair of Banth, wicked transmuter and his creations. Here, players can recruit further allies (or replenish their ranks after suffering losses) with two characters and especially rangers and druids might have a chance to shine/get nice companions in this level. A stream of lava runs through level 5A, the prison of time, in which time elementals guard the so-called Dark Thelaroi are contained - I look forward to reading more about these weird beings in future adventures. In level 5B, "Aladdin's Lament", some problematic, genie-themed items can be recovered - if the PCs manage to survive e.g. the ingenious and awesome trap that will make them feel like frogs in a blender. The level also utilizes some rather neat inscriptions to set the mood. Level 6 has always been one of my player's hate-levels - the Maze not only contains a storm giant ghost and the remains of the legendary titan Ereg-Tal, but also comes with 10 (!!!) sample mazes for your perusal - making sure that PCs will hate these labyrinthine corridors. Level 6A once featured a mind flayer in a gorgeous illustration - unfortunately, with the IP-problems, we only get the intellect devourer-substitution and no new illustration to depict the aberration. The bosses of the level, 3 ancient, well-equipped trolls and the spider/human hybrid, the Spider Queen, also make this level a nice challenge.

Level 7, the aptly-named gates of hell, has also been redesigned: While the cerberus-like 3-headed hell-hound being still here, we also get a great substitution of the mind-flayers and giths that once populated this level in the guise of encephalon gorgers and morlocks - a much better r3eplacement for illithids, though I still bemoan the absence of the good ol' squid-heads. In Level 7A, the halls of the phase minotaur king, the PCs not only will have to defeat this legendary minotaur and navigate even more deadly labyrinths, they will also have to deal with more lethal goblins from the subterranean city of greenskins and a crimson death as well as water weirds in their native elements... Level 8 contains the "Tomb of the Evil King", a breather for PCs - at least partially - the vast amounts of cave scorpions, the river flowing through the level and the eye of the deep (which replaces a beholder) still make this a challenge, as does the option to find and unleash a banshee, but generally, this level feels less lethal than others. Level 8A, the tomb of the beacon, on the other hand is one of my favorites: This vast level set in a primarily vertical cave features not only a waterfall, antimagic fields and a side-view map, but also offers PCs the chance to meet the utterly disturbing Blood Orchids and even form an alliance with flumphs! Come on, who doesn't like flumphs? The new level 8B contains not only a neat subterranean jungle, but also has the chance for the PCs to find evidence of a now extinct breed of intelligent apes and utilize their leftovers: Turns out the mummified monkey dung is explosive and that among other treasures, the PCs can find a banana of holding! Now that is cool!

Part 2 of my review is on post 28 in the product discussion -see you there!




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Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Card Game, Companion, Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

The story does have some connection to the Slumbering Tsar also.

Layout and Design, Frog God Games

Galnörag wrote:

I was wondering if this would be worth purchasing with the intent of taking some of the high level content and re-branding it as the inner workings of Gallowspire? Other then the final foe, and pruning the top few levels out I would be looking to do as little work as possible to make this fly. The intent to have it kick in right after the end of Carrion Crown.

Would this be do able?

Just going to say "Be careful what you chop out". Just because it's an "upper" level doesn't mean it isn't deadly.

Spoiler:
There's also a town/rest-stop/ kind of place in the lower depths.


3 people marked this as a favorite.

For those of you who care.....Raging Swan Press' Lonely Coast works as a great beginning backdrop for the RA area. I primarily endorse this because the Lost Coast area is well fleshed out with a few towns, adventure sites and what have you. Perfect for the time strapped DM. Great way to build characters up before going off to RA. The RSP materials are very good and cheap! Plus the geography of the Lost Coast fits seemlessly with RA.

Layout and Design, Frog God Games

1 person marked this as a favorite.
Oozi McOoze wrote:
For those of you who care.....Raging Swan Press' Lonely Coast works as a great beginning backdrop for the RA area. I primarily endorse this because the Lost Coast area is well fleshed out with a few towns, adventure sites and what have you. Perfect for the time strapped DM. Great way to build characters up before going off to RA. The RSP materials are very good and cheap! Plus the geography of the Lost Coast fits seemlessly with RA.

I think that's awesome.

It's one of my personal philosophies that third-party companies should feed off of, and reference each other. Short of that, it's fantastic for fans to use multiple third-party products in their games.


A friend of mine just got his pdf version of this, he was wondering what level he should have people start for an this monster of a book. Since a lot of the wilderness encounters and entrances save a few are all pretty high CR. I wanted to help him out but since I dont have a copy of my own i though i might ask.

I guess i'd ask for suggestions:

-Suggested starting level and party size
-Is it pretty much having the party have the chance of running into a monster that could potentially kick the crap out of the party?

Guess anything else that could help him run the game to be honest ;)

RPG Superstar 2011 Top 16

@CrazyYodler:

If you're going to start "on the edge of the map", or otherwise make them traverse the wilds, and let them choose to go whereever they want to, you'll want to start at level 6. (And still expect a lot of death.)

If you start within the town of Zelkor's Ferry, and encourage them to stay confined to that region until they're ready, then you can start at level 1. (And still expect a lot of death.)

Grand Lodge

1 person marked this as a favorite.

So I'm looking to start a party at level 1 in Zelkor's Ferry. Anyone have an idea at what point buy/exp progression I should use? I was thinking 15 point boy (standard fantasy) and medium progression, but I don't want to making things overly difficult (or too easy for that matter) on the party.

Grand Lodge

Hi there, just to confirm, is this the Pathfinder version? What is the difference between this and the Swords & Wizardry one?
Thanks for any reply :)

Grand Lodge

Pathfinder Roleplaying Game Superscriber

The only difference is the rules that are used in the mega-dungeon. Swords and Wizardry or Pathfinder. I am not sure what you mean more than that?

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Card Game, Companion, Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Swords and Wizardry is the original D&D. And of course Pathfinder is current edition based on 3.5 developed by Paizo.

Bill At FGG love the old school edition and also recognizes that many people play Pathfinder.

Webstore Gninja Minion

This version of Rappan Athuk is for the Pathfinder Roleplaying Game version—if you're looking for the Swords & Wizardry version, it's here.

Scarab Sages

It cant be called the grand"Daddy" if its the 3rd iteration. It goes father->son->grandson. This is the GrandSON of all dungeons.
And the REAL granddaddy, is Tomb of Horrors.

I would call this edition of Rappan Athuk, the mean, nasty, serial mass-murdering bastidge-child of Le Tomb.

Through all the play-testing and whatnot of the people who designed this thing and KNEW all the stuff that was in here... (the people with the maps and the cheat-codes) Is this even POSSIBLE to survive until the end? Was the original even possible to survive?

Because, if 20th level characters kitted out in +10 armor/weapons with magic crap in every slot cant make it through the last level of the dungeon... then really, I'm beginning to wonder what's the point? If its completely 100% impossible...
Tomb of Horrors may have been designed as a player-killer dungeon, but at least Gygax made sure there was a chance... it might have been a .001% chance with only one survivable route- but at least it was a chance.

Allegedly there are UNkillable monsters in this. As far as I knew, the only monsters that couldnt be permanently slain were the Tarrasque, and the 4(5) Horsemen.(Top tier daemons)


3 people marked this as a favorite.

Some have made it through, but with regard to "unkillable" monsters, people forget that there's always the *run away* option.

As to "what's the point" - it's the journey, not necessarily the end game that makes this dungeon so fascinating. Also, it's up to the GM on how to use Rappan Athuk. This is not a computer game that expects you to go level by level and defeat the BBEG at the end in order to "win".

Rappan Athuk "exists" in its RPG world for its own ends - not whether your PCs go through all of it.

In other words, you might not kill the BBEG on the last level, but you may still recover that artifact your GM put on the second-to-last level to end your quest. Whether you go on at that point is up to you....

Scarab Sages

Really? Because you would think that if any party succeeded, there would be record of it somewhere. As far as the dudes as FrogGod know, their dungeon is STILL UNDEFEATED.

And YES the point of ANY dungeon IS to complete it. Its a beast to be conquered. If its unwinnable then it merely becomes a training simulator.
A sharpening stone if you will, to hone the minds and skills of the players. Teach them to work together, and show them what works and what doesnt.
OR...just a toy for DMs to torture players.

And its impossible to kill a god without another god.


Can anyone point me to where I can find guidelines on creating an aspect of a deity? In our homebrew adventure, the party is delving into the lower dungeon of the Cloister of the Frog God (not yet knowing they will eventually be led to Rappan Athuk, the birthplace of the first undead), and although Tsathogga is 'merely' a demon lord (as stated on d20pfsrd)with a CR30 rating, I would like to make this creature a lesser god (beholden to Orcus) that has an aspect (with a lower CR) the party can battle as the BBEG (in this area).

Thanks.

Dark Archive

1 person marked this as a favorite.

How about the Herald of Tsathogga.


Vixeryz wrote:

Really? Because you would think that if any party succeeded, there would be record of it somewhere. As far as the dudes as FrogGod know, their dungeon is STILL UNDEFEATED.

And YES the point of ANY dungeon IS to complete it. Its a beast to be conquered. If its unwinnable then it merely becomes a training simulator.
A sharpening stone if you will, to hone the minds and skills of the players. Teach them to work together, and show them what works and what doesnt.
OR...just a toy for DMs to torture players.

And its impossible to kill a god without another god.

FYI:

See the last post on this thread for someone who claims to have beat RA.


Vixeryz wrote:

OR...just a toy for DMs to torture players.

Yeah, that sounds like Rappan Athuk<WEG>!!! I have been torturing players with it for 11 years now!


bigkilla wrote:
How about the Herald of Tsathogga.

PERFECT! Thank you!


Pathfinder Battles Case Subscriber

Now that the Mythic stuff is coming out, I'm sure some Mythic Tiered Characters could run through this thing a little easier ...


I just ordered this beast at my FLGS and I'm wondering if it will require other books to run it? I have everything Paizo, it's more about other book from FGG or other that I may not know.

And anyone can tell me how the Rappan Athuk Hero Lab files are?

Thank you


You don't need anything else if you have the rulebooks from Paizo, assuming you got the Pathfinder compatible version, of course.


Thanks Dark Sasha, I hoped that was the case.

Pathfinder Rules Conversion, Frog God Games

DanyRay wrote:
Thanks Dark Sasha, I hoped that was the case.

The Tome of Horrors Complete, but the stats for monsters are available online.

Skeeter


Oh, right, thanks Skeet.
D20pfsrd has stats from that monster of a book.
LINK

Publisher, Frog God Games

It can be "beat"--if you destroy all 3 (spoilers so not saying), and you prep up right after going through 13A--it COULD be done.

Not bloody likely though. Realistically its a repeat business adventure where you can set goals and targets each time (e.g. kill the lich on level 10A, wipe out the gorgons on Level 9, kill the overmind on level 7...) etc. Clearing the dungeon is unlikely.

That being said--like I wrote--Level 15 is for reading--not really for playing. The other levels are for playing (I put those 5-6 pages in for folks to enjoy the read).


Bill Webb wrote:

It can be "beat"--if you destroy all 3 (spoilers so not saying), and you prep up right after going through 13A--it COULD be done.

Not bloody likely though. Realistically its a repeat business adventure where you can set goals and targets each time (e.g. kill the lich on level 10A, wipe out the gorgons on Level 9, kill the overmind on level 7...) etc. Clearing the dungeon is unlikely.

That being said--like I wrote--Level 15 is for reading--not really for playing. The other levels are for playing (I put those 5-6 pages in for folks to enjoy the read).

So basically a level 20, mythic tier 10, hyper optimized, fully geared, max buffed party of 6 PC's has about a 99.7% chance of TPKing....sign me up! ;)


So, I'm playing through this game (I am the GM) and I have a few annoyances. The first one is that the book seems like it was made by someone with ADD. I have multiple books/computers open and it is still annoying trying to find anything. For instance, in the beginning. Players have to go through the wilderness first to get to the dungeon. However, the book is not laid out "Wilderness Area XX". It is laid out "The Beach". It should have just gone from "Wilderness Area XX to Wilderness Area YY".

Aside from that, really...it's good. The players have fled multiple times in battle alone just getting to the dungeon and the dire lions/harpies nearly TPK'd them. The bandits had them scared out of their wits!!

Publisher, Frog God Games

Kurlin, we made a poster map just because of the difficulty in GM navigation


Thanks for the fast response. It looks like page 26 is what I was aiming for. What a difference having a physical book is to a PDF. Book >*


Pathfinder Battles Case Subscriber

You just have to take the time to read it and think about how the players will approach it. I've run characters through the main mausoleum level and through the mouth of doom, and I would love to run them through that spider hole entrance and a few others as well.

It plays really great IMO. It's really good when the characters need to go in, get an item and get out, so I'd set it up that way. It is pretty damn deadly - I've never had a TPK from dust of sneezing and choking before, that was a first.

Anyway, I see an improved version of this sometime, maybe to co-incide with a 5th edition release. I'd like to see Color, some full page color plate art, glossy pages, and an improved layout and better cartography. There are products out there that have this and I know the authors know what they are, so bring RA up to that level as well (not that there is anythinng wrong with this release, it just deserves more)... and some backstory/history and setup for amazing characters like Deserach and a few others. But especially Deserach. :)

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Society Subscriber

What is the difficulty of this on the GM side? Could a less experienced GM run this fine? I know player side is hard.


@Chris, IMHO if you take the time to read through it before you run it it is possible. But if you haven't read through it you will get very confused. The reason why is that there are connecting levels that aren't readily apparent. For instance the CR's aren't linear and neither are the levels. Your players may meet a CR 5 on one level and when they get to the next level the CR is 17. As for levels from level 3A you can reach levels 3, 3B, 4A, 6A, and 7A. All are different Difficulty Levels. RA does use CR's it uses Difficulty Levels. Also, RA is written with the idea of a 6 member party so a party of 4 can be way out of the ability to handle an encounter. So you see that you have to be prepared for your players to go anywhere.

There is also the concern of RA was written when quite a few Base classes and modified classes were not in existence, so you can have PC's that will be more or less powerful than the creatures in the dungeon. So you may wind up modifying the creatures they encounter.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Society Subscriber

Thanks. Good to know. Figured that a read through would be a good idea.


Alright, just so we're on the same page...

If the party is at level 4, they should go through the graveyard.

If the party is at level 1 or 2, they should go through the Mouth of Doom.

And those two options are provided to accommodate for the level that you decide to run the game at.

Correct?


Does Rappan Athuk PDF allow for map usage on digital gaming?

Meaning: Playing with digital media online, can the maps easily be copied from the PDF to be used or not (like PFS modules)? This is how my group games and would like to continue and not have to change our setup.


I'm not sure if it's exactly like PFS modules, but at least with Adobe Acrobat Reader DC, I know you can copy the map images directly. Failing that, you should be able to quickly and easily take snapshots and crop the photos to fit. Either way, it should be fairly painless for digital gaming.


GM Rednal wrote:
I'm not sure if it's exactly like PFS modules, but at least with Adobe Acrobat Reader DC, I know you can copy the map images directly. Failing that, you should be able to quickly and easily take snapshots and crop the photos to fit. Either way, it should be fairly painless for digital gaming.

Thank you. I will give it a shot. Are all the dungeon maps included in the book or are there some that are design as you go?


It's about 98% included, with some extra big-size battle maps in the back. Note that you may need to increase the size of the pics a bit, depending on how visible you want tokens to be on them. They tend to be about the same size - one page - but some of them are to different scales.

...

It's a big dungeon. XD

Players, Avoid This:
There's one floor that includes mazes. A couple of samples are given, but technically, you could also design them as you go. Otherwise, though, they're pretty much all present.

Dark Archive

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Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Superscriber

The best place to enter the almighty Rappan Athuk is through the well. Trust me.


As an aside, most of the dungeon scales are either 10 foot squares or 20 foot squares. There are even some of 50 foot squares. So sizing them to a VTT maybe a little difficult.


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Maps for digital use. If you cut and paste the maps from the PDF, you will have all the room numbers and such on them. I'm running this on roll20, and have gone through and done my own maps with GIMP. They are pretty basic, ...walls and floor with some shadow, but I like them much better than the numbered maps, which also show the location of secret doors and such.

The well is definitely the easiest way to get to the best treasure.


GM Hands of Fate wrote:

Maps for digital use. If you cut and paste the maps from the PDF, you will have all the room numbers and such on them. I'm running this on roll20, and have gone through and done my own maps with GIMP. They are pretty basic, ...walls and floor with some shadow, but I like them much better than the numbered maps, which also show the location of secret doors and such.

The well is definitely the easiest way to get to the best treasure.

Thank you! This is exactly what I needed to know. Does the map pack include all the maps and are they VTT compatible?


The Battle Maps pack only has maps for a couple of areas, and all of that stuff is in the main file so you don't really need to pick it up special. They're as compatible as the rest.


GM Rednal wrote:
The Battle Maps pack only has maps for a couple of areas, and all of that stuff is in the main file so you don't really need to pick it up special. They're as compatible as the rest.

Thanks for all the info. I grabbed the whole set (PDF). Rappan Athuk, Expansion I, Map Pack, Bestiary. So far loving it.


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I think my players are loving it too. Let me check.

*opens the mausoleum door, is met with the screams of the dying*

Yep, they're loving it...


Pathfinder Battles Case Subscriber; Pathfinder Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Has the hardcopy of this book been removed from the store?

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