Rappan Athuk Expansions Guide
Rappan Athuk Expansions Guide
177
Credits
Authors Layout and Book Design
Bill Webb, Alex Clatworthy Charles A. Wright
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Winning
1
Table of Contents
Rappan Athuk: Expansions........................................................ 3
Part 1 - Wilderness Area 29: Castle Calaelen.................................. 5
Part 2 - Wilderness Area 30: Hell’s Hamlet.................................. 16
Part 3 - Wilderness Area 31: The Face in the Forest......................... 31
Part 4 - Wilderness Area 32: Level 1D, Tunnels of Terror............... 53
Part 5 - Level 2C: The Tunnels of Terror................................... 71
Part 6 - Level 3D: The Tunnels of Terror................................... 92
Part 7 - Level 6B: The Dead Bury the Dead................................. 111
Part 8 - New Encounters......................................................... 135
Appendix ........................................................................... 152
Legal Appendix................................................................... 162
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Rappan Athuk: Expansions
levels, and 4) Lost Deep levels do exist both in my cranium as well as in
Introduction my game at home. These areas will add additional challenges for mid and
high level player characters and promise to be every bit as deadly as what
the main dungeon has prepared you for.
Welcome to the ongoing adventures in my home-brew mega dungeon, For a flavor of what is to come, the following is what I have planned
Rappan Athuk. This is the first in a (hopefully) long series of additional (and outlined). For 2013, I have written a new low level area known local-
materials that will be added to what may be, or certainly will become, the ly as “The Tunnels of Terror”. This work represents several early levels
world’s largest mega-dungeon. I apologize in advance for the delay in the that I wrote in 1977–1978 that just never quite got finished (until now). In
first installments, however I wanted to ensure that the new levels meshed the past few years, my home game has revolved around lower level play,
well with the whole, and that continuity was not compromised. and the old “Tunnels” have been reborn for that purpose.
This volume will feature a revised wilderness map, to detail placement This new entrance to the dungeon is designed for character levels 1–3.
of any new wilderness features and surface areas of interest. The first chapter represents the first level of the complex (which of course
What these new levels represent is the additional material I have thought ties into the main dungeon). Also planned for later is a lost deep level,
up over the years, and most probably, will feature the actual new areas that known as “Caves and Caverns of the Elder Gods”, found only once in the
I have abused my home players with in many cases. New areas I am cur- history of the dungeon, which expands on the cryptic references found in
rently planning to build include 1) The ancient cave complex that predates Zombieland (Level 13B) that a far older and more terrible evil than the
even the occupation of the dungeon by the thugs and priests of Orcus, minions of Orcus once lived here. This level may explain why the evil
2) Expansion of the areas being invaded by the priests of the frog god, demon-worshippers were drawn here in the first place. These levels also
Tsathogga, in their attempt to wrest control of this evil place away from contains more cryptic references to the deep levels (the Cyclopean Deeps)
the minions of Orcus, 3) New upper level areas (by popular demand), to far below the main dungeon, and even a passage there.
allow use of lower level player characters. These may in cases connect to Additional rumors will be available, as well as the locations of tie-ins
the Mouth of Madness, the main dungeon itself, or may be “standalone” to surrounding adventure areas (such as Zelkor’s Ferry or the Cloister of
in that they do not connect to the main dungeon until they get to deeper the Frog God).
3
4
Part 1
Wilderness Area 29:
Castle Calaelen
Forward Introduction
This chapter represents a joint collaboration between myself and Alex Castle Calaelen (Cah-lay-lan) sits in ruin, built into the side of a small
Clatworthy. One of the main requests I have received is for additional hill, west of Zelkor’s Ferry and north of the Mouth of Doom. Its construc-
low level material, training grounds if you will for the “main event” that tion was ordered by an Elven noble with more coin than sense. It pre-dates
is the huge complex itself. To this end, I have asked Alex to help me pull the fall of Tsar and the Sunken Graveyard, although time has not been
together a series of many low level delves and side tracks, with a goal of kind to it. More a fort or manor than a proper castle, it has been home to
fleshing out the surrounding environs and wilderness area. We may even anyone who wanted a roof over their heads — even if the roof looked like
add a few waypoints and villages to provide respite between expeditions it was ready to fall in at any moment. The pale stone bricks of the walls
into the dungeon. have begun to crumble or roll down the hill, and the main building does
Evil is drawn to evil, and to truly have any chance at cleansing it, one not look to be in good shape; the entire structure leans to the east in a
must first clear the above ground areas to prevent the whole area from worrying way. Recently it has become home to a tribe of goblins who have
dropping into a Mordor-like state, full of creatures of darkness and provid- decided to stay, however a few discarded objects from previous owners
ing a too-hostile environment for adventurers to reach their destination. have given these goblins an edge over anyone who would dispossess them
Conveniently, this also provides opportunities for the lower level parties of their estate.
of adventurers to make their way, gather information and gain the requi- Currently, the castle is inhabited by a small tribe of 9 goblins, who have
site experience to take on The Well. found that the castle makes a good base of operations. They’re lead by
Jedra, a clever goblin who found a book of Orcus’ rites and rituals (left
Bill Webb over from a previous occupant) and has set about learning to create and
March 2013 enslave undead in the hope of bolstering her raiding parties.
The goblins are making a nuisance of themselves, raiding nearby farms
and particularly undefended caravans once or twice a fortnight, and have
Co-Author’s Forward done well enough to hire 5 gnolls lead by Gorl to defend the castle while
they’re away. Their general pattern is to have three goblins scout a farm or
caravan traffic along the road, and when they’ve found a good target they
I wrote Castle Calaelen both to serve as a base of operations, and also send for the rest of their number. They’re also having some luck fishing at
as a plot hook. The idea that rests at its core is the foolishness of the whole a river to the north and have amassed nearly a week’s worth of food, and
thing. Rappan Athuk does well to be a dangerous, creepy and foreboding are generally in high spirits.
place, but the Castle was designed to mock the idea that people would The goblins are having the time of their life in Calaelen. They’re spend-
choose to seek their fortune here. In my home campaign, one player was ing their time pretending to be ‘society’, holding ‘banquets’ in the dining
given the deed, which also stated they were “Lord of The Forest of Hope hall, satirical religious services in the chapel and generally making fun of
and its surrounds”, a lofty sounding title but functionally useless. The their dim idea of human high-society. On occasion they can be seen wear-
players (having no idea what they were getting into) planned to loot the ing clothes looted from the old master bedroom (although they don’t fit),
dungeon, and use their wealth to start a kingdom of their own. The goblins and some of the goblins encountered should be found wearing oversized
pretending to be ‘nobles’ and the generally crummy nature of the castle shirts, or using socks as hats.
let them know just how far away that dream was, and also a subtle dig at Mechanically, Castle Calaelen provides a starting point or plot hook for
Maybeth’s foolishness. an adventuring party looking to begin the campaign at first level. That is
As for mechanics, the castle should be easily adjustable. The lovely not to say that the castle is safe — this is Rappan Athuk after all — but
thing about goblins is how versatile they are. While this is designed it serves as a good first adventure and possibly a base of operations for
for a party at level 1, adding extra goblins and even class levels could a company of adventurers foolish enough to think they can make their
suit a party up to level 8 without much trouble. Afrit could easily use fortunes plundering the Dungeon of Graves.
any other base creature, although the twisted, tough crow made for an PCs could hear about the castle in Zelkor’s Ferry, or perhaps one PC
imposing figure that the party had to learn to live with (and placate) for could inherit the deed to the place and try and reclaim what is rightfully
quite some time. theirs.
Thank you for taking the time to read my work. I enjoy writing addi- News has reached the townsfolk of Zelkor’s Ferry that travelers have
tional content for established works, and Rappan Athuk has been the most been increasingly assaulted by marauding humanoids. It seems that a new
fun to play around with. brigand group has taken up residence in a small castle to the west of town,
— Alexander Clatworthy one that only a few years ago housed elves. The elves either died or fled
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Rappan Athuk: Expansions
the area, leaving the place abandoned and in a state of disrepair. Recently, flattens out before rising again to its peak. The flat area provides a good
a group of travelers noticed that the broken bridge across the moat had view of the surrounds, and someone has tried to squeeze a structure onto
been messily repaired, and investigated. They were greeted by a flight of the small plateau which stands 25 ft. tall, partially in the shadow of the
arrows, and being wise rather than brave, retreated, leaving one of their rest of the hill.
number dead, and two others grievously wounded. The castle is in a terrible state of disrepair, its outer walls crumbling
New rumors to be added to the table of available rumors for this install- into a dry moat now nothing more than a muddy pit. Rotting planks nailed
ment include: together bridge the pit, and two gnolls stand guard in the shadow of the
• “We lost six friends when we went near that old elven castle! Full of gatehouse at A. Occasionally a goblin can be seen wandering the court-
giants throwing rocks it was!” (False) yard behind them.
• “I heard that old elf lord went crazy, something about swords and The northern face of the hill is in fact a cliff. It’s quite possible to tra-
princes!” (True) verse (DC 15 Climb check) unaided, and pitons and ropes would make it
• “Those green priests told me that the death head priests were moving quite simple, although it would be hard to do so without making enough
into the castle to the west. Don’t know about you, but I think it’s time to noise to alert the castle occupants. Once up, the party can make a 10 ft.
leave this place.” (Possible) drop onto the roof of the castle and climb down into Area 0D-18 or Area
• “I heard a giant black dragon was seen in the hills to the west. They 0D-19.
say it serves a demon!” (False in a sense, but see the next installment!)
• “The elves have returned to the castle to the west, but I hear they GNOLLS (2) CR 1
shoot first and ask questions later. I always hated elves.” (False) XP 400
CE Medium humanoid (gnoll) (Pathfinder Roleplaying Game
Multiple ways of introducing the castle to the campaign exist. Castle Ca- Bestiary “Gnoll”)
laelen was built some time before the fall of Tsar and the Righteous March by Init +0; Senses darkvision 60 ft.; Perception +2
an elven noble named Orlinde Calaelen who was rich but not terribly clever.
Maybeth, a descendant of hers, decided to make use of the castle and set up AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural)
an adventuring group named The Great Downwards Engineering Company. hp 11 (2d8+2)
The purpose of this group was to systemically purge Rappan Athuk of evil, and Fort +4; Ref +0; Will +0
in doing so profit from the process. After a first, highly successful expedition,
Maybeth became obsessed with “finding the missing prince and princess” (due Speed 30 ft.
to her finding the Sword of Kings and Queens, and falling under the influence of Melee battleaxe +3 (1d8+2/x3)
its geas). She sold everything she owned, including the deed to the castle and set Ranged net +3 (entanglement)
off on a second journey (meeting her fate in Rappan Athuk, 12C-9).
One way to get players interested in the castle is through ownership. The Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
deed has passed through many hands, gradually losing all it’s worth. At the Base Atk +1; CMB +3; CMD 13
start of this story, one character could inherit or purchase the deed to the Feats Exotic Weapon Proficiency (net)
castle, and the rights to run an adventuring company (free from any taxes). Skills Perception +2
Clearing the castle should allow the party to find Maybeth’s journal in Area Languages Gnoll
0D-21. From there it should direct the party to the Mouth of Doom and be- Gear leather armor, heavy wooden shield, battle axe, net,
yond, driven by a combination of righteousness, greed and curiosity. 3d4 sp.
A second way to have the players find this place would be random
chance. The characters, either after fleeing Rappan Athuk for their lives, Tactics: The gnolls have been hired as guards, although they have no
or exploring the countryside before making their first foray into the love of being outnumbered. If they’re attacked they bark an alarm, sum-
mega-dungeon, crest a small hillock and notice a dwelling perhaps a few moning two more gnolls from Area 0D-8 who arrive one round later, and
hundred yards in the distance. From this range, it is difficult to determine giving the goblins in Area 0D-14, 16 and 18 time to prepare. The gnolls
the exact type of structure, but from the size it must be at least a fortified attempt to capture any PCs trying to cross the bridge, or bull-rush them
manor of some kind. Perhaps the owners would be willing to offer shelter? into the pit below. If they find themselves unable to hold the bridge they
It could even be something simpler. The party stumbles upon a dilap- retreat to Area 0D-8 to barricade the door and lick their wounds, looking
idated keep while travelling. With the threat of rain (or worse) on the for an opportunity to slip away.
horizon, it sure would be nice to find somewhere dry to stay the night. If If the PCs hide and observe the gnolls for any length of time a loud “caw”
no one owns this place, why not stay a while and regroup? will be heard from inside the castle, causing the gnolls to perk up and look
at the sky warily. The reason for this is the resident of Area 0D-6, which
still spooks the gnolls somewhat, and is the main reason for their alertness.
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Rappan Athuk: Expansions
ed so engrossed is he in his craft. If approached he takes a mostly-finished Base Atk +1; CMB +0; CMD 12
hammer from the fire and threatens the intruders. The smith is unusually Feats Weapon Focus (warhammer)
disinterested in fighting, and tells the PCs (in Goblin) whatever he thinks Skills Climb +2, Craft (armor) +5, Craft (blacksmith) +5, Craft
will get them to leave him in peace (such as the number of goblins in the (weapons) +5, Intimidate +2, Ride +8, Stealth +8
castle, or the presence of Afrit in Area 0D-6). Languages Common, Goblin
Gorbaz has no loyalty to Jedra, he is just elated at being able to work at a Gear leather armor, heavy steel shield, warhammer,
‘proper’ forge for the first time in his life. Gorbaz has already melted down shortbow, 20 arrows, 3d4 cp.
everything in the castle he could find and Jedra has forbidden him from
melting down anything else. If the party can convince him that they will Special: The hammer, hot from the smithy’s fire, inflicts an extra 2
allow him to continue to work or supply him with more metal (DC 14 Di- points of fire damage for the next 2 minutes and has the fragile condition.
plomacy check) then he allows them to heat their weapons or ammunition Players may also heat their weapons in a similar manner; heating takes 1
in the forge. A simple gift of a Medium sized metal weapon will also suffice. minute of exposure to the flames of the forge. Weapons heated in this way
If attacked by more than two opponents he is likely to beat a hasty also gain the fragile condition.
retreat to Area 0D-18, scaling the outer wall as he goes (he knows about
the trap at Area 0D-9, and will therefore avoid the door if the alarm has
been raised).
Area 0D-3: Stable stores
GORBAZ CR 1/2
Opening the door startles a few rats, nibbling on the contents of this
XP 200
room. A small pile of hay and two bags of oats are the room’s only other
Male goblin expert 1, warrior 1 (Pathfinder Roleplaying
Game Bestiary “Goblin”) occupants.
CE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception –1
Area 0D-4: The Stable
AC 17, touch 13, float-footed 15 (+2 armor, +2 Dex, +2 shield,
+1 size) The stable has been totally gutted, most of the iron rings on the walls
hp 12 (1d8+1d10+2) have been worked free, and the wood of the stalls has long since been
Fort +3; Ref+2; Will +1 broken down for firewood.
Three ponies are tied to the wall here. They are not the property of the
Speed 30 ft. goblins but have been stolen from a particularly poorly guarded caravan
Melee warhammer +2 (1d6 plus 2 points fire damage (see that passed through Zelkor’s Ferry a month ago. The goblins are using
below)/x3) them as pack beasts to help them carry the spoils of their raids back to
the castle, although the ponies dislike the work and the goblins. If freed a
Ranged shortbow +4 (1d4/x3) DC 10 Handle Animal check convinces them to make a quick and noisy
Str 11, Dex 14, Con 12, Int 11, Wis 8, Cha 7 run for the main gate, providing a useful distraction if one is required.
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Part 1 - Wilderness area 29: Castle Calaelen
PONIES (3) CR 2
XP 600
hp 13 (Pathfinder Roleplaying Game Bestiary “Pony”)
FILTH FEVER
Type disease, contact; Save DC 12 Fortitude
Area 0D-6:
The Occupied Tower (CR 4)
This tower looks in passable repair from the ground, although if viewed
from above it’s clear that the roof of the tower and its second floor have
been broken in, leaving the tower hollow. The tower’s ground floor door
has been boarded up from the outside, and chalk graffiti written in rough
Space 10 ft.; Reach 10 ft.
Goblin reads “No go. We let has”.
Special Attacks smite good 1/day (+1 damage)
The boards can be pried loose with a DC 12 Strength check, allowing
Spell-Like Abilities (CL 1st):
the door to be opened freely. Inside the tower is in ruins with the remains
3/day—darkness
of the second floor, stairs and roof lying in a heap of rubble on the ground;
this rubble does not prevent movement but is difficult terrain. Nesting in
Str 24, Dex 15, Con 22, Int 6, Wis 17, Cha 9
the middle of the mess is Afrit, a large, half-fiendish dire raven; in Afrit’s
Base Atk +0; CMB +8; CMD 20
nest are two large dark-grey eggs.
Feats Weapon Finesse
Afrit is no ally to the goblins, but made her home in the tower before
Skills Acrobatics +2 (–6 jump), Fly +8, Intimidate +0,
they arrived. Afrit and the goblins maintain an uneasy peace: the goblins
Perception +15, Sense Motive +4, Stealth –2
offer Afrit meat taken from their victims and in return the goblins hope
Languages Infernal
Afrit will act as a kind of guard dog, a duty Afrit has no interest in under-
taking. Afrit is smart enough to know that the goblins pose little threat to
her and is happy with the goblins’ occasional gifts. Afrit will occasionally Notes: This is a CR 2 creature, but if the players defeat Afrit they
fly off to hunt, and a roll of a 1 on a 1d4 means that on this particular day should be rewarded as if they’d overcome a CR 4 encounter.
Afrit is many miles from the castle.
Tactics: Afrit fights to the death to defend her nest, but will not ac- Treasure: On top the debris is Afrit’s cache of shiny gems (5 large but
tively bother the PCs unless they enter her tower. If the PCs try to open rather common gems worth 50 gp each). The true treasure is actually part
the door to her tower Afrit screams in an attempt to scare them off. If all of the rubble, a +1 tower shield that was inside when the tower collapsed
else fails (or she hears someone plotting outside) she casts darkness in (a DC 15 Perception check notices it). It takes 10 minutes of noisy digging
her tower, then grabs a block of stone in each talon and takes to the air to free it, however.
to drop bits of stone on anyone in the courtyard. She fights to the death
to defend her eggs.
Area 0D-7: Gnolls’ Tower
AFRIT CR 2
XP 600 This tower has mostly collapsed in on itself. If the party engages the
Half-fiend giant raven (Pathfinder Roleplaying Game gnolls from Area 0D-8 in this tower the rubble is difficult terrain. A
Bestiary “Eagle”, “Half-Fiend”) DC 15 Knowledge (Engineering) check of the tower reveals that the
CE Large outsider (animal, native) room is close to falling down anyway; with care the tower’s remain-
Init +2; Senses darkvision 60 ft., low-light vision; Perception ing supports could be collapsed, taking out rooms Area 0D-8 and 2
+15 along with them. If anyone is in rooms Area 0D-8 or 2 when the roofs
collapse they take 4d6 points of damage from falling masonry and ma-
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size) terials; any creature standing near an exit can attempt a DC 20 Reflex
hp 10 (1d8+6) save for half damage.
Fort +8; Ref +4; Will +3 The second story has mostly rotted away, and it is not possible to reach
DR 5/magic; Immune poison; Resist acid 10, cold 10, the roof without scaling the dilapidated walls with a DC 15 Climb check.
electricity 10, fire 10; SR 13 Anyone on the roof trying to get down can attempt to carefully jump down
along the broken support beams with a DC 16 Acrobatics check to land on
Speed 10 ft., fly 80 ft. (good) some of the remaining structure; failure to land on the beams (or to grab
Melee bite +6 (1d8+7) and 2 talons +6 (1d8+7) hold of them) results in a 20 ft. fall to the rubble below.
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Rappan Athuk: Expansions
Area 0D-8: Area 0D-12: Guest Rooms
Gnolls’ Bedroom (CR 2) These rooms have been stripped of whatever furnishings they once con-
tained. Some of the goblins are using these as sleeping areas or bathrooms
There are five gnolls employed by the goblins to defend the castle. but are currently deserted.
Two are on duty at all times, and a third will be down in Area 0D-23.
Unless the alarm was sounded at the front gate the remaining two can
be found here. When the PCs arrive the gnolls are equally likely to Area 0D-13: The Rotting Tower
be engaged in one of their three favorite pastimes: sleeping (on a roll
of 1–2 on a d6), eating (on a roll of 3–4) or mock-fighting (on a roll While the whole castle is showing signs of decay, this tower is seeing
of 5–6). Determine the gnoll’s current activity before resolving their the worst of it. The spongy wooden floor gives a little when stepped on.
Perception checks to notice the PCs’ arrival; mock-fighting is raucous There is a ladder against the far wall that is still traversable by a Small
and so raises the DC of the gnoll’s Perception checks by 5 but they are creature, but it cannot bear the weight of a creature of Medium size or
already armed and are not flat-footed even if they do not hear the PCs larger; should a Medium creature attempt to cross the ladder there is a one
approach. in three chance it will crumble in their grasp, and a Large creature would
If the room is searched, a DC 20 Perception check unearths the certainly break it; even so anyone climbing the ladder can tell it’s rotted
gnoll’s cache, hidden under a floorboard in the back. Inside is a scroll through.
of hold monster. The gnolls know what it is; although they cannot The ladder leads to Area 0D-18. Since this is the goblins only easy
use it themselves they plan on selling it to the goblins if Afrit starts route to the second floor they have been careful with the ladder; if it’s
to threaten them. The cache also contains their pay from the goblins, broken they will need to spend a day clearing the stones at A.
560 sp.
Type mechanical; Perception DC 20; Disable Device DC 16 Treasure: The crockery is of good quality, and if it could be reassem-
Trigger touch; Reset manual bled (with the aid of a mending spell) it could be sold for 35 gp as a set,
Effect Atk +10 ranged x2 (1d6/x3), arrow, range 60 ft. assuming the trap is not set off.
GOBLIN (3) CR 1
Area 0D-10: Guard Tower XP 400
hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
This tower is in good repair, with a ladder leading up to Area 0D-19.
The room is otherwise unoccupied. A door in the western wall is secured EXPLODING TEA PARTY TRAP CR 2
with a chain and a lock which looks imposing, but is rather simple to open XP 400
(DC 15 Disable Device). Due to the way in which it has been attached it
would be difficult to open the door without making a lot of noise removing Type mechanical; Perception DC 22; Disable Device DC 16
the heavy chain (DC 20 Sleight of Hand or Stealth check). Trigger touch; Reset none
Effect 3d4 piercing damage (DC11 Reflex save for half
damage); multiple targets (all targets in a 10 ft. square)
Area 0D-11: The Armory
The armory has clearly seen better days. There are enough racks, Area 0D-15: The Library (CR 2)
stands and cases to hold gear sufficient to equip a battalion, although
they are nearly all empty and what little is left is either in disrepair or The door to this room is unusual; it is entirely neatly worked iron and
made for goblins. In the racks are 4 Small longspears, 4 Small short is locked and trapped. The trap on the door has prevented even the most
swords, 4 Small wooden shields and 100 arrows. These are the supplies curious from ever plundering the room. The goblins, after learning that
the goblins use for raids, as the longspears are less suited for indoor use. the trap resets itself, have steered clear of it. Attempting to pick the lock
There are also 2 Medium heavy wooden shields hung for decoration. A also triggers the trap. The key has long since been lost, and the room is
box of parts is actually a disassembled masterwork heavy crossbow that intact.
the goblins have overlooked (a DC 12 Craft [weaponsmithing] check Inside the room the extra support beams and thick walls hint that this
will allow the party to recognize the parts for what they are). Four hours may once have been a safe room of some kind, however it was last used
of careful work will see it fully functional again, although there are no as a library, with wooden shelves and scroll-racks still supporting many
bolts among the parts. tomes that have escaped the ravages of moisture elsewhere.
10
Part 1 - Wilderness area 29: Castle Calaelen
The books are yellowing, relics of the original inhabitants of the castle. GOBLIN (2) CR 1/2
Many are dry historical books with a focus on the history of noble families XP 270
and the local aristocracy. Anyone studying these topics and using these hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
books for reference receives a +2 circumstance bonus to their Knowledge
(history) or Knowledge (nobility) rolls.
The remaining books are notes and diaries from the original owners, Area 0D-17: The Kitchen and
and of little use. The scroll cases likewise contain nothing useful, but one
hides a scroll of lesser restoration mixed in with other notes. Another case
contains a scroll of bless and shield of faith. They can be found on a thor-
Pantry (CR 1/3)
ough search of the library with a DC 10 Perception check. The kitchen has been totally wrecked. Goblins, not known for their love
of fine dining, have taken away all the pots and utensils to be melted down
SHOCKING TRAP CR 2 in the smithy. The pantry is now home to some half-dried fish. Interest-
XP 400 ingly the spices have been left untouched, although it looks like a few
goblins have at least gnawed at everything to see if it was tasty. A trained
Type magical; Perception DC 25; Disable Device DC 20 alchemist could salvage 10 gp worth of untouched minor ingredients. A
Trigger touch; Reset 1 minute goblin wearing a crude apron is happily cutting the half-dried fish into
Effect shocking touch (2d6 electricity damage, DC 20 Reflex small chunks with a cleaver, clearly enjoying himself.
save for half damage)
GOBLIN CR 1/3
XP 135
Area 0D-16: hp 6 (Pathfinder Roleplaying Game Bestiary “Goblin”)
castle’s construction, but anything of value has long since been pilfered. If she exhausts her uses of channel energy she opens up with her crossbow
The centerpiece of the room is a long, four-man canoe suspended by ropes and fights to the death, cursing her attackers in Orcus’s name.
from the ceiling and running the length of the room. It’s unclear how the
boat got in here or what its purpose was, the river being a considerable JEDRA CR 1
distance from here. XP 400
A giant spider has made this loft its home, perhaps explaining why the Female goblin disciple of Orcus 2 (Pathfinder Roleplaying
boat hasn’t been smashed up for firewood. Any PC climbing up to have a Game Bestiary “Goblin”, see the Appendix)
look inside the boat is in for a nasty surprise! CE Small humanoid (goblinoid)
Init +2; Senses darkvision; Perception +2
GIANT SPIDER CR 1
XP 400 AC 21, touch 13, flat-footed 19 (+6 armor, +2 Dex, +2 shield,
hp 16 (Pathfinder Roleplaying Game Bestiary “Spider, Giant”) +1 size)
hp 17 (2d8+2)
Fort +4; Ref +2; Will +5
Area 0D-20: The Chapel (CR 3)
Speed 20 ft.
This chapel was once in honor of Muir but has been horribly defiled. Melee heavy mace +1 (1d6–1)
Bones litter the floor and black cloth has been nailed to the walls. The odor Ranged light crossbow +4 (1d6/19–20)
of rotting flesh and dried blood is thick and the air is stale and smoky. At Special Attacks channel negative energy 6/day (1d6, DC
the far end of the room a statue of a bloated demon with a ram’s head and 12)
bat’s wings has been crudely constructed from stones and wood. Domain Spell-Like Ability (CL 2nd; melee touch +1):
The ‘priest’ of this foul place is the goblin Jedra, who found a book 5/day—bleeding touch
about Orcus left here by a previous inhabitant. Jedra rather liked the idea Spells Prepared (CL 2nd; melee touch +1; ranged touch +4):
of Orcus and built this chapel to honor him. Orcus was amused by this 1st—bless, cause fearD (DC 13), cure light wounds, shield of
and granted Jedra some limited power which she is using to learn to raise faith
undead. She hopes one day to replace her raiding parties with teams of 0 (at will)—create water, detect magic, purify food and
undead lead by goblins, to supply them with all the food they could want. drink, read magic
At any time Jedra will be in the chapel, praising Orcus or experimenting D Domain Spell Domain Death
on any bodies on which she can get her hands. She has so far carefully
managed to raise a pair of skeletons, and is working on a corpse, this time Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 12
attempting to make a zombie. The skeletons are under the effect of her Base Atk +1; CMB –1; CMD 11
ability to Command Undead. Feats Command UndeadB, Extra Channel
Tactics: Jedra uses her skeletons to fight for her, relying on her Channel Skills Heal +6, Knowledge (religion) +4, Linguistics +4,
Energy to heal the skeletons if they need it, or use it to harm the intruders Spellcraft +4, Stealth +4
otherwise. She opens with bless before attempting to channel every round. Languages Common, Goblin
12
Part 1 - Wilderness area 29: Castle Calaelen
SQ aura, variant channeling (undeath variant channeling)* Besides the bed and some spartan furniture, there is an iron chest
Gear breastplate, heavy wooden shield, heavy mace, light in one corner that Jedra uses to store her personal possessions. Inside,
crossbow, 20 bolts, unholy symbol of Orcus among spare clothes and cloth scraps, is 35 gp in a small leather pouch,
*
Pathfinder Roleplaying Game Advanced Player’s Guide along with a pretty silver necklace worth another 120 gp for its work-
manship.
SKELETONS (2) CR 1 There is also a book of exceptional quality, written in Elven
XP 400 (which Jedra cannot read). It is the journal of Maybeth Calaelen, the
hp 8 (Pathfinder Roleplaying Game Bestiary “Skeleton, castle’s last legal owner, and documents her early explorations of
Medium”) the Mouth of Doom and Rappan Athuk. Roll four times on the
Special: These skeletons have been prepared with great Rappan Athuk rumor table to determine its contents. In addition,
care, and as such have 8 hp instead of the usual 4. the book notes the Mouth of Doom and its relative safety compared
to the Sunken Graveyard and the main entrance to Rappan Athuk.
Treasure: None of Jedra’s wealth is stored here; she instead keeps it in The book also mentions the “wealth of the healers” deep within the
room Area 0D-20. She does however carry the key to that room on a loop Mouth of Doom. Finally, on the last page is written in shaky hand-
of string around her neck. On the altar is a very well bound and detailed writing:
tome, praising Orcus and including prayers to him and some basic necro-
mantic rites of which Jedra has been making use. The book itself is prob-
ably worth up to 200 gp to a budding necromancer or collector, although “Having recovered from our tragic loss, it is my stern opinion
any good creature would seriously consider burning it. that no quest nor threat will convince me to descend into the
well.”
Area 0D-21:
The Bedroom of Skulls
The true prize is the chest itself; a careful study of the chest (DC 20
Perception check) reveals that the base contains a hidden compartment
containing 2 gold bars (worth 200 gp each) that have escaped Jedra’s at-
Jedra has an understandable concern that her new-found faith in Orcus tention. Anyone attempting to move the chest may also notice how sur-
may raise an eyebrow within her tribe, and so limits her new taste in inte- prisingly heavy it is, even when emptied.
rior decorating to just this room and the Chapel. This was once two rooms,
perhaps a drawing room and master bedroom, but the adjoining wall has
collapsed, leaving a large room that Jedra has claimed as her own. She has
taken to filling the room with all the skulls she can find — rat, human and
Area 0D-22: Servants’ Quarters
other. They decorate every available flat surface. A few crude chalk draw- This room was perhaps once divided up into four small spaces, but bro-
ings of Orcus adorn the walls, along with some rather fanciful portraits of ken timber struts are all that remain. The goblins use this as a communal
Jedra herself. sleeping room or party room, as the mood takes them.
13
Rappan Athuk: Expansions
14
Part 1 - Wilderness area 29: Castle Calaelen
Castle Calaelen
Castle Contents tracker: Finders, Keepers
The party stumbles upon a dilapidated keep while travelling. With the
This is a plot hook used to start an adventure in and around Rappan threat of rain (or worse) on the horizon, it sure would be nice to find
• 9 Goblins somewhere dry to stay the night. If no one owns this place, why not stay
• 1 Gorbaz a while and regroup?
• 1 Jibjack
• 1 Jedra
• 6 Standard
• 5 Gnolls
• 1 Gorl
Castle Calaelen as a
• 4 Standard
• 2 Skeletons
• 1 Afrit (See Area 6)
Base of Operations
• 1 Giant Spider Rebuilding the castle can provide an interesting sub-plot alongside
• 3 Ponies Rappan Athuk. At first it provides somewhere free to stay, but with coin
• 3 Traps (or the help of a lyre of building) it could become a place to defend once
the players inevitably kick the hornet’s nest that is the martial might of
Orcus’ army.
Plot Hooks There is a week’s worth of work in cleaning the castle and washing
away the mess left by its previous occupants, but the party should be
15
Rappan Athuk: Expansions
Part 2
Wilderness Area 30:
Hell’s Hamlet
Author’s Note Mitchrod
Rappan Athuk works wonderfully as a tale of Good versus Evil, where
LE Hamlet (Pathfinder Roleplaying Game
great men and woman hold their ground and nobly brave those dark halls
GameMastery Guide, “Settlements”)
in the names of Mitra, Thyr and Muir.
Corruption –2; Crime –2; Economy +0; Law +3, Lore –2;
While this is certainly great fun, how else might one approach this
Society –2
dungeon? The Demonbane, a legendary weapon forged by the arch-devil
Qualities Insular
Baalzebul, shows that Orcus has made enemies on many fronts, and may
Danger –5
have a fight on his demonic hands that he is not fully expecting.
This module lets you take the power of Law into your hands and serves
Government Autocracy
as a base from which to build a party of hobgoblins, devils and more to
Population 40+ (20 hobgoblins, 15 kobolds and 4
march on the Dungeon of Graves. If, however, your heart is set on goodly
devils)
adventurers, then Mitchrod is a dangerous scar on the land that threatens
anyone who would fight the Hells.
Notable NPCs
Komm, the leader (LE advanced beaded devil)
Introduction Salish, the surgeon (LE kyton)
Siggrun, the troop leader (LE hobgoblin fighter 6)
Tivsaran, merchant (LE dandasuka rakshasa)
This covers the Lawful Evil aligned town of Mitchrod. The town is built Orthus, spiritual adviser (LE favored hell hound)
into an existing cave system and serves as a good place for a LE party or a Esker, priestess (LE female kobold cleric of Hecate 5)
group of monsters to call home. Being LE in nature, the town is in opposition Roam, the blacksmith (LE advanced imp)
to the followers of Orcus and nearby human settlements. Mitchrod could also
serve as a place for a party to try to raid, assuming they have some troops of Base Value 150 gp; Purchase Limit 1,000 gp;
their own. Although not part of Rappan Athuk dungeon system, Mitchrod Spellcasting 2nd
should be every bit as challenging and deadly as the Dungeon of Graves. Minor Items 2d4; Medium Items 1; Major Items —
History the Hells and reported what he found. He was ordered to wait and prepare,
and prepare he has. The cave is now the thriving hamlet of Mitchrod, and
has attracted local kobolds and hobgoblins, and some stranger things as
Roughly 10 years ago, the Hells dispatched a small group of clever well. Tension between Komm and the other devils is mounting slowly as
and inconspicuous devils to the Stoneheart Valley to quietly assess the they debate whether to continue waiting or ready a strike force. For now,
strength of Orcus’ forces in Rappan Athuk. Komm the bearded devil led the town is ready to march at a minute’s notice and is a haven to all who
the group, and he was accompanied by Salish the kyton, Tivsaran the count themselves friends to the devils.
16
Part 2 - Wilderness area 30: Hell's hamlet
17
Rappan Athuk: Expansions
Level 0F: The Outskirts
Wandering Monsters
Rappan Athuk has been a place of evil for as long as it has existed.
While it is presently the seat of Orcus’ power and home to many denizens “Monsters” may be a slightly unfair term. These are the trav-
of the Abyss, other evils flock to it like moths to a terrible lantern. elers who come and go from Mitchrod, and therefore may not be
Twenty-five miles south of the sunken mausoleum and then another hostile to a group that does not threaten them, although there’s
ten mile’s trek inland to the edge of the Forest of Hope is a small, ordered no guarantee. Roll once on this table if traveling through the area
community containing creatures that’d be happy to see Orcus and the gob- around Mitchrod at dawn or dusk. This table can also be used to
lin city of Greznek fall. In a natural cave, dozens of kobolds, hobgoblins fill the common areas with people, if required, as per an individual
and stranger things have worked together to form a ruthless and efficient room’s description.
society.
An exposed stone on a hillside is in fact a permanent image (DC 19 Will Travelers Encounter Table
save to disbelieve). Behind the illusion that hides a serviceable path wind-
1–7 No encounter
ing downward into a water-worn cave. This natural stone slowly changes
into neat, serviceable carvings before finally flattening out and opening 2d4 independent hobgoblins led by a
into a wide, artificial cavern. This is the entrance to Mitchrod, a handy 8–9 hobgoblin sergeant are traveling to sell their
Infernal word meaning “fortress” or “impale,” depending on its context. mediocre spoils before heading back out.
Within the fortress itself, Infernal is the preferred language and gold 2d6 local kobolds who came to pray at the
coins are accepted as currency. The town leader is a bearded devil named 10–11
church and socialize.
Komm who keeps things running smoothly. While rank-and-file monsters
are generally well-behaved — or, at least, all grievances are settled in a 4 afflicted wererats in human form who
controlled manner in the dueling ring — some divisiveness exists between 12–13 came to Mitchrod to flee persecution and
the influential members of the society. possibly scavenge food.
Komm would like Mitchrod to keep a low profile. If given the order 1 priest leading 5 cult members from a
to attack by his superiors, he would proceed to methodically destroy the 14–15 distant cult of Hecate on a pilgrimage to
surrounding human settlements. Orthus — and by extension the priestess pay their respects.
Esker — favor a crusade focusing on Rappan Athuk so they can force
16–17 1d4 sell-swords looking for work.
their deity’s will on their enemies and recruit more monsters to their
cause. Tivsaran would lift the veil of secrecy from Mitchrod and open An evil sorcerer petitioning Komm to help
18
trade with all in the region to amass wealth and spread corruption. While find a specific devil.
the existence of Mitchrod is a secret in theory, word has leaked out for An imp serving an evil wizard is here to sell
many years, and it has attracted (mostly friendly) groups from the sur- 19
goods and buy hard-to-find components.
rounding area.
Tensions are always high in the fortress as Mitchrod prepares itself for A xill looking to buy a slave to serve as a
20
the next phase of its existence. vessel for its eggs.
IMP CR 2 Str 13, Dex 18, Con 14, Int 10, Wis 12, Cha 8
XP 600 Base Atk +3; CMB +4; CMD 19
hp 16 (Pathfinder Roleplaying Game Bestiary “Devil, Imp”) Feats Combat Reflexes, Dodge, Precise Strike, Skill Focus
(Bluff), Two-Weapon Fighting, Weapon Finesse
KOBOLD CR 1/4 Skills Acrobatics +10, Bluff +7, Climb +0, Escape Artist +8,
XP 100 Fly +3, Knowledge (dungeoneering) +5, Linguistics +4,
hp 4 (Pathfinder Roleplaying Game Bestiary “Kobold”) Perception +8 (+9 to locate traps), Ride +3, Sense Motive +6,
Sleight of Hand +8, Stealth +10, Survival +6, Swim +4
PRIESTESS OF HECATE CR 4 Languages Common, Elven, Infernal
XP 1,200 SQ elf blood, trapfinding +1
Female human cleric 5 Combat Gear potion of cat’s grace; Other Gear +1 chain
LE Medium humanoid (human) shirt, masterwork rapier, masterwork dagger, composite
Init –1; Perception +2 longbow [Str +1], 20 arrows, bedroll, mess kit, collection of
Aura evil leathery ears in a small cloth sack, 3d6 gp.
Area 0F-1:
At will—lore keeper
Spells Prepared (CL 5th):
3rd—prayer, rage D
2nd—detect thoughts D (DC 14), hold person (x2) (DC 14), The Front Door and Commons
protection from good (communal)*
1st—command (DC 13), comprehend languagesD, The entrance slopes down through neat but plain carved stone until it
protection from chaos, shield of faith (x2) flattens out into a 20 ft. corridor that’s 10 ft. wide.
0 (at will)—create water, detect magic, read magic, At the end of the corridor, the area opens up into the Commons, a large
resistance circular room that once was part of the original cave. Constant traffic and
D Domain spell; Domains Destruction, Knowledge careful sculpting smoothed it out and stained the limestone walls black. A
gutter winds its way through the room, keeping the floor dry.
Str 15, Dex 8, Con 14, Int 10, Wis 15, Cha 13 The Commons has no furniture, but creatures congregate here where
Base Atk +3; CMB +5; CMD 14 the air is fresh (for those who like that sort of thing). Anyone loitering is
Feats Combat Casting, Extra Channel, Selective Channeling, quickly moved on by one of the guards. Residents passing through move
Shield Focus with disciplined purpose.
19
Rappan Athuk: Expansions
hp 53 (4d10+30)
Fort +1; Ref +3; Will +2
DR 10/adamantine; Immune construct traits (+30 hp); SR 13
The centerpiece of the Commons is the Tin Man, a squat iron golem-like AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
creature that sits in the center of the room. It’s hard to tell what it once was (its hp 22 (2d10+6)
dull iron plates and exposed gears bear no maker’s mark), but it now functions Fort +6; Ref +2; Will +1; +2 vs. fear
as Mitchrod’s first line of defense. It was unearthed when the cave was first Defensive Abilities bravery +1
cleared, and its origin is a mystery. The Tin Man can’t move from its spot, but
it can swivel at the waist to bring its three light crossbows to bear on a target. Speed 20 ft.
Grasping pincers and gears quickly reload the crossbows, allowing for a dev- Melee longsword +5 (1d8+2/19–20) or dagger +4 (1d4+2/19–20)
astating rain of bolts. The Tin Man has no will of its own, and unquestioningly Ranged longbow +5 (1d8/x3)
obeys any order given to it in Cyclopean. All guards memorize a short list of
commands to make the Tin Man attack, fire a warning shot, or stop. Str 15, Dex 15, Con 16, Int 8, Wis 12, Cha 10
A pressure plate spans the width of the passage 10 ft. before the end Base Atk +2; CMB +4; CMD 16
of the entrance corridor. Applying at least 40 pounds of force to the plate Feats Point Blank Shot, Weapon Focus (longbow), Weapon
causes two hidden portcullises to drop down at each end of the corridor to Focus (longsword)
trap anyone inside, possibly wounding anyone standing underneath them Skills Acrobatics –5 (–9 jump), Climb –5, Escape Artist –5, Fly
as they fall. Those trapped are in full view of the Tin Man, and the port- –5, Intimidate +4, Linguistics +1, Perception +3, Profession
cullis provides no cover from its attacks. (soldier) +6, Ride –5, Stealth –1, Swim –5
Both portcullises can be raised by a winch in the west wall of the Com- Languages Common, Goblin, Infernal
mons after the guards are sure that the newcomers are friendly. Residents Combat Gear leather bandolier holding: potion of cure
know where the pressure plate is and leap over it. moderate wounds, potion of protection from chaos, potion
Keeping watch in the Commons are 4 hobgoblin guards. In addition, of protection from good; Other Gear chain mail, heavy steel
roll once on the Travelers Encounter Table. This person or group recent- shield, longsword, dagger, longbow, 20 arrows in a quiver, a
ly concluded business and is in the Commons planning a trip home. tin whistle, 2d10 gp.
THE TIN MAN CR 5 Tactics: These hobgoblins, like most in Mitchrod, are well-trained and
XP 1,600 well-equipped. They fight tactically at range, ordering the Tin Man to at-
N Large construct tack any intruders. They sound an alarm as soon as they are able, and buy
Init: +2 Senses darkvision 60 ft.; Perception +1 as much time as they can for reinforcements to arrive. Siggrun and Komm
train all hobgoblins in Mitchrod, and the creatures fight to the death in a
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size) great display of teamwork and tactics.
20
Part 2 - Wilderness area 30: Hell's hamlet
Note: If this fight or others in Mitchrod need to be made more difficult, Defensive Abilities evasion; DR 5/good or silver; Immune fire,
consider adding more troops or more favorable terrain before increasing poison; Resist acid 10, cold 10
the strength of individual soldiers. The large, open spaces of Mitchrod
and its focus on charismatic leaders forcing their will on their subjects are Speed 20 ft., flight 50 ft. (perfect)
more conducive to volume of troops rather than strength. Melee dagger +9 (1d2/19–20) and sting +4 (1d4)
Space 2.5 ft.; Reach 0 ft.
PORTCULLIS TRAP CR 2 Special Attacks poison sting, sneak attack +1d6
XP 600 Spell-Like Abilities (CL 3rd):
Type mechanical; Perception DC 21; Disable Device DC 21 At will—detect good, detect magic, invisibility
1/day—augury, suggestion
Trigger location; Reset manual 1/week—commune
Effect falling portcullis (6d4 damage); DC 10 Reflex avoids
Note: The pressure plate is positioned so that anyone Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
stepping on it is in no danger of being struck by the portcullis Base Atk +4; CMB +5; CMD 16
unless they enter at a run. The portcullis can be lifted with a Feats Dodge, Skill Focus (Bluff), Weapon Finesse
DC 20 Strength check. If a round is spent making a DC 15 Skills Acrobatics +9 (+5 jump), Bluff +13, Diplomacy +10,
Knowledge (engineering) or Disable Device check, the DC Fly +23, Knowledge (arcana) +9, Knowledge (planes)
of the Strength check can be reduced by 5 as force can be +8, Perception +9 (+10 to locate traps), Sense Motive +8,
more efficiently applied. Spellcraft +9, Stealth +11
Languages Common, Infernal
SQ change shape (boar, giant spider, rat or raven), rogue
Area 0F-2: The Blacksmith talents (honeyed words), trapfinding +1
Gear dagger, apron
This room houses the smithy of the town, and for the most part it would
not look out of place in a normal village. One of the striking differences is Poison (Ex): Sting—Injury; save DC 13; frequency 1/round for
the blacksmith himself, an imp named Roam. 6 rds; effect 1d2 Dex damage; cure 1 save.
Roam is good-natured and friendly, always ready and willing to make a
deal. Although he is unaffected by heat, he wears a scrap of leather sewn GREEN SLIME CR 4
into a crude apron. The front part of the room is the shop with many wares XP 1,200 (Pathfinder Roleplaying Game Core Rulebook,
on display. At any time, Roam has at least 20 non-masterwork items hang- “Hazard”)
ing on racks or artfully suspended from the ceiling via ropes.
The only signs that something may be off are that Roam refuses to
make masterwork items regardless of how much he is offered (although Area 0F-3: Roam’s Secret
he trades in such items), and his habit of refusing to talk about his trade.
All questions such as “What techniques do you use to fold steel?” or After the heat of the forge, this dark room is cold and miserable. A
“How do you make full plate fit hobgoblins?” are dodged. Repeatedly large workbench dominates the room. Its thick oak planks are scratched
asking these questions only elicits vulgar comments. and dented, hinting at many years of hard use. Chained up by the bed is
Roam buys and sells anything from scrap metal to masterwork items, Samwell Bant, an elven wizard and artificer.
provided he can afford them (on any given day he has 500 gp to trade Samwell is an elven scholar who was studying the Stoneheart Valley
with). Enquiries for more-expensive items he directs to Tivsaran’s shop. to learn old techniques of crafting magic items. Roam was his familiar.
He is particularly fond of buying scraps of iron and steel as it is hard to Komm captured the pair and a few of their companions and would have
come by, and he can always use more. killed the lot if not for Roam. The familiar — loyal to the Hells above
The back section of the room is Roam’s sleeping quarters and his work Samwell — proposed a deal: Samwell would be imprisoned and all his
area. The forge is lit by a permanent image of fire. While the fire is very spells stripped from his spellbook except for read magic and fabricate.
hot, anyone standing within 5 feet of it (and succeeding on a DC 19 Will Komm agreed and released Samwell’s companions, with the stipulation
save) notices that the heat stops getting hotter as he approaches, and rec- that Samwell spend his days casting fabricate to do work ordered by
ognizes it as an illusion. A careful study of the tiny-sized tools around the Roam. Komm constantly threatens to hunt down Samwell’s companions
forge — with a successful DC 18 Profession (blacksmith) or relevant craft if the wizard doesn’t comply. Samwell has suffered great physical abuse
check — shows them to be for show and not fit to do any real work. from Roam (who uses invisibility and suggestion to further toy with the
The rest of the room contains extra stock, a small bed and a plain-looking elf) and the devil Komm when he looks in on the captive. It was Samwell
safe mounted high up on the back wall. The safe is locked (DC 20 Disable who restored the Tin Man to working condition.
Device to open). The inside of the safe is filled with green slime, a painful fate Samwell is now broken and half mad from torture and starvation. He
for anyone who fails to dodge out of the way (DC 17 Reflex save). Roam’s is resigned to living out the remaining centuries of his life in this freezing
real treasure is hidden in the back of the forge, easily found on a DC 10 Per- room. Roam is careful to keep his former master alive, and is considering
ception check by anyone standing inside the forge’s fireplace. Four silver bars seeking magical means to further extend Samwell’s life. The only flaw in
(value 100 gp each) can be spotted in a hidden cavity inside the forge. this plan is that Samwell’s ability to fashion beautiful and delicate magical
A secret door is hidden behind the imp’s bed. Its opening mechanism items diminishes as Samwell’s mind decays.
is disguised as a weapon hook mounted to the wall. If Samwell is rescued, it takes at least three months of care and a heal
spell as well as a restoration to mend his mind and body. Once he finds his
ROAM CR 3 feet, he can once again function as a powerful wizard, although he never
XP 800 takes a new familiar. He also retains a powerful phobia of devils and the
Imp rogue 2 (Pathfinder Roleplaying Game Bestiary “Devil, Infernal language for as long as he lives.
Imp”)
LE Tiny outsider (devil, evil, extraplanar, lawful) SAMWELL BANT CR 8
Init +3; Senses darkvision 60 ft.; Perception +9 XP 4,800
Male elf transmuter 9
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 N Medium humanoid (elf)
natural, +2 size) Init +4; Senses low-light vision; Perception +3
hp 25 (3d10+2d8); fast healing 2
Fort +1; Ref +9; Will +4 AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
21
Rappan Athuk: Expansions
hp 16 (9d6–18)
Fort +1; Ref +7; Will +7; +2 vs. enchantments
Immune sleep Stems
Speed 30 ft. Ingesting a dose of stems is a move action. If the creature taking
Spell-Like Abilities (CL 9th; ranged touch +8): the stems is doing so against his will, he can make a DC 16 Forti-
7/day—telekinetic fist tude save to regurgitate them before the start of his next turn. On
Spells Prepared (CL 9th): the start of the creature’s next turn, roll a 1d6:
5th—fabricateB, fabricate
0—read magic (x4)
Specialist School Transmutation Opposition Schools Illusion, The creature slips into a happy haze for 6
Transmutation minutes. During this time, he is staggered,
1
although he can perceive his surroundings. At
Str 10, Dex 18, Con 6 (current)*, Int 19, Wis 13, Cha 12 the end of this time he is sickened for an hour.
Base Atk +4; CMB +4; CMD 19 The creature feels a jolt as his mind and body
Feats Combat Casting, Craft Magic Arms & Armor, Dodge, begin to work faster. For 1 minute, he gains
Empower Spell, Eschew Materials, Improved Familiar, Scribe a +2 alchemical bonus to Dexterity, a +4
Scroll 2–5
alchemical bonus to initiative and a +1 dodge
Skills Appraise +16, Knowledge (arcana) +16, Knowledge bonus to AC. At the end of this time, he is
(dungeoneering) +16, Knowledge (history) +16, fatigued for an hour.
Knowledge (planes) +16, Linguistics +16, Perception
The creature enters a trance in a state of
+3, Spellcraft +16 (+18 to determine the properties of a
mental clarity for 10 minutes. All Knowledge
magic item)
rolls are made with a +2 insight bonus, and
Languages Celestial, Common, Cyclops, Daemonic,
6 any spells are cast at +1 caster level. He also
Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin,
receives a +2 alchemical bonus to Will saves.
Infernal, Orc, Sylvan, Undercommon
At the end of this time, he is fatigued for an
SQ change shape (as beast shape I, 9/day), elven magic, hour.
physical enhancement +2 (Dexterity)
*
Samwell’s Constitution rises to 9 if he is cared for and a Taking another dose of stems while under one of the effects list-
restoration cast on him. ed above instantly ends the current effect. Roll again to see what
effect takes over instead. In this way, a creature with sufficient
Area 0F-4: The Mushroom Shop access to stems can keep the negative effects at bay indefinitely.
The smell here is strong and earthy, with a definite undertone of hp 23 (5d6+5)
rot. This shop serves as the gateway to the mushroom fields beyond Fort +2; Ref +4; Will +7
and as an easy way for Mitchrod’s denizens to buy food. During lean Weakness light sensitivity
times, the hobgoblins feed on what they’ve stockpiled from raids. The
town’s kobolds buy food here if nothing else is available, especially Speed 30 ft.
during winter. Melee mwk gold-plated sickle +4 (1d4)
The shop is run by the kobold Dazran, her centipede companion Glory Ranged heavy crossbow +6 (1d8/19–20)
and her 10 kobold helpers. At any time, there’s a 50% chance Dazran is Spells Prepared (CL 5th):
present as well as 2d4 helpers while the rest are hard at work in the fields. 2nd—invisibility, web (DC 15)
Dazran and her crew are a strange lot, as long-term exposure to mushroom 1st—bless, obscuring mist, sleep (DC 14)
spores does odd things to one’s brain. Their fervent worship of Hecate 0—create water, purify food and drink (DC 13), read magic
probably doesn’t help the matter. It is rumored that Dazran uses Glory to
spy on the rest of Mitchrod’s populace on Esker’s behalf, but no one has Str 11, Dex 16, Con 12, Int 13, Wis 16, Cha 8
caught Glory in the act. Base Atk +2; CMB +1; CMD 14
The shop sells dried mushroom rations for 5 sp each, as well as various Feats Armor Proficiency (light), Point Blank Shot, Skill Focus
minor alchemical ingredients. Dazran also sells an odd blue wood used for (Knowledge [nature])
building material throughout the fortress for 2 cp per pound. Her strangest of- Skills Acrobatics +2, Climb –1, Craft (alchemy) +6, Escape
fering is something called “stems,” dried mushrooms the size of matchsticks. Artist +2, Fly +4, Heal +8, Knowledge (nature) +12, Perception
These are a potent hallucinogenic sold for 5 gp a dose. Finally, she buys fresh +7, Profession (farmer) +9, Ride +2, Spellcraft +5, Stealth +11,
corpses to use as fertilizer for 6 gp each (3 gp for Small-sized creatures). Survival +9, Swim –1
Dazran is studying the mushrooms intently, breeding and crossbreeding Languages Draconic, Infernal
them as she discovers new strains. She pays a high price for any strange SQ +3 bonus on Stealth checks, deliver touch spells through
fungal samples delivered to her, although her enthusiasm and zeal for familiar, empathic link with familiar, share spells with familiar,
mushroom breeding is more than a little worrisome. Anyone able to im- speak with familiar
press or flatter Dazran with a DC 13 Diplomacy or appropriate Profession Gear +1 chain shirt, masterwork gold plated sickle, heavy
check may be allowed entrance to the fields. crossbow, 10 bolts, shovel, 5 doses of stems, wooden holy
symbol of Hecate.
DAZRAN CR 2
XP 600 GLORY CR —
Female kobold adept 5 (Pathfinder Roleplaying Game XP —
Bestiary “Kobold”) House centipede (Pathfinder Roleplaying Game Ultimate
LE Small humanoid (reptilian) Magic, “Centipede, House”)
Init +3; Senses darkvision 60 ft.; Perception +7 LE Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +6
AC 20, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 size, +1
natural) AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
22
Part 2 - Wilderness area 30: Hell's hamlet
hp 11 (1d8) not currently at the stand are working here on the neat rows of short, fat
Fort +2; Ref +4; Will +4 mushrooms. The kobolds are distributing the mud and “fertilizer,” and
Defensive Abilities improved evasion while gross to human sensibilities, none seems to mind the work. Plenty
of mushrooms are always ready to harvest, but Dazran easily spots the
Speed 30 ft. theft of even the smallest growth. If attacked, the kobolds scatter and at-
Melee bite +7 (1d3–5 plus poison) tempt to make their way to the shriekers at C to attract attention.
Space 2 1/2 ft.; Reach 0 ft.
Str 1, Dex 17, Con 10, Int 8, Wis 10, Cha 2 Area 0F-6: Korrigan’s Bar
Base Atk +2; CMB +3; CMD 8 (16 vs. trip)
Feats Weapon Finesse This tavern could be the same as any found on the surface. A muscled
Skills Climb +4, Fly +7, Heal +2, Perception +6, Spellcraft +0, human male with a scar running from his temple to his nostril stands be-
Stealth +21, Survival +3, Swim +3 hind the bar, polishing a glass with a rag. Three girls wait at long oak
tables. A truly vicious-looking heavy flail rests on a rack behind the bar,
Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round deterring anyone from getting too unruly. The man is the bar’s owner,
for 2 rounds; effect daze 1 round; cure 1 save. Korrigan, whose story is a rather odd one.
Through a series of unfortunate circumstances, Korrigan found him-
KOBOLD CR 1/4 self serving with a small detachment of devils, including Komm, whom
XP 100 he quickly befriended. When their mission was successful, Komm was
hp 4 (Pathfinder Roleplaying Game Bestiary “Kobold”) so impressed with Korrigan’s cruelty and devilish nature that he invited
Korrigan to join him in setting up Mitchrod. The devil gave the human
Note: Each kobold carries 2 doses of stems. the bar as a gift.
Komm also had three girls from a nearby village charmed to keep Kor-
rigan company. They’re nicknamed Alice, Bethany and Chel (Com 1; hp
Area 0F-5: A Very Odd Crop 3 each). The charm forces them to be devoted to Korrigan. They serve
food and clean up without complaint. Anyone speaking to them notices
This wide, disc-shaped cavern has a low ceiling, forcing Medium crea- that they seem airy and oddly focused. A DC 15 Sense Motive check re-
tures to stoop to fit. Large creatures can barely squeeze through. The area veals the true cause of their behavior.
is lit by a few candles spread over the entire cavern, providing light where The bar serves mushroom “brew,” a very raw ale at 3 cp a mug, and
the fungus needs it. The smell is overpowering. All creatures take a –20 mushroom “wine” at 1 sp for a mug. For the adventurously peckish, the
on all Perception checks related to smell. bar sells surprisingly good-looking sausages for 2 sp, a bowl of stew for 1
The cavern is something of a forest, with many types of mushrooms cp, or a loaf of mushroom-bread for 5 cp. Korrigan won’t reveal what is in
planted in a pattern that makes sense only to Dazran. A few sections of the the sausages or where he obtains them. The stew is a communal mystery,
cavern are home to specific kinds of mushroom. If characters explore the avoided by all but the very desperate.
area, roll 1d4 to determine what mushrooms they encounter: At any time, 4 hobgoblin guards are here as well as two rolls from
the Travelers Encounter Table. The GM is encouraged to be creative
1—The mushrooms here grow much taller, nearly reaching the ceiling. in customizing this area; it should be a dark parody of the typical adven-
The mushrooms have wide, flat caps with blue highlights and gray stalks. turers’ tavern. One of the rolls on the Travelers Encounter Table could be
An iron axe hangs from a hook on the ceiling, and several of the taller substituted with Urovok (Rappan Athuk, Area 4B-7) on his way to buy
growths have been cut down, revealing the stems to be a grainy blue. A supplies.
DC 20 Knowledge (nature) check reveals these to be spire-caps, although
this strain’s stem is firm enough to be used as a building material. Treasure: The heavy flail is a +1 cold iron heavy flail. In the storeroom
behind the bar, six hooks hang from the ceiling. The first supports Korri-
2—At first glance, this area is clear of growth, although the ground is gan’s masterwork breastplate while the others hold five cured elf corpses.
covered in the bones of animals and humanoids. A single black candle Also in the room is a small chest containing 300 gp that Korrigan never
illuminates the scene with a troubling gray flame. A closer inspection re- bothers to lock as he rightly assumes no one is brave enough to rob him.
veals that the bones are a substratum for bone-white mushrooms standing Eight barrels of ale are piled around the chamber, and in the far corner is
2 inches tall. Their caps are a bulb that closely resembles a human brain. an elegant mincer made of polished iron that is worth 50 gp to a serious
If the strange mushrooms are so much as brushed, the bulbs explode into butcher. It weighs 160 pounds.
a cloud of spores (DC 15 Reflex save to all within 10 ft. to avoid breathing
in the spores). KORRIGAN CR 3
If spores are inhaled, roll twice on the stems table above and take the XP 800
lower result. Male human barbarian 4
These mushrooms are a species named Opus that Dazran believes is a NE Medium humanoid (human)
gift from Hecate to the mortal world. Partly out of piety and partly out of Init +2; Perception +6
curiosity, Dazran acquired some to grow here. Under her careful care, they
began to flourish. If soaked in seawater for a week then dried, they can be AC 19, touch 13, flat-footed 16 (+6 armor, +2 Dex, +1 dodge)
sold as the potent drug “stems.” hp 48 (4d12+12 plus 4)
Fort +7; Ref +3; Will +0
3—Planted here is a patch of shriekers that Dazran carefully prunes. Defensive Abilities trap sense, uncanny dodge
When approached, the shriekers scream in short blasts of noise. Different
shriekers emit different pitches, creating the faint semblance of painfully Speed 30 ft.
loud and discordant music. The noise ceases after 3 rounds although the Melee +1 cold iron heavy flail +10 (1d10+8/19–20)
sound alerts everyone in the fortress. Soon, 4 hobgoblin guards from 0F- Ranged javelin +5 (1d6+5)
13 come to investigate. Special Attacks rage (13 rounds/day), rage powers (good
for what ails you*, no escape)
SHRIEKERS CR —
XP— (Pathfinder Roleplaying Game Bestiary “Hazards”) Str 20, Dex 14, Con 17, Int 11, Wis 8, Cha 13
Base Atk +4; CMB +9; CMD 22
4—The smell of rot reaches its peak in this wide area. Any kobolds Feats Cleave, Dodge, Power Attack
23
Rappan Athuk: Expansions
Skills Acrobatics –1, Climb +6, Escape Artist –1, Fly –1, From there, she observes the commotion, ready to use the second scroll to
Intimidate +8, Linguistics +1, Perception +6, Profession give her a head start on any pursuers.
(barkeep) +1, Profession (butcher) +1, Ride +3, Sense Motive
+2, Stealth –1, Survival +3, Swim +6 TIVSARAN CR 5
Languages Common, Infernal XP 1,600
SQ fast movement +10 hp 51 (Pathfinder Roleplaying Game Bestiary 3 “Rakshasa,
Gear masterwork breastplate, +1 cold iron heavy flail, 3 Dandasuka”)
javelins, flask of whiskey (2 swigs), 55 gp, 98 sp, 23 cp.
*
Pathfinder Roleplaying Game Advanced Player’s Guide #
Pathfinder Roleplaying Game Ultimate Equipment
Area 0F-11:
to seed a culture of slave ownership.
Tiv has two possessions that are not for sale. The first is her heavyload
belt#, which is good for moving stock around, but also useful in case of
an emergency. If an alert sounds, Tiv grabs her other prized possession, a Chapel (CR Varies, 7+)
bag of holding II, and begins stuffing her wares into it, starting with the
most expensive. The bag has a scroll case tied to it that contains 2 scrolls This large room is decorated with dark gray cloth. At first glance, it
of dimension door. When anyone she does not recognize opens the door to appears to be a library as the north and south walls are linked with over-
her shop, she reads the scroll to teleport to a small grove of trees overhead. flowing bookcases, and a half dozen tables are set up where scribes duti-
24
Part 2 - Wilderness area 30: Hell's hamlet
fully copy text from old, rotting tomes onto fresh new parchment. A small Init +0; Senses darkvision 60 ft.; Perception +5
set of stairs leads up to the rear third of the room, which contains more Aura evil
bookshelves and a squat stone altar.
The altar is decorated with a half-silvered circle representing the setting AC 20, touch 11, flat-footed 20 (+7 armor, +1 natural, +1
full moon. A much larger version of the symbol is painted on the west shield, +1 size)
wall. The priestess Esker staffs this church to Hecate. She is assisted by hp 31 (5d8+5)
Orthus, an especially powerful and intelligent hell hound that was part of Fort +5; Ref +1; Will +7
Komm’s original group. Weakness light sensitivity
Esker was originally Orthus’ valet but is now the mouthpiece for Hec-
ate’s will in Mitchrod, something Esker especially enjoys. Every day at Speed 20 ft.
dusk, Esker holds a short sermon, with all the kobolds and many other Melee mwk morningstar +3 (1d6–2)
residents and visitors in attendance. Esker is a luminary among the ko- Ranged mwk light crossbow +5 (1d6/19–20)
bolds, who see her as a role model due to her rise to power and friendship Special Attacks channel negative energy 6/day (3d6, DC
with Orthus. 15)
For Esker’s part, her ability to tell truly interesting parables has been Domain Spell-Like Abilities (CL 5th; melee touch +2):
instrumental in gaining such a devoted following, and certainly the reason At will—lore keeper
Orthus favors her. Esker has 8 acolytes who vie for her attention. They 6/day—touch of law
help out around the temple and generally do all the heavy lifting and fetch- Spells Prepared (CL 5th):
ing that Esker asks. 3rd—deeper darkness, prayer, speak with deadD (DC 16)
The library is made of books that Esker found, bought or scavenged 2nd—chant, detect thoughtsD (DC 15), eagle’s splendor,
from travelers over the years. She spends most of her time translating and lesser restoration
poring over them, seeking to increase her power. She tells her acolytes 1st—command (DC 14), comprehend languagesD, cure light
that carrying and translating tomes is good practice for being a priestess wounds, detect chaos, detect good
of Hecate, and the limited power they’ve each been granted suggest she’s 0 (at will)—create water, detect magic, detect poison,
not wrong. guidance
D Domain spells; Domains Knowledge, Law
ORTHUS CR 6
XP 2,400 Str 7, Dex 11, Con 12, Int 11, Wis 17, Cha 17
Advanced hell hound (Pathfinder Roleplaying Game Base Atk +3; CMB +0; CMD 10
Bestiary “Hell Hound”) Feats Combat Casting, Selective Channeling, Skill Focus
LE Medium outsider (evil, extraplanar, fire, lawful) (Perform [oratory])
Init +7; Senses darkvision 60 ft., scent; Perception +10 Skills Acrobatics –4 (–8 jump), Climb –6, Diplomacy +8,
Aura Evil Escape Artist –4, Fly –2, Knowledge (religion) +7, Linguistics
+5, Perception +5, Perform (oratory) +9, Ride –4, Sense
AC 26, touch 13, flat-footed 23 (+6 armor, +3 Dex, +7 Motive +8, Spellcraft +5, Swim –6
natural) Languages Common, Draconic, Infernal
hp 67 (7d10+28) Combat Gear potion of cure serious wounds, Medium
Fort +11; Ref +8; Will +7 spider venom; Other Gear +1 chain mail, masterwork
Immune fire buckler, masterwork morningstar, masterwork light crossbow,
Weakness vulnerability to cold 2 crossbow bolts coated in medium spider venom, 20
crossbow bolts, 3d10 pp
Speed 30 ft.
Melee bite +10 (2d6+4) ACOLYTES OF HECATE (8) CR 1/3
Special Attacks breath weapon (10 ft. cone, once every XP 135
2d4 rounds, 4d6 fire damage, DC 17) Male or Female kobold cleric 1, warrior 1 (Pathfinder
Spell-Like Abilities (CL 7th): Roleplaying Game Bestiary “Kobold”)
At will—detect magic, guidance, lore keeper, read magic, LE Small humanoid (reptilian)
resistance, touch of law Init +3; Senses darkvision 60 ft.; Perception +4
3/day—command (DC 18) Aura evil
2/day—hold person (DC 19)
1/day—comprehend languages, detect thoughts (DC 15) AC 20, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 natural,
+1 size)
Str 17, Dex 17, Con 19, Int 10, Wis 16, Cha 10 hp 11 (1d10–1 plus 1d8–1)
Base Atk +7; CMB +10; CMD 23 (27 vs. trip) Fort +3; Ref +3; Will +4
Feats Endurance, Improved Initiative, Improved Natural Weakness light sensitivity
Attack (bite), Run
Skills Acrobatics +6 (+10 to jump with a running start), Climb Speed 20 ft.
–1, Diplomacy +10, Escape Artist –1, Fly –1, Knowledge Melee morningstar +0 (1d6–2)
(planes) +6, Knowledge (religion) +10, Perception +10, Ride Ranged light crossbow +5 (1d6/19–20)
–1, Stealth +11, Survival +10, Swim –1 (+3 to resist nonlethal Special Attacks channel negative energy 2/day (1d6, DC 9)
damage from exhaustion) Domain Spell-Like Abilities (CL 1st; melee touch –1):
Languages Common, Infernal At will—lore keeper
Gear barding (as breastplate), headband of inspired 5/day—touch of law
wisdom +2 Spells Prepared (CL 1st):
1st—comprehend languagesD, cure light wounds (x2)
ESKER CR 3 0 (at will)—guidance, read magic, resistance
XP 800 D Domain spells; Domains Knowledge, Law
Female kobold cleric of Hecate 5 (Pathfinder Roleplaying
Game Bestiary “Kobold”) Str 7, Dex 16, Con 9, Int 11, Wis 15, Cha 9
LE Small humanoid (reptilian) Base Atk +1; CMB –2; CMD 11
25
Rappan Athuk: Expansions
Salish is a kyton, a 6 ft. tall blue-skinned humanoid clad in a leath-
er apron. Four long chains buckled to the back of his apron are usually
Hecate, Goddess of Evil Magic wrapped around his waist and shoulders. These chains come alive when
Salish is working or fighting, and the fine knives attached to the end of
Alignment: Lawful Evil each make him an expert at slicing people open, alive or dead.
Domains: Law, Evil, Magic, Knowledge Salish offers a truly devilish deal: For a fee (usually 1,000 gp paid up
Symbol: A half silver disk representing the setting full front), Salish attempts to restore life to any corpse that’s been dead for less
moon than a week. The first stage is to repair the body. In some cases, this is as
Garb: Fashionable togas of the most expensive cut simple as some stitching. In other cases, Salish informs the associates of
and material, generally in black. the deceased that he requires “spares.” Sometimes an arm or leg (or even a
Favored Weapons: None heart or brain) is too far gone for Salish to salvage (GM’s discretion). The
Form of Worship and Holidays: Priests and Wizards who associates need to gather these “spares” from wherever they can. Salish
venerate Hecate do so beneath the full moon with doesn’t ask any questions about where the parts come from.
sacrifices of blood and magical items as the moon Once the body is rebuilt to a state that Salish is happy with, it is carried
sets. into the next room. This room is off-limits and locked at all other times,
Typical Worshippers: Wizards, Women, Wali Hecate, as it contains Salish’s pride and joy, a binding circle a full 15 ft. across. A
Assassins, Lawful evil hags, witches, and crones. DC 20 Knowledge (Planes) check reveals symbols describing the Plane
of Shadow and the Hells. A success at DC 30 translates some of the more
Hecate is the goddess of evil magic. She appears as a beautiful subtle aspects of the circle. The symbols speak of deals with devils and the
woman flanked by numerous hell hounds, her favored creature. oldest concept of barter. After placing a body in the circle and balancing a
The setting moon is her symbol. She requires sacrifices on gold coin delicately on the corpse’s forehead, Salish begins chanting and
the full moon. Her priests are normally accompanied by hell the circle begins to glow.
hounds sent by their goddess to guard her temples. Clerics
of Hecate have a special rapport with the beasts, allowing
Roll 1d100 to determine the results:
a chance to control them as they would undead. Hecate is a
jealous goddess, capricious and quick to anger. One of her 1d100 Results
greatest priestesses, Akbeth, is imprisoned in the Frog God
The deceased sits up suddenly. He is fine except
Games dungeon module Rappan Athuk. Hecate resides in a
for a lingering weakness (one negative level that
floating castle in the Nine Hells.
fades after 2d4 days). He remembers nothing of
1
his resurrection except for a few flashes of the
Feats Skill Focus (Heal) Astral Plane, and being grabbed and dragged
Skills Acrobatics –1 (–5 jump), Climb –6, Escape Artist –1, Fly toward a bright light.
+1, Heal +9, Knowledge (planes) +4, Knowledge (religion) If the deceased required no replacement parts,
+5, Linguistics +4, Perception +4, Ride –1, Swim –6 then he awakens as above. Otherwise, the
Languages Draconic, Infernal deceased awakens with a momentary glow in his
Gear scale mail, morningstar, light crossbow, 1 crossbow eyes. He gains one racial trait from the race that
bolt coated in medium spider venom, 10 crossbow bolts, 2 his “spares” came from, and loses one of his own
wooden unholy symbol of Hecate, 2d10 sp racial traits. (The GM should have some fun with
this.) He remembers nothing of his resurrection
26
Part 2 - Wilderness area 30: Hell's hamlet
1d100 Results 1d6 Results
The deceased’s body heals completely, A traveler (see the Travelers Encounter Table) is
including any scars and stitches. However, giving a lecture on an exotic weapon or technique.
he remains dead. Salish howls in pain, and If Komm is present, he gives a lecture on the
screams at those present to get rid of the body structure of Hell’s legions and the importance of
5
immediately. He never has anything to do with discipline. Komm is an unnaturally charismatic
4
the deceased from this day onward, referring to orator, and all 16 hobgoblins gather to hear him
him as “marked” but refusing to explain what that speak. He always ends his lectures with a war story
means. The body can be resurrected by normal from his long life.
means. A DC 23 Diplomacy check convinces
Roll again. This time, however, Komm comes to
Salish to refund their gold.
personally take part in or observe the training (see
The deceased sits up in a state of panic. He is Area 0F-16). Komm is a brutal teacher with no
6
alive, but terrified. He speaks of being “dragged tolerance for failure. Up to 1d4 hobgoblins usually
to the forge” and “having been sold.” As he talks, end up carried from the grounds to the chapel to
his body begins to blacken and flake, until after hopefully mend their bones.
66 seconds he is just a pile of ash, babbling in fear
5
to the last. He can only be restored by a wish or HOBGOBLIN GUARDS CR 1
a miracle. Salish is unapologetic, stating that the XP 400
deceased must have made an enemy in death, hp 22 (see Area 0F-1)
or suffered some unfortunate fate. He refunds
their gold, however, without being asked. ACOLYTES OF HECATE CR 1/3
XP 135
6–100 No effect.
hp 11 (see Area 0F-11)
SALISH CR 6
XP 2,400
hp 60 (Pathfinder Roleplaying Game Bestiary “Kyton, Area 0F-14: The Hobgoblin Dorms
Evangelist”)
Twenty straw mats are arranged in neat rows, with a small wooden
chest sitting at the end of each. Along the walls are racks for 20 long-
Area 0F-13: The Training Grounds swords, 20 heavy wooden shields, 10 longspears, 20 longbows and 20
quivers of arrows (400 total arrows).
(CR Varies) Any hobgoblins not currently in the bar or on the grounds are sleeping
here. Sleeping hobgoblins leave their weapons on the racks, but sleep in
their armor (at Siggrun’s orders). If startled, the hobgoblins react quickly,
Hobgoblin guards use this large, slightly uneven cavern every hour acting on the turn they’re awakened, albeit at a –2 penalty to all attack and
of the day. During busy times, the hobgoblins drill or form up in pairs skill rolls for one minute.
and spar. In quieter times, the guards practice maneuvers that need more The wooden boxes contain each hobgoblin’s worldly possessions, usually
room such as charging, bracing or grappling. Other times, the grounds consisting of a change of clothes and 1d100 gp among any personal items.
are turned into an archery range running the length of the room. Anyone
running through the corridors without paying enough attention is in for a
rude surprise. Occasionally, a traveler of note may put on a demonstration
to showcase an exotic weapon or give a lecture on battlefield tactics.
Area 0F-15: Siggrun’s Office
Roll on the table below to determine how many hobgoblins are here and
what they’re doing. These activities generally last for 2 hours, and then the
(CR 5, if Siggrun is present)
GM should select another. There is a 60% chance that Guard-Captain Sig-
Siggrun is the captain of the guard, a proud hobgoblin who joined
grun (Area 0F-15) is here observing the training; otherwise, he is asleep Mitchrod only a few years back, but has already managed to make a strong
in his dorm. impression. Siggrun idolizes Komm, and it is his devotion and ability to
inspire troops that has impressed the bearded devil. The hobgoblin guards
1d6 Results have been steadily rising in strength ever since Siggrun took command,
and if given a larger group of soldiers to command, Mitchrod could raise a
16 hobgoblins spar in pairs with longswords and formidable force. This has not been lost on Esker, who has been trying to
1 heavy wooden shields. 2 kobold acolytes watch, talk Siggrun around to her point of view, with limited success.
ready to patch up any accidental injuries. Before arriving in Mitchrod, Siggrun was a soldier on a ship “on a nas-
5 hobgoblins with longspears brace against 7 ty, twice-cursed bit of coast to the far south.”
hobgoblins with longswords and shields. Injuries are Note: If Siggrun is not on the training grounds, he can be found here
common, and this always draws 4 kobold acolytes. asleep. He keeps the door to his office locked at all times
2 The office is sparsely decorated with a desk for taking notes, along with
A group of travelers usually arrives to watch this
violent display (roll once on the Travelers Encounter a massive leather ledger containing notes on the strengths and weaknesses
Table). of every single guard, and plans for their future training. A wooden chest
at the foot of his bed contains his considerable wealth, and a few racks on
10 hobgoblins practice grappling on straw mats the wall hold “campaign” trophies.
dragged out of the dorms. They still wear their armor The racks include a large wereshark skull modified to be worn as a
3
for this activity, although they leave their weapons in helmet for a Medium creature, a silvered shark’s tooth made into a dagger
the barracks. and a beautiful silver-and-gold spyglass worth 1,000 gp for its irreplace-
able lenses. A secret panel in his desk (DC 18 Perception check) hides two
8 hobgoblins fire longbows at targets set up at the
gold bars worth 180 gp each.
south end of the room. Anyone on punishment
4 detail is tasked with collecting the arrows, a
SIGGRUN CR 5
task simultaneously mind-numbingly boring and
XP 1,600
dangerous. Male hobgoblin fighter 6 (Pathfinder Roleplaying Game
27
Rappan Athuk: Expansions
Bestiary “Kobold”) 1/day—summon (level 3, 1 bearded devil or 6 lemurs, 50%)
LE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +8 Str 23, Dex 19, Con 23, Int 10, Wis 16, Cha 18
Base Atk +6; CMB +12; CMD 26
AC 22, touch 13, flat-footed 19 (+9 armor, +2 Dex, +1 dodge) Feats Improved Initiative, Power Attack, Weapon Focus
hp 56 (6d10+12 plus 6) (glaive)
Fort +7; Ref +5; Will +4; +6 vs. fear Skills Acrobatics +4 (+8 jump), Bluff +2, Climb +15, Escape
Defensive Abilities bravery +2 artist +4, Intimidate +11, Knowledge (planes) +9, Perception
+12, Sense Motive +12, Stealth +13, Survival +3, Swim +6
Speed 20 ft. Languages Celestial, Common, Draconic, Infernal; telepathy
Melee mwk cold iron short sword +9/+4 (1d6+6/19–20) and (100 ft.)
mwk cold iron short sword +9/+4 (1d6+4/19–20) Gear +2 glaive
Ranged comp. longbow +9/+4 (1d8+3/x3)
Special Attacks weapon training abilities (light blades +1) Beard (Ex) If a bearded devil hits a single opponent with
both claw attacks, it also lashes at the same target with its
Str 16, Dex 17, Con 15, Int 12, Wis 14, Cha 13 spiky, filthy beard. The victim takes 1d8+2 points of damage
Base Atk +6; CMB +9; CMD 22 and must succeed on a DC 19 Fortitude save or contract
Feats Dodge, Improved Two-Weapon Fighting, Power devil chills. The save DC is Constitution-based.
Attack, Toughness, Two-Weapon Fighting, Weapon Focus Infernal Wound (Su) The damage a bearded devil deals
(short sword), Weapon Specialization (short sword) with its glaive inflicts persistent wounds that cause 2 points
Skills Acrobatics –2 (–6 jump), Climb +2, Escape Artist –2, Fly of bleed damage. Bleed caused from an infernal wound
–2, Intimidate +9, Knowledge (religion) +2, Perception +8, is particularly difficult to stanch; a DC 17 Heal stops the
Profession (guard captain) +11, Ride –2, Sense Motive +6, damage, and any attempt to heal a creature suffering from
Stealth +2, Swim +2 an infernal wound must succeed on a DC 16 caster level
Languages Common, Goblin, Infernal check or the spell does not function. Success indicates the
Combat Gear potion of bull’s strength, potion of cure serious healing works normally and stops all bleed effects on the
wounds; Other Gear full plate, composite longbow [Str +3], victim. The infernal wounds caused by a bearded devil are a
20 arrows in a quiver, 2 masterwork cold iron short swords. supernatural ability of the devil, not of the weapon.
30
Part 3
Wilderness Area 31:
The Face in the Forest (apart from the hex grid). The simplistic and minimal art style is meant to
Author’s Note represent that it was grown by a particularly artistic tree. The map features
may be literal geography or artistic license.
Because the player’s map is intentionally inaccurate, it should be a snap
First, I must quickly mention how much I loathe “must lose” fights, for the GM to add any locations or events pertinent to his campaign.
where the outcome of a battle is predetermined to further the plot. It’s
very hard to have a story where the PCs are captured without it, so the
focus must shift. If the PCs know they’re going to be caught, how can
they prepare? Do they have the wisdom and patience to bide their time
The Boat
until a moment for escape arrives? There are more tests of heroism than The party begins its adventure on a boat bound for the city of Freegate.
just bravery. The ship is called the Marid’s Wish and is bearing trade goods and no other
passengers besides the party and the crew of the Marid.
Author’s Note Continued The ship is making good time and expects to get into port in a few days.
In spite of the favorable winds, the weather is miserable, with fog and con-
stant rain. The helmsman, a grizzled and malodorous man, is steering by
Nature is pretty much the scariest thing around. I’m an Australian, and compass, and the crew is not worried that they haven’t been able to check
our wildlife is pretty scary. While we do have a lot of poisonous spiders, their bearing by the stars in two days.
we also have weirder things like lyrebirds which can mimic nearly any On the third evening, the winds pick up until the cold rain seems
sound (including chainsaws). to be falling from every direction. All the crewmembers (and pos-
It’s easy while you’re on a long hike to begin to suspect the whole lot sibly the PCs) have retreated below decks, save the helmsman who
is out to get you, the trees, the birds, all of it. So what if it was? What if stands at the stern with his lantern and compass, vainly watching for
the bush and the things living within it wanted nothing more than to see
rocks or reef while trying to keep the ship on course. Anyone on deck
you dead in a creek? What if night never came and the hot Australian sun
can make a DC 23 Perception check to notice something is amiss as
beamed down on you until you went mad?
they hear a faint bump against the port side of the ship, followed by
Let’s find out.
a thump from the port-side railings. Anyone looking for the source
—Alex
of the noise must succeed on a DC 15 Perception check to find a
grappling hook embedded in the railing and a taut, knotted rope that
Introduction
leads down from the ship at a slight angle. Although it is not visible
through the fog and rain, the pirate ship Shark’s Teeth has sailed up
alongside the Marid.
This adventure is intended as an introduction to the wilderness area Two rounds after the grappling hook finds purchase, 3 pirates climb
of Rappan Athuk. The pirate attack, capture and escape through an evil along the rope and onto deck. These scouts drew the short straw and were
forest that are contained in this module are intended to toughen up a par- sent to see what the ship is and what it’s carrying. The weather was too
ty of 2nd-level characters so that they emerge (perhaps a lot poorer) but foul for the pirates to see even so much as the name painted on the side,
stronger and more canny, ready to face the dungeon. A few items of value spotting it only by the lantern of the helmsman.
are hidden within the forest, but equipment can be bought, and wounds If the deck is empty other than the helmsman, one pirate sneaks up
can be healed. The mindset needed to step into a dangerous place can only behind him and warns him to be silent, ready to gut him if he yells or does
ever be earned. anything foolish. One unlucky pirate is chosen to go in first and check
When characters are stripped of equipment, the differences in classes below decks and deliver demands to the crew. The Marid is to surrender
become apparent. Monks and sorcerers can generally function just fine half its cargo and all its passengers or its crew will be killed.
without their equipment. If the party contains any character who can func- If anyone other than the helmsman is on deck, the pirates signal for
tion effectively without gear, consider the impact this may have on party backup (another 3 pirates arrive in 2 rounds) and then try to capture any-
balance. one on deck and attempt to scare them into telling the pirates the name
of the ship, its cargo and its destination. The pirates have no problems
wounding someone in an attempt to “persuade” them, but are loathe to kill
Maps anyone, and are likely to back off if threatened. The helmsman is old and
mostly deaf, and unless someone taps him on the shoulder, he continues
Below are the two maps you’ll need. The player map is intended to be to fight with the wheel to keep the ship on course. He is no use in combat,
spoiler free, and also an exact replica of what PCs would find in-game and the pirates ignore him, almost out of professional courtesy.
31
Rappan Athuk: Expansions
32
Part 3 - Wilderness area 31: The Face in the Forest
33
Rappan Athuk: Expansions
Crew of the Marid’s Wish make a DC 12 Diplomacy check to offer the captain of the Marid a “fair
deal” to stand his men down. The deal is understood to mean safe passage
• 7 crewmembers (including the helmsman) for all of the crew, as well a moderate sum (150 gp) for the captain person-
• Captain Hodge ally. If at least two of his crew members are reduced below 0 hit points, the
captain of the Marid surrenders regardless.
Crew of the Shark’s Teeth The ultimate outcome may be inevitable, but the players can do a few
• 8 pirates things to influence their fate:
• 3 skirmishers • Anyone spending a full round action can hide a single small item on
• Peglegs, the captive healer and his otter familiar, Chuckles his body, and anyone searching him receives a –4 penalty to find this item.
• Exploding Percy • Standing steadfast against the pirates and refusing to give ground is
• Captain Jackson seen as admirable (unless it results in the death of a pirate), and results in
them being better respected by the pirates (a +2 circumstance bonus to
If combat occurs on the deck, the crew of the Marid and the Shark hear social rolls).
it. The Shark responds by sending 3 pirates, 3 skirmishers and Explod- • Perhaps the best thing the party can do is offer to help heal pirates
ing Percy, the first mate. The crew of the Marid is a cowardly lot and who were wounded in the fight. Peglegs, the pirate’s apothecary and heal-
barricade themselves below decks (although a DC 18 Diplomacy check or er, looks upon this kindness with gratitude, and may later assist PCs.
a DC 15 Intimidate check convinces them to draw swords and clubs and Killing pirates doesn’t help at all, and for every pirate killed, the party
go out and face the threat). If reinforcements are called for, any pirates receives one extra guard when the party makes landfall.
remaining on the Teeth board the Marid. For this encounter to work smoothly, it must be obvious very early on
What happens next depends a lot on the actions of the players. The pi- that the party is outmatched and outnumbered. The number of pirates
rates are more than a match for the Marid’s crew and force their surrender should be increased for larger parties. The party should be less concerned
in just a few minutes. If the players attack the pirates cautiously (rather with winning than they are with how to handle the situation.
than engaging on the deck where they are outnumbered), they may be
able to force the pirates back, especially if the crew of the Marid can be PIRATE CR 1
convinced to assist. If Percy or any two other pirates are killed, Bloody XP 400
Jackson and his two elite skirmishers join the fray (throwing more grap- Male human rogue (Pirate) 2 (Pathfinder Roleplaying Game
pling hooks if their line has been cut). Ultimate Combat)
The pirates are at a clear advantage in numbers and skill, but it’s quite NE Medium humanoid (human)
possible that cleverness on the part of the party can force the pirates into Init +2; Perception +6
an unfavorable position. If the pirates are winning, but the Marid’s crew
still refuses to yield, Jackson (or Percy, if Jackson is incapacitated) can AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
34
Part 3 - Wilderness area 31: The Face in the Forest
hp 21 (2d8+4 plus 5) Melee mwk falchion +10 (2d4+6/18–20) or javelin +4 (1d6+4)
Fort +2; Ref +5; Will +1 Ranged javelin +5 (1d6+4)
Defensive Abilities evasion Special Attacks sneak attack +2d6
Speed 30 ft. Str 18, Dex 13, Con 14, Int 10, Wis 8, Cha 13
Melee short sword +3 (1d6+2/19–20) or dagger +3 Base Atk +4; CMB +8; CMD 20
(1d4+2/19–20) Feats Cleave, Dodge, Power Attack, Sea Legs*, Toughness,
Special Attacks sneak attack +1d6 Weapon Focus (falchion)
Skills Acrobatics +8, Appraise +8, Climb +14, Intimidate +3,
Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 10 Perception +7, Profession (sailor) +7, Sense Motive +5, Swim
Base Atk +1; CMB +3; CMD 16 +12; Racial Modifiers +2 Intimidate
Feats Dodge, Sea Legs*, Toughness Languages Common, Orc
Skills Acrobatics +9, Climb +9, Escape Artist +7, Intimidate SQ swinging reposition
+5, Perception +6, Sense Motive +6, Stealth +7, Swim +9 Combat Gear potion of moderate light wounds; Other Gear
Languages Common +1 studded leather armor, 3 javelins, masterwork falchion,
SQ swinging reposition shark-tooth pendent (75 gp), 2d10 pp
Gear leather armor, dagger, short sword, 2d10 sp
Swinging Reposition (Ex) Can move 5 ft. as a free action
Swinging Reposition (Ex) Can move 5 ft. as a free action after a charge or bull rush when masts and riggings are
after a charge or bull rush when masts and riggings are present.
present. *Pathfinder Roleplaying Game Ultimate Combat
*Pathfinder Roleplaying Game Ultimate Combat
PEGLEGS CR 1
PIRATE SKIRMISHER CR 3 XP 400
XP 800 Male dwarf adept 3
Male human rogue (Pirate) 4 (Pathfinder Roleplaying Game N Medium humanoid (dwarf)
Ultimate Combat) Init +2; Senses darkvision 60 ft.; Perception +3
NE Medium humanoid (human)
Init +4; Perception +8 AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (3d6+3)
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge) Fort +2; Ref +3; Will +6; +2 vs. poison, spells, and spell-like
hp 37 (4d8+8 plus 8) abilities
Fort +3; Ref +8; Will +2; +1 vs. fear and mind-affecting Defensive Abilities defensive training
Defensive Abilities evasion, uncanny dodge, unflinching +1 Weaknesses staggered
Speed 30 ft. AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
35
Rappan Athuk: Expansions
hp 6 (1d8) Survival +2, Swim +10
Fort +2; Ref +5; Will +4 Languages Common
Defensive Abilities improved evasion Gear studded leather armor, club, 2d6 cp
*
Pathfinder Roleplaying Game Ultimate Combat
Speed 20 ft., swim 30 ft.
Melee bite +6 (1d3–4) MARID CAPTAIN CR 1
Space 2–1/2 ft.; Reach 0 ft. XP 400
Male human expert 1, rogue (Pirate) 2 (Pathfinder
Str 3, Dex 16, Con 10, Int 7, Wis 13, Cha 5 Roleplaying Game Ultimate Combat)
Base Atk +1; CMB +2; CMD 8 (12 vs. trip) N Medium humanoid (human)
Feats Weapon Finesse Init +6; Perception +6
Skills Acrobatics +3 (–1 jump), Escape Artist +4, Fly +7,
Spellcraft +1, Stealth +11, Swim +17 AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 26 (3d8+6 plus 2)
EXPLODING PERCY CR 2 Fort +2; Ref +5; Will +2
XP 600 Defensive Abilities evasion
Male goblin alchemist 3 (Pathfinder Roleplaying Game
Advanced Player’s Guide) Speed 30 ft.
CE Small humanoid (goblinoid) Melee club +3 (1d6+2)
Init +7; Senses darkvision 60 ft.; Perception +5 Special Attacks sneak attack +1d6
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) Str 15, Dex 14, Con 15, Int 8, Wis 10, Cha 12
hp 23 (3d8+6) Base Atk +1; CMB +3; CMD 15
Fort +5; Ref +6; Will +0; +2 bonus vs. poison Feats Improved Initiative, Sea Legs*, Skill Focus (Profession
Resist fire 3 [sailor]), Skilled Driver* (Water)
Skills Acrobatics +9, Climb +9, Escape Artist +7, Fly +1,
Speed 30 ft. Perception +6, Profession (sailor) +9, Ride +1, Sense Motive
Melee unarmed strike +1 (1d3–1) +4, Stealth +1, Survival +3, Swim +9
Ranged mwk light crossbow +7 (1d6/19–20) Languages Common
Special Attacks bomb 5/day (+7 to hit; 2d6+2; DC 13) SQ swinging reposition
Extracts Prepared (CL 3rd; melee touch +1; ranged touch Gear studded leather armor, club, 3d6 sp
+5):
1st—cure light wounds, endure elements, shield, touch of Swinging Reposition (Ex) Can move 5 feet as a free action
the sea* (DC 13) after a charge or bull rush when masts and riggings are
present.
Str 8, Dex 17, Con 14, Int 15, Wis 8, Cha 10 *
Pathfinder Roleplaying Game Ultimate Combat
Base Atk +2; CMB +0; CMD 13
Feats Brew Potion, Combat Casting, Improved Initiative,
Throw Anything The Cove
Skills Craft (alchemy) +8 (+11 to create alchemical items),
Fly +5, Knowledge (arcana) +8, Perception +5, Ride +7, Note: The GM is encouraged to modify this section to enforce his cho-
Spellcraft +8, Stealth +11, Swim +2, Use Magic Device +6; sen theme. Whether the pirates are slapstick, dark and violent or just busi-
Racial Modifiers +4 Ride, +4 Stealth, alchemy +3 nesslike is up to the GM. The pirates are not the focus of the adventure,
Languages Common, Draconic, Goblin and their manner should convince the players to escape at the first real
SQ discoveries (precise bombs), fast poisoning, mutagen opportunity.
(DC 13), poison use, swift alchemy Once the events aboard the Marid are concluded, the pirates frisk the
Gear masterwork light crossbow, 20 bolts, pouch of party and relieve them of all of their equipment. A Sleight Of Hand check
alchemical reagents (45 gp) against the pirate’s Perception can be made to try to conceal an object
*
Pathfinder Roleplaying Game Advanced Player’s Guide from the pirate’s frisking. The pirates are also quick to gag anyone seen
casting spells, and they tie the hands of any hero not carrying a weapon.
MARID CREWMAN CR 1/2 Within a few hours, the pirates pull in to a small cove for the evening
XP 200 to celebrate looting the Marid. The cove is little more than a beach below
Male human expert 1, rogue (Pirate) 1 (Pathfinder an overhanging cliff. One path heads up the cliffside in the west, leading
Roleplaying Game Ultimate Combat) out of the cove.
N Medium humanoid (human) A lot of alcohol is consumed and the pirates quickly build a fire from
Init +4; Perception +5 driftwood in a clearing in the north (A). They avoid going up the slope to
forage for wood. A few pirates stay on the boat to guard the loot, while
AC 13, touch 10, flat-footed 13 (+3 armor) the rest go ashore. The PCs are also brought to shore to be traded away
hp 18 (2d8+4 plus 1) in the morning to a man named Turane (see Rappan Athuk, Wilderness
Fort +2; Ref +2; Will +2 Area 5). The pirates are apprehensive about allowing Turane anywhere
near their boats due to his troll bodyguards who have a habit of breaking
Speed 30 ft. things.
Melee club +1 (1d6+1) The PCs are brought to a small sand-cave in the cliffside that the pirates
Special Attacks sneak attack +1d6 use as a garbage dump and latrine (B). The PCs’ arms are tied behind their
backs, and their ankles are bound and they are made to sit on the garbage
Str 13, Dex 11, Con 14, Int 8, Wis 10, Cha 9 pile while 2 pirates watch them. The pirates assign up to two additional
Base Atk +0; CMB +1; CMD 11 sentries if they believe the party to be highly dangerous (or if they killed
Feats Improved Initiative, Sea Legs*, Skill Focus (Swim) any pirates while on board the Marid)
Skills Acrobatics +6, Climb +7, Escape Artist +4, Fly –1, The sentries are undisciplined and complain loudly about missing
Perception +5, Profession (sailor) +5, Ride –1, Stealth –1, out on the party to “baby-sit.” They comfort themselves that they’re not
36
Part 3 - Wilderness area 31: The Face in the Forest
“looking for birds,” referencing the guards on lookout at the top of the aged to add any extra “treasure” to the pile that he would like the PCs to
slope (C). If asked, they mention that the forest is “haunted by things not start the adventure with.
dead” and that “the birds are the worst.” They admit they don’t know what If the party impressed Peglegs earlier, he may visit them in their cap-
that means, but they’ve heard it repeated enough that they’re wary. tivity. His crutches have a lot of trouble on the sand, and the pirates do
The PCs need to escape before Turane arrives. First, PCs must take care not see him as a threat. He gives each PC a waterskin attached to a leather
of their guards. A DC 14 Diplomacy check can focus the pirates’ attention thong that loops around their necks that allows them to drink with bound
on the sounds of revelry or the smell of cooking to convince the pirates hands. If a cleric is in the party, he slips them their holy symbol as well as
to join their comrades. A DC 14 Bluff check convinces the pirates that subtly slicing through the bonds that hold their hands, asking them “not
the PCs have nowhere to run off to. The PCs could also suggest that the to hurt anyone.”
pirates should be drinking as well because “Why should your friends have If no cleric is present, Peglegs instead slices through the bonds of the
all the fun?” After 10 minutes, this gives the pirates a –2 to all skill and strongest-looking party member.
attack rolls, and a +4 to any Bluff or Diplomacy checks used against them. The two sentries each have a copy of the Player Map as well as a greasy
The pile of rubbish contains many sharp shards of glass and rocks, as slab of meat wrapped in cloth that is enough for a meal.
well as 3 intact glass bottles and other minor broken objects that PCs Once the party secures its freedom, only one way to go exists. Around
could use to cut their bonds (DC 10 Dexterity check, takes 1d4+1 rounds). the fire are Captain Jackson, Percy, Peglegs, the 3 skirmishers, and up
If the pirates are still present, the PCs may attempt a Slight of Hand check to 12 pirates (subtract any who died on the Marid). Trying to slip past the
against the pirate’s Perception to cut their bonds without being noticed. bonfire to the boats is suicide, as is trying to swim out of the cove to get
There are other ways the players could escape from the pirates, depending to the ship (where another 4 pirates await them on the Shark’s Teeth). The
on the special abilities of the party members present. The GM is encour- party’s only hope is to sneak up the path and get by the sentries to get out
37
Rappan Athuk: Expansions
of the cove. other time of day, it is clear that something is amiss. The sun and moon do
During this time, the pirates are loudly dividing up the treasure on the not move unusually; it is simply the level of ambient light that increases.
beach, including the party’s equipment. As each new piece is presented, Birds with green and black plumage and sporting long tail feathers are
the pirates yell insults or compliments and make off-color jokes. This is spotted flying high overhead. A successful DC 15 Knowledge (nature) or
fortuitous for the party, as it provides a distraction but may be a bit galling. (local) check reveals that these birds are not from this region and fly in an
At the top of the slope, 1 pirate is keeping watch, while 3 other pirates odd manner, only rarely flapping their wings.
lounge alongside the path. Each pirate has some food and a copy of the The forest never gets dark. The sun rises and sets, but the light stays
Player Map. With the equipment taken from the earlier guards, these pi- as bright as it would be at midday. The glow is diffused and casts few-
rates do not pose much of a threat as all their attention is focused west- er shadows than expected. A simple detect magic doesn’t show anything
ward, away from the path. Of note is the map of the area that the pirates amiss or reveal the source of the light. The light is bright enough to give
carry. This is intended to be the PCs’ main guide through this adventure, light-sensitive creatures trouble, and any creatures otherwise weakened
although one more opportunity exists to obtain it if they miss it here. by daylight are affected. Along with the never-ceasing “sunlight” comes
If the alarm is raised at any point, the PCs may still have a chance to the heat — the temperature is nearly 100 degrees in the sun and at least 87
make a dash for the path. If they run completely out of options, Turane degrees in the scant shade available.
arrives just before morning to look over the party. He decides not to pay The forest itself is not openly hostile. The trees are mostly black oaks
the exorbitant price the pirates want (200 gp per person), and the party is with dark-gray bark, and the forest floor is covered in leaves with a few
left marooned in the cove. short plants poking up through the gaps. Plenty of animal life abounds but
absolutely no birds other than the daemonic aelom can be found. How-
PIRATES LOOKOUTS (4) CR 1 ever, the types of fauna present are a bit odd, with bear, deer and boar
XP 400 filling the role of prey while leopards and snakes are the most common
hp 21 (see “The Boat” above) (non-daemonic) predators. Few species of insects are active in the forest,
although a seemingly unending supply of flies and ants can be found. Any
living creature always has a halo of a half-dozen flies, and anyone not
The Pass paying very careful attention to where he is stepping finds himself bitten
by an ant every hour.
The first night may be spent in a terrified flight or a worried trudge, de-
39
Rappan Athuk: Expansions
SPIDER, GIANT (MEDIUM) CR 1
1d10 Result
XP 400
Probably safe: A bush full of berries or a patch hp 16 (Pathfinder Roleplaying Game Bestiary “Spider, Giant
of mushrooms looks inviting. Enough can be [Medium]”)
found to feed 1d4 Medium creatures. There is a
10% that they are poisonous. A successful DC 14 STAG CR 1
Knowledge (nature) check distinguishes between XP 400
poisonous and edible varieties. hp 15 (Pathfinder Roleplaying Game Bestiary 4 “Herd
8
Animal, Stag”)
POISONOUS BERRIES/MUSHROOMS
Type Poison (imbibed); Save Fortitude DC 12
BELHELMEL CR 3
XP 800 Event 2: Those Who Came Before Us
NE Medium magical animal (daemon) (see the Appendix) A DC 14 Survival check alerts any PC actively looking for tracks
Init +2; Senses darkvision 60 ft.; Perception +2 to the tracks of three humanoids. Otherwise, the PCs must roll a Per-
ception check (opposed by the facestealers’ Perception checks) to
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) see who spots whom first. This would be the party’s first encounter
hp 28 (3d8+12 plus 3) with a pack of facestealers who are now mimicking a group of ad-
Fort +7; Ref +5; Will +3 venturers.
A group consisting of three humanoids sits on a fallen log, quietly ob-
Speed 30 ft.; climb 30 ft. serving the area. One man wears a cream tunic with a breastplate fastened
Melee bite +5 (1d6+4 plus creeping necrosis) over the top. He carries some light leather armor on his hands and feet and
Special attacks: daemonic glare, strangle carries a battle axe and heavy steel shield. He has a single slice through
the middle of his breastplate that is highly visible although it makes the
armor no less effective.
Str 16, Dex 15, Con 18, Int 3, Wis 15, Cha 14
The second person is a man in a bloodstained suit of leather armor. He
Base Atk +2; CMB +5; CMD 17 (21 vs. trip)
carries a short sword and a shortbow. His face is similar to that of the first
Feats Nimble Moves, Toughness
man, and the short dark hair and bulbous noses suggest that they may be
Skills Acrobatics (jump) +4, Climb +7, Stealth +7, Survival +2
related.
SQ fondness for flesh
The third figure is a woman in a green-gray robe. The cloak is covered
in mud and has a large stain on the hood. She carries a quarterstaff and a
Creeping Necrosis (Su) Type disease—injury; save DC 14; onset leather satchel. The satchel contains a wand of detect plants and animals,
1 day; effect 1 Str damage and 1 Dex damage and 1 Con as well as a potion of cure moderate wounds and a potion of lesser resto-
damage as the flesh dies and peels away from the bones; ration. The facestealers have not bothered the items because they do not
frequency 1/day; cure 2 consecutive saves; Special burning understand or use magic items.
the infected area with at least 2 points of fire damage within When they spot the party, they stand, draw their weapons and shout
an hour of infection reduces the save DC to 6. a mishmash of phrases. The first man shouts “Get back! I’m warning
Daemonic Glare (Su) A belhelmel can stun its prey with its you,” while the second man yells “Pass the tea, gently does it.” The
deep, unblinking eyes. As a standard action, the belhelmel woman slowly and carefully says “Spirits! I know not what you want,
can attempt to stagger a single target within 30 feet unless but stay away!” The three immediately attack the party. They fight to
the target makes a DC14 Will save. The DC is Constitution- the death.
based. This is a mind-affecting effect. The corpses leave few clues as to who these people were or what they
Fondness for Flesh (Ex) If a sizable amount of fresh meat is were doing. Astute heroes notice that the map the group has is identical to
available, the belhelmel has a 50% chance at the start of its their own, penned by the same hand. The amount of blood on the leather
turn of breaking off its attack and proceeding to the food armor and the woman’s robe is rather excessive, especially considering
instead (dead or unconscious creatures are considered the group had no wounds on them.
food as well). It continues to eat for 2 rounds per pound of If the party is macabre enough to slice the corpses open, they notice
flesh (up to 5 pounds) or until attacked. that the bones and organs are all misshapen and misplaced. Should the
Strangle (Ex) By crushing the victim’s windpipe between its party for some reason want to eat the facestealers, their flesh is edible
long fingers, the belhelmel can deliver a coup de grace after cooking, although it tastes foul — a further clue that they are not
using its natural weapon. natural.
42
Part 3 - Wilderness area 31: The Face in the Forest
FACESTEALER FIGHTER CR 2 form) spends at least 24 hours watching a mark (or just
XP 600 being within 50 ft. of him) it may permanently gain a feat
NE Medium magical animal (daemon) (see the Appendix) that the mark has used, even if the facestealer does not
Init +2; Senses low-light vision, scent; Perception +5 meet the requirements. Alternatively, it may gain one 0-level
or 1st-level spell that the mark casts during that time as a
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +3 natural, spell-like ability (CL 3rd), usable 3 times a day. This effect
+1 shield) uses the creature’s Charisma to determine the spell’s DC.
hp 19 (3d8+6) This ability can be used only to obtain spells with a material
Fort +5; Ref +5; Will +2 component worth less than 5 gp. Once daemonic osmosis
Defensive Abilities unusual anatomy is used on a mark, the ability only functions if used on the
same mark.
Speed 30 ft., climb 30 ft. Stolen Face (Ex) Facestealers receive a +10 bonus to
Melee battleaxe +6 (1d8+4/x3) or 2 claws +6 (1d4+4) Disguise when imitating its mark (included above). It can
speak with the mark’s voice, but does not understand the
Str 18, Dex 14, Con 14, Int 5, Wis 13, Cha 15 language, repeating catchphrases and gibberish.
Base Atk +2; CMB +6; CMD 18 Unusual Anatomy (Ex) Facestealers have a 25% chance to
Feats Armor Proficiency (Medium), Armor Proficiency treat any critical hit they suffer as a normal hit.
(shield), Endurance, Self Sufficient, Weapon Proficiency
(battleaxe) FACESTEALER DRUID CR 2
Skills Climb +16, Disguise +12, Heal +3, Perception +5, XP 600
Survival +4, Swim +4 (+8 to resist nonlethal damage from NE Medium magical animal (daemon) (see the Appendix)
exhaustion) Init +2; Senses low-light vision, scent; Perception +5
SQ daemonic osmosis, stolen face
Gear breastplate, light steel shield, battleaxe AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 19 (3d8+6)
Daemonic Osmosis (Su) If a facestealer (in its doppelbear Fort +5 (+4 vs. hot or cold environments and to resist
form) spends at least 24 hours watching a mark (or just being damage from suffocation); Ref +5; Will +2
within 50 ft. of him) it may permanently gain a feat that the Defensive Abilities unusual anatomy
mark has used, even if the facestealer does not meet the
requirements. Alternatively, it may gain one 0-level or 1st-level Speed 30 ft., climb 30 ft.
spell that the mark casts during that time as a spell-like ability Melee 2 claws +6 (1d4+4)
(CL 3rd), usable 3 times a day. This effect uses the creature’s Spell-Like Abilities (CL 3rd):
Charisma to determine the spell’s DC. This ability can be used 3/day—cure light wounds, hydraulic push
only to obtain spells with a material component worth less
than 5 gp. Once daemonic osmosis is used on a mark, the Str 18, Dex 14, Con 14, Int 5, Wis 13, Cha 15
ability only functions if used on the same mark. Base Atk +2; CMB +6; CMD 18
Stolen Face (Ex) Facestealers receive a +10 bonus to Feats Endurance, Self Sufficient
Disguise when imitating its mark (included above). It can Skills Climb +16, Disguise +12, Heal +3, Perception +5,
speak with the mark’s voice, but does not understand the Survival +4, Swim +4 (+8 to resist nonlethal damage from
language, repeating catchphrases and gibberish. exhaustion)
Unusual Anatomy (Ex) Facestealers have a 25% chance to SQ daemonic osmosis, stolen face
treat any critical hit they suffer as a normal hit. Gear quarterstaff (a prop only, the facestealer has never
seen it used), leather satchel
FACESTEALER ROGUE CR 2
XP 600 Daemonic Osmosis (Su) If a facestealer (in its doppelbear
NE Medium magical animal (daemon) (see the Appendix) form) spends at least 24 hours watching a mark (or just
Init +2; Senses low-light vision, scent; Perception +5 being within 50 ft. of him) it may permanently gain a feat
that the mark has used, even if the facestealer does not
meet the requirements. Alternatively, it may gain one 0-level
AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3
or 1st-level spell that the mark casts during that time as a
natural)
spell-like ability (CL 3rd), usable 3 times a day. This effect
hp 19 (3d8+6)
uses the creature’s Charisma to determine the spell’s DC.
Fort +5; Ref +5; Will +2
This ability can be used only to obtain spells with a material
Defensive abilities unusual anatomy
component worth less than 5 gp. Once daemonic osmosis
is used on a mark, the ability only functions if used on the
Speed 30 ft., climb 30 ft.
same mark.
Melee short sword +6 (1d6+4) or 2 claws +6 (1d4+4)
Stolen Face (Ex) Facestealers receive a +10 bonus to
Ranged shortbow +4 (1d6/x3)
Disguise when imitating its mark (included above). It can
speak with the mark’s voice, but does not understand the
Str 18, Dex 14, Con 14, Int 5, Wis 13, Cha 15
language, repeating catchphrases and gibberish.
Base Atk +2; CMB +6; CMD 18
Unusual Anatomy (Ex) Facestealers have a 25% chance to
Feats Armor Proficiency (Light), Endurance, Self Sufficient,
treat any critical hit they suffer as a normal hit.
Weapon Proficiency (shortbow), Weapon Proficiency (short
sword)
Skills Climb +16, Disguise +12, Heal +3, Perception +5, Event 3: A Rude Awakening
Survival +4, Swim +4 (+8 to resist nonlethal damage from The first time a party member sleeps for at least 15 minutes, they are
exhaustion) awakened by a sound like a gong ringing right above their face. From
SQ daemonic osmosis, stolen face that point onward, any time someone is asleep, they are awakened after
Gear leather armor, shortbow, short sword, 8 arrows 4d10 minutes by the sound of a gong. This process repeats as often as any
character tries to rest. Any character who has been awake for more than 24
Daemonic Osmosis (Su) If a facestealer (in its doppelbear hours must make a DC 10 Constitution check or become fatigued. The DC
43
Rappan Athuk: Expansions
of the check increases by 1 for each additional hour he is awake. even if the doppelbear does not meet the requirements.
The culprit is a flesh-eating, fanged frog known as a gong frog. The Alternatively, it may gain one 0-level or 1st-level spell that
freak mutation is a one-of-a-kind scavenger searching for corpses it can the mark casts during that time as a spell-like ability (CL
strip the flesh from in peace. Its odd croak is enough to startle injured or 3rd), usable 3 times a day. This effect uses the creature’s
sleeping creatures into moving, warning the frog that its meal may not be Charisma to determine the spell’s DC. This ability can be
an easy target. used only to obtain spells with a material component worth
Catching the frog in the act requires a Perception check against the less than 5 gp. Once daemonic osmosis is used on a mark,
frog’s Stealth score. It uses an odd form of ghost sound to make its croak, the ability only functions if used on the same mark.
and anyone watching with detect magic receives a +8 to their Perception Morph (Su) A doppelbear begins to change into a
check as the frog briefly glows with magic. If the entire party lies still after facestealer the first time it uses its daemonic osmosis ability,
hearing the croak, the frog emerges to nibble on someone. If discovered, taking on the appearance of its mark over a period of 3
the frog attempts to flee. It is not at all clever and has a 75% chance to days.
return and annoy the party in 1d4 days if it escapes. Unusual Anatomy (Ex) Doppelbears have a 25% chance to
treat any critical hits they suffer as a normal hit.
GONG FROG CR 1/2
XP 200
NE Tiny animal (daemon) (see the Appendix)
Init +1; Senses low-light vision; Perception +3 Adventure Locations
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) The following locations are found on the GM’s map.
hp 4 (1d8)
Fort +2; Ref +3; Will –1
sources, a dim glow can be seen up ahead. After 40 ft., the passage dips a Tactics: The pseudoeels are not very threatening, but can be deadly in
foot below the surface of the water and opens into a 50 ft. wide by 100 ft. groups. Due to the shallow water and their size, up to four eels can occupy
long cave. Very faint light comes from a northern exit on the opposite side one 5 ft. square. Anyone falling prone in the water immediately begins to
of the cavern. The light bounces off the water, illuminating the exit, but drown.
doesn’t provide enough light to see by.
The entire cave floor has a foot of water covering it, and the surface is Treasure: The cave is fed by the tides, so odd pieces of driftwood and
still with only the odd ripple disturbing it. It smells of the sea, as well as other rubbish occasionally make their way into the cave. A +1 heavy mace
fish and something else, perhaps copper. Sitting in the water at regular in- sits underwater at C (easily spotted by any character moving through that
tervals are six 1/2 ft. tall egg-shaped fleshy sacs. The egg-sacs are covered square), a potion of cure serious wounds (unlabeled) floats at D (visible to
in a thick layer of yellow slime and have gray pulsing flesh. Swimming all who can see), and an empty scroll case is wedged into the rocks at E
in the water are small eels. Every 10 seconds or so, an eel pulses with a (visible on a DC 12 Perception check).
flash of blue light. These are 20 electric pseudoeels that associate light The passage in the north dries out and slopes upward for 16 miles, final-
with danger. The glowlizard would creep down to feed off the eggs, the ly leading to Location B–2 on the main map. It is an easy but unrewarding
light from its tail alarming the eels. If the PCs carry no light sources, they path.
can creep through the cave (treating all squares as difficult terrain for the
purposes of movement and stealth). They can enter the water undetected
by the eels. For each move action taken, the PC must also succeed on a Location C: The Map Tree
DC 9 Reflex save to not alert the eels to his presence. Sudden movements,
loud splashing or touching an egg-sac automatically alerts the pseudoeels The party has had a few opportunities to recover maps up to this point,
to danger and they attack. although they have all been the same. The unlikely source of these maps is
Any time a pseudoeel uses its electric tail attack in a square adjacent to found here, where a glorious apple tree grows in a small clearing. Instead
an egg-sac, there is a 20% chance that the egg hatches, spawning 1d4+2 of apples growing from its branches, however, the tree produces brown,
new eels that attack immediately. rotted fruit. Before the fruit grows heavy enough to fall, it decays and
scatters its large, flat seeds into the wind. These seeds are littered about
PSEUDOEEL CR 1/2 the area, exact copies of the maps the party may hold.
XP 200
N Diminutive animal (see the Appendix)
Init +8; Senses low-light vision; Perception +4 Location D: Too Good to be True
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 5 (2d8–4) In among several young oak trees stands one oak bearing fruit like a
Fort +3; Ref +7; Will +0 small cantaloupe rather than acorns. One low branch grows in an odd
Resist electricity 5 way, the wood curled into the shape of a single bludgeoning weapon or
shield (GM’s discretion, but feel free to be creative — the more useful the
Speed 0 ft., swim 30 ft. weapon, the better). This is a heartflesh vine growing on the tree, the only
Melee tail +1 (1 nonlethal electric damage) one of its kind, a new mutation springing from the forest’s corruption.
Space 1 ft.; Reach 0 ft. The vine’s tendrils take over the oak and force it to grow the pieces of
equipment, possibly either as a way to equip the facestealers or as a way
Str 4, Dex 18, Con 6, Int 1, Wis 10, Cha 6 to distract unwanted guests from the vine’s fruit.
Base Atk +1; CMB +1; CMD 8 (can’t be tripped) The weapon or shield is of masterwork quality and very light (treat
Feats Improved Initiative as darkwood), and smells vaguely of sap. If the party suspects a trap, or
Skills Acrobatics +4 (–8 jump), Escape Artist +12, Fly +10, takes the weapon and leaves, then the tree succeeds in its primary purpose:
Perception +4, Stealth +20, Swim +9; Racial Modifiers +4 protecting its fruit. If a PC consumes the fruit, they notice how absolutely
Swim sublime the flavor is, and desire to eat as many as they can. This is not a
45
Rappan Athuk: Expansions
mind-affecting effect — it’s a result of how tasty and refreshing the fruit FACESTEALER CLERICS (2) CR 2
is. The pale pink flesh of the fruit is filling, hydrating and revitalizing, XP 600
making up for any missed meals or sleep. Five fruits grow on the tree. Any NE Medium magical animal (daemon) (see the Appendix)
PC eating a fruit heals 1d4+1 hp and 1 point of ability damage. Should any Init +2; Senses low-light vision, scent; Perception +5
one character eat at least four pieces of fruit (enough to fill the stomach
of a Medium-sized creature), he gains one permanent point to a random AC 23, touch 11, flat-footed 22 (+7 armor, +1 Dex, +3 natural,
physical ability score the next time he sleeps. The fruits take a year to +2 shield)
regrow, but the weapon or shield regrows in 2d4 days as a different item. hp 19 (3d8+6)
Fort +5; Ref +5; Will +2
Note: This is probably one of the strangest things in the forest, but still Defensive Abilities unusual anatomy
less strange than conventional fauna. There are a few “one-offs” in the
forest, bizarre freaks of nature that probably die out before they have a Speed 30 ft., climb 30 ft.
chance to reproduce. For every success (such as the belhelmels), there are Melee mwk longsword +7 (1d8+4/19–20) or 2 claws +6
some failures. (1d4+4)
Str 18, Dex 14, Con 14, Int 5, Wis 13, Cha 15
Location E: Base Atk +2; CMB +6; CMD 18
Feats Armor Proficiency (Heavy), Endurance, Power Attack,
The River’s True Colors Self-Sufficient, Weapon Proficiency (longsword)
Skills Climb +16, Disguise +12, Heal +3, Perception +5,
From this point on, the river begins to deviate from the map, leading the Survival +4, Swim +4 (+8 to resist nonlethal damage from
players farther west than they may have intended to go. By this point, the exhaustion)
river is brackish and no longer good to drink. The river continues getting SQ daemonic osmosis, stolen face
worse and the players may see the occasional chunk of rotting flesh float Gear masterwork banded mail, heavy steel shield,
by. The quality of the river water continues to deteriorate into a foul mess masterwork longsword
of rotting flesh and waste the farther upstream the party travels.
Daemonic Osmosis (Su) If a facestealer (in its doppelbear
form) spends at least 24 hours watching a mark (or just
Location F: So Close . . . being within 50 ft. of him) it may permanently gain a feat
that the mark has used, even if the facestealer does not
As the party crests this small rise, the land falls away below them and meet the requirements. Alternatively, it may gain one 0-level
the party is met with a hopeful sight. The mountains that have hemmed or 1st-level spell that the mark casts during that time as a
them in have a clear pass, directly north and about a day’s solid walk spell-like ability (CL 3rd), usable 3 times a day. This effect
away. The gap in the mountains is especially unusual, as the sky on the uses the creature’s Charisma to determine the spell’s DC.
other side is not bright like the sky in the forest, but darker and shows This ability can be used only to obtain spells with a material
signs of clouds. At night, the distant patch of sky darkens, and stars are component worth less than 5 gp. Once daemonic osmosis
visible. A DC 20 Perception check (or use of a spyglass) reveals occasion- is used on a mark, the ability only functions if used on the
al flocks of birds under the true sky. This is the exit the party has been same mark.
searching for. Stolen Face (Ex) Facestealers receive a +10 bonus to
The remains of a single tent sit at the bottom of the slope. The party is Disguise when imitating its mark (included above). It can
right to suspect a trap, as 2 powerful facestealers wait in the trees ready speak with the mark’s voice, but does not understand the
to ambush anyone going for the tent. Giving the tent a wide berth is all language, repeating catchphrases and gibberish.
that’s needed to avoid their ire. Unusual Anatomy (Ex) Facestealers have a 25% chance to
Hidden under fallen leaves around the tent but easily spotted (DC 7 Per- treat any critical hit they suffer as a normal hit.
ception check) are the corpses of two clerics the facestealers killed. The
BELHELMEL (3) CR 3
XP 800
hp 16 (see Event 1: Circle of Life)
Location H: The Face of Evil
The source of the river is in fact a small, uneven cave in the moun-
DIMENSION DEER CR 2 tainside, barely 50 ft. across. The mouth is protected by 2 facestealers
XP 600
wearing heavy armor in a grim parody of an honor guard. Inside the large
NE Medium animal (daemon) (see the Appendix)
cave is a high stone face, 15 ft. tall and wide. The stone face is distinctly
Init +4; Senses low-light vision; Perception +12
daemonic in shape, tall and drawn like the skull of a goat or horse. The
face has an open mouth, and from this opening the river pours forth, fresh
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3
from the plane of Abaddon. The water flows into a pool that drains outside
natural)
hp 15 (2d8+6) the cave. This river is the reason for the corruption of the forest, and years
Fort +6; Ref +7; Will +4 of the water soaking into the groundwater and being drunk by the animals
has caused all the mutations that the party has seen.
Speed 15 ft.
Melee gore +4 (1d6+3) and 2 hooves +2 (1d4+1) FACESTEALER HONOR GUARD (2) CR 2
Spell-Like Abilities (CL 7th): XP 600
At will—dimension door (self only) NE Medium magical animal (daemon) (see the Appendix)
Init +2; Senses low-light vision, scent; Perception +5
Str 16, Dex 18, Con 16, Int 2, Wis 18, Cha 14
Base Atk +1; CMB +4; CMD 19 (23 vs. trip) AC 21, touch 10, flat-footed 21 (+8 armor, +3 natural)
Feats Dimensional Agility*, Dodge, Multiattack hp 19 (3d8+6)
Skills Acrobatics +4 (+8 jump), Disguise +7, Perception +12, Fort +5; Ref +5; Will +2
Stealth +8 (+12 in forests), Swim +7; Racial Modifiers +4 Defensive Abilities unusual anatomy
Perception, +4 Stealth, +4 Disguise
SQ bloodied assault Speed 30 ft., climb 30 ft.
Melee greatsword +6 (2d6+6/19–20) or 2 claws +6 (1d4+4)
Bloodied Assault (Ex) If the dimension deer is reduced below
10 hp in combat and no enemies are within 5 ft., it spends Str 18, Dex 14, Con 14, Int 5, Wis 13, Cha 15
47
Rappan Athuk: Expansions
Base Atk +2; CMB +6; CMD 18 Gear greatsword, half-plate, dimension-deer pelt cape
Feats Armor Proficiency (Heavy), Endurance, Power Attack ,
Self Sufficient, Weapon Proficiency (greatsword) Daemonic Osmosis (Su) If a facestealer (in its doppelbear
Skills Climb +16, Disguise +12, Heal +3, Perception +5, form) spends at least 24 hours watching a mark (or just
Survival +4, Swim +4 (+8 to resist nonlethal damage from being within 50 ft. of him) it may permanently gain a feat
exhaustion) that the mark has used, even if the facestealer does not
SQ daemonic osmosis, stolen face meet the requirements. Alternatively, it may gain one 0-level
48
Part 3 - Wilderness area 31: The Face in the Forest
or 1st-level spell that the mark casts during that time as a
spell-like ability (CL 3rd), usable 3 times a day. This effect
uses the creature’s Charisma to determine the spell’s DC.
This ability can be used only to obtain spells with a material
The Ritual
component worth less than 5 gp. Once daemonic osmosis The scroll inside the teak box clearly explains how to perform
is used on a mark, the ability only functions if used on the the ritual to cleanse the forest and includes all information given
same mark. below.
Stolen Face (Ex) Facestealers receive a +10 bonus to The party must unspool the silver wire (which is not much
Disguise when imitating its mark (included above). It can thicker than thread) into an octagram 20 ft. across inside Abraxis’
speak with the mark’s voice, but does not understand the cave, then place the candles at the corners. Once the candles are
language, repeating catchphrases and gibberish. lit, at least one PC must stand within the octagram and chant from
Unusual Anatomy (Ex) Facestealers have a 25% chance to the book in Celestial (a full round action that does not provoke an
treat any critical hit they suffer as a normal hit. attack of opportunity but requires one hand).
The face can speak and its name is Abraxis (treat as Int 18, Wis 12, As long as these conditions are met, the silver frame of the oc-
Cha 22). It is not a creature as such, just a shadow or an echo of that evil tagram begins to glow and the candles burn golden. So long as
plane, given voice. It has no intention of halting its corruption of this someone chants from the book and all four candles are lit, the
place, and makes mocking reference to those who have tried and failed to ritual proceeds. For the duration of the ritual, the silver framework
contain the corruption of the Material Plane (possibly a reference to “The becomes incorporeal and radiates a daylight effect (CL 20th, use
Fountain of Pestilence,” Level 3C in Rappan Athuk). It bears the party no the center of the octagram as the spell’s source when calculating
ill will and gives them accurate directions to exit the forest at Location G its range).
(shown as the mouth of the river on the party’s map). If the party accepts Should the chanting stop or the candles go out, the ritual tem-
Abraxis’ offer to leave, the Danger Level decreases by 4 for the rest of porarily halts. The glow of the circle dims, as do the remaining
the adventure. He also tells them (again, truthfully) that once they leave candles. Unless all the candles are lit and chanting begins again
the forest they cannot re-enter it, as the entrances and exits shift with the within 8 minutes, the ritual stops completely and must be restarted
seasons. from the beginning.
Abraxis is pleasant and honest. All he wants is for these intruders to be While the ritual is in progress (or even temporarily halted),
gone from his domain. neither the candles nor the silver circle can be destroyed. There
The short talk with Abraxis can go a few different ways. If the party is a 50% chance that fighting in the same square as a candle or
manages to impress Abraxis or deals with him in terms the Neutral Evil a creature moving past extinguishes it each round. Evil-aligned
presence can understand (being direct, self-important and proud, or fur- creatures intentionally trying to touch the circle or the candles take
nishing him with sincere praise; a DC 18 Sense Motive check may clue a 2d6 points of holy damage. Creatures can snuff out a candle with-
PC in to what Abraxis wants to hear), Abraxis may be willing to let them out touching it in a single round as a standard action that provokes
take the gear off his facestealer honor guard. an attack of opportunity; relighting it with a flint and tinder takes
If the PCs are condescending or dismissive, Abraxis falls silent (and the same amount of time.
begins to brood and increase the rate of flow from his mouth), raising the If more people stand within the circle and join in the chanting,
Danger Level by 2. If the party attacks the face, the facestealers step in to the ritual grants additional effects. With two people chanting, the
defend it, with Abraxis calling out for a second (similarly attired) pair that daylight effect carries with it a prayer (CL 20th); if three people
arrive in 3d6 rounds. chant the ritual, they each heal 1 hp/minute.
Dealing at least 50 hp of damage to the face (hardness 10) is enough The map of Abraxis’ cave shows the proper placement of the
to force Abraxis to remain silent. Dealing 200 hp of damage destroys the wire and the candles, as suggested by the ritual.
head entirely, lowering the Danger Level by 6, although it doesn’t stop the
water flowing (it now pours from a dark crack in the plane, roughly where
Abraxis’ mouth was located). need to forage for food and water. As long as they keep moving at a rea-
It takes Abraxis 1d4+1 days to reform his face to the point where he sonable pace toward their destination, they encounter none of the daemon-
can speak, at which point the Danger Level raises back up by 6. It takes a ic inhabitants of the forest.
month for the face to fully repair itself. If the party cannot be swayed by Abraxis’ offers of revenge or safe
The players should be awarded experience for overcoming a CR 4 en- passage, they can attempt the ritual described within the teak box found
counter if they leave the cave with a lower level of danger than when they at Location F.
came in. Destroying the face of Abraxis is a hollow victory, and does not Needless to say, Abraxis is not amused by this at all. He shouts for his
draw a reward. guard (the 2 facestealer honor guards outside, and the second pair of
If the party returns here as a result of visiting Location F, the mood is honor guard 3d6 rounds away). Abraxis is in a bit of a bind at this point,
very different. Abraxis is smart enough to know that the party wouldn’t and the slow speed of the forest works against him. He can exert some
have returned unless they had need of him or wished him harm. influence over the trees to call additional doppelbears and facestealers,
The ritual items of Mitra probably do pose a legitimate threat to him, but that’s about it.
and he is not willing to take the chance. He does not make threats, as
he sees himself as above that. Rather, he makes the party an interesting FACESTEALER HONOR GUARDS (2) CR 2
offer: His aelom scouts inform him that the pirates put ashore in 14 days, XP 600
and Abraxis can open a passage to them (Location L). He also supplies hp 19 (see Above; arrive in 3d6 rounds)
the party with 4 panthers that (while still being normal creatures) know
better than to attack anything that smells like the foul river water. The PCs Abraxis uses his voice to great effect, doing everything he can to keep
are invited to carry some of the rancid water with them to later sprinkle the party from getting any rest, or from concentrating. The GM is invited
over themselves. to have fun with this, loudly talking over the top of the PCs and mocking
Once the party defeats the pirates, they are free to take their boat and their efforts with all the scorn he can bring to bear. Abraxis’ weakness in
sail away. this confrontation is his pride. If the party can successfully bluff that they
Like all of his offers, Abraxis is totally sincere and has absolutely no are more tired and more wounded than they appear, Abraxis won’t waste
ulterior motives. The only information he withholds is that it is nearly im- his resources on a weakened foe, considering how long it would take to
possible for the party to return to the forest once they leave, and that none grow new demons.
of the daemonic creatures can survive outside the forest for more than a His tactics are listed below. If he is sure of his victory he repeats the
second (which explains the use of tame panthers instead of facestealers) same tactic; otherwise, he advances on to the next tactic when he realizes
The party is guaranteed safe passage to Location L, although they still his current plan is failing:
49
Rappan Athuk: Expansions
Tactic 1: Abraxis calls 2 doppelbears, which arrive in 20 + 3d6 min- FACESTEALER CR 2
utes. They attack immediately. XP 600
Tactic 2: Abraxis calls 4 doppelbears, which arrive in 40 + 3d6 min- hp 19 (see “Event 2: Those Who Came Before Us”)
utes. Three attack immediately, while one slashes at a nearby tree, draw-
ing aelom at a rate of 1 every 1d4 minutes. When three birds arrive, the
doppelbear and the aelom attack. Location I: Melshus’ Hut
Tactic 3: Abraxis calls 1 doppelbear and 1 facestealer, which arrive
in 30 + 3d6 minutes. The facestealer cries for help, first in Elvish then in What from afar looks like a thicket or a pile of logs is in fact the hut
Common (out of sight of the cave) while the doppelbear sets up an ambush. of the sea hag Melshus. The abode is made out of a grove of saplings
Tactic 4: 2 doppelbears arrive in 20 + 3d6 minutes. Both stand outside carefully woven together to form a crude shelter with an iron tower shield
the cave, and work on destroying a few small trees, covering themselves functioning as a door. The hut is symbolic of Melshus’ relationship with
in the sweet sap. They then charge the cave and fight defensively, drawing the forest, and why it permits her existence.
aelom at a rate of 1 every 1d6+2 rounds If it has been at least 10 days since the adventure started, Melshus has
Tactic 5: By this point, Abraxis is desperate and running out of doppel- returned from dealing with the pirates and her sled-raft sits outside her
bears to respond to his call. He is willing to try one last tactic as the forest house. On a roll of a 1 or 2 on a 1d4, Melshus is out scavenging supplies.
has plenty of belhelmel, but he has no means of controlling them. Two dop- On a 3, she is asleep inside her hut. On a 4, she is awake and doing chores.
pelbears arrive in 20 + 3d6 minutes. They stand 100 ft. back from the octa- Melshus has a shaky relationship with the forest. Even after many years
gram and scratch trees until an aelom appears. They then bark at it until the living and foraging among its trees, it still considers her an outsider. None
aelom drops its darkness, and a belhelmel shows up. The belhelmel won’t of the creatures of the forest comes to her aid if she’s attacked, but she fights
attack unless provoked, so the doppelbears work together to pick it up and to the bitter end nonetheless. Her main tactic is to goad her assailants into
throw it at the cave! With a running start, the doppelbears can toss the bel- striking a tree (such as the wall of her home), which angers the forest.
helmel 40 ft. The belhelmel suffers only 2d4 points of subdual damage and Melshus should be considered unfriendly for the purpose of conversa-
is quite annoyed. It engages as normal, but has a 1 in 10 chance of charging tion, requiring a DC 15 Diplomacy check to even speak with the group.
straight back out and attacking the doppelbears that threw it. The doppel- A particularly astute PC may notice (DC 16 Sense Motive check) that
bears keep this up as long as they can, with additional doppelbears arriving Melshus is quite afraid of the PCs. She has a healthy fear of being stabbed
and is not entirely sure that the PCs are not in reality unusually advanced
facestealers.
If the PCs make an effort to show that they do not pose a threat, they
Desperate Measures receive a +4 circumstance bonus to a Diplomacy roll to improve her dis-
position. She is not terribly knowledgeable about the forest’s geography,
but can give information on some of the inhabitants and how best to avoid
Doppelbears throwing belhelmel is a foolish tactic. The fault them. She specifically doesn’t mention the facestealers (hoping they’ll
lies with Abraxis, who for all his pride and long-term plans for the kill the party so she can be done with them). Her primary goal is to say
forest, has really not thought this through. There are much better whatever it takes to get the PCs to leave as quickly as possible. After the
tactics available to him, such as having a doppelbear slice itself up encounter, she takes care to avoid them.
and run through the forest to attract a horde of hungry predators.
Like a bad chess player, Abraxis lacks the will to sacrifice his piec-
MELSHUS (SEA HAG) CR 4
es to win a match. Ultimately, Abraxis is much more like a tree
XP 1,200
than a belhelmel; he is a slow tide of corruption, and poorly suited
hp 38 (see “The Pass”)
to a direct, immediate threat.
Treasure: Melshus traded away the loot she had on her way to the pi-
every 30 + 3d6 minutes. It takes 2 doppelbears to throw a belhelmel. rates. She now has 2 barrels of pig snouts (about 12 meals for a Medium
If the ritual continues for 24 hours without failing (not counting creature per barrel, and about 3 pounds per meal as they’re mostly gristle).
times when it is temporarily halted), then the players are rewarded with She also has a 60 pound barrel of fresh water. Lastly, she has a large cage
a blinding flash of light. All creatures with the daemonic subtype must with an otter in it (which is not Peglegs’ familiar), although it is not clear
make a DC 25 Will save or be reduced to a pile of ash. Abraxis screams whether it is food or company.
(or perhaps curses the names of the PCs) before falling silent forever. The A large bowl contains water with a few fragments of metal floating in
foul water ceases to pour from his mouth. In addition to any experience it. Detect magic reveals a faint aura of divination magic. Melshus uses this
earned from slaying the creatures, the players should also be rewarded as pool to find where the gaps are that allow people in and out of the forest,
if they’d overcome a CR 9 encounter. They are as ready as anyone can be although only she knows how to do so.
for Rappan Athuk!
With this victory, the party’s travel to Location G is free of all demonic
influences, and they can emerge from the forest triumphant. Returning the Location J: Worthless
ritual items to the temple they came from earns them much praise (doubly
so if the party contains any followers of Mitra). Each party member is An object protrudes 4 ft. out of the sand on the beach. It is a pleasant
handed a set of ceremonial Mitran robes (worth 85 gp each) and the party shade of blue-green. Closer inspection reveals it to be most of a copper
receives a +1 evil outsider bane longsword (one of a set of three such statue of a buxom lady, although any fine details have been destroyed.
swords; the other two were buried in the forest by doppelbears) as well as The statue (if dug out of the sand) is 8 ft. tall, as wide as a tree trunk and
any other rewards the GM sees fit, up to a value of 1,000 gp. If the party weighs nearly 10,000 pounds.
wishes to continue on the path of purification, one priestess mentions the It is worth 5,000 gp (just for the raw copper), although it is very heavy
“lost place of the healers” and gives them rough directions to “the Foun- and hard to split into smaller chunks. The raw material would also be very
tain of Pestilence” (Rappan Athuk, Level 3C) useful for crafting weapons and armor, although no forges are in the for-
est. A particularly confident GM should feel free to make the statue out of
AELOM CR 1 gold instead. To the players, it is just a lump of useless metal.
XP 400
hp 4 (see “The Truth Behind the Trees”)
Location K: Old Jim
DOPPELBEAR CR 1
XP 400 Old Jim can be found sitting on the beach, staring out to sea. Old Jim
hp 13 (see “Event 4: Friendship”) is an intelligent ghoul, although he is relaxed and not aggressive. He is
50
Part 3 - Wilderness area 31: The Face in the Forest
very friendly and happily answers questions, although he never turns his PIRATES CR 1
attention away from the ocean. XP 400
Jim fell overboard during a violent storm “some time ago” and hp 21 (see “The Boat”)
washed up on shore. He is now waiting for a boat to rescue him. If
pressed, he tersely admits that he has not seen a single ship during his PIRATE SKIRMISHER (3) CR 3
vigil. XP 800
Jim survived by going to the nearby stream and filling his helmet with hp 37 (see “The Boat”)
water and scraps of meat floating by. He built a small fire on the beach
and boiled a stew using the water and meat scraps. Because the wood CAPTAIN JACKSON CR 4
was driftwood, it did not attract the attention of the aelom, although Jim’s XP 1,200
unwise choice of food explains his current condition. hp 46 (see “The Boat”)
The party can’t do much with Jim. He refuses to come with the party,
certain that a rescue boat will arrive “any minute.” He ignores any ev- PEGLEGS CR 1
idence to the contrary. Jim is a part of the forest now; perhaps the only XP 400
option left is a sharp blow to the back of the head. hp 13 (see “The Boat”)
PANTHERS (2) CR 3
XP 800
hp 19 (see the Predators Sidebox, above)
52
Part 4
Wilderness Area 32:
The Tunnels of Terror
Legends have reached the townsfolk of Zelkor’s Ferry that a group of BANDITS (8) CR 2
adventurers has recently excavated a new entrance into the dungeon near XP 600
an old, ruined keep near the edge of the Troll Fens. The Keep itself is Male or female human rogue (Thug) 3 (Pathfinder
hundreds of years old, and was destroyed during the great battles that Roleplaying Game Advanced Player’s Guide “Thug”)
shook the area when Zelkor’s army attacked the minions of Orcus near NE Medium humanoid (human)
the dungeon. Init +1; Perception +6
New rumors to be added to the table of available rumors for this install- AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge,
ment include: +1 shield)
• “The adventurers who uncovered this place are in fact brigand tomb hp 16 (3d8 plus 3)
robbers!” (true) Defensive Abilities evasion
• “I heard that when they opened up the new entrance, a balor came out Fort +1; Ref +4; Will +1
and devoured them all!” (false)
• “It’s said that some great evil lurks below the southern towers. Only a Speed 30 ft.
fool would go wake it up.” (possible) Melee rapier +3 (1d6/18–20) or dagger +3 (1d4/19–20)
• “A great dwarven warrior is buried near that keep. I bet he took a Ranged shortbow +3 (1d6/x3)
bunch of treasure to his grave, and I heard he had an axe that actually Special Attacks brutal beating, frightening, rogue talent
talked to him! After all, you know how dwarves are.” (true) (slow reactions), sneak attack +2d6
• “Those priests who wear those green robes were asking a lot of ques-
tions about the towers. They sure seem nice, but I am confused why they Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8
would care about a stinky old ruin.” (true) Base Atk +2; CMB +2; CMD 14
Feats Dodge, Mobility, Weapon Finesse
Standing on a lone hill 300 ft. above the fens (and about a quarter mile Skills Acrobatics +6, Appraise +6, Bluff +5, Climb +4, Disable
from them) are the remains of the keep. The base of the structure was Device +4, Escape Artist +5, Intimidate +5, Knowledge
some 300 ft. by 400 ft. square, and four watchtowers lay in ruins along (local) +4, Perception +6, Sleight of Hand +6, Stealth +6
with the rest of the stonework. From a distance, it appears as if an earth- Languages Common
quake may have done its work to destroy the structure, and hundreds of Gear studded leather armor, buckler, rapier, dagger,
fallen stone blocks and other detritus lay in heaps the size of houses where shortbow, 40 arrows, 1d4 sp, 2d4 cp.
the keep once stood.
Close inspection of the structure reveals that in the southwest and north- Tactics: As soon as a bandit pair notices something is awry, one imme-
west towers, the rock and wood debris has been cleared, and that the base diately runs to the trapdoor at Area 1. The other bandit waits 2 rounds and
levels of each tower are in fact intact. The southwest tower has a trapdoor then blows his whistle, alerting the other 6 bandits who engage intruders
cleared in the floor (unlocked, although see below). The northwest tower with missile fire. They avoid direct hand to hand combat for as long as
has a similar trap door, but it is barred from the inside (requires a DC 30 possible, only engaging if cornered. Note that due to the heavy rubble,
Disable Device check to open). Map 0E-1 details the keep ruins. anyone (bandit or player) moving at half speed or less can garner a +4 AC
One problem with the characters exploration of the ruins is the 8 Ban- bonus due to cover if they wish (do not tell players this, but allow them
dits tasked with guarding them. The bandits are fairly alert (being terrified to seek cover if they ask). The bandits are reinforced from below with 8
of the occasional wandering troll coming up from the swamp), and are additional bandits and a bandit leader four rounds after the initial bandit
hunkered down without a fire in the cold. The locations of the bandits hid- reaches the trap door. The remaining bandits in Area 1D-1 are “prepared”
ing places are shown on the map (Areas A-D) with each location hiding for combat (see below for details).
two bandits. Each has a whistle to warn the others. Bandits have normal
chances to surprise, but due to their current state of alert, they are highly Treasure: In addition to their equipment, each bandit carries 2d10 gp of
alert, and actively looking for trouble (Perception check +6). Obviously it mundane items (food, mirrors, holy symbols etc.), and 2d20 sp.
pays for players to be “sneaky” and have rogues, elves or halflings scout
the ruins before just barging in.
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Rappan Athuk: Expansions
54
Part 4 - Wilderness area 32: The Tunnels of Terror
Level 1D
Difficulty Level: party level 1 to 3+ Detections: Strong evil emanates from Areas 1D-6, and
Entrances: Ruined keep from surface to staircases in 1D-23–34.
Areas 1 and 23. Shielding: None.
Exits: Pit trap to Level 3D, Area 3D-6 from Area 1D-9; Standard Features: All non-cave areas have standard
tunnel to Level 2C, Area 2C-21 from Area 1D-18 and dungeon walls and ceilings (cut stone), as well as stone
trap door to Level 3D, Area 3D-8 from Area 1D-21. floors. Unless otherwise noted, all doors on this level
Stream (downstream) from Area 1D-7 to the swamp near are made of locked, iron-reinforced wood (2 in. thick;
Wilderness Area 4. hardness 5; hp 20; Break DC 18, Disable Device DC
Wandering Monsters: Check once per hour on 1d20: 20) and all secret doors are made of stone (1 in. thick;
hardness 8; hp 20; Break DC 22, Disable Device DC 20,
Perception DC 20). The floors and ceilings of cave areas
1 1d6 bandits (no encounter if all slain)
are covered with stalagmites and stalactites. Walls,
1d3 acolytes and 1 priest (75% for Tsathogga, columns and other features on this level are dry. Climbing
2
25% for Orcus) all features requires a DC 15 Climb check unless otherwise
3 3d6 giant rats noted. Light sources used by PCs result in automatic
surprise for most monsters outside of Section 1, Areas 1D-
4 1d2 wererats (from Level 2) 1–5 and Section 3, Areas 1D-23–31 (as these areas are
5 1d2 ghouls typically lit). The exception is the Area 1D-7 cave (fire
beetles). Cave areas are fungus-filled. 20% of the fungus
6 1 grey ooze is edible while 10% is poisonous. A DC 20 Knowledge
1d6 bandits with 1 bandit leader (no (dungeoneering or nature) or Survival check allows PCs
7 to determine which are edible. (Gnomes and other
encounter if all slain)
underground creatures gain a +2 bonus to their checks.)
8 1d6 stirges
9 1d3 giant fire beetles POISONOUS FUNGUS
Type poison, ingested; save Fortitude DC 16; onset 10
10–20 No encounter
minutes; frequency 1/minute for 6 minutes; effect 1d3
Con damage; cure 2 consecutive saves
55
Rappan Athuk: Expansions
ACOLYTE OF TSATHOGGA CR 2 1st—bane (DC 16), bless, cause fearD (DC 16), doom (DC
XP 600 16), hide from undead (DC 16),
Male human cleric of Tsathogga 3 At will—bleed (DC 15), create water, guidance, resistance
CE Medium humanoid (human) D Domain spell Domain Undead**
Init–1; Perception +4
Aura Evil Str 14, Dex 8, Con 13, Int 10, Wis 18, Cha 12
Base Atk +3; CMB +5; CMD 14
AC 9, touch 9, flat-footed 9 (–1 Dex) Feats Command UndeadB, Iron Will, Power Attack, Spell
hp 22 (3d8+3 plus 6) Focus (necromancy), Weapon Focus (heavy mace)
Fort +6; Ref +0; Will +5 Skills Heal +12, Knowledge (arcana) +4, Knowledge (history)
+6, Knowledge (planes) +5, Knowledge (religion) +9,
Speed 30 ft. Linguistics +4, Spellcraft +7
Melee sickle +3 (1d6+1) Languages Abyssal, Common
Special Attacks channel negative energy 2/day (2d6, DC SQ undead lord’s proxy, variant channeler
10) Gear masterwork chain mail, heavy steel shield, +1 unholy
Domain Spell-Like Abilities (CL 3rd; melee touch +3): heavy mace, iron unholy symbol of Orcus
5/day—icicle (1d6+1), touch of evil * Pathfinder Roleplaying Game Ultimate Magic
Spells Prepared (CL 3rd; melee touch +3, ranged touch +1): **Pathfinder Roleplaying Game Advanced Player’s Guide
2nd—fog cloudB, hold person (DC 14), spiritual weapon
1st—command (DC 13), bless, curse water, protection from PRIEST OF TSATHOGGA CR 5
goodB XP 1,600
0—detect magic, detect poison, create water, read magic Male human cleric 5
D Domain spell Domains Evil, Water CE Medium humanoid (human)
Init +0; Perception +5
Str 12, Dex 8, Con 12, Int 8, Wis 14, Cha 8 Aura Evil
Base Atk +2; CMB +3; CMD 12
Feats Combat Casting, Great Fortitude, Toughness AC 14, touch 10, flat-footed 14 (+4 armor)
Skills Knowledge (religion) +2, Perception +4, Spellcraft +1 hp 43 (5d8+5 plus 10)
Languages Common Fort +5; Ref +1; Will +10
Combat Gear potion of gaseous form, 3 doses of unholy
water; Other Gear sickle, dark green felt robes with face- Speed 30 ft.
covering cowls, symbol of Tsathogga Melee +1 sickle +5 (1d6+2)
Special Attacks channel negative energy 4/day (3d6, DC
BANDITS CR 2 15)
XP 600 Domain Spell-Like Abilities (CL 5th; melee touch +4, ranged
hp 16 (see Above) touch +3):
7/day—icicle (1d6+2), touch of evil
DIRE RATS CR 1/3 Spells Prepared (CL 5th; melee touch +4, ranged touch +3):
XP 135 3rd—contagion (DC 17), magic circle against good, water
hp 5 (Pathfinder Roleplaying Game Bestiary “Rat, Dire”) breathingD
2nd—align weaponD, bear’s endurance, darkness, death
FIRE BEETLES CR 1/3 knell (DC 16)
XP 135 1st—bane (DC 15), doom (DC 15), obscuring mist,
hp 4 (Pathfinder Roleplaying Game Bestiary “Beetle, Fire”) protection from goodD, summon monster I
0 (at will)—virtue, bleed (DC 14), light, detect magic
GHOUL CR 1 D Domain spell Domains Evil, Water
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”) Str 12, Dex 10, Con 12, Int 10, Wis 19, Cha 12
Base Atk +3; CMB +4; CMD 14
PRIEST OF ORCUS CR 5 Feats Improved Channel, Iron Will, Self-Sufficient, Toughness
XP 1,600 Skills Diplomacy +5, Heal +10, Intimidate +2, Knowledge
Male human disciple of Orcus 5, zealot of Orcus 1 (see the (religion) +7, Perception +5, Sense Motive +8, Spellcraft +5,
Appendix) Survival +7, Swim +4
CE Medium humanoid (human) Languages Common
Init –1; Senses darkvision 60 ft.; Perception +4 Combat Gear oil of keen edge, potion of barkskin +3, potion
of darkvision, potion of water breathing, 2 tanglefoot bags;
AC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield) Other Gear +1 studded leather armor, +1 sickle, dark green
hp 33 (6d8+6) felt robes with face-covering cowl, silver unholy symbol of
Fort +6; Ref +0; Will +11 Tsathogga
Str 10, Dex 14, Con 12, Int 11, Wis 11, Cha 10 (CR varies, 6 to 12)
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse The bandits found the staircase down to Level 2C, and quickly decided
Skills Acrobatics +10, Appraise +8, Bluff +8, Climb +5, they had no interest in heading down, losing 6 of their number to the hor-
Diplomacy +4, Disable Device +6, Escape Artist +9, rors that inhabit that area (wererats and undead). As noted above, one of
Intimidate +8, Knowledge (local) +5, Linguistics +4, their number was bitten and has become a wererat (they do not know this).
Perception +8, Sleight of Hand +7, Stealth +9,Swim +4 This room is virtually identical in size to Area 1D-1. The pit trap is 10 ft. deep
Languages Common, Goblin and causes 1d6 damage to any that fall in. The bandits of course know where
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Rappan Athuk: Expansions
58
Part 4 - Wilderness area 32: The Tunnels of Terror
it is and how to avoid it. The entrance to the staircase is boarded up with nailed ly items and alchemical materials with 300 gp. The door to the south is
boards, had large timber crossbars placed in an “X” shape over it, and is adorned barred from inside the room, and a similar bar is present (though not in
with over 20 holy symbols of various ethos, shapes and sizes (value is 1d6–1 x place unless the leaders are cornered) on the north door. The bedding ma-
5 gp each). The secret door to the south is similarly barricaded. terial consists of clean straw and fine cloth (200 gp worth of cloth).
PIT TRAP CR 1
XP 400 Area 1D-5. Dusty Room
Type mechanical; Perception DC 20; Disable Device DC 20
This room has been uninhabited for many years. The door is completely
Trigger location; Reset manual swollen shut (DC 20 Break). Once opened, a thick layer of dust can be
Effect 10 ft. deep pit (1d6 falling damage); DC 20 Reflex seen swirling around the floor. Within the dust are dozens of small mouse
avoids; multiple targets (all targets in a 10 ft. square area) skeletons. Severe exposure to the dust has a 5% chance of causing a fatal
disease (hanta virus) to any exposed.
The ceiling supports (shelves) in the center of the room contain a cask of oil
(30 flasks), 10 oil flasks with rags stuffed in them, and a large mallet. Area A HANTA VIRUS
contains a free standing 18 in. diameter bronze gong that a sentry could strike Type disease — injury or inhaled; save Fortitude DC 17;
in the event of a wall breach. Area B is a (constantly) burning torch stand, and onset 1 day; frequency 1/day; effect 1d3 Con damage and
2 crates of 40 torches lie next to it. Area C is a wooden wall, 4 ft. high and 10 target is fatigued; cure 2 consecutive saves.
ft. long (to fight behind). Six long spears are braced against this wall, which
can be swung around to block the corridor to Area 1D-1.
Normally, 4 bandits and 0–1 (d4–3) bandit leaders are on watch here.
The room is extremely well lit (6 lanterns). Nothing has attempted to
Area 1D-6.
come through the boarded up wall in several weeks (One of the bandits
has been providing information to the creatures below), and the bandits
Crypts (CR varies, 5 or 6)
are beginning to get a bit lazy about the watch here. It wouldn’t be Rappan Athuk without crypts. Painted on the entrance
Each day, there is a 5% chance that something will attempt to break down door (by the bandits) in red paint are the words “Go Away! Walking
the door and get to the lair. Typically this will be 2d4 ghouls led by a ghast, Dead!”. The door itself opens normally. Inside is a large room with 4
but could also be 2d6 wererats should they get the report that the time was sealed double doors. Each seal consists of a lead filling coated with red
right. Busting down the barricade takes 2 successful DC 22 Strength checks. wax that can be easily removed, easily that is, once the 6 ghouls that in-
habit the large chamber are dealt with.
BANDITS (4) CR 2
XP 600 GHOULS (6) CR 1
hp 16 (see Introduction, Above) XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
BANDIT LEADER (1) CR 4
XP 1,200 A. This crypt contains a large sarcophagus bearing the shape of a lovely
hp 35 (see Area 1D–1) woman figure. The coffin is trapped to cause the lid to fall on anyone
opening it. Opening the crypt requires 2 successful DC 15 Disable Device
GHOUL CR 1 checks, failure indicating that someone has had the lid fall on them. Inside
XP 400 the crypt are the skeletal remains of a female knight, complete with rusty
hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”) armor and sword. Nothing of value remains here.
GHAST CR 2 SLAMMING LID TRAP CR 1
XP 600 XP 400
hp 17 (Pathfinder Roleplaying Games Bestiary “Ghoul”, with Type mechanical; Perception DC 20; Disable Device DC 15
the following changes; add +2 on all rolls [including damage
rolls] and special ability DCs; AC 18, touch 14, flat-footed 14 Trigger location; Reset repair
(+4 Dex, +4 natural), CMD 18 Effect Atk +10 melee (1d6)
WERERATS CR 2 B. This crypt contains a large sarcophagus bearing the shape of a noble
XP 600 knight figure, with a full face visor. The coffin is trapped to cause the lid
hp 18 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, to fall on anyone opening it. Opening the crypt requires 2 successful DC
Wererat”) 15 Disable Device checks, failure indicating that someone has had the lid
fall on them. Inside the crypt are the skeletal remains of the knight, com-
Area 1D-3. Bandit Quarters plete with rusty armor and sword. Nothing of value remains here.
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural) PIT TRAP (CHUTE) CR 3
hp 16 (2d8+4 plus 2) XP 800
Fort +2; Ref +1; Will +4 Type mechanical; Perception DC 25; Disable Device DC 20
Defensive Abilities deceiving death, channel resistance +2;
DR 5/magic and bludgeoning; Immune undead traits Trigger location; Reset automatic
Effect 40-ft.-deep pit (4d6 falling damage); chute that drops
Speed 20 ft. victims 200 ft. to Level 3D; DC 20 Reflex avoids.
Melee slam +4 melee (1d4+4 plus grab)
Special Attacks death grip (1d4+4), fear
Area 1D-10. The Maze of Doors
Str 16, Dex 12, Con —, Int 6, Wis 13, Cha 14
Base Atk +1; CMB +4 (+8 grapple); CMD 15 This room and door series is unique in that all of the doors are arcane
Feats Toughness locked as long as one of them is open (DC 30 Disable Device to bypass).
Skills Intimidate +6, Perception +6, Stealth +5 This essentially means that each door must be closed in order to open the
Languages Common next. Closing each in turn removes the magic, and allows for the next
(or the previous) door to be opened. As soon as one is opened, the rest
Death Grip (Ex) Because the coffer corpse grasps the lock tight. Inside Area 1D-10 itself is an intricately painted room with
victim’s throat, a creature in its death grip cannot speak or scenes of wizards and demons. Careful inspection reveals three depres-
cast spells with verbal components. sions about the size of a tennis ball (or an orb from the crypt in Area 1D-
Deceiving Death (Ex) In any round in which a coffer corpse 6D), one on each wall (east, west and south). The depressions are painted
is struck for 6 or more points of damage (whether the gold, silver and bronze. Inserting the orbs into the depressions locks them
damage bypasses the creature’s damage reduction or not), in, and if all three are placed, raises the door to Room 1D-11 (which is
the creature slumps to the ground, seemingly destroyed. If otherwise a blank wall). When the orbs are placed, a faint grinding sound
it has fastened its death grip on a victim, it releases its hold followed by a “thunk” can be heard to the north as the wall locks in place.
when it falls. A DC 20 Sense Motive check sees through the If the orbs are removed, the door to Area 1D-11 sinks back into the floor.
ruse (necromancers gain a +2 competence bonus on this
check). On its next turn, the coffer corpse rises again as if
reanimated, triggering its fear ability. Area 1D-11.
Fear (Su) A creature viewing a coffer corpse rise after it uses
its deceiving death ability must make a DC 13 Will save or
become panicked for 2d4 rounds. This is a mind-affecting
Demon Treasure (CR 11)
fear effect. The save DC is Charisma-based. The hallway leading to this area changes depending on what has happened
(or not) in Area 1D-10. If the orbs have been properly placed within their
HEZROU CR 11
Gelderfunga
XP 12,800 GELDERFUNGA CR —
hp 145 (Pathfinder Roleplaying Game Bestiary “Demon, XP —
Hezrou”) Gelderfunga, or “shiners”, as they are known
in the Common tongue, are tiny creatures that
Treasure: 14,000 gp, eight pieces of jewelry worth 3d6 x 100 gp each, typically feed on fungus and lichens in underground
a ring of shooting stars, an amulet of proof against detection and location, environments. They are quite helpful in disposing
and 24 gems (value 10–1,000 gp each). of funguses, being able to eat even the most toxic
mushrooms without effect. The shiners look just like
This room contains the dead body of a dwarf, wounded by the gray Treasure: In the small pile of golden colored fungus is a strange
ooze in Area 1D-14, who crawled off here to die. The body wears rusted creature known to the dwarves as a gelderfunga.
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Part 4 - Wilderness area 32: The Tunnels of Terror
Area 1D–14. Area 1D-19. Empty Room
The Soft Floor (CR 4) Self-explanatory, although this is a good time to roll for wandering
monsters. The GM should also fill these areas with whatever dun-
At first glance this room appears to be empty. Observant players geon dressing he feels is appropriate, perhaps hacked apart critter
will note that the room appears too clean, as no debris, dust or other bits, or the presence of evil-looking green pools of water (all harm-
standard dungeon detritus is present anywhere in the room. This is due less of course).
to the gray ooze (located at A) that has grown very patient in waiting
Piercer Cavern 1 (CR 4) Effect Atk +20 touch (2d6+6); multiple targets (all targets in 5
ft. x 10 ft. section)
This cavern contains a number of piercers, and is generally avoided WALL SPEAR TRAP CR 3
by local monsters that fear them. A total of 13 piercers dot the ceilings XP 800
(locations shown). Other than the piercers, a sundry of small rats, bats and Type mechanical; Perception DC 20; Disable Device DC 20
beetles fly and crawl throughout the room. The cavern itself is damp and
earthy smelling, and bits of harmless fungus grow all around. Trigger location; Reset repair
Effect Atk 6 spears +10 ranged (1d8+1); multiple targets (all
PIERCERS (10, 2–4 ft.; 4, 5-6 ft.) CR 1/4 targets in 10 ft. x 10 ft. section)
XP 100 (Pathfinder Roleplaying Game Core Rulebook
“Hazards”)
Area 1D-22.
Area 1D-18. The Pool Room An End to Die in (CR 4)
This cave contains the usual bats and rats and fungus inherent to this This is the receiving room for the teleport trap in Area 1D-16. This
entire complex. The roughly 50 ft. diameter cave also has a deep pool in dead end corridor complex hides a two part trap. The southern end of the
its center. Water current flows through cracks in the walls of the pool, corridor contains a pressure plate that when triggered, does two things:
creating a slight movement from west to east within the pool. About 20 ft. first, it drops a portcullis blocking the passageway to the north; second, it
down is a side passage, leading to a tunnel that daylights after about 30 ft. triggers a spear trap that shoots 12 spears from hidden holes on the south
in a small, wet corridor leading to Level 2C, Area 2C-21. wall. The portcullis must be raised or bent to escape.
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64
Part 4 - Wilderness area 32: The Tunnels of Terror
BOX CANYON OF DEATH TRAP CR 4 Feats Extra Channel, Improved Channel, Improved Initiative,
XP 1,200 Selective Channeling, Toughness +7
Type mechanical; Perception DC 20; Disable Device DC 20 Skills Diplomacy +6, Knowledge (arcana) +5, Knowledge
(planes) +6, Knowledge (religion) +10, Sense Motive +8,
Trigger location; Reset repair Spellcraft +6, Stealth –3, Swim +3
Effect Atk 12 spears +12 ranged (1d8+1); multiple targets (all Languages Common
targets in 10 ft. x 10 ft. section); blocking portcullis (DC 22 Combat Gear oil of keen edge, potion of cure moderate
Strength check to lift, DC 25 Strength check to bend bars to wounds, potion of heroism; Other Gear +1 light fortification
release a Small creature) breastplate, +1 mighty cleaving sickle, rod of the viper, ring
of swimming, 2 belt pouches, unholy symbol of Tsathogga
The secret door to Area A can only be accessed after the trap is
triggered. Inside this small room is a large iron chest. The chest contains ACOLYTE OF TSATHOGGA (6) CR 2
5,000 cp, and is trapped with a poison needle trap. XP 600
Male human cleric of Tsathogga 3
POISONED NEEDLE TRAP CR 1 CE Medium humanoid (human)
XP 400 Init–1; Perception +4
Type mechanical; Perception DC 20; Disable Device DC 20
AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex)
Trigger touch; Reset none hp 22 (3d8+3 plus 6)
Effect Atk +10 touch (poison needle; 1 plus greenblood oil) Fort +6; Ref +0; Will +5; (+9 vs. mind-affecting effects)
Defensive Abilities fanatical
Area 1D-32.
Base Atk +2; CMB +3; CMD 15 (27 vs. grapple)
Feats Skill Focus (Perception)B, Improved Initiative
Skills Acrobatics +3 (+17 long jumping, +27 high jumping),
Climb +5, Escape Artist +15, Perception +9, Stealth +6, Swim Piercer Cavern No. 2 (CR 4)
+14; Racial Modifiers +12 Escape Artist, +14 Acrobatics
when long jumping or +24 Acrobatics when high jumping This cavern contains a number of piercers, and is generally avoided
Languages Abyssal, Tsathar by local monsters that fear them. A total of 14 piercers dot the ceilings
SQ amphibious, implant (locations shown). Other than the piercers, a sundry of small rats, bats and
Gear leather armor, shortspear, kukri, net beetles fly and crawl throughout the room. The cavern itself is damp and
earthy smelling, and bits of harmless fungus grow all around.
Implant (Ex) Tsathar are sexless, reproducing by injecting
eggs into living hosts. An egg can be implanted only into PIERCERS (10, 2–4 ft.; 4, 5-6 ft.) CR 1/4
a helpless host creature. The host must be of Small size or XP 100 (Pathfinder Roleplaying Game Core Rulebook
larger. Giant frogs, bred for this very purpose, are the most “Hazards”)
common host. Implanting an egg requires one minute to
perform.
Accompanying the egg is an anaesthetizing poison Area 1D-33. Stoney’s Palace (CR 6)
that causes the host to fall unconscious for the two-
week gestation period of the egg unless the host Feeding on bats and rats, as well as the occasional piercer that moves
succeeds on a DC 20 Fortitude saving throw; this save too close to his lair, Stoney the stone roper is anxious for new meat.
DC includes a +8 racial bonus. If the save succeeds, the Anyone who has the guts to enter a dead end cave in Rappan Athuk should
host remains conscious, but is violently ill (–10 penalty know that something nasty awaits them. The walls and ceiling of this
on attack rolls, saving throws, ability checks, and skill small cave are composed of crystalline formations of gypsum, halite and
checks) 24 hours before the eggs hatch. When the calcite, and large specimens could be harvested for profit (3d10 x 1d100
eggs mature, the young tsathar emerges from the host, gp worth of semiprecious gems).
killing it in the process. A remove disease spell rids the Tactics: Stoney tries his best to charm as many opponents as possible,
victim any implanted eggs. A DC 20 Heal check can be before weakening and eating them. He usually waits to attack until least
attempted to surgically extract an egg from a host. If the 3 characters have entered the room, preferably with at least one or two
check fails, the healer can try again, but each attempt between himself and the entrance (he is slow, and hates it when prey run
(successful or not) deals 1d6 points of damage to the away). If seriously wounded, Stoney knocks over a large stone 20 ft. up
patient. the stone column in the room and backs off, hoping for mercy by giving
Leap (Ex) Tsathar are incredible jumpers, able to leap up up his treasure.
to 30 ft. horizontally or 10 ft. vertically. They have a +14
racial bonus on horizontal jumps, or +24 on vertical jumps, Treasure: In addition to the semiprecious stones found in the room,
67
Rappan Athuk: Expansions
Stoney has accumulated a small hoard of gold and items that he hides
behind a large stone 20 ft. up on the south side of the stone column in the
center of the room. If the stone is moved, 1,200 sp, 300 gp and two suits
Area 1D-34. More Crypts (CR 6)
of full plate free and down from the cubby. Anyone below may be hit by As usual, the ghouls that inhabit the dungeon are drawn to crypt areas.
the armor (Atk +5; 1d6 points of damage). Interestingly, one of the suits Four ghouls have made this place their home, and reside in the outer area
of plate is magical (+1 full plate). outside the crypts. One of the ghouls has a distinctly goblin look about
him. Scattered about the entryway are small bits of gnawed bone and
STONE ROPER CR 6 debris, including ruined leather armor of goblin-make, three short swords
XP 2,400 (also goblin), and a few bits of silver (22 sp). The doors to crypts A and
The Tome of Horrors Complete 517 B area breached, and hang loose by their hinges. The door to crypt C is
CE Medium aberration unharmed, and a desiccated corpse (a dead ghoul) lies charred in front of
Init +6; Senses darkvision 60 ft., low-light vision, tremorsense it. Intelligent players will ask themselves “Why is this body not eaten?”
200 ft.; Perception +12 The answer is that the ghouls are afraid to touch the corpse, or the door
that destroyed it. The door itself is trapped with a glyph of warding.
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
hp 39 (6d8+12) GHOULS (4) CR 1
Fort +4; Ref +4; Will +8 XP 400
Defensive Abilities stony hide hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
Area 1D-39.
on their mission. They obey Moog’s every command, and fight to the
death rather than be captured, having been indoctrinated in the “foul rites”
of the frog demon worshippers. They have no treasure.
Minions of Orcus Part 1 (CR 3)
OGRES (2) CR 3
This room contains the priest of Orcus sent from the deeper levels to lead the XP 800
spying foray. Moog the evil priest was sent by Zehn (see Level 4 of Rappan hp 30 (Pathfinder Roleplaying Game Bestiary “Ogre”)
Athuk) to investigate the presence of the frog priests, destroy them if possible,
and report back if not possible. He is currently puzzling over the idea of a raid GOBLIN SCOUT (2) CR 3
into the frog area but is not sure if his minions would win or lose. He fears XP 800
returning to Level 4 and being branded a coward (really a sacrifice, as failure Male or female goblin rogue 4 (Pathfinder Roleplaying
is not tolerated by Zehn), but he also is reasonably certain he lacks the power Games Bestiary “Goblin”)
to defeat his enemies. The room contains only Moog’s bedroll and possessions. NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +9
Tactics: Moog will try initially to negotiate with any invaders, offering
a peace pact to deal with the “evil minions of the frog demon”. He offers AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
500 gp to any that bring the head of the leader of the frog cult, as well hp 29, 25 (4d8+8)
as the heads of the tsathar “demons” to him. If this does not appear to
immediately work — Moog leads with a hold person spell and his
minions attack. If it looks like a lost cause, he quaffs his potion of gaseous
form and leaves his allies to their fate. The ogres simply attack, as do the
acolytes. The goblin scouts work to attack from behind.
Speed 20 ft.
Melee +1 unholy heavy mace +8 (1d8+3)
Special Attacks channel negative energy 4/day (3d6, DC
14)
Spells Prepared (CL 5th; melee touch +5, ranged touch +2):
3rd—animate deadD, bestow curse (DC 18), dispel magic
2nd—bull’s strength (DC 16), dread bolt* (DC 17), ghoul
touchD (DC 17), silence (DC 16)
1st—bane (DC 16), bless, cause fearD (DC 16), doom (DC
16), hide from undead (DC 16),
At will—bleed (DC 15), create water, guidance, resistance
D Domain spell Domain Undead**
Str 14, Dex 8, Con 13, Int 10, Wis 17, Cha 12
69
Rappan Athuk: Expansions
Speed 30 ft.
Melee mwk dagger +10 (1d3+1/19–20)
Ranged mwk shortbow +10 (1d4/x3)
Special Attacks sneak attack +2d6
Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Agile Maneuvers, Alertness, Weapon FinesseB
Skills Acrobatics +12, Bluff +7, Climb +6, Disable Device +12,
Escape Artist +10, Perception +9, Ride +9, Sense Motive +9,
Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ rogue talents (fast stealth, finesse rogue), trapfinding +2
Combat Gear potion of cure light wounds, potion of
invisibility; Other Gear masterwork studded leather,
masterwork dagger, masterwork shortbow, 40 arrows, 1d4
sp, 2d4 cp
70
Part 5
Level 2C, Section 1:
The Tunnels of Terror
GRAY OOZE CR 4
XP 1,200
Level 2C, Section 1 hp 50 (Pathfinder Roleplaying Game Bestiary “Gray Ooze”)
9
1d3 Tsathoggan acolytes and 1 Tsathoggan Area 2C-1: Stairs Up
priest
Stone steps rise up to the west leading to Level 1, Area 1D-2. The
11–20 No encounter stairs are not worn, and a thick wooden barricade blocks the top of the
stairs. Breaking down the barricade requires 2 successful DC 22 Strength
Detections: Strong evil emanates from Areas 2C-9. checks.
Shielding: None.
Standard Features: All non-cave areas have
standard dungeon walls and ceilings (cut stone),
as well as stone floors. Doors and secret doors are
Area 2C-2:
standard as well. The floors and ceilings of cave
areas are covered with stalagmites and stalactites. Decisions, Decisions (CR 7)
Walls, columns and other features on this level are
dry. Cave areas are fungus-filled 25% of the time. This roughly rectangular room looks like a dead-end, but a DC 20
20% of the fungus is edible while 10% is poisonous. Perception check reveals a secret trapdoor set into the floor (A). Ad-
A DC 20 Knowledge (dungeoneering or nature) or ditional DC 20 Perception checks reveal 6 secret doors also leading
Survival check allows PCs to determine which are out of the room (at B, C, D, E, F and G). The trapdoor in the floor can
edible. (Gnomes and other underground creatures be opened by digging a sharp object (such as a sword tip or crowbar)
gain a +2 bonus to their checks.) between two bricks and applying pressure (a DC 14 Strength check).
Inside are 2 potions of invisibility (labeled “One”) and 2 potions of
fly (labeled “Two”). With them is a note reading: “Brothers! It has
ACOLYTES OF TSATHOGGA CR 1/2 become too dangerous for us here. One then up then right then ahead
XP 200 to one’s left then Two and free.” These are instructions on how to
hp 14 (see Area 2C-9) flee the area via Level 1D using the potions to get past the bandits.
Priests of Orcus who first scouted the area left this cache behind.
DIRE RATS CR 1/3 Doors B, C and D slide open with minimal pressure. Each door is
XP 135 on well-oiled brass rollers and makes little sound. Behind the brass
hp 5 (Pathfinder Roleplaying Game Bestiary “Rat, Dire”) doors await painted brass-coated switches. Most of the paint has
flecked off these handles. Pulling these handles opens and closes
GHOUL CR 1 various doors.
XP 400 The table below details what happens when the various switches behind
hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”) the doors are pulled:
71
Rappan Athuk: Expansions
72
Part 5 - Level 2C: The Tunnels of Terror
Switch
V
Effect When Pulled
Opens Door D; closes and locks Door B
Area 2C-4: Starved (CR 3)
W Opens Door C; closes and locks Door D The outer area of this room is neatly carved from the surrounding
stone. In the center of this room is a 10 ft. by 10 ft., 30 ft. deep pit trap
Opens inner door to Switch Y; closes and locks
X (A). The pit trap also sounds a bell when triggered; roll once on the Wan-
Door C
dering Monster Table to see what, if anything, comes to investigate.
Opens door to Level 2C, Area 2C-7; closes and A crypt beyond the unlocked door is uncarved and scarce-
Y
locks Doors B, C and D ly adorned, with 7 skeletons lying inanimate in broken coffins.
Faded and torn tapestries hang from the wall, and bits of rub-
This can be a tricky puzzle. A couple of easy solutions are to trigger the ble cover the floor. So long as none of the skeletons is disturbed,
switches with a rope or rig timers using spare trap parts (DC 18 Disable they remain still. A masterwork falcata (Pathfinder Roleplay-
Device to mess around with the switches). Blocking the doors is also a ing Game Advanced Player’s Guide) lies atop the stone table (B).
possibility, while using summoned monsters to trigger the switches would This weapon belonged to a travelling sword-master who visit-
also do in a pinch. ed this level a long time ago. The weapon is trapped: If anyone
Doors E and F are made of heavy stone, and are hidden and locked. other than its original owner touches it, it attempts to shock the
Both are on springs and gently close 1 round after they are opened. If would-be thief. Triggering this trap causes the skeletons to attack.
Doors E and F are opened at once, the door to Location Z (inside the A side cavern (C) is home to a large iron-and-wood chest, nearly 10
room accessed by Door F) clicks open. ft. across and 4 ft. deep. The lid of the chest is very heavy in addition
Door G is a normal secret door that opens onto a passage leading to to being trapped, although there is enough room for up to 5 people to
Level 2C, Area 2C-10. work together to lift the lid (DC 26 Strength check). Apart from the
trap, the chest is empty. Triggering this trap also causes the skeletons
Secret Brass Doors (B, C and D): 6 in. thick; hardness 10; hp 120; to rise and attack. The skeletons attempt to defend the bottleneck and
Break DC 28; Disable Device DC 20. force the party to come at them 1 at a time.
Secret Stone Doors (E and F): 8 in. thick; hardness 8; hp 120; SKELETONS (7) CR 1/3
Break DC 26; Disable Device DC 20. XP 135
hp 4 (Pathfinder Roleplaying Game Bestiary “Skeleton”)
Secret Door (G): 2 in. thick; hardness 10; hp 60; Break DC 28;
Disable Device DC 20. CHEST SPIKE TRAP CR 2
XP 600
If found and opened, the room behind Door E is home to 2 shadows. Type mechanical; Perception DC 20; Disable Device DC 20
The room behind Door F is a mess of old rags, twisted bits of rusty
metal and broken wooden furniture. Anyone searching through the Trigger touch (opening the chest); Reset manual
mess must make a DC 14 Reflex save to avoid cutting themselves Effect Atk +15 ranged (javelin; 1d6+6)
on a shard of sharp metal (1d4+1 points of piercing damage).
A small crypt in Location Z (accessed by opening Doors E and F at PIT TRAP CR 1
the same time) looks old and poorly kept. Four broken pillars surround a XP 400
cracked sarcophagus. One round after anyone enters the crypt, a mummy Type mechanical; Perception DC 20; Disable Device DC 20
springs from the sarcophagus and attacks.
Trigger location; Reset manual
SHADOWS (2) CR 3 Effect 30 ft. deep pit (3d6 falling damage); DC 20 Reflex
XP 800 save avoids; multiple targets (all targets in a 10 ft. square
hp 19 (Pathfinder Roleplaying Game Bestiary “Shadow”) area)
Treasure: The mummy is bedecked in jewelry, although none of it is Trigger touch; Reset 1 minute
magical. A gold-and-ruby amulet worth 150 gp hangs around its neck, Effect spell effect (shocking grasp, CL 3rd, 3d6 points of
and a quartet of 4 matching rings are on its fingers (35 gp each). One of electricity damage)
the mummy’s fingers has fallen off and can be found inside the coffin.
Area 2C-5:
Area 2C-3:
Enemy at the Gates (CR 6)
My Reflection (CR Varies)
This room and Area 2C-6 are home to nests of undead. The 6 hungry
Lying in the middle of the floor of this dimly lit room is a single frac- ghouls here are the main reason for the barrier on Level 1D, Area 1D-2.
tured gem radiating light out to 40 ft. The floor and ceiling were once Every 2d4 hours, all the ghouls mass for an attack, charging up the stairs
painted black, but the paint has since peeled away. Every step taken into and wailing against the barricade for 10 minutes or until driven back.
the room is met with loud crunches of old paint flecks (–10 penalty to They then slink back to the lair before their hunger drives them to try
Stealth checks). Four-foot-tall-by-three-foot-wide mirrors cover every again. Every assault has a 1% chance of breaking through. If the bandits
wall. Apart from the strange choice in decoration, the only item of interest are no longer maintaining the barricade, the checks becomes cumulative.
in the room is a mirror of opposition placed in the center of the southern The room itself is devoid of furnishings and contains only some scat-
wall. Due to the reflections from all the mundane mirrors, any creature in tered debris and a handful of bones, picked clean. The doors to the room
the room looking at any mirror triggers the mirror of opposition’s effect. are small and sturdy portcullises with their mechanisms rusted open. A
Since there are 84 mirrors in total in the room, it might take the PCs some minute’s work with some oil and a DC 20 Disable Device Check gets
time to locate the offending device. them working again.
73
Rappan Athuk: Expansions
GHOULS (6) CR 1 Languages Common
XP 400 Gear chain mail, heavy wooden shield, light crossbow, 10
hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”) bolts, light flail, soapstone unholy symbol of Tsathogga
PRIEST OF TSATHOGGA CR 3
Area 2C-6: XP 800
Male or Female human cleric 4
Gates, Continued (CR 5) CE Medium humanoid (human)
Init –1; Perception +7
This room is very similar to Area 2C-5 and contains 5 ghouls. The Aura Evil
ghouls here have been slightly more successful than their neighbors, and
the piles of bones are larger. Anyone looking through the piles (DC 12 AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 shield)
Perception check) finds a ruby-encrusted bronze amulet decorated with hp 33 (4d8+8 plus 4)
the holy symbol of Darach-Albeth. The amulet is worth 150 gp, but if Fort +6; Ref +0; Will +7
sold to an appropriate church fetches double that amount. The doors to the
room are rusted open, like those in Area 2C-5. Speed 20 ft.
Melee mwk sickle +6 (1d6+2)
GHOULS (5) CR 1 Ranged light crossbow +2 (1d8/19–20)
XP 400 Special Attacks channel negative energy 4/day (2d6, DC
hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”) 13)
Domain Spell-Like Abilities (CL 4th; melee touch +5; ranged
touch +2):
Area 2C-7: Moisture and Moss 6/day—icicle (1d6+2 cold), touch of evil (2 rounds)
Spells Prepared (CL 4th; melee touch +5; ranged touch +2):
(CR Varies, 0 or 3+) 2nd—cure moderate wounds, fog cloudD, hold person (DC
15), spiritual weapon
1st—bane (DC 14), bless, curse water (DC 14), detect good,
This room has been lazily carved with different imagery of frogs, de-
protection from goodD
mons and scenes of the Abyss. The centerpiece to this room is a giant
0 (at will)—create water, detect magic, detect poison, read
water feature honoring the great frog-god, Tsathogga. A 20 ft. tall statue
magic
of the frog god stands on a 40 ft. long by 20 ft. wide stone platform. The
D Domain spell Domains Evil, Water
platform is carved to resemble a fetid pond with rotting lily pads with
chunks of different bodies floating in it. The corners of the platform are in
Str 15, Dex 8, Con 14, Int 10, Wis 16, Cha 12
the shape of much larger lily pads. Foul water flows out of the frog statue’s
Base Atk +3; CMB +5; CMD 14
mouth, leaving rivulets of filth all over the statue and the carved platform
Feats Armor Proficiency (heavy), Combat Casting,
before pooling in the larger lily pads at the corners. These pools are home
Toughness
to dozens of tadpoles that are fat and white. These are the young of the
Skills Heal +8, Knowledge (religion) +7, Perception +7,
frogs in Area 2C-8D.
Spellcraft +7, Survival +5
A secret door (DC 20 Perception check) is behind one of the carvings
of a frog on the eastern wall. Behind it is a small storage room (A) full
of supplies, including 8 robes for Tsathoggan acolytes and 2 robes for
Tsathoggan priests along with 10 soapstone unholy symbols. The robes
are clean, relatively new and a good fit for a Medium creature. A DC
15 Disguise check and 10 minutes work could make them fit a Small
creature. In addition, 6 vials of unholy water neatly wrapped in cloth and
some ritual items such as incense burners and small stone statuettes can be
found. The ritual items can be sold for 120 gp to a collector.
There is a 10% chance that 1d3 acolytes of Tsathogga and 1 priest of
Tsathogga are here from Area 2C-9 to collect or return supplies.
Speed 20 ft.
Melee light flail +4 (1d8+2)
Ranged light crossbow +2 (1d8/19–20)
Str 15, Dex 12, Con 13, Int 8, Wis 16, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Power Attack, Toughness, Weapon Focus (light flail)
Skills Knowledge (religion) +0, Perception +4, Survival +7
74
Part 5 - Level 2C: The Tunnels of Terror
Languages Common Stealth +5, Swim +10; Racial Modifiers +4 Acrobatics, +4
Gear full plate, heavy steel shield, masterwork sickle, light Acrobatics when jumping, +4 Stealth
crossbow, 20 bolts, soapstone unholy symbol of Tsathogga
Tongue (Ex) A giant frog’s tongue is a primary attack with
reach equal to three times the frog’s normal reach (15 ft.
Area 2C-8: for a Medium giant frog). A giant frog’s tongue deals no
damage on a hit, but can be used to grab. A giant frog
Hall of Columns (CR 6) does not gain the grappled condition while using its tongue
in this manner.
This room is damp, and the sound of rushing water comes from the
Locked Chest: hardness 5; hp 15; Break DC 23; Disable ACID ARROW TRAP CR 3
Device DC 20. XP 800
Type magical; Perception DC 27; Disable Device D27
Two false doors (B and C) open onto blank walls. They form part of
a crude defense, as the southern door is arcane locked (CL 12th) so long Trigger location; Reset none
as the false doors are closed. When both are opened, a faint click is heard Effect spell effect (acid arrow, Atk +5 ranged touch, 2d4
from the southern door as it unlocks. points of acid damage for 4 rounds)
Arcane Locked Secret Door: 2 in. thick; hardness 10; hp 60; FIRE JET TRAP CR 5
Break DC 38; Disable Device DC 20. XP 1,600
Type mechanical; Perception DC 25; Disable Device DC 27
Down the stairs to the north (about 10 ft. down) is a small nest (D) of 6
giant blind albino cave frogs. The priests raise them as pets to be turned Trigger location; Reset 1 hour
into guards. The priests feed them a diet of cave crickets daily. The frogs Effect stream of burning oil (25 ft. cone; 6d4 damage to all
are perfectly docile while eating, but anyone wandering down the stairs targets, DC 17 Reflex save reduces damage by half); targets
without a sack full of food is attacked. that fail their Reflex save are also set on fire and take 2d4
The stream is shallow and fast flowing; a Small creature could possibly points of damage each round.
swim the stream (if they had adequate water breathing abilities, a great
Swim skill, and a lot of luck!) to its terminus in the Great Lake (Level Beyond the door is a semicircular room more than 100 ft. across. The
11-5). This trip would take hours, be extremely dangerous, and possibly room is dominated by a huge altar of the Frog God rendered in all his
meet with unexpected results. repugnant glory from local stone. The altar (D) is made of stone adorned
with bronze and green glass, and is covered in dried blood and small frag-
GIANT BLIND ALBINO CAVE FROGS (6) CR 1 ments of bone and desiccated flesh.
XP 400 Mirrors (E and F) are similar in size and quality to those found in Area
N Medium animal (Pathfinder Roleplaying Game Bestiary 2C-3. The mirrors are covered with thick green curtains hanging from a
“Frog, Giant”) rusted iron rail.
Init +1; Senses tremorsense 60 ft.; Perception +3 (non-sight The mirror at E acts as a teleporter to the area just outside the doors of
related) Wilderness Area 25, The Cloister of the Frog-God in the wilderness
north of Rappan Athuk. The teleporter is activated by smearing the mirror
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) with blood, which vanishes instantly. This one-way transport is used as an
hp 15 (2d8+6) emergency retreat by the priests of this temple.
Fort +6; Ref +6; Will –1 The mirror at F is the haunt of a mirror fiend. The priests know better
than to go near it, and may use it as a test to find spies in their midst. Any
Speed 30 ft., swim 30 ft. priest of Tsathogga sent to this area has likely been warned to avoid the
Melee bite +3 (1d6+2 plus grab) and tongue +3 (plus grab) creature.
Special Attacks pull (tongue, 5 ft.), swallow whole (1d4 Around the altar are five clay columns brought in from the surface.
bludgeoning damage, AC 10, 1 hp), tongue Apart from being merely decoration, they also hide the temple’s secret
weapon: one column (G) is actually a clay golem. If a humanoid creature
Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6 is sacrificed on the altar, the clay golem animates for 1 minute per HD of
Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip) the creature sacrificed, under the control of whomever performed the sac-
Feats Lightning Reflexes rifice. When the time is up, the golem returns to its resting place. Anyone
Skills Acrobatics +9 (+13 when jumping), Perception +3, performing a sacrifice is considered flat-footed for the 2 rounds it takes to
75
Rappan Athuk: Expansions
perform the ceremony. prayer, protection from energy
The temple is inhabited by Priestess Ilya, 4 priests of Tsathogga 2nd—augury, bear’s endurance, chant, fog cloudD, hold
and 8 acolytes. Ilya is a comrade of Sigma in Area 1D-14. She is in person (DC 16)
charge of setting up a safe defensible position for the Frog priests, as 1st—bane (DC 15), command (DC 15), detect good,
well as setting up supplies, traps and guards. Like Sigma, Ilya is here obscuring mistD, sanctuary (DC 15), shield of faith
to strike a blow against Orcus and his forces in Rappan Athuk and has 0 (at will)—create water, detect magic, read magic,
no real quarrel with adventurers. She is highly (and violently) defen- resistance
sive of her sanctum, but if the PCs infiltrate the temple without set- D Domain spell Domains Evil, Water
ting off the traps and convince her that they’re here to talk, and not
fight (treat her starting attitude as “unfriendly”), she hears them out. Str 14, Dex 8, Con 14, Int 10, Wis 18, Cha 13
Ilya won’t let the party stay here under any circumstances, and briskly Base Atk +5; CMB +7; CMD 16
sends them on their way back up to Sigma. Ilya has a taste for prisoners, Feats Armor Proficiency (heavy), Combat Casting, Lightning
however; if the party catches an intelligent humanoid, she pays 25 gp Reflexes, Quick Channel, Sacred Summons
for the creature. She uses these prisoners as a special treat for the albino Skills Knowledge (planes) +5, Knowledge (religion) +10,
cave frogs in Area 2C-8D or ties them to the altar if she expects an Perception +11, Sense Motive +8, Spellcraft +10, Survival +8
attack. Languages Common
Combat Gear potion of gaseous form, potion of invisibility;
Tactics: If this temple is attacked (and the entry traps give the occu- Other Gear +1 full plate, +1 heavy steel shield, +1 sickle, belt
pants some forewarning), the acolytes crowd around the door ready to of mighty constitution +2, silver unholy symbol of Tsathogga
ambush whomever comes through. The priests cast spiritual weapon then
stride into position. Ilya moves to sacrifice a prisoner (if she has one); oth- MIRROR FIEND CR 6
erwise, she casts summon monster IV then works through the rest of her XP 2,400
spells intelligently. If the invaders break into the room, the acolytes form a CN Medium outsider (chaotic, extraplanar) (see Appendix)
human shield while the priests complete their preparations. If the invaders Init +5; Senses darkvision 60 ft.; Perception +11
look like strong combatants, Ilya calls an acolyte back to sacrifice him
(surprise!) to activate the golem. Given the chance, Ilya orders acolytes to AC 19, touch 19, flat-footed 14 (+4 deflection, +5 Dex)
grab PCs reduced to 0 hp to sacrifice them to the golem. hp 92 (8d10+40 plus 8)
If the battle goes poorly (all the acolytes and half the priests are defeat- Fort +7; Ref +11; Will +6
ed with no casualties to the opposition), Ilya retreats through the mirror DR 10/magic; Immune mind-affecting effects; SR 17
(E) while her priests hold the line until she escapes.
Speed 50 ft.
Treasure: Apart from the priest’s equipment, the temple’s vestries Melee mirrorblade +14/+9 (3d4+5/19–20)
(wall hangings, incense burners and altar service) can be sold for 4,000 Ranged mirrorbow +14 (3d4 /x3)
gp to a collector (if one can be found) or simply melted down for 600
gp worth of unsullied bronze. At H is a small hidden trapdoor (DC 22
Perception check) that hides the key to the trapdoor in Area 2C-10 that
leads into the Rainbow Vault (Area 2C-11). Only Ilya is aware of this
hiding place.
PRIEST OF TSATHOGGA CR 3
XP 800
hp 33 (see Area 2C-7)
PRIESTESS ILYA CR 6
XP 2,400
Female human cleric of Tsathogga 7
CE Medium humanoid (human)
Init –1; Perception +11
Aura Evil
Speed 20 ft.
Melee +1 sickle +8 (1d6+3)
Special Attacks channel negative energy 4/day (4d6, DC
14)
Domain Spell-Like Abilities (CL 7th; melee touch +7; ranged
touch +4):
7/day—icicle (1d6+3 cold), touch of evil (3 rounds)
Spells Prepared (CL 7th; melee touch +7; ranged touch +4):
4th—cure critical wounds, summon monster IV, unholy
blightD (DC 18)
3rd—cure serious wounds, magic circle against goodD,
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Part 5 - Level 2C: The Tunnels of Terror
Special Attack mirror-lure (DC 17) mirror-self. The victim’s mirror-self suffers –4 to his first attack
due to being unfamiliar with the mirror-image environment,
Str 20, Dex 21, Con 21, Int 11, Wis 11, Cha 18 but the penalty is reduced by 1 in each subsequent round.
Base Atk +8; CMB +13; CMD 28 Should the immobilized victim’s gaze be moved away from
Feats Power Attack, Toughness, Weapon Focus his mirror-self, he is longer be able to control his movements
(mirrorblade), Weapon Focus (mirrorbow) within the mirror, and the mirror-self becomes a motionless
Skills Bluff +15, Intimidate +15, Knowledge (planes) +11, target for the mirror fiend. Slaying the mirror fiend restores
Perception +11, Sense Motive +11, Stealth +16 the victim’s soul to his body, but shattering the mirror
(hardness 1, hp 5) forever traps the soul within the mirror.
Mirror-Lure (Su) If a mirror fiend locks its gaze with someone Spells used from the outside reflect back upon the caster
looking into the mirror, the victim must succeed on a DC rather than enter the mirror-realm. The save DC is Charisma-
20 Will save or have his soul sucked into the mirror, while his based, and includes a +2 racial bonus.
body remains motionlessly staring at himself in the mirror. Mirror fiends inhabit mirrors. They appear as emotionless
While within the mirror, the victim’s actions are controlled by humans staring out of the reflective surface to the world
his immobilized self as the mirror fiend attacks the victim’s beyond.
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Rappan Athuk: Expansions
room of sorts. Roll once on the Wandering Monsters table when the
Area 2C-11: The Rainbow Vault party first enters the room as monsters have begun to frequent this room
as a place to rest and relax.
This room at the bottom of the 10 ft. drop from Area 2C-10 is a tiny, At the back of the room is the chamber’s sole-surviving statue, although
drab and empty 15 ft. by 15 ft. chamber. The walls of this second chamber its features are long since torn away. If a good-aligned creature approach-
are created by a permanent image marking out a small space within a es within 15 ft., a magic mouth on the statue appears long enough to say
much-larger room. These fake walls are quite believable and require a DC “Two colors to enter the place of seven, seven to clear the three.”
21 Will save to disbelieve. Marking the walls with two strong pigments After that, the statue falls silent, and does not repeat its message until
(such as blood and chalk) also dispels the illusion. This second method of another 2d10 hours pass. This message gives hints on how to get through
dispelling the illusion is referred to in Area 2C-12. the illusory walls in Area 2C-11 and what to do in Area 2C-17.
The real room has six small alcoves in the walls set around a large cen-
tral column in the middle of the room. The column is made of a white met-
al (a lead alloy) and, with its base, weighs more than 20 tons, far too heavy Area 2C-13:
Defensive Lines (CR 9)
to lift. The base is 2 ft. tall at the rounded outer edges and 4 ft. tall at the
cross-shaped area, creating a rather impressive centerpiece for the room.
Each alcove has a small plaque next to it that contains a riddle. If the
correct answer is spoken aloud, a panel slides away to reveal a colorful This room is a last line of defense established by Sigma and Ilya to
staff. An incorrect answer sets off a trap. Since the color of the staves fol- prevent access to Area 2C-16. The evil priests may not know what lies
lows the pattern of the rainbow, observant players may be able to use the beyond the door to that room, they know enough to try to prevent heroes
colors of the riddles as a hint. from accessing it.
The riddles, rewards and traps are as follows: This room has a 10-foot-tall raised platform in the center and a 20 ft.
A: The riddle reads: “With which I painted my silver arm one cold high ceiling. Making camp on this rather defensible platform are 4 priests
winter’s day, ink stolen from a man who gave no chase.” The answer is of Tsathogga. With them are 8 acolytes, 4 on watch on the platform and 4
“blood,” and the riddle references a stabbing. The correct answer rewards near the secret door to Area 2C-5. Wandering the room are 4 ghouls who
the party with a red staff, while an incorrect answer causes a scorching ray obey the priests’ orders (so long as they’re fed). The ghouls are not quiet;
(CL 5th; ranged touch +0) to target the speaker. anyone listening for sounds coming from this room hears groaning, feet
B: The riddle reads: “Who was it that I watched fade? Beauty repeated, dragging and chattering teeth. Lanterns hanging from hooks on the walls
a loss of something priceless each and every time. I felt no sorrow, for its once held more elaborate decorations.
passing promised me a new beginning.” The answer is “sunset” (although
“dusk” works as well). The correct answer rewards the party with an or- Tactics: The priests are here to defend this position, and they’re well
ange staff, while an incorrect one causes the speaker’s equipment to be equipped to do so. The ghouls immediately rush intruders, while the aco-
targeted by a heat metal spell (CL 3rd). lytes use their magic and channeling abilities to aid and heal the ghouls.
C: The riddle reads: “Father, although we call him child. He watches The acolytes know that if the ghouls are destroyed, they’ll be exposed to
us, but only half the time.” The answer is “the sun” (the riddle plays on the front line, and they don’t want that!
the homophones “son” and “sun”). The correct answer rewards the party The priests are very cautious, casting protection from good on them-
with a yellow staff, while an incorrect answer evokes a blindness/deafness selves before opening with arrows. They use their channel energy to heal
spell (CL 5th; blindness first). the ghouls if the acolytes cry for help; otherwise, they unload crossbow
D: The riddle reads: “I stopped to admire your hair, so pretty was it bolts into the heroes.
when it blew in the breeze. I wondered how you ever kept it so short, and The frog priests are in a good position, and they only need to stall for
marveled at the color. My companion stopped to ask me why I should time until the heroes succumb to paralysis. If all goes well for the priests,
speak to a hill. What was it that I could see, and she could scarce care they’ll barely need to attack in melee at all.
for?” The correct answer is “grass.” The correct answer rewards the party
with a green staff, and an incorrect answer causes an acid arrow (CL 6th; Treasure: At the back of the raised platform is a large pile of supplies.
ranged touch +4) to strike the speaker. Most is basic survival supplies, namely lantern oil, blankets and extra
E: The riddle reads: “Where did I swim with such gorgeous fish, their equipment (105 gp worth total). The vast majority of supplies, however,
scales in hues of brown and gray? My time there was short, I swam so are food and water. The ghouls are highly effective in such a confined
fast, and only down.” The correct answer is “the sky” and the riddle refer- space, but they eat at least twice as much as a human and have a tendency
ences falling (“My time there was short, I swam so fast, and only down”). to try to snack on the acolytes when they get hungry! The priests have
The correct answer rewards the party with a blue staff, while an incorrect taken steps against this and have secured three weeks’ worth of rations in
answer causes a lightning bolt (CL 7th; ranged touch +6) to strike the iron-bound barrels difficult for the ghouls to open.
speaker.
F: The riddle slate is blank. The correct answer is “indigo” (following ACOLYTE OF TSATHOGGA (8) CR 1/2
the rainbow pattern of staves) although a GM might accept “violet” as XP 200
well. The correct answer rewards the party with an indigo-colored staff, hp 14 (see Area 2C-7)
while an incorrect answer targets the speaker with color spray (CL 1st).
PRIEST OF TSATHOGGA (4) CR 3
If all six staves are collected, the central column rises up to reveal a XP 800
seventh, violet staff. Each staff radiates magic (they were the source of hp 33 (see Area 2C-7)
the spells triggered when an incorrect answer was given). The violet staff
radiates transmutation magic and was the source of a reverse gravity spell GHOULS (4) CR 1
that lifted the pillar. If the staff is removed, the pillar crashes down exactly XP 400
one minute later, almost certainly killing anyone beneath it (20d6 points hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
of bludgeoning damage, DC 21 Reflex save to avoid all damage).
These staves are required to solve the puzzle in Area 2C-16.
Area 2C-14: The Damp
Area 2C-12: A Cryptic Message Two feet of water covers the floor here, and the entire area smells like
a wet dog. Water flows into the room from Area 2C-15 and drains out
This room has clearly seen better days. Hooks lining the walls and deep through cracks in the floor. Apart from the odd floating rat dropping, the
scratches in the stone floor suggest that this may once have been a display water looks clean enough. Plaster once decorated the walls, but it has
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Part 5 - Level 2C: The Tunnels of Terror
rotted and fallen away in great chunks to reveal a natural cavern wall. a burst of light from a gem on its pommel that forces the target to make a
When the door is opened, a large colony of bats erupts out of the room DC 15 Fortitude save or be blinded (as per the spell blindness/deafness).
(harmless, but it may spook the party if they’re a bit on edge). Rats run Callissander is not particularly talkative and is rather single-minded in its
along the walls, occasionally pausing to nibble at the plaster. This room focus. If it is used to kill a high priest of any evil religion, it learns to trust
is actually fairly safe, although wandering monsters come through here at its wielder and does not complain if used for purposes other than slaying
twice the normal rate. evil priests. It knows surprisingly little about Prince Wales, but grants a
+5 competence bonus to its wielder when making checks to identify the
markings, rituals or symbols of evil deities.
Area 2C-15: Slippery When Wet If the contents of the room are repaired and sold, they fetch 2,100 gp at
a city market. This would be the same as defiling the tomb, however, for
This room is similar to Area 2C-14, with 2 ft. of water covering the purposes of the heroes’ alignment.
floor and rock walls with the odd fragment of plaster still clinging to them.
The corridor’s floor slopes downward at a moderate incline and the rush- CEREMONIAL SWORDS (3) CR 4
ing water has polished the floor to a mirror-shine. Anyone moving through XP 1,200
the area must make a DC 10 Acrobatics check or fall prone. The same N Small construct (Pathfinder Roleplaying Game Bestiary
check is required to stand up. “Animated Object”)
Jets of water in the center of the room shoot 6 ft. into the air. The wa- Init +1; Senses darkvision 60 ft., low-light vision; Perception –5
ter comes through cracks in the ground leading to an underground river
running beneath this chamber and Area 2C-14. Over time, the pressure AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
of the water below has created this natural spring. The water is perfectly hp 43 (2d10+10)
drinkable (although it tastes a bit odd). Wandering monsters come here Fort +1; Ref +2; Will –4
to drink often; rolls made on the Wandering Monsters Chart should be Defensive Abilities hardness 5; Immune construct traits
made at double the normal frequency.
Speed 30 ft.
Melee 2 slams +8 (1d4+3)
Area 2C-16: Str 16, Dex 12, Con —, Int —, Wis 1, Cha 1
The Tomb of Prince Wales (CR 7) Base Atk +4; CMB +6; CMD 17
SQ construction points (1, additional attack)
The “door” to this room is a 20-ton slab of dense stone that can be
opened only by solving the puzzle in Area 2C-17. Inside is a lavish tomb
lit by two bronze candelabras each holding three torches lit with a contin- Area 2C-17: End of the Rainbow
ual flame. The candelabras sit on moth-eaten carpets. Tapestries hanging
on the walls depict a dwarf fighting evil creatures with a magical sword. This room has neatly carved walls that are completely bare. Unlike
A grand, six-sided coffin with 3 ceremonial swords atop it sits at the many other rooms on this level, the walls have neither hooks nor show
back of the room. These swords spring to life if the coffin is approached. any other signs of past ornamentation. Three pools containing different
Unless intruders bear the crest of House Wales (which is rather unlikely), colors of water are in the room, one against the north wall, one against the
the swords fly to attack. south, and one near the entry. The northern pool contains blue water; the
Inside the coffin is the very old skeleton of Prince Nallis Wales. He is southern one holds red liquid; and the central pool contains pale yellow
garbed in funeral gear nearly disintegrated with age. He was buried with his water. Seven 1 in. diameter holes are bored into the floor running along the
sword Callissander, a +3 longsword (NG, Int 10, Wis 14, Cha 14, Ego 11) length of the room. If the seven staves from Area 2C-11 are inserted into
that can speak Common and Dwarf. Callissander was created to defeat evil the holes in the order shown on the map (ROYGBIV starting with red in
priests and is happy to be wielded by any goodly hero on a quest to fight the the northernmost hole), the pools of water turn clear and the door to Area
followers of any evil god. If it strikes an evil divine caster, the sword emits 2C-16 opens with a loud grinding noise (check for wandering monsters).
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Rappan Athuk: Expansions
stone-studded walking stick that is very shiny, indeed, but worth only 10
Area 2C-18: gp. The third sack contains clothes (mostly bloodstained) of Medium and
Small creatures. There’s a mix of two dozen items, mostly shirts, dresses
Slithering Tracker Nest (CR 10) and pants. None of it holds any real value, but a GM may want to put clues
here about any important people that have recently gone missing.
On the wall near this room, some brave soul scrawled a large circle with
a line through it in chalk, a universal sign of warning.
The room is the nest of 8 slithering trackers (subtract any killed as part Area 2C-21: Unfinished Business
of a wandering monster encounter). They do not appreciate intruders. On
the floor are three skeletons, although there are no signs of a struggle — This room is a mess. The southern section is carved stone and light-
one last warning to the party. If the trackers hear someone approaching, ly decorated. To the east, someone has roughly hacked a path upward
they hide on the ceiling and wait. at a slight angle. After 40 feet, this tunnel connects to Area 1D-18.
These creatures are exceptionally dangerous, although they move slowly. In the northern part of the room, a rough area has been cleared to un-
A party that flees when they realize what they’re facing may live to see cover an underground stream. The stream flows quickly to the east,
another day. The trackers mostly hunt the corridors of Level 2C, Section 3. but there is nowhere to come up for air for at least another mile.
Exactly what purpose this room originally served is unknown. Piles of
Treasure: The skeletons are still fully equipped, as the trackers have rubble litter the floor, but none of it has been disturbed since this room was
no use for treasure. Among them are two suits of rusted chain mail, one first worked on. A DC 17 Knowledge (engineering) check reveals that the
rusted breastplate, a longsword, two daggers and various incidental bits of passage to the river was excavated in a mad rush around the time the rest
rotted equipment. of the area was carved.
There is a 25% chance any time the party enters this room that the
SLITHERING TRACKERS (8) CR 4 trolls from Area 2C-11 are here, either heading to or from the surface, or
XP 1,200 playing near the water.
hp 42 (Pathfinder Roleplaying Game Bestiary 2 “Slithering A small patch of dirt near the river is host to a patch of fairly common
Tracker”) cave mushrooms. A DC 20 Knowledge (dungeoneering or nature) or DC
20 Survival check allows PCs to determine which are edible. (Gnomes
and other underground creatures gain a +2 bonus to their checks.)
Area 2C-19: Bath Time! (CR 8) POISONOUS FUNGUS
The central features of this room are a thick iron grate and a terrible ac- Type poison—ingested; save Fortitude DC 16 onset 10
rid metallic smell. The gaps in the grate are just under 6 in. across. Visible minutes; frequency 1/minute for 6 minutes effect 1d3 Con
through the grate is a yellowish liquid. This is a powerful acid; anything damage; cure 2 consecutive saves.
not made of metal that falls through the grate bubbles and crackles as it
dissolves. In the corners of the room are 4 pressure pad traps, each one a
trigger. If triggered, the central grate drops 10 ft. into the acid, submerging Area 2C-22: Empty Room
anyone standing on the grate.
A particularly clever party might use this powerful trap to its advantage. While other parts of the complex are carved, this room is essentially
still a natural cavern. Stalagmites and stalactites cover the floor and
PRESSURE PLATES AND ACID BATH CR 8 ceiling. A humid breeze blows from Area 2C-21, and moss and small
XP 4,800 fungal growths grow on any rock facing north. A large number of bats, rats
Type mechanical; Perception DC 28; Disable Device DC 28 and beetles are in this room, living off the fungus and each other. The bats
periodically fly to Area 2C-21 to get to the surface before returning here
Trigger location; Reset automatic (10 rounds) to sleep. 40% of the fungus is edible by humans, while 5% is poisonous.
Effect 10ft. deep pit of acid (4d6 points of acid damage, DC A DC 20 Knowledge (dungeoneering or nature) or Survival check allows
22 Reflex save avoids); multiple targets (all targets in 10 ft. PCs to determine which are edible. (Gnomes and other underground
square in center of room) creatures gain a +2 bonus to their checks.)
The door to Area 2C-23 is arcane locked (CL 12th). The key for the
door was lost long ago. It is possible one of the trolls in Area 2C-20 has it.
Area 2C-20: Troll Lair (CR 8)
This room was once a grand display room. Two columns have survived Area 2C-23: Cold Corridor
the test of time, and three alcoves in the wall that once have housed mighty
statues are empty. Now, they serve as cubbyholes for 3 trolls. These trolls The door to this room is locked (see Area 2C-22). This short passage-
head to Area 2C-21 to get to the surface to hunt. They have a deep-seated way is very cold compared with the rest of the level, and a layer of frost
fear of the acid in Area 2C-19 and don’t pursue intruders who flee into and rime covers every surface.
that room.
BROWN MOLD CR 2
XP 600 (Pathfinder Roleplaying Game Bestiary “Hazards”)
INAED CR 2
XP 600
N Tiny outsider (incorporeal, native) (see the Appendix)
Init +3; Senses darkvision 60 ft.; Perception +7
Str —, Dex 17, Con 12, Int 11, Wis 13, Cha 18
Base Atk +3; CMB —; CMD —
Feats Dodge, Mobility
Skills Knowledge (arcana) +6, Knowledge (dungeoneering)
+6, Knowledge (planes) +6, Knowledge (religion) +6,
Perception +7, Sense Motive +7
Languages Common (never speaks)
SQ book haunt
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Rappan Athuk: Expansions
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Rappan Athuk: Expansions
(dungeoneering or engineering) notices there are no seems or cracks in the If the save is made, the character takes 2d6 points of damage, and acts
depression, and it looks as if it could hold water like a well. as if under a confusion spell for 1d6 rounds.
In addition to the architectural elements of the room, the eastern wall When the mists solidify, it creates a focus point for the contacting and
is dominated by an enormous tapestry depicting a twisted landscape of summoning of Chaos-beings, highly useful for priests of Chaotic deities.
buildings bent at impossible angles and formed in near-incomprehensi- Any priest of a Chaotic god is treated as 4 levels higher while standing on
ble shapes. This mind-warping city is situated on the shores of a peace- the hardened mist, and may use a commune-type effect once per day to ask
ful lake, although the water seems to shift and ebb of its own accord. Chaos 3 questions. The answers to these questions will always be truthful,
The tapestry is an insidious trap; it is actually woven with the solidified if not absolutely clear (they are often cryptic, or riddles).
stuff shadows are created from. Anyone coming into contact with the The hallway leading out of this room to the west leads to a door, and
tapestry must make a DC 15 Fortitude save or lose 1 point of Strength. another hallway heading north. At the end of the northern hallway is a
Behind the tapestry is a secret door to Areas 2C-27–2C-30. There is wall with 3 conical shapes protruding from it. This is a trap, and once the
no chance to detect the secret door unless the tapestry is moved and the door is opened, the cones begin a slight humming sound, audible from
eastern wall can be examined (DC 20 Perception check after the tapestry 30 ft. away. If anyone approaches within 20 ft. of the cones, all three fire
is moved). lightning bolts down the hallway, striking anyone in the hall. The trap
The purpose of the depression and the statues is not immediately ap- recharges every time the door is opened, and it is weighted to close on
parent. If the statues are examined (with a DC 20 Perception check), PCs its own (it can be spiked open, of course). The secret door in the hallway
will notice that there is a fine crack along the base of each statue. Clever leads back up the ramp to Area 2C-25.
characters may put together that the statues can be rotated, although do-
ing so currently is beyond their ability. They are locked into place, and SHADOW TAPESTRY TRAP CR 2
must be released by rotating other pillars throughout this section (see the XP 600
“To Everything (Turn, Turn, Turn)” Sidebox for more details). Once Type magical; Perception DC 20; Disable Device N/A
the statues in Area 2C-26 are rotated into place, a strange black mist be- (cannot be disabled)
gins to seep into the pyramid from some unknown source. The mist fills
very slowly, taking nearly a week to fill the large space. The mist never Trigger touch; Reset N/A
flows out of the depression, it seems to be heavier than air, and fills form Effect Strength drain (as a shadows touch; DC 15 Fortitude
the bottom up. When the depression is completely filled, the mist begins save negates)
to harden, even more slowly than the filling (it takes one month for the
mists to fully harden). While the mist is vaporous, it is extremely toxic LIGHTNING BOLT TRAP CR 3
to beings from this plane of existence (other-worldly beings are immune XP 800
to its effects). If even a wisp is touched by a mortal, they must make a Type magical; Perception DC 28; Disable Device DC 28
DC 25 Fortitude save or fall into a comatose slumber, filled with night-
mares and will-sapping horrors. If neutralize poison is not cast on the Trigger location; Reset automatic (see above)
character, another save is required after 24 hours. If that save is failed, Effect 3 lightning bolts (9d6 points of electrical damage
the character begins to lose 1d6 points of damage per hour, until death. total); DC 20 Reflex avoids; multiple targets (all targets in
hallway)
Area 2C-30:
Another False Pillar (CR 5)
This room is covered in wild paint designs, stucco coatings of various
textures and colors, and intricate designs. It appears to be a madman’s art
studio. The center of the room is dominated by a granite, 10 ft. diameter
column, with multi-colored streamers twisted around its bulk. A PC may
notice (with a DC 20 Perception check) that there is a fine crack circling
the base of the pillar. Astute observes may come to the conclusion the
pillar can be rotated. It takes a DC 20 Strength check to turn the pillar,
and if turned one-quarter turn (this is as far as it turns) activate a symbol of
discord (a visual version of a song of discord) that affects anyone within
10 ft. of the pillar (all affected characters begin arguing loudly over the
merits of the “art”; those that fail a save begin fighting about it) for 1d6
rounds, rolled separately for each affected character.
SYMBOL OF DISCORD CR 5
XP 1,600
Type spell; Perception DC 30; Disable Device DC 30
Area 2C-31:
There and Back, Again?
This very non-descript room appears to be totally empty and without
any kind of adornments. No dust, debris or trash litter the room. It seems
this room, for some reason, is one of the cleanest in the entire dungeon!
Area 2C-28: Leave well enough The secret of this room is that it is actually two rooms; Area 2C-31a
and 31b exist at the same time, in similar space, if not time. Entering one
Alone (CR Varies, 3 to 10) room immediately arms the room to prepare to shift. The door closing is
the trigger mechanism for the spatial change to take place, and as soon
as the door closes, characters move from one room to the other. The shift
These rooms are all identical to each other. If the characters attempt to is instantaneous, and no sense of movement is felt; the characters feel as
open the unadorned, plain oak doors, they feel a slight chill on the door, as if nothing has happened. With the hallways and architecture around both
a piece of wood left out in morning frost. As the door is opened, the party rooms being identical (and the wererats take great pains to make sure
can see a single candle sitting on a shelf towards the back of the room. it stays this way), it could be a while before the party realizes what has
Nothing else is visible in the shadowy room. happened.
If the characters enter, and they approach to within 10 ft. of the candle, Obviously, anything the characters do before they enter the room (com-
they are set upon by shadows, the amount varying by room; 28a has 4 bat, spells marring the walls, etc.) would be noticed to have changed when
shadows; 28b has 2 shadows; 28c has 1 shadow; and 28d has 4 shadows. the shift happens.
There is nothing of value in these rooms. If the door is not closed (it is weighted to close on its own, but can be
propped open easily) the rooms do not shift locations. The GM may de-
SHADOW CR 3 termine that monsters with the natural ability to teleport might notice the
XP 800 subtle shift when the rooms change locations.
hp 19 (Pathfinder Roleplaying Game Bestiary “Shadow”) The secret door in Area 2C-31a is particularly difficult to spot (DC 22
Perception check).
Area 2C-36:
Activation Pillars (CR 3)
The western hallway leading into this room has a clever means of de-
fense. The secret door at the beginning of the hallway is well-hidden (DC 22
Perception check), and on the eastern side of the door is a glyph of warding
that activates 3 darkness spells in the hallway, spaced at 10 ft. intervals,
completely blocking all sight. It takes 3 castings of dispel magic to clear
the darkness (against CL 12th). Other options for the characters are to enter
the darkness (there is nothing to harm them in the hallway; it’s just scary),
or wait for the magical darkness to cease (takes 1 hour for normal lighting
conditions to apply, which is natural darkness in the unlit corridor).
The door into Area 2C-36 is locked (DC 15 Disable Device), and the
oddly shaped room contains 2 massive 10 ft. diameter pillars, made of a
glistening obsidian stone not native to the area. The walls are covered in
scenes of combat, and historical scholars will note some of the scenes are
of battles from the Foerdewaith Wars (see the upcoming product The Lost
Lands Campaign Setting for information about the Foerdewaith Wars).
This looks to be some kind of gallery, with scenes on each of the walls
depicting a different classic battle.
to keep the golem in a constant state of self-repair, and to keep it from The pillars, if investigated (with a successful DC 18 Perception check),
sensing what is happening in the room around him. The robot is one of the show a fine crack along the base; obviously, the pillars are constructed
experiments left over from the beings that dealt Tsen its fatal blow (see the to turn. If the northern column is turned, a great grinding is heard, as if
Sword of Air for more details on Tsen). some massive stone gears were creaking into work after many years. This
The metal columns are a self-destruct mechanism to destroy everything is strictly a ruse; the pillar actually does nothing. If the southern pillar is
in the room should the acid tank be breached and the golem released. If the rotated, it activates the southeastern pillar in Area 2C-26, causing it to
tank is damaged (hardness 10; hp 150; Break DC 35; to create a crack), the rotate into position facing the depression.
acid spills forth in both directions towards the pillars, eventually forming a
circuit. The pillars generate enormous positive and negative electrical ener- GLYPH OF WARDING TRAP CR 3
gy; when the acid creates the loop between the two, it takes 1d4 rounds for XP 800
the pillars to charge. After that time, they expel an electrical wavelength that Type magic; Perception DC 28; Disable Device DC 28
cooks any animal or plant material instantly; fuses and welds any metals to-
gether; and cracks stone and ceramics. This entire room and the surrounding Trigger proximity; Reset none
hallways essentially collapse in on itself back to the metal door at (b), thus Effect spell effect (glyph of warding, 3 darkness spells)
sealing the threat of the golem escaping into the world.
DIRE RAT CR 1/3 AC 17, touch 14, flat-footed 14 (+3 armor, +2 Dex, +1
XP 135 deflection, +1 dodge)
hp 5 (Pathfinder Roleplaying Game Bestiary “Rat, Dire”) hp 18 (2d8+6)
Fort +2; Ref +5; Will +3
Treasure: There are a number of valuable items scattered about in the Defensive Abilities evasion
mess of this room. They are found with a successful secret doors check,
determined randomly on a 1d6: 1–a set of 4 crystal vials (5 gp each); Speed 30 ft.
2–3 gemstones (worth 10 gp each); 3–6 yards of silk cloth, stained but Melee short sword +3 (1d6+1/19–20)
excellent quality (50 gp per yard; 1d4 yards ruined); 4–a set of 4 serving Special Attacks curse of lycanthropy, sneak attack +1d6
trays, silver with gold trim (75 gp each); 5–a crumpled tapestry depicting
the Stoneheart Valley (still valuable, worth 200 gp); 6–a set of fine nobles Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6
clothing, 1d6 pieces (worth 100 gp per piece). Items 1–3 may be found Base Atk +1; CMB +2; CMD 16
more than once, but items 4–6 can only be found a single time. There are Feats Dodge, Weapon Finesse
1d6+2 items to be found in the room, and searching requires 10 minutes Skills Acrobatics +7, Bluff +3, Climb +6, Intimidate +3,
per item. Knowledge (local) +5, Perception +8 (+9 to locate traps),
Sense Motive +8, Stealth +7, Swim +6
Languages Common
Area 2C-38: Remis’ Nest (CR 2+) SQ change forms, lycanthropic empathy, rogue talents (fast
stealth), trapfinding +1
The secret door to this room is difficult to detect (DC 22 Perception Combat Gear potion of cure moderate wounds;
check), and opens onto a ramp descending at a 45 degree angle. Anyone Other Gear masterwork studded leather, short sword,
descending the ramp must make a DC 15 Acrobatics check, or tumble for- ring of protection +1
ward into lair of the wererat leader, Remis (no damage from the tumble,
but an embarrassing first impression). Straw, tattered clothing and debris Curse of Lycanthropy (Su) A natural lycanthrope’s bite
covers the entire floor of this room, giving the impression of a giant rat’s attack in animal or hybrid form infects a humanoid target
nest (which it is). At any time, there are 3d6 dire rats scurrying around with lycanthropy (Fortitude DC 15 negates). If the victim’s
in the mess. The debris is so thick and obtrusive that all movement here is size is not within one size category of the lycanthrope, this
considered difficult terrain. ability has no effect.
Along the eastern and western walls are 2 of the great columns found Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset
in other locations on this level. Rotating the eastern column here activates 1d3 days; frequency 1/day; effect 1d3 Dex damage and
the southern column in the Wererat Lair (Area 2C-37), allowing it to spin 1d3 Con damage; cure 2 consecutive saves. The save DC is
freely. If that column is turned, the northwest statue in Area 2C-26 rotates Constitution-based.
to face the inverted pyramid (see that area for more details).
Area 2C-39:
If the western column is rotated, anyone touching the column receives
2d6 points of cold damage (no save), and the column in Area 2C-37 re-
91
Rappan Athuk: Expansions
Part 6
Level 3D, Section 1:
The Tunnels of Terror
SLITHERING TRACKER CR 4
XP 1,200
Level 3D, Section 1 hp 42 (Pathfinder Roleplaying Game Bestiary 2 “Slithering
Tracker”)
Difficulty Level: 6–10
Entrances: Level 2C-19 to Area 3D-5. Chute from Level
1, Area 1D-9 to the Kobold Cavern at Area 3D-6. Pit Area 3D-1: Ruined Chapel of
trap from Level 1, Area 1D-21 to Area 3D-8. Hallway
form Level 2, Area 2C-34 to Level 3D, Area 3D-7. Orcus (CR Varies, up to 13)
Exits: Area 3D-7 leads to Level 4C, Section 1. Area
3D-11, leads to Level 3D, Area 3D-12. Area 3D-21 (or This unholy site was first built by an advance force from Tsar (see
22) lead into a hallway with a secret door. Behind the Slumbering Tsar and Rappan Athuk for more information about the
door is a passage to Level 4C. Disciples of Orcus, the evil Army of Twilight that escaped from Tsar, and
Wandering Monsters: Check once per hour on 1d20: the history of Rappan Athuk) as a waypoint, a staging area while Rappan
Athuk was finished. This chapel is similar to the power temples of Rappan
1–2 1d6 dire rats Athuk, and may give the characters some insight to those unholy sites if
they enter the Dungeon of Graves.
1d2 slithering trackers if in Area 3D-7 (they This entire chamber is bathed in shadowy light, as if a hundred torches
do not cause a cave-collapse), or the were casting a continually murky radiance here. Additional light does
3–4
hallways near Area 3D-8–10; otherwise 1d6 nothing to change the conditions here; even magical light does not brighten
dire rats the room. Due to the shifting, low-light conditions, it always appears that
5–20 No Encounter something is moving, just out of vision...
The dominating feature of the room, as characters enter through the
Note: Treat all rolls made within Area 3D-1–5, and double doors from Area 3D-2, is the massive 20 ft. high, 30 ft. wide mural
Area 3D-9–11 as “No Encounter.” of Orcus decorating the front of the Raised Pulpit (A). Truly a work of a
deranged mind, the image is as loathsome as the being that inspired it.
Detections: Extreme evil in Area 3D-1–4. Strong evil in Painted out of what appears to be, in this low-light, some form of tacky
Area 3D-9. Strong magic in 3D-1 and 3D-5.
semi-liquid substance (yes, its blood); the mind reels where this amount
Shielding: Dimension door, teleport, gate and
of medium could have been drawn from. To each side, a row of columns
conjuring/summoning has a 20% chance of success
flanks the pulpit, with disgusting and horrific bas-reliefs carved upon each
in Area 3D-1. Also, divination-type magic (detect evil,
and every one of them. Doors open into the eastern and western walls, past
locate object, legend lore, etc.) has a 50% chance of
the columns, near the southern entrance wall.
success in the area.
Exploring further into the room, beyond the pulpit, the party sees an
Standard Features: All non-cave areas have standard
enormous magical circle in the northern end of the room. Some 70 ft.
dungeon walls and ceilings (cut stone), as well as stone
floors. Doors and secret doors are standard as well. or more in diameter, the circle is a massive array of magical materials
The floors and ceilings of cave areas are covered with and precious metals. A PC making a DC 15 Knowledge (arcana) check
stalagmites and stalactites. Walls, columns and other will recognize this as a summoning circle of massive proportion.
features on this level are dry. Cave areas are fungus- On the east and west sides of the circle are 2 stone statues. One, on
filled 10% of the time. 20% of the fungus is edible while the east side, is easily recognizable; the ram-horned head of Orcus,
10% is poisonous. A DC 20 Knowledge (dungeoneering Demon-Prince of Undead, is rendered in white marble, 25 ft. tall, and
or nature) or Survival check allows PCs to determine flawless in detail. The statue on the west side is a little more difficult
which are edible. (Gnomes and other underground to determine, a regal-looking man 20 ft. tall, with a noble bearing,
creatures gain a +2 bonus to their checks.) fashioned from granite.
Hiding next to the pillars flanking the pulpit are 10 shadows, 2 per
pillar, waiting to do their masters bidding and add to their ranks.
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Rappan Athuk: Expansions
and magic; Immune cold, undead traits
Speed 30 ft.
Melee 2 claws +7 (1d4+3 plus disease), bite +6 (1d6+3 plus
disease)
Special Attacks create spawn
Spell–like Abilities (CL 5th):
1/day—darkness, fear (DC 13), summon (7 HD of cadavers)
Str 17, Dex 15, Con —, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +6; CMD 18
Feats Command UndeadB, Improved InitiativeB, Skill Focus
(Perception), Toughness, Weapon Focus (claw)
Skills Knowledge (religion) +8, Perception +12, Sense Motive
+9, Stealth +10
Languages Common; undead telepathy 100 ft.
B. Power Nexus
Originally designed as a focus point to summon Orcus himself fully into
this plane of existence, it was quickly determined that simply would not
work. The other gods would not stand for such a thing, so the architects
of this dungeon shifted their design to harness the “god-like power” of the
multiverse. Any divine spells cast in this room are at +2 caster level. This
affects any cleric, regardless of alignment.
C. Statue of Orcus
A. Raised Pulpit This large statue is a nearly perfect representation of Orcus in every detail,
This elevated platform oversees the Power Nexus (B), the hub of power other than being fashioned of white marble. Sparkling ruby eyes set off the
white marble, and massive golden horns complete the menacing visage. The
designed to concentrate energy for the priesthood of Orcus. This chapel
Horned Father’s wand is not part of the statue. Surrounding the base of the
was the first attempt at creating a “Shrine of Power” (see Rappan Athuk
idol are several semi-desiccated remains, the corpses of the last penitents of
for details on Shrines of Power) to enhance Orcus’ abilities, and it was
this foul chapel. They rise as cadavers if the statue is molested in any way,
deemed too unstable for the Horned Father. The inverted pyramid (Level
or if commanded by the cadaver lord on the pulpit (A).
2, Area 2C-26) is a byproduct of the harnessed power of the Power Nexus.
At the top of the pulpit stands the former high priest of this chapel, now
CADAVERS (8) CR 3
a cadaver lord, still wearing the trappings of a priest of Orcus (although XP 600
antique and not in current style). Once the characters ascend to his level, The Tome of Horrors Complete 90
he calls forth the cadavers from Areas C and D to lay siege to the pulpit, CE Medium undead
and not allow the party to escape. After the pulpit is surrounded, he calls Init +5; Senses darkvision 60 ft.; Perception +0
for the shadows from each side of the pulpit to aid an aerial assault. The
cadaver lord has no fear of death (again), and sacrifices himself to destroy AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
the party, if necessary. hp 16 (2d8); reanimation
Fort +0; Ref +1; Will +3
CADAVER LORD CR 5 DR 5/bludgeoning; Immune cold, undead traits
XP 1,600
The Tome of Horrors Complete 749 Speed 30 ft.
CE Medium undead Melee 2 claws +2 (1d4+1 plus disease) and bite +2 (1d6+1
Init +6; Senses darkvision 60 ft.; Perception +12 plus disease)
Aura desecrate (20 ft. radius, desecrate spell) Str 13, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
AC 18, touch 12, flat–footed 16 (+2 Dex, +6 natural) Feats Improved InitiativeB
hp 37 (5d8+10 plus 5); reanimation
Fort +3; Ref +3; Will +5 Disease (Ex) Filth fever: Claw and bite—injury; save Fort
Defensive Abilities channel resistance +4; DR 5/bludgeoning DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex
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Part 6 - Level 3D: The Tunnels of Terror
damage and 1d3 Con damage; cure 2 consecutive saves. ALLIP CR 3
The save DC is Charisma-based. XP 800
Reanimation (Su) When reduced to 0 hit points or less, a hp 30 (Pathfinder Roleplaying Game Bestiary 3 “Allip”)
cadaver is not destroyed; rather it falls inert and begins the
process of reanimating by regaining 1 hit point per round. Hit
points lost to magical weapons or spells are not regained.
When the creature reaches its full hit point total (minus
Area 3D-2:
damage dealt by magical attacks and weapons), it stands
up, ready to fight again. If the creature is destroyed by
The Faces of Fear (CR 9)
channeled positive energy, it cannot reanimate. If a cleric The southern door to this room is highly adorned with symbols and
casts gentle repose on the cadaver when it is reduced to sigils of intricate design. A DC 18 Knowledge (arcana) check recognizes
0 hit points, it cannot reanimate. A bless spell delays the that there is a symbol spell inscribed upon the door, although determining
reanimation, causing the creature to regain hit points at half the type of symbol is impossible. Most of the runes and sigils are a
the normal rate (i.e. 1 hit point every other round). permanent image designed to distract thieves and magic-users. However,
there is a functioning symbol of fear inscribed on the door, designed to
Treasure: The ruby eyes in the statue are obviously valuable (500 gp trigger if the door is opened. The symbol affects everyone in the 20 ft. by
value each), but carry a curse. One hour after touching either ruby (even if 30 ft. hall directly south of the doors. The door itself is unlocked.
they are not stolen!), whomever handled them is struck blind for 24 hours Opening the door, the party immediately sees another door directly
(no save). After the initial 24-hour period, a DC 15 Fortitude save may across from the first. Flanking the door are two translucent figures,
be made every day to remove the blindness. The golden horns are also wearing flowing robes of dark green over incorporeal chain mail. These
valuable (750 gp each), and cursed as well. Anyone removing the horns beings are 2 fear guards, and they attack anyone entering the room.
from the statue, by any means, must make a DC 20 Fortitude save or be
turned to stone (white marble). The marble of the statue is valuable in its Tactics: The fear guards were former temple warriors, bound to this
own right; a cubic foot of the material could fetch up to 50 gp if broken place after death. One of the guards begins combat by casting darkness
up. There are roughly 2,500 cubic feet of the material (weighing 200 tons) at the doorway, ensuring characters that are out of the room do not know
in this statue, so it has immense value if somehow transported. The statue what’s happening inside. The other guard engages armored foes first,
is immune to all magic, and has DR 15/–.
using its incorporeal touch and ray of enfeeblement abilities.
D. Statue of Jeravix SYMBOL OF FEAR CR 7
Who this statue represents is a little more difficult to determine. Built many XP 3,200
years ago to placate the then-High Cornu of Orcus, this statue is an incredible Type magic; Perception DC 31; Disable Device DC 31
likeness of the man that orchestrated the escape from Tsar, Jeravix. Alumaxis,
a captain of the guard at Tsar, was tasked to build this complex as an extension Trigger location; Duration up to 150 hp; Reset none
of Tsar’s might (this was even before the siege of Tsar by the army of Light).
After its near-completion, Alumaxis was murdered in his sleep by clerics
of Orcus, thus ensuring the secrets of this place stayed within the clergy.
Alumaxis is now the knight gaunt in Area 3D-9. Surrounding the base of the
statue are several desiccated and moldering bodies; several of these rise as
cadavers if commanded by the cadaver lord on the pulpit (A).
CADAVERS (6) CR 3
XP 600
hp 16 (see C, above)
E. Priest’s Closet
This small, 15 ft. by 15 ft. room contains various hooks and racks to
store clothing. Several clerical vestments are still here (4 complete sets of
vestments, 1d6 other pieces) in serviceable, if outdated, shape. If the party
dons the clerical robes, the cadaver lord at the pulpit (A) is confused for
1d4 rounds before he summons the other cadavers. The shadows feel the
living energy of the characters, and attack normally.
Hidden in a small cubby, behind a false door in the NE corner (DC 20
Perception check to notice), is a +1 unholy heavy mace, kept by the clerics
in case of emergency.
F. Priest’s Closet
Similar to Area 3D-1E, above, this small closet was used to house the
clerical garb of the priests of Orcus sequestered here. This room is bare,
however a few broken bits of furnishings and scraps of clothes are still
here. A former acolyte of Orcus is bound here; a helpless allip. Driven
mad by his years of solitude (he cannot leave this room, unless locked in
a stranglehold; if the hold is somehow broken, it retreats to the room), he
attacks any living being that enters.
95
Rappan Athuk: Expansions
Effect spell effect (symbol of fear, DC 23 Will save negates); Immune acid, undead traits
multiple targets (all creatures in 60 ft. radius burst, up to 150
total hp) Speed 10 ft.
Melee slam +11 (1d8+7 plus adhesive)
FEAR GUARDS (2) CR 5 Special Attacks constrict (1d8+7), soul drain, weeping
XP 1,600 discharge
The Tome of Horrors Complete 277
CE Medium undead (incorporeal) Str 21, Dex 12, Con —, Int 12, Wis 14, Cha 16
Init +6; Senses darkvision 60 ft., see in darkness; Perception Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
+10 Feats Improved Initiative, Lightning Reflexes, Skill Focus
Aura fear aura (20 ft., DC 17) (Perception), ToughnessB, Weapon Focus (slam)
Skills Climb +15, Disguise +13 (+33 when mimicking objects),
AC 17, touch 17, flat-footed 14 (+4 deflection, +2 Dex, +1 Knowledge (dungeoneering) +8, Perception +15, Stealth
dodge) +11; Racial Modifiers +20 Disguise when mimicking objects
hp 51 (6d8+24) Languages Common
Fort +6; Ref +4; Will +6 SQ mimic object
Defensive Abilities channel resistance +2, incorporeal;
Immune undead traits Adhesive (Ex) An undead mimic exudes a thick slime that
Weaknesses daylight vulnerability acts as a powerful adhesive, holding fast any creatures or
items that touch it. An adhesive-covered undead mimic
Speed fly 30 ft. (good) automatically grapples any creature it hits with its slam
Melee incorporeal touch +7 (1d3 Wis damage) attack. Opponents so grappled cannot get free while the
Special Attacks create spawn undead mimic is alive without removing the adhesive first.
Spell-like Abilities (CL 8th): A weapon that strikes an adhesive-coated undead mimic
At will—darkness, ray of enfeeblement (DC 15) is stuck fast unless the wielder succeeds on a DC 18 Reflex
2/day—deeper darkness save. A successful DC 18 Strength check is needed to pry off
a stuck weapon. Strong alcohol or universal solvent dissolves
Str —, Dex 15, Con —, Int 10, Wis 12, Cha 18 the adhesive, but the undead mimic can still grapple
Base Atk +4; CMB +6; CMD 20 (can’t be tripped) normally. An undead mimic can dissolve its adhesive at will,
Feats Dodge, Improved Initiative, Weapon Focus and the substance breaks down 5 rounds after the creature
(incorporeal touch) is destroyed. The save DC is Strength-based.
Skills Fly +15, Perception +10, Sense Motive +10, Stealth +10 Mimic Object (Ex) An undead mimic can assume the
(+18 in dim light and general shape of any Medium object, such as a massive
darkness); Racial Modifiers Stealth +8 in dim light and chest, a stout bed, or a door. The creature cannot
darkness substantially alter its size, though. An undead mimic’s body is
hard and has a rough texture, no matter what appearance
Create Spawn (Su) Any living creature reduced to Wisdom it might present. An undead mimic gains a +20 racial bonus
0 by a fear guard is slain and becomes a fear guard under on Disguise checks when imitating an object in this manner.
the control of its killer in 1d6 rounds. Disguise is always a class skill for an undead mimic.
Daylight Vulnerability (Ex) A fear guard exposed to natural Soul Drain (Su) An undead mimic can take a move action
sunlight (not merely bright light) suffers 2d6 points of to devour the soul of an adjacent creature it has recently
damage per round of exposure and is slowed (as the spell). (within the last hour) killed. A creature whose soul is drained
cannot be restored to life until the undead mimic containing
its soul is destroyed. Each time an undead mimic drains a
Area 3D-3: Unholy Font soul it gains 1d8 temporary hit points and gains a +2 bonus
to Strength for 1 hour. These bonuses stack with themselves.
This room contains a large (un)holy water font, a basin filled with After 24 hours, the soul is completely devoured, and the
clear fluid. The font itself is a monstrous-looking affair; an ancient, filth- deceased creature cannot be brought back to life via raise
encrusted column rises 3 ft., with formed tendrils that wrap around the dead (resurrection and more powerful effects work normally
basin holding it like an inverted octopus, the entire structure oozing some though the undead mimic must still be destroyed before this
unusual ichor or slime. The rest of the room is barren and dusty, but there magic works).
is no debris. Weeping Discharge (Ex) An undead mimic constantly leaks
The font is actually an undead mimic, a hideous creature that wandered and oozes its foul adhesive in a 20-foot-radius area around
into this place as a normal variety of mimic, and replaced the existing font, its body. The area quickly becomes coated in the fluids
thinking to trap petitioners when they came to gather some of the water. and is considered difficult terrain. Undead mimics are not
The mimic waited so long, and was eventually infused with so much dark hampered by this secretion (their own or that of another
energy, when it perished from starvation it transformed into this undead undead mimic). The slimy coating lasts for 1 hour before
version. The mimic does not need to eat, but it relishes any chance to drain becoming inert.
souls from victims, and if roused it will fight to its destruction.
There is no treasure in the room.
Area 3D-4: Scriptorium
UNDEAD MIMIC CR 6
XP 2,400 A collection of heinous scrolls detailing the clergy of Orcus are stored
The Tome of Horrors 4 147 here. Several shelves worth of scrolls and books may be found. A few
NE Medium undead (shapechanger) random diaries are also mixed in with the religious texts, giving spars
Init +5; Senses darkvision 60 ft.; Perception +15 details of life in and around Tsar (GM’s discretion how much information,
if any, to provide).
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) The former collector of these scrolls, an injured soldier and neophyte
hp 59 (7d8+21 plus 7) acolyte of Orcus, was slain in here by a rival over hierarchy in the lower
Fort +5; Ref +5; Will +7 orders of the clergy. Maintaining his soldier’s sense of duty towards his
96
Part 6 - Level 3D: The Tunnels of Terror
collection, the acolyte rose eventually rose from death as a guardian Plane they are subject to banishment or other spells that
cimota, forever tasked to guard these scrolls. If anyone touches or harms affect outsiders.
anything in the room, the cimota materializes and attacks without quarter. Unnatural Aura (Su) Animals do not willingly approach within
30 feet of a cimota unless a master makes a DC 25 Handle
GUARDIAN CIMOTA CR 6 Animal, Ride, or wild empathy check. This aura takes effect
XP 2,400 when a cimota manifests on the Prime Material Plane.
The Tome of Horrors 4 36 Animals that come within 30 feet of a place where cimota
LE Medium undead are lurking on the Negative Material Plane, or an artifact to
Init +8; Senses darkvision 60 ft., lifesense; Perception +13 which a cimota is bound; Will be uneasy and show signs of
Aura unnatural aura (30 ft.) disquiet.
AC 20, touch 14, flat-footed 16 (+6 natural, +4 Dex) Treasure: The books and scrolls can be a treasure in themselves; the
hp 85 (8d8+48) GM should determine how much information about the clergy of Orcus
Fort +8; Ref +7; Will +8 and the city of Tsar they would like to give out. In addition to the mundane
Defensive Abilities channel resistance +4, displacement, texts, there are a number of magic scrolls mixed into the jumble (roll 1d6
unholy existence; Immune cold, electricity, undead traits; SR every 10 minutes of searching to determine what is found: 1–scroll of
15 cure light wounds; 2–scroll of sticks to snakes; 3–a book containing the
spells bless, continual light, and commune; 4–a scroll of very decorative
Speed fly 60 ft. (good) calligraphy (worth 25gp to a collector); 5–a small statuette of a blackened
Melee 2 scimitars +11 (1d6+4 plus 1d6 negative hell hound (in actuality, a figurine of the onyx dog); 6–a series of 12
energy/18–20) diaries detailing a merchants encounters in a city named Izamne, a deep
Special Attack manifestation, superior two-weapon fighting underground city (GM to determine exact details of the journey to Izamne;
Str 18, Dex 16, Con —, Int 14, Wis 14, Cha 22 the city is detailed in Frog God Games’ the Cyclopean Deeps: Volume
Base Atk +6; CMB +10; CMD 20 I). Each item can only be found once.
Feats Combat Reflexes, Improved Initiative, Lightning Also, if the characters search through the titles, and make a DC 20
Reflexes, Weapon Focus (scimitar) Perception check, they find a folio written in an ancient Dwarven script
Skills Diplomacy +13 Fly +12, Intimidate +17, Knowledge (either a dwarf with a DC 15 Linguistics check, any other race with a
(planes) +10, Perception +13, Sense Motive +13, Stealth +13 DC 20 Linguistics check, or a comprehend languages can decipher it)
Languages Common, Infernal that details the workings of the pillars on Level 2C, Section 3 (read or
paraphrase the “To Everything (Turn, Turn, Turn)” Sidebox, near Area
Displacement (Su) Cimota manifest on the Prime Material 2C-27 on that level).
Plane as a shifting cloud of shadows that coalesce into their
cloaked and hooded forms. On any round that a cimota
first manifests (see below), its shifting forms affect it as a Area 3D-5:
displacement spell. Attacks on a cimota at this time have a
50% miss chance as if the cimota had total concealment. Prison of Agla-Rolsh (CR 12)
Unlike actual total concealment, this displacement does
not prevent enemies from targeting a cimota normally. This This grand hall was originally used as a library or study of some kind.
effect is canceled one round after a cimota manifests, or if Scraps of parchment, bits of leather, and splinters of wood suggest there
a cimota takes any action in its new locale. were several tomes stored in here at one time. What became of these
Lifesense (Su) A cimota notices and locates living creatures items is unknown. Two large pillars in the northern half of the room still
within 60 feet, just as if it possessed the blindsight ability. glow softly, offering a comfortable illumination perfect for reading. The
Manifestation (Su) As a standard action, a cimota can southern portion of the room is much larger, and seems to be completely
transport itself via planar travel from any point on the Prime clear of any debris. Characters making a DC 20 Perception check will
Material Plane to another point within its defined area, or notice a solid line of silver imbedded in the floor, stained and tarnished
within 300 feet of the artifact to which it is bound. A cimota with grime and dust.
may also lurk on the Negative Material Plane, prepared to What the characters probably do not see is the invisible form of Agla-
manifest on the Prime Material if certain conditions are met, Rolsh, a djinni that has been trapped in the silver triangle for a very, very
such as trespassers entering the area they are doomed long time. Agla-Rolsh was a traveler of the planes of existence, and other
to guard. A cimota cannot attack or move in the same dimensions and times. He is very intelligent, and can converse expertly on
round in which it manifests, although it may manifest as any subject he chooses. He was investigating the “new excavation” here
partial surprise action before initiative. A cimota benefits many years ago when it was being built, when a magical mishap caused
from displacement (see above) on the round in which it first him to be trapped in a powerful wizardr’s experiment. Once the wizard
manifests. realized what had happened, he wisely left these premises, surmising that
Superior Two-Weapon Fighting (Ex) A cimota usually fights when the djinni escaped, he would be none too happy.
with a short sword in each hand. Because of its magical Agla-Rolsh spends all his time invisible, and speaks with the kobolds
nature, its Two-Weapon Fighting feat allows it to attack with in Area 3D-6 to bring him news of the surrounding dungeon happenings.
both weapons at no penalty. Unfortunately, the kobolds have only ventured north as far as the hallway
Unholy Existence (Su) Although it is possible to temporarily to Area 2C-20. The acid stench in Area 2C-19, was bad, but finding trolls
destroy a cimota’s physical form, it will return in 1d6 days, beyond the door was too much! The chute to Level 1, Area 1D-9 has
manifesting again to continue its unholy existence. The proved too challenging to climb the full length of, so they have abandoned
only way to permanently destroy a cimota is to disrupt that. Exploration to the south, and through the Piercing Cavern has been
its existence by consecrating the ground to which it is a little more noteworthy. The kobolds know there is activity beyond the
tied or the destruction of the artifact to which it is bound. door at Area 3D-2, although they quickly fled that place. Excursions
Sometimes, significant alteration of an unholy place, such further east have determined there is possibly a way out of this level at
as demolition of an evil temple or burning a haunted forest, Area 3D-8, if they can figure out how to climb up the pit trap, and they
could cause cimota to fade away permanently. Although haven’t been brave enough to try the doors at Area 3D-9 or -10 yet. Agla-
their physical forms may be damaged by normal attacks, Rolsh does not know about the influx of Tsathogga worshippers yet; they
their unholy existence grants them spell resistance 17. came after he was bound here. He does know that the temple at 3D-1 was
Because cimota exist partially on the Negative Material at one time very important, and he knows about the pillars on Level 2C,
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Rappan Athuk: Expansions
but not what the statues at 2C-26 open. Special Attacks whirlwind
While bound, Agla-Rolsh cannot leave the triangle. No amount of Spell-Like Abilities (CL 9th):
damage or scratching at the silver has freed him yet. His magical abilities At will—create wine (as create water), invisibility (self only),
are intermittently able to pass over the silver, so he has a 30% chance to plane shift (willing targets to elemental planes, astral plane,
affect someone outside the silver triangle. If anyone is brave enough to or material plane only)
walk over the triangle, he is fully capable of unleashing the full weight 3/day—wish (to nongenies only)
of his power. 1/day—create food and water, gaseous form (for up
To free the djinni, the characters need the bronze key, found in Area to 1 hour), major creation (created vegetable matter is
3D-9. If the party finds the key, and gives it to Agla-Rolsh, the djinni is permanent), persistent image (DC 19), wind walk
finally able to escape his long imprisonment. If the party has been pleasant
and humble in speaking with him, he may grant them a small boon Str 23, Dex 19, Con 14, Int 25, Wis 24, Cha 19
(knowledge of the Tunnels, or the answer to some otherworldly esoteric Base Atk +14; CMB +21; CMD 36
question; GM’s discretion). If they have been rude, or taunted him in any Feats Combat Casting, Combat Reflexes, Dodge, Improved
way, he immediately attacks the party, attempting to slay or subdue some Initiative, Improved Iron Will, Iron Will, Lightning Reflexes,
to take as slaves. Mobility, Wind Stance
Skills Acrobatics +14 (+10 jump), Appraise +25, Bluff +10,
AGLA-ROLSH, DJINNI CR 12 Craft (alchemy) +18, Fly +29, Intimidate +15, Knowledge
XP 19,200 (arcana) +25, Knowledge (engineering) +15, Knowledge
Male genie djinni vizier expert 6 (geography) +15, Knowledge (history) +15, Knowledge
N Large outsider (air, extraplanar) (nature) +20, Knowledge (nobility) +15, Knowledge (planes)
Init +8; Senses darkvision 60 ft.; Perception +21 +26, Knowledge (religion) +20, Linguistics +20, Perception
+21, Sense Motive +25, Spellcraft +25, Stealth +13, Survival
AC 19, touch 14, flat-footed 14 (+4 Dex, –1 size, +5 natural, +10, Use Magic Device +15
+1 dodge) Languages Abyssal, Aklo, Aquan, Auran, Celestial,
hp 114 (10d10+6d8 plus 32) Common, Daemonic, Draconic, Dwarven, Elven, Giant,
Fort +7; Ref +15; Will +21 Ignan, Sphinx, Terran, Undercommon; telepathy 100 ft.
Defensive Abilities air mastery; Immune acid
Air Mastery (Ex) Airborne creatures take a –1 penalty on
Speed 20 ft., fly 60 ft. (perfect) attack and damage rolls against a djinni.
Melee 2 slams +19 (1d8+6)
Space 10 ft.; Reach 10 ft.
Area 3D-6: Kobold Cavern (CR 6)
This natural cavern is the home of a tribe of kobolds that have been cut
off from escaping the level. How or when they got here is unknown, but
they fear running into the other denizens of the dungeon enough to refuse
to leave. There are 12 males and 16 females, with 8 non-combative
younglings, led by Kurrick, a rather wily and intelligent kobold. Kurrick
has negotiated with Agla-Rolsh to be his eyes and ears in the dungeon,
with the understanding that the djinn will not wholesale slaughter the
kobolds should he ever escape.
Kurrick sends squads of kobolds out to investigate the dungeons, but
has hit a few limits (see Area 3D-5 for an explanation of the kobolds
excursions). He deeply wants to investigate the dungeon past the door at
Area 3D-2, and at 3D-10; for some reason, they just can’t get past their
fears in those places.
There is a dark spot high up on one wall in the west, the end of a
chute that leads upwards to Level 1, Area 1D-9. The chute is tricky to
negotiate (DC 20 Climb check), being at a 60 degree angle and nearly
200 ft. up. Falling while climbing results in 1d6/2 points of damage
per 50 ft. ascended, due to the slope of the chute cushioning the fall.
Smite Good (Su) Once per day, a knight gaunt can smite
good. As a swift action, the knight gaunt chooses one target
As you open the door, you see before you a blazing bonfire, within sight. If this target is good, the knight gaunt adds its
a large conflagration in the center of the room. It appears to be Charisma bonus on its attack rolls and adds its Hit Dice on
a pyre of some sort, smoldering, but occasional small licks of all damage rolls made against that target. If the target is an
flame jump and dance along its mass. The room is smoky, and outsider with the good subtype or a good-aligned creature
smells of strange incense. The smoke is not too thick to see, and with levels of cleric of paladin, the bonus to damage on
several amphora and boxes line the bit of back wall that can be the first successful attack is doubled. Regardless of the
seen from the doorway. target, smite good attacks automatically bypass any DR
the creature might possess. Additionally, the knight gaunt
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Rappan Athuk: Expansions
gains a deflection bonus equal to its Charisma bonus to AC Melee bite +12 (1d8+7), 2 claws +12 (1d6+7 plus bleed)
against attacks made by the target of the smite. The smite Space 10 ft.; Reach 10 ft.
good remains in effect until the target of the smite is dead Special Attacks bleed (1d6), rend (2 claws, 1d6+10)
or until 24 hours have passed.
Weapon Attunement (Su) A knight gaunt gains a +1 bonus Str 24, Dex 14, Con —, Int 6, Wis 9, Cha 16
on attack rolls and damage rolls with any melee weapon Base Atk +6; CMB +14; CMD 26
it wields. Additionally, it gains the bleed special attack with Feats Intimidating Prowess, Iron Will, Skill Focus (Perception),
any melee weapon it wields. Toughness
Skills Climb +11, Intimidate +18, Perception +10, Stealth +6
Treasure: Along the southern wall there are 12 lavishly decorated Languages Giant
amphora, 4 crates, 3 chests, and 9 boxes roughly 1ft square. As noted above,
6 of the 12 amphora are filled with high-quality lamp oil (each burns twice Treasure: Buried in the straw at various places are the items and
as long as normal oil, is worth 250 gp per amphora, contains the equivalent equipment form previous trespassers. There are 2 suits of battered but
of 50 flasks, and weighs 60 lbs.). The other amphora are filled as follows: functional full plate, 3 suits of chain mail, 2 bent shields (useless), 1
normal light steel shield, 6 longswords, 2 greatswords, 3 heavy maces,
#1 contains 25 lbs. of multi-colored sand (no matter how much the sand 2 heavy flails, a +1 shortbow, 87 arrows, a +1 dagger, 4 cracked staves,
is mixed, it always keeps its color layers separate, strictly a novelty, worth various broken sticks (completely broken magic wands and staves),
125 gp to a collector) shattered glass (broken potion vials), 2 potions of cure light wounds, 1
#2 appears to be filled with copper coins. In reality, there are 25 cp atop potion of invisibility, 6 backpacks, 268 ft. of rope, 3 hammers, 12 iron
a wax-sealed stopper. If the stopper is removed, poisonous gas fills a 20 spikes, 17 torches, and 342 gp in various loose coinage.
ft. by 20 ft. area in 1 round (DC 15 Fortitude save).
Speed 40 ft.
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Part 6 - Level 3D: The Tunnels of Terror
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Part 6 - Level 3D: The Tunnels of Terror
damage rolls, checks, and saves, and a +2 bonus to AC. trapped. The trap on this door is activated if it is opened, and a massive
Rejuvenation (Su) A necromantic golem heals 1 hit point fireball detonates centered on the script in the center of the room. Due to
every hour up to its maximum hit points. If reduced to 0 hit the height of the domed ceiling (10 ft. at the walls reaching up to approx.
points or less, the golem continues to heal. A necromantic 15 ft. at the apex) and the shape of the undulations, the fireball engulfs
golem can be permanently destroyed by reducing it to 0 everyone in the main room, for 10d6 points of damage, save for half.
hit points or less, casting a hallow spell on the corpse, and The western door leads into the main complex, beyond the unusual
dousing the golem with holy water. ward the party will notice as soon as they open the door to Area 3D-13
Unholy Blast (Su) As a free action once every 1d4+1 rounds, (the garlic).
a necromantic golem can unleash a blast of negative
energy in a 20 ft. cone. Creatures caught in the area take FIREBALL TRAP CR 6
6d6 points of negative energy damage (good-aligned XP 2,400
outsiders caught in the area take 6d8 points of negative Type magic; Perception DC 28; Disable Device DC 28
energy damage). A DC 15 Reflex save reduces the damage
by half. The save DC is Constitution-based. Trigger proximity (alarm); Reset none
Effect spell effect (fireball, 10d6 fire damage, DC 14 Reflex
Tactics: The golem is short on brains, so its simple tactic is to crush the save for half damage); multiple targets (all targets in room)
party. As it comes out of the door, it looks towards the largest group of
beings, and unleashes its unholy blast to soften them up, then it leads with
big, meaty fists. If the golem is solidly struck by an opponent, it uses its Area 3D-13: Arc of Garlic
enervating ray to drain the life-force out of that target, and concentrates
attacks until that character is dead. It fights until no targets remain in the As the party exits the first chamber, they notice an interesting sight in
room, and does not pursue if characters flee back to Section 1. the 20 ft. wide by 50 ft. long hallway. Roughly halfway down the hall
The southern door in this room is a solid iron affair; 8 ft. tall and 4 ft. is a semi-circular portcullis barring further egress (hardness 10; hp 30;
wide worth a fair amount for it metal value alone (a blacksmith might Break DC 25). What is odd about it is that all the bars are covered, floor to
give 1,000 gp for it, but it weighs in excess of 2 tons). Again, this door ceiling, with garlic. Strings, cloves, and various bits and pieces are strung
is covered in glyphs and runes, and a PC making a successful DC 18 all up and down the metal bars, creating an awful stink. How these sprigs
Knowledge (arcana) check recognizes some of the runes as dealing with of garlic have stayed as fresh as they are is a mystery. The door beyond the
chilling cold and deathly frost. This is a ruse, as the door is both locked and portcullis is plain and unadorned, but it is locked.
Area 3D-14:
Towering Inferno (CR 9)
This 50 ft. by 60 ft. room is covered in straw, broken furniture, bits of
paper, and a slightly slick fluid coating the floor. There are 2 doors visible
in the room, one to the north, one halfway down the eastern wall, and one
in the south. The door to the east is trapped with an exploding fireball
trap.
Shambling around in the northwestern, northeastern and southeastern
corners of the room, are several bipedal, man-sized figures in tattered
robes, hoods drawn down over their faces. When the characters enter the
room, they begins to shuffle their way towards the party.
The figures are 16 pyre zombies, 4 in the northwest corner, 5 in the
northeast, and 7 in the southwestern corner.
If it is not obvious to the characters (hopefully, they player’s don’t
know these creature’s nasty power), they may rush forward to engage the
zombies as soon as they realize there are “unfriendlies” about. The pyre
zombies have a very special and terrible power; when struck by a melee
weapon, they burst into flame. While this is bad enough, the zombies are
in what amounts to a giant tinderbox. If a zombie is struck with a melee
weapon in here, the entire room bursts into flames the next round, the
flames racing from whichever corner the zombie was struck in. Thick
black smoke fills the chamber on the third round, reducing visibility to 5
ft. (at most). The characters can flee out the door they came in, and if shut
it blocks most of the smoke, but there is still some that leaks out from the
door, and the hallway containing the Arc Of Garlic fills in just under 30
minutes (Ah, smoked garlic smell! Yum!)
If the characters stay in the smoke to fight, give them a save each round
to avoid smoke inhalation (Pathfinder Roleplaying Game Core Rulebook,
Ch. 13, “Environmental Rules”, for heat damage, catching on fire,
suffocation, etc.). Eventually, staying in this room means asphyxiation.
The zombies, now skeletons, are immune to the flames, and fight on as
long as a living person is in the room.
FIREBALL TRAP CR 5
XP 1,600
Type magic; Perception DC 28; Disable Device DC 28
Immolation (Ex) The pyre zombie may immolate itself 1/day ROPE GOLEM CR 5
to cause 2d6 fire damage to all creatures in a 5 ft. radius XP 1,600
for 2 rounds. If a pyre zombie is reduced to 0 hot points, it The Tome of Horrors Complete 340
immediately explodes for 1d6 points of fire damage in a 10 N Medium construct
ft. radius. Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
Non-Staggered (Ex) Pyre zombies do not gain the staggered
condition as normal zombies. AC 17, touch 10, flat-footed 17 (+7 natural)
hp 53 (6d10+20)
Treasure: If the party somehow manages to search the room without Fort +2; Ref +2; Will +2
it becoming an inferno, there are a few items scattered about in the DR 5/adamantine and slashing; Immune construct traits,
debris. On a roll of 1 on 1d6, the party can find any of these items (GM magic
to determine how many times any particular item is found): 1d6x10gp Weaknesses vulnerability to fire
(still available after the fire, but melted into a globular shape; a gemcutter
may purchase for 25% of value); a bag with 125sp (still available after Speed 30 ft.
the fire, but melted into a globular shape; a gemcutter may purchase for Melee 2 slams +9 (2d6+3 plus grab)
10% of value); 3 gems worth 50gp each (unscathed by the fire); a scroll of Special Attacks strangulation (1d8+3)
protection from undead (destroyed by the fire); potion of flying (destroyed
by the fire); 4 +1 arrows (unharmed by the fire); 2d10 normal arrows Str 17, Dex 10, Con —, Int —, Wis 11, Cha 1
(destroyed by the fire). Base Atk +6; CMB +9 (+13 to grapple); CMD 19
Three Boorish Brothers Str 12, Dex 12, Con —, Int —, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 15
Feats ToughnessB
In an abbreviated version of a long and tragic tale, the 3 feral
vampires were brothers in life; terrible and loathsome louts
KENARD CR 9
that beat and stole from any who were weaker than them. One
XP 6,400
day, Judith, a fair and frail maiden, was travelling to meet her
Male human vampire ranger 8 (Pathfinder Roleplaying
betrothed, Kenard, a ranger and protector of Good Hope Forest (as
Game Bestiary “Vampire”)
it was called, long ago by the local woodsman). She never made it,
NE Medium undead (humanoid, human)
as she was set upon by the foul brothers. Rather than have a shred
Init +7; Senses darkvision 60 ft.; Perception +24
of kindness, and just kill her quickly, the brothers made sport of
her torment. Eventually, Kenard discovered the abduction, and
AC 21, touch 14, flat-footed 17 (+1 shield, +3 Dex, +6 natural,
he raced to save his future bride, but when he found the trio of
+1 dodge)
brutes and his love, it was far too late to save Judith. Unable to
hp 88 (8d10+40); fast healing 5
control his monumental rage, Kenard took spear and short sword Fort +10; Ref +11; Will +5; +4 bonus vs. channeled energy
to the brothers, unleashing all his hate and fury. So powerful was Defensive Abilities channel resistance +4; DR 10/magic and
his retribution, the forest itself was shocked and outraged by the silver; Immune undead traits; Resist cold 10, electricity 10
display. Kenard took days to dispatch the brothers, and in that time Weakness vampire weaknesses
a powerful forest spirit, Aspen, came to the site. “This cannot go
unpunished, Kenard. You are a good and lawful man. You did the Speed 30 ft.
wrong thing. You must atone for your own sins.” And with that, Melee hateful spear +12/+7 (1d6+6/19–20) and spiteful spike
the brothers rose, staggered about, and were cursed as vampires. +12/+7 (1d6+3/19–20) or slam +8 (1d4+2)
Judith, with her last few breaths, smiled to Kenard and said, Special Attacks blood drain, children of the night, combat
“You know Aspen to be true. Stop this hateful action, Protect. It is styles (two-weapon combat), create spawn, dominate
what you do.” “I will protect, Lady Judith. I will protect the land (DC 18), energy drain (2 levels, DC 18), favored enemies
from such beings as those.” (humans +4, undead +2)
The brothers looked to each other, and fell upon the pair, their Spells Prepared (CL 5th; concentration +8):
newfound bloodlust too overpowering to be ignored. As the pair 2nd—cat’s grace, wind wall
fell to the foul vampires, Kenard’s will kept him “alive” in a sense. 1st—anticipate peril (DC 14), lead blades
He too rose as a vampire, able to overpower the brothers. After
another titanic battle, Kenard subdued the brothers, and brought Str 20, Dex 17, Con —, Int 12, Wis 16, Cha 19
them to this temple during its construction. Forging a deal with the Base Atk +8; CMB +13; CMD 27
Orcusites, Kenard was allowed to inter the brothers in oubliettes Feats Alertness, Combat Reflexes, Dodge, Endurance,
designed specifically to contain vampires, as long as he stayed Improved Critical (shortspear), Improved Initiative, Improved
as a guardian of the entire dungeon level. And to this day, he has Two-weapon Fighting, Intimidating Prowess, Lightning
honored his promise to protect the outside world. Reflexes, Mobility, Spring Attack, Toughness, Two-Weapon
Defense, Two-Weapon Fighting
interred. Each of the tapestries is quite well done, and could command as Skills Acrobatics +4, Bluff +12, Climb +15, Handle Animal +15,
much as 1,200 gp each (there are 16 tapestries in total) if a collector of the Intimidate +9, Knowledge (dungeoneering) +12, Knowledge
macabre could be found. Any good-aligned church would grant the party (geography) +11, Knowledge (history) +5, Knowledge
250 gp for each tapestry, just to burn the foul items. (nature) +12, Perception +24, Sense Motive +20, Stealth
Shuffling along the perimeter of the rooms, robed figures appear as +20, Survival +14 (+18 to track); Racial Modifiers +8 Bluff, +8
if they are admiring the tapestries, oblivious to the party. They do not Perception, +8 Sense Motive, +8 Stealth
react to the party unless attacked, in which case they all fly into a horrible Languages Common
frenzy and rush the characters. These are 12 spellgorged zombies, and SQ change shape, favored terrains (forest +4, underground
they hold their spells until Kenard attacks. +2), gaseous form, hunter’s bonds (hunter’s bond
Along the southern wall, in a mundane but comfortable chair, flanked [companions]), shadowless, spider climb, swift tracker, track,
by two doors, sits the Warden of the Dead, a former ranger and hero who wild empathy +12, woodland stride
chose to be infected with vampirism to ensure the feral vampires in Area Gear hateful spear (see the Appendix), spiteful spike (see
3D-24 are never released from their prison. He holds a spear in one hand, the Appendix), locket (worth 50gp, contains scrap of cloth
and has a short sword in a scabbard at his hip. After a few moments, he from a dress).
rises and banters with the party. If talk turns to the brothers interred at
Area 3D-24, he immediately flies into a rage and attacks the party. Blood Drain (Su) A vampire can suck blood from a grappled
opponent; if the vampire establishes or maintains a pin, it
SPELLGORGED ZOMBIES (12) CR 3 drains blood, dealing 1d4 points of Constitution damage.
XP 800 The vampire heals 5 hit points or gains 5 temporary hit points
The Tome of Horrors Complete 753 for 1 hour (up to a maximum number of temporary hit points
N Medium undead equal to its full normal hit points) each round it drains blood.
Init +1; Senses darkvision 60 ft.; Perception +1 Change Shape (Su) A vampire can use change shape to
assume the form of a dire bat or wolf, as beast shape II.
AC 13, touch 11, flat–footed 12 (+1 Dex, +2 natural) Children of the Night (Su) Once per day, a vampire can call
hp 27 (5d8 plus 5) forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves
Fort +1; Ref +2; Will +5 as a standard action. (If the base creature is not terrestrial,
Immune undead immunities this power might summon other creatures of similar power.)
These creatures arrive in 2d6 rounds and serve the vampire
Speed 30 ft. for up to 1 hour.
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Part 6 - Level 3D: The Tunnels of Terror
Create Spawn (Su) A vampire can create spawn out of
those it slays with blood drain or energy drain, provided
that the slain creature is of the same creature type as the
vampire’s base creature type. The victim rises from death as
a vampire in 1d4 days. This vampire is under the command
of the vampire that created it, and remains enslaved until its
master’s destruction. A vampire may have enslaved spawn
totaling no more than twice its own Hit Dice; any spawn
it creates that would exceed this limit become free-willed
undead. A vampire may free an enslaved spawn in order
to enslave a new spawn, but once freed, a vampire or
vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s
will as a standard action. Anyone the vampire targets must
succeed on a Will save or fall instantly under the vampire’s
influence, as though by a dominate person spell (caster
level 12th). The ability has a range of 30 feet. At the GM’s
discretion, some vampires might be able to affect different
creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or
other natural weapon) gains two negative levels. This ability
only triggers once per round, regardless of the number of
attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can
assume gaseous form at will (caster level 5th), but it can
remain gaseous indefinitely and has a fly speed of 20 feet
with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no
reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as
though under the effects of a spider climb spell.
*Note: As Kenard was not created like a normal vampire, he carrion claws, ravenous as they have been here a while and cannot figure
has no coffin. If he is reduced to 0 hp, he is destroyed. out how to get back to their nest. They attack immediately.
Treasure: The tapestries (listed above). The gold flake could be CARRION CLAWS (3) CR 6
scrapped from the walls, and in 4d4 hours 50 lbs. could be gathered (worth XP 2,400
1,500 gp). The Tome of Horrors 4 35
NE Large magical beast
Area 3D-21: Reflection Room Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
Str 18, Dex 14, Con 14, Int 4, Wis 12, Cha 11
This room, identical to 3D-21, is filled with broken tiles, normal stone- Base Atk +6; CMB +11 (+15 grapple); CMD 23 (can’t be
working tools, and a few benches and tables at one time suitable for tripped)
construction work. They have fallen to disrepair and rot, and break with Feats Improved Initiative, Toughness, Weapon Focus (claw)
any strenuous use. Skills Climb +17, Perception +6, Stealth +11; Racial Modifiers
+8 Stealth
Area 3D-23:
SQ superior climbing
UNDEAD HUMMINGBIRD SWARM CR 4 Str 25, Dex 14, Con —, Int 2, Wis 6, Cha 16
XP 1,200 Base Atk +6; CMB +13; CMD 25
N Tiny undead (swarm) Feats Great Fortitude, Improved Initiative, Lightning Reflexes,
Init +8; Senses darkvision 60 ft., low-light vision; Perception Toughness
+11 Skills Climb +15, Perception +8, Stealth +13; Racial Modifiers
+4 Climb, +4 Perception, +4 Stealth
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size) Languages Common (cannot speak)
hp 29 (8d8–16) SQ gaseous form, shadowless, spider climb
Fort +0; Ref +8; Will +6
Blood Drain (Su) A feral vampire spawn can suck blood from
Speed 10 ft., fly 80 ft. (good) a grappled opponent; if the feral vampire spawn establishes
Melee swarm (2d6 plus blood drain) or maintains a pin, it drains blood, dealing 1d4 points of
Space 10 ft.; Reach 0 ft. Constitution damage. The feral vampire spawn heals 5 hit
Special Attacks blood drain (1d6 hit points), distraction points or gains 5 temporary hit points for 1 hour (up to a
(DC 16) maximum number of temporary hit points equal to its full
normal hit points) each round it drains blood.
Str 1, Dex 22, Con 10, Int 1, Wis 10, Cha 6 Energy Drain (Su) A creature hit by a feral vampire spawn’s
Base Atk +6; CMB —; CMD — slam gains one negative level. This ability only triggers once
Feats Improved Initiative, Skill Focus (Perception), Skill Focus per round, regardless of the number of attacks the feral
(Stealth), Toughness vampire spawn makes.
Skills Fly +17, Perception +11, Stealth +20 Fast Healing (Su) A feral vampire spawn has fast healing 2. If
reduced to 0 hit points in combat, it assumes gaseous form
Blood Drain (Ex) the damage from the undead and attempts to escape. It must reach its coffin home within
hummingbird’s beak attack causes bleeding wounds that 2 hours or be utterly destroyed. (It can travel up to 9 miles in
draw an additional 1d6 hp of damage per round. 2 hours.) Additional damage dealt to a feral vampire spawn
forced into gaseous form has no effect. Once at rest, it is
Tactics: The hummingbirds attack en masse, 2d6 of them attacking helpless. It regains 1 hit point after 1 hour, then is no helpless
every round (spread out the attacks to all available targets in the room), and resumes healing at the rate of 2 hit points per round.
and each of them striking for only a single point of damage. However, due Gaseous Form (Su) A feral vampire spawn can only assume
to the nearly petrified beaks they possess, each of the wounds continues to gaseous form when it has been reduced to 0 hit points in
bleed, only stopping from magical healing. combat. It then assumes gaseous form as the spell (caster
The 3 large piles of flowers cover convex iron vault-doors, firmly set level 5th) and returns to its coffin. While gaseous it has a fly
into the stone floor. A large dial, looking much like a ship’s steering wheel, speed of 20 feet with perfect maneuverability.
is affixed to the doors. The dial is a trap, and any attempts to turn it results Shadowless (Ex) A feral vampire spawn casts no shadows
in a powerful shock. The doors can only be opened if 50 hp worth of blood and shows no reflection in a mirror.
is poured upon the floor. The hummingbirds can do the job, potentially, in Spider Climb (Ex) A feral vampire spawn can climb sheer
a few rounds. Once 50 hp worth of blood falls to the ground, each of the 3 surfaces as though with a spider climb spell.
doors opens with a pressurized hiss. If a character lifts the door, they see
what looks like a 3 ft. diameter well, stretching to an indeterminate depth Tactics: Very straightforward. Kill the party. Since it is unlikely the
(it’s very dark, and is 200 ft. deep). Two rounds after the seal is broken, party surrounds all 3 vault doors initially, 1 or 2 of the vampires may
or if the party lowers themselves down the well, they are momentarily sustain their gaseous form to move into position for a surprise attack. They
enveloped in a sickening, cloying miasma. The mist moves to the ground are not tacticians, and will make bold, straight-ahead attacks at whomever
floor, where it coalesces into a brutish, pale humanoid shape. With a is the closest target. All they wish to do is feed after their internment.
guttural roar of hate and starvation, the feral vampire, long imprisoned
in the oubliette, attacks! Treasure: At the bottom of the northern well, there is a small, golden
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Part 6 - Level 3D: The Tunnels of Terror
locket. The item itself seems to be nothing more than a trinket, perhaps Effect magnetic pull (“fall” 30 ft. into wall, 3d6 points of
worth 25 gp in a market in civilized lands. However, the item is actually damage, continuous effect); multiple targets (all targets in
an amulet of proof against petrification (Pathfinder Roleplaying Game metal armor, no save)
Ultimate Equipment), and quite useful.
SYMBOL OF DISCORD CR 5
XP 1,600
Area 3D-25: Trapped Room (CR 7) Type spell; Perception DC 30; Disable Device DC 30
The entrance door to this room, in the eastern wall, is locked and trapped. Trigger spell; Duration 10 minutes; Reset automatic (10
If a key is not used to open the door, all the mechanical traps in Areas minutes)
3D-25–27 are armed at once. The entrance door has a scything blade that Effect spell effects (song of discord, DC 17 Will save
springs from the door jam, slicing anyone who walks through the doorway. negates); multiple targets (all creatures in 20 ft. radius burst)
The floor is covered with a fine, pale dust. This dust is mildly toxic, if it is
not removed with alcohol (one wineskin per Medium creature).
The door to Area 3D-26 is also locked and trapped. If the lock is not Area 3D-27: Treasure Vault
bypassed with a key, a spray of acid covers everyone directly in front of
the door (up to 10 ft. from the door). The southern door to this room is locked and trapped (see Area 3D-26
for a description). Inside is the wealth of the Orcusites, up to this point. In
DOOR SCYTHE TRAP CR 4 this 30 ft. by 40 ft. room are boxes, chests, and shelves filled with a mix of
XP 1,200 historical items and accumulated wealth. The items include:
Type mechanical; Perception DC 20; Disable Device DC 20 • A flat, rectangular wooden box (worth 2 gp), which is closed with a
hasp but not locked. Inside, the box is lined with green velvet and contains
Trigger location; Reset automatic reset a set of steel cutlery with knives, forks, spoons and serving spoons, six of
Effect Atk +20 melee (scythe; 2d4+6/×4) each. The handles are inlaid with mother of pearl and the blades of the
knives bear the hallmark of a well-known royal family (GM to determine
DRAINING DUST TRAP CR 4 family; worth 300 gp). Tucked into one side of the box is a green leather
XP 1,200 bag (worth 2 gp) and inside it is a silver pot of ink. The ink is still usable
Type mechanical; Perception DC 15; Disable Device DC 20 and the pot is inscribed with images of fern leaves (worth 75 gp).
• A tiny set of weighing scales made from brass and suitable for
Trigger touch; Reset repair measuring the weights of spices (worth 25 gp).
Effect poison dust (draining dust: touch; save DC 15 Fort; • A box made from walnut wood with a tiny statue of a fairy on top.
frequency 1/round for 4 rounds; effect 1 hit point of damage (This is a music box, and the statue rotates as the clockwork mechanism
per hour and minimizes magical healing, removed with plays a pretty tune; worth 100 gp).
alcohol; cure 2 saves); never miss • A cloak of heavy brown leather (worth 50 gp) lined with wool, the
collar and edges are trimmed in fox fur. It can be worn by almost any
ACID SPRAY TRAP CR 3 human, though it fits only middle-sized ones well.
XP 800 • A well-crafted dagger (worth 115 gp) with a deep green gem (spinel)
Type mechanical; Perception DC 15; Disable Device DC 20 in the pommel, housed in a brown leather sheath (worth 2 gp).
• A sleek highly polished wood box (teak or other expensive wood,
Trigger touch; Reset repair worth 50 gp). Inside, carefully packed, are four crystal glasses decorated
Effect acid (2d6 points of damage immediately and 1d6 with silver vines (worth 25 gp each). Under those are two bolts of cloth,
points of damage for 1d4 rounds, can only be removed with one fine yellow wool (10 yards, worth 20 gp) the other white silk (8 yards,
a salt scrub. Water or alcohol intensifies the effect, doubling worth 80 gp). Set along the edge is a short green-glazed jar with a broad
the damage for the remaining rounds); never miss mouth, lid closed and sealed with wax (worth 5 sp). It is half-filled with
honey, mostly crystallized (1 pound, worth 2 sp). A plate, larger than
a man’s spread hand and apparently made of pure gold, lies on its side
Area 3D-26: Trapped Room (CR 6) behind the jar. It is very thin and so also light (worth 45 gp). Also along
the wooden bottom of the chest is an empty green-enameled bottle (worth
The entrance door to this room is locked and trapped (see Area 3D-25 2 gp), a toy dog carved of wood (cute but crude, worth 5 cp) and a sack of
for a description of the trap). Once the door to this room is opened (if it is coins (26 gp, 74 sp, 119 cp).
opened without a key), the party hears a low humming sound coming from • An enormous wooden chest banded with black iron (worth 7 gp).
the western wall. Buried behind the stone wall are very large and powerful The chest is covered in deep cuts, as if from sword and axe blows, and
magnets that draw anyone in metal armor towards the wall at incredible it is held shut by a single broken lock. The lid opens with a theatrical
velocity (just as if they were falling; characters in metal armor “fall” 30 ft. to creak, revealing six shields, each of which sits in its own wooden frame
the western wall). One round after a character impacts the wall, the magnets (worth 20 gp each). The shields are painted alike, with the design of a stag
shut down, and similar magnets behind the eastern wall activate, slamming over four quadrants: blue, white, black and dark gray. They are all pristine
characters into that wall as well. This continues as long as the door in the save one, which has a single large dent in its face. Tucked in among the
northwest wall is open, and the magnets de-activate if that door is closed. shields are eight daggers in green leather sheaths (worth 2 gp each), two
The door in the northern wall (leading to Area 3D-27), is locked and heavy maces with wire-wrapped grips (worth 12 gp each), a warhammer
trapped. Runes cover the door, and any magic-user over 5th level will with its striking surface shaped like a bear’s head (worth 22 gp) and an
be able to tell the door is protected by a symbol of discord. If the door is exceptionally fine longsword (worth 815 gp). The sword’s blade is slightly
opened, even with the key, the symbol is activated. The way to bypass the longer than normal, and features carvings on both sides. On one side are
trap is to use dimension door, passwall, phase door, teleport, or similar the faces of a long line of dwarven kings with the eldest near the pommel;
types of magic to avoid the door entirely. there is room for a few more faces at the far end of the blade. On the
other side is a beautifully depicted mountain range over which hangs a
MAGNETIC WALLS TRAP CR 3 line of heavy rain clouds. A chunk of amber the size of a grape is set into
XP 800 the sword’s pommel, and the heartwood grip is inlaid with thin lines of
Type mechanical; Perception DC 20; Disable Device DC 20 silver. A perfect tourmaline is set into each end of the crossguard, which is
shaped like a pair of stout spears pointing outwards.
Trigger location; Reset automatic reset • A fine mahogany box about the size of a large pot with silver fastenings
109
Rappan Athuk: Expansions
(worth 30 gp). Inside, a silver chain and circlet lie on a bed of gold and
platinum coins. The circlet is decorated with gold wire intertwined in a
flowing pattern and emphasizing the four blue and three lavender stones
decorating it (blue quartz and amethyst; worth 475 gp). The silver chain
supports a dangling centerpiece of seven silver circles of various sizes.
The two smallest circles attach to the chain, and are set at either end of a
row of slightly larger silver circles, each with a stone in the center — one
black, one blue and one purple. Below those are two larger silver circles,
one holding a nearly flat piece of green stone, the other a dark grey oval
stone (onyx, blue quartz, amethyst, green turquoise and hematite; worth
350 gp).
• A pouch, which contains more than a dozen beautiful stones. There is
one deep purple stone (alexandrite, worth 480 gp), a very fine sparkling
blue gem (sapphire, worth 1,200 gp), five pieces of clear, pale green
(chrysoberyl, worth 120 gp each), and six pieces of gleaming black onyx
(worth 70 gp each). In the bottom are a couple hundred coins (130 pp,
145 gp).
• Various mundane items that could be gathered and sold to a collector
of antiquities, valued at 3,500 gp, and weighing 500 lbs.
These treasures are taken from the Necromancer Games product The
Mother of All Treasure Tables.
110
Part 7
Level 6B:
The Dead Bury The Dead no eyes. Anyone looking a shade in the face can see straight through to
Author’s Note the back of its head. When they open their mouths, their hollow nature is
likewise revealed. Although their skin is a perfect copy of how it appeared
in life, they are just empty apparitions. In their ghostly form, they appear
Rappan Athuk contains several powerful undead who’ve not let death as a smoky mass of muscle, flesh and organs. In this form, their eyes glow
slow them down. Here we look at four evildoers and their pet dragon who, like emeralds, as if lit by some disturbing inner light.
realizing their deaths were not far off, built themselves a place to really The shades also carry equipment that shifts from solid to incorporeal
make the most of their unlives. along with its owner. This equipment is itself the shade of the weapons,
Since fights on this level can vary wildly, the CR given for each room is armor and other gear with which the shade was entombed. The gear there-
only for its normal occupants in each room, not counting four villains that fore is not real, only an expression of the real objects in the tomb, similar
can move around at will. Quick wit and clever thinking by PCs is required to illusions. As a result, if any gear is separated from the shade for more
for victory here. than a round, it disappears into nothingness (including ammunition and
This module can slot into Rappan Athuk as the GM desires, but a sug- thrown weapons). A shade can recall any of its lost gear with ease, making
gested placement would be adjoining “Banth’s Lair” on Level 5 of Rap- it difficult to disarm.
pan Athuk, connecting to one of the northeast rooms. If the tomb is broken into and the original gear taken, the shade loses its
connection with it and no longer possesses a shadowy copy, nor can the
shade recall it. A shade who has its tomb plundered is greatly weakened
Introduction and much less effective in combat. It regains the use of the gear if the
items are returned to the tomb.
If a shade is slain, Kallinstraids, the bone dragon and servitor of the
Not many years after the Righteous March met their demise in Rappan shades, restores their forms, a process that takes one minute. The shades
Athuk, a band of malign adventurers was nearing the end of their days. Al- are restored with all their memories, prepared spells and abilities ready for
though they had a good run, the group was getting on in years and looking use (treat them as if they had just rested for eight hours). The shades are
to retire. When news of the Dungeon of Graves reached them, it seemed therefore impossible to get rid of until Kallinstraids is dead and constantly
like the perfect place to build a hideout for themselves. harry the party.
The four villains — Davith, Tabitha, Vallis and Kenneth — worked The shades rarely speak, opting instead to fight mostly in silence. They
together to build a play area designed to lure unsuspecting souls to their refuse to be drawn into idle conversation. They do not trouble the PCs
deaths. With a squad of undead on hand to keep the place clean and in too often, preferring to let their network of elaborate traps do most of the
good repair, they performed dark rituals to allow themselves to become work for them.
ghost-like creatures while retaining their memories and free will. In the centuries they’ve spent as undead, their humanity has mostly
Like most dungeon levels, the tomb is full of odd sights, sounds and evaporated. Some optional content is included for insightful parties that
smells that range from the reek of fresh blood to the uncomfortable smell reach out to the shades and manage to make a deal with them. If the GM
of rust, oil and decaying machinery. The level is also awash with sounds allows this, it should be very difficult, and certainly not without its own
and is very alive — or at least undead. Behind the scenes, an army of problems. The four shades are mean, spiteful and cruel in a way that has
zombies and skeletons reset traps and reload poisonous canisters. There nothing to do with being undead; they’re just terrible people.
are no accidents of design here, only calculated malice. The shades in this adventure appear to be toward the end of middle age.
The tomb lies mostly undisturbed, a shrine to the villains’ egos. Can Each shade has also developed special abilities based on their lives that
the forces of good overcome this twisted place or will they end up only they can use at will. These abilities are noted below. The shades are:
entertaining the tomb’s ghostly inhabitants?
TABITHA MIRRAX CR 8
XP 3,200
The Shades Female elf shade assassin 3, rogue (Sniper) 5 (Pathfinder
Roleplaying Game Advanced Player’s Guide; see the
The four shades that haunt the level are the spirits of the adventurers Appendix)
who built this place. While comparable to ghosts, these undead creatures CE Medium undead (augmented humanoid)
are something new, a result of living creatures willingly sacrificing them- Init +5; Senses darkvision 60 ft.; Perception +13
selves as part of a ritual to rise again as intelligent undead. They can switch
between a corporeal form capable of acting normally and a ghostly form AC 20, touch 15, flat-footed 15 (+3 armor, +5 Dex, +2
that can pass through walls and is difficult to damage. In their corporeal natural)
form, a shade looks like a living person, with one difference: They have hp 60 (8d8+16 plus 5)
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Rappan Athuk: Expansions
112
Part 7 - Level 6B: The Dead Burty the Dead
Fort +4; Ref +11; Will +2; +4 vs. enchantments; +5 vs. poison Feats Deadly Aim, Dodge, Point-Blank Shot, Quick Draw,
Defensive Abilities elven immunities, evasion, uncanny Throw Anything, Toughness, Two-Handed Thrower, Weapon
dodge; Immune magic sleep, undead traits Focus (spear), Weapon Specialization (spear)
Skills Acrobatics +3, Climb +3, Escape Artist +3, Fly +3,
Speed 30 ft. Intimidate +6, Perception +3, Profession (sailor) +6, Ride +3,
Melee short sword +8 (1d6+1/19–20) and short sword +6 Stealth +3, Swim +12
(1d6+1/19–20) Languages Common, Orc
Ranged 2 +1 hand crossbows +9 (1d4+1/19–20) SQ immortality, materialize, recall equipment, shadow
Special Attacks accuracy, deadly range, death attack, equipment
rogue talents (snap shot*, sniper’s eye*), sneak attack +5d6 Gear +2 breastplate, +1 spear, 2 spears, ring of swimming
*see Shade Template Sidebox
Str 12, Dex 20, Con —, Int 14, Wis 11, Cha 14
Base Atk +5; CMB +6; CMD 21 Davith was a simple half-orc captain of a slave ship, which allowed
Feats Rapid Reload (hand crossbow), Skill Focus (Stealth), him to engage in his dual passions of sailing and hitting people. He might
Two-Weapon Fighting, Weapon Finesse have continued in this vocation forever if he hadn’t made a drunken bet
Skills Bluff +13, Climb +6, Disable Device +18, Disguise +7, with Vallis that he would make a better mercenary than her. After the thrill
Intimidate +9, Knowledge (dungeoneering) +13, Perception of battle, slave-trading became too dull, and he reluctantly joined up with
+13, Sense Motive +11, Stealth +24, Swim +8, Use Magic Vallis in search of excitement, taking little notice of the wide-eyed Tabitha
Device +13 that got swept along with them. As the years went on, Davith’s desire to
Languages Common, Draconic, Elven, Infernal inflict pain on anything and anyone steadily grew, to the point where as a
SQ immortality, materialize, poison use, recall equipment, shade he can injure himself to hurt those around him.
shadow equipment, Tabitha’s hush** If Davith is destroyed, his essence instantly returns to Kallinstraids (see
Gear masterwork studded leather armor, 2 +1 hand Area 6B-25)
crossbows, quiver, 20 bolts, 2 short swords, cloak of
elvenkind, thieves’ tools (masterwork) Tactics: Davith loves to throw his spears and use his recall ability to get
*Pathfinder Roleplaying Game Advanced Player’s Guide them back, ready to be thrown again. He enjoys his immortality and fights
**see Shade Template Sidebox until destroyed, making no effort to protect himself if it means forgoing an
attack. If his tomb is raided or he is surrounded, he falls back on his pain
Tabitha was a short elf, under 5 ft. 2 in. tall, with a penchant for cru- attack, even if it means bludgeoning himself with a loose rock.
elty. As a young maiden, she spent many happy days in the forest of her
home catching wildlife in elaborate snares and spent hours or even days VALLIS BLACKLOCKE CR 8
watching them slowly die. Eventually, she was caught in the act and qui- XP 3,200
etly exiled. She lived as a thief and petty assassin until meeting Davith Female human shade cleric of Orcus 7, fighter 1 (see the
aboard a boat, which changed the course of her life. For the first time in Appendix)
her long life, the elf lass, famous for slowly cutting her victims with long CE Medium undead (augmented humanoid)
knives, felt love blossom in her heart. While too emotionally damaged to Init –1; Senses darkvision 60 ft.; Perception +2
pursue him in life, in undeath they have a comfortable companionship. As Aura Chaos, Evil
a shade, she has learned to materialize subtly, affording her the surprise
attacks she relishes. AC 24, touch 9, flat-footed 24 (+10 armor, –1 Dex, +2 natural,
If Tabitha is destroyed, her essence instantly returns to Kallinstraids +3 shield)
(see Area 6B-25) hp 71 (7d8+21 plus 1d10+3 plus 7)
Fort +11; Ref +2; Will +8
Tactics: Materialize, hide, sneak attack with her crossbows, demateri- Immune undead traits
alize. Tabitha is just a menace. She works very hard to keep herself out of
the line of fire. If she gets the drop on her targets, she tries to take out the Speed 20 ft.
toughest member then vanishes. If she is not noticed, she studies her prey Melee +1 heavy mace +10/+5 (1d8+4)
to learn their weaknesses. Ranged light crossbow +5/+0 (1d8/19–20)
Special Attacks channel energy 6/day (4d6, DC 16), death’s
DAVITH CR 8 kiss 5/day (3 rounds), destructive smite 5/day (+3), Vallis’
XP 3,200 touch*
Male half-orc shade fighter 8 (see the Appendix) Spells Prepared (CL 7th; melee touch +9; ranged touch +5):
CE Medium undead (augmented humanoid) 4th—divine power, inflict critical woundsD (DC 16)
Init +4; Senses darkvision 60 ft.; Perception +3 3rd—dispel magic, prayer, rageD
2nd—bull’s strength, communal protection from good**,
AC 25, touch 15, flat-footed 20 (+8 armor, +4 Dex, +1 dodge, ghoul touchD (DC 14), resist energy, spiritual weapon
+2 natural) 1st—bane (DC 13), bless, cause fear (DC 13), command (DC
hp 64 (8d10 plus 16) 13), shield of faith, true strikeD
Fort +6; Ref +6; Will +2; +4 vs. fear 0 (at will)—detect magic, guidance, light, read magic
Defensive Abilities bravery +2; orc ferocity Immune undead D Domain Spell Domains Destruction, Undead
traits
Str 17, Dex 8, Con —, Int 10, Wis 14, Cha 16
Speed 30 ft. Base Atk +6; CMB +9; CMD 18
Melee +1 spear +15/+10 (1d8+10/x3) or spear +14/+9 Feats Armor Proficiency (heavy), Channel Smite, Cleave,
(1d8+9/x3) Power Attack, Quick Channel, Weapon Focus (warhammer)
Ranged +1 spear +15/+10 (1d8+10/x3) or spear +14/+9 Skills Acrobatics –7 (–11 jump), Climb –3, Diplomacy +10,
(1d8+9/x3) Escape Artist –7, Fly –7, Heal +7, Knowledge (arcana)
Special Attacks Davith’s pain* (DC 18) +4, Knowledge (religion) +11, Ride –7, Sense Motive +6,
Spellcraft +11, Stealth –7, Swim –3
Str 18, Dex 18, Con —, Int 9, Wis 10, Cha 11 Languages Common
Base Atk +8; CMB +12; CMD 27 SQ immortality, materialize, recall equipment, shadow
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Rappan Athuk: Expansions
equipment Feats Combat Casting, Craft Wand, Defensive Combat
Gear +1 full plate, +1 heavy steel shield, +1 heavy mace, Training, Improved Initiative, Scribe Scroll, Toughness,
light crossbow, 20 bolts, cloak of resistance +1, silver unholy Command Undead
symbol of Orcus. Skills Acrobatics +0 (–4 jump), Appraise +12, Craft
*see Shade Template Sidebox (alchemy) +12, Fly +2, Knowledge (arcana) +16, Knowledge
**Pathfinder Roleplaying Game Ultimate Magic (dungeoneering) +16, Knowledge (engineering) +16,
Knowledge (planes) +16, Knowledge (religion) +16,
Not all heroes are the good guys. Vallis was a human priestess of Bow- Perception +10, Spellcraft +16, Stealth +4
be but was excommunicated when her brothers and sisters realized she Languages Abyssal, Common, Daemonic, Draconic,
loved glory and blood more than she loved following orders or assisting Gnome, Giant, Infernal
her allies on the battlefield. Vallis took this in good stride, however, her SQ arcane bonds (ring), immortality, materialize, recall
scarred face hiding a sunny disposition. After meeting Davith and Tabitha, equipment, shadow equipment
she went looking for a new religion, and was recruited by Kenneth, a local Combat Gear extend metamagic rod (lesser); Other Gear
hedge-wizard in the employ of Orcus. Vallis found fighting alongside the arcane bond bone ring, ring of protection +2
undead to her liking, as her new allies did not complain when they were +
Already cast
wounded and appeared to listen attentively to her rousing speeches. For *see Shade Template Sidebox
such an inspiring, chipper woman, she has a lot of darkness inside her. As **Pathfinder Roleplaying Game Ultimate Magic
a shade, her touch deals negative energy damage to her targets. #
Pathfinder Roleplaying Game Advanced Player’s Guide
If Vallis is destroyed, her essence instantly returns to Kallinstraids (see
Area 6B-25) At 4 ft. tall, Kenneth is tall for a gnome and has quite an impressive beer
gut. Kenneth doesn’t speak of his past much, but cauliflower ears and a
Tactics: Vallis charges into the center of melee with no regard for her pattern of burns on his back tell their own story. At some point in his life,
safety. If she has time to prepare, she casts buffs on herself; otherwise, he gathered enough power to terrorize entire villages, and began calling
she uses her spells as an afterthought. Vallis retains all her abilities as a himself Lord Darkblade Von Nightkill. He made a point of murdering
cleric and can change what spells she has prepared each day by spending anyone who dared address him otherwise, all the while gathering more
15 minutes in prayer at midnight. If she is restored by Kallinstraids, her power. Kenneth, like many evil wizards, turned to necromancy as a way
spells (and special abilities) are restored, but she cannot alter her spell of discovering a path to immortality, which he eventually found. While
selection at that time. being a shade precludes one from enjoying some of the delights of the
living (such as alcohol) or from venturing far from his tomb, he finds this
KENNETH (aka LORD DARKBLADE VON NIGHTKILL) CR 8 new form to his liking. As a semi-immortal being, he is obsessed with the
XP 3,200 fear that mortals display, especially their fear of dying.
Male gnome shade necromancer 8 (see the Appendix) As a shade, he combines the power of his new form with his arcane
CE Small undead (augmented humanoid) knowledge to cast a bolt of ice at will (see Shade Template Sidebox).
Init +4; Senses darkvision 60 ft., life sight (8 rounds/day); If Kenneth is destroyed, his essence instantly returns to Kallinstraids
Perception +10 (see Area 6B-25)
AC 19, touch 13, flat-footed 19 (+4 armor, +2 deflection, +2 Tactics: Kenneth is smart and should be played as such. He uses his
natural, +1 size) extend metamagic rod to get the most out of mage armor and hold person.
hp 54 (8d6+16 plus 8) In battle, he intelligently uses his debuffing spells, but positions himself
Fort +4; Ref +2; Will +6; +8 vs. illusion strategically to avoid being destroyed. If his tomb is raided, he spends
Defensive Abilities defensive training, illusion resistance; each combat doing all he can to slay the person who took his spellbook.
Immune undead traits
Speed 20 ft.
Special Attacks command undead (8/day, DC 16), hatred Author’s Note
Spell-Like Abilities (CL 8th; melee touch +4, ranged touch
+5): Kenneth is something of a joke, a reference to the gross ego of evil.
1/day—dancing lights, ghost sound (DC 13), prestidigitation Kenneth is not particularly powerful, no more so than his fellows, and
(DC 12), speak with animals certainly not in the grand scheme of things. However, considering his
At will—Kenneth’s reserve (bolt of ice, ranged touch, 2d8 obsession with fear, it follows that he has put forth a lot of effort into
points of damage)* appearing more frightening than he really is. GMs are encouraged to
Necromancer Spell-Like Abilities (CL 8th; melee touch +4, alter his name to fit the preferred mood of their game, or to play up his
ranged touch +5): delusions of grandeur into something truly vile.
8/day—grave touch
Spells Prepared (CL 8th; melee touch +4, ranged touch +5):
4th—enervationB, enervation (x2), greater false life** Kenneth retains all his power as a wizard and may spend two hours each
3rd—fireball (DC 18), hold person (DC 18, x2), ray of day changing his spell selection. In addition to the spells listed above, his
exhaustionB (DC 18), slow (DC 18) spellbook contains:
2nd—bull’s strength, command undeadB (DC 17), create 4th—animate dead
pit# (DC 17), eagle’s splendor (x2) 3rd—dispel magic, gentle repose (DC 18)
1st—burning hands (DC 16), cause fearB (DC 16), grease (DC 2nd—blindness/deafness (DC 17), bull’s strength, cat’s grace, com-
16), mage armor+, ray of enfeeblement (DC 16, x2), summon mand undead, darkness, ghoul touch
monster I 1st—comprehend languages, decompose corpse* (DC 16), identify,
0 (at will)—detect magic, mage hand, read magic, touch of magic missile, restore corpse*, sculpt corpse** (DC 16), unseen servant
fatigue (DC 15) 0—all
Arcane School Necromancy Opposition Schools *Pathfinder Roleplaying Game Ultimate Magic
Enchantment, Illusion **Pathfinder Roleplaying Game Advanced Player’s Guide
Str 8, Dex 11, Con —, Int 20, Wis 10, Cha 14 If restored by Kallinstraids, he regains all his prepared spells but cannot
Base Atk +4; CMB +2; CMD 18 alter his selection as part of the restoration process.
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Part 7 - Level 6B: The Dead Burty the Dead
Str 11, Dex 19, Con —, Int 13, Wis 10, Cha 14
Area 6B-1: Entrance
Base Atk +5; CMB +5; CMD 19 The passage slopes down sharply for a while, with the occasional stair
Feats Improved Initiative, Two-Weapon Fighting, Weapon carved into especially steep sections. The stonework gradually gets cleaner
Finesse, Weapon Focus (short sword) and more consistent until the passage flattens out into a well-hewn corridor
Skills Acrobatics +11, Climb +10, Escape Artist +11,
Perception +10, Stealth +14
Languages Abyssal, Common
Gear 2 short swords
Area 6B-2: Lobby (CR 7)
This large room looks like it has seen slightly grander days. Burned-
Strength Damage (Su) A black skeleton’s attacks (either by out torches adorn the walls, along with hooks designed to hold tapestries
a weapon or natural attack) deal 1d3 points of Strength stolen long ago. Three well-made doors branch at the end of the room,
damage to a living creature. This is a negative energy hinting at grander things beyond.
effect. This is a function of the black skeleton itself, not its An inscription above the center door in slightly archaic Common reads:
weapons.
Superior Two-Weapon Fighting (Ex) A black skeleton usually
fights with a short sword in each hand. Because of its “The floor was paved in gold so it may be painted in blood.”
magical nature, its Two-Weapon Fighting feat allows it to
attack with both weapons at no penalty.
This poem is just Davith indulging in poetry, but serves as a vital hint
GHAST CR 2 to Area 6B-26.
XP 600 Part of the southern wall has fallen down, and a nest of 4 giant scorpi-
hp 17 (Pathfinder Roleplaying Game Bestiary ”Ghoul”, with ons settled here. They feed off the occasional rat and goblin, although the
the following changes; add +2 on all rolls [including damage shades are quick to keep them away from the zombies. They are a good
rolls] and special ability DCs; AC 18, touch 14, flat-footed 14 disposal unit for any extra flesh the level generates.
[+4 Dex, +4 natural]; CMD 18)
Shades: Vallis has a soft spot for the scorpions. She materializes and
SKELETON CR 1/3 engages PCs if they attack the creatures.
XP 135
hp 12 (Pathfinder Roleplaying Game Bestiary “Skeleton”) GIANT SCORPION (4) CR 3
XP 800
WILL-O’-WISPS CR 6 hp 37 (Pathfinder Roleplaying Game Bestiary “Scorpion, Giant”)
XP 2,400
hp 40 (Pathfinder Roleplaying Game Bestiary “Will-o’-Wisp”)
Area 6B-3: Statue Room
ZOMBIE CR 1/2
XP 200 This room contains some stonework of careful carving yet questionable
hp 12 (Pathfinder Roleplaying Game Bestiary “Zombie”) taste. The walls and ceiling depict images of a ram-horned, bat-winged
116
Part 7 - Level 6B: The Dead Burty the Dead
demon in various flattering pos-
es, such as sitting atop a pile of
skulls or tearing angels apart with
his hands.
A pair of demons holds a long
strip of cloth, on which the words
“Bow before your master and his
agents” are carved in large letters
in Common.
The main decorations in this
room are four statues carved out
of a light-gray stone that shows
detail well. The quality of the
carving is incredible, and some-
one has gone to a lot of effort to
keep the statues clean and un-
damaged.
The first statue is a burly, mus-
clebound human woman who
stands 12 ft. tall. She is wearing
a breastplate and carries a heavy
mace and large shield. Around
her neck on a carefully carved
chain is a holy symbol of Orcus.
The sculptor went to consider-
able lengths to emphasize her
many scars, including details
such as her missing ear. Her ex-
pression is proud, and she has a
commanding presence.
Carved into the base of her
statue is the name “Vallis Black-
locke.”
The next two statues are ob-
viously carved from the same
block. They are posed back-to-
back in a familiar manner.
The first is a half-orc standing
14 ft. tall, with a weather-worn
face visible under the raised visor
of his full plate. He carries a har-
poon and looks to be in the latter
part of middle age. He has a ring
on his finger and, if the fine de-
tail is noticed by climbing up and
looking or spotting it on a DC 18
Perception check, one can see
that the sculptor engraved images
of anchors, skulls and hearts on
the ring.
Carved into the base of the
statue is the name “Davith.”
The second statue is of an el-
ven woman standing 9 ft. tall
with the back of her head rest-
ing below the half-orc’s shoul-
der blades. Two hand crossbows
are strapped to her back, and she
holds a wicked-looking knife
with its pair hanging by her side.
She looks excited and happy, and
the sculptor managed to capture
her look of amused wonder. She
also has a ring engraved with
hearts, daggers and skulls (again
noticeable by climbing up and
looking, or with a DC 18 Percep-
tion check).
Carved into the base of the
statue is the name “Tabitha Mir-
rax.”
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Rappan Athuk: Expansions
The last statue is not as tall as Davith’s, but is certainly the grandest. is held in place with wire attached to one of the walls of the cube. Even
No expense has been spared, and the quality and detail suggest magic is a slight motion (such as that caused by draining the cube) pulls the stopper
more likely tool of construction than a sculptor’s chisel. The statue is 12 from the vial, likewise ruining it. The cube is not glued down, and the vial
ft. tall and depicts a gnomish man in the prime of life. He is shirtless with contains just enough solvent to recover all the treasure.
a magnificent beard and moustache that does not in any way obscure the The wealth inside this room is not inconsiderable, but not easy to get.
view of his rippling abs. He wears a bandanna and baggy pants and stands A particularly well-prepared party will have no trouble here. The easiest
atop a pile of skulls. In his left hand, he carries a short staff; in his right, way to retrieve the vial of solvent is to have someone cast mage hand to
he holds a book. hold the vial closed while someone else gently drills a hole in the side of
At the base of the statue is the inscription “Lord Darkblade Von Night- the glass and allows the water to drain. A DC 12 Dex check is required to
kill.” Beneath that is the instruction: “If you think yourself worthy of our manipulate the box without spoiling the solvent. Make a DC 12 Spellcraft
treasure, lick the boot of your betters.” check instead if mage hand is being used to manipulate the box.
Should anyone actually lick the statues’ boots (or simply pour water
over them) an audible click is heard as the secret door (DC 27 Perception Shades: Kenneth and Davith find this room endlessly amusing. If the
check) to Area 6B-4 unlocks. party is having an easy time with this room, Kenneth unlocks the door to
Area 6B-5 and lets the golems cause trouble. Davith takes great delight
Shades: Not surprisingly, Kenneth watches over this room. If he feels in materializing while someone is holding the cube (or about to apply
the party is being disrespectful, he unlocks and opens the door to Area solvent) and throwing a spear at them.
6B-5 and joins in the resulting fight. He hopes that combat or the contents
of Area 6B-5 distract intruders from further vandalism.
Area 6B-5: The Workshop (CR 8)
Area 6B-4: Bootlicker This locked room is the residence of 2 wood golems of rather poor
quality. They normally engage the party when the door between this room
This room contains many thousands of coins and other bits of treasure and Area 6B-3 is opened by a shade. They were made as a bit of a laugh
scattered on the floor and walls. The room contains 1,521 cp, 2,013 sp, by everyone involved and have fewer hit points than a normal wood go-
1,121 gp, and 12 small gems (worth 100 gp each). Someone has gone to lem.
painstaking effort to glue every coin and gem to the floor with sovereign This room doubles as the workshop storeroom for this level. Inside are
glue. There is a nice iron crowbar helpfully glued to the wall. long wooden beams, iron in varying sizes and shapes (mostly scrap), and
A niche in the wall across from the door holds an interesting device: a a great number of old, rusting tools for woodworking and metalwork. The
cube of hardened glass (hardness 4; hp 1) filled with water. A thin glass building supplies weigh around 10,000 pounds and would sell for 500 gp.
vial of concentrated universal solvent (helpfully labeled) floats in the cen- The tools weigh 100 pounds and are worth 50 gp.
ter. The water in the cube is under pressure, and it’s this pressure that Near the back wall is a hidden trapdoor (DC 25 Perception check) neat-
holds the vial closed. If the pressure is increased in any way (such as by ly disguised as a natural part of the floor. If opened, it springs violently
smashing the glass), the vial cracks and becomes useless. If the pressure closed one minute later with enough force to knock back anyone standing
is lowered, the vial opens and spills, spoiling it. The stopper on the vial next to it (oddly, this was installed as a safety feature). If a rope is lowered
118
Part 7 - Level 6B: The Dead Burty the Dead
through the door, the force of the trapdoor closing severs the rope. A shaft anyone standing in it, and 6d6 points of damage to anyone swimming in
leads downward to Area 6B-6. or submerged in it.
This room is also home to Clarence, a rust monster that was Vallis’ pet.
SHODDY WOOD GOLEMS CR 6 It’s immune to the acid and lives off scraps thrown down by the zombie
XP 2,400 workers. If it hears anyone entering the room, it hides and waits for a good
The Tome of Horrors Complete 344 time to leap at them.
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0 Under the acid is a small stone grate that blocks a passage to Area
6B-12. The grate is hard to see, requiring a DC 26 Perception check to
AC 19, touch 9, flat-footed 19 (–1 Dex, +10 natural) notice. The passageway beyond is filled with acid. It is a 550 ft. swim to
hp 42 (8d10+20) Area 6B-12.
Fort +2; Ref +1; Will +2
DR 5/adamantine; Immune cold, construct traits, electricity RUST MONSTER (CLARENCE) CR 3
Weaknesses vulnerability to fire XP 800
hp 27 (Pathfinder Roleplaying Game Bestiary “Rust Monster”,
Speed 30 ft. with the following changes: add Immune acid)
Melee 2 slams +13 (1d8+5)
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +8; CMB +13; CMD 22 Area 6B-7: The Hall of Victories
SQ alarm
This room continues much in the same vein as Area 6B-3. The walls
Alarm (Sp) The golem lets out a piercing howl that lasts for are neatly carved into scenes of four adventurers traveling the lands, find-
6 rounds when anyone other than its creator enters the ing beautiful things and killing them. In some scenes they sail a pirate
area it is guarding (or comes within 50 ft. of the golem). This ship, and in others they ride across the countryside on zombie warhorses.
functions similar to the audible version of the alarm spell and A few battle scenes are depicted. A successful DC 20 Knowledge (history)
can be heard to a range of 100 ft. check places these battles as occurring roughly 50 years before the fall of
Tsar and firmly identify the party as champions of Orcus.
Six statues stand around the room, each carved with very little care
Area 6B-6: Waste Disposal (CR 3) and then further defaced. Most are marked with deep gouges and hammer
blows, and some dry brown stains hint at further desecration.
The area is dark and humid, and smells like an alchemist’s lab. This The statues have epitaphs carved into their bases, some of which are
is the waste disposal for the workshop upstairs. The room is 15 ft. deep still legible:
with the last 3 ft. filled with acid. The acid deals 2d6 points of damage to • “Bofred, fool that he was”
119
Rappan Athuk: Expansions
• “Saracek, zealousness requires loyalty” the frame is enchanted with a permanent light spell that is bright enough
• “Carla, trust your friends less and yourself more” to illuminate most of the room and cast long shadows from the uneven
flooring.
It is entirely possible that, in life, the shades that haunt this level were The candelabra are hollow and filled with a poisonous powder. On the
responsible for slaying the heroes depicted here. The GM can make the off chance that it is destroyed or knocked from the ceiling, everyone in
shades appear more egotistical by adding more statues with less-likely the room gets a lungful of burnt othur fumes. Of all the traps in the
names, such as Zelkor or Naphrathoth. dungeon, this one is actually just an honest mistake. If the “trap” is set
A secret door against the west wall is easier to find (DC 17 Perception off, it is never reset.
This room contains a nest of 8 shadows that hide under the flooring.
check) as it has been left open a tiny crack.
They wait for living creatures to cross the room then hide in their shadows
as they pass. They emerge from any of the raised tiles (the shaded tiles
Shades: Only Vallis keeps a constant eye on this room, although there
on the map). While under these tiles, they can easily move in the tiny gap
is a 25% chance any of the other shades is present (roll separately for each
between tile and floor to slink between one raised tile and another with
shade). They do not react to much that goes on in this room, besides join-
impunity.
ing any fights. If Davith or Vallis is present and the party fails to notice
the secret door, they open it a little wider (dropping the Perception DC to Tactics: The shadows concentrate at the tiles near where the party en-
12) after the party leaves the room. ters. One by one, they move from their hiding spots and attempt to hide
in the party member’s shadows. Once enough are in position or they are
Area 6B-8: detected, they attack quickly, prioritizing attacks on clerics and paladins.
They can hide in the gap between the tiles and the floor mid-combat to
The Uneven Floor (CR 9) frustrate their attackers and to reposition themselves.
SHADOWS (8) CR 3
The floor of this room is covered in 10 ft. square stone tiles. All of the XP 800
tiles are supported an inch off the floor, and some are raised an inch or so hp 19 (Pathfinder Roleplaying Game Bestiary “Shadow”)
higher. A DC 15 Perception check alerts the party to the fact that there’s
a gap beneath the tiles. The room is lit by a candelabra hanging from the BURNT OTHUR FUMES
ceiling. The candles of the candelabra have long since burned out, but Type inhaled; save Fortitude DC 18; initial effect 1 Con drain;
120
Part 7 - Level 6B: The Dead Burty the Dead
secondary effect 1d3 Con drain Shades: While Davith is impaled here, no shade comes into this room,
frequency 1/round for 6 rounds; cure 2 saves ironically making it quite safe. Tabitha and Davith like this trap and,
assuming Davith has been freed, do their best to interrupt the party if the
trap goes off.
Area 6B-9:
The Glory of Orcus (Yet Another Area 6B-10: The Fear of Death
Statue Room) (CR 5) (CR Varies, 6 to 11)
This room follows the same style as the other statue rooms. The walls This room smells strongly of dried blood and rust. The walls and
display images of a ram-horned, bat-winged demon laying waste to cities ceilings are covered by rusting iron panels bolted roughly onto the
and armies. surfaces. While no two plates are the same size, all of the stonework
In the center of the room is a single, 16 ft. tall statue of the Demon is covered.
Prince of Undeath. Orcus is depicted sitting atop a throne of bones and The floor is an iron grating (the holes are 2 inches square) running
skulls held in place by long metal spikes. The stonework is of high quality, across the entirety of the room. The grate is the source of the room’s smell.
and each and every skull is finely detailed down to the individual teeth. Six inches below the grating is a two-foot-deep pool of rotting blood.
The Demon Prince himself is done well, smoothly carved from a single The room is full of rusty machinery, iron beams and exposed gears. All
block of stone, except for his eyes, which glitter with the radiance of two light sources emit at half their normal radius (as a result of being so close
huge red diamonds. to Area 6B-11), casting deep shadows throughout the room. The GM is
Lying face down on the floor is the body of an orc in armor. The body encouraged to try to build tension in this room, perhaps by mentioning
looks fresh, and has a rune-covered longsword driven between its shoul- the strange shapes that loom in the darkness, the smell of blood and the
der blades. This is not an actual corpse but rather the shade of Davith. The occasional deep moan of iron under stress.
sword piercing his form is a Ghostbind sword (see Sidebox). If the sword Several traps are in the room, although they’re all easy to spot. The
is removed, Davith flees the room. traps are marked on the map at A, B and C. The purpose of the traps is
Note that without an appropriate divination spell or a DC 35 Knowl- not directly to harm, but rather to instill fear. The traps are in place such
edge (Religion) check, the players receive no further information about that they require people to take a longer path around them, indicating their
the sword and must infer its function. fear and respect of these death-dealing machines. Because of the simple
The statue is a trap, with the eyes as bait. If the eye-gems are handled and brutal nature of these traps, they’re easy to see but hard to disable, and
while the face is in shadow (generally someone climbing up and attempt- there is no mercy for any hero who takes these traps lightly.
ing to pry out the gems), the trap goes off, firing a spring-loaded spike out
of the statue’s mouth. The gems are cheap (worth 100 gp each on closer
inspection). A: Heavy Weight Trap
This trap is nice and simple. On top of the floor grate is an iron pressure
SPIKE TRAP CR 5 plate, which when stepped on drops a heavy iron weight from above. The
XP 1,600 weight remains there for a round, then a chain winches it back into posi-
Type Mechanical; Perception DC 35; Disable Device DC 35 tion, hiding it among the shadows of the roof. The noise it makes when it
falls is absolutely spectacular, and a roll should be made on the random
Trigger: touch (either diamond); Reset automatic (1 round) encounters table the first time it’s triggered.
Effect serrated iron spike +20 ranged (2d8+6) and bleed 2 so
long as the spike remains embedded in target. If the target HEAVY WEIGHT TRAP CR 6
is climbing the statue, he must also make a Climb check XP 2,400
(DC 10 + damage dealt) or fall 10 ft. A successful DC 12 Type mechanical; Perception DC 10; DC 19 to notice
Strength check removes the spike, dealing 1d8+3 points of hanging weight; Disable Device DC 40
damage. A DC 10 Heal check reveals the slight serrations
on the spike, and a DC 20 Heal check (assisting with its Trigger: location; Range all in a 10 ft. area at A; Reset
removal) halves the damage done by the procedure. automatic (5 rounds)
The statue has four such spikes, and resets after 1 round. Effect falling iron weight (8d6 points of bludgeoning
If it runs out of spikes, the trap is effectively useless and must damage; DC 21 Reflex save avoids)
be reloaded by zombie workers.
B: Guillotine Trap
The wall of iron scrap has a hole about a foot and a half across, with
Ghostbind enough room for a Small or Medium creature to crawl through. On the
west side of the hole is a rusted iron blade affixed to a coiled spring. Any-
thing touching the edge of the hole triggers the trap, causing the blade to
Other adventuring groups over the years have made concerted cleave through them! That the hole is trapped is relatively obvious as there
efforts to defeat and pillage this level, with mixed success. One are bloodstains around it, and the trigger plate is the only rust-free piece
group (whose name has been lost to time) brought with them a of metal in the room. This trap does not reset; one of the zombie workers
powerful sword, the Ghostbind. This rune-covered longsword has must crank a hidden handle.
a faint aura of good and enchantment magic.
This weapon functions as +1 ghost touch longsword, but has GUILLOTINE TRAP CR 7
one unique property when used to fight the shades on this level. XP 3,200
If a shade is impaled on the sword (a combat maneuver that pro- Type mechanical; Perception DC 10; DC 25 to spot the
vokes an attack of opportunity), the shade is rendered helpless and blade and its workings; Disable Device DC 35
unable to use any of its abilities (it is effectively paralyzed, forced
into its corporeal form). The shade remains in this state until the Trigger location; Reset manual
sword is removed or the shade is slain. A pinned shade that is slain Effect dull iron blade (10d6 points of bludgeoning and
reforms as usual. No undead creatures are able to touch this weap- slashing damage and death [DC 20 Fortitude save
on, even if it is unattended. negates]; DC 23 Reflex save halves damage and avoids the
death effect).
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Rappan Athuk: Expansions
A: The glass and metal here contains a number of rust monster scales.
C: Crushing Gear Trap Anyone touching them is subject to rust as the rust monster’s special abil-
A 4 in. wide track is set into the floor between rusty grids covering ity (Pathfinder Roleplaying Game Bestiary “Rust Monster”). A DC 15
the floor. If anyone stands on the track or to just either side of it, a large Reflex save can save a metal object from damage; otherwise, the object
toothed gear rolls rapidly across the room from one side to the other. loses half its hit points and gains the broken condition. A second hit breaks
the item. The scales continue for 15 ft. and can be spotted with a DC 20
CRUSHING GEAR TRAP CR 6 Perception check by a creature that can see in magical darkness.
XP 2,400
Type mechanical; Perception DC 9; Disable Device DC 40 B: A floor panel trap is located here.
Trigger touch (40 ft. line); Range all targets in a 40 ft. line; FLOOR PRESSURE PLATE CR 1
Reset instant XP 400
Effect crushing (6d6 points of damage to all targets; DC 21 Type mechanical; Perception DC 17; Disable Device DC 17
Reflex save for half).
Trigger touch; Reset automatic
D. Scrap Golems Effect lowers the doors marked C, letting 2 fiendish roach
swarms into the maze
These 3 scrap golems are not a trap per se, but rather the room’s guard-
ians. They activate only when someone approaches within 20 feet of the
east door. These creatures each look slightly different, but are large sham- C: Secret doors are located here (DC 25 Perception check). Anyone lis-
bling piles of rusted iron scraps twisted roughly into humanoid shapes. tening can clearly hear the sound of scritching made by 2 fiendish roach
They have rough features and four limbs that end in thick coils of wire swarms (one swarm is behind each door). If the doors are opened, the
that the golem uses to grab opponents. These constructs grab an opponent roaches pour out into the maze, looking for food. If the roaches have al-
and ram them repeatedly into the gear trap (C). They are not bright and ready been released, there’s nothing here but scraps of meat.
fight to the death.
FIENDISH COCKROACH SWARM (2) CR 2
Note: Targets moved into a dangerous square are afforded an extra XP 600
grapple check to break free. N Diminutive vermin (swarm) (Pathfinder Roleplaying Game
Bestiary “Cockroach Swarm”, “Fiendish”)
SCRAP GOLEM (3) CR 4 Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4
XP 1,200
N Large construct (see the Appendix) AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4 hp 26 (4d8+8)
Fort +6; Ref +3; Will +1
AC 17, touch 9, flat-footed 17 (–1 size, +8 natural) Defensive Abilities swarm traits; Resist cold 5, fire 5; SR 7
hp 52 (4d10+30) Weakness light sensitivity, vulnerability to area effects
Fort +1; Ref +1; Will +1
Immune construct traits; SR 17 Speed 20 ft., climb 20 ft., fly 30 ft. (poor)
Melee swarm (1d6)
Speed 30 ft. Space 10 ft.; Reach 0 ft.
Melee 2 slams +8 (2d6+4 plus grab) Special Attacks distraction (DC 14), smite good 1/day (+4
Space 10 ft.; Reach 10 ft. damage)
Str 18, Dex 10, Con —, Int 4, Wis 10, Cha 10 Str 1, Dex 15, Con 14, Int —, Wis 10, Cha 2
Base Atk +4; CMB +9 (+17 to grapple); CMD 23 Base Atk +3; CMB —; CMD —
Feats Power Attack, Weapon Focus (slam) Skills Acrobatics +2 (–2 to jump), Climb +10, Fly +4,
Skills Fly –2, Perception +4, Stealth –4 Perception +4, Stealth +14; Racial Modifiers +4 Perception
Shades: This is one of Kenneth’s favorite rooms. He certainly joins the D: Another floor panel is located here.
fight with the scrap golems. Davith also joins in if it looks like there’s a
chance that one of the traps is about to go off. FLOOR PRESSURE PLATE (WALL MOVING) CR 2
Type mechanical; Perception DC 22; Disable Device DC 22
FLOOR PRESSURE PLATE (HEATING) CR 2 four rounds, everything in the maze suffers 1 point of fire
Type mechanical; Perception DC 7; Disable Device DC 27 damage a round. This continues at a rate of 1 point of
damage every 4 rounds for 1 hour, at which point it ceases
Trigger touch; Reset automatic (1 minute) and the trap resets. This damage is not meant to pose a real
Effect Causes the entire passage to gradually heat. After threat to the heroes, but rather to cause them to quicken
123
Rappan Athuk: Expansions
their pace and possibly make a mistake, or just to instil the the water hits it must succeed on a DC 15 Reflex save or
fear that they will slowly die in these passages. take the same damage. Pouring water onto an acid quasi-
elemental requires a successful ranged touch attack. Water
Shades: Kenneth loves this room, as does Tabitha. They spend their from other sources, such as spells or effects that create
time making spooky noises, trying to confuse and scare the party. The water but do not specify an amount in gallons, deal 1d4
shades are not luminescent and are just as hard to see in the dark. points of fire damage per caster level to an acid quasi-
elemental within its area of effect. Damage from water-
based attacks, like the slam attack of a water elemental,
Area 6B-12: is increased by 50% against an acid quasi-elemental. Note
that this reaction does not occur when the acid quasi-
The Grave of Kenneth (CR 10+) elemental touches water, only when water touches the acid
quasi-elemental.
The floor is this room narrows (A) while the walls stay the same width.
The floor slowly drops away to reveal a 100 ft. deep pit (although it is un- The wall (A) is not solid; rather it is a mesh of bars like a portcullis. The
likely that the party’s light sources illuminate it all the way to the bottom). mesh extends 10 ft. below the floor but no lower. A particularly enthusias-
At the bottom of the pit are many long iron spikes rising up out of a dark tic climber could climb down, under and back up the wall, bypassing the
yellow liquid. The liquid is a strong acid (the same as Area 6B-6) that door set into the mesh. The door itself is locked, but not trapped. The floor
deals 1d6 points of damage per round to any creature standing in it. On on the other side of the door is only 6 in. wide and continues for 100 ft.
the north wall, beneath the surface of the acid, is a stone grate that leads The cross section of the bridge is roughly square, and it looks very solid
to Area 6B-6. The passage is 550 ft. long and filled with acid. A DC 26 The walls are decorated with dramatic paintings of Kenneth’s life,
Perception check is required to notice the grate. grossly overstating his significance and power. About a half-dozen scenes
Movement below the surface of the acid is due to a particularly are depicted on each wall, such as “Von Nightkill” strangling a silver
mean-spirited gang of 6 medium acid quasi-elementals. dragon with his bare hands or blowing the head off an angel with a per-
fectly cast spell.
MEDIUM ACID QUASI-ELEMENTALS (6) CR 2 A small raised platform (B) has a thick glass plate set into it. Under
XP 600 the plate is the body of Kenneth “Lord Darkblade Von Nightkill,” along
The Tome of Horrors Complete 491 with all of his worldly possessions. The body here is much closer to his
N Medium outsider (acid, elemental, extraplanar) shade’s form than that depicted in the artwork scattered about the level.
Init +5; Senses darkvision 60 ft.; Perception +6 The corpse is that of a mummified, taller-than-average gnome. The size
Aura fumes (5 ft., Fort DC 13) of the threadbare robe suggests that he must have been rather overweight
in life. The scene is a little melancholy. Whether Kenneth was a great
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural) anti-hero in life or just a gnome with an ego problem, in death he is a pile
hp 22 (3d10+6) of rags and dried flesh just the same.
Fort +3; Ref +4; Will +3 A small tower (C) stands 20 ft. high and 10 ft. round. It is carved out of
Immune acid, elemental traits a natural piece of rock and is only 5 ft. wide at its peak. The top is carved
Weaknesses vulnerability to water into the shape of a smiling skull. Generously sized arrow slits are carved
into the lower area, affording anyone inside a good view of the rest of the
Speed 20 ft., swim 80 ft. room.
Melee slam +4 (1d4+1 plus 1d4 acid) Inside the tower is a table with a trio of neatly arranged wands. The
Special Attacks acid, drench wands are dispel magic (7 charges, CL 7th), hydraulic push (11 charges,
Str 13, Dex 12, Con 15, Int 4, Wis 11, Cha 11 CL 7th) and grease (18 charges, CL 7th).
Base Atk +3; CMB +4; CMD 14 D is not easily visible from A (DC 25 Perception check to notice the
Feats Improved Initiative, Power Attack doorway). Inside is “Kenneth Junior,” a skeletal champion under Ken-
Skills Knowledge (planes) +3, Perception +6, Stealth +7, neth’s control. Junior waits patiently until he hears people crossing the
Swim +9 bridge or until he’s ordered to attack.
Acid (Ex) Acid quasi-elementals are living creatures of acid; Tactics: With only Kenneth and Junior as opposition, the main threat
any melee hit deals acid damage. Creatures hitting an acid comes from the terrain itself. The acid quasi-elementals don’t bother the
quasi-elemental unarmed or with natural attacks take acid party unless they’re attacked first or someone falls into the acid.
damage as though hit by the quasi-elemental’s slam attack. Kenneth materializes inside the tower and uses the wands there to great
Acid Swimmer (Ex) Acid quasi-elementals cannot swim in effect. He goes for a defensive play, waiting until someone is halfway
water. The swim speed given in the statistics block is their along the bridge before hitting them with hydraulic push or attempting
movement only through acid pools or the acidic nature of to dispel fly.
their environment on their home plane. Kenneth should be played with all the guile possible, carefully targeting
Drench (Ex) The quasi-elemental’s touch puts out torches, his spells and calling Junior out at the last possible moment.
campfires, exposed lanterns, and other open flames of Junior obeys Kenneth’s orders, making use of his bulk and strength to
non-magical origin if these are of Large size or smaller. The bull rush foes into the acid.
creature can dispel magical fire as dispel magic (caster The acid quasi-elementals converge on anyone falling into the acid and
level equals the quasi-elemental’s HD). attack without mercy.
Fumes (Ex) The fumes from an acid quasi-elemental’s body
act as an inhaled poison. Creatures within 5 ft. of an acid Note: This room, like the other graves, can be very dangerous even to
quasi-elemental must make succeed on a Fortitude save or an experienced party. The easiest way across the room is to hang from the
take 1 point of Constitution damage each round. This poison bridge (possibly with the aid of some meathooks from Area 6B-19. This
does not have a frequency; a creature is safe as soon as it prevents Kenneth from getting a good bead on the party (so long as the
moves more than 5 ft. away from the acid quasi-elemental. party remains below the level of the bridge it’s difficult, if not impossi-
Vulnerability to Water (Ex) An acid elemental erupts in a ble, for him to get a line of sight from inside the tower). Unlike the other
violent chemical reaction when touched by water. An acid shades, there’s no real way around the dangers of this room. Kenneth is a
quasi-elemental takes 1d4 points of fire damage for each psychopath and quite insane; there is no point in trying to engage him in
gallon of water poured into it. The reaction is so violent that conversation, nor should there be an obvious flaw in his defenses.
all creatures within 5 ft. of the acid quasi-elemental when If Kenneth is pinned by the Ghostbind, the area becomes much easier.
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Part 7 - Level 6B: The Dead Burty the Dead
One of the other shades may step up to aid in the defense of the tomb, but Carefully carved into the stone above the spike are the words:
they lack the ability to use the wands intuitively. Tabitha can at least make
an attempt, but it is much less effective. Kenneth Junior still engages if
someone comes within 10 ft. of C and fights intelligently even without “Impale yourself upon this spike so that you may know your
orders. own pain, and the door will be opened for you”
Treasure: Inside the tomb is Kenneth’s mummified body, along with all
the equipment Kenneth uses: his spellbook, extend metamagic rod (lesser) The trap (if it can be called that) is almost exactly what it appears
and ring of protection +2. His arcane bond ring is inside his desiccated to be. If a creature is impaled on the spike (dealing 2d8+4 points of
mouth (easily visible to anyone who checks). He has a second copy of his damage), the victim begins to bleed at a rate of 2 points of damage
spellbook sewn inside his stomach cavity (DC 20 Heal check to notice per round. The blood flows through fine channels in the bas-relief,
while inspecting the body) and a third copy is hidden within his burial making a pattern like a blooming vine. As long as the creature remains
shroud (DC 20 Perception check). Any equipment removed from his body impaled, they can be healed normally, although the bleeding does not
are also removed from him as a shade. If all three copies of his spellbook cease.
are removed, he can no longer prepare and cast spells as a wizard. If his The mechanism triggers when 10 hit points of blood flow into the
arcane bond ring is removed, he must make a Concentration check (DC 20 bas-relief from the creature impaled on the spike, so long as the blood is
+ spell level) or lose the spell. Without his gear, Kenneth is forced to rely from an Intelligence 4 or higher creature and there is at least 20 pounds of
on his reserve special attack. weight on the spike. The flowing blood activates a secret mechanism be-
hind the wall that draws 2 white ladies from Area 6B-14. They arrive one
SKELETAL CHAMPION (KENNETH JUNIOR) CR 8 round later, opening the doors as they arrive. Their arrival is preceded by
XP 4,800 the noise of iron on stone, made by the ladies dragging their clubs. If the
Ogre skeletal champion warrior 4 (Pathfinder Roleplaying ladies do not open the door 10 rounds after the mechanism was triggered,
Game Bestiary “Ogre”, “Skeletal Champion”) it opens automatically.
CE Large undead (augmented humanoid) The trap can be bypassed if its mechanism can be understood. A
Init +4; Senses darkvision 60 ft., low-light vision; Perception DC 28 Disable Device check is enough to understand its workings.
+13 Simply pouring blood from an intelligent creature onto the bas-
relief while weighing down the spikes is enough to trigger it.
AC 20, touch 9, flat-footed 20 (+9 armor, +2 natural, –1 size) Disconnecting the mechanism (DC 28 Disable Device) achieves
hp 69 (6d8+6 plus 4d10+4 plus 10) nothing.
Fort +7; Ref +3; Will +8 The doors leading to Area 6B-14 open by sliding slightly into the room,
Defensive Abilities channel resistance +4; DR 5/bludgeoning; then rising up. Thus, anything impaled on the spike finds itself 10 ft. up in
Immune cold, undead traits the air when the door opens.
Speed 30 ft. Shades: Tabitha guards this room. She stays out of sight, watching
Melee mwk greatsword +15/+10 (3d6+10/19–20) or 2 claws from through the windows and hoping to see something die. If she sees the
+9 (1d6+3) mechanism being tampered with (not just inspected) she fires her cross-
Ranged rock +7/+2 (1d8+10) bow from her vantage point and keeps moving to avoid an easy confron-
Space 10 ft.; Reach 10 ft. tation. This is nothing more than a tantrum, and she does not put up much
of a fight. Even if is restored before the party has left the room, she won’t
Str 24, Dex 10, Con —, Int 6, Wis 10, Cha 13 attack again.
Base Atk +8; CMB +16 (+20 to bull rush); CMD 26 (28 vs. bull
rush)
Feats Greater Bull Rush, Improved Bull Rush, Improved
Initiative, Iron Will, Power Attack, Toughness
Area 6B-14: The Chamber of the
Skills Acrobatics –5, Climb +15, Escape Artist –5, Fly –7,
Perception +13, Ride –5, Stealth –9, Swim +2
White Ladies (CR 9)
Languages Giant This room is quite lavish. The floor is tiled marble, and the windows
Gear masterwork full plate, masterwork greatsword, bag of from the previous room appear again, providing fresh air and a gentle
4 rocks breeze. The walls have been painted in shades of black, blue and gold in
an intricate, spiraling pattern. Three large beds are around a large marble
Note: Kenneth Junior has had plenty of time to select and carve his table in the center of the room.
throwing rocks. They do not count as an improvised weapon when Two beds are occupied by 2 white ladies, abominations of incredible
thrown. power. They look human enough, except that they stand 9 ft. tall. A floor-
length thick cloth skirt covers muscled legs and bare feet, while their tor-
Area 6B-13: sos are naked apart from deep scars. Their faces are hidden behind veils
reminiscent of a bride’s headdress or a funerary veil. Beneath the cover-
“To achieve victory, you will need to sacrifice part of yourself. Area 6B-15:
The safety of the world must overrule the safety for one’s own
self. Take up this weapon, and lose that which would doom you The Grave of Tabitha Mirrax,
to defeat”
Assassin (CR Varies, up to 10)
The weapon is a trap. The first person to pick up the weapon is subject This room follows on from the previous by being airy and slightly lit.
to a bestow curse (DC 21 Will save; CL 14th). Any creature holding the The room is circular, with 12 “windows” (see Area 6B-13), each with fine
club must make a new save each round, but only until someone fails his curtains fluttering in a magical breeze. The door into the room is thick
save. The curse gives them a sudden understanding of their own might, stone reinforced with iron bars.
bulging their muscles and raising their Strength and Constitution by 6
points each. The curse continues to raise their Strength by 1 point each Reinforced stone door: 6 in. thick; hardness 10; hp 180; Break
day for the next 10 days. Over that time, the person becomes increasingly DC 28.
emotionally distant, focusing only on killing those who stand between
him and his goals. After the 10th day, he gains fast healing 3 but no longer In the center of the room is a raised round stone platform with three
listens to reason. He marches inexorably toward his goal with no regard shallow stairs leading up to it. Set into the floor is a large pane of hardened
for personal safety, destroying everything in his path. He likely is killed in glass, 6 ft. long and 3 ft. wide (1 in. thick; hardness 5; hp 10; smashing
short order, although that doesn’t slow him down. The corpse continues its the glass triggers gas trap, see below). Under the glass lies the remark-
doomed march. Over the days that follow, he violently twists and morphs ably well preserved corpse of Tabitha, still dressed in her assassin’s garb
until he becomes another white lady (identical to the ones in this room). with her equipment lying beside her. The inside of the coffin has a bluish
The greatclub functions as a +2 vicious greatclub to anyone under the tinge (caused by the gas inside). Around the room are three 5 ft. squares
effects of the curse. The character is proficient with its use if they were of “glass” (actually steel enchanted with an invisibility spell, 2 in. thick;
not already. When the creature finishes its transformation, the club grows hardness 10; hp 60) that reveal a variety of liquids filling deep pools.
to Large size to match them. Anyone specifically searching the roof of the room spots some nozzles
The curse can be removed only by miracle, limited wish, or similar (DC 25 Perception check), although their function is not clear.
magic. Raising a cursed character who was killed by another manner does Two rounds after the party enters the room, the door closes and locks
not remove the curse, nor does removing the greatclub from his posses- (Disable Device DC 40; Tabitha had this lock specially made). At the
sion. If he is slain in another manner and subsequently resurrected, the same time, the three “glass” trapdoors open. The underside of each door
curse starts up from where it left off. If the curse is removed, the bonuses bears an inscription.
to Strength and Constitution are also removed. At the GM’s discretion, a
player who has role-played the curse particularly well may retain 2 points Trapdoor A:
of the Strength increase. This door is labeled “Escape.” The pit is 10 ft. deep and filled with wa-
Slaying a White Lady causes her weapon to lose its power, reducing it ter, dyed green. One foot from the bottom is a circular hole 12 in. deep and
to nothing more than a normal greatclub. 6 in. across set into the side wall. At the back of this hole is a brass valve
that requires a DC 15 Strength check to operate. Turning the valve causes
WHITE LADIES (2) CR 7 the door to the room to audibly unlock, while at the same time Trapdoor
XP 3,200 A slams shut (there is no pocket of air beneath the trapdoor). One round
NE Large undead (see the Appendix) later, the water begins to cool rapidly. After an additional round, anyone
Init –1; Senses blindsense 60 ft., darkvision 60 ft.; Perception submerged in the water begins taking 1d6 points of cold damage each
+4 round. After 10 rounds, the water freezes entirely, and even water-breath-
ing creatures begin to suffocate. After 10 minutes, the water stops freezing
AC 14, touch 8, flat-footed 14 (–1 Dex, +6 natural, –1 size) and begins to warm. After 1 more minute, the water is back at room tem-
hp 105 (7d8+67 plus 7); fast healing 6 perature (and the continuous cold damage ends), and the trapdoor opens
Fort +7; Ref +1; Will +7 again.
Immune undead traits A party successfully opening the door should be rewarded with experi-
ence equal to overcoming a CR 5 encounter.
Speed 20 ft.
Melee +2 vicious greatclub +19 (2d8+20) Trapdoor B:
Spell-Like Abilities (CL 3rd): The door is labeled “Power.” The pit is 10 ft. deep and entirely filled
3/day—locate object (greatclub only) with water, dyed blue. One foot from the bottom is a circular hole 12 in.
Space 10 ft.; Reach 10 ft. deep and 6 in. across set into the side wall. At the back of this hole is
a small five-pronged white device. This is actually a flayed ghoul hand.
Str 34, Dex 8, Con —, Int —, Wis 10, Cha 20 Anyone touching it must make a DC 18 Will save or be paralyzed. This
Base Atk +5; CMB +18; CMD 27 paralysis lasts for 1d4+1 rounds, but since a paralyzed victim likely re-
Feats Iron Will, Martial Weapon Proficiency (greatclub), mains in contact with the hand, he is forced to make another save against
Power Attack, Toughness, Weapon Focus (greatclub) the paralysis each round (extending the duration of the paralysis).
Skills Acrobatics –1 (–5 jump), Fly –3, Perception +4, Stealth When the hand is first touched, Trapdoor B slams shut and locks (there
–5; Racial Bonus: Perception +4 is no pocket of air beneath the trapdoor). The lock is clearly visible on
Gear +2 vicious greatclub the underside of the door and is simple to operate from that side (DC 25
Disable Device check is required to unlock the door from the top).
Veil (Su) So long as a White Lady holds her club for 24 hours, A party who rescues a trapped comrade should be rewarded with expe-
she gains 32 temporary hit points (included above). If these rience equal to a CR 4 encounter.
hit points are lost, they are restored after 24 hours as long as
the White Lady retains her club. Trapdoor C:
The door is labeled “Sarcophagus Hatch.” The 10 ft. deep pit is entirely
filled with water, dyed red. One foot from the bottom is a circular hole 12
in. deep and 6 in. across set into the side wall. At the back of this hole is a
brass valve that requires a DC 15 Strength check to operate. When turned,
two things happen. The first is that nozzles in the ceiling spray the room
126
Part 7 - Level 6B: The Dead Burty the Dead
with green slime, hitting everyone in the room who fails a DC 16 Reflex be in poor taste).
save. The second is that the “glass” top to the sarcophagus opens, filling One minute after the door has been locked by either method, blood
the room with insanity mist. Tabitha likely also take this opportunity to from a reservoir above leaks down the walls (by means of a modified pu-
try to destroy the party. She can materialize in any window and begins rify food and drink spell liquefying the coagulated blood). The blood leaks
firing her crossbows at surprised targets. out of eight 1 in. by 4 in. ducts, one at each corner of the room and one in
the top-middle of each wall.
GREEN SLIME CR 4 The room continues to fill with blood (at the rate of 2 ft. per minute)
XP 1,200 (Pathfinder Roleplaying Game Core Rulebook until it reaches the 10 ft. ceiling. It then remains full for 2 hours, before
“Hazard”) draining (via the bathtub, which refills the reservoir) and activating a pres-
tidigitation spell which proceeds to clean the room over a period of 12
INSANITY MIST TRAP CR 8 hours, at which point the trap is effectively reset. Unplugging the bath
XP 4,800 does not cause the room to empty prematurely.
Type mechanical; Perception DC 25; Disable Device N/A; If the middle bed is moved at all, a very obvious a trapdoor is dis-
gas is already loose in the sarcophagus covered underneath it. The trapdoor is fake (DC 20 Knowledge [dun-
geoneering or engineering] to recognize the fake) and intended only to
Effects poison gas (insanity mist); never miss; Onset delay (1 waste time.
round); Range multiple targets (everyone in room)
DROWNING IN BLOOD TRAP CR 8
Tactics: If the party looks sufficiently panicked, Tabitha appears in one XP 4,800
window using her stealthy materialize to enable sniping. If threatened or Type magical; Perception DC 26; Disable Device DC 28
spotted, she dematerializes and waits for another opportunity. If her sar-
cophagus is opened, she fights until she is destroyed. Trigger locking door; Onset delay 1 minute; Reset automatic
(14 hours)
Note: The traps here are extremely difficult to spot, and deadly. How- Effects room fills with blood over 5 rounds (2 ft./round)
ever, a party that’s been paying attention should know that the traps are
there. Tabitha’s obsession with watching death happen and the glass lids Shades: Either Tabitha or Kenneth (equal chance) watches this room
are hints. At the GM’s discretion, a bonus (of up to +10) could be given if the trap goes off. The shades cannot enter the room while the door is
on Perception rolls to spot traps if the party can identify how the traps are closed, but they content themselves by listening to the shouting coming
likely to work. from inside. They’re not above staging an ambush outside to deal with
survivors.
Treasure: Tabitha’s preserved body is inside the sarcophagus, along
Area 6B-17:
with all the equipment her shade uses: 2 +1 hand crossbows (along with
a quiver with 20 bolts), 2 wickedly serrated short swords, masterwork
studded leather armor and a cloak of elvenkind. Her equipment is in good
condition, and wrapped in oilskins. Third Time’s The Charm (CR 5)
Any equipment removed from the sarcophagus is also removed from
her shade. Tabitha becomes rather ineffective in combat without her gear, This hallway is no different to the others except for the traps at either
and instead spends her time trying to locate weapons that may have been end. When the first person passes through the center of the hallway, a
left on the level from other encounters. Any weapon she does find is major image is created of an iron javelin at the far end that launches at
dropped when she is destroyed or when she dematerializes. the party! This is designed to look and sound just like a mechanical trap,
except that when the javelin hits it’s clear that it was just a trick (even if it
misses and hits a wall, it fails to make the correct sound). A round later, a
Area 6B-16: Drowning (CR 8) second illusionary javelin fires. A round later, the trap goes off again, this
time firing a real javelin. For this third shot, the trap still creates an illu-
The door to this room is closed but not locked. This room appears to be sion of a javelin and the sound of it firing overlaps the real one so anyone
a safe haven. It has obvious lead-lined walls, floor and ceiling as well as expecting an illusion is not disappointed.
a very sturdy lead-and-stone 1 ft. thick door. The room is obviously pro- When traveling through the hall a second time, the trap activates, also
tected against shades, with magical runes of warding (radiating moderate firing three illusionary javelins. This time the real bolt is the second one.
abjuration auras) carved into each surface.
JAVELIN TRAP CR 5
Lead-and-stone door: 1 ft. thick; hardness 10; hp 240; Break XP 1,600
DC 28 Type magical and mechanical; Perception DC 25; Disable
Device DC 35
The room contains an iron work table, a wooden cupboard, an iron bath-
tub (complete with rubber plug) and three straw beds of passable make. Trigger location; Reset automatic (1 minute)
On the inside of the door is a large wheel that is used to seal the door. Effect spell effect (three major images of a fired javelin; DC
If there is anything suspicious about the contents of the room, it is that ev- 14; CL 14th); Atk +20 ranged (javelin; 2d6+20).
erything is rather fresh and clean. The room radiates a moderate abjuration
Treasure: The skeletons are the remains of an adventuring party killed Tactics: If Vallis is present, she has a pretty good grasp of the abilities
elsewhere on the level. Most of their gear was taken to be used elsewhere of the different party members, and engages the group intelligently. Oth-
or given to other Orcusites, but some still remains. In the back of the room erwise, the creature is limited in its offensive options and picks on divine
are four piles of furs and skins. Underneath one pile is a sack of coins (the casters, followed by party members in heavy armor. Jawbone presents a
cobbler’s stash in case they ever need to find a new place to stay) worth massive physical threat with no obvious weak points (aside from being
2,016 gp, 2,011 sp and 3,018 cp. Another pile holds a bottle of fortified undead), but may be more than a match for the party in a straight fight. If
wine. A third pile conceals a bag of holding I that unusually doesn’t have they elect to turn and run, Jawbone makes no effort to pursue (and even
a magical aura. The cobblers are aware of this odd property and have been forgoes attacks of opportunity on fleeing targets).
using it to conceal items from the Orcusites. It currently holds a gold sig-
net ring (250 gp), 2 well-cut rubies (500 gp each) and a glass bottle filled Treasure: Inside the casket is Vallis’ now rather dry and aged form,
with a reddish smoke that the cobblers watch for amusement (like a lava along with all the gear her shade uses. This includes her +1 full plate, +1
lamp). It is in fact an eversmoking bottle. heavy shield, +1 heavy mace and her +1 cloak of resistance, all of which
are irrevocably stained with blood. Her body is wrapped in a dark-gray
Area 6B-20:
funeral shroud and is dressed in a ceremonial robe of Orcus that falls to
bits at a touch. All of her equipment is neatly wrapped in pieces of white
FRAGMENTED SKELETONS (5) CR 2 Locked Vault Door: 2 in. thick; hardness 10; hp 120; Break DC
XP 600 22; Disable Device DC 30
NE Medium undead (see the Appendix)
Init +1; Senses darkvision 60 ft.; Perception +2 KALLINSTRAIDS CR12
Young red dragon ravener (Pathfinder Roleplaying Game
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) Bestiary “Dragon, Young Red”, Pathfinder Roleplaying
hp 25 (3d8+9 plus 3) Game Bestiary 2 “Ravener”)
Fort +4; Ref +2; Will +5 CE Large undead (dragon, fire)
DR 5/bludgeoning; Immune undead traits Init +5; Senses blindsense 120 ft., darkvision 240 ft., dragon
Weakness shabby senses, low-light vision, smoke vision; Perception +25
Aura cowering fear
Speed 30 ft.
Melee 2 claws +6 (1d6+3) AC 24, touch 12, flat-footed 23 (+1 Dex, +2 deflection, +12
natural, –1 size)
Str 16, Dex 13, Con —, Int 9, Wis 14, Cha 16 hp 93 (11d8+44)
Base Atk +2; CMB +5; CMD 16 Fort +11; Ref +8; Will +12
Feats Toughness, Weapon Focus (claw) Defensive Abilities channel resistance +4, soul ward (24 hp);
Skills Climb +9, Intimidate +9, Stealth +7 Immune; fire, undead traits
Weakness vulnerability to cold
Shabby (Ex) Due to the poor quality of this necromantic
creature, it has a chance of falling apart whenever it takes Speed 40 ft., fly 200 ft. (poor)
damage. When it is hit, roll 1d8. On a 1, the skeleton is Melee bite +19 (2d6+13/19–20), 2 claws +19 (1d8+9/19–20),
destroyed. These skeletons fall apart one hour after they are tail slap +14 (1d8+13/19–20), 2 wings +14 (1d6+4/19–20)
created. Space 10 ft.; Reach 5 ft.
Special Attacks breath of unlife, breath weapon (40 ft.
Note: This room is intended to be rather difficult for those not prepared. cone, DC 19, 6d10 fire, and 2 negative levels), critical hits
Simply pinning a shade or destroying the shades and attempting to leave with natural weapons inflict 1 negative level (DC 19), soul
the room before they reform reduces the difficulty by a sizable amount. consumption, soul magic
Raiding the shades’ tombs makes this battle far more even. Spells Known (CL 4th; melee touch +19, ranged touch +11):
2nd—see invisibility
1st—decompose corpse* (DC 15), detect magic, mage
Area 6B-25: armor, sculpt corpse** (DC 15)
0 (at will)—arcane mark, detect magic, mage hand,
The Source (CR Varies, 12+) prestidigitation (DC 14), read magic, resistance
This room contains the ultimate encounter of this dungeon level. The Str 29, Dex 12, Con —, Int 16, Wis 17, Cha 18
room is massive, nearly 200 ft. in diameter. It is tall as well, rising 200 Base Atk +11; CMB +21; CMD 34 (38 vs. trip)
ft. high in the center to a domed ceiling and sloping down to 120 ft. high Feats Cleave, Improved Initiative, Improved Vital Strike, Iron
near the walls. The walls, floor and roof have been carved to resemble Will, Power Attack, Vital Strike
the inside of some grand cathedral or tomb, with all the decoration the Skills Acrobatics +1 (+5 jump), Appraise +17, Bluff +18, Fly
stonemason could fit. The centerpiece is a great iron chandelier with 666 +9, Intimidate +26, Knowledge (religion) +17, Perception
black candles burning with a gray, magical flame. The area would be rath- +25, Sense Motive +17, Spellcraft +17, Stealth +19; Racial
er grand if not for the obvious self-congratulation. Modifiers +8 Intimidate, +8 Perception, +8 Stealth
The room is devoid of furniture. A massive pile of bones, twisted iron Languages Common, Draconic
and dried blood sits in a 20 ft. wide heap in the center of the room. As PCs
approaches, the pile of bones bursts into unlife and soars into the air. This Breath of Unlife (Su) Kallinstraids can opt to use its breath
is the ravener Kallinstraids who served the shades in life as their mount weapon on an unoccupied area of the ground. This does
and faithful companion. All shades who are able attempt to materialize in no damage, but instead reforms 1d4 shades that have been
the area as well. Davith and Vallis appear 30 ft. in front of the PCs, while destroyed.
Tabitha appears behind near the wall. Kenneth appears mounted atop *Pathfinder Roleplaying Game Ultimate Magic
Kallinstraids, howling with glee. **Pathfinder Roleplaying Game Advanced Player’s Guide
132
Part 7 - Level 6B: The Dead Burty the Dead
POISONOUS RESIDUE
Type poison (contact); save Fortitude DC 18; frequency 1/ Area 6B-27 Behind the Scenes (CR 8)
round for 2d6 rounds; effect 1d3 points of damage to a
random physical attribute (determined when first exposed); Standing completely still in a neat formation near the back wall are 16
cure 1 save. zombies and 14 skeletons. These are the workers that keep the level run-
ning, its traps loaded and its halls clear. They obey commands from any
Treasure: The trap components could be sold for 4,500 gp to anyone of the shades and attack if anything other than a shade enters the room.
with a keen interest in mechanics or poisons. In a pile are 38 silver holy
symbols (to 8 different gods), Vallis’ personal scorecard. The jaw of some ZOMBIES (16) CR 1/2
large creature could find a collector of such oddities, and may fetch up XP 200
to 500 gp. There is also a pile of 300 gp worth of mundane gear (mostly hp 12 (Pathfinder Roleplaying Game Bestiary “Zombie”)
containers, chains and rope) that the shades will eventually break down
for scrap. Materials are here to reload the level’s various traps, including SKELETONS (14) CR 1/3
spikes and 2 large low-quality rubies for the trap in Area 6B-9 XP 135
A few curious items are also found here, including: hp 6 (Pathfinder Roleplaying Game Bestiary “Skeleton”)
• A silver pendant of a dragon, which answers questions about dragons
when asked in Elvish. It grants a +4 circumstance bonus to any Knowl- Tactics: The undead simply charge, attempting to overwhelm their at-
133
Rappan Athuk: Expansions
tackers. They have no special gear and tactics and fall to all but the most
worn-down of adventurers.
In the Event of an Emergency
Area 6B-28: It’s possible that the party assaults this level and is repelled. The
The Room of the Lovers shades waste no time in cleaning up the mess and resetting their
traps. If their tombs are raided, they purchase fresh equipment
from the Orcusites of Rappan Athuk. After preparing the gear in a
This room was built by Davith and Tabitha to allow them time togeth- ritual, it once again appears on their shades. This ritual takes one
er away from the others. The room has no furniture other than a pile of week and requires Vallis to be free of the Ghostbind. The shades
dry hay. The walls are covered in rather amateurish poetry and drawings also use some of the gold from Area 6B-26 to purchase new de-
chronicling the growing romance between the pair. There is a passable fenses as required, such as golems or traps.
painting of a half-orc ripping various fantastical creatures in half while
a short elf watches. The poetry is uninspired, with Davith and Tabitha
praising the other with heavy-handed verse, as new lovers are wont to do.
The only treasure in the room is under a loose brick in the hay (DC 20
Perception check to find). Inside is a small wooden box containing a gold
ring with a large ruby set into it (worth 3,500 gp). This was the ring with
which Tabitha planned to propose to Davith with, but the ritual to trans-
form them into shades was completed before she worked up the courage.
She takes out her ire on any PC she sees wearing the ring. If a PC figures
out the nature of the ring (a DC 10 Appraise check identifies it as an en-
gagement ring), they may find it useful in any attempt to placate Tabitha.
It is possible that a particularly skilled and insightful PC could convince
Tabitha and Davith (along with a pair of DC 35 Diplomacy checks for
each) that allowing themselves to be resurrected may bring them more
happiness than an eternity of unlife. The GM is free to roleplay this as they
wish, but even if the PCs do manage to raise Davith and Tabitha, they are
still utterly deplorable people who cause the party no end of grief.
134
Part 8
New Encounters
Introduction Encounter
The encounter is designed for a Level 4+ party, which is about the
Rolling up random encounters is always good fun, and serves many point where a party that started at Level 1 or 2 should have managed to
purposes. Not only does it provide opportunities for horrible things to achieve something great enough to have attracted Hel’s attention and to
happen to PCs, it also drains them of spells and consumables and can give Drifter a plausible cover-story to join.
keep them on their toes. Random encounters are at their best when the This encounter is also significantly more complicated than most and to
PCs expect to be attacked at any moment and as such waste spells and help some tactics have been provided for each anti-hero. These are only
miss sleep out of paranoia, and therefore get all the drawbacks of fighting suggestions and the tactics should shift to pose the greatest threat possible
a pack of marauding kobolds without gaining any loot or experience. to the party!
To aid in keeping your PCs tired, frightened or dead, here are a few
encounters that can be much more dangerous than simply the sum of their
CRs. Most of these are more effort for the GM than a simple squad of Drifter
monsters, and may require a little tailoring to truly shine. Often players Drifter carries many mundane tools (listed below) as well as being
don’t take random encounters seriously enough, but this is Rappan Athuk skilled at and knowledgeable in several subjects. He has never been to
and the PCs should experience true dread whether they’re up against a Rappan Athuk and knows little about it, instead having focused on history,
boss in his set-piece room or whether they just walk down the wrong the arcane and religious scholarship.
corridor at the wrong time. When working with the PCs, he claims that he is most useful when
Finally, I am forced to admit that I do indeed love weaponized teapots. carrying things or going about menial tasks. He can also care for the
–Alex wounded and stand watch. Drifter, while duplicitous, is not evil and is
infallibly loyal to Jessu, believing her to be a true expression of her god’s
will. He serves the party loyally enough and makes no attempt to cause
Drifter and Hel’s Angels them harm. He would prefer to wait until Jessu is in position than risk
drawing attention to himself.
135
Rappan Athuk: Expansions
Morale Jessu
Drifter likes Jessu and believes that her connection to the divine will Jessu is a young priestess of Hel with a sickly complexion and oily
make her great, but is also smart enough to know that doesn’t make her white hair. The story goes that the first words she ever heard were Hel
invincible. If he can see that the battle will not end well, he yells “time to commanding her and giving her divine purpose. Jessu was struck deaf
go!” and tries to convince the Angels to retreat. If Jessu or Hands collapse by the experience, but has risen to her new station with the help of
from their wounds he carries them clear of the battle, fearing for their
Drifter and her partner Luli, known as “Hands”. Hands, Drifter and Jessu
lives.
communicate in sign language, earning Jessu the nickname “Gesture”.
Jessu spent her youth in service to Hel, setting up a small chapel to her in
DRIFTER CR 5
her hometown and carrying out works in her name. Her favorite pastime was
XP 1,600
hunting bandits with Hands and Drifter, before nailing the bandit’s bodies to
Male elf enchanter 4, rogue 2
fence posts around the town to appease Hel and protect the town from disease.
N Medium humanoid (humanoid, elf)
Jessu is very friendly and has endeared herself to a few of the people
Init +7; Senses low-light vision; Perception +6
she’s come across in her travels. Considering her travels usually involve
spreading disease and death by Hel’s command, it’s not surprising that
AC 13, touch 13, flat-footed 10 (+3 Dex)
those who call her ‘friend’ are themselves strange and broken individuals.
hp 31 (4d6+2d8 plus 4)
Jessu feels no guilt about those that suffer at her hands — Hel’s voice in
Fort +1; Ref +7; Will +4; +2 vs. enchantments
her head has her certain that her purpose is divine and she is only doing
Defensive Abilities evasion; Immune sleep
what must be done.
Speed 30 ft.
Melee dagger +3 (1d4/19–20/x2) Tactics
Ranged longbow +6 (1d8/x3) Jessu casts shield of faith and false life before battle. She always opens
Special Attacks sneak attack +1d6 a fight with raise the dead to summon a skeleton, still covered in rotting,
Enchanter Spell-like Abilities (CL 4th; melee touch +3): diseased flesh. The ability to summon a skeleton fills her with a childlike
7/day—dazing touch glee and she will continue to fire off her spells — cause fear, bless and
Spells Prepared (CL 4th; melee touch +3, ranged touch +6): bane — before casting silence on herself and wading into melee.
2nd—hideous laughterB (DC 17), hideous laughter (DC 17, If one of the Angels intends to attack spellcasters she casts silence on
x2), invisibility the ally instead. If Therris is in the party Jessu casts silence on her first;
1st—charm personB (DC 16), color spray (DC 15), mage Therris has no abilities with verbal components, but Jessu silences her
armor, magic aura, magic missile mostly because Therris just gets on Jessu’s nerves.
0 (at will)—dancing lights, ghost sound (DC 14),
prestidigitation, ray of frost (DC 14) Morale
Arcane School Enchantment Opposition Schools Abjuration, Hel has given Jessu divine orders, and Jessu follows them
Divination unquestioningly. She never betrays her purpose but she does have one
weakness: if Hands is threatened but not killed, Jessu can be convinced to
Str 11, Dex 16, Con 10, Int 18, Wis 10, Cha 14 back off or surrender temporarily. If she is able to secure Hands’ safety she
Base Atk +3; CMB +3; CMD 16 resumes hunting the party.
Feats Combat Casting, Improved Initiative, Scribe Scroll,
Spell Focus (Enchantment) Special
Skills Acrobatics +11, Bluff +13, Climb +4, Diplomacy Jessu is driven by her faith, but oracle of Hel or not, when the chips
+4, Disguise +10, Escape Artist +12, Heal +2, Intimidate are down she’s just a young woman from a small town. If Hands is killed,
+4, Knowledge (arcana) +13, Knowledge (history) +8, Jessu screams in silent rage, sweeping all sound from the battlefield in
Knowledge (religion) +8, Perception +6 (+7 to locate traps), her grief (as an immediate action Jessu casts silence at her oracle caster
Profession (cook) +4, Profession (scribe) +4, Sense Motive level, centered on herself, with an enhanced radius of 200 ft.; this is a
+4, Sleight of Hand +7, Spellcraft +13 (+15 to determine the supernatural ability.) This is also a literal moment of silence for Hands.
properties of a magic item), Stealth +12, Swim +4 Jessu does everything in her power to avenge her partner for the duration
Languages Celestial, Common, Draconic, Elven, Goblin, of the spell. When the spell ends she attempts to recover Hands’ corpse,
Sign Language then flees, plans for revenge and raise dead already forming in her mind.
SQ arcane bond (ring), rogue talents (honeyed words)*,
trapfinding +1 JESSU “GESTURE” CR 4
Combat Gear scroll of dream (hidden inside a lead tube), XP 1,200
3 flasks of oil; Other Gear dagger, longbow, 15 arrows, Female human oracle 5 (Pathfinder Roleplaying Game
backpack, bedroll, blanket, block and tackle, bucket, Advanced Player’s Guide)
bullseye lantern, crowbar, 3 iron spikes, pot, 50 ft. silk rope, LE Medium humanoid (human)
small collection of books, spellbook, spell component Init –1; Senses oracle’s curse (deaf); Perception +4 (+7 on
pouch, gold and silver ring (200 gp value), 15 gp, 2 sp. checks that do not rely on hearing)
*Pathfinder Roleplaying Game Advanced Player’s Guide
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
Spellbook: Drifter’s spellbook pages are neatly bound into a rather dry Fort +3; Ref +2; Will +3
book on the history of needlework. It contains all spells prepared above hp 46 (5d8+10 plus 10)
plus: 1st—comprehend languages, identify; 2nd—knock, obscure object,
scorching ray. The book has no free pages. Speed 20 ft.
Melee morningstar +6 (1d8+2 plus poison)
Note: Drifter’s gear should be increased to match the terrain in which Ranged heavy crossbow +4 (1d10/19–20)
he encounters the party, such as winter blankets for colder climes or Special Attacks bleeding wounds, raise the dead, silence
extensive climbing gear for mountainous areas. None of this gear should Spells Known (CL 5th; melee touch +5, ranged touch +4):
be magical. He also carries a notebook which includes all the things he’s 2nd (5/day)—false lifeB, inflict moderate wounds (DC 16),
heard the PCs say about their combat skills and weaknesses. Finding this silence (DC 16)
book should be an interesting read as the PCs realize what things they may 1st (7/day)—bless, cause fearB (DC 15), cure light wounds,
have carelessly mentioned. inflict light wounds (DC 15), shield of faith
136
Part 8: New Encounters
Bond (Su) The bond shared by Hands and Jessu transcends KRUIN CR 3
the will. If Hands must make a Will save against a mind- XP 800
affecting effect, she receives a +2 bonus on roll if she is Female half-elf barbarian 1, sorcerer 3
within 20 ft. of Jessu. CN Medium humanoid (elf, human)
*
Pathfinder Roleplaying Game Ultimate Magic Init +1; Senses low-light vision; Perception +8
Treasure: In addition to her gear, Hands has three bottles wrapped in AC 9, touch 9, flat-footed 8 (+1 Dex, –2 rage)
cloth at the bottom of her pack. Two of these bottles are good quality rum hp 37 (1d12+3 plus 3d6+9 plus 2)
(worth 25 gp each). The third is an aged wine that Hands stole from a Fort +6; Ref +2; Will +3; +2 vs. enchantments
tavern a few weeks back. It is worth 50 gp as a great drink, or 120 gp to Immune sleep; Resist electricity10
anyone who is knowledgeable about wine.
Speed 40 ft.
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Part 8: New Encounters
Melee greataxe +8 (1d12+9/x3) SPOOKS CR 3
Special Attacks rage (5 rounds/day) XP 800
Bloodline Spell-Like Ability (CL 3rd; ranged touch +3): Male dwarf antipaladin 4 (Pathfinder Roleplaying Game
7/day—elemental ray Advanced Player’s Guide)
Spells Known (CL 3rd; melee touch +8, ranged touch +3): CE Medium humanoid (dwarf)
1st (6/day)—burning hands (lightning) (DC 15), hydraulic Init +1; Senses darkvision 60 ft.; Perception +4
push*, mage armor, shield Aura cowardice (10 ft.), evil
0 (at will)—detect magic, light, mage hand, ray of frost,
read magic AC 24, touch 11, flat-footed 23 (+9 armor, +1 Dex, +4 shield)
Bloodline Elemental (Air) hp 48 (4d10+16 plus 4)
Fort +10; Ref +4; Will +6; +8 vs. poison, spells, and spell-like
Str 22, Dex 12, Con 17, Int 7, Wis 7, Cha 18 abilities
Base Atk +2; CMB +6; CMD 17 Defensive Abilities defensive training; Immune disease
Feats Arcane Strike, Eschew Materials, Power Attack, Skill
Focus (Perception) Speed 20 ft.
Skills Acrobatics +1 (+6 to jump), Handle Animal +8, Melee bone longsword +4 (1d8+2/19–20)
Perception +8, Ride +5, Survival +2 Special Attacks channel negative energy 2/day (2d6, DC
Languages Common, Elven 14), cruelty (sickened 4 rounds, DC 14), hatred, smite good
SQ fast movement 2/day, touch of corruption 4/day (2d6)
Combat Gear potion of bull’s strength, potion of cure Spell-Like Abilities (CL 1st):
moderate wounds; Other Gear greataxe, handy haversack, At will—detect good
3 days rations, waterskin, sharpening stone. Spells Prepared (CL 1st; melee touch +6):
*
Pathfinder Roleplaying Game Advanced Player’s Guide 1st—death knell (DC 13)
Note: Power Attack and Arcane Strike are included in the above Str 14, Dex 12, Con 18, Int 12, Wis 10, Cha 14
statistics. Base Atk +4; CMB +6; CMD 17 (21 vs. bull rush and trip)
Feats Splintering Weapon*, Tower Shield Proficiency
Statistics while not raging: While not raging, Kruin’s statistics Skills Appraise +1, Intimidate +9, Knowledge (religion) +8,
are AC 11, touch 11, flat-footed 10 (+1 Dex); hp 29; Fort +4; Perception +4, Stealth –15
Ref +2; Will +1; Speed 40 ft.; Melee greataxe +6 (1d12+6/x3); Languages Common, Dwarven, Orc
Str 18, Dex 12, Con 13, Int 7, Wis 7, Cha 18. SQ greed, hardy, slow and steady, stability, stonecunning,
unholy resilience
Gear full plate, tower shield, 5 bone longswords, backpack,
Spooks religious texts on Hel, Kel, Orcus and Muir, masterwork
Spooks is probably not his real name. Spooks is a stocky dwarf who woodworking tools, 55 gp.
is rarely seen out of his armor: black full-plate painted white in places to *
Pathfinder Roleplaying Game Ultimate Combat
give the effect of a skeleton. Spooks certainly has an affinity for bones;
he never purchases weapons but instead carves his own swords from
horse bones. These blades are intentionally weak and break on impact Perrit
to create terrible bleeding wounds. His tower shield is decorated with When Gro’kesh’s band of orcs retreated into a small grove to hide from
fragments of bone and blood, making a horrifying tableau that Spooks adventurers, Perrit, the druid of the grove did not mind. This place was a
is rather proud of. shelter to anyone who needed it, and the orcs would move on before too
Spooks talks freely and enthusiastically about his past; once a paladin of long. The patrol pursuing the orcs decided the best course of action would
Thyr he killed a fellow acolyte while training. Rather than feeling shame be to burn the grove to the ground. The orcs were killed in the blaze, but
at his deeds, the sight of exposed flesh and bones awakened a darkness the druid used his magic to alter the wind and suffocate the patrol in the
inside him. He fled the temple that very night, eventually making his way smoke of their own fires.
to a cult of Hel, and it is through this cult that he knows Jessu. Spooks has Perrit is the wreck of a once-proud man. With the loss of his grove and feeling
embraced his new faith with zeal and spends his time guarding the cultists guilt over the death of the orc patrol, he has largely retreated from reality and
and making simple crafts out of the bones of his enemies. spends most of his time as an eagle, soaring over the land and using summon
Spooks, with his plate armor and Hel’s blessing, is a defensive nature’s ally to create a ‘flock’ for himself, at least for a few moments.
monstrosity. He is best used against any melee-focused PCs, able to He has plans to replant his grove however, and occasionally takes
block their assaults and inflict bleed damage before waiting his opponent mercenary work to let off steam when his rage overcomes his guilt. He
out. Spooks has few real weaknesses besides his paltry damage-dealing stays on for a job or two until the rage subsides and he goes back to
capabilities. spending time as an eagle once again.
If a PC has a love of setting fires or playing at battlefield tactics, then
Tactics Perrit also has the tools to shut them down. Lightning storm and aqueous
Spooks is a simple dwarf with a simple strategy. He charges his orb both serve as ways to upset the opponent’s careful positioning while
designated target and attempts to use his splintering weapon feat to wind wall can trouble archers.
inflict bleed damage. He draws a new sword (repeating this process if he
is not satisfied with the first wound) and then attacks normally. He uses Tactics for guilty Perrit
death knell on his target or any nearby wounded PC at the first available Perrit remains in eagle form for the entire battle. If given adequate
opportunity. time to prepare he casts barkskin, bear’s endurance and bull’s strength
After his target is slain he takes their weapon as a trophy (if it is on himself. From there he engages targets in melee, pausing every few
appropriate and looks nice) and picks a new target to harass. rounds to convert his spells into summon nature’s ally, starting with his
third level spells. He commands his eagles to swarm a target, and attempts
Morale to lose himself among the flock. He repeats this pattern, working through
Spooks is an old friend of Jessu’s and is fond of her (she never tells him all his prepared spells. He never converts his gaseous form spell however,
off for carving bones at the dinner table). If she surrenders he follows her keeping it as an emergency escape option.
lead, and if she flees he spends a round buying her time before using his
channel energy ability and following her. If he is in trouble he is not above Tactics for angry Perrit
using his death knell power on one of the mercenaries. Perrit begins the battle in humanoid form. If given adequate time
139
Rappan Athuk: Expansions
to prepare he casts barkskin, bear’s endurance and bull’s strength on
whomever he thinks would benefit most from the spells (or whoever asks Therris
in the loudest voice). Therris just isn’t a nice person. She is a monk, and spends most of her
From there he casts call lightning and aqueous orb. Each round he time training with all the rigor and discipline expected of her. However
moves the orb and attempts to engulf PCs within it. In addition he she spends her evenings dressing up like an arcane spellcaster and picking
uses the storm to strike a PC with lightning. However if he has already fights. She is careful to appear physically weak and robs those she roughs
trapped one or more PCs within the orb he strike the orb with lightning, up, expecting them to be too ashamed to report her. No one is quite sure
frying those within it! When he has exhausted his second and third level of her history (as she is too vain and prone to lying to accurately explain
spells he uses his wild shape to take the form of an eagle, and uses the where she came from) but she has developed something like a friendship
same tactics as above. with Spooks, and through him she knows Jessu.
Therris does not fill any specific role. She punches things until they stop
Morale moving and then writes self-congratulatory notes about it in her journal. If
Perrit’s grip on reality is not as firm as it could be. If he sees the party prides themselves on their ability to kill wizards and shut down
anyone wielding a flaming weapon or casting fire-based spells he spellcasters, Therris is the obvious choice to counter them. If a PC has
ignores Jessu’s orders and focuses his attacks on them. If Jessu flees talked up their pride or skill in a weapon, Therris’ stunning fist can force
or surrenders, or if Perrit fears for his own life, he casts gaseous form them to drop it which is followed up with taunting.
and withdraws.
Tactics
PERRIT CR 4 Like Spooks, Therris is not one for grand strategy. She wears her
XP 1200 wizard’s robes and carries her staff in an attempt to lure out any
Male half-elf eagle shaman 5 (Pathfinder Roleplaying Game skirmishers who preferentially target wizards. She charges and pummels
Advanced Player’s Guide) her foe, using stunning fist in an attempt to disarm them. From there she
CN Medium humanoid (elf, human) uses power attack and flurry of blows to inflict as much pain as possible.
Init +3; Senses low-light vision; Perception +12
Morale
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) Therris is not terribly brave or loyal. If the going gets tough she is the
hp 31 (5d8 plus 5) first to leave (unless Jessu is able to offer her more money). On the other
Fort +4; Ref +4; Will +9; +11 vs. enchantments, +13 vs. spell- hand, Therris is the most proud of any of the mercenaries, and if one of the
like and supernatural abilities of Fey and against effects that PCs insults her or makes even a small personal comment she remains in
target plants combat to defend any slight to her person, real or imagined.
Immune sleep All else being equal, she flees when Jessu surrenders, dies or runs. If,
however, the Angels win the day, Therris demonstrates herself to be a poor
Speed 30 ft. winner and proves to be completely insufferable.
Melee bite (totem transformation) +2 (1d4–1) and 2 talons
(totem transformation) +2 (1d4–1) THERRIS CR 3
Special Attacks eagle wild shape (1/day) XP 800
Domain Spell-Like Abilities Female half-elf monk 4
8/day—lightning arc (1d6+2) LE Medium humanoid (elf, human)
Spells Prepared (CL 5th; melee touch +2, ranged touch +6): Init +2; Senses low-light vision; Perception +8
3rd—aqueous orb* (DC 18), call lightning (DC 18), gaseous
formD AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge)
2nd—barkskin, bear’s endurance, bull’s strength, wind wallD hp 38 (4d8+8 plus 8)
1st—commune with birds**, cure light wounds, magic fang, Fort +6; Ref +6; Will +6; +4 vs. enchantments
obscuring mistD, speak with animals, strong wings** Defensive Abilities evasion, slow fall (20 ft.), still mind;
0 (at will)—create water, know direction, light, read magic Immune sleep
D Domain Spell Domain Air
Speed 40 ft.
Str 8, Dex 16, Con 10, Int 9, Wis 20, Cha 10 Melee unarmed strike +8 (1d8+5)
Base Atk +3; CMB +2; CMD 15 Ranged shuriken +5 (1d2+4)
Feats Death from Above***, Dodge, Natural Spell, Skill Focus Special Attacks flurry of blows (+7/+7), ki strike (magic),
(fly) maneuver training, stunning fist 4/day (stun, fatigue; DC 14)
Skills Fly +11, Handle Animal +4, Heal +9, Knowledge
(nature) +9, Perception +12, Spellcraft +3, Survival +12 Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7
Languages Common, Druidic, Elven Base Atk +3; CMB +8 (+10 to grapple); CMD 23 (25 vs.
SQ eagle’s totem transformation (standard action), eagle’s grapple)
totemic summons, nature bond abilities (air), resist nature’s Feats DodgeB, Improved GrappleB, Improved Unarmed
lure, spontaneous casting, totem transformations (eagle’s Strike, Power Attack, Skill Focus (Disguise), Stunning Fist,
natural weapons), trackless step, wild empathy (+5; +9 with Toughness
birds as a full-round action), woodland stride Skills Acrobatics +6 (+10 to jump), Bluff +1, Climb +8, Disguise
Gear hide armor, backpack, flint and steel, bedroll. +3, Escape Artist +6, Intimidate +2, Knowledge (Arcana) +0,
*
Pathfinder Roleplaying Game Advanced Player’s Guide Perception +8, Stealth +6
**
Pathfinder Roleplaying Game Advanced Race Guide Languages Common, Elven
***
Pathfinder Roleplaying Game Ultimate Combat SQ fast movement (+10 ft), ki pool (4 points)
Gear amulet of mighty fists +1, 20 shuriken, “wizard’s staff”,
Treasure: Besides some basic survival equipment, the only other thing see Treasure
Perrit carries with him is a small bag of pebbles, designed so that it can
be held by talons. A few of the ‘pebbles’ are gemstones painted grey, Treasure: If anything has been reported stolen from a nearby town, it’s
which Perrit will bury near his grove as the metaphorical seeds for its likely that it is in Therris’ backpack. The contents include (but should by
revival. 4 of the pebbles are worth 35gp each if they have the paint no means be limited to):
cleaned off them. • A silver dagger (22 gp)
140
Part 8: New Encounters
• 2 gold rings (100 gp each) Init +1; Perception +3
• Three coin purses with a total of 121 gp and 38 sp in them.
• A bronze scabbard worth 120 gp for its craftsmanship AC 22, touch 12, flat-footed 21 (+8 armor, +1 Dex, +2 shield,
• A jade necklace, stolen from a minor noble. The insignia of the noble +1 size)
house is engraved on the back, and is difficult to sell to a reputable jeweler. hp 43 (4d10+12 plus 4)
It’s worth 180 gp for its craftsmanship. Fort +8; Ref +3; Will +1; +3 vs. fear
Resist +1 vs. demoralize
In addition she carries a decorated “wizard’s staff”, with bits of glass
and metal shards carefully glued to it. It is functional as a prop but it is Speed 15 ft.
both gaudy and worthless. Melee mwk lance +9 (1d6+4/x3) or mwk longsword +9
(1d6+3/19–20)
Special Attacks braggart, cavalier’s charge, cockatrice’s
Rog and Gore challenge 2/day
The halfling Rog and his riding wolf Gore are the sole friends of Kruin.
Rog stands proud in a set of beautiful banded mail with an attached red Str 16, Dex 12, Con 16, Int 8, Wis 9, Cha 12
cape, along with a very well made lance and sword. Rog’s gear and his Base Atk +4; CMB +6; CMD 17
combat prowess suggest he may have formal chivalric training, but his Feats Dazzling DisplayB, Mounted Combat, Practiced
foul language, general ignorance and malignant odor cast doubt on his Tactician#, Tandem Trip*
claims to knighthood. Gore looks like he may have been bred for combat, Skills Handle Animal +8, Intimidate +6, Perception +3, Ride
and his general good behavior and training suggest he was hand raised. +1 (+8 while riding Gore), Stealth –2
Rog has never explained where he found Gore, but the two are completely Languages Common, Halfling
inseparable. SQ animal companion link, expert trainer, fearless, order of
There’s a persistent rumor that Rog was once a squire to a halfling the cockatrice, tactician 2/day (tandem trip, 5 rounds)
knight named Verrin in a nation far from here. The story goes that Rog Gear +1 banded mail, heavy steel shield, masterwork
learned that he was better with a sword and shield than Verrin quite early longsword, masterwork lance, backpack, flint and steel,
in their partnership but could never match Verrin in his ability to defuse bedroll, 75gp
situations with his words. One day a revelation came to Rog; Verrin was *
Pathfinder Roleplaying Game Ultimate Combat
only good with words to cover for his lack of skill with a blade. Rog #
Pathfinder Roleplaying Game Advanced Player’s Guide
realized that if he could best any man in a fight he would never need
words; words were a coward’s tool! Rog slew Verrin that very night and GORE THE WOLF CR —
took his weapons and armor. From that day onwards Rog called himself a XP —
knight and dedicated himself to perfecting his talents. Male wolf animal companion (Pathfinder Roleplaying Game
Rog claims that’s all drunkard’s gossip, and that he is a legitimate Bestiary)
knight. Exactly who he serves or the circumstances of his knighthood vary N Medium animal
depending on who asks, but he stands by his claim. Init +3; Senses low-light vision, scent; Perception +7
Rog and Gore are best against targets who can take a beating, such as AC 21, touch 13, flat-footed 18 (+3 armor, +3 Dex, +5
barbarians or wildshape-happy druids. They’re also obviously effective natural)
against any quick-moving adversaries and pose a threat in anyone in
medium or lighter armor. hp 30 (4d8+12)
Fort +7; Ref +7; Will +2
Tactics Defensive Abilities evasion
Rog and Gore are at their best when they’re free to ruin the day of
anyone they choose. They can simply charge from target to target if Speed 50 ft.
attacks of opportunity aren’t a threat. Rog’s favorite trick however is to Melee bite +6 (1d6+3 plus trip)
charge a target and use his tactician ability to give Gore a bonus to trip; Special Attacks tricks (attack, attack any target, combat
Gore can attempt to trip their target and once it is down they can keep riding, come, defend, down, guard, heel, track)
chewing and poking the target until it dies or they get bored.
Rog uses his challenge if he catches a foe away from the main melee. Str 15, Dex 16, Con 16, Int 2, Wis 12, Cha 6
He can also use his dazzling display to tip the battle into his favor. Rog Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
and Gore are not terribly effective on their own; they work much better Feats Improved Natural Armor, Weapon Focus (bite)
when executing complex strategies with the other Angels. They can work Skills Acrobatics +2 (+10 to jump), Climb +1, Escape Artist
with Perrit to allow his eagles to overwhelm a target, or help Spooks delay +2, Perception +7, Stealth +6, Swim +1; Racial Modifiers +4 to
and distract a particularly dangerous PC, and will even rush to the aid of survival when tracking by scent
an Angel in trouble. Gear studded leather barding
Morale Treasure: Rog’s pack contains only the bare essentials. Among his
Rog has his heart set on appearing as loyal and honorable as possible. camping gear and personal items is a broken masterwork longsword,
He follows Jessu’s orders to the letter, and only quits the field of battle a its pieces carefully wrapped in a heraldic flag bearing the insignia of a
round after she has. snarling wolf.
If Gore is killed Rog does not seem that worried, and returns 4 weeks
after the battle with a riding-wolf whom he names “Gore”. Whether this Emile Whittaker
is because Rog is a horrible person with a penchant for finding trained Emile was gifted (or possibly cursed) as a child after freeing a demon
wolves, or if he knows someone who can return Gore from the dead, is that had been trapped inside a clock. The demon gave him the power to
left to GM discretion. cast rays of fire from his fingertips (as the spell scorching ray). What
chance he had to grow up a normal lad was lost.
ROG CR 3 Many years later Emile is horribly in debt. At first he wanted to be
XP 800 an adventurer and enrolled himself at a fighter’s guild to learn the art of
Male halfling cavalier (order of the cockatrice) 4 (Pathfinder blade and steel. Sadly, Emile’s patience ran out quickly. It is hard for a
Roleplaying Game Advanced Player’s Guide) young man to learn discipline and focus when he can solve his problems
N Small humanoid (halfling) by shooting fire from his hands.
141
Rappan Athuk: Expansions
Emile came to the attention of Drifter when he and Emile got into an looking up from time to time.
argument over the authenticity of a fake diamond ring. Drifter found When Drifter makes use of his scroll of dream to inform Jessu of the
Emile’s egocentrism and hair-trigger rays utterly repulsive, but saw him party’s weaknesses, he also tells her their location and their pattern of
as someone who could be useful. Emile is the most knowledgeable of all movement. The first night after Jessu has found them and is in position,
the Angels, and can be brought in to identify anything that may be strange Hands signals the start of the attack by using her scroll of ghost sound
or unusual about the party. Emile also makes a wonderfully aggressive to create the illusion of a dragon’s roar. Drifter shouts “Dragon, move!”
solution to nearly any problem PC. hoping the party scatters. While the party searches the night’s sky in vain
for the beast, the Angels make their move, using the noise of the dragon’s
Tactics roar to help cover their advance.
Ray, move away. Ray, move away. Repeat until someone tells Mr. Many of the Angels have ways to prepare, and if an ambush can be
Whittaker that he can stop now. Emile just enjoys exercising his power, cleverly set they use their time to drink potions and cast spells. Drifter is
and gets caught up in causing destruction and the euphoria of battle. well aware of this, and distracts the PCs for a round or two before casting
Clearly, he missed his calling as a barbarian. invisibility and getting clear.
This encounter could be tricky for the GM, and requires a thorough
Morale read-through. Each Angel has a distinct set of abilities which provides
Emile fights until attacked in melee, at which point he flees to a safe the encounter with surprises and a very tactical combat, at the expense of
distance. If his pursuers give chase he runs as far and fast as he can. If he requiring much more time to prepare.
manages to evade pursuit he casually returns to the fray as if nothing had
EMILE WHITTAKER CR 3
Despair (CR 1)
XP 800
Male human expert 4
CE Medium humanoid (human)
Init +2; Perception +2 Genna is going to walk up to the party, kill one of the PCs and walk
away. The encounters listed above are all mostly combat-orientated, and
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) Genna provides an alternative. Genna can be encountered anywhere above
hp 34 (4d8+8 plus 4) ground, replacing any roll of merchants or a patrol.
Fort +3; Ref +3; Will +2 Genna is an overweight, gaudily dressed gnomish woman, a second-
hand-goods merchant by profession. Her true trade, however, is in
Speed 30 ft. souls, which has a surprising overlap with second hand goods. She
Melee longsword +2 (1d8–1/19–20) travels the roads and towns in the Stoneheart Valley with her wagon,
Spell-like Abilities (CL 4th; ranged touch +6): selling her goods to any who would buy them. Genna is involved in
At will—scorching ray nearly any shady business one can run out of the back of a wagon,
including acting as a fence for bandits, scavenging from corpses killed
Str 9, Dex 14, Con 14, Int 20, Wis 7, Cha 12 by wildlife and selling counterfeit magical items with the aid of her
Base Atk +3; CMB +2; CMD 14 wand of magic aura.
Feats Combat Casting, Martial Weapon Proficiency
(longsword), Weapon Focus (ray)
Skills Appraise +12, Bluff +8, Climb –3, Knowledge (arcana)
+12, Knowledge (dungeoneering) +12, Knowledge
Encounter
(engineering) +12, Knowledge (geography) +12, Knowledge If Genna comes across an adventuring party she sees them as good
(history) +12, Knowledge (planes) +12, Knowledge (religion) targets; after all, the souls of heroes are worth double! She acts like
+9, Perception +5, Ride +2, Sense Motive +5, a matronly, kind lady and refer to the party as her “dears”. If the PCs
Stealth +2, Swim –3 comment on her lack of guards, she simply smiles sadly and says that
Languages Abyssal, Celestial, Common, Draconic, Gnome, “Any who would look at me can see I’ve got naught worth stealing”. In
Infernal truth the local goblins are afraid of her, thinking her to be a witch. Bandits
Gear chain shirt, longsword, backpack, notebook, pen, ink. see her as useful; she brings them goods they request and acts as a fence
for anything they’ve stolen.
Treasure: Emile is flat broke (having already given any money Jessu She offers to sell the party some of her “treasures”, including six
handed him to his creditors) and has no treasure. He does have one book random second level potions and three second level scrolls (roll to
on antiques that he is writing himself, and this may provide valuable randomly determine which). She also has some adventuring gear, notably
insight into some of the minor artifacts that the party may come across two everburning torches, a small treasure chest with a superior lock on it
in their travels. (DC 40 Disable Device) made of pale wood for 180 gp, and a battered (but
functional) spyglass for 500 gp.
Note: Emile’s special power elevates him to a CR 3 encounter. She doesn’t mind haggling over the prices of these goods. They’re all
real — in fact she stole them from a wagon two days before and is happy
The Ambush
to get any coin for them. What she is really looking for is a PC that seems
to be particularly heroic — someone who sounds brash and particularly
egotistical. If the party is suspicious or asking too many questions, she
The core of the ambush is not a stealthy strike, but rather ensuring all the takes what coin she can get and leave quickly.
PCs are spaced out a reasonable distance. A goblin ambush would involve However, if she spots a mark and their friends do not seem overly
trapping the party in a small space and raining death with crossbows, but suspicious she may try to see what she can get away with. She brings
the Angels take a different approach. If Drifter can cause the PCs to spread out a fine wooden box, inlaid with silver. Inside is a device that looks
out it can give the Angels an extra turn to get into position and add to the very much like a classic genie’s lamp or perhaps a squat teapot with a
confusion. long spout. The pot is made of silver and glass and is decorated with
Fortunately, Drifter has a plan. Drifter has heard of the red dragon images of clouds, stars and the setting sun with an overall theme of
Aragnak (at Rappan Athuk, Wilderness Area 25). Drifter mentions the ‘evening’. The glass sections allow one to see inside the pot, to see
dragon to the party, and mentions its habit of occasionally devouring that it is filled with an effervescent blue liquid that sparkles in the
adventurers. He suggests that anyone on watch should also not neglect light.
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Genna tells a hero that the pot is filled with “tears cried by angels while
they spoke of the truest things” and for a modest sum of 200 gp she allows
the hero to drink his fill. She warns them in advance however that ‘truth’
is a lot for mortals to take in, and that the hero will fall asleep for about
two hours after taking the draught. She advises them to set up their bedroll
so they have somewhere comfortable to sleep it off. If asked why this
strange service is so cheap she (truthfully) explains that the real value is
in the pot and its use, not in its contents. If one does drink from the pot,
they collapse moments later, not into a sleep but into a death-like state. A
DC 13 Heal check reveals the character is not actually sleeping. Genna
is honest about one thing: they indeed dream of angels while their soul is
contained within the teapot.
Of course, accepting strange drinks from random ladies on the side of
the road is not even a vaguely sensible idea. The silver-and-glass teapot
is the unusual but practical Lover’s Lament (see the Appendix). Genna
cautions the party to not disturb their “sleeping” comrade, and concludes
her business, packing her cart and heading off to the nearest place she
can think to hide before looking for a buyer for her new acquisition. The
followers of Orcus have use for such a thing, as would the priests of
Tsathogga at Wilderness Area 25.
The key to this social encounter is friendliness and wonder. Genna
Lover’s Lament
should be a relaxing encounter for the party, a break between death-traps Aura strong conjuration CL 17
and vicious beasts. She offers them tea, and encourages them to rest a Slot —; Price 120,000 gp; Weight 5lbs.
moment and tell of their travels. She reciprocates with tales of far off
places, perhaps mentioning some of the notable features of the area. When DESCRIPTION
the teapot is brought out it should be a reverent occasion. Her story should This squat and elongated silver teapot is engraved
be one of wonder; for low-level characters the talk of angels and trading with images of clouds, stars and the setting sun. Glass
between planes where “a single vial of angel tears can be bought for the windows on its side allow one to see its contents, and
memory of a dawn” should hint at a larger (if entirely fabricated) world. it can be filled via the lid on top. The teapot can be
Genna cannot fight, and if cornered she attempts to bargain and lie to used normally with no ill effects, although it holds very
get herself out of trouble. If that fails she runs, perhaps after drinking one little liquid.
of her potions if they seem at all helpful. As all her goods are stolen, she If the teapot is filled with water and crushed gems
does not hesitate to use them as bribes or consumables in order to secure however, any who drink from the teapot have their
her own freedom. Genna is a casual worshipper of Tsathogga, and if her soul drawn into the pot, provided they consumed at
death looks unavoidable she does her best to destroy the Lover’s Lament least 1,000 gp worth of gem-dust for each HD they
and the rest of her stock, partially to stop them falling into the hands of possess. The victim can make a DC 22 Will save to
adventurers, partly as a last display of destruction for her god. negate this effect. If the drinker’s name is spoken
as they drink, the DC increases by +2 and any spell
If the party raids the back of her wagon, they find: resistance is ignored.
• All potions and scrolls she had for sale. If the victim has their soul drawn into the Lover’s
• A crate containing 8 longswords, 8 suits of leather armor, 8 longbows Lament, they fall into a deathlike state although
and 160 arrows, which Genna was on her way to sell to a group of bandits their body does not rot or decay and appears to be
in the Troll Fens. at rest. The liquid inside the lamp now functions as
• A +1/+1 two-bladed sword she found on a burned adventurer’s the gem from a successful soul bind spell, with the
corpse, although she is having trouble finding a buyer. following differences: The soul can be restored to its
• Her travelling kit, which contains spare clothes, food, water and a owner by simply ‘pouring’ the soul back through the
tea set. corpse’s lips. The magic holding the soul inside the
• The box the Lover’s Lament is housed in. The box is worth 120 gp for pot is intentionally weak, and destroying the pot or
its craftsmanship alone. placing it in an antimagic field will also restore the soul
to its original body, providing the body has not been
GENNA CR 1 damaged or removed from the plane. If there is no
XP 400 body for the soul to return to, it begins its journey to
Female gnome expert 3 the afterlife.
CE Small humanoid (gnome) The Lover’s Lament was originally made for and
Init –1; Senses low-light vision; Perception +3 used by an old aristocratic family who’ve long since
been forgotten. When one of the family went to war,
AC 12, touch 10, flat-footed 12 (+2 armor, –1 Dex, +1 size) their significant other would trap their own soul in the
hp 23 (3d8+3 plus 3) Lament until their love returned, so they would be
Fort +2; Ref +0; Will +4; +6 vs. illusions spared the pain of their parting. While awaiting their
Defensive Abilities defensive training return, the magic of the Lament would cause them to
dream of angels.
Speed 20 ft.
Melee unarmed strike +0 (1d3–2) CONSTRUCTION
Special Attacks hatred Requirements Craft Wondrous Item, gentle repose,
Spell-Like Abilities (CL 3rd): prestidigitation, soul bind, trap the soul; Cost 60,000gp
1/day—dancing lights, ghost sound (DC 13), prestidigitation,
speak with animals
Feats Deceitful, Skill Focus (Bluff)
Str 6, Dex 9, Con 12, Int 14, Wis 13, Cha 16 Skills Appraise +8, Bluff +14, Disguise +5, Knowledge
Base Atk +2; CMB –1; CMD 8 (arcana) +8, Knowledge (dungeoneering) +6, Knowledge
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Rappan Athuk: Expansions
(geography) +6, Knowledge (history) +6, Knowledge (local) the animal. Intelligent creatures with fewer HD than the
+8, Knowledge (religion) +8, Perception +3, Profession ravenous creature that are within 300 feet must make a
(merchant) +9, Sense Motive +7, Stealth +3 successful Will save (DC 10 + 1/2 the ravenous creature’s HD
Languages Common, Elven, Gnome, Goblin, Sylvan + the ravenous creature’s Charisma modifier) or become
Gear leather armor, 1d4 x 100gp panicked for 2d4 rounds. This is a sonic-mind affecting fear
effect. Whether or not the save is successful, an affected
creature is immune to the primal scream of that ravenous for
Encounter
+1 size)
hp 13 (2d8+4)
Fort +2; Ref +4; Will +5
This encounter can replace any roll of bandits, goblins or undead on the Defensive abilities channel resistance +2
Wilderness Encounter charts. The goblins, unlike their regular kin, make
no attempt to set an ambush or sneak up on the party. They are most likely Speed 30 ft.
to attack when the party has stopped to eat and the smell of food is caught Melee bite +9 (1d4+1 plus disease and paralysis) and 2
by the wind. claws +9 (1d3+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 15, affects elves
RAVENOUS GOBLINS (6) CR 4 normally), stench
XP 1,200
Male or Female ravenous goblin warrior 4 (Pathfinder Str 13, Dex 19, Con –, Int 3, Wis 14, Cha 14
Roleplaying Game Bestiary, The Tome of Horrors Complete Base Atk +4; CMB +2; CMD 15
732) Feats Weapon Finesse
CE Small monstrous humanoid Skills Acrobatics +4, Climb +5, Escape Artist +4, Perception
Init +3; Senses darkvision 60 ft., low-light vision, scent; +6, Ride +4, Stealth +8
Perception +6 Languages Goblin
Gear leather armor
AC 24, touch 15, flat-footed 20 (+2 armor, +3 Dex, +1 dodge,
+6 natural, +1 shield, +1 size) Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15;
hp 30 (4d10+4) onset 1 day; frequency 1/day; effect 1d3 Con and 1d3
Fort +4; Ref +7; Will +4 Dex damage; cure 2 consecutive saves. The save DC is
Immune fear; Resist cold 5, electricity 5 Charisma-based. A humanoid that dies of ghoul fever rises
as a ghoul at the next midnight. A humanoid who becomes
Speed 30 ft. a ghoul in this way retains none of the abilities it possessed
Melee bite +4 (1d4–1) and 2 claws +4 (1d3–1) or short sword in life. It is not under the control of any other ghouls, but it
+5 (1d4–1/19–20) hungers for the flesh of the living and behaves like a normal
Special Attacks primal scream (DC 8), rage ghoul in all respects. A humanoid of 4 Hit Dice or more rises
as a ghast.
Str 9, Dex 17, Con 12, Int 3, Wis 10, Cha 6 Paralysis (Su) Creatures damaged by a ghast’s natural
Base Atk +4; CMB +2; CMD 16 attacks must make a successful DC 15 Fortitude save or be
Feats Dodge, Great Fortitude, Skill Focus (Survival), Weapon paralyzed for 1d4+1 rounds. Paralyzed creatures cannot
Focus (short sword) move, speak, or take any physical actions. The creature
Skills Acrobatics +2, Climb +3, Escape Artist +2, Perception is rooted to the spot, frozen and helpless. Unlike ghouls, A
+6, Ride +6, Stealth +15, Survival +4, Swim –2; Racial Modifiers ghast’s paralysis even affects elves.
+4 Ride, +4 Stealth Unlike hold person and similar effects, a paralysis effect does
Languages Goblin not allow a new save each round. A winged creature flying
Gear leather armor, light wooden shield, short sword, 3d6 gp in the air at the time that it is paralyzed cannot flap its wings
and falls. A swimmer can’t swim and may drown.
Primal Scream (Ex) A ravenous creature can, as a standard Stench (Ex) Ghast’s exude an overwhelming stink of death
action, emit a powerful howl of savage fury that can and corruption in a 10 ft. radius. Those within the stench
be heard to a distance of two miles. Any animal that must succeed at a DC 15 Fortitude save, or be sickened for
hears this scream tries to move out of the area using the 1d6+4 minutes.
quickest and most direct means possible. A successful
Handle Animal check (DC 10 + 1/2 the ravenous creature’s Tactics: Charge! The goblins carry no weapons other than their rusty
HD + the ravenous creature’s Charisma modifier) calms swords and are far too hungry to have the patience for a bow. When the
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Part 8: New Encounters
goblins rise as ghasts they discard their weapon and shield; completely horses, observes the party before they see him. However if he does have a
overtaken by their hunger, the ghasts charge the nearest PC and attempt chance to prepare he casts both freedom of movement (if it’s not already in
to overwhelm them. effect because of proximity to Area 4B–11) and shield of faith.
Special: Goblins that drop to 0 hit points or below rise as ghasts on During Combat
their next turn, retaining their place on the initiative order. This can Santiago’s tactics are quite unusual because of how he’s been trained.
be prevented by destroying the corpse with 5 points of fire damage, or Many of the Orcusites who survived the Righteous March and the fall of
pouring holy water over the corpse. Tsar learned one important lesson: hit hard, hit fast. As such he starts by
ordering the zombie horsemen to charge (which they do anyway) before
using them as a defensive wall and doing as much damage as he can as
Str 14, Dex 13, Con 15, Int 10, Wis 11, Cha 12
Base Atk +3; CMB +5 (+9 to grapple); CMD 16 (32 vs. trip)
The Waytt Family (CR )
Feats Alertness, Weapon Focus (tentacle) In the hills overlooking the Horsefly Swamp, a family of misfits preys
Skills Climb +15, Perception +9, Sense Motive +4, Stealth +8, upon travelers and the occasional caravan. The Waytt family (pronounced
Survival +7 ‘wait’) are a mismatched, mongrel assortment of characters, led by
Languages Decapus Brayce Waytt, a clever half-orc that keeps the rest of the family in line.
SQ brachiation, sound imitation In addition to Brayce are Luug and Urk, half-ogre twins that dwarf
even the stout half-orc. Tall and bulky, the twins have only the basest
Brachiation (Ex) A decapus can move through trees at its ability to communicate with others outside the family. Their series of
base climb speed (30 ft. per round) by using its tentacles to grunts and hoots are completely unintelligible to outsiders, although they
swing from tree to tree. Trees used by the decapus in this are quite accomplished in pantomime, and take great pleasure in “aping”
manner can be no further than 10 ft. apart. the movements of others. Another member of the family is Roddick, a
Sound Imitation (Ex) A decapus can mimic any creature small, broken man that spends his days locked in a large truck. Roddick
it has previously encountered with near total accuracy, is an accomplished hedge-wizard, a spell-caster of some ability. His trunk
though it cannot mimic humanoid speech longer than two resemble a hounds den; clothes and books are piled in every bit of space,
or three words at a time. A DC 13 Will save detects the ruse. except that taken up by his dwarf-like body.
The save DC is Charisma-based. The boys also have a sister, Lilyandra, who Luug refers to as “Lily-
Flower” in his addled and slurred speech. Lilyandra is a slight, beautiful
GAMBADOS (8) CR 3 half-elven girl, with an extremely pale complexion. If one did not know
XP 800 better, it might be assumed that Lily was a vampire. Lily is a doting
The Tome of Horrors Complete 303 daughter and sister, always performing her tasks with an ethereal smile
CN Medium aberration on her face, never quite looking anyone in the eye. Lily is a psychopathic
Init +1; Senses darkvision 60 ft.; Perception +8 killer, and when she is set off, none of the boys (except Brayce) go
anywhere near her.
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural) The matriarch of the family is a grotesquely fat hag named Agga, a
hp 26 (4d8+8) virtual prisoner of her own body. Both of her legs were broken when she
Fort +3; Ref +2; Will +5 tried to stand, giving out completely under the stress of her bulk. Now, she
lays in the covered wagon, with Roddick’s trunk, flanked by her hulking
Speed 40 ft. twins, her beautiful daughter tending to her needs, and Brayce leading
Melee bite +5 (1d8+2), 2 claws +5 (1d4+2) their way.
Str 14, Dex 12, Con 14, Int 6, Wis 12, Cha 8 The family has no permanent home; they travel the hills and edges of
Base Atk +3; CMB +5; CMD 16 the swamp foraging for anything they can find. First pick of food items
Feats Alertness, Skill Focus (Stealth) goes to Momma Agga; anything pretty, or fine clothing, goes to Lily; other
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Rappan Athuk: Expansions
items are traded or stashed for later use. Surprisingly, Brayce has managed to make a situation believable. Brayce has a stash of various weapons and
to keep the family together and if not flush, reasonably well cared-for. He armor, so the equipment listed here is only when he is not performing a
is quite intelligent for a half-orc; his interactions with outsiders, being specific con.
able to size-up good targets and high-percentage banditry, and his ability Brayce is the unquestioned leader of the family. Mamma Agga may be
to minimize damage to his family is quite remarkable. Brayce should be the matriarch and progenitor of the family, but Brayce is it head. No one,
played with poise, he will not risk the well-being of any family members, except possibly Lily, dispute his orders or direction.
and he plays to their strengths brilliantly.
BRAYCE WAYTT CR 7
Tactics XP 3,200
Typical tactics for the family are Brayce approaches caravans or Male half-orc fighter 4, rogue (Charlatan) 4 (Pathfinder
travelers from the front, claiming to be a sell-sword or adventurer that Roleplaying Game Ultimate Combat)
has lost his party. Roddick is always off to the side, within line of sight, Medium humanoid (human, orc)
carried into place by one of the twins. Infrequently, Roddick will be Init +2; Senses darkvision 60 ft.; Perception +10
placed into a backpack and carried by a twin (although he despises this
mode of transport) if the terrain is difficult to maneuver in. He makes use AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
of his spells (particularly sleep, his favorite), intelligently, maximizing hp 51 (4d10+4d8 plus 8)
the confusion of any opponents. He also tries to spot where loot could be Fort +6; Ref +7; Will +3; +4 vs. fear
found from his distance location. The other twin typically takes a flanking Defensive Abilities bravery +1, evasion, orc ferocity,
position, in order to throw rocks or charge in if needed. He will stay uncanny dodge
hidden in whatever ambush Brayce has cooked up. Lily typically stays
close to Mama, smiling and fussing over her to no end. Should anyone Speed 30 ft.
approach the wagon, the smile drains form Lily face, replaced by the cold Melee +1 dagger +10/+5 (1d4+2/19–20) and +1 short sword
look of stone. She draws out her thin short sword, and prepares to defend +10/+5 (1d6+2/19–20)
her mother with everything she has. If Brayce has time to plan out an Ranged mwk light crossbow +10 (1d8/19–20)
ambush, he may use Lily as a “fair maiden” to lull would-be rescuers into Special Attacks sneak attack +2d6
a deadly trap. In this case, Brayce is quick to remove Lily from potential
harm, while Roddick and the twins keep them occupied. Str 13, Dex 15, Con 13, Int 18, Wis 13, Cha 17
Base Atk +7; CMB +8; CMD 21
Encounters Feats Dodge, Double Slice, Pass for Human, Skill Focus (Bluff),
The Waytts can be encountered in several ways. The Tactics section Skill Focus (Sense Motive), Two-weapon Fighting, Weapon
above details how the Waytts form up when they are attempting banditry. Finesse
Just as frequently, Brayce concocts a confidence game against travelers; Skills Acrobatics +10, Appraise +10, Bluff +17, Diplomacy
he portrays himself as a salesman, with “cures and remedies for the +10, Disguise +11 (21 for different race while doing so)),
common man”, nothing more than a snake-oil salesman. He is, however, Handle Animal +10, Intimidate +5, Knowledge (local)
very skilled at the deception, and it would take either a well-travelled +10, Knowledge (nature) +7, Knowledge (religion) +7,
adventurer, or an Sense Motive check to see through his con. Brayce Perception +10, Perform (act) +14, Profession (fortune-teller)
typically pulls this con alone, or occasionally with Roddick and Luug, +7, Profession (gambler) +10, Profession (merchant) +12,
used as “props” or assistants. Lily can also be used as a distraction, so Ride +8, Sense Motive +9, Sleight of Hand +6, Stealth +6;
marks do not pay too close attention to Brayce’s wares. He will have 1d6 Racial Modifiers +2 Intimidate, rogue talents (black market
different tonics for sale, each “guaranteed to cure what ails”, typically for connections, honeyed words)
2d6 gp, or whatever his marks can bear. Languages Aklo, Common, Draconic, Giant, Goblin, Orc
A particular favorite con for Brayce is the “traveling evangelist”. SQ armor training 1, natural born liar, orc blood, weapon
He poses as a dirty orc, preaching the words of enlightenment and familiarity, grand hoax
forgiveness. His portrayal of a humanoid beast in these cases is perfect, Gear +1 glamered leather armor, +1 dagger, +1 short sword,
and his humility and self-degradation are almost over-the-top. He will masterwork light crossbow, 20 bolts, dark green hooded
use Luug and Urk in these scams, portraying the 3 of them as goodly cloak.
humanoids, just seeking fairness in the world, escapees form torture and
slavery in the dungeons of Rappan Athuk. “All we seek, friend, is perhaps Huge and stupid, Luug Waytt is a monstrous half-ogre; he and his
a few coppers so we can make our way in the world. Anything you can twin-brother Urk are the result of Mamma Agga’s indiscretion with an
spare is more than charitable.” Good clerics and paladins can hardly resist ogre marauder. Much more civilized than a normal ogre, Luug can take
or say no to such a request, and is a good time for the GM to really lay on direction from family members, but it somewhat lost on his own.
the guilt, and lighten the party’s monetary load. Standing nearly 8 ft. tall and heavily muscled, Luug is a fearsome sight
Another option for encountering the family is that occasionally, when in combat. He is also the workhorse of the family, as his strength and
Lily is in a particularly foul mood, she goes off on her own to “hunt”. endurance seem limitless. Luug is frequently tasked with carrying his
Hunting for Lily involves finding lightly-armed or small groups of half-brother Roddick, which he thinks is a great honor to be trusted with,
travelers, and murdering them in their sleep. Unbeknownst to Lily, news treating Roddick as a kind of pet to care for. If Roddick is attacked while
of her “hunts” have made the gossip-rounds up the Coast Road, so her under Luug’s care, the half-ogre flies into a barbaric rage, and gains +2
exploits are gaining attention from the local sheriffs and foot-patrols. to hit and damage until all non-family members around them are dead.
They are on the lookout for the Waytts (specifically Lily), and may enlist Needless to say, even Brayce cannot control Luug at these times, which is
the characters to help in the search. Currently, there is a 200 gp reward for why they avoid cities, just in case.
her, dead or alive, payable by the sheriffs.
Brayce Wyatt normally appears as a facially disfigured human male, LUUG WAYTT CR 8
approximately 6 ft. tall, of athletic build. Brayce can alter his appearance XP 4,800
enough that he can accomplish is “cons” described above. He has been Male half-ogre barbarian (Brutal Pugilist) 1/fighter 7
doing these cons for so long, only someone very qualified or lucky will (The Tome of Horrors Complete “Half-Ogre”, Pathfinder
notice they are being taken advantage of. Roleplaying Game Ultimate Combat)
Brayce is a firm believer of “family first”, and will not hesitate to do CE Medium humanoid (giant)
whatever is necessary to make sure his family is taken care of. The family Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
wagon is brimming with supplies necessary to pull of his various cons, so
the GM should feel free to add whatever mundane equipment is necessary AC 15, touch 10, flat-footed 15 (+3 armor, +2 natural)
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Part 8: New Encounters
hp 106 (2d8+1d12+7d10 plus 47) ogre is considered an ogre.
Fort +13; Ref +2; Will +2; +4 vs. fear
Defensive Abilities bravery +2 Roddick Waytt is a small human male with dwarfism. Tiny compared
to his larger brothers at roughly 4 ft. tall with bent and painfully twisted
Speed 40 ft. limbs, they nonetheless frequently look to him for guidance due to his
Melee +1 furious** halberd +15/+10 (1d10+8/×3) and +1 vastly superior intellect. While Brayce may be the leader of the family,
greatsword +15/+10 (2d6+8/19–20) and unarmed strike and extremely clever, he also knows that his “little brother” is the smartest
+15/+10 (1d3+6) man in the family.
Ranged mwk longbow +10/+5 (1d8/×3) Extremely well-read and versed on many subjects, Roddick is often
Special Attacks rage (13 rounds/day), weapon trainings asked for his opinion with family business and the cons. He often works
(natural +1) out the problems with any of the scams and finds exploits and loopholes
that Bryce does not.
Str 21, Dex 10, Con 16, Int 8, Wis 10, Cha 8 Roddick spends most of his time in a large traveling-trunk in the family
Base Atk +9; CMB +14 (+16 to bull rush); CMD 24 (26 vs. bull wagon, like a dog in a den. He does this literally to protect himself; his
rush) brothers and mother are so large they could crush him without even
Feats Boar Style*, Catch Off-Guard, Extra Rage, Improved noticing. He has received many broken bones while growing up, and
Bull Rush, Improved Unarmed Strike, Intimidating Prowess, were not healed by his mother, a fact that is never far from his mind.
Power Attack, Toughness, Vital Strike Roddick would be the first member of the family to turn on the group,
Skills Intimidate +15, Perception +5, Survival +5 due to the horrible treatment he has received. He believes he is destined
Languages Common, Giant for greatness, and bides his time with his family so he can amass enough
SQ armor training 2, fast movement, ogre blood wealth to purchase slaves to transport him as his family does now.
Gear +1 glamered leather armor, +1 furious halberd, +1 An accomplished wizard, Roddick wields powers that Brayce and the
greatsword, masterwork longbow, 15 arrows, large woolen family can barely conceive. They do know he is valuable, and protect
blanket (used as a cloak), backpack (for Roddick), leather him at all costs. Roddick keeps his spells on scrolls in his trunk, his
shoulder-harness to attach bags and gear, 4 sacks. greatest possessions. He will do nearly anything to obtain a new book or
spellbook. If given the opportunity, Roddick will attempt to trade spells
Ogre Blood (Ex) For all special abilities and effects, a half- with a PC wizard. If they cannot come to some kind of agreement, or
ogre is considered an ogre. the character does not have any new spells for Roddick, he signals his
*Pathfinder Roleplaying Game Ultimate Combat brothers that his business is concluded, and they may treat the party as
** Pathfinder Roleplaying Game Ultimate Equipment they will.
Urk Waytt is an awesome sight. Standing taller even than his brother RODDICK WAYTT CR 7
Luug, Urk is 9 ft. tall and 600 pounds, with wild hair and shaggy beard. He XP 3,200
appears to be a (slightly) smaller type of hill giant. He never speaks, but Male human wizard (Scrollmaster) universalist 8 (Pathfinder
does seem to understand simple direction. He is not much for endurance, Roleplaying Game Ultimate Magic)
but his strength surpasses even Luug’s. Urk does not fight with any CE Medium humanoid (human)
weapons, preferring to either use his clubbing forearms or literally throwing Init +2; Perception +8
his body at his opponents. He is very shy and uncomfortable around Lily,
and bashfully leaves her presence unless instructed otherwise by Brayce. AC 8, touch 8, flat-footed 8 (–2 Dex)
hp 22 (8d6–8)
URK WAYTT CR 6 Fort +1; Ref +0; Will +9
XP 2,400
Male half-ogre barbarian (Brutal Pugilist) 6 (The Tome of Speed 10 ft.
Horrors Complete “Half-Ogre”, Pathfinder Roleplaying Game Melee +1 dagger +2 (1d4–2/19–20)
Ultimate Combat) Special Attacks hand of the apprentice (7/day),
CE Medium humanoid (giant) metamagic mastery (1/day)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4 Spells Prepared (CL 8th; melee touch +1, ranged touch +2):
4th—black tentacles, dimension door, stoneskin
AC 15, touch 10, flat-footed 15 (+3 armor, +2 natural) 3rd—deep slumber (DC 17), hold person (DC 17), ray of
hp 84 (2d8+6d12 plus 30) exhaustion (DC 17), seek thoughts (DC 17)
Fort +10; Ref +2; Will +1 2nd—blindness/deafness (DC 16), glitterdust (DC 16),
levitate, locate object
Speed 40 ft. 1st—charm person (DC 15), mage armor, obscuring mist,
Melee unarmed strike +15/+10 (1d3+8 nonlethal) silent image (DC 15), unseen servant
Special Attacks rage (22 rounds/day), rage powers (brawler, 0 (at will)—dancing lights, detect magic, mage hand,
greater brawler, roused anger) message
Str 23, Dex 10, Con 15, Int 6, Wis 8, Cha 7 Str 5, Dex 6, Con 8, Int 19, Wis 17, Cha 8
Base Atk +7; CMB +13 (+17 to bull rush); CMD 23 (25 vs. bull rush) Base Atk +4; CMB +1; CMD 9
Feats Extra Rage, Improved Bull Rush, Power Attack, Feats Brew Potion, Extend Spell, Fast Study*, Improved
Toughness Counterspell, Improved Initiative, Magical Aptitude, Scribe
Skills Climb +10, Intimidate +9, Perception +4, Survival +5 Scroll
Languages Common, Giant Skills Appraise +15, Craft (alchemy) +10, Fly +2, Knowledge
SQ fast movement, savage grapple, ogre blood, pit fighter, (arcana) +15, Knowledge (engineering) +10, Knowledge
pit fighter (geography) +10, Knowledge (nature) +10, Knowledge
Gear +1 glamered leather armor, amulet of mighty fists (planes) +10, Knowledge (religion) +10, Linguistics +10,
+2, bits and pieces of carpet for clothing, rope to wrap Perception +8, Profession (clerk) +12, Sense Motive +10,
forearms, backpack, 1d3 stones for throwing. Spellcraft +17
Languages Aklo, Common, Draconic
Ogre Blood (Ex) For all special abilities and effects, a half- SQ scroll blade, scroll shield
149
Rappan Athuk: Expansions
Gear +1 dagger, normal clothes, dagger, various books and from place to place, as she no longer fit through doorways. Whether by
scrolls, spell-scrolls (GM to determine spells as necessary). neglect or some form of curse, the woman is almost impossibly fat for a
*Pathfinder Roleplaying Game Ultimate Magic human. The matriarch of the family, Agga has had relations with various
different humans and humanoids in her time, producing the clan that takes
Small, elven, and delicate, Lilyandra Waytt seems quite out-of-place care of her now.
in this family of hulking brutes and freaks. Standing a mere 4 1/2 ft. Devouring anything she can, she has a near-insatiable need to eat
tall and weighing less than 80 lbs, Lily appears almost transparent and constantly. The family stages raids just to keep Mamma happy, which is
ethereal. Pale-skinned and extremely light blond hair make her look like almost a daily necessity. Her appetites for food and more unsavory things
an apparition, and image she does not mind. keep everyone busy, and is one of the reasons the family is being hunted
Lilyandra is a sociopath; she feels no empathy or warmth towards down in the Forest of Hope region.
anything, including her own family. While she can laugh, and is often Ranging from the Horsefly swamp down to roughly the Wild Edge
jovial, it is a façade covering her utter blankness of soul. She takes care River bridge, the family take care to travel by night, and set up their cons
of Mamma the best she can, but with no real feelings, she cannot comfort for the daylight hours, although this causes Brayce discomfort, he feels
Agga when needed. The rest of the family keep a wary eye on Lily, for as some form of familial tie to Agga, although no one would consider it love
much as they love their little sister, they fear her “episodes” even more. or respect.
Once every couple of months, Lily escapes from the family and goes off Agga is a cleric of some loathsome god, thought to be either Grotaag,
on a “hunting” trip. On these excursions, she tracks down a small group Snuurge, Orcus, or some other even viler being. Whomever she prays to,
of travelers or caravan, and systematically kills them all. Occasionally, she does so away from the others, as no family member is invited into the
she slays them in a particularly atrocious fashion, and Brayce must come wagon when it is time for her prayers.
and clean up the situation after her. He never admonishes her for these
dalliances, but he is never happy when it’s “Lily-time”. Lily can sometimes MAMMA AGGA WAYTT CR 7
be found with bits or pieces of her victims, perhaps and ear or finger of some XP 3,200
traveler. Lily has performed these hunting trips frequently enough the Coast Female human cleric of Kal’Ay-Mah 8
Road Guard are aware of who she is (there have been enough survivors that NE Medium humanoid (human)
they put a description together), and are actively searching for her. This may Init –4; Perception +5
lead to the party being offered a reward for her; 200gp, dead or alive. Aura Evil
151
Rappan Athuk: Expansions
Appendix
melee combat is inevitable a Zealot can utilize their undead resistances
New Classes and ability to cast necromantic spells through their weapon to make
opponents think twice about confronting them directly.
Alignment: All Zealots of Orcus are evil.
Hit Die: d8.
Disciple of Orcus (Archetype)
The Disciple of Orcus has dedicated their life from their first pious Requirements
To qualify to become a Zealot of Orcus, a character must fulfill all the
moments to serving the Demon Lord of the Undead. They instruct the
following criteria.
secret cabals in the teachings of Orcus and also work to raise the undead
Alignment: Any evil.
army that will someday rise up to destroy the world. The disciples of
Skills: Knowledge (religion) 5 ranks.
Rappan Athuk differ theologically from the disciples of Tsar, and will
Spells: Ability to cast at least 5 necromancy spells, and one spell
attack the later more often than not.
must be of 3rd or higher level. A wizard may not have necromancy as an
Death Domain: The disciple of Orcus must choose the Death domain
opposition school.
(or the Undead subdomain from the Advanced Player’s Guide, if available
Feats: Spell Focus (necromancy).
in the campaign). They gain no second domain or domain powers. In all
Other: Must be a worshipper of Orcus. The ability to control undead
other respects, this works like and replaces the standard cleric’s domain
in some manner. This can be from any source, excluding magic items less
ability. than artifact status.
Variant Channeler: When the Disciple of Orcus channels energy it is
modified by the undeath variant from Ultimate Magic.
See in Darkness (Ex): The holiest of rites to Orcus are performed in Class Skills
total darkness. At 1st level the Disciple of Orcus gains darkvision 60 ft. The bound to Orcus class skills (and key ability for each skill) are Bluff
The range increases to 90 ft. at 6th level. At 8th level the Disciple of (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes)
Orcus can also see in magical darkness. If the Disciple of Orcus already (Int), Knowledge (religion) (Int), Perception (Wis), Spellcraft (Int), and
possesses darkvision its range increases by +30 ft. at 1st and 6th levels. Stealth (Dex).
Bonus Feat (Ex): At 1st level the Disciple of Orcus gains Command Skill Ranks at Each Level: 2 + Int modifier.
Undead as a bonus feat.
Undead Lord’s Proxy (Su): Undead recognize the Disciple of Orcus
as a conduit to the Demon Lord. At 3rd level Disciples add +2 to the DC Class Features
All of the following are class features of the Zealot of Orcus prestige
to resist channeled energy when used to command undead.
class.
Touch of Darkness (Su): At 9th level, once per day per level, the
Weapon and Armor Proficiency Zealots of Orcus gain no proficiency
Disciple may make a melee touch attack to deal 1d4+1 points of Strength
with any weapon or armor.
damage to a target (Fortitude save for half damage). If the target is reduced
Spells per Day At 2nd, 3rd, 4th, 6th, 7th, 9th, and 10th level, the
to 0 Strength or less, they die, and rise as a shadow under the control of the
character gains new spells per day as if they had also gained a level in any
Disciple one round later. The Disciple may have one controlled shadow
one arcane or divine spellcasting class they belonged to before they added
per two Disciple levels. This is equivalent to a 5th level spell. The save
the prestige class. They do not, however, gain other benefits a character
DC is Wisdom-based.
of that class would have gained. This essentially means that they add the
Undead Creation Mastery (Su): At 11th level when the Disciple of level of Zealot to the level of whatever other arcane spellcasting class or
Orcus creates undead (either through the spell or other means) they gain a divine spellcasting class the character has, then determines spells per day,
+4 bonus to their caster level when determining what type of undead they spells known, and caster level accordingly. If a character had more than
can create. Undead the Disciple of Orcus creates are immediately under one arcane spellcasting class or more than one divine spellcasting class
their control as per control undead. before they became a Zealot, they must decide to which class they add
each level of Zealot of Orcus for the purpose of determining spells per
selected more than once. Each time after the first increase the range of slain with this ability rises 1 round later as an undead creature created with
darkvision 30 ft. greater create undead under the control of the Zealot.
Death Aura (Su) The Zealot of Orcus radiates a death aura of 10 ft.
Within this aura creatures take a –4 penalty to stabilization checks and all
bleed effects within the aura persist until ended with a source of magical
healing. This rite may be chosen once.
Necromantic Strike (Su) As a swift action, the Zealot of Orcus may
New Drug
cast a necromancy spell with a duration of 1 standard action or less and
then make a melee attack, all as a standard action. On a successful hit, the Stems
target of the melee attack also suffers the effect of the necromancy spell.
If the attack misses the spell is discharged without effect. This rite may Ingesting a dose of stems is a move action. If the creature taking the
be chosen once. stems is doing so against his will, he can make a DC 16 Fortitude save to
Powerful Necromancy (Sp) Once per day the Zealot may apply regurgitate them before the start of his next turn. On the start of the crea-
Empower Spell or Heighten Spell to one necromancy spell they cast ture’s next turn, roll a 1d6:
without increasing the spell’s casting time. Casting Empower Spell does
not increase the spell’s level. This rite may be chosen more than once to
increase the number of uses per day. The creature slips into a happy haze for 6 minutes.
Channel Energy Focus (Su) The Zealot of Orcus is considered 2 levels During this time, he is staggered, although he can
1
higher when channeling negative energy. They must have the channel perceive his surroundings. At the end of this time he
energy class ability to select this rite. This rite may be chosen more than is sickened for an hour.
once. Its effects stack. The creature feels a jolt as his mind and body
Undead Body (Ex) The Zealot of Orcus gains a 25% chance to ignore begin to work faster. For 1 minute, he gains a +2
critical hits and sneak attacks. This rite may be chosen once. 2–5 alchemical bonus to Dexterity, a +4 alchemical
Undead Fortitude (Ex) The Zealot of Orcus can use their Charisma bonus to initiative and a +1 dodge bonus to AC. At
modifier instead of theirs Constitution modifier when determining how the end of this time, he is fatigued for an hour.
many bonus hit points they receive per Hit Die, as well as Fortitude saves
and other checks that rely on Constitution. This rite may be chosen once. The creature enters a trance in a state of mental
Undead Mind (Ex) The Zealot of Orcus becomes immune to fear. This clarity for 10 minutes. All Knowledge rolls are made
with a +2 insight bonus, and any spells are cast at
rite may be chosen once. 6
Universal Necromancy (Ex) The Zealot of Orcus may add one +1 caster level. He also receives a +2 alchemical
necromancy spell not on their spell list. For example, a cleric may choose bonus to Will saves. At the end of this time, he is
to add eyebite to their spell list. The Zealot must be of a high enough level fatigued for an hour.
to cast the spell they add to their spell list. This rite may be chosen more
than once. Its effects stack. Taking another dose of stems while under one of the effects listed above
Wand of Orcus (Sp) The Zealot of Orcus may cast spiritual weapon instantly ends the current effect. Roll again to see what effect takes over
once per day as a spell-like ability (caster level equals caster’s hit dice). instead. In this way, a creature with sufficient access to stems can keep the
The weapon deals 1d10 points of damage + 1 point for every two Zealot negative effects at bay indefinitely.
levels. On a successful critical hit with the weapon the target gains 1
New Gods
negative level in addition to any damage taken. This rite can be chosen
more than once. Each additional rite increases the uses per day.
Wounding Touch (Sp) The Zealot of Orcus may cast inflict light
wounds 3/day as a spell-like ability with a caster level equal to the Zealot’s
hit dice. The Zealot may select this rite more than once. Each additional
time the Zealot selects this rite the spell-like ability increases by one step. Hecate, Goddess of Evil Magic
For example, from inflict light wounds to inflict moderate wounds, and
so on. Alignment: Lawful Evil
Indomitable Casting (Ex) The Zealot of Orcus becomes unshakeable Domains: Law, Evil, Magic, Knowledge
when casting death spells. They do not need to make concentration checks Symbol: A half silver disk representing the setting full moon
to cast necromancy spells. Garb: Fashionable togas of the most expensive cut and
Slay Living (Sp) Once per day the Zealot may use slay living as a material, generally in black.
melee touch attack (caster level equal to caster’s hit dice). The DC against Favored Weapons: None
the spell-like ability is 15 + the creature’s Charisma modifier. A creature Form of Worship and Holidays: Priests and Wizards who
153
Rappan Athuk: Expansions
venerate Hecate do so beneath the full moon with sacrifices
of blood and magical items as the moon sets.
Typical Worshippers: Wizards, Women, Wali Hecate,
Hateful Spear
Assassins, Lawful evil hags, witches, and crones. Aura moderate conjuration; CL 9th
Slot —; Price 8,602 gp; Weight 4 lbs.
Hecate is the goddess of evil magic. She appears as a beautiful wom-
an flanked by numerous hell hounds, her favored creature. The set- DESCRIPTION
ting moon is her symbol. She requires sacrifices on the full moon. Her This item, is typically created due to a tragic event. Rarely,
priests are normally accompanied by hell hounds sent by their goddess a wizard can harness the powerful emotional magic from
to guard her temples. Clerics of Hecate have a special rapport with another source, binding the anger into a magical weapon.
the beasts, allowing a chance to control them as they would undead. The hateful spear is a +1 short spear that inflicts double
Hecate is a jealous goddess, capricious and quick to anger. One of her damage against 1 type of creature, chosen at creation.
greatest priestesses, Akbeth, is imprisoned in the Frog God Games
dungeon module Rappan Athuk. Hecate resides in a floating castle in CONSTRUCTION
the Nine Hells. Requirements Craft Magic Arms and Armor, summon
monster I; Cost 4,301 gp
CONSTRUCTION DESCRIPTION
Requirements Craft Magic Arms and Armor, plane shift; Cost This +1 short sword enhances a ranger’s ability to fight their
36,315 gp most hated foes. The spiteful spike doubles all bonuses a
154
Appendix
ranger receives when fighting their favored enemies. Init +2; Senses darkvision 60 ft.; Perception +2
Str 16, Dex 15, Con 18, Int 3, Wis 15, Cha 14
Aelom Base Atk +2; CMB +5; CMD 17 (21 vs. trip)
Feats Nimble Moves, Toughness
Skills Acrobatics (jump) +4, Climb +7, Stealth +7, Survival +2
A small bird, looking like a diseased or sickly parrot, its normally
SQ fondness for flesh
bright plumage muted by some form of taint.
Ecology forest
AELOM CR 1 Organization solitary
XP 400 Treasure none
NE Small animal (daemon)
Init +7; Senses low-light vision; Perception +14 Creeping Necrosis (Su) Type disease—injury; Save DC 14;
Onset 1 day; Effect 1 Str damage and 1 Dex damage and
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size) 1 Con damage as the flesh dies and peels away from the
hp 4 (1d8) bones; Frequency 1/day; Cure 2 consecutive saves; Special
Fort +2; Ref +5; Will +2 burning the infected area with at least 2 points of fire damage
within an hour of infection reduces the save DC to 6.
Speed 10 ft., fly 80 ft. Daemonic Glare (Su) A belhelmel can stun its prey with its
Melee bite +0 (1d4–1) deep, unblinking eyes. As a standard action, the belhelmel
Special Attacks growing darkness can attempt to stagger a single target within 30 feet unless
Spell-Like Abilities (CL 1st): the target makes a DC14 Will save. The DC is Constitution-
3/day—darkness based. This is a mind-affecting effect.
Fondness for Flesh (Ex) If a sizable amount of fresh meat is
Str 8, Dex 16, Con 10, Int 2, Wis 14, Cha 6 available, the belhelmel has a 50% chance at the start of its
Base Atk +0; CMB –2; CMD 11 turn of breaking off its attack and proceeding to the food
Feats Improved Initiative instead (dead or unconscious creatures are considered
Skills Acrobatics +3 (–5 jump), Fly +5, Perception +14, Stealth food as well). It continues to eat for 2 rounds per pound of
+7; Racial Modifiers +8 Perception flesh (up to 5 pounds) or until attacked.
Strangle (Ex) By crushing the victim’s windpipe between its
Ecology forest long fingers, the belhelmel can deliver a coup de grace
Organization solitary or flock (4–6) using its natural weapon.
Treasure none
Belhelmel resemble goats with pale gray fur. A successful DC 10
Growing Darkness (Su) If one aelom casts darkness over Knowledge (nature) check confirms that goats are not usually found
an existing patch of darkness, it extends the radius of the in dense forests, and that the creature is all wrong. A successful DC 20
darkness by 10 feet and increases its duration by 1 minute. Knowledge (planes) check likens these creatures to the goat-daemons of
The aelom are smart enough to know to do this and so Abaddon, and reveals their proper name, belhelmel. A closer inspection
maximize their ability to flee. shows that the creature has deep orange eyes that do not blink.
Belhelmel are the apex predators of the forest. Part daemon and part goat,
The aelom are the forest’s watchers. Aelom are sickly parrots with they eat fresh flesh and have no need to sleep. Oddly, they are barely more
green and purple feathers. They are primarily sap feeders, and associate intelligent than the goats they resemble. They usually live in trees, with their
things like the sound of an axe hitting wood or the flames of a fire with a “hooves” unfurling into long, dexterous fingers, four to each hand. Their front
legs are flexible enough for the creature to use them to place food in its mouth.
potential food source. Building a fire, chopping down trees and other such
They hunt by surrounding a creature and using their daemonic glare to
activities attract them. Once they spot something that interests them, a
stun the target before latching onto it with their jaws. They either outright
small flock lands and observes. The birds don’t do anything until threat- frighten a creature to death or wait for their toxic saliva to finish the crea-
ened or startled (although they are very jumpy). ture for them. The belhelmel associate the darkness caused by the aelom
If startled, aelom squawk and fly off, casting darkness over the area. with food, and converge on any dark area they spot.
Predators in the forest have learned that aelom squawking paired with Belhelmel are not cautious, as the other creatures of the forest know
sudden darkness indicates nearby food. This darkness probably attracts all better than to attack them. While they have food, they are docile. They
the belhelmel in the vicinity. usually eat only once every two days. If attacked or startled, they retreat
If the party manages to kill or capture an aelom and examine it, they before tracking the offender and waiting for it to rest. When they are sure
quickly discover that under the mass of feathers is little more than bones they have the jump on their prey, they dash in and bite the offender, or
and finely corded muscles, with no sign of skin or organs. sneak up on the sleeping victim and strangle him with their long fingers.
Doppelbears and Str 12, Dex 8, Con 10, Int 3, Wis 9, Cha 10
Base Atk +2; CMB +3; CMD 12
Str 16, Dex 13, Con —, Int 9, Wis 14, Cha 16 AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
Base Atk +2; CMB +5; CMD 16 hp 11 (2d8+2)
Feats Toughness, Weapon Focus (claw) Fort +4; Ref +5; Will +2
Skills Climb +9, Intimidate +9, Stealth +7
Speed 40 ft., climb 40 ft.
Environment any Melee bite +2 (2d4+1) and tail slap +1 (1d4+1 nonlethal
Organization pack (2–5), squad (5–12), army (12+) damage)
Treasure none
Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7
Shabby (Ex) Due to the poor quality of this necromantic Base Atk 1; CMB 2; CMD 14 (18 vs. trip)
creature, it has a chance of falling apart whenever it takes Feats Improved Initiative
damage. When it is hit, roll 1d8. On a 1, the skeleton is Skills Climb +21, Perception +6; Racial Modifiers +8 Climb
destroyed. These skeletons fall apart one hour after they are SQ expert climber
created.
Environment underground
Fragmented skeletons are shunned by necromancers who have even a Organization solitary or pair (1–2)
little pride in their work. Created by piling tens of thousands of bones over Treasure none
a ritual circle, fragmented skeletons are vicious and cheap to create. Their
jumbled nature is immediately obvious, as fragmented skeletons usually Expert Climber (Ex) A glowlizard’s feet allow it to climb
consist of just a ribcage, skull and pelvis in their standard arrangement, virtually any surface, no matter how slick or sheer. In effect,
with all other sections made up of whatever bones are close to the right glowlizards are treated as constantly being under a natural
size. Their hands end in long claws made of teeth and broken bones that version of the spell spider climb.
keep them from wielding a weapon.
Not that weapons and tactics are often a big part of an attacking group Glowlizards are a perfectly mundane species of lizard native to the for-
of fragmented skeletons, as they usually attack in waves, overwhelming est. Since the arrival of the daemonic influence, they’ve nearly died out.
an enemy with relentless numbers. Some necromancers can lend some Glowlizards are nonmagical; their tails glow as a result of chemical reac-
of their nature when creating fragmented skeletons, giving the skeletons tions. They use this tail to lure fish into biting range.
extra feats or abilities.
The necromantic magic binding these skeletons together may disinte-
grate at any moment, and even if the skeletons survive the combat, they
usually fall apart after an hour.
Gong Frog
This normal looking frog would be quite unremarkable, except for the
Gelderfunga
rotting toe sticking out of its mouth.
Glowlizard The gong frog is one of the many one-off aberrations slowly beginning
to appear throughout the forest. It is a scavenger, happily chewing on rot-
A lizard, approximately the size of a monitor, with a brightly glowing ting flesh. To find food, it looks for a creature that is lying still. It then
tail it dips and raises in a spastic but hypnotic fashion. uses its “croak” to make a loud noise directly above the creature, hoping
to startle a wounded or resting creature into action. If the creature remains
GLOWLIZARD CR 1 still, the frog assumes it’s safe and approaches to feed.
XP 400
N Medium animal
158
Appendix
dark depths.
Inaed MIRROR FIEND CR 6
A vapory wisp of a young woman — hardly visible at all — dives into a XP 2,400
book lying open atop a podium. The pages rustle slightly as a fiery blast CN Medium outsider (chaotic, extraplanar)
erupts from the volume. Init +5; Senses darkvision 60 ft.; Perception +11
Shade Template
200 pounds, and must be coated with blood and fragments of bone during
a ritual that takes 1 hour and costs 500 gp.
SCRAP GOLEM “Shade” is an acquired template that can be added to any living creature
CL 11th; Price 9,100 gp (referred to hereafter as the base creature). A shade retains all the statistics
and special abilities of the base creature, except as noted here.
Requirements Craft Construct, animate dead, animate CR: Same as the base creature +1
object, lesser globe of invulnerability; Skill Craft Alignment: Any evil.
(blacksmithing) DC 15; Cost 4,550 gp Type: The creature’s type changes to undead. Do not recalculate BAB,
saves or skill ranks.
160
Appendix
Armor Class: The shade gains a +2 bonus to its natural armor. This if she is behind cover or in dim light or darker.
stacks with any natural armor bonus it already possess. Davith’s Pain (Su) Davith can opt to make a melee attack against
Hit Dice: Change the creature’s racial Hit Dice to d8s. All Hit Dice himself with any weapon he’s holding, although this provokes an
derived from class levels remain unchanged. As undead, shades use their attack of opportunity. All living creatures within 30 feet take dam-
Charisma modifiers to determine bonus hit points (instead of Constitu- age equal to the amount Davith inflicts on himself, and the victims
tion). may make a DC 18 Will save to halve this damage. The save DC is
Defensive Abilities: The shade gains the following defensive ability. Charisma-based.
Immortality (Su) A shade can be destroyed, but its essence instantly Kenneth’s Reserve (Sp) Kenneth can cast a bolt of ice, and must make
returns to Kallinstraids (see Area 6B-25) a ranged touch attack. If he succeeds, his target takes 2d8 points of dam-
Special Attacks Shades gain the following attacks: age. This spell-like ability has no verbal, somatic or material components,
Materialize (Su) A shade can shift to an ethereal form as a swift action. and can be cast even if Kenneth loses his spellbook and bound item.
While in this form it gains a fly speed of 40 ft. (perfect) and becomes in- Vallis’ Touch (Su) As a standard action, Vallis can attempt to touch a
corporeal. It cannot use any other abilities or attacks. The shade can revert creature to deal 3d6 points of negative energy damage. This attack can be
to its corporeal form as a swift action. A shade that dematerializes takes its used to heal undead creatures.
shadow gear with it, but drops anything else it was holding. Special Qualities: A shade retains all its special qualities, and gains
Recall equipment (Su) As a swift action, a shade can cause all its shad- the ability below:
ow equipment to disappear then have a new set of shadow equipment Shadow equipment (Su) A shade’s equipment is only a shadow of the
appear on its body. In this way, Davith can throw his javelins and call them gear buried with it, although it looks and acts as if it was real. Any gear
back to his hands. left unattended at the end of its turn vanishes in a puff of smoke. If the
In addition to those above, a shade also gains one of the special attacks gear is removed from its tomb, the shade loses its shadow copy and can
below: no longer recall it.
Mastery of Undeath Each shade has spent the years honing a partic-
ular skill. GM NOTE: The shades have not been considered in the CR value
Tabitha’s Hush (Ex) When Tabitha uses her materialize ability to be- of each room. Please adjust encounters accordingly when the shades are
come corporeal, she may also make a Stealth check to hide as a free action involved.
161
Rappan Athuk: Expansions
Designation of Product Identity: The following items are hereby des- erwise create Derivative Material of Open Game Content; (h) “You” or
ignated as Product Identity as provided in section 1(e) of the Open Game “Your” means the licensee in terms of this agreement.
License: Any and all material or content that could be claimed as Prod- 2. The License: This License applies to any Open Game Content that
uct Identity pursuant to section 1(e), below, is hereby claimed as product contains a notice indicating that the Open Game Content may only be
identity, including but not limited to: 1. The name “Frog God Games” as Used under and in terms of this License. You must affix such a notice
well as all logos and identifying marks of Frog God Games, LLC, includ- to any Open Game Content that you Use. No terms may be added to or
ing but not limited to the Frog God logo and the phrase “Adventures worth subtracted from this License except as described by the License itself.
winning,” as well as the trade dress of Frog God Games products; 2. The No other terms or conditions may be applied to any Open Game Content
product name “Cyclopean Deeps,” as well as any and all Frog God Games distributed using this License.
product names referenced in the work; 3. All artwork, illustration, graphic 3. Offer and Acceptance: By Using the Open Game Content You indi-
design, maps, and cartography, including any text contained within such cate Your acceptance of the terms of this License.
artwork, illustration, maps or cartography; 4. The proper names, person- 4. Grant and Consideration: In consideration for agreeing to use this
ality, descriptions and/or motivations of all artifacts, characters, races, License, the Contributors grant You a perpetual, worldwide, royalty-free,
countries, geographic locations, plane or planes of existence, gods, dei- non-exclusive license with the exact terms of this License to Use, the
ties, events, magic items, organizations and/or groups unique to this book, Open Game Content.
but not their stat blocks or other game mechanic descriptions (if any), and 5. Representation of Authority to Contribute: If You are contributing
also excluding any such names when they are included in monster, spell or original material as Open Game Content, You represent that Your Con-
feat names. 5. Any other content previously designated as Product Identity tributions are Your original creation and/or You have sufficient rights to
is hereby designated as Product Identity and is used with permission and/ grant the rights conveyed by this License.
or pursuant to license. 6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the COPY-
This printing is done under version 1.0a of the Open Game License, RIGHT NOTICE of any Open Game Content You are copying, modifying
below. or distributing, and You must add the title, the copyright date, and the
Notice of Open Game Content: This product contains Open Game copyright holder’s name to the COPYRIGHT NOTICE of any original
Content, as defined in the Open Game License, below. Open Game Con- Open Game Content you Distribute.
tent may only be Used under and in terms of the Open Game License. 7. Use of Product Identity: You agree not to Use any Product Identity,
Designation of Open Game Content: All text within this product— including as an indication as to compatibility, except as expressly licensed
excluding any text on the inside or outside of the front or back cover or on in another, independent Agreement with the owner of each element of that
the Credits page—is hereby designated as Open Game Content, subject to Product Identity. You agree not to indicate compatibility or co-adaptability
the Product Identity designation included in this Legal Appendix. with any Trademark or Registered Trademark in conjunction with a work
Use of Content from Tome of Horrors Complete: This product con- containing Open Game Content except as expressly licensed in another,
tains or references content from the Tome of Horrors Complete and/or independent Agreement with the owner of such Trademark or Registered
other monster Tomes by Frog God Games. Such content is used by per- Trademark. The use of any Product Identity in Open Game Content does
mission and an abbreviated Section 15 entry has been approved. Citation not constitute a challenge to the ownership of that Product Identity. The
to monsters from the Tome of Horrors Complete or other monster Tomes owner of any Product Identity used in Open Game Content shall retain all
must be done by citation to that original work. rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clear-
OPEN GAME LICENSE Version 1.0a The following text is the prop- ly indicate which portions of the work that you are distributing are Open
erty of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Game Content.
Coast, Inc. (“Wizards”). All Rights Reserved. 9. Updating the License: Wizards or its designated Agents may pub-
1. Definitions: (a) “Contributors” means the copyright and/or trade- lish updated versions of this License. You may use any authorized version
mark owners who have contributed Open Game Content; (b) “Derivative of this License to copy, modify and distribute any Open Game Content
Material” means copyrighted material including derivative works and originally distributed under any version of this License.
translations (including into other computer languages), potation, modi- 10. Copy of this License: You MUST include a copy of this License
fication, correction, addition, extension, upgrade, improvement, compila- with every copy of the Open Game Content You Distribute.
tion, abridgment or other form in which an existing work may be recast, 11. Use of Contributor Credits: You may not market or advertise the
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, Open Game Content using the name of any Contributor unless You have
lease, sell, broadcast, publicly display, transmit or otherwise distribute; written permission from the Contributor to do so.
(d) “Open Game Content” means the game mechanic and includes the 12. Inability to Comply: If it is impossible for You to comply with any
methods, procedures, processes and routines to the extent such content of the terms of this License with respect to some or all of the Open Game
does not embody the Product Identity and is an enhancement over the pri- Content due to statute, judicial order, or governmental regulation then You
or art and any additional content clearly identified as Open Game Content may not Use any Open Game Material so affected.
by the Contributor, and means any work covered by this License, includ- 13. Termination: This License will terminate automatically if You fail
ing translations and derivative works under copyright law, but specifical- to comply with all terms herein and fail to cure such breach within 30
ly excludes Product Identity; (e) “Product Identity” means product and days of becoming aware of the breach. All sublicenses shall survive the
product line names, logos and identifying marks including trade dress; ar- termination of this License.
tifacts; creatures; characters; stories, storylines, plots, thematic elements, 14. Reformation: If any provision of this License is held to be unen-
dialogue, incidents, language, artwork, symbols, designs, depictions, like- forceable, such provision shall be reformed only to the extent necessary
nesses, formats, poses, concepts, themes and graphic, photographic and to make it enforceable.
other visual or audio representations; names and descriptions of charac-
ters, spells, enchantments, personalities, teams, personas, likenesses and System Reference Document Copyright 2000. Wizards of the Coast, Inc;
special abilities; places, locations, environments, creatures, equipment, Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
magical or supernatural abilities or effects, logos, symbols, or graphic by E. Gary Gygax and Dave Arneson.
designs; and any other trademark or registered trademark clearly identi- Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing,
fied as Product identity by the owner of the Product Identity, and which LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
specifically excludes the Open Game Content; (f) “Trademark” means the Monte Cook, and Skip Williams.
logos, names, mark, sign, motto, designs that are used by a Contributor The Book of Experimental Might Copyright 2008, Monte J. Cook. All
to identify itself or its products or the associated products contributed to rights reserved.
the Open Game License by the Contributor; (g) “Use”, “Used” or “Using” Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors:
means to use, Distribute, copy, edit, format, modify, translate and oth- Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Ca-
sey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick
162
Legal Appendix
Lawinger, and Bill Webb; Based on original content from TSR.
Original Spell Name Compendium, Copyright 2002 Clark Peterson;
based on NPC-named spells from the Player’s Handbook that were
renamed in the System Reference Document. The Compendium can be
found on the legal page of www.necromancergames.com.
Pathfinder Roleplaying Game Bestiary Copyright 2009, Paizo Publish-
ing, LLC; Author Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing,
LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs,
Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley
Schneider, James L. Sutter, and Russ Taylor, based on material by Jona-
than Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing,
LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross
Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt
James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Rad-
ney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and
Russ Taylor.
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author:
Jason Bulmahn.
Anger of Angels. © 2003, Sean K Reynolds.
Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik
Mona, Chris Pramas, Robert J. Schwalb.
The Book of Hallowed Might. © 2002, Monte J. Cook.
Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike
McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing,
LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob Mc-
Creary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen
K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing,
LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob Mc-
Creary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen
K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Pub-
lishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross
Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim
Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway,
Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ
Taylor.
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Pub-
lishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland,
Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves,
Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phil-
lips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ
Taylor, and Ray Vallese.
Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt
Sernett.
Tome of Horrors Complete © 2011, Necromancer Games, Inc.; pub-
lished and distributed by Frog God Games; Author Scott Greene
Rappan Athuk Copyright 2012 Bill Webb, Frog God Games
Rappan Athuk: Expansions, Copyright 2014, Frog God Games, LLC;
Authors Bill Webb and Alex Clatworthy
163
Rappan Athuk: Expansions
$16.99
178