Level 5D
Author Pathfincer Conversion Interior Art
Bill Webb & Tom Knauss Dave Landry Joshua Stewart
Producer Layout and Graphic Design Cartography
Bill Webb Charles A. Wright Robert Altbauer
Editing Front Cover Art
Jeff Harkness Colin Chan
FROG GOD GAMES IS
CEO Production Director Special Projects Director
Bill Webb Charles A. Wright Jim Wampler
Creative Director Chief of Operations Customer Relations
Matthew J. Finch Zach Glazar Mike Badalato
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978-1-62283-612-3
Rappan Athuk
Other Products from Frog God Games
You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.
Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,
and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
GENERAL RESOURCES LL2: The Lost City of Barakus PF, S&W
LL3: Sword of Air PF, S&W
Swords & Wizardry Complete S&W LL4: Cults of the Sundered Kingdoms PF, S&W
The Tome of Horrors Complete PF, S&W LL5: Borderland Provinces 5e, PF, S&W
Tome of Horrors 4 PF, S&W LL6: The Northlands Saga Complete PF, S&W
Tome of Adventure Design LL7: The Blight 5e, PF, S&W
Monstrosities S&W LL8: Bard’s Gate 5e, PF, S&W
Bill Webb’s Book of Dirty Tricks LL9: Adventures in the Borderland Provinces 5e, PF, S&W
Razor Coast: Fire as She Bears PF
Book of Lost Spells 5e, PF
Fifth Edition Foes 5e QUESTS OF DOOM
The Tome of Blighted Horrors 5e, PF, S&W
Quests of Doom (Vol. 1) 5e
Book of Alchemy* 5e, PF, S&W
Quests of Doom (Vol. 2) 5e
Quests of Doom (includes the 5e Vol. 1 and 2, but for PF
THE LOST LANDS
and S&W only) PF, S&W
Rappan Athuk PF, S&W Quests of Doom 2 5e
Rappan Athuk Expansions Vol. I PF, S&W Quests of Doom 3 5e, S&W
The Slumbering Tsar Saga PF, S&W Quests of Doom 4 5e, PF, S&W
The Black Monastery PF, S&W
Cyclopean Deeps Vol. I PF, S&W PERILOUS VISTAS
Cyclopean Deeps Vol. II PF, S&W
Razor Coast PF, S&W Dead Man’s Chest (pdf only) PF
Razor Coast: Heart of the Razor PF, S&W Dunes of Desolation PF
Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W Fields of Blood PF
LL0: The Lost Lands Campaign Setting* 5e, PF, S&W Mountains of Madness PF
LL1: Stoneheart Valley PF, S&W Marshes of Malice PF
* (forthcoming from Frog God Games)
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Rappan Athuk
Table of Contents
Level 5D....................................................................... p. 4
Legal Appendix.............................................................. p. 13
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Level 5D
How Green 5D-1.
Was My Dungeon? Welcome to the Jungle
Long ago, The Green Father’s followers venerated nature in the Tangled vines and rampant undergrowth conceal the ancient entrance
wilderness surrounding Rappan Athuk. Led by Damarren, their high into The Green Father’s lost refuge. It takes a successful DC 20 Perception
priest, the primordial god’s worshippers tenaciously clung to their sliver check to spot the stone portal granting access to the level through the dense
of unspoiled land amid the chaos around them. However, as their deity’s vegetation concealing the passageway beyond it. An archaic glyph once
influence waned, and Tsathogga’s increased, their diminishing numbers protected the entrance, but the forest child triggered the hidden trap prior
could no longer fend off the influx of monstrous denizens and the to her rampage. The characters can opt to squeeze through the packed
Frog God’s crazed servants pouring into the region. Under Damarren’s greenery with a successful DC 15 Escape Artist check, push through it
guidance, his remaining forces retreated into the Dungeon of Graves with a successful DC 15 Strength check, or hack through it (hardness
itself in a last-ditch effort to avoid coming under the thumb of anyone 5, HP 20). If the PCs remove the vegetation completely, an act which
but their primeval divine patron. The group successfully carved out a takes 1 minute to perform and requires no check, an inscription written in
small niche in an isolated section within the massive complex, using a Common around the archway proclaims, “Blood curdles, flesh fades, but
combination of magic, artistry, and a proverbial green thumb to give the green remains.”
level a woodsy overtone. Yet, one fateful day, their efforts were undone.
When the demented worshippers of Tsathogga sacrificed a young girl to
their loathsome deity, the creature arose from the grave as a dreaded forest
child. Seeking the closest wilderness refuge, the unintelligent undead
monster found its way to the nearest equivalent — The Green Father’s
5D-2. Green Leaves
natural sanctuary. In due time, the insatiable abomination devoured every Despite the lack of sunlight and water, patches of mold tenuously cling
living creature in sight, transforming the formerly lush, vibrant locale into to the stone walls and ceilings. Crude drawings and paintings depicting
a dilapidated remnant of its previous glory, teeming with the restless souls humans and elves hunting all manner of beasts fill in the spaces between
of those it devoured. the greenery. The faint aroma of freshly hewn grass lingers in the air,
suppressing the stench of mildew from the indigenous plant life on the
walls and the reek of rotting leaves, wood, and other dead vegetation
Level 5D
Difficulty Level: party level 10 Detections: Evil from Areas 5D-3, 5D-4, 5D-4A, 5D-5, 5D-6, 5D-
Wandering Monsters: Check once per hour on 1d20. 8, 5D-10, and 5D-11. Magic from Area 5D-9, 5D-10, and 5D-12.
Shielding: Inlaid lead shields Areas 5D-7 against divination magic.
Standard Features: The walls, floors, and ceilings are made from
d 20 Encounter
cut stone and are 10 + 1d4 feet high unless otherwise noted. There are
1–5 1 banshee no light sources in the rooms and corridors unless otherwise specified
6–8 1d6 ghouls in the area’s description. The walls, columns, and other features are
coated with fungi, lichens, and other simple plant organisms. Dried
9–12 1d2 wraiths leaves, pine cones, warped branches, and other dead vegetation cover
13–20 2d6 violent fungi the floor, making the entire complex into difficult terrain. The doors
throughout the complex open with ease. Secret doors (hardness 5 HP
BANSHEE CR 13 25, Strength check DC 25, locate Perception DC 20unless otherwise
XP 25,600 mentioned in the area’s description) are noted on the map as an “S”.
hp 161 (Pathfinder Roleplaying Game Bestiary 2 Areas on the map noted by a boxed “X” contain a camouflaged spiked
“Banshee”) pit trap covered over by rotting vegetation (camouflaged poisoned
spiked pit trap, Perception DC 25 to detect.) The trap can be bypassed,
GHOUL CR 1 but not permanently sabotaged without completely covering the pit
XP 400 opening. The pit is 40-ft. deep..
hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
CAMOUFLAGED POISONED SPIKED PIT TRAP CR 7
WRAITH CR 5 XP 3,200
XP 1,600 Type mechanical; Perception DC 25; Disable Device DC —
hp 47 (Pathfinder Roleplaying Game Bestiary “Wraith”)
Trigger location; Reset manual
VIOLET FUNGUS CR 3 Effect 40 ft.-deep pit (4d6 falling damage); pit spikes
XP 800 (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage
hp 30 (Pathfinder Roleplaying Game Bestiary “Violet each, plus large scorpion venom); DC 20 Reflex avoids;
Fungus”) multiple targets (all targets in a 10-ft. square area)
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covering the floor. The unsettling sights and sounds of primordial screams, SHAMBLING MOUND ZOMBIE CR 5
bestial growls, the sudden appearance of eyes peering around a corner, XP 1,600
and other disturbing visual and audible illusions randomly occur within NE Large undead
the corridor. These effects duplicate those created by a minor image spell Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
(CL 3, DC 15), lasting for one minute before vanishing into nothingness.
There is a 30% chance of encountering one of these illusions each minute AC 11, touch 8, flat-footed 11 (–1 Dex, +3 natural, –1 size)
spent exploring the corridor. hp 60 (11d8 plus 11)
Fort +3; Ref +2; Will +7
DR 5/slashing; Immune undead traits
5D-3. Dirty Deeds
Speed 20 ft., swim 20 ft.
Originally used to store excess earth, dirt, and clay, this isolated Melee 2 slams +14 (2d6+6)
chamber served a grimmer purpose as the forest child’s rampage spread. Space 10 ft.; Reach 10 ft.
With no time to bury their dead who avoided becoming the forest child’s
next meal, the desperate survivors flung their corpses into this storage Str 23, Dex 8, Con —, Int —, Wis 10, Cha 10
area to give them at least a semblance of a proper burial. In time, roughly Base Atk +8; CMB +15; CMD 24
thirty bodies found their way onto this festering heap, transforming the Feats Toughness
soil into a dreaded corpse mound. The vengeful heap of decomposing SQ staggered
matter and gnawed bone attacks any unlucky creature who opens the door.
The roiling amalgamation prefers human victims, but happily settles for Staggered (Ex) Zombies have poor reflexes and can only
any humanoids who cross its path. The monster attacks until destroyed. perform a single move action or standard action each
round. A zombie can move up to its speed and attack in the
CORPSE MOUND CR 12 same round as a charge action.
XP 19,200
hp 99 (199) (see Appendix A “Corpse Mound”) Treasure: The banshees’ cache includes six emeralds worth 500 gp
each, three amber brooches worth 100 gp each, a petrified wooden holy
5D-4. Garden of Screams
symbol worth 50 gp, and ten turquoise stones worth 10 gp each. It takes
a successful DC 15 Knowledge (religion) check to recognize the holy
symbol as a relic connected to The Green Father.
(CR 15)
Under Damarren’s tutelage, the community’s elf maidens tended to The
5D-4A. Door to Nowhere
(CR 10)
Green Father’s wondrous gardens, feeding and nourishing the greenery
under their care. During its heyday, the artificial conservatory boasted an
impressive array of perennials, orchids, and other colorful flowers. The
forest child’s insatiable appetite rendered their efforts for naught. When An iron portcullis bars passage into the corridor beyond it. Oddly, there
the ravenous undead devoured the gardens’ caretakers, the delicate, are no visible or concealed levers, switches, or other means or raising the
temperamental flowers quickly wilted and died, ceding dominance to the heavy metal barrier. Nonetheless, the portcullis can be breached by prying
suppressed weeds lying dormant among them. its bars apart with a successful DC 25 Strength check, and then slipping
However, the elves who loved and doted on their prized plants refused through the space with a successful DC 15 Escape Artist check. (A Small
to allow the transgression to go unanswered. They immediately coalesced creature has +2 bonus on the preceding Escape Artistcheck, while a Large
into spiteful banshees seething with hatred. Their anger proved so great, creature has –2 penalty. Huge and Gargantuan creatures cannot slip through
the plants formerly in their care transformed into 2 shambling mound the bars, while Tiny creatures automatically succeed.) Alternatively, the
zombies. Right now, 2 banshees loiter around the cracked flower beds and adventurers can pound through the portcullis (HP 60; hardness 10).
broken pots overrun with malodorous, dry earth and a thin layer of mildew. After bypassing this obstacle, the characters can proceed to the false
When the PCs enter their domain, one of the banshees immediately wooden door at the end of the hallway, though another concealed danger
wails, while her counterpart screams, “The girl killed the flowers! The (camouflaged poisoned spiked pit trap) awaits the adventurers prior to
ravenous child devoured everything! All is lost! Nature stands defeated!” reaching their destination. If the PCs circumvent the preceding hazard, the
If the PCs inquire further, the banshee responds, “No one is innocent! false door awaits them. Whenever a creature or an object touches the door,
Trust nothing!” The undead spirits speak no more. The ominous warning it detonates an exploding door trap. After the door explodes, the abscess
forebodes what awaits the adventurers when they meet the forest child reveals a solid stone wall leading nowhere.
in Area 5D-11. Although the banshees can pass through the walls and
escape, they refuse to leave what they deem to be sacred ground. The CAMOUFLAGED POISONED SPIKED PIT TRAP CR 7
shambling mounds under their charge follow their orders without question XP 3,200
attacking the characters with unbridled fury. Unlike typical flesh zombies, Type mechanical; Perception DC 25; Disable Device DC —
the only features belying their undead nature are their gnarled branches,
their brown, dying leaves and vines, and the stench of rot accompanying Trigger location; Reset manual
the shuffling heaps of moldy vegetation. Effect 40 ft.-deep pit (4d6 falling damage); pit spikes (Atk
Foul smelling black dirt covers much of the floor in addition to the +10 melee, 1d4 spikes per target for 1d4+2 damage each,
compost found throughout the complex. During their mortal lifetimes, the plus large scorpion venom); DC 20 Reflex avoids; multiple
five elves who lavished their love upon their green friends buried their targets (all targets in a 10-ft. square area)
valuables beneath the soil. Although they no longer care for these objects,
the pile where they lie buried is still visible to an astute character who EXPLODING DOOR TRAP CR 9
succeeds on a DC 25 Perception check. XP 6,400
Type mechanical; Perception DC 25; Disable Device DC 25
BANSHEES (2) CR 13
XP 25,600 Trigger touch; Reset none
hp 161 (Pathfinder Roleplaying Game Bestiary 2 “Banshee”) Effect Atk +20 ranged (10d6); multiple targets (all targets in a
35-ft. cone, starting 5 ft. behind the door)
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Rappan Athuk
5D-4B. Sliding Bars Poison Ivy
Black and green strands of mold cover the slimy walls. The corridor Poison Ivy Type—poison, contact, ingested, inhaled; save Fort
is generally featureless save for an iron portcullis. This barrier shares the DC 13; onset 8d6 hours; frequency 1/day; effect 1d2 Dexterity
same statistics as its counterpart in Area 5D-4A with one noteworthy damage, as long as the character takes Dexterity damage, it is
exception. The portcullis can be easily raised by shirting the gate a few distracted; cure 1 save.
inches south and then lifting it up. It takes a successful DC 20 Perception These stats for poison ivy were first presented in Mountains of
or Disable Device check to ascertain this fact. Madness (p. 22) by Frog God Games
5D-5. Uncultured SQ coordinated burst
Babbling Scream (Su) Once every 1d4 rounds, a bileborn
In his last desperate moments, Damarren’s most learned naturalist can scream in incoherent babbles as a standard action. All
conducted desperate experiments to stave off becoming the forest child’s creatures within a 60-foot spread must make a DC 19 Will save
next meal. Although he failed in his primary objective, he sadly succeeded or be affected as the spell confusion for 1d4 rounds. This is a
in setting the stage for creating another monstrosity, the 2 bileborns mind-affecting fear effect. The save DC is Charisma-based.
who now inhabits the converted horticulture lab. His combination of Incorporate Body (Su) A bileborn ties to swallow-up
alchemical components, organic raw material, and the forest child’s Medium or smaller humanoids. Any round in which it grabs
malevolence originally gave rise to one of these dreaded creatures. Over an opponent, it attempt to plunge the creature into its
time, the monstrosity split into two. own body. The bileborn’s body absorbs the creature on a
The monsters appear as two tangles of rotting, spasming flesh and successful grab and pin.
mangled body parts. The creatures constantly jerk, as if countless impulses Once a victim is pulled inside, the bileborn attempts to
were sending random, chaotic signals to its frayed nerves. The apparent absorb the creature to add additional mass and limbs to its
epicenter of neural activity is a cluster of decapitated heads mumbling own body. The victim has the pinned condition while within
incoherent utterances. Despite its numerous “heads”, the bileborn displays the creature and each round must make a successful DC 19
little if any intelligence. Its lone goal is to add more organic material to Fortitude save to resist incorporation. If a victim is successful
its loathsome body. When the monsters first spot trespassers, at least one in resisting incorporation, it can attempt a DC 19 Escape
of them unleashes a babbling scream. They cannot formulate any coherent Artist check or DC 19 Strength check to free itself. If this
battle plan. Therefore, beyond shouting incoherently, the monsters’ actions fails, it must again resist incorporation on the next round if it
are governed more by random inclinations than any actual thought process. remains pinned within. If the save fails, the victim is reduced
After eradicating the bileborn threat, the PCs may explore the former to –1 hit point and is dying. Unless rescued by comrades by
horticulture laboratory. Little remains intact after the forest child’s slaying the bileborn or by other means, the victim takes 1d4
incursion and the bileborns’ creation. The monsters destroyed the tables points of damage per round as the many mouths within
and alchemical equipment, as well shattering the numerous jars, beakers, feed on the victim in his helpless state. Once the victim is
and vials stored on those tables. Broken pottery and clumps of earth dead, it is fully incorporated into the whole and is forever lost
tangled with knots of roots are strewn about the floor. Amid the clutter, a unless the bileborn is first slain and the deceased victim then
character who succeeds on a DC 15 Wisdom (Perception) check discovers resurrected. The save DC is Charisma-based; the Escape
a small, locked iron safe built into the wall behind an overturned bench. Artist and Strength check DCs are Strength-based.
The key required to open the safe has long since vanished, forcing the PCs Coordinated Burst (Ex) As a swift action, a bileborn
to resort to other means to open the device. Removing it from the wall can synchronize its flailing motions into an enhanced
demands a successful DC 30 Strength check or chipping it away from coordination. Using this ability allows it to react and move
the surrounding stone (AC 17, HP 25, damage threshold 15; resistance quickly as if affected by a haste spell for 1 round. It can use
to piercing damage). Alternatively, a character can bypass the lock with a this ability once every 1d4 rounds.
successful DC 20 Dexterity check made with thieves’ tools.
Treasure: The safe contains four vials of antitoxin, three doses of concentrated
BILEBORN CR 7 essence of poison ivy (see below), and two scrollsof plant growth.
XP 3,200
The Tome of Blighted Horrors 6
5D-6. Bullet with
CE Large undead
Init +4; Senses all-around vision, darkvision 60 ft.; Perception +11
AC 20, touch 8, flat-footed 20 (+11 natural, –1 size)
hp 85 (10d8+40)
Fort +7; Ref +5; Will +9
Butterfly Wings (CR 9)
DR 10/slashing; Immune undead traits Many cultures revere butterflies for their remarkable beauty and grace
The Green Father’s worshippers are no exceptions. They kept a vast
Speed 30 ft. collection of these colorful insects within a warm, humid environment
Melee 4 slams +10 (1d6+4 plus grab) flush with organic matter for them to feed upon and make their abodes.
Space 10 ft.; Reach 10 ft. Of course, maintaining a controlled environment requires outside
Special Attacks babbling scream, incorporate body intervention. When their caretakers found their way into the forest child’s
ravenous belly, the pampered pets quickly succumbed to the suddenly
Str 19, Dex 10, Con —, Int 10, Wis 11, Cha 18 drier conditions with two noteworthy exceptions. Interspersed among the
Base Atk +7; CMB +12; CMD 22 (can’t be tripped) common species were several specimens of rare, carrion eating butterflies.
Feats Blind-Fight, Improved Initiative, Iron Will, Lightning While their kin figuratively dropped like flies, these opportunistic
Reflexes, Power Attack butterflies fed on their remains.
Skills Climb +15, Escape Artist +8, Perception +11, Stealth +7, Nonetheless, the butterflies’ survival remained in the balance until
Swim +12 fate intervened. The desperate Damarren summoned a fiend to battle
Languages Common against the interloper and within the conservatory, they waged an epic
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contest with the forest child prevailing. While the undead devoured the Perception check to locate the concealed door, and a successful DC
corpse, the butterflies joined in the feast, transforming them from exotic 15 Disable Device or Knowledge (engineering) check to figure out the
yet ordinary insects into 2 death butterfly swarms. The beasts prefer door must be shifted slightly to the left before opening. If all else fails,
the taste of undead flesh over that of the living, causing them to attack the characters can bust through the door (see standard features of this
these abominations first. If the PCs exercise control over the butterflies dungeon level).
or capture them, they can be used as unwitting allies who single out If the PCs adhere to the instructions to “follow me” and count the
the characters’ undead adversaries. Characters unable to command or doors from left to right beginning at the entrance and ending with the
subjugate the tiny beasts must instead fight them as the hungry insect third door, they find the safe passageway leading to the secret door out
swarms encircle their living enemies. of this chamber. When each secret door is opened, the corridor beyond it
The caretakers’ demise also created another unintentional consequence. appears nearly identical. Varying degrees of mold, lichens, and compost
The organic debris littering the floor and ceiling combined with the high material cover the floors, walls, and ceiling. With the exception of the
humidity transformed the ground into a shallow bog. In addition to being third corridor, the remainder brandish devilish traps. Corridors 2 and 7
treated as difficult terrain, a creature who moves into the 6-inch deep mire contain the camouflaged poisoned spiked pit traps scattered through
for the first time on a turn must succeed on a DC 10 Strength check or take a the level.
–2 penalty to AC and on all Dexterity-based skills and saves. Furthermore,
the conditions transformed the organic matter into peat. Attacks dealing CAMOUFLAGED POISONED SPIKED PIT TRAP CR 7
fire damage automatically ignite the highly flammable material. A creature XP 3,200
who first steps into the smoldering muck or ends its turn in contact with Type mechanical; Perception DC 25; Disable Device DC —
the floor takes 2d6 fire damage (no save). (The butterflies always hover
above the flames.) Trigger location; Reset manual
To make matters worse, peat fires belch out noxious, black smoke. Effect 40 ft.-deep pit (4d6 falling damage); pit spikes (Atk
Wispy vapors fill the area 1d4 rounds after the fire starts, reducing the +10 melee, 1d4 spikes per target for 1d4+2 damage each,
visual conditions to the equivalent of a blur spell. If the fire continues for plus large scorpion venom); DC 20 Reflex avoids; multiple
1d4 rounds thereafter, the thick clouds reduce visual conditions further, targets (all targets in a 10-ft. square area)
equivalent to a displacement spell. When this occurs, all creatures within
the area, including the butterfly swarms, must succeed on a DC 15 Fort Corridors 1, 5, and 8 contain ensnaring vegetation traps. Whenever
save at the beginning of each turn or be sickened for as long as the creature the corridor is occupied by at least one living creature for 1d4 consecutive
remains within the room and the fire rages. The smoke dissipates only rounds, green vines instantly emerge from the walls, floor, and ceiling.
when the flames have been fully extinguished for 6d6 minutes. The vines duplicate the effects of a black tentacles spell lasting 1 minute
before dissipating into nothingness.
DEATH BUTTERFLY SWARMS (2) CR 7
XP 3,200 ENSNARING VEGETATION TRAP CR 5
hp 49 (see Appendix A) XP 1,600
Type magical; Perception DC 29; Disable Device DC 29
5D-7. Number Nine, Trigger location; Reset none
Effect spell effect (black tentacles +15 CMB, 1d6+4 damage);
multiple targets (all targets in a 10-ft. by 40.-ft. area)
Number Nine (CR 14) Corridors 4, 6, and 9 feature a magical mold spores trap. When the
corridor is occupied by at least one living creature for 1d4 consecutive
Solving the numerical riddle in this topiary likely requires some
rounds, the mold covering the walls release a cloud of toxic spores.
botanical knowledge and mathematical skill. Its lone feature is a square
Creatures who do not breathe are immune to this effect.
flower bed with a 6-ft. high, perpendicular petrified wooden pole imbedded
into the earth. The wilted remains of a mangrove shrub clipped into the
MAGICAL MOLD SPORES TRAP CR 10
likeness of a nearly closed question mark still cling to its neighboring
XP 9,600
support structure. The plant’s pneumatophore root structure protrudes
Type mechanical; Perception DC 25; Disable Device DC —
through the arid dirt. Upon closer examination, the characters can discern
several critical clues to solving the puzzle.
Trigger location; Reset automatic
A character who studies the shrub and succeeds on a DC 15 Knowledge
Effect poison mold cloud (insanity mist); never miss; onset
(nature) check identifies the plant as a mangrove. Furthermore, the
delay (1 round); multiple targets (all targets in a 10-ft. by 40.-
adventurer also determines the woody fingers sticking out of the ground
ft. area)
are extensions of its roots. A PC who examines the pole and succeeds on
a DC 15 Perception check notices strands of fibrous material wrapped
5D-8. Altered States
around the wooden object at the 4-foot mark, which roughly corresponds
with where the plant would be attached if the question mark were actually
closed. In this scenario, the mangrove resembles the number nine.
When the clues are put together — the square flower box, the exposed Damarren and his followers believed they could only attain true
roots, and the number nine, the pieces point towards the square root of harmony with nature by reaching an altered state of consciousness, a feat
nine, which is three. The next part of the solution requires the characters they achieved by inhaling hallucinogenic vapors. Unfortunately, attaining
to interpret a phrase inscribed above the inside of the door connecting the this heightened sense of reality came with a hefty price. Still clinging to
room to the corridor. Mold has partially obscured the words written in the vestiges of the past, one of The Green Father’s priests continues to
Common, while time has erased several of the letters. Therefore, it takes oversee the controls that release the burnt fumes into the circular chamber.
a successful DC 20 Perception check to detect the letters scrawled onto Perched atop a dais elevated 30 feet above the ground, the disloyal
the stone surface. The message reads “F-l-ow -e”, which was intended to servant turned away from his deity during his final hours and pled to the
say, “follow me.” demon lord Orcus for assistance fighting the forest child. His cries fell
The preceding portion of the riddle refers to the nine secret doors built upon deaf ears, but his treachery did not go unnoticed. The Green Father
into the west, north, and east walls. Unlike the other secret doors in this transformed the priest into a huecuva, consigning the undead monstrosity
complex, the hidden portals are comparatively easier to find, suggesting to the task of igniting the ancient leaves stuffed within three altars on the
there were intended to be discovered. Fortunately, they are just beyond dais. A lit brazier filled with peat rests upon each malachite altar whose
the forest child’s ability to readily locate. It takes a successful DC 20 surface contains numerous holes and grooves allowing the smoke to filter
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out of the receptacle. The huecuva must use an action to set each altar’s Treasure: Arnacles still wears his +1 leather armor of fire resistance
contents aflame. When it succeeds at this endeavor, the altar billows out and holds his staff of withering in his bony hands. A lapis lazuli band
wispy smoke causing the 20-ft.-radius area around the altar to be lightly strapped around his skull is worth 1,000 gp.
obscured. More importantly to the adventurers, a creature inhaling the
smoke is subjected to a hallucinogenic fumes trap.
HALLUCINOGENIC FUMES TRAP CR 10
5D-9. Unholy Cow! (CR 12)
XP 9,600 Prior to the forest child’s arrival, The Green Father’s servants devised
Type mechanical; Perception DC 25; Disable Device DC — a method of growing grass in this spacious, subterranean chamber. The
purpose was twofold. The greenery reminded them of the outdoors, giving
Trigger location; Reset automatic their honored dead an appropriate burial ground, and it provided a food
Effect poison gas cloud (insanity mist); never miss; onset delay source for their contingent of wild animals including an odd quintet of
(1 round); multiple targets (all targets in a 20-ft. radius area) cattle. Unbeknownst to them, 5 death cows, alien bovines from another
world masquerading as ordinary animals, had infiltrated their ranks just
Reaching the top of the dais can be a challenge for characters who must prior to the forest child’s arrival. While the ravenous monster hungrily
scale its sheer walls to ascend to its zenith. It takes a successful DC 15 devoured the other beasts, these five monstrosities endured.
Climb check to climb up the surface. A PC who gets to the top of the dais When the PCs view the scene, they find dozens of various animal skeletons
discovers a grand coffin crafted from bones stitched together with plant curiously strewn around the edges of the crude cemetery. Amid the sixteen
fibers along with the three malachite altars. The casket has no lid and can sarcophagi also fashioned from bones and fibrous materials, stand five
only be breached by physically cutting it open (HP 30; hardness 5) or inexplicably healthy cattle. The death cows exchange moos while staring
withering it with a blight spell or similar magic. When sliced open, the quizzically at the intruders. A character who hears the mooing and succeeds
sarcophagus contains the desiccated corpse of Damarren’s predecessor, on a DC 20 Linguistics check denotes a pattern within the sounds, suggesting
Arnacles, interred with his worldly belongings. they represent words in an intelligible language rather than randomly
The huecuva abandoned his patron deity in his darkest hours, but the 6 will- generated noises. After 1 minute of strategizing, one death cow lets loose a
o’-wisps floating behind the stone pews remained true to The Green Father terrifying war moo, signaling the others to instantly stand upright on two legs
until the end. Sadly, fidelity could not spare them from their melancholy fate. and retrieve their greatswords. For the remainder of the combat, the death
The tiny, undead balls of malevolent light swarm trespassers, preferring to cows alternate war moos, while circling around their adversaries.
hover above their enemies and shock them before disappearing from sight and The death cows never stray more than 60 feet away from the center of
repeating the process anew. The huecuva and the will-o’-wisps are immune the room. A hallow spell cast around the perimeter of the coffins keeps the
to the hallucinogenic fumes trap. They suffer no debilitating effects from the forest child at bay. The other animals who left the protective circle soon fell
smoke, though they still treat the area as being lightly obscured. prey to the voracious undead. In addition, the caster bound an extra effect
The domed chamber’s apex reaches a height of 65 feet, gently tapering to the spell, granting courage to all creatures in the affected area. Although
off to a height of 35 feet along the edges. The stone stairs in the northern the death cows exhibit no qualms attacking the adventurers, escape remains
section rise 15 feet, culminating in a door bearing the image of a rack of their primary objective. If the PCs communicate with the monsters, they
antlers emblazoned on it. agree to cease hostilities and work towards devising a solution to their
current predicament. The death cows refuse to fight the forest child under
WILL-O’-WISPS (6) CR 6 any circumstances after witnessing the creature practically inhale large
XP 2,400 beasts with astounding ease. They warn the characters to beware of the
hp 40 (Pathfinder Roleplaying Game Bestiary “Will-O’-Wisp”) forest child’s ability to bewitch enemies and lull them into a dreamlike state.
Like Arnacles’s sarcophagus in Area 5D-8, these coffins have no
HUECUVA CR 2 discernible lids and seem to have been woven around the decedent akin to a
XP 600 cocoon. They must be cut open (HP 30; hardness 5) or withered with a blight
The Tome of Horrors Complete 373 spell or similar magic. Coffins lacking any treasures appear here. Those
CE Medium undead containing valuables can be found in the subsequent Treasure section.
Init +6; Senses darkvision 60 ft.; Perception +5 Coffin A: The skeletonized remains of a wizened druidess occupy the
Aura faithless (30 ft.) fibrous container. A successful DC 10 Heal check confirms she died from
blunt force trauma to the head.
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) Coffin E: The coffin contains the corpse of an infant girl wrapped inside
hp 16 (3d8+3) a thick, woolen blanket.
Fort +2; Ref +3; Will +4 Coffin F: All creatures within 10 feet of this opened coffin must succeed
DR 5/magic or silver; Immune undead traits on a DC 13Fort saving throw or be sickened for 1 minute by the potent
stench of decomposition. Scattered bone fragments from the skull and
Speed 30 ft. pelvis are all that remains of this individual.
Melee 2 claws +4 (1d6+1 plus disease) Coffin J: When this coffin is cut open, it triggers a magic mouth spell.
Spell-like Abilities (CL 3rd): A loud voice shouts, “Thief! Thief! Can’t you tell I’m already dead!
3/day—disguise self Oh, and I don’t have anything. Now who’s laughing? Me, that’s who.”
The mummified body of a young man is positioned face down with its
Str 13, Dex 14, Con —, Int 4, Wis 12, Cha 12 two middle fingers extended outward. A successful DC 10 Heal check
Base Atk +2; CMB +3; CMD 15 confirms the person died from a deep laceration to the neck.
Feats Improved Initiative, Weapon Focus (claw) Coffin M: This young man’s cause of death is patently obvious. His
Skills Perception +5, Stealth +7 skeletal hands are still bound behind his back, and a noose is wrapped
around his neck.
Disease (Ex) Filth fever: Claw—injury; save Fort DC 12; onset Coffin P: This coffin is empty.
1d3 days; frequency 1/day; effect 1d3 Dex damage and
1d3 Con damage; cure 2 consecutive saves. The save DC is DEATH COW CR 8
Charisma-based. XP 4,800
Faithless (Su) The huecuva and all undead creatures within Tome of Horrors 5 xxx
30 feet receive a +2 profane bonus on Will saves made to LE Large aberration (anthropomorphic, bovine)
resist channeled energy and any effects based off that Init +0; Perception +16
ability. This bonus stacks with channel resistance.
AC 14, touch 9, flat-footed 14 (+5 natural, –1 size)
10
Rappan Athuk
hp 78 (12d8+24) Coffin L: A glyph of warding trap protects this coffin against vandalism.
Fort +6; Ref +4; Will +9 The trap is triggered when the casket takes 15 or more points of damage.
Inside the coffin, the characters discover a gem of seeing resting in the
Speed 30 ft. palm of a skeletal hand. There are no other bones here.
Melee greatsword +13/+8 (2d8+4), bite +7 (1d8+1)
Space 10 ft.; Reach 5 ft. (bite) or 10 ft. (greatsword) GLYPH OF WARDING (CL10) CR 4
Special Attacks death throes (4d6 fire, DC 18), war moo (8d6 XP 1,200
sonic, deafened, DC 18, usable every 1d4+3 rounds) Type magical; Perception DC 28; Disable Device DC 28
Spell-like Abilities (CL 12th):
At will—dominate monster (1d6 targets, cows only, no save) Trigger touch; Reset none
Effect spell effect (glyph of warding, 5d8 sonic damage, DC
Str 17, Dex 11, Con 14, Int 8, Wis 12, Cha 10 14 Reflex save for half); multiple targets (all targets in a 5 ft.
Base Atk +9/+4; CMB +13; CMD 23 radius area)
Feats Cleave, Great Cleave, Greater Bull Rush, Improved
Bull Rush, Power Attack, Weapon Focus (greatsword) Coffin N: An almost perfectly preserved man clutches the skull of a
Skills Acrobatics +15, Handle Animal +15, Perception +16 large predatory beast in his fleshy hands. A javelin of lightning rests at his
Languages bovine side. A character who examines the body and succeeds on a DC 10 Heal
SQ cattle guise check notices a gangrenous bite wound on his lower torso.
Gear large greatsword Coffin O: Almost every bone on this mangled skeleton bears blatant
bite marks. The culprits, two giant rats inexplicably buried with the
Environment dairy farms, cattle ranches unfortunate soul also died long ago. The hungry animals consumed every
Organization solitary scrap of flesh, though they left behind a ring of water walking and a pouch
Treasure none containing five rubies worth 500 gp each.
Cattle Guise (Su) A death cow can
voluntarily appear as a normal quadrupedal
cow, indistinguishable from a normal cow.
It can transform between cow and death
cow form as a free action. Its weapons only
manifest in bipedal form. True Seeing will
reveal the death cow’s true form.
Death Throes (Su) When a death cow dies, it explodes,
showering all creatures within a 30-foot radius with
scalding blood and chunks of burning meat. Each
creature in this area takes 4d6 fire damage, DC 18
Reflex save for half.
War Moo (Su) The death cow can unleash a deafening
moo. All non-bovine cratures within 30 feet of the death
cow that can hear the moo take 8d6 sonic damage and
are deafened for 1 minute, DC 18 Fort save to avoid
deafening and take only half damage.
Treasure: The coffins listed below contain something of value.
Coffin B: A young girl wrapped inside a fraying, linen shroud clutches
amber prayer beads worth 25 gp in her tiny hands. Her cause of death is
not apparent.
Coffin C: An adolescent, mummified boy wears +1 hide armor over
his thin frame and holds an ornate club worth 50 gp in his left hand. A
successful DC 20 Perception check reveals a deep wound piercing the
young man’s ribs directly over his heart.
Coffin D: The PCs find a skeleton missing its lower left leg and several
fingers. A gold ring inset with a ruby fell off an intact finger, depositing
it within the coffin’s fibrous material. It takes a DC 15 Perception check
to locate the jewelry piece, which is worth 225 gp.
Coffin G: Only a skull with four golden incisors worth 50 gp each
remains within this casket. The other teeth are all missing.
Coffin H: A mummified older woman wearing a luxurious
yet moldy fur cloak worth 25 gp lies in state. A silver
necklace with an amethyst pendant is draped around her
neck. This piece of jewelry is worth 75 gp. A cause of death
is not apparent.
Coffin I: A disturbing smile seems to be etched onto the face
of a mummified, burly man. The cause of death seems obvious as
a jagged piece of metal protrudes from the center of his chest. His
clothes rotted long ago, revealing a small packet, which turns out to be
dust of disappearance. It takes a successful DC 15 Perception check to
locate the item.
Coffin K: Gray hair still clings to the scalp of an otherwise skeletonized
male elf who still wears his beloved boots of elvenkind and his bracers of
armor +4.
11
Rappan Athuk
FEAR GUARDS (7) CR 5
5D-10. XP 1,600
hp 51 (see Appendix A)
Aviophobia (CR 11) 5D-11.
Withered vines and weeds litter the thin, dry earth covering the stone
floor of an oddly shaped room consisting of two wedges separated by a
deep, rectangular chasm. The perilous abscess reaches a depth of 100 feet,
culminating in a hard surface filled with perpendicular wooden spikes
Hunger Games (CD 15)
embedded into the ground. A 1-foot wide stone plank spans the distance Damarren and his few remaining followers made their final stand
between the two edges. A character walking across the plank must succeed against the forest child within this sanctuary where The Green Father’s
on a DC 13 Acrobatics check to maintain their balance when they first step sacred tree once flourished. The forest child’s pervasive evil and hunger
onto the plank and if they end their turn on the plank. A character who fails reduced the deity’s beloved oak into a rotting stump with an expansive
the check falls into the chasm unless the character succeeds on a DC 15 cavity in its face. To protect the tree from certain destruction, Damarren
Reflex save. (A character who ends its turn more than 10 feet from one of cajoled the congregation’s resident wizard to use his spell scroll to conjure
the edges suffers a –2 penalty on the preceding saving throw.) the transparent wall of force separating Areas 5D-10 and 5D-11 before
hastily erecting the second wall to conceal their presence. Unfortunately,
SPIKED PIT TRAP CR 7 the last-ditch effort failed. The forest child teleported into the chamber,
XP 3,200 where it devoured every last piece of flesh on Damarren’s body along
Type mechanical; Perception DC —; Disable Device DC — with every sliver of meat from his wizard ally and a ranger companion.
The horrific circumstances of their death raised their mortal bodies as 3
Trigger location; Reset automatic skeletons who accompany their brutal killer. Over the years, the forest
Effect 100-ft.-deep pit (10d6 falling damage, DC 15 Reflex child scattered their possessions throughout the level.
save avoids); pit spikes (Atk +10 melee, 1d4 spikes per target Despite her gruesome crimes and the vines and roots protruding from
for 1d4+2 damage each) her flesh, the forest child appears childlike and innocent. The young girl’s
doe eyes and slight stature convey her tragically lost youth and naivety.
Naturally, the PCs may take flight to avoid this hazard, a factor Damarren The scent of freshly disinterred earth accompanies her.
counted on when he devised his insidious magical aviophobia trap. This When the PCs first encounter her, the young girl politely asks in
is a specialized variation on the spell phantasmal killer. When a creature is Common, “A morsel I beg. Just a small taste.” Although her plea seems
not in direct contact with any surface in the room, an overwhelming phobia harmless, simply hearing her voice subjects the listener to the monster’s
grips it unless the creature succeeds on a DC 17 Will save. On a failed save, coddling trait. The abomination then races forward, baring its teeth and
the creature must be in physical contact with any surface by the end of its expanding its jaws far beyond their physical limits. The skeletons follow
turn or be affected as if they had failed the first Will save required to resist right behind her in close pursuit. The forest child has only one concern on
the spell phantasmal killer. A character who fails the Will save and ends its mind — eating every ounce of organic matter it can find. The forest
its turn on the ground does not take psychic damage, but will not willingly child and her minions lack any strategies or tactics. Her only goal is to fill
fly across the chasm. At the end of each minute thereafter, the target can her belly by any means necessary.
make another Will save. On a success, the effect ends. The creature is then
also immune to the effect for the next 24 hours. Creatures immune to the FOREST CHILD CR 15
frightened condition are also unaffected by this trap. XP 51,200
hp 209 (see Appendix A)
MAGICAL AVIOPHOBIA TRAP CR 6
XP 2,400 SKELETONS (3) CR 1/3
Type magical; Perception DC 30; Disable Device DC 30 XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary “Skeleton”)
Trigger location; Reset automatic
Effect spell effect (phantasmal killer, death or 3d6 damage,
DC 17 Fort save negates death effect); multiple targets (all
targets in a ft. ) 5D-12. Green Treasures
The characters more pressing issue is the 7 fear guards positioned on Damarren stored the shrine’s prized possessions within his well-
the northern wedge. The undead monsters take full advantage of the terrain defended vault. However, unlike most humanoids, the druid’s treasures
and the trap. They fly across the chasm, ignoring the effects of Damarren’s focused on rare plants and other natural oddities rather than gold, silver,
magic and assault the PCs with their greatswords. These incorporeal and magic. Sadly, time and neglect took their toll on The Green Father’s
monsters appear as hooded humanoid figures outfitted in flowing gray collection. The shrine’s prized orchids shriveled into decomposing husks
robes over a suit of ghostly armor. The fear guards predominately attack long ago, while their cherished flowers withered into dust. Nonetheless a
with their greatswords, though the marginally sentient creatures also few items withstood the apathy and endured.
supplement their devastating swings with inflict moderate wounds and Treasure: The room’s surviving wonders include a candle of invocation
ray of enfeeblement spell attacks. The fear guards were the last remaining (neutral) dedicated to The Green Father, a staff of the woodlands, which
vestiges of the level’s previous occupants who were presumably the previously belonged to Damarren, an oathbow formerly owned by The
worshippers of an evil deity. Green Father’s resident ranger, his wizard’s wand of paralysis, a bag of
Unable to consume their incorporeal bodies, the forest child ignored beans holding six beans, eight petrified wooden braziers worth 100 gp
the fear guards, taking up residence in Area 5D-11 just beyond the north each, four flower pots crafted from vines worth 50 gp each, and three rare
wall, which radiates magic. The north “wall” consists of two barriers, a tulip bulbs worth 25 gp each.
thin sheet of balsa wood painted to resemble stone, and a more formidable
invisible wall of force in front of it. The extensive chipping, peeling, and
warping prevalent on the wooden obstacle allow a character to recognize
the second wall’s true nature with a successful DC 10 Perception check.
If the characters destroy the wall of force, prying the boards away or
breaking through the balsa wood takes a successful DC 10 Strength check.
12
Rappan Athuk
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