By Necromancer Games, Sword and Sorcery
This is probably not the world's greatest dungeon, yet its definitely the deadliest!
The granddaddy of all dungeons returns! From the lair of Zelkor to the lair of Orcus, intrepid adventurers have crawled those halls for many years. Treasures and monsters abound, yet are you able to locate your means out back? misplaced within the pink mists, you ask yourself. The Bloodways look ahead to.
Kill all of them, Orcus will realize his own!
Rappan Athuk Reloaded includes the whole thing of the unique Rappan AthukTM sequence, besides many new degrees and an incredible wasteland growth, all up to date for the revised principles. not only a remodel, this extended model includes a whole bunch new fabric, detailing 36 dungeon degrees and dozens of wasteland parts.
• unending experience within the such a lot not easy dungeon ever devised.
• the main tricky puzzles, traps, riddles and quests to solve.
• Years of experience in your characters.
The boxed set includes 3 books:
Book 1: The Dungeon of Graves - 232 pages of dungeon crawling
Book 2: Servants, Slaves and meals - ninety six pages of monsters and NPCs
Book three: Pathways to Damnation - fifty six pages of maps.
Read Online or Download Rappan Athuk Reloaded (Sword and Sorcery) PDF
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Extra info for Rappan Athuk Reloaded (Sword and Sorcery)
Standard Features: Unless otherwise noted - all doors on this level are made of iron-reinforced wood (2 in. thick; Hardness 5; hp 20; Break [DC 23]) and all secret doors are made of stone (4 in. thick; Hardness 8; hp 60; Break [DC 28]; Search [DC 25]). If a door is described as “locked” add Open Lock (DC 20). by the spiked ball, and failing this a Fortitude save to avoid being knocked down and taking another 1d3 rounds worth of punishment. Any Break check attempts subject the instigator to the hazard’s affects.
This is the entrance to the tomb of an evil warrior. The small antechamber contains ancient runic text (written in Infernal) along the walls of the room indicating that the tomb of Saracek lies beyond and should not be entered. A lengthy description is given of Saracek and his lineage. Any character with the Knowledge (History) skill can make a check (DC 18) to recall that Saracek was a ﬁghter of great renown and was one of the heroes who went with the army of light in pursuit of the evil priests of Orcus many years ago.
This message was not placed idly; it is designed to mock and taunt intruders, while reminding the faithful of the dangers that lie beneath the black fane. Indeed, each of the lines is reﬂected in a guardian or challenge contained within the complex, and perspicacious characters may realize this to their advantage. After descending 60 feet, The rightward passage ends at a stone door. Beyond it is a foul-smelling, 20-foot wide hallway ﬁlled with greenish-black liquid three feet deep. A series of narrow walkways one foot wide run just above the liquid’s surface, leading to a door to the left of the entry (going to 4a, see below); and to a set of double doors at the far end of the passage, 90 feet away.