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Recent History. Product Information. Copy Link Tweet This. Vaughan , John B. Once slain, they are no longer available as an encounter. This is not to say that they could not be replaced by something else, possibly worse.
Check for encounters at 4 a. Encounters occur on a roll of 1 on 1d If an encounter is indicated, roll 1d10 using the table below. Merchant Caravan Foot Patrol 8 footmen, 2 knights, 1 sheriff Brigands 2d4 brigands, 1 brigand leader Cavalry Patrol 6 knights, 1 sheriff 1d3 worgs and 1d12 wolves Ogre and 2d4 bugbears 2d6 shadows Simrath the Vampire and 2d6 worgs.
Merchant Caravan: A merchant caravan is encountered making its way along the road. The caravan contains 1d8 wagons or carts, with an appropriate number of accompanying pack animals per cart as well as 1d6 caravan guards per cart or wagon. There are 1d3 merchants per cart as well. Merchants on this route are on guard and want little to do with adventurers; they start with an initial attitude of unfriendly. If the characters can improve their attitude to friendly, they would be willing to provide general information about road conditions; if their attitude is improved to helpful they would be willing to allow the PCs to travel with them.
They do not otherwise offer any aid to the party. Foot Patrol: These patrols consist of eight footmen, two knights, and a sheriff. They travel the coast road in search of brigands and other outlaws. They approach the party in a hostile fashion, expecting the worst. If the party is cooperative and answers questions reasonably, they do not trouble the players further and leave them to their business. Likewise, if the party engages in banditry, they take no prisoners.
Once the PCs are well known as good guys presumably , these patrols are friendly. The GM should use this as an opportunity to roleplay with the PCs and build their egos about their fame or infamy in the local region. The knights and sheriff ride warhorses, while the footmen walk.
Speed 30 ft. Cavalry Patrol: These patrols consist of 6 knights and a sheriff, all mounted on warhorses. They keep to the road for the most part, riding down fleet enemies and moving quickly in pursuit of recently sighted fugitives.
If they suspect the PCs of malfeasance, they make a pass with lances, and then return with longswords, attacking from all directions. Otherwise, they behave much like the foot patrol with regard to cooperative PCs. Speed 20 ft. Trained for Combat Ex The warhorse treats its hoof attacks as primary attacks.
It knows the tricks attack, come, defend, down, guard, and heel. Brigands: These bandits consist of 2d4 brigands led by a brigand leader. They attempt to ambush the party from the roadside, seeking to slay mounts and lightly armored individuals with sneak attacks from their bows. Shadows: These beings only attack at night, or may be encountered in caves or densely wooded areas.
They attack as soon as they sense intelligent beings nearby, using no tactics, and fight until destroyed. Simrath the Vampire: See Wilderness Area 17 for details. If encountered in this fashion, Simrath has ventured forth from his lair and haunts the night, perhaps in bat or dire wolf form, accompanied by a pack of 2d6 worgs. The GM may decide he simply passes the PCs by on some other errand. If he attacks, he does so to his fullest ability, summoning companions to aid him.
It is best to have him ignore low-level parties. Simrath normally preys on merchant caravans, slipping in and taking one guardsman on night watch, without a sound. He always destroys the bodies of those he sucks dry, usually weighting them with rocks and throwing them in a nearby stream or river, as he has no desire for other vampires in his service. Thick and overgrown, the Forest of Hope provides shelter from winter storms that batter the coast.
Named for a local princess by her father, this forest is better known by its original name: the Forest of Horrors. Thick dens of spiders and other fell creatures are known to dwell within its bowers; only recently, a green dragon was discovered and slain by the hero Corondel. Common folk avoid the trees, though adventurers and bandits often hide here.
The patrols avoid the forest unless they are in pursuit of some villain. Wolves and Worgs: These beasts follow the PCs and attack as they set their camp, or attack at night if encountered then. They seek to kill and drag off one or two lightly armored individuals, and may focus on attacking and killing mounts if they can do so. They attack from all directions, coming in from one direction as a distraction to draw out their opponents attacking on the defensive , while others attack from behind.
They prefer easy prey sleeping PCs and mounts in particular over those that put up a fight. They do not attack if they are outnumbered and fail to achieve surprise. Ogre and Bugbears: The ogre charges into combat while the bugbears attempt to sneak in behind the party, then cast javelins and charge.
Once fully engaged they prefer simple toe-to-toe fighting, with little finesse or tactical thought. They fight to the death. Forest of Hope Wandering Monsters Check for encounters at 4 a. Foot Patrol 8 footmen, 2 knights, 1 sheriff Outlaws 2d6 Commoner 13 outlaws, hiding from patrols 1d6 large monstrous hunting spiders Brigands 6d4 brigands and 3 brigand leaders, led by a brigand warlock 1d3 worgs and 1d12 wolves Drusilla the Druid and her pack of 30 wolves 1d3 trolls 3d6 stirges Nest of 3d6 large monstrous web-spinning spiders.
Foot Patrol: These patrols are searching the forest for outlaws, and are not happy about it. They question the party about this, and leave them alone or incite their aid depending on circumstance. If the party members are themselves outlaws, the patrol attacks and takes no prisoners. Otherwise, they are treated as the same encounter on the Coast Road. Outlaws: This is a group of 2d6 1st to 3rd level commoner criminals hiding from the law. Mostly, they have committed offenses such as poaching or murder of a love rival.
They often band together for safety, though their life expectancy in these woods is not much longer than a few weeks. They avoid the PCs unless cornered, in which case they may ask for help, beg for protection from a patrol, etc.
This encounter should provide a great opportunity for roleplaying. Either the PCs can hunt down a wanted man, only to find clues that he is innocent, or they can be put in an alliance situation where they themselves must fight a patrol and become outlaws. Some have banded together into an outlaw camp see Wilderness Area Stirges: During the day, these creatures rest and do not attack unless disturbed.
At night, they fly in and attempt to feast on sleeping opponents first; up to four may attack a single Medium creature. They favor sleeping and immobile targets over moving or attacking ones. Once engaged, the stirges fight until sated or slain. Brigands: This is a group of 6d4 brigands, with 3 brigand leaders and a brigand warlock. Much more numerous in their forest home, a couple of these brigands try to act friendly, while the rest surround the party and fill them with arrows. They attack spellcasters first.
These men are quite cunning, and the GM should allow them a chance to build up some trust with the PCs before they attack in full, perhaps the next day. Once they engage, they use flanking, cover, and surprise as best they can to gain an advantage over their opponents. Worgs and Wolves: Treat these encounters exactly like encounters of the same type on the Coast Road.
Drusilla the Druid: See Wilderness Area 14, below. If met as a random encounter, Drusilla is on some errand and even less inclined to tolerate the presence of the PCs. She may ignore the PCs because of the pressing nature of her errand. If the PCs attempt to speak with her persuasively and succeed at a DC 20 Diplomacy check , she may assign them an errand such as clearing out the den of monstrous spiders Wilderness Area 16 , as they have grown too numerous and are disrupting the balance.
If diplomacy fails, she dispatches some of her wolves to kill the party. Trolls: These beasts are stupid and fearless. They charge into combat, only retreating if seriously damaged by fire or acid. They ask for and give no quarter, though if they drop an opponent or two, they may content themselves with hauling it off to eat if the surviving party members retreat. The Dragonmarsh Lowlands This area, dotted with copses of trees, serves as a perfect hiding place for the bandits and outlaws that prey on the unwary.
The drier portion of the lowlands contains numerous limestone caves and box canyons. Bandits frequently use these natural terrain features to set traps for the unwary. Several marshy areas exist in the lowlands.
One of these known as the Troll Fens is well known and avoided by those not seeking death. It is said that the quicksand and venomous snakes make this area unsafe even without the monsters. Thick clouds of mosquitoes make any travel here unpleasant at best.
Spiders small group : These large monstrous hunting spiders are out seeking prey. They drop from trees or leap from holes and try to kill one or two victims; hoping that the rest of the party leave their dead behind.
They are not intelligent, and fight until slain, unless presented with fire or spectacular dazzling magic even dancing lights spooks them. Dragonmarsh Lowlands Wandering Monsters Check for encounters at 4 a. Spider Nest: This is a nest of large monstrous web-spinning spiders. The react just like the hunting spiders except that they get a DC 15 Will save for the fire and visual effects scenario. If they save, they continue fighting instead of retreating. Foot Patrol: These patrols are searching the lowlands for outlaws, and are not happy about it.
They avoid the swamps in all cases. They question the party and leave them alone or enlist their aid depending on circumstance. If the party engages in banditry, they take no prisoners. Once the PCs are well known as good guys presumably , these patrols become friendly. The GM should use this as an opportunity to role-play with the players and to let them get their egos built up about their fame in the local region. Statistics for the patrol is the same as noted above. Outlaws: This encounter is treated exactly like the encounter of the same name in the Forest of Hope.
If the encounter occurs in the swamps, there should be a medium level fighter NPC leading the outlaws. This could eventually become a henchman of the PCs depending on the GMs wishes. Brigands: Treat these encounters exactly like encounters of the same type on the Coast Road, though they are more desperate and may be willing to barter with the PCs.
Vipers: The swamps and surrounding lowlands are notorious for their. While not aggressive, they resent being disturbed. Rattlesnakes like to lurk among rocks and in underbrush. Cottonmouths prefer to lounge on rocks or in tree branches on swamp shores, and may drop on those passing beneath. For some reason, the local snakes are often encountered in clusters. They are horrible, evil creatures that do not retreat until wounded to fewer than 15 hit points.
They attack sleeping opponents and mounts over alert defenders if they can. Swamp lions are larger than most lions, and have the same statistics as tigers. Will-o-Wisps: These evil beings attempt to draw the PCs into another wandering encounter, or into deep water or quicksand.
They only attack directly if harmed. They follow the PCs for up to a day if left alone, waiting for another monster to cause trouble. Trolls: Treat these encounters exactly like encounters of the same type on the Forest of Hope. In the swamp, they can be tracked to the Troll Mound Wilderness Area 4.
Dire Rats: Rats swarm like a carpeting mass, fighting until slain unless confronted by scary visual magic see spiders, above. Trolls and other swamp predators like to stake out quicksand patches and wait for prey to wander in. If a quicksand encounter is rolled, make another random encounter check; if an outlaw, troll, dire rat, shambling mound, or swamp lion encounter is rolled, these creatures are lurking nearby, and attack if the party looks vulnerable.
Outlaws may attempt to bull-rush PCs into the quicksand, and trolls may simply pick them up and throw them in; dire rats, the swamp lions, and the shambling mound only attack if someone falls in or the party otherwise looks vulnerable.
Be sure to raise the CR of any such encounter by 1. The hills provide a buffer zone between the Beach and the Forest of Hope. The hills themselves are sparsely forested and rather idyllic in appearance. Berries grow in abundance and cool, clear streams flow to the sea. Some of the most beautiful sunsets can be seen from their tops. Their beauty, of course, is but a mask hiding the foul corruption that lies beneath their verdant slopes, as the Foothills also house some of the nastiest denizens in any portion of the world.
Only the very foolish or very brave reside here longer than absolutely necessary. Many small, natural caves and caverns can be found riddling the foothills, and quite a few of these have been used in the past or presently by outlaws, brigands, animals, and other fell creatures as lairs.
Encounters occur on a roll of 1 or 2 on 1d Shambling Mound: This creature appears to be no more than another pile of muck until it attacks. When it attacks, it uses its Stealth skill to sneak up on the PCs, staying still until they get close. Once the PCs are within 20 ft. This is when it attacks. It is a plant, and as such fights until slain.
Froghemoth: There is only one froghemoth in the swamp. It lairs in a deep bog at Wilderness Area 1. If encountered as a random encounter, the froghemoth is hunting for food. This is a potentially deadly encounter, and it is advised with lower-level groups to provide some foreshadowing of this creatures arrival rather than simply springing it upon them.
The froghemoth always sticks close to swamps and pools, so it has a place to escape to if badly injured. Outlaws: As described in the Forest of Hope encounter, except that these outlaws must be incredibly desperate or suicidal to hide here. Brigands: Treat these encounters exactly like encounters of the same. Trolls: Treat these encounters exactly like encounters of the same type in the Forest of Hope. Ogres: These vicious giants attack immediately and with very little coordination. Giant Bees: The hills contain a number of giant beehives that nest within the many caves found in the area.
Giant bees are not generally aggressive unless provoked. Stirges: Treat these encounters exactly like encounters of the same type on the Forest of Hope. Aragnak the Dragon: This encounter is described in the Bandit Groups chapter, below. Aragnak patrols the region on the wing, looking for PCs to frighten into surrendering their treasure.
There is a high probability that he does not attack PCs entering the dungeon, but instead waits for them to exit before making himself known. This encounter is best played as the PCs sighting the dragon overhead, but not actually fighting him until later. Goblins: These goblins are scouts from the dungeon itself, and are looking for game.
They do not seek combat with the PCs, though may fire arrows and flee. Wraiths: This encounter occurs only at night. The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things. They fight until slain; draining sleeping creatures first. The Beach The beach itself is safer than the hills, but is too removed from the road to be patrolled.
Food supplies are abundant here, and the beach can be a great source of survival for the lost. This food supply also attracts others, however. Pirates frequent this beach, as the intervening wilderness prevents assault by soldiers from nearby cities.
The waters contain shoals and reefs, as well as an abundance of sharks, which prevents most mariners from approaching the shores. Numerous ships have wrecked in the area, and treasure diving could be profitable for anyone brave enough to deal with the sharks. Merchant Ship: Treat these encounters exactly like encounters of Merchants on the Coast Road, with the exception that they do not bother with the PCs unless hailed or approached.
Pirate Ship: A pirate ship is sighted off the coast. Tactics: If morale is good, the captain has his pirate ruffians charge into battle, followed by the pirate mates, who go after particularly juicy or troublesome targets. The captain usually takes on the biggest threat remaining. The pirates have no compunction against ganging up to take out a foe to maximize their sneak attacks.
If morale is bad, then instead the captain and the mates charge first, to inspire the remaining pirates to enter the fray the following round. In any case, the pirate priest always hangs back and supports the crew with spells. Dirty Tricks: The pirate mates and captains are fond of an assortment of nasty tricks in combat to gain them an advantage.
Typically, pulling off a trick requires a CMB check; if successful, it produces an effect that lasts one round, plus one round for every 5 points by which the opponents CMD was beaten. Removing condition generally requires a move action. Pirates with the Improved Dirty Trick feat do not provoke attacks of opportunity when attempting such a maneuver; those with the Greater Dirty Trick feat have the duration of the effect extended to a base 1d4 rounds, and removing the condition generally requires a standard action.
Common tricks include:. PCs, or a group seeking to bury or uncover ill-gotten pirate booty. Such groups consist of the entire complement of the pirate ship see above , minus a skeleton crew of 1 pirate mate and 6 pirate ruffians, who remain aboard the ship. This encounter can be used when the party first exits the dungeon with a load of treasure. The purpose other than a lot of fun for the GM is to teach them a lesson about overextending themselves. If they survive this encounter, then they prepare for the more dangerous robber-opponents to be faced later on.
This encounter starts when the kobolds on watch over the entrance of the dungeon run back to warn the others, and ten rounds later the party finds themselves surrounded by a veritable army of spears and arrows. The bandit group consists of a horde of kobolds, led by an ogre named Vorlak. Their lair is detailed in Wilderness Area Sirens: These creatures closely resemble mermaids, and enjoy lounging on coastal rock formations, singing their enthralling songs and luring sailors and travelers to their doom.
They use their siren song ability to captivate as many as they can, and draw them into deep water where they unfortunate victims drown and are eaten. Occasionally a siren may find a land-dweller particularly appealing and spare him, to bring him down to their underwater grottoes to dwell with themuntil they tire of him.
The three sea hags he serves often send him out on such missions to keep tabs on activities in the region. If the characters have started making a reputation for themselves as people the hags might wish to meet, they may arrange to have Marty lure them to their lair with subtle hints and clues, like treasure maps placed amid the possessions of enemies the party has just defeated.
This might be done if the hags wish to employ the PCs or desire an item or knowledge the PCs possess. Should the PCs detect Marty, he does his best to evade capture or attack. If they should manage to kill him, they earn the eternal enmity of the sea hags, who stop at nothing to avenge their loss. They flee from direct assault, but shower the party with sling stones if the group seems intent on hostility.
Though Vorlak demands that the PCs drop all they carry, he allows them to wear their armor. Anything concealed escapes their attention. Bandit Groups The area surrounding Rappan Athuk has attracted various intelligent denizens parasites intent on relieving a dungeon-weary party of their hard-earned treasure.
The GM should use these encounters as he or she sees fit, based on the relative difficulty and commensurate amount of treasure gained by the party. If the party has a reputation in the local area for being very powerful, many of these would-be brigands only attack if the party appears severely weakened.
We will schedule a time that works with you within reason and you can play alongside the development team for Rappan Athuk V! Green wet erase required some significant elbow grease, but it too came off after the 8 week test.
Includes over 80 locations. Rappan Athuk is deadly, if you play it as written, aathuk not so deadly that it necessarily results in characters repetitive character deaths.
Because you know Frogs and books We had a lot of rappan athuk, but we mostly kept the same characters. Page 1 of 2 1 2 Last Jump to page: The levels rappan athuk interconnected in many ways, sometimes leading to places much deeper and deadlier. Rappan athuk Rappan Athuk, after all. Several near fatalities but no one's perma-died just yet. Lots of fun for those looking for a dungeon crawl.
Some chances to RP of course, but this shines as an old fashioned dungeon crawl. See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft. Rime of the Frostmaiden. Descent into Avernus. Ghosts of Saltmarsh. Candlekeep Mysteries. Tomb of Annihilation. Tales from the Yawning Portal. Curse of Strahd. Rage of Demons. Elemental Evil. Tyranny of Dragons. Product Type. Core Rules. Character Options. Resources for DMG Creators.
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