9.27.2012
EZG reviews Adventure Quarterly #2
Hej everyone,
without much ado, here's my review of RiP's latest issue of
Adventure Quarterly #2
The second issue of Rite Publishing's quarterly adventure-magazine is 90 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page blank inside the back cover, 1 page back cover, leaving 84 pages of content, so let's check this out!
This being a review of an adventure-based magazine, the following contains SPOILERS. Potential players may wish to jump to the conclusion.
All right, still here? Excellent! The first module is a slight blast from the past for me - we get the complete first level of the Ruins Perilous by Jonathan McAnulty of Kaidan and Coliseum Morpheuon-fame. Once a project with an experimental funding system, the project has been dormant for some time, which as a pity: The Ruins Perilous are located next to Questhaven, Rite Publishing's upcoming magical renaissance city governed by adventurers and the Ruins are not only a mega-dungeon, but also a kind of proving ground: Cleared by the first adventurers of the Questor's Society, each level of the Ruins includes a Guild-Forge, where the emblematic rings that denote rank in the society can be upgraded, making exploration of the dungeon one of the ways to enhance your standing in the Questor's Society.
AQ #2 includes the complete first level, released for the very first time in its entirety. With adventurers exploring the place, it needs a care-taker to remain a challenge and there indeed is one: Carcera, a dungeon dragon, takes care that vanquished foes are replaced and also monitors and modifies this artificially maintained dungeon environment - but each replacement takes some time. And should the PCs die, their corpses will be hauled back by Ciicul, Stonewarden the cynical groundskeeper gargoyle for proper burial. The first level of the Ruins Perilous turns out to thus have a rather interesting feeling, being something different in tone from your standard dungeon, which becomes readily apparent when the first creatures they fight turn out to be shivs, carnivorous green lizard that are quickly followed on by encounters with the first traps, a lesser ghostly shadow, giant porcupines, a junk elemental and an interesting, mysterious set of fountains, the transcription of which should elude the PCs due to the high DC, at least for now. PCs also have a chance to be squashed by logs, combat a mirror assassin and meet a tribe of thievish pilfer monkeys seeking to take their shiny baubles, equipment etc. Among the more far-out beings, once can encounter a 2-headed dire shadow rat, skeletal guardians made of smoke and vermin like giant ticks etc. Rather disturbing, the PCs can also find a rather nasty fungus that has created some fungal spider zombies.
In order to advance to level 2, though, they will first have to defeat ratfolk sentinels spying for their allies on level two, explore a garden of self-combusting flowers and a rather unpleasant amount of poisonous blue cave frogs before passing the guild forge and its guardian and venturing to level 2, which I hope to see in the next installment of AQ!
The module also features 3 new magic items, 6 new monsters, the full stats of Ciicul and 4 different pregens, all of which utilize some of the neat racial supplements by Rite Publishing.
The second module is T. H. Gulliver's "Into the Land of Tombs", a tantalizing locale first featured in the stellar "#30 Traps for Tombs", which to this day remains the best trap-book available for PFRPG. The once verdant land was beset by a dread cataclysm that ensured the gradual transformation of the land's culture - now a wasteland of tombs, people still shiver at the potential return of the Necromancer-Pharao Nukramajin - a detailed background along DCs etc. is provided for the PCs to unearth. When the nephew of Ayser Ayman died, the funeral procession set off towards the family crypt, guarded from the roaming undead by a magical crypt key - only to be attacked and almost wiped out by attackers, who took Hafa Ayman hostage. It is here the PCs come in: They have to journey to the land of tombs, without a crypt key, and return Ayser's sister to him. After a short interrogation of the surviving guard, the PCs will be off towards the place of the ambush where the bodies have recently been gnawed on and thus, the PCs can immediately make themselves a picture on how cowardly the guardsman truly is - as soon as a pack of sand ghasts breaks loose from the desert to add the PCs to the festering pile of bodies.
Now, after that, the awesomeness begins with a undead gunslinger Askari harassing the PCs and making for a truly unsettling encounter -whether diplomatic or combat-themed. After that, the PCs will sooner or later stumble upon the now undead funeral procession of Ayser's deceased nephew and have a chance to rescue Hafa Ayman, who has been locked up in the sarcophagus of her son. The mastermind, though has gone ahead to the family's crypt. Bringing the remains there, they can encounter the wizard Sekani Omari, who was after the crypt key to gain access to the family tomb - to find the legendary tomb of Nukramajin. He only got a cryptic prophecy, though, which might make for an awesome future module. Better yet, if you need an added complications in the show-down, you may add a new creature, the so-called Red Jester, which can be considered a truly deadly undead jester that was amused by the irony of the undead procession.
The high level module of this installment is Steven D. Russell's "Dungeon of No Return", which could e considered a nod towards the "Tomb Of Horrors". If the name was not ample clue: PCs will DIE here. In order to resurrect a legendary hero of old, the PCs need to reclaim a gem of power called the Quietus Starlight and are hired to enter the dungeon of no return, to once again stop the now reincarnated fey deity of autumn. The gem is a soul-prison, yes, but an insidious one - the hero of old doesn't want to leave it, for it is a true paradise and thus has created an order of powerful beings to ensure he is never disturbed - it is into this death-trap of a complex, against this hero's allies the PCs will have to march to rip the legend of old from his self-chosen complacency. Much like "Down the Rabbit Hole", this is a five-room dungeon, with each room containing some kind of deadly challenge the will not only require good rolls and builds, but also wits on part of the players to weather. And boy, does this module not pull any punches: After teleporting to the first room (via a carpet, probably), the PCs can imemdiately fall prey to a powerful illusion of "Dawning of the Wildstar", legendary blade of Rualsnis the Wyrd-smith and not only have fun with a deadly destruction spell, but also with a...balor. In room 1. Yeah. Ouch. However, if the PCs "get" a respective room and solve it without triggering its prohibition etc., they'll be rewarded quite generously in each of the rooms.
Speaking of ouch: A rainbow wall looks bad. A path into a side-room that turns out to be the path into the massive maw of a petrified gigantean hero-killer remorhaz Raze-Ruse(CR 25), though? PAIN. Worse, the insides of the petrified beast are dimensionally locked, making for easily very dead PCs. Speaking of dead - room 3 houses a crucifixion spirit as well as exemplar mudmen. How better, though to pass teh time before the dragon's lair than with a nice game of wheel of fortune? Guarded by an adamantine cannon golem that can practically not be defeated unless very specific conditions are met and an ironborn luckbringer, the PCs get a chance to play at the wheel-equivalent of a deck of many things, with a whopping 100 different results. Though, after an initial success, the luckbringer uses his powers to foul the PC's agenda and ensure the powerful curses befall them. (Btw.: all rules to properly play the luckbringer are depicted) In the final room, hidden by an illusion, waits the perhaps deadliest beast of all - a rival adventurer group of highest level, commanded by the hobgoblin brute Kraulog. His allies include a goblin rogue, a drow cleric and a fighter/evoker that come, as most builds herein, with multiple feats, magical item qualities, arcane discoveries or uncommon spells.
SPOILERS END
The pdf also features a massive 100-entries table of generic dungeon dressing features by Raging Swan mastermind Creighton Broadhurst as well as a short 2-page article I really enjoyed by Robert N. Emerson, as I use similar house-rules in my own game: If you care to, as a DM you'll get the guidelines for creating easy-to-use morale-rules for NPCs, re-introducing psychological warfare etc. in your game. Nice way to end this issue. Among the supplemental material, we find an extensive mixture of .png and .jpeg-versions of the maps - both with and without labels, making them suitable to potentially be printed out and handed to players while they explore - nice!
Conclusion:
Editing and formatting are ok, though not perfect: I encountered multiple little typos like a missing "s" in "She" and the like, though nothing too grievous. Layout adheres to RiP's 2-column standard and the artworks are mostly stock. The pdf comes with extensive nested bookmarks as well as two separate zip-files, providing label-less versions of the maps in .png-format as well as versions with labels and keys in jpeg-format. Cartography is detailed and done with dundjinni.
The second installment of Adventure Quarterly once again provides us with a low, a mid- and a high-level adventure, so how do they fare? I'm a fan of the whole fresh "artificial, deadly proving ground"-idea of the Ruins Perilous, so that one is right up my alley and I'm rather glad we finally get to explore the complex's whole first level! I look forward to seeing the lower ones. My favorite, though, would be T.H. Gulliver's relatively short wilderness trek into the land of tombs, though: The module breathes iconic, dark Sword & Sorcery spirit and brims with some disturbing ideas - If only there was more space devoted to it.
While the fluff is clearly beyond reproach and cements my impression of T. H. Gulliver's vast capacity for writing a great adventure, the basic structure of the module is rather simple and would have benefited greatly from some additional hazards and haunts to complicate the quest of the PCs. I'd honestly would love to see a ~100+-page sourcebook/sandbox adventure on the land of tombs. The final module is a meat-grinder in the best sense of the word - consciously deadly, entering the "Dungeon of No Return" is not exactly a good way to plan for old age. This 5-room-dungeon lives up to its name, though I have one thing to complain about that one: The background story is awesome, but no epilogue or even stats are provided - I'd love to see an incursion into the legendary prison that is the quest's goal or even some other form of resolution - as provided, that's the one flaw of an otherwise stellar high-level module.
When all's said and done, we get 2 good dungeons and a wilderness trek that oozes style. Due to my minor complaints mentioned earlier, I'll settle on a final verdict of a solid 4 Rudii for the second issue of Adventure Quarterly.
Thanks for reading my ramblings,
Endzeitgeist out.
9.24.2012
EZG reviews Cerulean Seas: Waves of Thought
Hej everybody,
today, I'm taking a look at Alluria Publishing's take on underwater psionics,
Cerulean Seas: Waves of Thought
This pdf is
98 pages long, 1 page front cover, 2 pages editorial, 1 page ToC, 1 page SRD, 1
page list of thanks for the Alluria kickstarter, 2 pages of Index, 1 page
inside the back cover and 1 page back cover, leaving us with a total of 88
pages of content, so let's check this out!
This is a
pdf I honestly thought I'd never see - Alluria Publishing has created THE
definite book for underwater adventuring with their massive, stellar quality
Cerulean Seas Campaign Setting. Unfortunately, after that, the company got put
on hold and now, like a phoenix from the ashes, has risen to once again grace
us with their material - but can the psionic supplement, fully compatible with
Dreamscarred Press' Psionics Unleashed material and made in association with these
masters of the mind stand up to the incredibly high standard Alluria has set
for themselves with the Cerulean Seas Campaign Setting?
Only one
way to find out! This book kicks off with a flavorful introduction about the
cycles of divine might, arcane power and psionic potential and then goes on
about how this product was made and a set of basic terms one should understand
when reading this book. Without any significant further ado, we are then
introduced to new aquatic psionic races that might be added to a regular
heavily aquatic campaign or used with the Cerulean Seas Campaign Setting. First
in the array of new races would be the Amphian, a subtype of
clownfish-like-looking merfolk that is renowned to be a race of gifted
entertainers and scoundrels - they get either the wild talent psionc feat (if
non-psionic class) or the psionic talent feat (if they choose a psionic class)
at first level as well as fast swim speed, +2 to Cha and Dex and -2 to Str as
well as the favored class option to get +1 power point when taking a level in
the wilder class and a resistance to venoms. The Thalassic Asrai, a new type of
medium feykith, get either the wild talent psionc feat (if non-psionic class)
or the psionic talent feat (if they choose a psionic class), are boneless and
thus get +2 to acrobatics and escape artist checks as well as +1 to CMD &
CMB, +2 Dex and Wis, -2 Con, can get a power point instead of hp or skills when
classing in a psionic class, deal cold damage with their natural attacks and
swiftly die when brought out of the water. They also gte +2 to checks to
overcome psionic resistance instead of feykith magic.
The
Melusine are an interesting race that sprang from the nommo and can be
considered a psionically changed race that is heavily influenced by its rigid
caste system and the fact that beings from diverse castes produce offspring
belonging to certain caste combinations, enforcing a complex structure that is
interesting to explore in game. Rules-wise, these beings get +2 Con and +2 Int,
-2 Cha, are of the merfolk subtype, get 40 ft swim speed, darkvision 60 ft.,
light sensitivity, suffocate out of the water, get a +2 to Perception due to
compound eyes, get either the wild talent psionc feat (if non-psionic class) or
the psionic talent feat (if they choose a psionic class), can get a power point
as a favored class option when leveling in a psionic class. They are also
acclimated to extreme depths, meaning they suffer at low depths of 300 ft. from
being pressure sensitive and can negate damage they receive as an immediate
action by burning power points, ignoring 2 points of damage for each power
point spent.
Speaking of
interesting races: The Merkoth, is a weird merfolk indeed, ending in multiple,
octopus-like tentacles. They get +2 Dex and Int, but -2 Cha, have a normal swim
speed, get either the wild talent psionc feat (if non-psionic class) or the
psionic talent feat (if they choose a psionic class), can cast detect psionics
and concealing amphora 1/day as a psi-like ability - well, and they have
tentacles, enabling them to hold up to 4 items ready (but not use them) to be
retrieved as a swift action and also granting them +4 to CMB when trying to
grapple. Oh, and they have a unique peculiar behavior as well: They hate their
own race, trying their very best to avoid each other as often as possible, even
having their young brought up by foster parents and actually get sickened
without a save when within 30 ft of another being of their race. Now if that is
not story-telling gold!
The
reptilian-headed Benthic Naga are next on the list. They get +2 to Dex and Wis,
-2 to Cha, belong to the anthromorph subtype, get +1 natural armor to AC, get
either the wild talent psionc feat (if non-psionic class) or the psionic talent
feat (if they choose a psionic class), are immune to mind-reading and get +2 to
saves vs. enchantment and poison as well as a mildly poisonous bite. The DC of
latter scales with the character's level, ensuring prolonged usefulness. The
final new race is actually one you might recall from another Alluria
publication, namely the Remarkable Races Compendium. The Zef, originally
parasites that have taken over the collectives of a form of snail-like
humanoids and guided them benevolently, granting them sentience. The small snail-people are presented here in
a psionc variant that gets +2 Int, +2 Wis, -2 Str, 20 ft swim speed, can choose
a knowledge skill as a class skill at first level due to their inborn knowledge
and also feature a protective shell in which they can retreat. If you remember
the campaign setting, you might recall the eclectic options to play half-breeds
of a wide variety of races and here we also get seafolk/amphian,
seafolk/melusine and seafolk/benthic naga crossbreeds. It should also be
mentioned that the chapter includes tables that comprehensively list all racial
modifiers of the new races, tables to determine random height and length,
age-tables for starting age and age effects as well as information on racial
buoyancy and depth tolerance, both in the respective racial entries and in the
table - great service and concise presentation there!
After that
we are introduced to Alluria Publishing's take on the psionic classes released
so far in the context of underwater adventuring, providing easy to implement
conversion advice ranging from cosmetic remodeling to some minor crunchy
modifications before we delve into the new base-class, the Aquanaut. The
Aquanaut gets d10 HD, 4+Int skills per level, proficiency with simple and
martial weapons, light and medium armor, shields and all natural weapons they
have, but more on that one later. The Aquanauts also gets full BAB, good fort
and will-saves, up to a total of 74 power points and can learn powers of up to
4th level. Sounds like a martial class? Yes and no, for the Aquanaut is so much
more than that! The Aquanaut starts off with something called Phylum and gains
an additional phylum at fifth level and every 4 levels thereafter, gaining an
empathy with creatures associated with her phylum - examples would be
Cnidarians, Crustaceans, Mammals etc. Now, the Aquanaut foregoes membership of
her original race, becoming essentially a race of her own she shares with other
members of the class (Aquanaut). She also becomes an inherently magical
being that increases her natural AC,
makes her resistant to pressure and means that she counts as magical for means
of attacks. Can you see where this is going? The Aquanaut is actually evolving
her own body, learning to change her body with her very own brand of mutations,
to which quite some space is devoted: Starting by explaining the basic [armor],
[extra arm] and[shell]-descriptors of the introduced mutations, we are then
presented with phyla and their associated mutations: 6 phylums are detailed,
each coming with a plethora of these new mutations - from root-like tendrils,
to anchor yourself, coral-style to surfaces to extruding poisonous slime or
growing a coral head, from poisonous and shootable spines to fins to crab legs,
chitin skin, additional tentacles, lobster claws to an otter's keen sense of
smell, a sonar, up to the option to change colors and thus speak the cephalite
language and gain a stealth bonus, extrude octopus ink or being able to grow,
puffer-fish style - or grow a turtle or nautilus shell: Not only are the
respective options sheer genius in their iconicity, they also are so
rock-.solid and balanced in their rules-implementation that I can do naught but
utter the utmost praise for this class: Even in the reign of excellent
PFRPG-classes, the Aquanaut stands out and surpasses all regular Cerulean
Seas-classes, being on par with my favorite pathfinder-classes ever. The best
new base class I've read so far in 2012! Take heed, designers - this is how
it's done!
Next up are
the regular psionic PrCs and how they can be changed to fit in an undersea
environment and goes on to provide us with two new PrCs - the 10 level Current
Adept (d6, 2+Int skills, 1/2 BAB, 1/2 will-save, 8 levels of power progression)
are beings that can manipulate water to work telekinetic style and gain vast
speed enhancements as well as the option to create impassable water and change
water temperature - interesting casting battlefield control/mobility class. The
second class, is the 5-level shark incarnate, a feral melee PrC for psychic
warriors that gets d10, 4+Int skills per level, full BAB, good fort and
ref-saves, only gains an additional 9 power points and 3 levels of power
progression, but gets special enhancements options to make truly devastating
bites and can be considered a fearsome foe indeed: The shark incarnate can add
double the str-mod to attacks when blood is in the water or an enemy is almost
dead and can get additional attacks to follow up on critical hits, may reroll
class levels saves and add his strength modifier on the rerolls. Worse, once
the shark has destroyed a foe, he gets temporal life-force from cannibalizing.
The capstone is also cool, offering the option to treat power points as hit
points on a one-for-one-basis if the shark incarnate would otherwise be dropped
below 0 Hp. Both PrCs are absolutely neat, though, unsurprisingly, they are
"only" excellent, not a class of its own like the Aquanaut
base-class.
The pdf
also provides us with 23 new feats, including e.g. the option to craft mystic
starfish (!!!) to gaining ectoplasmic ink to the option to gain a hypnotic
angler-fish style gaze or even turn to water to 1/day automatically escape a
grapple or change your naga venom to one that deals wis-damage that makes
susceptible to your psionic attacks. You could also form psionic quills of
ectoplasm while focused, granting you access to armor spikes in any armor or
even unarmored. Beyond that, we are also introduced to a variety of psionic
powers and the careful consideration towards environmental factors we've seen
in Cerulean Seas - e.g. the fact that cold energy effects may result in
ice-crystals, but only up to a certain depths. It's small bits and pieces that
make the difference between a good setting and a stellar one - attention to
detail and internally consistent logic. We also get a complete powers-list for
the new Aquanaut-class, including highlighted and altered aquanaut powers. This
care is extended towards the psion and wilder as well as the psychic warrior
class, before we delve right into the selection of new powers.
Oh BOY!
Aqueous Coalescence thickens the water around you, halving enemy movement and
hampering attacks and damage as well as preventing ranged attacks. Better yet -
the power also effects buoyancy and can be dissipated by currents. You'll see
powers like this more often in the chapter than not - i.e. powers that not only
offer interesting tactical options, but also exhibit a true mastery of psionic
rules (the Dreamscarred press connection is evident) as well as taking the
stellar rules from the Cerulean Seas Campaign Setting into account, merging
both in an accomplishment of great design. Whta I mean with this rather cryptic
wording is that these powers take three-dimensional fighting, buoyancy,
floating ice, etc. into account, create devastating vortexes, use atomic
agitation to create superheated blasts of water, etc. into account.
Not even
here does the pdf stop, though, and instead it provides us with 2 new item
classes, the mystic starfish and the ioun bubble, as well as 6 new psionic
items and a new psionic material. If you've read the Cerulean Seas Campaign
Setting, you'll distinctly remember the racial perspectives on the setting's
history and the grand panoply their combined perspective offers - just like the
setting, this pdf provides a chapter of fluff in this vein, containing famous
members, adventure hooks and myths galore, enough to fill a wide variety of
adventures and campaigns. It should be noted that the perspectives on
non-player races have not been ignored - we also get to know at least a bit
about the psionic jellyfish called medusians and similar NPC-races.
The final
large chapter provides us with a bestiary in true Alluria Publishing-style -
i.e. with easily identifiable creature-glyphs and gorgeous full-color artworks
for every creature. We are introduced to the golden-scaled Apsara merfolk, the
enigmatic Arichteuthian shapers, to calcified skeletons and brain corals that
kill their victims and make them their calcified skeleton slaves, to tiny, yet
deadly brain crabs, the demonic and powerful Jormungandi, to a new almost
cthulhoid-looking species of song dragon, to nightmare-inducing eels, frogs on
whose backs brill grows to the non-player castes of the Melusine to disturbing
mindshrimp swarms, to translucent, glowing deep sea octopi and psionic slurgs,
host creatures for the Zef and their racial blood foes, the Zoh, - the bestiray
is of a stunning quality and many of the artworks herein would even stand out
in Alluria's excellent oevre.
In order to
make navigation easier, we get an appendix with aquatic psionic monsters
released so far by CR, a pronunciation guide, an index of tables, an index for
art and 2 pages of cardstock minis.
Conclusion:
Editing and
formatting, I am happy to report, are up to the stellar quality Alluria left
off with - I did not notice any glitches, top-notch! Layout is GORGEOUS and up
to the highest standards conceivable, using the same awe-inspiring full-color
blue-tinged loook as the campaign setting. Alluria Publishing's artwork was
always stellar, but some pieces herein, be it the monsters, the
chapter-introducing artworks or the Aquanaut blast the lids off of what to
expect from a 3pp artwork-wise. Only rarely does one see so many awesome
full-color artworks in one pdf. Impressive indeed! The pdf also comes fully
bookmarked, with nested bookmarks, making navigation easy. The only formal
point I could nag about is the lack of a printer-friendly version. Then again,
if you do print this out, you'll want it in full color or even print from the
get-go: The pdf is that pretty.
And best of
all: The content is up to the visuals! Whether it is crunch or fluff, this pdf
leaves nothing to be desired - much like the spell-adaption in Cerulean Seas,
this pdf not only goes the extra mile, it goes an extra marathon and then some.
Advertised as a psionic underseas sourcebook I at first considered the
publisher's blurb speaking of "mastery of Psionic Unleashed and the
Cerulean Seas Setting" sounding like hubris. It's not. It's the plain
truth. I did not find one piece of content I'd consider off, not one single
piece. Better yet, the pieces herein are not contend with working - they strive
to be iconic.
They ooze
heart's blood and passion. They provide innovative synergies and take the
peculiarities of undersea adventuring into account. This pdf, much like the
original Cerulean Seas Campaign Setting, is not content with being good, or
very good - it strives to excel. And that shows. In every page and every idea.
Let me spell it out: My expectations were insanely high. They were met and
surpassed. My expectations, when this high, are almost universally
disappointed. Instead, e.g. the Aquanaut should be considered a compulsory
addition to ANY campaign featuring psionics and could, with some minor
tweaking, work in regular settings as well. I only have one thing to ask for:
Do we get Waves of Thought 2 with more support for the Aquanaut and additional
support for Psionics Expanded: Advanced Psionics Guide? Please?
I forgot my
verdict. It should come as no surprise: This book is a must for fans of
psionics, of the Cerulean Seas setting and all those who felt even remotely
intrigued by what I described here. This pdf is worth every cent of its asking
price and I hope there'll be a print option. Final verdict: 5 stars +
endzeitgeist seal of approval. Congratulations for the triumphant return -it
comes with a bang!
Thank you for reading my ramblings!
Thank you for reading my ramblings!
Endzeitgeist
out.
9.09.2012
EZG reviews Rappan Athuk
Hej everybody!
Today is a grand day for a reviewer like yours truly since I'm going to take a look at Frog God Games' new iteration of the granddaddy of all dungeons,
RAPPAN ATHUK
Today is a grand day for a reviewer like yours truly since I'm going to take a look at Frog God Games' new iteration of the granddaddy of all dungeons,
RAPPAN ATHUK
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!
And
honestly, the PCs will need all the potential tools they can get their hands
on, for starting with level 9, things start to get truly painful: The second
temple of Orcus awaits and its caretaker, Gudmund, has a vital key the PCs will
need. Unfortunately for them, the disciple of Orcus is not exactly a nice fellow
and the demon-enhanced showdown will challenge your PCs to the breaking point -
especially if you're a sadistic DM like me - there's a maze with a bunch of
teleporters on this level and making a running dash for the area allows your
NPCs e.g. time to rebuff - just as a tip in case players first manage to breach
the temple's defenses and seem like they're winning. ;) Level 9A, the Hydra's Lair, contains one of
the truly evil dick-moves of this dungeon: Extremely well-hidden, there's a
tomb of a CR 26 death knight AND a CR 27 Demilich. When compared to these
"bonus-bosses" of epic power, the normal foes like huge groups of
trolls, a pair of umbral dragons and a 12-headed Pyrohydra guarding the mithril
gates leading to level 11 feel almost easy. Until you recall and experience
their power that is. Hope that your PCs are smart enough to let the two ancient
beings lie... Level 9B and 9C make up the two levels of the well of Agamemnon
and while the first level is not too hard, the whirlpool the PCs will have to
brave to access the latter level will test their luck and ingeniousness, a good
precursor for the difficulty that awaits the PCs in the person of Agamemnon,
the now-corrupted vampire archwizard and his groaning spirit-brides.
Level 9D
are the bloodways, first introduced in Rappan Athuk Reloaded: Taking the trope
from the classic "Desert of Desolation"-set, the bloodways are a
labyrinth filled with bloody, red mist that obscures vision, are almost
impossible to truly navigate and make up 4 (!!!) levels of dungeon - the
bloodways are flavorful and confusing, though their boss, Duke Aerim the
bloodwraith, feels rather like a bit weak for the level. That being said, the
confusing and lengthy nature of the Bloodways makes it still a disturbing
challenge and perhaps one of the hardest levels - and there are the forgotten
tombs, where undead mummy-priests and even a marilith awaits, so enough
potential for death and mayhem here. Let's hope that by the time PCs reach level
10, the aptly-named Lava Pit, they have some option to make themselves immune
to fire, otherwise the local salamander-population under the command of CR 28
noble salamander sorceror Irtuk will annihilate
the PCs. Who are we kidding? Even if they are prepared, Irtuk and his
elemental creatures will constitute a challenge that could break all but the
most experienced players - and let's hope that their curiosity doesn't kill
them - there's essentially a nice "story-kill" also possible on this
level. Level 10A, the "Great Cavern" is appropriately-named - with
another total of 4 pages of maps depicting both an overview as well as the
respective sites. Among the creatures herein, the PCs can find the "Mother
of all Purple Worms", two legendary orcus-mummies, negotiate with an
insanely powerful lich who actually is a foe of Orcus, navigate a colony of
fungus people and find another set of mithral gates and even a vein of gold! In
level 10B, the goblin outpost features some rather interesting green-skins -
armed to the teeth, having multiple class-levels and teamwork powers, they and
their unit training should make the PCs reconsider hard any notion of
underestimating goblins and provide them with a taste of the things to come.
In level
10C, the Talon of Orcus, another outpost of the Orcus-worshippers, has also a
rather large contingent of deadly foes and overshadows the goblins from the
prior level - the Seer of Orcus, special stone golems etc. won't make things
easier for the PCs and the broken, MPD-afflicted adventurer they can rescue may
yet succumb to the traumas he had to endure - with potentially fatal
consequences, but also some very fun roleplaying potential. On level 11, the
PCs can encounter, among other beings, a neothelid (which replaces a beholder,
if my memory serves me correctly) as
well as find the statue of a high priestess struck by a divine curse - greed
and risk/reward ratios of groups are put to the test here, though I always
considered it a pity that per se no way to free the priestess has been
included. Oh, have I mentioned the mithral vein? Level 11A not only features
the gates to the subterranean city of goblins, but also perhaps the hardest
group of NPCs in the "rival adventurer"-style encountered so far with
non only a hall of 40 wraiths at their beck and call, a group of high-level
vampires will bleed the PC's resources further dry. Wait, you say: Goblin City?
Yes, one of the largest levels of Rappan Athuk is the meticulously detailed
Goblin City of Greznek in level 12A - a roleplaying town that comes with its own
attitude-adjustment sidebox and the options for starved adventurers to not only
stock up, but actually do some trading and even side-questing, making this city
a great alternative and break from all the dungeon crawling. Level 12 contains
a whole array of potential cohorts and the reason is rather evident by its
title: The Slave Dens contain all those unfortunate enough to have been caught
by the servants of Orcus or the goblins and it is from here, if anywhere, that
the PCs will need to stage their escape attempt should they get caught alive by
anyone. Worse for the PCs, two elite priests, their mohrgs and their option to
summon a balor also are a part of the fun things they can encounter this level.
Another cool break from standard dungeon crawling would be level 12B, Tiamat's
Puzzle, in which the PCs do explore a dungeon, yes, but one focused very
strongly on riddle-solving and with a different theme. It is here the PCs may
find a potent sword, which remains cursed for now - until they find the
parent-sword in the vermin-themed level 12C, that is. This level is more about
mass than threat and probably will have the PCs feel a surge of power, which is
ok, I guess -especially since the giant amphisbaena anaconda is waiting for
worn-down, overconfident PCs...
Level 13
houses a dread ghost antipaladin - and options to die. Hard. By becoming
cursed, by facing a mirror duplicate and by failing to properly navigate the
portal on this level, for it is here that the only point of access to the final
level can be found. But we'll return to examine that later - after we've
checked out the Goblin Barracks and the military commander of the greenskins
(13A), followed the winding Dark River (13B) to Zombieland (13C). Where, bingo,
a LOT of zombies wait. To be chopped to pieces. That's fine, let the PCs smash
through whole armies of them and find a way to access the "Lost
Levels" as soon as they are released. As soon as the PCs are overconfident
enough, they can find a wall of force - if they bash it down, they'll have fun
with 2 CR20+ liches and the dread evil artifact, the Zombiestone of Karsh. Now
if you're familiar with the classic mythology of demon-princes, you may not be
surprised to find that the defense of the lowest of the three temples of Orcus
falls to not only extremely powerful beings, but actually to a combination of
demons, undead and disciples as well as Maphistal, a demon lord of his own
right. If the PCs manage to clean this temple as well, they might actually have
a teeny-tiny sliver of a chance against the Demon Prince of Undead. Level 14A
houses a tragedy - it is here that the defeated army of Tsar retreated to and
that a fallen angel and a dwarven undead
abomination still lead an army of
hundreds (literally, there are that many) undead in their congregation,
guarding level 14B, aptly titled "The Grand Cornu of Orcus" - here,
the high-priest of the demon-lord of the undead makes his final stand, here his
shadow-advisor Pagonis, his Kyton torture-master, his denizen of leng librarian
Ashfallen and his personal, powerful undead servants wait and work tirelessly
for the detriment of all that is good and holy and it is here that the epic
battle against this stain upon the planet will reach its penultimate climax- at
least, that's what one would think until one sees the "Architect's
Workshop" (level 14C) - where legendary planar architect Glazerel waits
alongside his anima engine, where PCs can be hurtled to seemingly prehistoric
times, a strange mercane-bar tended by
valkyries, awaken stranded in a Kyton-hospital (Silent Hill is calling...),
travel to a strange garden eden, battle an undead gold dragon and visit a
plateau that might very well be adjacent to Leng itself - the planar chaos and
dimensional sidetreks are plain awesome and make this my favorite new level of
the dungeon.
Speaking of
which: Only one to go: Level 15. The Den of the Master. When the PCs, covered
in their own blood and naked, pop up in this dimension, they are in for an
immediate blasphemy for fun and giggles, continuing blasts of evil energy and
can kiss regaining clerical magic goodbye. Apart from highest echelon demons,
we also get a selection of Orcus' most powerful
level 20 allies as well as..well. Orcus' friggin' avatar. CR 35. The PCs
better be running for that teleporter circle to et as fast away as possible
from the Demon Prince. Though, of course, if they prevail, Orcus is gone for
666 years and their feat will be sung of in legends forevermore...
The pdf
also contains stats for all new monsters, an appendix with the "Disciple
of Orcus"-archetype, the Archwizard and Zealot of Orcus-PrCs, a total of
38 new magic items (of which many are artifacts), an appendix detailing the
presumed default gods of the Necro/FrogGod-verse, illustrated pregens for level
1 and 6 of all CORE-classes, but not of the APG/UM/UC-classes, a total of 37 pages of battle-maps as well
as the aforementioned obituary-sheets, which imho will see a lot of use...
Editing and
formatting are top-notch, I didn't notice any significant glitches and the
scarce minor formatting glitch did not detract from my enjoyment of this
mega-dungeon. Layout adheres to FGG's two-column b/w-standard and the most
iconic of the b/w-artworks have been re-used from the previous two iterations. It
should be known, though, that we also get a vast slew of new pieces of art of a
comparably stellar quality. One major upside since the latest incarnation of
Rappan Athuk is that all encounters feature directly the CR-ratings for the
respective areas, which is a huge help, as is the decision to include major
statblocks where they are needed in the dungeon - layout wise, especially in
direct comparison, this version of Rappan Athuk first mops the floor with its
predecessors and then gobbles up the remains. The pdf has also been lovingly
bookmarked, enabling easy navigation in this monster.
Rappan
Athuk is perhaps the best dungeon released for 3.X. In my opinion, it's the
best dungeon-centric module for the system. However, it had its weaknesses:
While the initial levels had been detailed to the nth degree, the final levels
felt a bit more abrupt and less imaginative. Another weakness was that the
module(s) did not offer anything for low-level PCs to do. And finally, the
wilderness was not as detailed as I would have liked it to be. These three
weaknesses have been purged in the PFRPG-iteration - with the new low-level
dungeon, PCs can suffer from 1st level on. The new wilderness-areas and 0-level
entry-levels to the dungeon of graves are glorious. The sideview map means I
don't need a spreadsheet of connections between areas to navigate the dungeon.
The Frog God's Cloister would have made for an awesome module in itself. And
the bonus-content keeps on coming: Even when compared with the reloaded
version, the latest iteration feels vastly superior - minor ties to Tsar and
the upcoming Sword of Air (which are always unobtrusive and don't require the
ownership of either), top-notch new levels at the higher levels of the dungeon,
more deadly foes, more artifacts and even cool utilizations of PFRPG-rules -
Plain awesome all around.
Now is
there something I did not enjoy as much? Well, yes. I'm a huge fan of the
APG-classes and you'll find no alchemist, no inquisitor, no magus etc. here
(though witches are there). I would have enjoyed more support for them. The
replacements of IP-protected monsters
make sense and work well in the context of the dungeon and serve to
mostly enrich their environments, not detract from them. (Though I still miss
mindflayers...)
So. After
writing this review for x hours, reading the whole monster thrice, I can say I
look forward to my kickstarter-exclusive level and the bonus modules as well as
the player's guide, all of which will also be reviewed in due time by yours
truly. For now, I'll have to give my final verdict and even if my copy of
Slumbering Tsar wasn't growling at me from my bookshelf, I couldn't rate this
any lower than the full 5 Rudii + endzeitgeist seal of approval - this could
literally be all the deadly, imaginative old-school dungeon-goodness you'll
ever need.
As always, thank you for reading my ramblings,
Endzeitgeist
out.
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