
Mark Hoover |

So I bought the hardcover a while ago and mean to run RA this year. One question: how the heck do you GET first level PCs to Zelkor's Ferry? Judging by the 10 mile scale on the overland map, the position of the Coast Road and the location of the town, the easiest way to manage it would be to thread a needle south to north past a ruined fort, a vampire's tomb, through a 20 mile stretch of road haunted by 2 separate bandit groups and then hoof it through trackless wilderness along a narrow patch of open meadows that takes them within a bowshot of the grove of a people-hating druid (who uses a whole pack of wolves to patrol the area including where the PCs are trespassing).
I know parties APL 4-6, armed appropriately for their level and played by experienced players that would be hard pressed to make that journey. Bear in mind that's like 40 miles up the Coast Road from the bottom of the map to where they'd leave the main road, then another 40 to Zelkor's Ferry. Based on the standard move rates in PF that's roughly 8 days walk if the party's moving with caution, watching for danger etc.
How would a level 1 APL party make it to Zelkor's Ferry to start the game there? A couple potential solutions might be GM fiat or traveling as minions of some more powerful adventurers/NPCs, but I'm curious to see how others have handled this.

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Hoover, my plan was to have them get there by boat or directly overland West of Zelkor's Ferry (from the Free City of Carterscroft - on the Sinnar Coast map) .
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On the issue of low-level gaming in RA..
If anyone is interested, I have been working on an expanded low-level detailed encounter tables for the Ferry area and a few areas beyond. The idea would be to reduce the "wander and die", with some omens, warnings and portents, low-level version of high level encounters...with an effort of effectively creating a low level "zone" near the Ferry, and gradually getting more difficult as you move away from that low level/civilized area.
I am a strong advocate of "wander and die" philosophy (coming from a Gamma World background) so this really is just a small buffer zone with level appropriate encounters. Persistent players who don't get the hint as they travel further out (based on increased encounter difficulty) will still wander and die. PM for anyone interested here
Area 1 (Frogemoth)
Area 4 (Trollmound)
Area 5 (Truane & Trolls)

Bill Webb Publisher, Frog God Games |
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Silverhair--I think its a map error--just bust it into the cavern wherever you want.
Keep in mind--on overland travel in my game (and read SOA)--its not that dangerous. An example follows:
<2>The Black Forest
The Black Forest got its name for two reasons. The first is the dark color of the oak trees that grow so densely in it, and the second is the strange disappearances of local villagers and woodsmen that delve too deeply into it.
The forest itself consists of a variety of tree species, and contains the regular spectrum of critters one would expect: hedgehogs, mice, squirrels, deer and other normal animals. The canopy of the trees rises up to 200ft in places, and the trees grow thick and tall. The whole creates a gloomy darkness, with only limited areas filtering through sunlight. Due to the huge trees, the ground cover is sparse, creating a fairly clear series of trails and pathways, some as wide as 20ft, throughout the forest. Assume any travel within the woods is unimpeded.
Where brush and thickets of fallen trees and briars exist, there is typically something living within. Assume one nest is discovered for each hour of travel, with its inhabitants being (roll d100):
[BEGIN TABLE]
<2>Roll Result
01–75 1d6 common animals, non-aggressive
76–80 1d6 common animals, aggressive
81–85 3d10 woodsmen felling trees or trapping/hunting
86–90 2d6+10 bandits
91–94 1d6 giant common animal, non-aggressive
95–97 1d6 giant common animal, aggressive
98 Nest of 2d12 giant spiders
99 1 treant
00 Monster (Referee’s choice)
[END TABLE]
ps--whenever they encounter something scary--throw food or coins and run!

Mark Hoover |

I've PM'd the Aux-man, so hopefully I'll get the random low-level stuff too. I'm a huge fan of random tables and extra encounters not in the main books. I know with RA making MORE random encounter sites sort of defeats the purpose but I'm thinking west of Zelkor's Ferry there might be a few level 1-4 encounter sites with perhaps some random baddies on the random encounter tables around CR 3-7 to foreshadow the idea that RA is lethal.

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Thanks for the PMs guys - if you can send me another one with your email address, I will send out the files once I get home from the office (Word doc format).
Just as a heads up
I am also including references/draw off encounters/foreshadow from RA Expansions
Area 29 - Castle Calaelen (already low level - just lead-in or tie in encounters)
Area 32 - Tunnels of Terror (mostly already low level - just lead-in or tie in encounters)
Area 33 - The Hand of Hecate (with enough warnings to turn back - and if they don't - "that's what blank characters sheets are made for...").
I will make notations in each encounter as to the source/core encounter so if you do not have this book you can still run them, just ignore/re-roll the encounter.
But you really should get this book.

Mark Hoover |

Email add sent. I find myself going megadungeon-crazy lately. I have a whole campaign revolving around a homebrew megadungeon; in my spare time I've been toying with a couple small settlements for other areas in my homebrew lands, each of which consequently has the rudiments of a megadungeon-like threat nearby. Once I wrap up my current homebrew what am I running? Rappan Athuk. I think I may have a problem...

silverhair2008 |

I had to buy another copy so I wouldn't have to use my signed Kickstarter copy. I like the idea of there being information on the difficulty level at the start of each level/chapter.
My guys were exploring the area around Zelkor's Ferry to get used to fighting each with other and ran into Big Red the Dire Bear. A couple wanted to run but the rest (4 out of 6) wanted to stay and fight. Big Red took the Half-Orc Slayer to 0 hp. He got too close while Big Red was stuck in a pile of grease. They had wanted to track and kill some Black Bears, but the Ranger found some tracks and followed them. The rest neglected to ask how big were the tracks?

silverhair2008 |

Before we started I told everyone and did so again recently that there are some encounters that it would be wise to run from. Two players took that information to heart, evidently 4 didn't. I guess it's going to take a death or two to convince them.
However, that aside, I am enjoying running RA. I think it will be a lot of fun.

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I'm going to post this here since people are having trouble opening the file I sent out. For those who got the file, use this one instead (or I can send out a proper updated file). Changed the die range on main table to reflect Omens occurring at night (instead 1d10 range to now using a d20 for main table).
The intent of this specific table to cover the Zelkor Ferry area immediate environs and around 15-20 miles out.
I have a separate table for those crossing the river and heading NE and yet another table for those heading E or SE. All in the same vein - lower level encounters (1st -3rd level) with increased risk for traveling further out or at night, eventually transitioning to the full (and lethal) wandering encounter tables listed in RA .
Forgive the format - this was originally set up with the charts being in word doc table format.
Let me know what you think (feedback is always appreciated) or if something needs to be addressed.
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Zelkor’s Ferry (Western Environs)
Check for encounters at 4 a.m. (just before dawn), 9 a.m., and noon, dusk, 9 p.m., and midnight. Encounters occur on a roll of 1 on 1d10
If an encounter is indicated, roll 1d20 using the table below.
1d20 +4 if the encounter occurs at night, +2 if more than 10 miles away from Zelkor’s Ferry
Roll Encounter
1-7 Omen/Portent
8 Foot Patrol (8 footmen, 1 knight)
9 Bandit Scouting Party (1d6, if 1 then Bandit Spy instead)
10 Brigand Scouting Party (1d4+4 Brigands)
11 – 12 Animal Encounter (see subtable)
13 Centipedes, Giant (1d3+2) or Hunting Spiders, Giant (1d3)
14 Re-roll twice, combined encounter
15 Kobold Patrol (returning to the Mouth of Doom) (1d4+3, plus 2 dire rat pets)
16 Goblin Patrol (heading to Area 29, Castle Calaelen) (1d4+2)
17 Gnoll Patrol (Pair, plus 1 hyena)
18 Skeletons (Human Skeletons, 1d3+4 – West to East – towards the Mouth of Doom)
19 Zombies (Human Zombies, 1d3+2 – West to East – towards the Mouth of Doom)
20 Pit Dead (1d3 Pit Dead, See Description)
21+ Pit Dead and Champion (See Description)
Animal Encounter Sub Table
1d10 +4 if the encounter occurs at night +2 if more than 10 miles away from Zelkor’s Ferry
Roll Encounter
1-7 Game animals, Small (rabbit, squirrel, small birds)
8-9 Game animals, Large (Deer)
10 Panther (Solitary)
11 Wolf, Pack (mated pair and 2 young)
12 Worg (1d2)
13 Bear, Black (Solitary)
14+ Bear, Grizzly (Solitary)
1- Cairn Mound – dug up, with splattered and dried blood.
2- Broken Two Handed Sword, sticking out of the ground
3- Tree with gouges and large scratches
4- Huge swath of recently burned land, indications of a large flash or gout of fire
5- Human body, dead for a few days but badly mutilated by a small edged weapon
6- Arrow stuck in tree, goblinoid make.
7- Smoke in the distance leads to a hastily left camp. 10-20gp worth of food and adventuring gear. Tracks may lead to another encounter or are lost at a deadfall or stream.
8 – Fallen Idol – A titled, 8 foot tall crumbling demonic idol is found. At its base are some gobs of wax and melted candles, and bits of bone (unidentifiable).
FOOTMAN CR 1
XP 400
Male human fighter 2
LN Medium humanoid (human)
Init +5; Perception +4
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 19 (2d10+2 plus 2)
Fort +4; Ref +1; Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee longspear +4 (1d8+1/x3), or longsword +3 (1d8+1/19–20)
Ranged light crossbow +3 (1d8/19–20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 14
Feats Improved Initiative, Quick-Draw, Run, Weapon Focus (longspear)
Skills Intimidate +5, Perception +4, Sense Motive +2
Languages Common
Gear studded leather armor, buckler, longspear, longsword, light crossbow, 20 bolts, 2d12 gp.
KNIGHT CR 3
XP 800
Male or female human fighter 4
LN Medium humanoid (human)
Init +6; Perception +5
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 34 (4d10+8 plus 4)
Fort +6; Ref +3; Will +2 (+3 vs. fear)
Defensive Abilities bravery +1
Speed 20 ft. (base 30 ft.)
Melee lance +8 (1d8+3/x3), or longsword +8 (1d8+3/19–20)
Space 5 ft., Reach 5 ft. (10 ft. with lance)
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12
Base Atk +4; CMB +7; CMD 19
Feats Improved Initiative, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (lance), Weapon Focus
(longsword)
Skills Handle Animal +8, Perception +5, Ride +10
Languages Common
SQ armor training 1
Gear chainmail, heavy wood shield, lance, longsword, 2d10 gp, 40+2d10 sp.
WARHORSE CR 2
XP 600
N Large animal
Init +4; Senses low-light vision; Perception +8
AC 18, touch 13, flat-footed 14 (+3 armor, +4 Dex, +2 natural, –1 size)
hp 24 (2d8+10)
Fort +8; Ref +7; Will +3
Speed 50 ft.
Melee 2 hooves +6 (1d4+5)
Space 10 ft., Reach 5 ft.
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
Gear studded leather barding, saddle, saddlebags, bedroll and food for itself and its rider for one week.
Trained for Combat (Ex) The warhorse treats its hoof attacks as primary attacks. It knows the tricks attack, come, defend, down, guard, and heel.
The bandits will not attack the party unless they are evenly matched and only if they can set up an ambush first, otherwise they will do their best to evade by scattering and hiding in the woods.
If not initially detected, they will hide from the party and wait to attack when they are engaged in another encounter or camp for sleep – stealing unattended items while the party is engaged or sleeping. They will ask for surrender and will accept quarter from players, merely robbing them of most all of their worldly goods (not their armor or very heavy gear).
If one Bandit Scout is rolled, it is instead a Bandit Spy. This individual will try to pass themselves off as a lost adventurer, and will try to get as much information on the party as possible. After a day or two, they will leave the group – possibly with a few choice items.
A larger group of bandits may just end up tracking and attacking the party after a later time – ideally after they are leaving some ruins or a dungeon, spent and injured.
As larcenous as these bandits are, ultimately they are not evil. With the right party they may even become an allies, a source of information or even a method to replace lost PCs.
BANDIT CR 1/2
XP 200
Human rogue 1
N Medium humanoid (human)
Init +7; Senses Perception +3
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort+ 1, Ref +5, Will-1
Speed 30 ft.
Melee short sword +3 (1d6+2/19-20)
Ranged dagger +3 (1d4+2/19-20)
Special Attacks sneak attack +1d6
Str 14, Dex 17, Con 13, lnt 10, Wis 8, Cha 12
Base Atk +0; CMB +2; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, Knowledge (local) +4, Perception + 3, Sleight of Hand + 7,
Stealth +7, Swim +6
Languages Common
SQ trapfinding + 1
Combat Gear, acid (2), smokestick, tanglefoot bag;
Other Gear masterwork studded leather, daggers (5), shortsword, thieves' tools, 25 gp
BANDIT SPY CR 3
XP 800
Human rogue 4
N Medium humanoid (human)
Init +7; Senses Perception +3
AC 15, touch 12, flat-footed 14 (+3 armor, +2 Dex)
hp 21 (4d8)
Fort+ 1, Ref +6, Will +2
Defensive Abilities evasion, trap sense + 1, uncanny dodge
Speed 30 ft.
Melee mwk rapier +3 (1d6-1/18-20)
Ranged mwk light crossbow +6 (1d8/19-20)
Special Attacks sneak attack +2d6
Rogue Spell-Like Abilities (CL 4th, concentration +5)
3/day-prestidigitation
2/day-disguise self
Str 8, Dex 14, Con 10, lnt 13, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 14
Feats Combat Expertise, Deceitful, Improved Feint
Skills Bluff +13, Diplomacy +11, Disable Device +9, Disguise +13, Heal +3, Knowledge (local) +8, Perception +8, Perform (sing) +9, Sense Motive +8, Sleight of Hand +9, Stealth +9, Use Magic Device +11
Languages Common, Elven
SQ rogue talents (major magic, minor magic), trapfinding +2
Combat Gear potion of cure moderate wounds, scroll of burning hands, scroll of cure light wounds, scroll of magic missile, alchemist's fire (2), holy water, thunderstone;
Other Gear Masterwork studded leather, masterwork light crossbow with 10 bolts, masterwork rapier, disguise kit, everburning torch, healer's kit, thieves' tools, wizard's spellbook, wooden holy symbol, 140 gp
BRIGAND CR 1
XP 400
human fighter 2
CE Medium humanoid (human)
Init +5; Perception +4
AC 18, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge, +2 shield)
hp 16 (2d10+2 plus 2)
Fort +4; Ref +1; Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
Speed 30 ft.
Melee mwk long sword +6 (1d8+2/19-20)
Ranged throwing axe +3 (1d6+2/x2)
Space 5 ft.; Reach 5 ft.
Str 15, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 15
Feats Alertness, Dodge, Improved Initiative, Weapon Focus (long sword)
Skills Handle Animal +4, Intimidate +4, Perception +4, Sense Motive +2
Languages Common
Gear hide armor, heavy wooden shield, masterwork long sword, x3 throwing axes
Shortly after the army of light laid siege to RA, a middle powered priest of Orcus fled with a few of his men, servants and other refugees from temple complex. Many of those that fled were low-level functionaries within the cult who paid the priest and his men all that they had in gold and rare gems to provide safe passage from the area. Twenty miles west of the Temple complex, the grim realization began to sink in that RA was finished, and fleeing with a large group of cultist in tow would be an impossibility. So one evening instead of the large group fleeing, they stopped in the woods with the priest and his men had instructed the other survivors to begin the construction of prject consisting of digging large pits, 20 feet wide and two to three times that deep. With the aid of summoned demons working along human hands and guidance, this work was completed in short order. The survivors assumed that the priest was laying down an elaborate trap for any of the forces who would come to pursue them – and they were right in a sense.
Letting the cultist bottom tier go was also an impossibility, for it would be guaranteed that they would eventually be picked up and it would be a matter of time before names and descriptions were given, last seen direction, etc. The priest and his lackeys knew that this couldn't happen. On one moonless night, while work was underway he instructed his men to pull ropes and ladders to the pits. He then ordered his men to execute all those he considered expendable and thrown in the pits. The remaining trapped workers faced a slow death by rain of crossbow bolts. The priest then hid some of their heavier treasures in bottom of these pits, took off their tabards, discarded their holy symbols and uniforms and scattered to the four winds, spreading their vile belief throughout other lands while constantly evading justice and looking over their shoulders.
But the dead do not rest easy in the Forest of Hope. Some time after the massacre, many of those murdered arose as undead creatures – being trapped they used their remaining tools to dig warrens and connecting tunnels from pit to pit. Over time they would leave these pits to hunt the living, to slay them and to return them to their home. Now when a creature is slain in the Charnel Pits or a dead body is placed there for some time, it arises as an undead creature. The Pit Dead do not control nor do they care about these other undead. The undead that do arise, eventually crawl out of the pit and make their way to the Mouth of Doom, the Tunnels of Terror or even to Rappan Athuk. The Charnel Pits area is bereft of natural life within a 2 mile radius of their location (Perception checks or obvious to a Ranger or Druid). The Pit Dead hate all living things, but above all they hate anything associated with the faith of Orcus and they will attack any priest of that temple in deference to other targets.
Pit Dead: 1d3 Pit Dead (see below). These fiends will their skill to ambush and sneak attack their prey. Any creatures killed are returned to the Pits before dawn. If a double encounter is indicated with these creatures, consider all the Pit Dead to be hiding and preparing and positioning to attack at the most opportune moment. These creatures stick to the shadows and stay in the forest if this encounter occurs during the day.
Pit Dead and Champion: 1d2 Pit Dead plus Pit Dead Champion (see below). This particular Pit Dead arose from a guard or low-level soldier/man-at-arms who served the cult.
The Pit Dead Champion will position any Pit Dead it has with it to sneak attack and flank its target. These creatures attack with unbridled fury and hatred and will only break off pursuit if dawn is close at hand. If a double encounter is indicated with these creatures, consider all the Pit Dead (and champion) to be hiding and preparing and positioning to attack at the most opportune moment. These creatures stick to the shadows and stay in the forest if this encounter occurs during the day.
PIT DEAD (CR 1)
XP 400
Human juju zombie rogue 1
NE Medium undead (augmented human)
Init +4; Senses darkvision 60 ft.; Perception +6
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 9 (1d8+3)
Fort +0, Ref +6, Will +1
Defensive Abilities channel resistance +4;
DR 5/magic and slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
Speed 30 ft.
Melee mwk short sword +5 (1d6+4/19–20) or slam +4 (1d6+6)
Special Attacks sneak attack +1d6
Str 18, Dex 19, Con —, Int 8, Wis 13, Cha 10
Base Atk +0; CMB +4; CMD 18
Feats Dodge, Toughness(B), Weapon Finesse
Skills Acrobatics +7, Climb +15, Disable Device +7, Intimidate +4, Perception +5, Sleight of Hand +8, Stealth +8, Survival +3, Swim +8, Use Magic Device +4; Racial Modifiers +8 Climb
Languages Common
SQ trapfinding +1
Treasure NPC gear (masterwork short sword, other treasure)
PIT DEAD CHAMPION (CR 2)
XP 800
Human juju zombie fighter 2
NE Medium undead (augmented human)
Init +4; Senses darkvision 60 ft.; Perception +6
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 14 (2d10+3)
Fort +3, Ref +4, Will +1
Defensive Abilities channel resistance +4;
DR 5/magic and slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
Speed 30 ft.
Melee mwk long sword +8 (1d8+4/19–20) or slam +6 (1d6+6)
Special Attacks
Str 18, Dex 19, Con —, Int 8, Wis 13, Cha 10
Base Atk +2; CMB +6; CMD 20
Feats Dodge, Power Attack (B), Toughness (B), Weapon Focus (Short Sword)
Skills Climb +14, Intimidate +4, Ride +8, Swim +8
Racial Modifiers +8 Climb
Languages Common
SQ bravery +1
Treasure NPC gear (masterwork long sword, other treasure)

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It opened for me right in google docs Aux. Love it.
Needs some corrections and a slight re-write (typos and sentence structure).
Going to reformat this and my other tables before I send them out.
If anyone is interested, here are some ideas/previews from the the low-level encounter list heading to area 1, with some foreshadowing to turn back unless you are ...."this level".
Plus swamp mutations, reject inbred cultist and degenerate brigands. Table dangers and mutations get progressively worse as the players move closer to the source of genetic corruption.
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Oh yes, thank you Grimmy. If anyone has an idea or request for a detailed encounter table, let me know here or PM me.

Grimmy |

I am interested in non-combat encounters with opportunities to trade goods or intel, get clues about lairs and dungeon locations, or especially link back to NPC's in Bard's Gate for example. I know there is stuff on the tables that can serve this purpose but I want to get more specific with it.
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That frog stuff above is especially good Aux.

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I am interested in non-combat encounters with opportunities to trade goods or intel, get clues about lairs and dungeon locations, or especially link back to NPC's in Bard's Gate for example. I know there is stuff on the tables that can serve this purpose but I want to get more specific with it.
When I do my re-writes for the tables, I will probably list "NPC" encounter as a 50/50 in the range where I have the Omen/Portent entry.
There might be some Bards gate or other Lost Lands references/tie-ins - but I will probably keep it local. If I seed too much stuff to a remote area, my players will bite and leave the adventure area! But I do plan on tying in more leads - the frog cultists (human or otherwise) would have some clues and items tied to the Cloister - for example.
The NPCs will be drawn from a pool already provide with a few new ones thrown in. The idea would be for them to be a source of replacement npcs, info and lead-ins to small side missions. And of course, some will have their own motivations, backgrounds and agendas.
Focus for me on this side project was to have a series of low-level encounters that are thematic to the region.

Grimmy |

Has anyone considered an actual "run away" mechanic for adjudicating retreats from battles?
Even with all the disclaimers in the front of FGG adventures advising PC's to run when in over there heads, seasoned 3.x players are so conditioned to believe that running away is not viable, so they will rarely attempt it.

silverhair2008 |

Saturday during our Iron Gods game the question came up of when should they go to the Mouth of Doom. They were thinking it was in the 5-10 level range. I reluctantly told them it was in the 1-2 range. I didn't really want them waiting to go through it when they were higher level. They still think the Well is 7+. They might be able to handle it as there are 6 players.

Grimmy |

What I do is have an NPC or two in Zelkor's Ferry give them some idea. Like Old Russ.
"Now that this Maw of Doom has been discovered every greenhorn would-be-hero that comes along has a chance to go dungeoneering. I saw a mere hedge-wizard who only just learned the Melf's Acid Arrow incantation delve that place and live to tell about it. Mouth of Doom. Ha! Doesn't deserve to be called a dungeon, if you ask me. Not that it hasn't claimed plenty of lives of those who were unlucky or ill-prepared."
Stuff like that. Gives them a reasonable idea.

Shiroi |
My recommendation for this awesome dungeon is to ban the Dwarf Paladin racial archetype. It gets a small elemental companion as its bonded ally, which can basically earthglide and report on the size of rooms, locations of traps, and any land based enemies that are moving. I almost tpked them with Sturges trying to find an enemy they couldn't see and prepare for ahead of time. An alternative to banning it is to allow it for higher level characters once the wizard could do it anyways, or to make the walls of the dungeon un-glidable. I also considered making his elemental roll an Int check to recognize or remember things to make him an unreliable source of info.

MichaelSandar |

Shiroi, I'd hesitate to ban anything. RA is incredibly dangerous, so players using their abilities to their full extent will only save them so many times. Remember, the bad guys are smart too and once seen can use like tactics against the party. Don't forget, as well, that while the dwarf paladin is sending his little buddy scouting, the rest of the party is just standing around. That's where random encounter checks come in handy.
Don't neuter smart play, just remember that the DM has plenty of options as well. :) Just my 2 cp.

Shiroi |
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Yeah, I finally got under their armor with the stirges, and there are other ways to handle them deeper in... But this was around lvl 2 or 3, and the party was way early in the mouth of doom. Most of the things that early aren't capable of touching what he was doing, so it's certainly something to get creative about. The gargoyle got him good too, but they tore that apart pretty quick. After that, every statue they saw the earth elemental stuck his hand out of the ground and grabbed by the ankle, then tried to glide into to see if it was living or normal. Lol

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I started my group at level 4 in Zelkor's Ferry. They lost one or two people in the Mouth of Doom.
They lost three people in The Gut.
They got teleported to the graveyard, and survived to level 3A, although level 3 stopped them, and they fled into the river.
From there they got teleported out and are currently in Bard's Gate, where they lost another party member in the Tomb of Abysthor, and are only on the 2nd level.
They have decided after the Tomb they want to go to the Desolation. I think this group is done with RA. And the next time they go it will be a different group.

silverhair2008 |

Hopefully I didn't miss something but I have a question. In The Mouth of Doom there are two traps indicated on the map that I cannot find the description for. The first is just east of rooms 2 & 3 at the T-intersection. The second is just south of rooms 13 & 14. Any help would be appreciated. Thanks.

Sarah Brogan |

That's what I was thinking of doing, but I wanted to be sure I wasn't missing something.
I think I will use them as the ones in the room of doors.
That is exactly what I did for those traps too.
My group is very adverse to character death, to the point where if their characters die they would just quit. Bit of a frustrating situation, so I have set up a quest involving a contract devil. He has tasked them with destroying a creature called 'The Ravager' before it breaks free and destroys the world.
The devil wants to hire heroes because of not wanting to start another Blood War with the demons. He has given them 100 lives each to complete their quest. When they die they get teleported back to the Devil Statue outside of Zelkor's Ferry, without their gear.
Not perfect I know, and perhaps a bit overkill with 100 lives each... but I really wanted to play Rappan Athuk and know that perma character death is something that my players would never enjoy.

Sarah Brogan |

As an additional question, which Rappan Athuk products are included in the $99.99 book?
Presumably the maps are the same ones, as are the pregen characters.
What about the Bestiary, is that the Appendix A: New Monsters?
Finally is Expansions Volume 1 in the book? If not could someone give a brief description of the 6 new adventures please :)