I still need to clean-up that Rappan Athuk sub-level I mentioned on Tuesday, but in the meantime I thought I’d offer up some other supplemental material for the Rappan Athuk modules. There will be some obvious spoilers here, so I encourage anyone who might be playing in these modules to ignore the next few posts.
On Level 6 of Rappan Athuk, there are four mazes (each keyed as area 6-2). These mazes are left essentially undetailed with a basic suggestion that the DM should have a mustard jelly attack the party before simply feeding random information to the players for an hour of game time before allowing them to escape each section of the maze. As an alternative, I’ve prepared four maze sections:
Area 6-2A — The maze between areas 6-1 and 6-17.
Area 6-2B — The maze between areas 6-1 and 6-3.
Area 6-2C — The maze between areas 6-3 and 6-4.
Area 6-2D — The maze between areas 6-3 and 6-16.
The first of these, area 6-2A, uses the suggested mustard jelly attack. The others, which I’ll post over the next couple of days, have more unique themes and elements. I should also note that these mazes use the style of my personal campaign notes, rather than any official style guide. In particular, you’ll note the short descriptions of creature abilities designed to jog my memory at the gaming table. The halls in each maze are 10 feet wide.
This material is covered by the Open Gaming License.
AREA 6-2A – THE MUSTARD JELLY MAZE
This maze is the hunting ground of a mustard jelly. It knows the maze like the back of its hand (or it would if it had one) and will track the PCs down 1d10 rounds after they enter the maze. If necessary, it will then instinctively split into two parts, with one circling around through the maze to cut the PCs off from behind. (It doesn’t like it when its prey manages to escape.)
PILES OF BONES: In various places around the maze, the PCs will find piles of scattered, acid-scarred bones. The mustard jelly has favorite little corners it likes to digest in. None of these piles have anything valuable left in them.
MUSTARD JELLY: Large Ooze; CR 7; HD 7d10+29; 67 hp; Initiative -5; Spd 10 ft.; AC 4 (-1 size, -5 Dex), touch 4, flat-footed 4; Base Attack +4, Grapple +11; Atk +6 melee (2d4+3 and 1d4 acid, slam); Space/Reach 10 ft./10ft.; SA improved grab, acid, poisonous aura, constrict 2d4+3 and 1d4 acid; SQ damage reduction 10/magic, blindsight, SR 13, cold and electrical immunity, split, ooze qualities; SV Fort +4, Ref +3, Will +3; Str 15, Dex 1, Con 15, Int –, Wis 1, Cha 1.
IMPROVED GRAB: After slam, automatic grapple check to hold.
CONSTRICT: If holding, automatic damage each round
ACID: Dissolves only wood and flesh
POISONOUS AURA: 10 ft. radius, affected as by slow cast by 12th level sorcerer (Will save, DC 15, negates)
SPLIT: Any physical or electrical attack deals no damage, instead causing the mustard jelly to split into two identical creatures, each with half of the original creature’s hit points. A jelly with only 1 hp cannot be further split and is destroyed.
OOZE QUALITIES: Immune to mind-influencing, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.