xaotik1
May 13th, 2010, 00:02
Hey all, just digging through a few of my old modules and I had the biting urge to dig out a classic and pump it into FG. Rappan Athuk, the Dungeon of Graves. The intro says it all :)
Once upon a time, there was an idea—an idea formulated by Gary Gygax and Dave Arneson in 1974 and published in a little paperback book called Underworld Adventures. The idea was simple: it is a lot of fun to go into a dungeon and kill evil monsters. Why is the dungeon there? No one knows. Why do the monsters usually fight rather than talk? We aren’t really sure. Why are there 16 trolls in a cave with a jug of alchemy? No one cares. What do all the monsters eat? We don’t know that either (although “adventurer” probably tops the list). And we don’t have to know these things. This isn’t an ecology experiment, it’s a dungeon—the quintessential setting for pure adventuring.
This is intended to be a light RP dungeon crawl, though I have no problems if anyone wishes to dedicate more time to roleplay. I've added a few things here and there, modified what I wanted to make it a bit more to my liking, and am here to present it you in all (or at least most) of it's glory.
The link below should lead to the calendar page, but if it doesn't work for you, just look up Rappan Athuk Romp.
https://www.fantasygrounds.com/calendar/index.xcp?id=492
Character creation is fairly simple. All characters should start at level 4. You have the choice of a 32 point buy for stats, or you may take a risk and roll them in FG. 4d6 drop lowest. If you choose to roll them, you are stuck with them though, good or bad, be warned :) 6000 GP to equip as you like, magical gear is just fine. Content from PHB, PHB II, DMG, and DMG II are all allowed without question. Any supplemental goodies must be passed by me before you use them though. I'm not barring them by any stretch of the imagination, but I will tell you right now that anything that adds extra mechanics to the game (IE Book of Nine Swords) will likely be turned down. Heck, I don't even mind if you use monsters as characters, provided you have at least one class level. One universal restriction only. . .NO EVIL CHARACTERS.
This will very likely be hard on your characters, and many of the encounters inside the dungeon will seriously strain your tactical thinking and survivability. In fact, I suggest making a number of characters if you are going to join. . .god only knows I ended up going through 4 different characters on my first run through :)
I'm setting this up as a Wednesday weekly game, 5pm central time. End time will depend on the wishes of the players. I'm going to be fairly firm on the day and time due to potential scheduling issues with a number of other activities.
Once upon a time, there was an idea—an idea formulated by Gary Gygax and Dave Arneson in 1974 and published in a little paperback book called Underworld Adventures. The idea was simple: it is a lot of fun to go into a dungeon and kill evil monsters. Why is the dungeon there? No one knows. Why do the monsters usually fight rather than talk? We aren’t really sure. Why are there 16 trolls in a cave with a jug of alchemy? No one cares. What do all the monsters eat? We don’t know that either (although “adventurer” probably tops the list). And we don’t have to know these things. This isn’t an ecology experiment, it’s a dungeon—the quintessential setting for pure adventuring.
This is intended to be a light RP dungeon crawl, though I have no problems if anyone wishes to dedicate more time to roleplay. I've added a few things here and there, modified what I wanted to make it a bit more to my liking, and am here to present it you in all (or at least most) of it's glory.
The link below should lead to the calendar page, but if it doesn't work for you, just look up Rappan Athuk Romp.
https://www.fantasygrounds.com/calendar/index.xcp?id=492
Character creation is fairly simple. All characters should start at level 4. You have the choice of a 32 point buy for stats, or you may take a risk and roll them in FG. 4d6 drop lowest. If you choose to roll them, you are stuck with them though, good or bad, be warned :) 6000 GP to equip as you like, magical gear is just fine. Content from PHB, PHB II, DMG, and DMG II are all allowed without question. Any supplemental goodies must be passed by me before you use them though. I'm not barring them by any stretch of the imagination, but I will tell you right now that anything that adds extra mechanics to the game (IE Book of Nine Swords) will likely be turned down. Heck, I don't even mind if you use monsters as characters, provided you have at least one class level. One universal restriction only. . .NO EVIL CHARACTERS.
This will very likely be hard on your characters, and many of the encounters inside the dungeon will seriously strain your tactical thinking and survivability. In fact, I suggest making a number of characters if you are going to join. . .god only knows I ended up going through 4 different characters on my first run through :)
I'm setting this up as a Wednesday weekly game, 5pm central time. End time will depend on the wishes of the players. I'm going to be fairly firm on the day and time due to potential scheduling issues with a number of other activities.