0% found this document useful (0 votes)
54 views15 pages

Rappanathuklevel 7 BPF

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
54 views15 pages

Rappanathuklevel 7 BPF

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 15

Level 7B: Caves and Caverns

of the Ancient Gods


Authors: Bill Webb Editors: Dawn Fischer, Skeeter Green
Developer: Bill Webb Layout and Graphic Design: Charles A. Wright
Producers: Bill Webb and Charles A.Wright Front Cover Art: Charles A. Wright

FROG GOD GAMES IS


CEO Staff Editor
Bill Webb Dawn Fischer

Creative Director: Swords & Wizardry V.P. of Marketing & Sales


Matthew J. Finch Rachel Ventura

Creative Director: Pathfinder Art Director


Greg A. Vaughan Charles A. Wright

Mr. Wolf
Skeeter Green

©2012 Bill Webb, Frog God Games & Necromancer Games. All rights reserved.
Reproduction without the written permission of the publisher is expressly forbidden. Frog God Games and the
Frog God Games logo is a trademark of Frog God Games. Necromancer Games and the Necromancer Games
logo is a trademark of Necromancer Games. All rights reserved. All characters, names, places, items, art and
text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product
in these pages is not a challenge to the trademark or copyright concerned.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Frog God Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Necromancer
Games
Games Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying
Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of
Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game.
Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

1
Level 7B: Caves and Caverns
of the Ancient Gods
Many ask why the evil armies of Orcus selected Rappan Athuk, along

What You Have in with its associated cave complex, as the place to settle and fortify. No one
alive knows the answer; however uses of legend lore or clever research by
sages could reveal that they were drawn by some ancient evil presence.
Your Hands Long before armies of man roamed the earth, an eldritch evil festered deep
beneath the earth. These caverns contain a putrid power so old it has been
forgotten. The minions of Orcus never breached the ancient caverns deep
You have our congratulations and deepest gratitude for supporting Frog under Rappan Athuk, and perhaps they were lucky they did not. What
God Games in its quest to publish the world’s greatest megadungeon, they sought, and what possible interactions would come to pass between
Rappan Athuk. If you are holding this book in your hands, you were one minions of the two demons are unknown.
of those who stepped up to help us fund the creation of this project in
May and June 2012, and you now have the exclusive bonus module only
available to premium subscribers. We again thank you and hope that your
delvings into this vast dungeon complex provide you with endless hours
of entertainment. Level 7B
This level was inserted into the author’s game as an extension of a
secret tunnel added to Level 13C–10, with a steeply sloping (up) egress Difficulty Level: 10
Entrances: Secret tunnel from Level 13C, Area 13C–10,
into Area 7B–1. It was derived by an ever persistent group that would just
passageway from Wilderness Area 4.
not take “no” for an answer to the possibility that the passage would just
Exits: Underdark via river tunnel from Area 7B–14.
“dead end”. After hours of mining rock and rubble, they came out into a
Wandering Monsters: Check once per hour on 1d20:
new cavern about 600 vertical ft. higher than where they started, and thus
this area was discovered. They later learned that some things were best
1 1d6 black puddings
left undiscovered.
2 1d6 headless horrors (see Area 7B–5)
For GMs who wish to do so, you may add several rumors to those
3 3d6 frog spawn of Tsathogga (see Area 7B–9)
available in Zelkor’s Ferry, or as knowledge found from the priests of
4 1d8 cavern lizards
Tsathogga in their temple or dungeon. For it is these foul priests that seek 5 1 gloom crawler
this level; there is an ancient shrine to the frog demon-god here, as well as 6 1 patch of green slime
lost knowledge of the distant past that they would find useful. Any players 7 1d6 violet fungi and 2d6 shriekers
bragging of their exploits or discoveries here would find that they become (see Area 7B–12)
targets of interest by those cultists who follow the primordial god of slime. 8 1 shambling mound (see Area 7B–12)
9 1d3 piercers
New Rumors: 10–20 No encounter
• It is said the frog worshippers seek some undiscovered evil, deep
within the earth (True.) Detections: Extreme evil from the statue and pool of
• “I hear that them nice priests built a temple nearby to scourge the Tsathogga in Area 7B–8.
thralls of Orcus from this place, I say welcome to them!” (True, from a Standard Features: The floors and ceilings are covered
strange perspective, but they are not nice) with stalagmites and stalactites. Walls, columns and
• “Frogs, everywhere! I swear the river was brimming with them!” other features on this level are dry. Climbing all features
(True.) requires a DC Climb check unless otherwise noted.
• “Deceivers and evil wizards I tell you, one of those priests even turned Random fungus and dripping water are everywhere,
me into a frog! I got better.” (False.) and a stench of decay permeates the air. This area
is fungus-filled. 20% of the fungus is edible while 10%
is poisonous A DC 20 Knowledge (dungeoneering
History of this addition or nature) or Survival check allows PCs to determine
which are edible. (Gnomes and other underground
creatures gain a +2 bonus to their checks.)
”This was a squat, plain temple of basalt blocks without a single
carving, and containing only a vacant onyx pedestal. . . It has been built
in imitation of certain temples depicted in the vaults of Zin, to house a
very terrible black toad-idol found in the red-litten world and called BLACK PUDDING CR 7
Tsathoggua in the Yothic manuscripts. It had been a potent and widely XP 3,200
worshipped god, and after its adoption by the people of K’n-yan had lent hp 105 (Pathfinder Roleplaying Game Bestiary, “Black
its name to the city which was later to become dominant in that region. Pudding”)
Yothic legend said that it had come from a mysterious inner realm beneath
the red-litten world — a black realm of peculiar-sensed beings which had CAVERN LIZARDS CR 4
no light at all, but which had had great civilizations and mighty gods XP 1,600
before ever the reptilian quadrupeds of Yoth had come into being.” hp 42 (Frog God Games The Tome of Horrors Complete 409,
—H. P. Lovecraft and Zealia Bishop, “The Mound” “Cavern Lizard”)
2
Level 7B: Caves and Caverns of the Ancient Gods

3
Level 7B: Caves and Caverns of the Ancient Gods

4
Level 7B: Caves and Caverns of the Ancient Gods
GLOOM CRAWLER CR 8 time, but also makes a lot of noise, possibly drawing random encounters
XP 4,800 to players from the Level 13C encounter chart. The good news is that
hp 95 (Frog God Games The Tome of Horrors Complete 326, gravity aids the players trying to clear the rubble (the tunnel slopes down),
“Gloom Crawler”) the bad news is that each turn there is a 20% chance of a collapse and
rubble slide filling a 20–ft. by 10 ft. section of the.
GREEN SLIME CR 4
XP 1,200 (Pathfinder Roleplaying Game Core Rulebook, PARTIAL TUNNEL COLLAPSE CR 4
“Hazard, Green Slime”) XP 1,200
This dungeon peril is a dangerous variety of normal slime. Green Characters in the bury zone of the collapse take 4d6
slime devours flesh and organic materials on contact and is points of damage, or half that amount if they make a DC 15
even capable of dissolving metal. Bright green, wet, and sticky, Reflex save. They are subsequently buried. Characters in the
it clings to walls, floors, and ceilings in patches, reproducing as it slide zone take 2d6 points of damage, or no damage at all if
consumes organic matter. It drops from walls and ceilings when it they make a DC 15 Reflex save. Characters in the slide zone
detects movement (and possible food) below. who fail their saves are buried.
A single 5 ft. square of green slime deals 1d6 points of Characters take 1d6 points of nonlethal damage per
Constitution damage per round while it devours flesh. On minute while buried. If such a character falls unconscious,
the first round of contact, the slime can be scraped off a he must make a DC 15 Constitution check each minute. If it
creature (destroying the scraping device), but after that it fails, he takes 1d6 points of lethal damage each minute until
must be frozen, burned, or cut away (dealing damage to freed or dead.
the victim as well). Anything that deals cold or fire damage, Characters who aren’t buried can dig out their friends.
sunlight, or a remove disease spell destroys a patch of green In 1 minute, using only her hands, a character can clear
slime. Against wood or metal, green slime deals 2d6 points rocks and debris equal to five times her heavy load limit. The
of damage per round, ignoring metal’s hardness but not amount of loose stone that fills a 5-ft.-by-5-ft. area weighs 1
that of wood. It does not harm stone. ton (2,000 pounds). Armed with an appropriate tool, such
as a pick, crowbar, or shovel, a digger can clear loose
PIERCERS CR 1/4 stone twice as quickly as by hand. A buried character can
XP 100 (Pathfinder Roleplaying Game Core Rulebook, attempt to free himself with a DC 25 Strength check.
“Hazard, Piercer”)
Piercers resemble 1 ft. long stalactites and are found
underground in caves and caverns hanging from the ceiling 7–2. Empty Rooms
waiting for living creatures to pass underneath.
Those viewing a piercer must make a DC 20 Perception Self explanatory, although this is a good time to roll for wandering
check to discern its true nature; else it is overlooked and monsters. The GM should also fill these areas with whatever dungeon
mistaken for a normal stalactite. Piercers gather in clusters of dressing he feels is appropriate, perhaps noting the abundance of stalactites.
up to 20 creatures.
When a living creature stands in a square directly below
a piercer, it drops and attempts to impale the unsuspecting
foe. The creature can make a DC 15 Reflex save to avoid
7B–3. The Egg
the piercer’s attack. If the save fails, the target sustains This 60–ft. diameter cavern is smooth walled and has a slightly sloping
1d6 points of piercing damage. If the save succeeds, the ceiling, peaked in the middle, giving the whole a rather unnerving egg-
piercer misses its target and may not attack again until it shaped look. Covering the walls and ceiling are thousands of painted
climbs back into position. (Piercers move 5 ft. per round). A images of what look like cavemen worshipping frog demons and
piercer on the ground is easily dispatched, though touching sacrificing humans and animals to some weird frog god. The paintings are
or attacking it unarmed or with natural weapons causes it quite primitive; though clear in their intent and meaning. The floor of the
to secrete an acid that deals 1d4 points of acid damage to cave contains only a thin veneer of soil over clean solid rock.
the opponent each time one of its attacks hits.
Piercers can grow to a length of 6 ft. Those of 2 to 4 ft. in
length are CR 1 and deal 2d6 points of damage if they hit a
foe. Their acid deals 1d6 points of acid damage. Those of 5
7B–4 Meow! (CR 10)
to 6 ft. in length are CR 2 and deal 3d6 points of damage if This large cavern contains mounds of churned up soil and rock, spread
they hit. Their acid deals 1d6 points of acid damage. The DC in piles 5–10 ft. in diameter, randomly spaced throughout its base. The
to avoid a piercer’s attack is 15, regardless of its size. cavern itself is nearly 400 ft. in diameter, with an 80 ft. ceiling. Bats and
small insets flit about in the darkness, although no other random encounters

7B–1. Tunnel Entrance from


occur in this room, as other denizens of this level have learned to avoid
coming here. The cavern floor is highly uneven, and all movement here is

Below (CR 4)
considered difficult terrain. In addition, running or combat requires a DC
10 Reflex check each round to avoid tripping and falling prone (taking
1 point of damage from the sharp rocks). The biggest problem here is of
This blocked tunnel rises up 600 ft. at a slight angle from Level 13C. course the 3 bulettes: Gimmli, Remington, and Jackson that are the cause
The tunnel is blocked and filled with rubble for the first 80 ft. It takes 1 of the uneven floor.
character 10 minutes to clear each 5 ft. of tunnel, with a maximum of 3 Being able to sense movement on the ground, these landsharks attack
characters able to work (e.g. 3 characters can clear 15 ft. in 10 minutes). any that enter the room after 2d6 rounds. Each bulette shows up separately
Dwarf players count as 2 characters for purposes of clearing the debris. (on a 2d6 timer) as soon as anyone has entered 20 ft. into the cavern. The
This material must be cleared in order to pass through and into Area 7B– bulettes have grown fairly lazy, and do not pursue anyone fleeing out of
3. Hints of space beyond should be given to the players, such as a slight this area unless the party includes halflings (they have a special taste for
breeze in the air causing torches to flicker near the rubble pile. Once the the short folk).
rubble is moved to reveal a 5–ft. tunnel, other hints like cave paintings
and ochre or charcoal stains on the walls can be given, indicating that BULETTES (3) CR 7
“something” lies behind the blocked corridor. XP 3,200
Keep in mind that clearing this material not only takes a great deal of hp 84 (Pathfinder Roleplaying Game Bestiary, “Bulette”)
5
Level 7B: Caves and Caverns of the Ancient Gods
Tactics: The bulettes first attack comes from underground. Each attacks Feats Cleave, Iron Will, Power Attack, Skill Focus (Stealth),
with surprise the first round of combat as it burrows up from below. A Weapon Focus (bite)
fly or levitate spell prevents a character from being attacked in this way, Skills Climb +18, Perception +10, Stealth +14; Racial Modifiers
although invisibility or other visual obfuscation has no effect. Once they +8 Stealth
are at the surface, the bulettes attack randomly, choosing a victim from all Languages Aklo
targets within range, although they always preferentially attack a halfling,
and only attack dwarves if he is the only target (dwarves taste yucky). If Blinded by silence A headless horror is blinded for as long as
reduced to 25% of their original hit points, each retreats underground. it remains within the area of effect of a silence spell. Anyone
moving at less than 15 ft. per round gains a +4 circumstance
Treasure: Below this cavern, the bulette tunnels lead to Area 7B–6. bonus to their Stealth against a headless horror.
Digging through the tunnels requires clearing away 20 ft. of rubble, and
results in a fall of 20 ft. (2d6 damage) as the tunnel clears into that area FWAND CR 7
(DC 15 Reflex save avoids the fall). XP 3,200
NE Large magical beast (see Appendix A)
Init +2; Senses blindsense 60 ft., tremorsense 60 ft.;
7B–5. So what if you have a Perception +8

Vorpal Weapon? (CR varies, 8+) AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
hp 64 (8d10+24)
This is the den of a small tribe of 31 headless horrors. The cavern Fort +9; Ref +8; Will +5
itself is 300 ft. in diameter and has an 80 ft. ceiling, sloping down to 50 Immune sight-based spells and effects; SR 17
ft. in the southern end. Numerous small ledges and cubby holes dot the Weakness blinded by silence
southern end of the area, creating individual nests for the tribe of headless
that reside here. A total of 9 nest areas exist on this wall. Speed 30 ft., climb 30 ft.
Melee 2 slams +12 (1d6+5 plus grab), bite +12 (1d8+5)
MALE AND FEMALE HEADLESS HORRORS CR 6 Space 10 ft.; Reach 10 ft.
XP 2,400 Special Attacks rend (2 claws, 1d6+7)
hp 51 (see Appendix A)
Str 20, Dex 14, Con 16, Int 4, Wis 12, Cha 13
HEADLESS HORROR CUBS CR – Base Atk +8; CMB +14 (+18 to grapple); CMD 26
XP – Feats Cleave, Iron Will, Power Attack, Skill Focus (Stealth)
hp 8 (non-combatants, see Appendix A) Skills Climb +18, Perception +8, Stealth +15; Racial Modifiers
+8 Stealth
Nest 1—This nest consists of a 20–ft. diameter cave and contains 1 Languages Aklo
male and 1 female headless, and 2 small cubs (non-combatant). They
have no treasure. Blinded by silence A headless horror is blinded for as long as
it remains within the area of effect of a silence spell. Anyone
Nest 2—This nest consists of a 10–ft. diameter cave and contains 1 moving at less than 15 ft. per round gains a +4 circumstance
male headless. He has no treasure. bonus to their Stealth against a headless horror.

Nest 3—This nest consists of a 40–ft. diameter cave and contains 1 Nest 6—This nest consists of a 30–ft. diameter cave and contains 3
male and 2 female headless. They have 6 cubs. One of the cubs wears a female headless, one rather sickly cub, and no treasure.
strangely carved necklace of bones and rock chips that acts as an amulet
of natural armor +2. Nest 7—This nest consists of a 20–ft. diameter cave and contains 1
male and 1 female headless and have a small vein of mithral in the back
Nest 4—This nest consists of a 40–ft. diameter cave and contains 3 of their cave (500 pounds of ore, generates 10 pounds of mithral if mined
male headless. They have no treasure. and refined (worth 16,000 gp).

Nest 5—This nest consists of a 60–ft. diameter cave and contains 1 Nest 8—This nest consists of a 20–ft. diameter cave and contains 2
male chieftain headless named Kelzurn, his mate Fwand, and 3 cubs. male headless and no treasure.

KELZURN CR 8 Nest 9—This nest consists of a 60–ft. diameter cave and is the home
XP 4,800 of Seraficer, a male warlock headless. This witchdoctor wields a rod of
NE Large magical beast (see Appendix A) withering and has a suit of armor made from bulette hide (medium armor, +7
Init +2; Senses blindsense 60 ft., tremorsense 60 ft.; armor bonus, +1 max Dex bonus, –6 armor check penalty, 30% arcane spell
Perception +10 failure, 40 lbs.). A strangely shaped statue of some weird forgotten god stands
at the back of the cave. It appears as a headless man with 6 arms and a maw in
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) its chest. This is Uhm, the god of the headless, and will be detailed in a future
hp 75 (10d10+30) Rappan Athuk module. This statue grants boons to any headless within 40 ft.
Fort +10; Ref +9; Will +6 (regeneration 1 hp/round, +2 on all attacks and damage, and +4 on all saves).
Immune sight-based spells and effects; SR 19
Weakness blinded by silence SERAFICER CR 10
XP 9,600
Speed 30 ft., climb 30 ft. Male headless horror adept 9 (see Appendix A)
Melee 2 slams +14 (1d6+5 plus grab), bite +15 (1d8+5) NE Large magical beast
Space 10 ft.; Reach 10 ft. Init +1; Senses blindsense 60 ft., tremorsense 60 ft.;
Special Attacks rend (2 claws, 1d6+7) Perception +7

Str 21, Dex 14, Con 16, Int 4, Wis 12, Cha 13 AC 22, touch 10, flat-footed 21 (+7 armor, +1 Dex, +5 natural,
Base Atk +10; CMB +16 (+20 to grapple); CMD 28 –1 size)
6
Level 7B: Caves and Caverns of the Ancient Gods
hp 117 (6d10+9d6+45 plus 15) flowing forth from the rock formation in Area 7B–8. It has a stench of
Fort +11; Ref +11; Will +12 sulfur and rotting slime. The water itself contains billions of harmful
Immune sight-based spells and effects; SR 17 bacteria. Contact with the water is harmless; although exposure to any
Weakness blinded by silence cuts or ingestion of the water itself forces a DC 20 Fortitude save to avoid
contracting a virulent form of filth fever.
Speed 30 ft., climb 30 ft. Swimming in the river are 24 frog spawn of Tsathogga. They attack
Melee 2 slams +12 (1d6+3 plus grab), bite +12 (1d8+3) any that approach within 30 ft. of the river bank. They attack mindlessly
Space 10 ft.; Reach 10 ft. and have no treasure. Frogs do not enter Area 7B–8.
Special Attacks rend (2 claws, 1d6+6)
Spells Prepared (CL 9th; melee touch +12, ranged touch FROG SPAWN OF TSATHOGGA (24) CR 1
+10): XP 400
3rd—bestow curse (DC 15) hp 13 (see Appendix A)
2nd—bull’s strength, cure moderate wounds, mirror image
1st—bless, cure light wounds, endure elements, obscuring RIVER OF FILTH FEVER
mist (DC 12) Type disease; save DC 20 Fortitude
0 (At will)—create water, ghost sound (DC 11), stabilize, Onset 1d4 hours; frequency 1/day
touch of fatigue (DC 11) Effect 1d3 Dex damage and 1d4 Con damage; cure 3
consecutive saves
Str 16, Dex 12, Con 16, Int 6, Wis 15, Cha 13
Base Atk +10; CMB +14 (+18 to grapple); CMD 25
Feats Cleave, Improved Initiative, Improved Iron Will, Iron 7B–8. Tsathogga and the Black
Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth),
Toughness
Skills Climb +18, Handle Animal +7, Knowledge
Pool (CR varies, 9 to 15)
(dungeoneering) +7, Perception +7, Stealth +10; Racial A river flows from the western edge of this cavern, flowing out of a
Modifiers +8 Stealth naturally formed image of the frog god, Tsathogga. The stone formation
Languages Aklo truly resembles the demon-frog himself, and has been blessed (or cursed)
Gear rod of withering, bulette hide armor, totem fetishes by that vile one as an unholy altar. Merely passing within 60 ft. of the rock
(holy symbol) image requires a DC 15 Will save to overcome the fear caused by this
blessing (fear effect for 1d6 rounds, CL 20th). The cavern itself is 100 ft.
Blinded by silence A headless horror is blinded for as long as in diameter, with walls of polished and smoothed rock. Flanking the stone
it remains within the area of effect of a silence spell. Anyone formation on either side are two carved stone pools.
moving at less than 15 ft. per round gains a +4 circumstance
bonus to their Stealth against a headless horror. The Statue of the Frog God—This image truly was naturally formed
from cave deposits over thousands of years, until it was discovered by
Tactics: The headless horrors swarm to defend their lair. If they are worshippers of Tsathogga. The evil priests placed two huge gems (100,000
not surprised, one female in each nest moves any cubs present to the gp uncut sapphires) into its eyes. These evil ones consecrated the image as
witchdoctor’s nest. Three females remain with the cubs, while the rest an altar of the frog god, and as a blessing the god rewarded their efforts by
of the tribe join in and attack any intruders. The headless are not stupid, creating the following effects:
and gather and mass attack rather than slowly join in. Note that they are • The stone is immune to all attacks by weapons of less than +4
highly proficient climbers and that they know all of the easy ways up and enchantment
down into their nests. They can reach the cavern floor in 1 round per 20 • The image putrefies any water touching it, creating a disease ridden,
ft. of descent or ascent. Any headless except the chieftain that is wounded sulfurous smelling vile substance that causes a fatal disease if ingested of
over 50% retreats to the witchdoctor’s cave and make a final stand there. if it enters one’s bloodstream.

7B–6. Under Cavern of the VIRULENT FILTH FEVER


Type disease; save DC 20 Fortitude

Bulettes (CR varies)


Onset 1 hour; frequency 1/6 hours
Effect 1d4 Dex damage and 1d6 Con damage; cure 3
consecutive saves
This cavern is the nest of the bulettes in Area 7B–4. It contains
large castings of creatures they have previously devoured, as well as a • The eye gems cannot be removed without a +4 of better weapon. Anyone
fairly obvious large quartz vein streaking through the north side wall. trying to remove the eyes must make a DC 20 Will save or immediately dive
Examination of this quartz vein reveals that in addition to the milky into the black pool closest to the player (as a suggestion spell).
quartz, there are flecks of gold and silver. A DC 15 Knowledge (nature) or • The image causes fear (DC 20 Will save or refuse to move within 60
a DC 20 Knowledge (engineering) check immediately realizes that this is ft. of the image).
a mother lode vein. There is a total of 112,000 gp of gold ore and 950,000 • SR 25
sp of silver ore present in the vein. It takes 8 hours to mine 1% of the ore • If the statue is damaged, the 3 hezrou demons—Kth’luh, Ruhioa
(which weighs 1 ton until refined). A truly committed group of players and Tolith bound to the statue as servants are released. Their names are
could make quite a large amount of money here, although the logistics of prominently inscribed on the statue in Abyssal. If their names are spoken,
removal are difficult. they are summoned as well, attacking any that are present unless a priest
Additionally, there are 4 bulette eggs present in the nest, as well as any of Tsathogga is present, in which case they obey the commands of the
wounded bulettes from Area 7B–4 that may have retreated. priest.
• The image grants a boon to the formless ones (black puddings) within
100 ft., giving them maximum hit points and spell resistance.
7B–7. The River of Filth (CR 9) • The image resummons any black puddings slain within 1 day.
• The statue can only be destroyed by physical damage from holy or
This cavern is 70 ft. wide and has a 40 ft. ceiling. Running down its blessed weapons, and its powers destroyed only by then grinding the
center is a 20–ft. wide, slow moving river, leading from Area 7B–8 metal from those weapons and mixing the powdered metal into the rubble.
to the lake in 7B–9. The river oozes and bubbles with slime and filth, Otherwise, the image reforms in 2d6 months.
7
Level 7B: Caves and Caverns of the Ancient Gods
KTH’LUH, RUHIOA AND TOLITH CR 11 material and metal quickly, but does not affect stone.
XP 12,800 Each time a creature suffers damage from Masika’s acid,
hp 145 (Pathfinder Roleplaying Game Bestiary, “Demon, its clothing and armor take the same amount of damage
Hezrou) from the acid. A DC 21 Reflex save prevents damage to
clothing and armor. A metal or wooden weapon that strikes
The Black Pools—each of these pools is 7 ft. deep, and contains a the pudding takes 2d6 acid damage unless the weapon’s
large black pudding. Due to the presence of the demon statue, these wielder succeeds on a DC 21 Reflex save. If Masika remains
puddings have maximum hit points and resistance to magic. They attack in contact with a wooden or metal object for 1 full round,
any in the chamber after 2d6 rounds, or if anyone gets within 5 ft. of it inflicts 21 points of acid damage (no save) to the object.
the pools (the puddings gain a surprise round if it makes a successful The save DCs are Constitution-based.
Stealth check opposed by the PCs Perception check; the puddings gain a Corrosion (Ex)
+4 circumstance bonus to this roll). If burned for over half hit points, the An opponent that is being constricted by Masika suffers
puddings retreat into their pool or the river to put out the fire if possible. a –4 penalty on Reflex saves made to resist acid damage
applying to clothing and armor.
MAERKAARCHE AND DREBBULOUS, Split (Ex)
ELITE BLACK PUDDINGS (2) CR 7 Slashing and piercing weapons deal no damage to Masika.
XP 3,200 Instead, the creature splits into two identical puddings, each
hp 140 (Pathfinder Roleplaying Game Bestiary, “Black with half of the original’s current hit points (round down). A
Pudding”, with the following changes: add SR 20) pudding with 10 hit points or less cannot be further split and
dies if reduced to 0 hit points.
Suction (Ex)
7B–9. The Dark Lake (CR 14+) Masika can create powerful suction against any surface as
it climbs, allowing it to cling to inverted surfaces with ease. It
This 600 ft. by 400 ft. cavern contains a large subterranean lake. The river can establish or release suction as a swift action, and as long
from Area 7B–8 flows into the lake area, dissipating its disease causing as it is using suction, it moves at half speed. Because of the
waters into it (the water still contains disease, but all saves are made at suction, Masika’s CMD score gets a +10 circumstance bonus
DC 15 due to dilution). All around the shoreline are bones of cavemen and to resist bull rush, awesome blows, and other attacks and
frogs. Most appear to be gnawed on and cracked. Once per 10 minutes, any effects that attempt to physically move it from its location.
within the cavern draw the attention of 2d6 frog spawn of Tsathogga. They

7B–10. 2001, a Space Oddity


attack mindlessly and have no treasure. There are literally hundreds of these
foul creatures here, so they continue to attack until 500 have been slain.

FROG SPAWN OF TSATHOGGA CR 1 (CR varies)


XP 400
hp 13 (see Appendix A) The entrance to this side cavern is again blocked by rubble. If touched
with bare hands, the rubble itself seems to slightly hum and vibrate, with
Careful inspection of the lake itself reveals shallow steps set into the the vibrations increasing in intensity as the corridor is cleared. Beyond the
water on the northern side of the cavern, leading to a center platform in 20–ft. rubble filled passage is a small cave, 20 ft. in diameter. In the center
the middle of the lake. The frogs avoid this area and any in combat retreat of the cave is a black stone pylon.
as soon as they get within 30 ft. of the platform. The pylon itself is made of an indestructible material, and is etched with
The platform itself is constructed of pure black stone (obsidian, worth mathematical symbols. If touched, a random effect takes place (no save is
200,000 gp if somehow removed). Beneath the platform is the blob Masika, allowed against any of these effects):
a gargantuan black pudding. It attacks intelligently, waiting for players to
become complacent and catching their breath from frog attacks. This monster 1. Random attribute is raised by 1
is an ancient creature, and is the undisputed apex predator on this level. 2. Random attribute is lowered by 1
3. The character gains 1 level
MASIKA CR 14 4. The character loses 1 level
XP 3,200 5. The character gains a +1 natural AC bonus
N Gargantuan ooze (Pathfinder Roleplaying Game Bestiary, 6. The character loses 1d4 hit points permanently
“Black Pudding”) 7. The character levitates on top of the ground for 3d6 hours (1 inch off
Init –5; Senses blindsight 60 ft.; Perception –5 the ground, non-magical effect)
8. The character moves at half speed for 3d6 hours
AC 5, touch 1, flat-footed 5 (–5 Dex, +4 natural, –4 Size) 9. The character gains a +2 bonus on all saves for 24 hours
hp 240 (20d8+160) 10. The character incurs a –2 penalty on all saves for 24 hours
Fort +14; Ref +1; Will +1 11. Random attribute raised by 1d3
Defensive Abilities split, ooze traits 12. Random attribute is lowered by 1d3
13. The character gains a permanent +1 bonus to attacks made with
Speed 10 ft., climb 10 ft. unarmed strikes
Melee slam +18 (3d6+7 plus 2d6 acid plus grab) 14. The character gains a permanent –1 penalty to attacks made with
Space 15 ft.; Reach 10 ft. unarmed strikes
Special Attacks constrict (3d6+7 plus 2d6 acid), corrosion 15. The character grows 6 inches (gains +1 Strength bonus). Equipment
does not grow.
Str 24, Dex 1, Con 26, Int —, Wis 1, Cha 1 16. The character shrinks 6 inches (incurs –1 Srength bonus). Equipment
Base Atk +15; CMB +26 (+30 to grapple); CMD 31 (41 vs. bull does not shrink.
rush, can’t be tripped) 17. The character gains a permanent resist 30 to cold
Skills Climb +11 18. The character gains a permanent vulnerability to cold (–4 on saves,
SQ ooze traits, suction double damage)
19. The character gains a permanent resist 30 to fire
Acid (Ex) 20. The character gains a permanent vulnerability to cold (–4 on saves,
Masika secretes a digestive acid that dissolves organic double damage)
8
Level 7B: Caves and Caverns of the Ancient Gods
The pylon can affect each character only twice. Touching the pylon a Area C—This area contains a large patch of 22 shriekers, and is the
third time results in an electric shock for 3d6 damage (DC 20 Fortitude nesting area of the topiary beast. The topiary beast appears to be a large
save for half). shrieker at first, only revealing itself if the party is engaged by another
creature or appears to be slaughtering the shriekers. There is a 90% chance
that the shambling mounds from Area D are be drawn to combat by the
7B–11. Night Terror (CR 7) shriekers. The shriekers have no tactics.

The tunnel leading down to this cavern slopes steeply and contains loose SHRIEKERS (22) CR –
rubble and sand. Characters must make a save each round or lose their XP – (Pathfinder Roleplaying Game Core Rulebook, “Hazard,
footing and slide 1d6 x 5 ft. until they reach the bottom (80 ft.). The cave Shrieker”)
itself creates a feel of darkness and foreboding, an aura of spine-tingling This human-sized purple mushroom emits a piercing sound
fear that pervades all the way to its edge. The cave itself is 50 ft. in diameter, that lasts for 1d3 rounds whenever there is movement or
with large chunks of rubble filing the floor. The back of the room seems a light source within 10 feet. This shriek makes it impossible
darker than the rest, and light does not penetrate as far (light distances to hear any other sound within 50 feet. The sound attracts
halved) in the back 20 ft., almost as if a curtain of darkness is dampening nearby creatures that are disposed to investigate it. Some
the light. As the area is approached, a large pile of gold and silver ore (total creatures that live near shriekers learn that this noise means
value 20,000 gp, weighs 400 pounds) can be seen mounded in a pile. there is food or an intruder nearby.

As one would expect, guarding this pile of treasure is an incorporeal TOPIARY BEAST CR 9
creature known as a night terror. The night terror attacks as soon as any XP 6,400
touch the treasure. N Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +6
HRIX, THE NIGHT TERROR CR 7
XP 3,200 AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 40 (see Appendix A) hp 120 (12d10+48)
Fort +12; Ref +8; Will +5

7B–12. The Topiary (CR varies) Speed 30 ft., 20 ft. climb


Melee 4 claws +18 (1d8+6/19–20), bite +17 (1d8+6)
This huge cavern is different than most of the others on this level in Special Attacks rend (2 claws, 1d8+6, or 4 claws 2d8+9), roar
that it is filled wall to wall with various types of fungus and subterranean 1/day (20 ft. radius, Fort DC 14 avoids, deafened 1d6 hours),
plants. Water drips form the 200 ft. ceiling and a slight breeze indicates swallow whole (1d8+6 bite damage, AC 13, 12 hp)
that there must be a passage somewhere “up there” to the surface. Bats flit Spell-like Abilities (CL 8th):
about along the ceiling, and a few small birds can be observed by anyone At will—tree shape
flying near the roof of the cavern. Following these birds and bats reveals 1/day—stinking cloud (DC 15)
a 2–ft. diameter, 40–ft. long tunnel leading out to the surface, just to the
south of the troll lair (Wilderness Area 4). Most of the plants and fungus Str 23, Dex 10, Con 18, Int 3, Wis 13, Cha 14
are harmless, however a few areas contain dangerous bits, as well as one Base Atk +12; CMB +19; CMD 29
area that is the home of a topiary beast. Feats Critical Focus, Improved Critical, Improved Natural
The cavern itself is approximately 500 ft. in diameter, with its floor Attack, Power Attack, Skill Focus (Stealth), Weapon Focus
pocked with stalagmites and columns, as well as dozens of small pools of (claw)
water. The whole cavern is damp and earthy smelling. Dangerous areas Skills Climb +20, Perception +6, Stealth +9 (+17 in forests);
are noted below. Racial Modifiers +8 Stealth in forested environments

Area A—This area contains a large patch of yellow mold, spread over Area D—This area is the nest of 4 shambling mounds. The mounds
a 30 ft. area. attack any that come near their lair.

YELLOW MOLD CR 6 SHANMBLING MOUND (4) CR 6


XP 2,400 (Pathfinder Roleplaying Game Core Rulebook, XP 2,400
“Hazard, Yellow Mold”) hp 67 (Pathfinder Roleplaying Game Bestiary, “Shambling
If disturbed, a 5-foot square of this mold bursts forth with Mound”)
a cloud of poisonous spores. All within 10 feet of the mold

7B–13. Dem Bones


must make a DC 15 Fortitude save or take 1d3 points of
Constitution damage. Another DC 15 Fortitude save is
required once per round for the next 5 rounds, to avoid
taking 1d3 points of Constitution damage each round. A This dry cave contains literally thousands and thousands of bones. It
successful Fortitude save ends this effect. Fire destroys yellow was once used as a midden for the cavemen that lived here. The cave
mold, and sunlight renders it dormant. itself is 120 ft. in diameter, and there are over 400,000 bones here. None
animate, attack or are magical in any way. Of interest, however, is one
Area B—This area contains a patch of 8 violet fungi. The fungi attack large skull of a triceratops (worth 5,000 gp to the right buyer). It weighs
any creature passing within 10 ft. The remains of 4 adventurers who came about 800 pounds.
in from the ceiling (and unfortunately landed in this area) are mixed in
with the ground fungus and detritus. Most of the gear is rotted away and
useless, however amidst the rusty metal and moldy cloth can be found 122 7B–14. Lothar Wolf (CR 8)
gp, a silver holy symbol, 2 potions of flying, a ring of energy resistance
[fire], and a necklace of adaptation. This cavern area differs from the rest of the level because it has been
carved to create flat walls and floors. The ceiling has been smoothed, and
VIOLOET FUNGUS (8) CR 3 crude but obvious signs of stoneworking are present everywhere. The
XP 800 cavern itself is 60 ft. long and 40 ft. wide, and the ceiling rises to a height
hp 30 (Pathfinder Roleplaying Game Bestiary, “Violet Fungus”) of 30 ft. At the far end of the cavern is a carved throne-like structure,
9
Level 7B: Caves and Caverns of the Ancient Gods
flanked by two large statues of wolves. The throne itself is composed of
a reddish-pink stone, and is inlaid with various uncut gems and stones.
If removed or pried loose, the gems themselves are worth 5,000 gp.
Intact, the stone throne would be worth 30,000 gp. One minor problem
however; the two stone wolves are in fact carytid columns, and the long-
dead specter of the last caveman king, Lothar, hides his incorporeal self
within the stone block.

CARYATID COLUMNS (2) CR 3


XP 800
hp 42 (Frog God Games The Tome of Horrors Complete 93,
“Caryatid Column”)

LOTHAR THE SPECTRE-KING CR 7


XP 3,200
hp 52 (Pathfinder Roleplaying Game Bestiary, “Spectre”)

Tactics: The carytid columns attack any within the room. While wolf
shaped, they fight as any others of their kind. Lothar meanwhile, waits
until the players are engaged in combat, and then reaches up through the
floor to attack, focusing on spellcasters first. Unless turned, he returns
underground and repeats his attacks, avoiding combat with players until
he drains a character totally (and gets a free helper out of the deal).

10
Appendix A:
New Monsters
Frog Spawn Of Tsathogga Headless Horror
Boiling from the putrid waters of the spoiled lake, these hopping These frightening beasts appear as headless apes with a vast maw
abominations reek of decay and filth. They have vicious mouths filled with in the center of their chest. Despite their prodigious mouth, the beast’s
razor-like teeth; slick, ghastly skin color; claws like barbed rakes, and a wicked claws dispatch their prey and shred it for easy consumption. The
smooth, slimy body devoid of eyes. They blindly swarm forth in an attempt Headless are not “picky eaters”.
to overwhelm your group!
These abominations only exist in the darkest reaches of the earth.
Also known as voorm by underground denizens, these 2–3 ft. long Ancient creatures, they resemble a fur-covered ape with no head or
horrid creatures live in the filth and vile waters of the underworld. They are neck. Eyeless, their mouth resides in the center of their chest. They are
essentially large toothed frogs with no eyes. Being spawn of the leprous carnivorous creatures, feeding on anything they can catch. They are
frog demon, Tsathogga, they have evolved into pack-like carnivores that not extremely intelligent, but have decent combat tactics and have been
swarm on prey like piranhas. Blind from lack of light, these “deep-frogs” known to attack as a pack with some coordination. They climb and hide
know no fear and have learned to eat anything they can catch. extremely well. They have an extreme sense of touch and hearing, and are
Deep frogs swarm attack, with up to 8 animals attacking a single man- able to sense any creature within 60 ft. as if they had sight, using the slight
sized opponent at a time. They prefer to gang-attack rather than disperse tremors of ground movement to track their prey.
to multiple opponents. They fight with claws and a diseased bite. Some headless horror tribes have witchdoctors (treat as adepts, levels
4–10, and add the advanced template).
FROG SPAWN OF TSATHOGGA CR 1 Headless horrors attack with their powerful arms and claws, tearing
XP 400 their prey to shreds with their brute strength. They have a bite attack as
N Small animal (extraplanar) well, although they generally prefer to convert prey into bite sized pieces
Init +2; Senses blindsight 60 ft., scent; Perception +3 prior to ingestion, only biting grappled opponents while rending them.
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) HEADLESS HORROR CR 6
hp 13 (2d8+4) XP 2,400
Fort +5; Ref +7; Will –1
NE Large magical beast
Init +2; Senses blindsense 60 ft., tremorsense 60 ft.;
Speed 30 ft., swim 30 ft.
Perception +6
Melee bite +2 (1d4 plus grab plus disease) or tongue +2
touch (grab)
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
hp 51 (6d10+18)
Special Attacks bunching, pull (tongue, 5 feet), swallow
whole (1d3 bludgeoning damage, AC 10, 1 hp), tongue Fort +8; Ref +7; Will +3
Immune sight-based spells and effects; SR 17
Str 11, Dex 15, Con 14, Int 1, Wis 8, Cha 6 Weakness blinded by silence
Base Atk +1; CMB +0 (+4 grapple); CMD 12 (16 vs. trip)
Feats Lightning Reflexes Speed 30 ft., climb 30 ft.
Skills Acrobatics +10 (+14 jumping), Perception +3, Stealth Melee 2 slams +10 (1d6+5 plus grab), bite +10 (1d8+5)
+10, Swim +8; Racial Modifiers +4 Acrobatics (+8 jumping), Space 10 ft.; Reach 10 ft.
+4 Stealth Special Attacks rend (2 claws, 1d6+7)

Environment underground Str 20, Dex 14, Con 16, Int 4, Wis 12, Cha 13
Organization pod (2­–5), knot (6­–24), or army (20–200) Base Atk +6; CMB +12 (+16 to grapple); CMD 24
Treasure none Feats Cleave, Power Attack, Skill Focus (Stealth)
Skills Climb +18, Perception +6, Stealth +14; Racial Modifiers
Bunching (Ex) Two frog spawns can occupy the same 5 ft. +8 Stealth
space. Languages Aklo
Disease (Ex) Frog fever: Bite—injury; save Fort DC 13; onset
1d3 days; frequency 1/day; effect 1d3 Con damage; cure 2 Environment underground
consecutive saves. The save DC is Constitution-based. Organization solitary, pair, band (3–12), troop (11–20)
Tongue (Ex) A frog spawn’s tongue is a primary attack with Treasure incidental
reach equal to three times the frog’s normal reach (15 feet
for a Small frog spawn). A frog spawn’s tongue deals no Blinded by silence A headless horror is blinded for as long as
damage on a hit, but can be used to grab. A frog spawn it remains within the area of effect of a silence spell. Anyone
does not gain the grappled condition while using its tongue moving at less than 15 ft. per round gains a +4 circumstance
in this manner. bonus to their Stealth against a headless horror.

11
Appendix A: New Monsters
Night Terror Topiary Beast
A small, bouncing mote of light approaches; as it nears, a deathly chill A beautifully manicured shrubbery erupts into a mass of rending claws
and sense of menace envelopes you. and snapping teeth as a man-shaped form bursts from within.

A night terror is a neutral, incorporeal creature that lives and feeds off A topiary beast is a large, semi-intelligent creature that most frequently
the energy of the dying. Many say it is related in some way to a will-o- resides within patches of large fungus or plants. It is a master of
the-wisp, and that it is the dark cousin of those creatures. Night terrors are camouflage, and can alter its color to suit its surroundings. While it itself
only found in the deepest recesses of the earth, as they are slain instantly is not a plant, it can change form to appear to be a tree, a giant mushroom
by contact with sunlight, and even moonlight causes them pain. Night or many other types of plants. Once revealed, topiary beasts appear as a
terrors live to feed, and always attack living creatures using their spell-like large plant creature with four arms, a large, gaping maw, and four small
abilities, only resorting to their physical attacks if cornered. beady eyes.
A topiary beast attacks with its large claws and fangs.
NIGHT TERROR CR 7
XP 3,200 TOPIARY BEAST CR 4
CE Small aberration (air) XP 1,200
Init +13; Senses darkvision 60 ft.; Perception +17 N Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
AC 26, touch 26, flat-footed 16; (+5 deflection, +9 Dex, +1
dodge, +1 size) AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 40 (9d8) hp 38 (4d10+16)
Fort +3, Ref +12, Will +9 Fort +8; Ref +4; Will +2
Defensive Abilities natural invisibility; Immune fire, electricity,
magic Speed 30 ft., 20 ft. climb
Weaknesses moonlight, remove fear, sunlight Melee 4 claws +10 (1d6+2), bite +10 (1d8+2)
Special Attacks rend (2 claws, 1d6+3, or 4 claws 2d6+6), roar
Speed fly 50 ft. (perfect) 1/day (20 ft. radius, Fort DC 14 avoids, deafened 1d6 hours),
Melee chill +16 touch (3d6 cold plus fear) swallow whole (1d8+2 bite damage, AC 13, 4 hp)
Special Attacks fear (DC 16) Spell-like Abilities (CL 8th):
Spell-like Abilities (CL 7th) At will—tree shape
7/day—phantasmal killer (DC 16) 1/day—stinking cloud (DC 15)
1/day—weird (DC 21)
Str 23, Dex 10, Con 18, Int 3, Wis 13, Cha 14
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14 Base Atk +4; CMB +11; CMD 21
Base Atk +6; CMB +0; CMD 24 Feats Power Attack, Skill Focus (Stealth)
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Skills Climb +18, Perception +5, Stealth +8 (+16 in forests);
Weapon Finesse Racial Modifiers +8 Stealth in forested environments
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31,
Perception +17, Stealth +25 Environment any (plant)
Languages Aklo, Common Organization solitary
SQ feed on fear Treasure none

Environment underground
Organization solitary, pair, wave (3–8)
Treasure incidental

Feed on Fear (Su)


Any time a night terror is within 15 ft. of a dying creature or
creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex)
Night terrors are immune to all spells and spell-like abilities
that allow spell resistance, except magic missile, maze, and
remove fear (see below).
Light Weakness (Ex) Any contact with sunlight causes a
night terror to make a DC 15 Fortitude save or die each
round, and moonlight causes them to recoil and flee. They
are unaffected by magical light or firelight.
Natural Invisibility (Ex)
Night terrors have the ability to extinguish their natural glow
as a move action, effectively becoming invisible, as the
spell.
Remove Fear Weakness (Ex) Night terrors are particularly
susceptible to remove fear, which causes them to fall asleep
for 24 hours unless disturbed.

12
Legal Appendix
Product Identity: The following items are hereby identified as Product Open Content: Except for material designated as Product Identity (see
Identity, as defined in the Open Game License version 1.0a, Section 1(e), above), the game mechanics of this game product are Open Game Con-
and are not Open Content: All trademarks, registered trademarks, proper tent, as defined in the Open GameLicense version 1.0a Section 1(d). No
names (characters, deities, etc.), dialogue, plots, storylines, locations, portion of this work other than the material designated as Open Game
characters, artwork, and trade dress. (Elements that have previously been Content may be reproduced in any form without written permission.
designated as Open Game Content or are in the public domain are not
included in this declaration.)
Rappan Athuk is written under version 1.0a of the Open Game License. As of 10. Copy of this License: You MUST include a copy of this License with every
yet, none of the material first appearing in Rappan Athuk is considered Open copy of the Open Game Content You distribute.
Game Content. 11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission
Open Game License Version 1.0a from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the
The following text is the property of Wizards of the Coast, Inc. and is Copyright terms of this License with respect to some or all of the Open Game Content due
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. to statute, judicial order, or governmental regulation then You may not Use any
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners Open Game Material so affected.
who have contributed Open Game Content; (b) “Derivative Material” means 13. Termination: This License will terminate automatically if You fail to comply
copyrighted material including derivative works and translations (including into with all terms herein and fail to cure such breach within 30 days of becoming
other computer languages), potation, modification, correction, addition, exten- aware of the breach. All sublicenses shall survive the termination of this License.
sion, upgrade, improvement, compilation, abridgment or other form in which an 14. Reformation: If any provision of this License is held to be unenforceable, such
existing work may be recast, transformed or adapted; (c) “Distribute” means to provision shall be reformed only to the extent necessary to make it enforceable.
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other- 15. COPYRIGHT NOTICE
wise distribute; (d) “Open Game Content” means the game mechanic and includes Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
the methods, procedures, processes and routines to the extent such content does Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
not embody the Product Identity and is an enhancement over the prior art and any System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Au-
additional content clearly identified as Open Game thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Content by the Contributor, and means any work covered by this License, Gygax and Dave Arneson.
including translations and derivative works under copyright law, but specifically Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
excludes Product Identity. (e) “Product Identity” means product and product line
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
names, logos and identifying marks including trade dress; artifacts, creatures,
characters, stories, storylines, plots, thematic elements, dialogue, incidents, Skip Williams.
language, artwork, symbols, designs, depictions, likenesses, formats, poses, The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
concepts, themes and graphic, photographic and other visual or audio representa- reserved.
tions; names and descriptions of characters, spells, enchantments, personalities, Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
teams, personas, likenesses and special abilities; places, locations, environments, Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
or graphic designs; and any other trademark or registered trademark clearly identi- on original content from TSR.
fied as Product identity by the owner of the Product Identity, and which specifi- Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason
cally excludes the Open Game Content; (f) “Trademark” means the logos, names,
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
mark, sign, motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by the Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, thor: Scott Greene, based on original material by Gary Gygax.
format, modify, translate and otherwise create Derivative Material of Open Game Bunyip from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc.;
Content. (h) “You” or “Your” means the licensee in terms of this agreement. Author: Scott Greene, based on original material by Dermot Jackson.
2. The License: This License applies to any Open Game Content that contains Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
a notice indicating that the Open Game Content may only be Used under and in Author: Scott Greene, based on original material by Lawrence Schick.
terms of this License. You must affix such a notice to any Open Game Content Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
that you Use. No terms may be added to or subtracted from this License except Author: Scott Greene, based on original material by Gary Gygax.
as described by the License itself. No other terms or conditions may be applied to Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Author: Scott Greene, based on original material by Rik Shepard.
acceptance of the terms of this License. Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
4. Grant and Consideration: In consideration for agreeing to use this License, the Author: Scott Greene, based on original material by Simon Muth.
Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author:
with the exact terms of this License to Use, the Open Game Content. Scott Greene, based on original material by Gary Gygax.
5. Representation of Authority to Contribute: If You are contributing original Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
material as Open Game Content, You represent that Your Contributions are Your Author: Scott Greene, based on original material by Gary Gygax.
original creation and/or You have sufficient rights to grant the rights conveyed by Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
this License. thor: Scott Greene, based on original material by Gary Gygax.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author:
Open Game Content You are copying, modifying or distributing, and You must Scott Greene.
add the title, the copyright date, and the copyright holder’s name to the COPY- Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
RIGHT NOTICE of any original Open Game Content you Distribute. Author: Scott Greene, based on original material by Philip Masters.
7. Use of Product Identity: You agree not to Use any Product Identity, includ- Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author:
ing as an indication as to compatibility, except as expressly licensed in another, Scott Greene.
independent Agreement with the owner of each element of that Product Identity. Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
You agree not to indicate compatibility or co-adaptability with any Trademark or Greene, based on original material by Ian Livingstone and Mark Barnes.
Registered Trademark in conjunction with a work containing Open Game Content Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
except as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product Identity
Author: Scott Greene, based on original material by Gary Gygax.
in Open Game Content does not constitute a challenge to the ownership of that Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Product Identity. The owner of any Product Identity used in Open Game Content Author: Scott Greene, based on original material by Gary Gygax.
shall retain all rights, title and interest in and to that Product Identity. Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
8. Identification: If you distribute Open Game Content You must clearly indicate Author: Scott Greene, based on original material by Neville White.
which portions of the work that you are distributing are Open Game Content. Tentamort from the Tome of Horrors. Copyright 2002, Necromancer Games,
9. Updating the License: Wizards or its designated Agents may publish updated Inc.; Author: Scott Greene, based on original material by Mike Roberts.
versions of this License. You may use any authorized version of this License to Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
copy, modify and distribute any Open Game Content originally distributed under Author: Scott Greene, based on original material by Gary Gygax.
any version of this License.
Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
13
legal appendix
Authors: Scott Greene and Patrick Lawinger.
Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by Albie Fiore.
Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by Albie Fiore.
Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott
Greene, based on original material by Gary Gygax.
Cavern Lizard The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green.
Gloom Crawler The Tome of Horrors Complete. Copyright 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author Scott Green.
Caryatid Column The Tome of Horrors Complete. Copyright 2011, Necroman-
cer Games, Inc., published and distributed by Frog God Games; Author Scott
Green, based on original material by Jean Wells.
Rappan Athuk—Level 7B: Caves and Caverns of the Ancient Gods- Copyright
2012 Bill Webb, Frog God Games

14

You might also like