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Rappanathuk Addendum2018

The document is an addendum for the Swords & Wizardry roleplaying game, specifically detailing the 'Tome of Horrors' produced by Frog God Games. It includes acknowledgments of key contributors, a tribute to influential figures in the gaming industry, and an introduction to the Rappan Athuk adventure module, which is designed for challenging dungeon crawling. The adventure is intended for experienced players and emphasizes a mix of role-playing and roll-playing elements.

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neuro9000
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0% found this document useful (0 votes)
285 views69 pages

Rappanathuk Addendum2018

The document is an addendum for the Swords & Wizardry roleplaying game, specifically detailing the 'Tome of Horrors' produced by Frog God Games. It includes acknowledgments of key contributors, a tribute to influential figures in the gaming industry, and an introduction to the Rappan Athuk adventure module, which is designed for challenging dungeon crawling. The adventure is intended for experienced players and emphasizes a mix of role-playing and roll-playing elements.

Uploaded by

neuro9000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Swords & Wizardry

Addendum

Tome of Horrors
Frog God
Games
69
Authors: Bill Webb, Clark Peterson, WDB Kenower, Gabor Lux, (Vorpal Bunny) Yasuda, Alan (Ho-chi-Mihn) Belardinelli, Lisa (but I like
Greg Raglund, Matt Finch, Greg A. Vaughan, John B. Webb, Lance druids) Brown, Scott Raglund, Janet Kirkland, Skeeter Green, Bob Sarvas,
Hawvermale, Tom Knauss, and Skeeter Green Dan “Frost” Corwin, Ken McKinney, Adam Grim, Fred Clevenger,
Developers: Skeeter Green, Edwin Nagy Richard Hughes, Kyle Haberman, James Serra, Robert Geiger, Jeremy
Producers: Bill Webb, Zach Glazar, and Charles A. Wright Foglesong, Stephanie Christianson, Jon Bursch, Kristine Bryan, Rick
Editors: Patrick Lawinger, Bill Webb, Dawn Fischer, Aaron Bulpin, Scott Harlen, Garrett Mercier, Zeb Corey, Karl Johnson, C.J.
Zirkelbach, Jeff Harkness, Edwin Nagy, and Skeeter Green Land, David Peterson, John Ackerman, Mike Weber, Chip Schweiger, Joe
Swords & Wizardry Ruleset Conversion: Jeff Harkness Weimortz, Christopher Laurent, Conrad Claus, Timothy Laurent, Karl
Layout and Graphic Design: Charles A. Wright Harden, Nicolas Laurent, the GenCon 2001, 2002, 2003, 2004, and 2005
Art Direction and Design: Skeeter Green and Zach Glazar Demo Teams, Ainsley Christofferson, Kathy Christofferson, Donna and
Front Cover Art: Colin Chan Emily Peterson, and Jillian, John B., and Krista Webb.
Interior Art: Colin Chan, Terry Pavlet, Rasmus Jensen, Lloyd
Metcalf, Joshua Stewart, Michael Syrigos, Chris McFann Special Thanks: Gary Gygax, Bob Bledsaw, Dave Arneson, and
Cartography: Robert Altbaur, Robert J. Kuntz for giving us “first edition feel” in the first place.
based on work by Ed Bourelle and Rick Sardinha
Most of all we want to thank our fans who have supported
Original Playtesters: Richard (Bixby) Oliver, Eric (Elision) Lillywhite, Necromancer Games and Frog God Games in its quest to get
Fraser (Alickthron) McKay, Dale (Flail the Great) Haines, John (Speigel) “back to the dungeon”. Bill also wants to thank Scott Stabbert,
Murdoch, Ian (Helman) Thompson, Pearson (Frac) Keyes, J.P. (They/ Victor Armer, and Richard for inspiring that “little kid” to learn
Them) Johnston, Louis (The Berserker) Roberts, Jennifer (Lydia Deets) how to kill their characters way back in 1977.
Chalfan, Brian (I AM a Wizard) Wilson, Mike (Bofred) Tierney, Dean

FROG GOD GAMES IS


CEO Zach of All Trades
Bill Webb Zach Glazar

Creative Director: Swords & Wizardry The Architect


Matthew J. Finch Skeeter Green

Art Director
Charles A. Wright

©2018 Frog God Games. All rights reserved. Reproduction without the written
permission of the publisher is expressly forbidden. Frog God Games and the
Frog God Games logo is a trademark of Frog God Games. All characters, names,
places, items, art and text herein are copyrighted by Frog God Games, Inc.
The mention of or reference to any company or product in these pages is not a
Frog challenge to the trademark or copyright concerned.
Product Identity: The following items are hereby identified as Frog God Games
God LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and
are not Open Game Content: product and product line names, logos and identifying marks
Games including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
978-1-62283-618-5 concepts, themes and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and
special abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product Identity. Previously released Open Game Content is
excluded from the above list.
Rappan Athuk

Table of Contents
Level 0F: The Sea Cave Dungeon........................................................................... p. 26
Level 3D: The Gilded Demesne............................................................................... p. 36
Level 4C: The Last Stand......................................................................................p. 44
Level 5C: Syanngg a Song..................................................................................... p. 52
Appendix A: Bestiary........................................................................................... p. 62
Appendix B: Referee’s Guide.................................................................................. p. 63
Legal Appendix.................................................................................................. p. 66

2
Rappan Athuk

Tribute
When I first started writing this material, it was 1977. Giants of the industry were alive and well, and the roleplaying game industry
was a fast-growing and new idea. Names like Gygax, Arneson, Bledsaw, and Barker became my boyhood heroes, almost mythical
beings that somehow were able to capture the hearts and minds of young people (mostly male) all over the world. Little did I
know that 35 years later, I would be penning this work for thousands to read. This book is dedicated to four of those giants,
all of whom have (sadly) passed to the next dimension since I last published my own work.
Over the years, it was my pleasure and privilege to get to know and even work with those heroes of my childhood.
While I never met Professor Barker, he was kind enough to answer my emails and questions about the Empire of the
Petal Throne setting. His faithful are just that, faithful. I have never seen a more dedicated and loyal pack of fans
than the Tekumel crowd. Nice folks too. People should remember that this gentleman had created an entire alternate
universe (and a complete language!) long before any notion of tabletop roleplaying games had been invented. The
original box set (which sold for $25 in 1975, or $113.63 in 2017) is the standard of quality that my company tries to
replicate today. M.A.R Barker was what I term the “cultural” creator of this game, he allowed us to see an alternate
race and culture as ourselves.
Dave Arneson and I met on several occasions. Mostly at Gencon and mostly with other folks we both knew. People
will, I hope, realize that he was the rules behind all this madness, and without his insight, no one would have turned tabletop
miniature battle rules into a roleplaying game. His Blackmoor setting was the “first fantasy campaign”, and his Temple of the
Frog inspired well, me. Dave turned mass battle rules into man-on-man, and later man-on-monster combat, then personalized
the idea so that each player was playing a character with a name and the ability to advance in power (from man-at-arms to hero
and later superhero), creating a continuous role for each player. This was the foundation of the games we all play, and have
played for the last 45 or so years. Dave was what I term the “method” creator of the game; he allowed us to turn imagination into
a game that we all could play, using a set of mutually agreed mechanics.
Bob Bledsaw was a visionary. Bob took what all his contemporaries were doing, and made it big. He defined “Go big or go
home”. No other company in the history of the industry produced so much material in so short a timeframe. Darn useful stuff too.
When many had taken bits of game worlds and put them into play, Bob created an entire world and detailed every 5-mile hexagon
of it. When TSR was producing 5–7 products a year, Bob was producing 30. When others wrote a paragraph or two about a city,
Bob created a city and detailed every shop in it, creating enough backstory to run entire game sessions out of a random trip to the
blacksmith to get a shield. Bob made cities real, rather than some place that players “went to discuss the next dungeon delve or
get Joe Platemail III raised from the dead”.
I had the pleasure of getting to know Bob in 2002. In my writing career, one of the works of which I am most proud of is still
the boxed set known as Wilderlands of High Fantasy that Clark Peterson and I produced in 2005. It took Bob’s grand world and
expanded the level of detail of his prior work from the later 1970’s, using his same game maps and content.
The team that created this detail was vast, and I still contend that one could run a continuous game for 9 centuries using nothing
but this set. Bob reviewed and approved each section in turn. I spent many hours on the phone with him, listening in quiet fascination
while he told me about the Holy Cities of the Desert Lands, and how his game group had spent hundreds of hours dealing with the
intrigue and factions of those cities, of the radiation filled dungeons below them, and many, many other stories. This guy had an
imagination the likes of which I have never before or since encountered. Bob was what I call the “creator of worlds”, who made us
see a completely alternate universe and imagine it was our own. I still run my game (35+ years later) in this setting.
So now we have discussed culture, mechanics and the world. What is left is adventure.
One time at Gencon (I think in 1999), I was out back smoking a cigarette, when a gentleman approached me for a light. We sat
there and smoked several, having perhaps a 15-minute conversation about the advent of D&D 3.0 and what effect it was going to
have on the industry. After I left, another stranger said to me, “Oh my God. That is Gary Gygax”. I had no idea. What a nice guy
he was too.
Two years later, I got to know Gary through his relationship with Steve Chenault at Troll Lord Games (Steve was and is a
regular drinking buddy of mine at conventions). We had just obtained the rights to republish Necropolis from Wizards of the
Coast and I asked for an introduction to see if we could get Gary’s input and assistance on making the book right. Gary immediately
agreed, and really helped us do this right. He did not even ask to be paid (we paid him anyway). The book was (and is) nothing short of spectacular,
even if it is (now) nearly impossible to find a copy.
Gary had great stories. His stories were the foundation of what I call adventure. He regaled me with tales of how as a teen he and his friends used to
explore an old abandoned insane asylum near Lake Geneva (creepy place — think “House on Haunted Hill”). Many think that Moria defined dungeons.
I bet that while it inspired them, Gary’s exploits into the dark and creepy asylum may have had something to do with it.
Where Bob was the world guy, Gary was the dungeon guy. No one I have ever read has ever created the fiendish traps (you just die), nasty monsters
and tricks that Gary did. Anyone who has ever read Tomb of Horrors knows Gygax. The sleep gas and juggernaut, the golden crown and scepter, the
sphere of annihilation in the demon’s mouth…wow. Dungeons didn’t do this. Gary was not afraid to kill characters. Heck, the Village of Hommlet
was super deadly. His stories of Castle Greyhawk were inspired. The guy knew how to write an adventure. Necropolis was in my humble opinion, his
crowning achievement. It took Hommlet and added Tomb of Horrors. His stuff is just epic. Anyone who finished a Gygax module felt a certain pride
in the accomplishment. Certainly, the words “I am the Set Rahotep” will be etched forever in my memory.
I continued to correspond with Gary until just before he died. He offered great advice, and always took the time to help me get over my writer’s block
or just chat a bit about anything. I’ll always remember drinking $500 bottles of wine with him at a steakhouse in Milwaukie, and my daughter shyly
flirting with him while he and I were signing books together. I hope they do get that statue of him built in Lake Geneva, he was a great man.
This book was inspired by these giants. I hope you all enjoy it as much as I have enjoyed writing it over the past 35 years. I will continue to add levels
and side treks that are inspired by play in years to come, and this iteration reflects everything I have added in the last 10 years.
— Bill Webb
Poulsbo WA, 2012

3
Rappan Athuk

Introduction
Once upon a time, there was an idea — an idea formulated by Gary This adventure, Rappan Athuk V, is nothing more and nothing less than
Gygax and Dave Arneson got together in 1974 and published in a little a good, old–fashioned, dungeon crawl updated for the Fifth Edition of the
paperback book set (maybe you’re heard of it?), including a little tome world most popular roleplaying game. Very difficult, it should strike fear
called Underworld Adventures. The idea was simple: it is a lot of fun into the hearts of the most stalwart adventurers. It offers an abundance of
to go into a dungeon and kill evil monsters. Why is the dungeon there? traps, tricks and monsters.
No one knows. Why do the monsters usually fight rather than talk? We We hope that you find this module as fun and exciting as those hundreds
aren’t really sure. Why are there 16 trolls in a cave with a jug of alchemy? of players who have ventured into (and not as often out of) the endless
No one cares. What do all the monsters eat? We don’t know that either caverns and mazes of Rappan Athuk.
(although “adventurer” probably tops the list). And we don’t have to This is a difficult dungeon. Even the upper dungeon levels should not
know these things. This isn’t an ecology experiment, it’s a dungeon — the be attempted by a party of less than six characters of 4th level. Only truly
quintessential setting for pure swords and sorcery adventuring. veteran players should attempt this dungeon with lower level characters.
This adventure pays homage to that original idea. True, there are Parties delving deeper than the 1st or 2nd levels of the dungeon should be of
opportunities for role-playing, but most of this adventure is dedicated to 5th level or higher. Entering the dungeon through “The Well” (which leads
“roll playing.” Hopefully, while exploring the halls of Rappan Athuk, you to Level 3A) is dangerous, best avoided by parties of less than 7th level.
will recall the thrill of discovery, the terror in your heart when you fought
your first skeleton, the joy of rolling your first natural 20 and the despair
you felt when that 1 came up for your poison saving throw.

4
Rappan Athuk

Introduction The Levels of


Rappan Athuk is a sprawling adventure that occurs above and below
ground, and possibly over multiple worlds. In addition, Rappan Athuk
“sprawls” across several hundred pages and several editions of the world’s
Rappan Athuk
greatest roleplaying game. This chapter talks a little about both of these. Ground Level: The Sunken Graveyard and the Mausoleum
The beginning of the chapter talks about the book itself –– room numbering Level 0A: The Cavern of the Kraken Level
and descriptions, locations of monsters and magic items, and so forth. The Level 0B: The Cloister of the Frog-God Level
middle gives some general information about the world, and the rest is Level 0C: Zelkor’s Ferry
about combining the fifth edition rules with an old school adventure. Level 0D: Castle Calaelan
Level 0E: The Ruined Keep — The Tunnels of Terror
Level 0F: The Sea Cave Dungeon
Finding your way around the maps: Level 1: The Lair of the “Dung Monster”
Level 1A: The Temple of Final Sacrament
Room and Level Numbering Level 1B: The Bastion
Level 1C: The Mouth of Doom
Because Rappan Athuk is a complex dungeon with numerous levels, Level 2: Marthek’s Place and Ambro’s Base
rooms are labeled with a level prefix and a room number suffix. For Level 2A: Teleportals
example, Zelkor’s lair is Area 3A-8, meaning room number 8 on Level Level 2B: The Demon’s Gullet
3A. Rappan Athuk also uses an old-style level numbering convention Level 3: “Beware of Purple Worms!”
with “main” levels and “side” levels. The “main” levels are numbered Level 3A: “The Well”—Zelkor’s Lair
consecutively, indicating relative depth below ground. The “side” levels Level 3B: Down the Well
(those marked with A, B, C, or D), often skip numbers. The numbers of the Level 3C: Fountain of Pestilence
side levels indicate depth relative to the main levels. For example, Level Level 3D: The Gilded Demesne
3A (beneath “the Well”) is approximately the same depth underground as Level 4: The Upper Temple of Orcus
Level 3. A cross-sectional view of the levels of Rappan Athuk is shown on Level 4A: The Basilisk Caverns
the Rappan Athuk Side View map. This map also details the entrances and Level 4B: The Gut
exits to various parts of the dungeon. These connections are also listed in Level 4C: Last Stand
the introduction to each level and are given in the Level Connections List. Level 5: Banth’s Lair and the Wight Catacombs
While the characters may get lost frequently, hopefully you will always Level 5A: The Prison of Time
know where they are. Level 5B: Alladin’s Torment

5
Rappan Athuk

6
Rappan Athuk

7
Rappan Athuk
Level 5C: Syanng a Song Level 1C:
Level 6: The Maze
Level 6A: Caves and Caverns — The Lair of the Spider Queen Area 1C-1 up to Wilderness Area 27
Level 7: The Gates of Hell Area 1C-17 pool down to Area 2B-20
Level 7A: The Hall of Kazleth, the Phase Minotaur King Area 1C-23 pit down to Area 2B-38
Level 7B: Caves and Caverns of the Ancient Gods Area 1C-33 stairs down to Area 2B-1
Level 8: Caves and Caverns — The Tomb of the Evil King Area 1C-26 stairs down to Area 3C-1
Level 8A: The Tomb of the Beacon
Level 8B: The Steam Jungles Level 2:
Level 9: The Lower Temple of Orcus Area 2-1 stairs up to Area 1-12
Level 9A: Caves and Caverns — The Hydra’s Lair Area 2-7 stairs down to Area 3-1
Level 9B: The Well of Agamemnon — Upper Level Area 2-20 up to Area G-3 and Area 4-2
Level 9C: The Well of Agamemnon — Lower Level Area 2-10 to Area G-3
Level 9D: The Bloodways Area 2-10 to Area 4B-E17
Level 10: The Lava Pit Area 2-10 to Area 4C-1
Level 10A: The Giant Cavern
Level 10B: The Goblin Outpost Level 2A:
Level 10C: The Talon of Orcus Area 2A-1 to Area 3C-15
Level 11: The Waterfall and Akbeth’s Grave Area 2A-1 to Area G1
Level 11A: The Gates to the Goblin City and the Vampire Lair
Level 12: The Slave Pits Level 2B:
Level 12A: Greznek
Area 2B-1 stairs down from Area 1C-33
Level 12B: Tiamat’s Puzzle
Area 2B-23 stairs down to Area 3C-23
Level 12C: Beetle-Juice?
Area 2B-38 pit from Area 1C-23
Level 13: The Portal of Darkness
Level 13A: The Goblin Barracks
Level 13B: The Dark River Level 3:
Level 13C: Zombieland River from the Under Realms to Area 3-2
Level 14: The Chapel of Orcus River from Area 3-2 to Area 3A-7
Level 14A: The Refugees of Tsar Area 3-1 stairs up to Area 2-7
Level 14B: The Grand Cornu of Orcus Area 3-2 to Area 3D-1
Level 14C: The Architect’s Workshop Area 3-10 stairs down to Area 4-1
Level 15: The Den of the Master
Level 3A:
River from Area 3-2 to Area 3A-7
Level Connections River from Area 3A-7 to Area 6A-10
Area 3A-1 from the well at Area G-4
Level 0A: Area 3A-1 to Area 3B-1
Area 0A-11 to Area 13C-3 Area 3A-4 to Area 7A-1
Area 0A-2 to Area 12C-1 Area 3A-9 to Area 4A-1
River tunnel from Area 0A-9 to Area 10A-41
Level 3B:
Level 0B: Area 3B-1 from Area 3A-1
Surface to Dungeons (multiple locations)
Area DL2V to Area 4A-1 in Rappan Athuk Level 3C:
Area 3C-1 stairs down from Area 1C-26
Level 0E: Area 3C-15 to Area 2A-1
Surface to Area 0E1-1 Area 3C-23 stairs up to Area 2B-23
Area 3C-28 stairs down to Area 4B-1
Level 0F:
River from Area 0F-14 to Area 8-13 in Rappan Athuk Level 3D:
Area 3D-1 from Area 3-2
Level 1: River to Wilderness Area 14
Area G-3 to Area 1-11
Area G-8 to Area 1-1 Level 4:
Area 1-12 to Area 2-1 Area 4-1 stairs up to Area 3-10
River from Area 1-11 to Area 9-5 Area 4-2 to Area 2-20
Area 4-7 to Area 6A-2
Level 1A: Area 4-7 to Area 4B-25
Area 1A-1 to Wilderness Area 3 Area 4-11 to Area 5-1
Area 1A-15 to Area 9D-1 Area 4-6 to Area 4C-1

Level 1B: Level 4A:


Area 1B-1 to Wilderness Area -11 Area 4A-1 to Area 3A-9
Area 1B-21 to Area 10B-8 Area 4A-1 to Area 5B-1
Area 1B-7 to Area 5A-1 River from the Under Realms to Area 4A-1
River from Area 4A-1 to Area 9A-5
Area 4A-2C to Area 7A-5
Area 4A-3D to Area 6A-2

8
Rappan Athuk
Level 4B: Level 8:
Area 4B-1 to Area 3C-28 Area 8-1 from Area 6-10
Area 4B-17 to Area 2-10 River from Area 8-2 to the Under Realms
Area 4B-25 to Area 4-7 Area 8-14 stairs down to Area 10A-9
River from Area 6A-2 to Area 8-13
Level 4C:
Area 4C-1 to Area 4-6 Level 8A:
Area 4C-1 to Area 2-10 Area 8A-1 to Area 6-2
Area 4C-18 to Area 5C-14 Waterfall from the Under Realms to Area 8A-2
Area 8A-7 to the Under Realms
Level 5: Area 8A-7C to Area 13A-13
Area 5-1 stairs up to Area 4-11 Area 8A-8 to the ceiling in Area 10A
Area 5-9 to Wilderness Area 13
Area 5-11 to Area 12-25 and Area 14-1 Level 8B:
Area 5-4A to Area 5C-1 Area 8B-1 from Area 5A-19
Area 5-4 to Area 6-1 Area 8B-14 to Area 10-7

Level 5A: Level 9:


Area 5A-1 from Area 1B-7 Area 9-1 stairs up to Area 7A-7
Area 5A-19 to Area 8B-1 Area 9-1 stairs down to Area 11A-1
Area 9-1 stairs down to Area 10-1
Level 5B: River from 1-11 to Area 9-5
Area 5B-1 to Area 4A-1 River from Area 9-5 to the Under Realms

Level 5C: Level 9A:


Area 5C-1 from Area 5-4A Area 9A-1 from Area 7A-8
Area 5C-6 to Area 5-4A River from Area 4A-1 to Area 9A-5
Area 5C-6 to Area 5C-7 River from Area 9A-3 to Area 11-1
Area 5C-14 to Area 4C-18 River from Area 9A-5 to the Under Realms
Area 9A-5 to Area 9D-28
Level 6: River from the Under Realms to Area 9A-7
River from Area 9A-7 to Area 10A-28
Area 6-1 to Area 5-4 River from the Under Realms to Area 9A-6
River from the Under Realms to Area 6-14 River from Area 9A-6 to the Under Realms
River from Area 6-14 to the Under Realms Area 9A-9 to Area 12A-1
Area 6-2 to Area 8A-1
Area 6-15 to Area 7-1
Area 6-16 to Area 10A-5
Area 6-10 to Area 8-1

Level 6A:
Area 6A-2 to Area 4-7
Hole in floor from Area 6A-1 to Area 12C-9
Area 6A-2 to Area 4A-3D
Area 6A-2 to Area 8-13
River from Area 3A-7 to Area 6A-10
Area 6A-10 to Area 10A-3

Level 7:
Area 7-1 from Area 6-15
Area 7-8 to Area 12-1
Area 7-11 to Area 12-1
River from the Under Realms to Area 7-6
River from Area 7-6 to Area 11A-1
Area 7-18 to Area 13-1

Level 7A:
Area 7A-1 from Area 3A-4
River from the Under Realms to Area 7A-9
River from 7A-3 to the Under Realms
Area 7A-7 to Area 9-1
Area 7A-5 to Area 4A-2C
Area 7A-8 to Area 9A-1

Level 7B:
Area 7B-1 from Area 13C-10

9
Rappan Athuk
Level 9B:
River from the Under Realms to 9B-2, 9B-12, 9B-13, 9B-15, to the Under
Realms
River from the Under Realms to 9B-22, 9B-2, 9B-16, to the Under Realms
Area 9B-1 to Area 10A-18
Area 9B-26 to Area 9B-27

Level 9C:
Area 9B-27 to Area 9C-1

Level 9D:
Map 2: Area 9D-14 to Area 10B-1, Area 9D-1 to Area 1A-15
Map 3: Area 9D-14 to Area 10B-1, Area 9D-28 to Area 9A-5 River from the Under Realms to Area 12A-36, Area 12A-42, Area 12A-
Map 4: Area 9D-14 to Area 10B-1, Area 9D-20 to Area 10C-1, Area 9D- 43, Area 12A-44
20 to the Under Realms River at Area 12A-44 out to the Under Realms
Area 12A-22A to Area 12-24
Level 10:
Area 10-1 from Area 9-1 Level 12B:
Area 10-10 pit to Area 13A-2 Area 12B-1 to Area 12A-3
Chute from Area 12B-2 to Area 13A-1
Level 10A:
River from Area 6A-10 to Area 10A-3 Level 12C:
River from Area 6-16 to Area 10A-5 Area 12C-1 to Area 0A-2
Tunnel from Area 8-14 to Area 10A-9 Area 12C-6 to the Under Realms
Ladder from Area 10A-24 to Area 12-23 Chasm from Area 12C-5 to Area 13C-1
Area 10A-18 to Area 9B-1 Ceiling hole from Area 12C-9 to Area 6A-1
Area 10A-45 to Area 11-7 Area 12C-7 to Area 12A-36
Area 10A-44 to Area 13C-1
River from Area 9A-7 to Area 10A-28 Level 13:
River from Area 10A-41 to Wilderness Area 10 Area 13-1 to Area 7-18
River from Area 10A-41 to Area 0A-9 Gate from level 13-6 to 15-1
Level 10B: Level 13A:
Area 10B-1 from Area 9D-14 River from Area 8A-7C to Area 13A-13
Area 10B-14 to Area 12A-12 or Area 10C-2 River from Area 13A-13 to the Under Realms
Area 10B-8 to Area 1B-21 Stairs from Area 12A-12 to Area 13A-1
Chute at Area 13A-2 from Area 10-10 and Area 12B-2
Level 10C:
Area 10B-14 to Area 10C-2 Level 13B:
Area 10B-1 to Area 9D-20 River from Area 13C-14 to Area 13B-1
River to the Under Realms
Level 11:
Area 11-1 from Area 9A-3 Level 13C:
Area 11-7 to Area 10A-45 River from Area 10A-44 to Area 13C-1
Area 13C-1 to Area 12C-5
Level 11A: Area 13C-3 to Area 0A-11
River from Area 7-6 to Area 11A-1 River from Area 13C-14 to Area 13B-1
Stairs from Area 9-1 to Area 11A-1
Area 11A-7 to Area 12A-29 Level 14:
Area 14A-5 to Area 14-1 and 14-2
Level 12: Ladder from Area 5-11 and stairs from Area 12-25 to Area 14-1
Chute from Area 7-11 to Area 12-1
Stairs up to Area 7-8 from Area 12-1, down to Area 12-21 Level 14A:
Tunnel from Area 12-24 to Area 12A-22A Ramp from Wilderness Area 28 to Area 14A-1C
Ladder from Area 12-23 to Area 10A-24 Teleportal at Area 14A-3 to Area 14C-1
Stairs from Area 12-25 to Area 14-1 Area 14A-5 to Area 14-1
Area 14A-7 to Area 14B-1
Level 12A:
Map 1: Level 14B:
Area 12A-1 to the Under Realms Area 14B-1 to Area 14A-7
Area 12A-1 to Area 9A-9
River from the Under Realms to Area 12A-1, Area 12A-6, Area 12A-21,
Level 14C:
Area 12A-44
Area 12A-3 to Area 12B-1 Area 14C-1 teleportal to Area 14A-3
Area 12A-12 to Area 10B-14 and Area 13A-1
Map 2: Level 15:
Area 12A-29 to Area 11A-7 and to the Under Realms Gate from Area 13-6 to Area 15-1

10
Rappan Athuk
Finding your way around the book:
Stuck Doors and
Monsters and NPCs, Magic Items
Wandering Monsters
and Spells, Diseases and Poisons Rappan Athuk comes from an old tradition of gaming. One thing
Rappan Athuk V contains dozens of spells, poisons, diseases, magic that used to be true is that every door in a dungeon was stuck ––
items, and, most of all, creatures that have not previously existed for but only for the characters. Another thing that was true was that
5th edition, at least not in this form. It also uses many items currently wandering monsters could appear almost anywhere at any almost
published under the 5th edition SRD. Magic items and spells are italicized any time. A third, and surprisingly related rule, was that experience
in the text. Creatures (including NPCs) are typically bold the first time points used to be given for treasure. All of these were tied to a
they are referenced in the description of the location where they are fourth part of how many players used to play: most characters
encountered. If there is no superscript after the mention of any of these needed torches or lanterns, and resource management could be an
things, information is available in the SRD. If there is a superscript, see important aspect to surviving the dungeon. How did all of these
the appropriate appendix for information about it. work together? Opening stuck doors takes time and makes noise.
Time and noise lure wandering monsters, and time burns resources.
Wandering monsters carry no treasure, and generally weren’t worth
Introductory Characteristics much experience in the grand scheme. All of these pieces together
were a dial that could be used to make a dungeon more or less
Each level of the dungeon has a standard features section that details the difficult and change the style of play between a gritty grind and
following basic information: a heroic romp. In keeping to the roots of Rappan Athuk, many of
Difficulty Level: Describes the average level of difficulty of the the levels have doors that require a Strength check to open, even if
dungeon level. A party of 6 characters within the suggested tier should unlocked, and almost all have wandering monsters. If you don’t find
be properly challenged by this level of the dungeon. Tier 1 is levels 1–4, these fun, don’t use them. If you’re party is a little underpowered,
Tier 2 levels 5–10, Tier 3 levels 11–16, and Tier 4 level 17 and up. Within leave them out. But if you need to turn up the heat, bring them on!
many of the areas, there are challenges both above and below the expected The main goal here is make your party’s choices are meaningful.
strength of the party, but a group of well-played characters of the right tier If they choose to bash through doors, they get one kind of adventure.
should have a chance of making it through. If they prefer to sneak along the halls, avoiding monsters, they get
Access: Details the various entryways into and exits from the level. another. If they try to clear every room and kill every monster, they
Wandering Monsters: Details the frequency of encounters, including probably get a short adventure…
a table of encounter results.

General Features Empty Rooms


Rappan Athuk is a big place and not every chamber or cavern
Atmosphere: Details results of general divination spells or obvious is occupied. Frog God Game’s Tome of Adventure Design can
conditions on the level. Also details any interference with spell function provide some nice ideas for dressing up the room and giving
and recovery due to magnetic influences or sheer evil detachment from the the party something to do. Some see this as a waste of time and
gods. May detail any effects that apply throughout the dungeon level, such prefer to keep them empty so that the party can get on to other
as fear or extreme heat. rooms, keeping them only as a possible location for a rest. That,
Ceiling Height: Gives detailed ceiling height in rooms and hallways, or of course, is fine too. Finally, empty rooms are a great time for a
rough dimensions for caverns. random monster check –– maybe it’s not really empty! And if it’s
Doors: Details standard dungeon doors, as well as locked and secret not, maybe you can spin the encounter into something even more
doors. Specifics are given in room descriptions where needed. interesting as the characters start to wonder just why the ogre is
Shields and Wards: Details any material or magical barriers or sitting in an empty room picking its teeth with a broken chair rail.
shielding which prevents divination or other spells and effects from
functioning.
Surfaces: Details information about the obvious construction of the
surroundings.
Other: Provides additional information that is typical to the level. This The Legend of
may include poisonous mushrooms or powerful undead.

Book References and Notations


Rappan Athuk
Superscript notations reference the following appendices: The Legend of Rappan Athuk is well known, told numerous times by
B
= Rappan Athuk Bestiary (contains monsters and NPCs) – Appendix A bards, adventurers, sages, and loremasters. It is summarized below. The
GM
= Rappan Athuk GameMaster’s Guide (contains magic items, diseases, characters may know some or all of this legend.
and poisons) – Appendix B Many hundreds of years ago, the forces of good allied to destroy the
PG
= Rappan Athuk Player’s Guide (contains spells) – Appendix C main Temple of Orcus in the ancient city of Tsar. With their temple in
ruins, the surviving high priests of this accursed demon-god fled the city
with an army of enemies on their trail — an army of heroic fighters, clerics
Diseases and paladins — led by Zelkor, a powerful wizard. The exact fate of these
Rappan Athuk is not inhabited by a clean lot. It is full of rats and evil priests is unknown, for not only did the remnants of the followers of
lycanthropes and the foulest creatures known. Many of them carry Orcus disappear from all human reckoning, but so did the army of light
diseases, as do various fountains and waterways. Several diseases are that followed after them disappear as well. Some said that in the eternal
detailed in Appendix B, and others are available in the SRD. In general, scales the loss of so many good men was a fair price to pay to rid the world
we have provided specific diseases that are caused by specific creatures or of so much evil.
places, but in others (especially for the rats), the choice is up to you. Take The evil cult, however, had not been destroyed. The surviving priests
your pick and enjoy them! and their followers instead settled on a hill near the Forest of Hope, a sylvan
woodland near the Coast Road. There they found a vast underground

11
Rappan Athuk
complex of caverns and mazes, carving out a volcanic intrusion beneath to a labyrinthine complex. Bofred and his companions found great hordes
the hill. The priests of Orcus had found the perfect lair to continue their of evil creatures in the complex. Though some of his companions returned
vile rituals. For many years, they carried on in secret, hidden from the from their expedition, telling tales of fantastic treasure and ferocious
light and from the knowledge of men. monsters, Bofred was never seen again — lost in the catacombs beneath
Many years later, their underground delving completed, the evil priests the cursed mausoleum.
erected a hideous mausoleum and graveyard atop the hill. It is believed For the last century and more, ranks of adventurers have ventured to
that these graves are the final resting place of the pursuing army of the newfound dungeon. Many fell prey to bandits and monsters in the
heroes that had been destroyed to a man. Soon after the mausoleum was surrounding wilderness. Rumors suggest that of those who survived to
erected the peaceful creatures of the wood began to disappear. Though reach the mausoleum and sunken graveyard, most were slain by guardians
many rangers and druids investigated these happenings, the cause of the of green stone or perished near the entrance. Those rare few who return
creatures’ disappearance was not immediately determined. Some years from deeper treks speak of horrible undead and creatures that cannot be
later a powerful group of adventurers, led by Bofred, a high priest of Thyr, slain. All who have explored Rappan Athuk offer this one universal piece
investigated the evil happenings and found the sunken graveyard leading of advice: “Don’t go down the Well.”

Lost Lands Timeline of Rappan Athuk


Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
As newly forming world of Boros cools, Ymir’s essence bursts forth from
Ginnungagap as magma floes forming deep volcanic caverns in two
places along shores of gathering world oceans: beneath what will
c. 7 billion years ago become the Waldron Mountains of the Northlands and beneath what
will become the Sinnar Coast of Akados, a single thread of magma
connects them forming what will eventually erode into the northern
end of the Neimbrall Trail
Great Old Ones arrive from across the Great Void of Night and begin
c. 100 million years ago
to colonize the planet Boros
Tsathar discover powerful essence of primordial power over site of
c. 85 million years ago Ymir’s breach at time of the world’s formation on eastern Akadonian
coast and erect standing stones to Tsathogga
Tsathogga and his tsathar servitor race survive Primordial Wars and
c. 23 million years ago remain particularly fecund by retreating into desolate swamps and
caverns but lose much power elsewhere in the world
Judgment of Xtu crashes into eastern Libynos creating Boiling Sea and
devastates the populations of unhumans and great beasts inhabiting
c. 20 million years ago Boros; End of the Age of Gods (aka The Hidden Age); Elemental and
primal dragons arrive on Boros from Inner Planes and defeat unhuman
races; Beginning of Age of Dragons
Neolithic humans rise and throw down Tsathogga’s standing stones but
c. 27,000 years ago detect the ancient power of the site and establish totem temple in
deep caverns below
Prophet of Tiamat Naphthra-Tep rises in Assurian Plains but slain
by Khemitite assassins; Naphthra-Tep carried in secret to eastern
c. 23,000 years ago
Akadonian coast and entombed within deep caverns to fulfill
prophecy of his own resurrection
Dark Thelaroi of Changing City of Ra’ath tap into powers of Ymir’s
c. 20,000 years ago
caverns on Akadonian coast to imprison Grey Thelaroi exiles
Explorer Koshag of Ur sails Sinnar Ocean and establishes city-state of
c. 18,000 years ago Xantollan on Pontos Island; After death Prince Koshag’s body is interred
in secret crypt on nearby mainland
The titan Ereg Tal slain by Chernobog in Gods War and interred in deep
c. 14,900 years ago
caverns beneath eastern Akadonian coast
c. 12,000 years ago Rise of Phoromyceaen civilization; Beginning of the Age of Kings
Followers of the Three-Fold Path create bastion in caverns of eastern
Akadonian coast as refuge from Disciples of the Bloody Sword;
c. 10,800 years ago Followers create the Ravager as ultimate weapon but wisely seal it
away as too dangerous; Amurru left as seal’s eternal guardian, Obares
Sin sent forth to deter intruders from finding sealed vault

12
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
Subterranean city of Barakus constructed by Phoromyceaen peoples
–7031
under Duskmoon Hills
–6671 Arvonliet walks among mankind and elder races
–6650 Construction secretly begins on Arvonliet’s Abyssal gate
Devron the necromancer swears himself to Arvonliet’s true nature,
–6632 transforms into lich and is imprisoned below Barakus; Kel provides
means to destroy him
–6627 Devron summons stone of madness, city of Barakus falls
Arvonliet killed by the Three Gods, cast into Ginnungagap as Orcus;
–6484 Stoneheart Mountains raised over Keltine Barrier; End of the Age of
Kings; Age of Silence begins
Phoromyceaen Sorcerer-King of Tharistra, Gremag, obtains lichdom
–6470 15
and inters himself in hidden caverns beneath Stoneheart Mountains
Harul of Estresia founds shrine in Stoneheart Mountains above Keltine
–4483 2002
Barrier
–4482 2003 Harul of Estresia petrifies the paragon troll, Three-Fang
–4481 2004 Harul of Estresia martyred, sainted by Thyr and Muir
–4232 2253 Beginning of War of King-Chieftain Aracor in Plains of Sull
–4227 2258 Arrival of Obelisks of Chaos in Sull; End of King-Chieftain’s War
–1025 5460 Harul’s Shrine discovered in vision by Beward of the Three Gods
–1013 5472 Beward establishes St. Harul’s Hold on site of shrine
–629 5856 Cult of Orcus in guise of “Aurikas” rises in southern Libynos
Atrocities of Aurikas’s priest Akruel Rathamon begin in lands along the
–613 5872
Reaping Sea
Arden rallies followers in Khemit under Shah Rasalt to bring war to the
–604 5881 burgeoning empire of Akruel Rathamon; Beginning of War of Divine
Discord
Shah Rasalt of Arden defeats the armies of Aurikas at Al-Sifon,Akruel
–579 5906
Ramathon slain by Scepter of Faiths; End of War of Divine Discord
–573 5912 St. Harul’s Hold becomes High Altar of Thyr and Muir
–488 5997 Hammer of the Three Gods crafted at St. Harul’s Hold
Tsathogga unleashes horde of demons in Irkaina, Arden sacrifices
–182 6070
himself to entrap horde and stop the invasion; Tropic of Arden created
Polemarch Oerson leads Hyperborean Legion out of Boros and into
–109 6376
Akados; Beginning of Hyperborean Age
–107 6378 Oerson discovers St. Harul’s Hold and bestows gifts upon its patriarch
Rise of Valenthlis; Outbreak of elven civil war, last queen of Akadian
–27 6458
wild elves slain
Wild elves withdraw to west in Second Exodus; Queen Vaissilune buried
–26 6459 in caverns deep beneath eastern Akadonian Coast to protect her
crypt from Hyperborean despoilers
1 6485 Battle of Hummaemidon; Birth of Imperial Record
Mordecai, last patriarch of both Thyr and Muir, slain by curse at St.
542 7026
Harul’s Hold
687 7171 Beginning of Pax Hyperborea
689 7173 City of Tsen founded at site of Arden’s defeat of Tsathogga
Unknown monks of Thyr dig crypts in Stoneheart Valley and construct
909 7393
Font of the Ancients
Thyrian clerics open ferry across Stoneheart River and build chapel on
1020 7504
central island

13
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
Tsen destroyed; The Great Darkness covers waters of Gulf of Akados
region for three years; Pax Hyperborea ends; Thyrian Stoneheart River
1491 7975
ferry and chapel abandoned, construction begun on shrines to Thyr
and Muir in upper Lyre Valley
Lost Thyrish catacombs discovered in Stoneheart Mountains, its
builders vanished without a trace; Human cult of Tsathogga under
1492 7976
Zodmer Adatres erects Cloisters in Dragonmarsh Lowlands and begins
subjugation of surrounding lands
Zodmer Adatres sacks city of Tal Zun (modern-day Eastwych) and
1495 7979
extends control of Frog-God’s Cloister to Great Amrin River
Glazerel begins construction of anima engine for Lucifer before
2221 8805
defecting and taking service with Orcus
Disciples of Orcus infiltrate St. Harul’s and begin its corruption from
2411 8895
within
Tam Xaverik, secret Disciple of Orcus, named Protector of the Hold at
2462 8946
St. Harul’s
Accord of Tolerance enacted by Protector of the Hold removes last
2469 8953
vestiges of political power from clergy of Thyr and Muir at St. Harul’s
Last clergy of Thyr and Muir depart St. Harul’s; High Altar of Thyr moved
2471 8955
to Tircople
Protector Xaverik renames the Hold as Tsarul and appoints himself
2472 8956 Warlord; Tribes of humanoids, long massing in Dragon Hills, relocate
into Tsarul as army conscripts
2473 8957 Crooked Tower appears in Tsarul
Caverssus, the eleventh Disciple of Orcus, arrives in Tsarul; Warlord
2476 8960
Xaverik swears fealty to him and rescinds Accord of Tolerance
Blessed Well of St. Harul drained to reach the caverns of Keltine Barrier;
2490 8974 Breeding of the Black Orogs begins; Orcus begins seeking sources of
primordial power to break Keltine Barrier Planetary Poles Shift
Poles of Boros shift; Goitre emerges forming Tempest Meridians; Ice
2491 8975
sheet begins forming over continent of Boros and World Roof
Tower of Oerson destroyed; Wild fires ravage Curgantium and spread
2496 8980 1 across Akados burning Plains of Suilley and Matagost Forest; St. Harul’s
Well sealed, hiding the Caverns of the Barrier
Imperial Court relocated to Tircople; Western empire abandoned by
2499 8983 4
Hyperboreans
2502 8986 7 Glazerel founds college of magic in Tsar
2505 8989 10 Shrines to Thyr and Muir in Lyre Valley greatly expanded
Twelve Bloody Nights; Imperator and Pontifex roles combined;
2509 8993 14 Trystecce the Ageless becomes imperatrix; High Altars of Thyr and Muir
quietly moved to Lyre Valley
Hyperboreans withdraw from Akados; Heldring cross the Helwall, forts
2516 9000 21
of Sylvos and Albor Broce destroyed
Orcus learns of residue of primordial power in caverns and tasks Grand
2541 9025 46 Cornu Caverssus to establish a grand temple beneath Sinnar Coast in
secret
Gaaros-Uaazath bursts forth from Ginnungagap into Cyclopean Deeps
beneath tunnels of the Sinnar Coast through crease left long ago by
2553 9037 58
Ymir, its foul influence and noxious dying exhalations cause woodland
above to become known as Forest of Horrors
Goblins fleeing khryll invaders emigrate from Cyclopean Deeps and
2555 9039 60
found city of Greznek far below Forest of Horrors
2560 9044 65 Daan forms his Cataphracts in service to Hyperborea
2581 9065 86 Daan’s Legion marches on Tircople, passing through Plains of Suilley
2584 9068 89 Daan falls as he destroys the lich-queen Trystecce

14
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
Daanites withdraw to Ynys Cyrmagh; Daanites name the rest of the
2585 9069 90
world as Lloegyr—the Lost Lands
2632 9116 137 Last Hyperboreans quietly disappear from Tircople
2654 9138 159 Birth of Macobert of House Foere Rise of the Foerdewaith
2698 9182 203 King Macobert begins uniting Akados as Kingdom of Foere
2717 9201 222 Bandit King Rinos builds King’s Bridge over Stoneheart River
2720 9204 225 Province of Aachen established extending to the Great Bridge
Swein Sigurdson discovers the Neimbrall Trail in Under Realms, leads his
tribe of the Heldring through tunnel away from Helcynngae Peninsula
2731 9215 236
to escape worship of Hel, narrowly bypassing lower tunnels of Rappan
Athuk
Macobert crowned Overking of the Hyperborean Monarchy of the
2744 9228 249
Foerdewaith
Bandit King defeated at King’s Bridge by troupe of bards and peasant
2748 9232 253 army led by Turlin; Construction begun on Lyre Bridge over Stoneheart
River; Trademoot established at King’s Bridge
Death of Macobert; Son Magnusson succeeds to the throne; Issuance
2765 9249 270 of Eastreach Decree; Provinces of Eastreach and Pontus Tinigal
established
2768 9252 273 Overking Magnusson completes imperial capital at Courghais
2776 9260 281 Death of Magnusson I; Grandson Magnusson II succeeds to the Throne
Red Plague strikes Kingdoms of Foere; One quarter of the population
2781 9265 286 of the central lands dies including Magnusson II; Son Osbert I succeeds
to the throne
Red Plague returns and strikes central Kingdoms of Foere again; Much
of the kingdom’s central territories are depopulated due to the high
2797 9281 302
death toll; Plague claims Overking Osbert I who is succeeded by his
son Osbert II
Orcus learns of residue of primordial power in caverns and tasks Grand
2799 9283 304 Cornu of Tsar to establish a grand temple beneath the Forest of Horrors
in secret
2808 9292 313 Cloister of the Frog-God decimated by Red Plague
Glazerel uses anima engine to begin construction of dungeons of
2814 9298 319
Rappan Athuk among deep caverns beneath Forest of Horrors
Glazerel constructs Upper Temple as first of three temples to focus
2818 9302 323
Orcus’s power in Rappan Athuk
Glazerel constructs Lower Temple as second of three temples to focus
2871 9355 376
Orcus’s power in Rappan Athuk
Disciples of Orcus encounter goblins of Greznek in caverns below
2873 9357 378 Lower Temple, King of Greznek orders Idol of Snuurge cast down and
rededicates goblin city to Orcus
Keep constructed at King’s Bridge for protection of burgeoning market
2967 9451 472
town
Huun besiege Tircople, overrun part of Crusader States; Overking Yurid
2970 9454 475 gathers Crusader army at Pontus Tinigal and Tros Zoas to sail for Khemit,
march overland to Tircople
Second Great Crusade breaks Siege of Tircople and drives Huun from
2971 9455 476
Sacred Table
St. Barthomey of Orcus burned at the stake in Tircople but his ashes are
2974 9458 479
smuggled to Tsar
Count Wynston Mathen returns from Second Great Crusade and given
2977 9461 482 land grant in Moon Fog Hills; Mistwood silver lode discovered near
Malthlyn; Cult of Tsathogga introduced to Sinnar Coast

15
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
3030 9514 535 Founding of trade city of Bard’s Gate at King’s Bridge
Shengotha Plateau covered in unnatural glacier, decimating dwarven
Clan Krazzadak; The Winter Lich drives remaining dwarves from plateau,
3035 9519 540 city of Bryn Tuk Thull sealed; Year of the Hard Cold afflicts Stoneheart
Valley, ruining the harvest, killing winter crops, and delaying spring
planting
Famine strikes Stoneheart Valley and surrounding areas hard, starvation
3036 9520 541
sets in across the region
Dwarven craftsman arrive in Bard’s Gate from Halls of the Silverhelm
3037 9521 542
and begin construction on retractable canal bridges
Silverhelm dwarves construct massive basilica temples to Thyr and Muir
3039 9523 544
in Bard’s Gate; High Altars moved from Valley of the Shrines into city
Guilds of Bard’s Gate are formalized, city council becomes Council
of Burghers to oversee trade and revenue for the city; Burgher Hest of
3119 9603 624
Teamsters’ Accord elected first Mayor of the Council; Duquaene the
Bard elected first High Burgher of Bard’s Gate
3169 9653 674 Crusader Coast overrun by Huun; Tircople sacked
Fleet gathers in Reme to transport Third Great Crusade to Crusader
3172 9654 675
Coast
Third Great Crusader army lost at sea; Glazerel constructs Chapel
3173 9657 678 of Orcus as final of three temples to focus Orcus’s power in Rappan
Athuk, The Master manifests within Rappan Athuk as avatar of Orcus
3181 9665 686 Karsh of Orcus creates the Zombiestone
Dwarf lord Durand Strong-Arm discovers gold and silver west of Blackflow
3190 9674 695
River; Establishes Durandel mines under Fae Copse in Southvale
Overking Oessum VIII calls for Fourth Great Crusade; Armies and fleet
3199 9683 704
gather at Endhome to sail for Crusader Coast
Huun defeated at Battle of The Sickles; Overking Oessum slain; Graeltor
3207 9691 712
crowned overking
3208 9692 713 Army of Light marches on temple-city of Tsar; Desolation of Tsar Created
Tircople falls to Mguru tribes; Last Justicar of Muir slain; High Altar of
3209 9693 714 Orcus secretly relocated from Tsar to Rappan Athuk; End of the
Hyperborean Age
Army of Light defeats Tsar and pursues Disciples of Orcus into Forest of
Hope; Grand Cornu Jervix dies in implementing Great Retreat; Baron
Simrath slain in night battle east of Wild Edge River Ford; Army of Light
lured into Bloodways and defeated; Praetor Aura Veng trapped in
3210 9694 715
Tomb of the Beacon; Slavish the sorcerer deserts Army of Light and
makes secret lair within dungeons to stalk Orcus’s avatar The Master;
Duke Aerim assassinated by Orcusite allies; Citadel of Orcus vanishes
from Tsar; Beginning of the Age of Breaking (current age)
Construction begun in secret on Rappan Athuk sunken graveyard
and mausoleum; Canon Lorvius raised as Grand Cornu of Orcus;
3211 9695 716 Archbishop Pagonis establishes gate between Rappan Athuk and
desert near Tircople; Archbishop Pagonis returns to Rappan Athuk from
Tircople and assassinated by Lorvius in Great Purge
3213 9697 718 Foerdewaith Wars of Succession begin
Grand Admiral of Pontus Tinigal withdraws from Foere, declares himself
3215 9699 720 Emperor of the Oceans Blue; Kingdom of Oceanus established on
Pontos Island
Reconstruction begins on King’s Bridge, expanding it to its modern
3219 9703 724 dimensions; Pirates erect stronghold off coast of Eastreach while strife
engulfs maritime powers of eastern Akados
3221 9705 726 Construction of Rappan Athuk’s Bastion begun
3229 9713 734 Grand Cornu Lorvius first successful use of mushroom of youth

16
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
Nadroj the wraith breaks Zelkor and makes him an undead minion of
3230 9714 735
Orcus
The Camp first established on border of the Desolation of Tsar; Slavish
3241 9725 746
achieves lichdom in his Rappan Athuk lair
Wandering companies of mercenaries and deserters increase in
3245 9729 750 number as wars of the Sundered Kingdoms begin to wind down;
Glazerel’s apprentice Magerly achieves lichdom and disappears
Orphans of War Society of Bard’s Gate established by famed orator
3260 9744 765
Hegany Durgas on 50th anniversary of Army of Light debacle
Orphans of War Society rises to prominence, Durgas styles himself as
3261 9745 766 “Gods Watcher”; Old temples of Bard’s Gate begin to lose influence as
Society’s rhetoric turns on them over costs and failure of Tsar campaign
3263 9747 768 Grand Cornu Lorvius second successful use of mushroom of youth
Orphans of War Society forces vote through Council of Burghers to
become an official guild of the city, Watcher Durgas becomes a
3268 9752 773
burgher and is able to wrest position of Mayor of the Council from High
Burgher Meriwot the Marred
Mayor Durgas manages to pass Guildmasters’ Act, permanently
removing Bard’s Gate clergy from Council of Burghers, public outcry is
stifled by club-wielding men wearing grain-sack hoods on every street
3271 9755 776
corner; Temples of Thyr and Muir begin to divert their resources and
High Altars in the Valley of the Shrine as church influence continues
decline in the city
3272 9756 777 Shadow Masks founded in Bard’s Gate
Mayor Hegany Durgas disappears, many church leaders in Bard’s Gate
implicated though none are ever formally charged with a crime after
3299 9783 804
newly elected Mayor Feldrim of Teamsters Accord proposes amnesty
for all city priests

17
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
Grand Cornu Lorvius unsuccessful use of mushroom of youth, ages
3319 9803 824
decades and stricken ill
Grand Cornu Lorvius slowly recovers and third successful use of
3326 9810 831
mushroom of youth
3339 9823 844 Oceanus and Foere sign non-aggression treaty
Knightly Order of Macobert largely destroyed in Courghais, the few
3380 9864 885
survivors go into hiding
Bard’s Gate Temple District in decay, religious center of city moves to
3387 9871 892
King’s Bridge
3392 9876 897 Tower of Bone appears in Fae Copse; Dwarven city of Durandel falls
Personal papers of deceased Mayor Feldrim implicate him and leaders
of Teamsters Accord in murder of Mayor Durgas; High Burgess Laressa
Underwood with support of Council of Burghers abolishes Teamsters
3393 9877 898 Accord from city and has Mayor Lamar Hydenquel of the Teamsters
stripped of office, with support of church leaders she manages to have
office of Mayor of the Council again attached to office of the High
Burgher/Burgess
Rappan Athuk: The Dungeon of Graves discovered in Forest of Hope;
3400 9884 905
Booth Axlecrafter forms Wheelwrights Guild in Bard’s Gate
3402 9886 907 Grand Cornu Lorvius fourth successful use of mushroom of youth
Crane the Sorcerer discovers tomb of Ereg Tal beneath Rappan Athuk,
3403 9887 908
adds wards to protect it
Grand Cornu Lorvius forms alliance with coastal pirates, establishes
3406 9890 911
gate between Rappan Athuk and their island fortress
Shekahn driven from Castorhage by The Fetch for taking Corinaria as
3408 9892 913
consort, take refuge with the Underguild of Curgantium
Artolucor the archmage arrives at Rappan Athuk but disappears on
3413 9897 918
the dungeon’s first level before managing to plumb its depths
The Lyre Valley grows more wild and dangerous, High Altars of Thyr and
3414 9898 919 Muir relocated back into city after too many parishioners and priests in
the Valley of the Shrine go missing
3415 9899 920 Brotherhood of Arn establishes healing order in Mouths of Doom
Crane the Sorcerer disappears while warring against Tsathogga’s
3420 9904 925
Violet Brotherhood
3425 9909 930 Shandril of Freya founds village of Fairhill in Stoneheart Valley
3427 9911 932 Eralion constructs keep in Stoneheart Valley near Fairhill
Captain Aldrin Shaw of Eastwych deserts from the navy of Foere,
3436 9920 941 relocates to Swordport; Begins to gather small fleet of freebooters;
Shaw’s estate at Stormshield seized by city of Eastwych
3437 9921 942 Zelkor’s Ferry founded by Bristleback family
Bofred, Last Champion of Thyr, leads small army to destroy Rappan
Athuk; Bofred overcome by combined might of Orcus and Tsathogga
3438 9922 943 and entombed alive; Igni the Paladin defeated by The Master, avatar
of Orcus, and cursed to unlife; Bofred’s army scattered with few
survivors emerging from dungeons
Unseasonal torrential rains begin to fall on the eastern slopes of the
March of Mountains, the rains continue virtually nonstop causing
extensive flooding, washout of roads, and undermining of city walls
3439 9923 944
and building foundations; Duchy of the Rampart, Kingdom of Suilley,
County of Vourdon, Keston Province, and Count of Toullen are hardest
hit
Shekahn and Corinaria sent by Underguild to infiltrate Rappan Athuk,
3441 9925 946
establish lair in the Basilisk Cavern
Captain Shaw’s fleet driven from Swordport by earl’s dragoons; Flees
3442 9926 947
to Razor Sea

18
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
The rains have continued for four years; Casualties from flooding
and mudslides have reached the tens of thousands, the destruction
of property is on a massive scale, and trade on the South Road has
virtually been brought to a halt causing economic recession in the
lands east of the mountains; The noted scholar and philosopher
3443 9930 951
Oscobar of Vermis declares the rains to be the work of the forces of
Darkness and calls them the Fiend Rains, he predicts they will continue
for another 13 years; The strange blind mystic Lun of the Mountain calls
the rain Rynas’ Tears, but she gives no explanation why; Lun says the
rains will end in 6 more years
Bard’s Gate west wall strengthened and expanded to current
Dimensions; Coast Road Keep constructed to defend against pirates,
3445 9929 950
bandits, and hostile warbands; Grand Cornu Lorvius fifth successful use
of mushroom of youth
3449 9933 954 After 10 years the Fiend Rains come to an end
3461 9945 966 Dwarven hero Dargeleth Silverhelm disappears in Under Realms
3463 9947 968 Talon of Orcus constructed to oversee Bloodways
3469 9953 974 East wall of Bard’s Gate erected to encompass the Outer Quarter
3480 9964 986 Dominion of Un established by Goov the Disfigured in Unclaimed Lands
King Goov sacrifices 500 maidens to Orcus and slain in popular revolt,
3484 9968 990 rises as undead creature and flees to Rappan Athuk with captive
Yokim of House Portia, consort of Helman “Hairfoot” Hillman
Helman “Hairfoot”, Bannor the Paladin, Gaylon Swordsinger, Flail the
3485 9969 991 Great, Bulviegh, and Spiegle the Mage enter Rappan Athuk to save
Yokim of House Portia but fail to rescue the maiden
3487 9971 992 Pirate ship Scarfist runs aground south of Rappan Athuk
Red dragon Aragnak destroys Coast Road Keep, clears pirate
3488 9972 993
stronghold and makes it his lair
Koraashag the Craven sent forth into tunnels beneath Rappan Athuk
3493 9977 998
by Orcus to find the “pit of the abyss”
Koraashag discovers the bottomless pit beneath the Stoneheart
Mountain Dungeon and builds a secret temple of Orcus in its Depths;
3494 9978 999
Disciples of Orcus accidentally release Beast of Rappan Athuk into
forest above
Eralion seeks mushrooms of youth in Rappan Athuk but fails in quest,
becomes convert of Orcus instead; Eralion constructs gate between
3495 9979 1000 Zelkor’s Lair and Stoneheart Valley; Disciples of Orcus construct gate
between the Chapel of Orcus and the Stoneheart Mountain Dungeon,
begin reinforcing secret temple there
Juliello Broad-Toe makes fortune adventuring in Rappan Athuk,
3496 9980 1001
discovers unlinked mirror portal near “Gates of Hell”
Abysthor, High Priest of Thyr, disappears in the Valley of the Shrines;
3497 9981 1002 Mailliw Catspar slays the Beast of Rappan Athuk and then disappears
within the infamous dungeon
Bofred the Just raised as the High Priest of Thyr in Bard’s Gate; Eralion
3499 9983 1004 attempts to attain lichdom but fails, imprisoned beneath his keep in
Stoneheart Valley
Gnoll hordes attack Bard’s Gate; Commander Avorill slain, Imril given
3500 9984 1005
command of Lyreguard; City’s standing army instituted
Cylyria leaves Lyreguard and takes a positon as provost of Bard’s
3501 9985 1006
College; “Merinath” forms Fellowship of the Note
Duloth Armitage becomes burgher of Wheelwrights Guild; “Fat” Juliello
3505 9989 1010 Broad-Toe establishes casino in Bard’s Gate and links basement to
Rappan Athuk through mirror portal

19
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
Gray Deacons disappear overnight, Slip-Gallows Abbey becomes a
haunted place in the middle of Bard’s Gate; Shrines of Thyr and Muir
3507 9991 1012
lost to hordes of Orcus out of Stoneheart Mountain Dungeon; Clan
Silverhelm seals its halls to outside world
Bofred the Just and Barahil the Faithful found the Order of the Sword of
3508 9992 1013 Retribution in Bard’s Gate; Shadowguild rises as thieves’ guild of Bard’s
Gate to replace Gray Deacons
Cylyria elected High Burgess of Bard’s Gate; The hero Corondel slays
3509 9993 1014
the green dragon Springdread in the Forest of Hope
Balcoth the Wraith-mage breaks through the Wall of Sleep and travels
3511 9995 1016 from Leng to Stoneheart Mountain Dungeon in search of a source of
immeasurable power
Calthraxus the Black attacks Bard’s Gate mines and makes them
his lair; Yaza Mongro begins to hear whisperings of Ginnungagap;
3513 9997 1018
Coprophagi emigrant from Castorhage named Urovok becomes
proprietor of Last One Inn in Rappan Athuk
3514 9998 1019 Armies of Huun lay siege to Bard’s Gate
King Ovar defeats Huun in Gulf of Akados and at Bard’s Gate and
3515 9999 1020
pursues them into Irkainian Desert
Corondel leads an adventuring band into the Temple of Final
3516 10,000 1021
Sacrament in Rappan Athuk but emerges alone and broken
Current year; Rumors of Ovar’s return from Irkaina; The Seer arrives
3517 10,001 1022 at Rappan Athuk in search of the Staff of Artolucor; The Fire Hawks
company enter Rappan Athuk

*The Hyperborean Empire created a standardized millstone size and


Keeping Time in the Lost Lands speed of rotation on which turns and rounds were based. Millstones since
then often have great variability, but the standardized time units have
Exact time is rarely important in a dungeon crawl, although there are remained in use for clocks.
certain parts of the adventure where time can play a critical role. For those
interested in such matters, here is how time is handled specifically in
Akados (and Libynos). The Fire Hawks – An Adventuring Company
The length of the day in the Lost Lands is measured as 24 hours, and The Fire Hawks are a band of experienced adventurers who
these are further divided into two 12-hour periods of Prime (counting journeyed into Rappan Athuk in the recent past (within the last month
from midnight) and Non (counting from noon). Hours are then designated or so), accessing it via the Temple of Final Sacrament (Level 1A) and
by where they fall after one of those points: 1st hour prime (1:00 A.M.), traveling to the Bloodways (Level 9D). There they came to a bad end
7th hour non (7:00 P.M.), etc. At sea, the hours are sometimes referred to when they encountered a group of priests from the Talon of Orcus
as “bells” because of the practice of ringing the ship’s bell on the hour, but (Level 10C) at Area 9D–3. Although they defeated the evil leader
the numbering convention is otherwise the same (e.g. 2nd bell non, 10th of the Talon, transforming him into 9D–3’s current inhabitant, the
bell prime, and so on). members of the Fire Hawks were badly wounded and forced to flee,
Our familiar modern concepts of minute and second increments are not splitting up in the process. The members of the group and their fates
recognized in the Lost Lands, but are instead based on lengths of spell are given here.
durations as observed and meticulously recorded by court magi in the • Azarthraine of Hallowfall (male elf fighter/wizard): Party leader.
early days of the Kingdom of Khemit. These carefully measured time Spells nearly exhausted, he came to an ignominious end in the clutch-
periods were later applied to the practice of commerce in the form of es of several mustard jellies in Area 9D–9 (it is his headless skeleton
rented time on a public millstone. there). His companion Mezuryk was able to retrieve his head, hoping to
–Hours are divided into 6 10-minute periods, each called a “turn” or escape to the surface and have him resurrected. Instead, Mezuryk was
“turn-of-the-glass” or just a “glass” (for turning over a 10-minute hourglass captured (see below), and the skull of Azarthraine now decorates the
that was used to determine the usage/charging rates of a millstone). Seer’s private chambers in Area 10C-10.
–Turns are further divided into 10 1-minute periods, each called a
• Mezuryk (male human thief): The Fire Hawks’ trap disarmer and
“tenth” (both for 1/10th of a turn and for the number of times a standard*
lock opener. Priests of Orcus captured him, and he has been tortured
millstone turned in a 1-minute period).
and driven insane. He remains a prisoner in the Talon of Orcus (Area
–Tenths are divided into 10 6-second periods, each called a “round”
10C-13A).
(for the length of time it took a standard* millstone to complete one
revolution). • Kalina (female human cleric): A follower of Oghma, Kalina was
–Rounds do not typically have subdivisions, since there are few separated from the rest of the group. She too was captured and tortured
applications in the everyday life of the Lost Lands where such time to death at the Talon of Orcus. Her lifeless corpse was then reanimated,
precision is necessary. Some clocks do, however, make tic marks on clock and now stands ready to serve her former captors in the Talon as one of
faces between rounds to divide them into sixths (i.e. a 1-second interval) the zombies in Area 10C-7.
to track more precise time units for activities such as horse racing, witch • Oldaric (male human fighter): He died early on in the Bloodways
dunking, etc. after a devouring mist sucked him dry. He has become one of the many
Official timekeepers in the Lost Lands are usually known as “Counters” vampire spawn that lurk within the labyrinth.
from their original job of counting revolutions of the millstone.
20
Rappan Athuk
Rumors about Rappan Athuk
In addition to the Legend of Rappan Athuk, each character has a chance
of knowing a few rumors about the complex from common legends. Each
character can make 2 rolls on a 1d6: a roll of 1 or 2 earns the character a
rumor. Spellcasters may make a third roll to check for rumors. Roll each
rumor randomly on 1d100 on the table below or select an appropriate
rumor as desired.

False Rumors
Rumors about Rappan Athuk and its environs include half-truths and
falsehoods. Some have been propagated on purpose, and others have been
transformed through happenstance. How is a player to know which rumors
are true? Through their characters’ actions, of course. This is up to you.
The veracity of some rumors may be checked at Zelkor’s Ferry. Others
might need to verified with individuals found in or around the dungeon,
and some might require the vision of a certain oracle, or some magical
investigation. Be creative with these, and remember that, especially for
the false rumors, different sources might provide different information.

d100 Rumor
Zelkor, the good wizard of old, is now an evil lich
1 living in the upper levels protecting the evil temple
and the descent into it. (Partially true.)
A high priestess of Hecate, the goddess of magic,
was turned into a statue of living ruby, and is
2 entombed in the dungeon. She had a magic ring
that allowed her to change shape. Her name is
Akbeth. (True.)
A rich gold mine can be found if one can find
3 a cavern with a man-made river channel and
defeat the monsters there. (Mostly true.)
The temple of Orcus no longer exists within the
4 dungeon. Its existence is a lie told by adventurers
to keep others away. (False.)
A great oracle can be found beyond a massive
5 cavern. He can tell all to anyone willing to pay his
price. (Mostly true.)
A company of dwarves recently went to look for
6 a gold mine said to be in the dungeon. None of
them returned. (True.)
Orcus put a curse on the complex when he built it.
7 Any that disturb his temple will become slaves of
darkness, never to return. (False.)
A great city of goblins lies deep in the complex,
8
and they are followers of Orcus. (True.)
The entrance to Hell lies deep in a maze complex.
It can be found only by swimming through a pool
9
of water. (True, though only in a figurative sense.
• Andwyn (male dwarf fighter): Andwyn died trying to hold off the The level is called Hell by any that have been in it.)
priests so the rest of the group could escape area 9D-3. The fate of his A great priest was entombed within the complex
remains is unknown. 10 behind a door sealed with seven seals. If released,
• Adrenai (female elf thief): Adrenai was separated from the group the powers of good would be greatly aided. (True.)
and became lost in the labyrinth just before the priests of Orcus were en- The dungeon was originally a good fortress built to
countered; she eventually became a snack for a shadow hunter serpent. 11 protect against the advancing hordes of evil. Evil
• Marsenter (male human fighter): Separated from his companions overcame its defenders. (False.)
during the battle and hounded through the dungeons, he sought to evade Magical black skeletons inhabit the dungeon. They
his pursuers by hiding in a pool of water, using a magical ring to breath 12 are greatly feared, as clerics cannot turn them.
like a fish. However, the chill temperature of the water induced hypo- (Partially true. Clerics have difficulty turning them.)
thermia, and he ended up falling asleep and dying. His remains can now
be found in Area 9D-8 of the Bloodways.

21
Rappan Athuk
d100 Rumor d100 Rumor
A powerful illusionist lives near the surface. Do not The tomb of a fallen paladin is hidden near the
believe everything you see. He is cannibalistic goblin city. The paladin was corrupted by the
13
and possesses great powers. (Mostly true. The 30 sorceress, Deserach. (True. You should make the
“illusionist” is Scramge the rakshasa.) tomb on Level 9A very hard to find, as it is one of
the most challenging encounters in the dungeon.)
There is a monster immune to everything on the
14 first level. It is amorphous and smells terrible. A wise Prayers to Hecate can sometimes be used
person flees from it. (This is very true.) to defeat guardians sacred to her. (True. This
31
rumor offers a means to defeat a hydra, if wisely
Inside a great labyrinth lies a strange mushroom
employed.)
that can restore youth to a human. They are blue
15 with red spots and lie under a bridge. (Partially True. Kazleth rules as Lord of the Maze. He is an
The mushrooms randomly reset the consumer’s abomination, with the head of a bull atop the
32
age, which for most means youth.) body of an ogre. (True. He is the phase minotaur
king of Level 7A.)
Some of the tunnels dug by the giant rats of the
16 complex lead to interesting places. Some lead A demonic spider queen lurks near her pets.
33
nowhere. (Very True.) (Partially true. She is a wizard, not a demon.)
A wise person uses the rivers to travel in this place. The goblin city’s entrance lies unguarded. The
17 They are dangerous, though. Many who did not goblins allow free trade with anyone who visits
34
know the correct paths have drowned. (True.) them. (False. Two shadow dragons guard the
entrance and prevent the passage of non-goblins.)
Deep in the dungeon lies a vast cavern with
18
monsters of gigantic size. (True.) A benevolent old wizard lives near the temple of
Orcus. He reportedly offers refuge to those who kill
A magical pool leads to a wishing well. A person
the servants of the evil one. (False. Banth is possibly
19 who casts a magic item into it will get a wish. 35
even more evil than the priests of Orcus. Banth will
(False.)
slay or transmute any character who crosses his
There is a corridor of solid white stone, which is path).
cursed. Anyone who walks its length is lost forever.
20 There are caverns inhabited by living statues; one-
(Almost true. Most, but not all, who walk the
36 time explorers transformed by evil, they ambush
corridor die.)
the unsuspecting. (False.)
On the fourth level, there are no monsters, but
A terrible dragon called Gath the Ravager was
21 wondrous amounts of gems. (False. Give us a
sealed long ago deep within the dungeon by
break.) 37
powerful priests, whose spirits still guard his restless
The caves are safer than the carved passages. sleep. (False.)
The upper levels are also very tough in the carved
22 A great library, once the property of the followers
areas. (False. The caves are no safer than the
of Orcus, lies forgotten in a hidden level. Though it
carved passages. Both are dangerous.)
38 contains works of great evil, it also holds books that
As the great mage Speigle said, “Beware of purple could be of great value to sages and adventurers
23 worms.” A wise person heeds his advice. (So true as well. (True.)
it’s written on the wall on Level 3.)
A powerful adventuring group called the Dancing
In the lower levels, some spells cannot be regained Blades were slain in the dungeon. Their restless
24 due to the evil powers in this place. Conserve spells 39
spirits now wander its halls, attacking anyone they
on deep treks. (True.) come across with their phantom weapons. (False.)
Solid mithral gates bar the way into a great treasure There is a level of flooded passages ruled by evil,
horde guarded by a lich in the great cavern. If one lenticular, fishlike things who can take over your
25 40
can access them, they would be richer than an mind. They are the secret rulers of the dungeon.
emperor. (Partially true.) (False.)
Deep within the hill lies a pool of lava guarded A potent artifact called the Seal of Power was
by demonic lizards. If one can defeat them, pure carried into the dungeon long ago by the mage-
26 41
gold can be distilled from the liquid rock. (Partially priest Donov. He hoped to use it to seal away the
true. There are salamanders but no gold.) evil, restless spirits of the dungeon. (False.)
Giant scorpions guard the way to the tomb of a The skeletons violently explode when they are
27
fell king. (True.) brought down. The zombies dissolve into foul
42
It is said that the great paladin Bannor was greenish goo that will eat your flesh and turn you
overcome by a horde of enemies in the dungeon. into one of them! (False.)
28 His mighty holy sword, Gurthdurial, is rumored to There is an insane blackguard named Ian the All-
have been lost in the Hall of the Cyclops King. Seeing who collects the eyes of all he meets. He is
(False.) 43 said to have thousands of eyeballs in his collection
A new form of troll, a “swimmer,” was seen to aid now. He can control them, make them move
goblin miners in a deep cavern complex. (True. about, and see things for him. (False.)
29
This sighting confirms the existence of river trolls on The goblins of the dungeon are actually mutated
Level 8.) 44 giants. Although they are small and stunted in
appearance, they are incredibly strong. (False.)

22
Rappan Athuk
d100 Rumor d100 Rumor
Recently the champion Corondel fought and Deep within the dungeon there is said to be a
defeated the green dragon Springdread in place where the light of the noonday sun still
the Forest of Hope. Corondel subsequently shines; this place is abhorred by the foul creatures
58
disappeared. It is rumored that the dragon was that live within the caves and caverns. (Partly true.
45
merely badly wounded, and now lurks deep within There is a cave lit with sun by day, but it has its
the forest, killing all who stray too deep. (Partly share of dangerous creatures.)
true. Corondel did fight and kill a green dragon
When the craven armies of Orcus fled from Zelkor
and then disappear.)
and his army long ago, a great lieutenant was
Gnolls have been spotted along the caravan route instrumental in holding off the pursuers. He bought
south of the Foothills. They are said to be holed up time for the priests to enter the dungeon and lick
59
46 in a ruined keep overlooking the caravan route. their wounds. For his valor, the dark champion was
(Partly true. The bugbears have been mistaken for entombed. The halls around his burial chamber are
gnolls.) filled with terrible creatures, red mist, and visions of
ancient sins, long forgotten. (True.)
Pirates sometimes hazard the reefs along the
coast to land at secret inlets and bays and stash A group of adventurers calling themselves the Fire
47
great treasure; woe betide the adventurer caught Hawks recently left on an expedition to Rappan
spying upon them! (True.) Athuk and have not returned. It is said their leader
60 carried with him an artifact of great power. (True
Outlaws sometimes hazard the dangers of the
about the adventurers. The fate of the leader
wilderness, seeking refuge from the law. It is said
48 and whether he carried an artifact is for you to
that some have even banded together, to start
determine.)
their own community. (True.)
A great wizard tried to build a tomb in the
Though some brigands attack caravans that pass
61 wilderness but couldn’t manage the effort. (False.
through the area, others specialize in taking on
49 Rappan Athuk was built by Glazerel.)
adventurers exiting dungeons and lairs, weakened
but fat with loot. (True.) The monks of the small shrine off the Coast Road
are helpful to passersby. (Partially True. The monks
A great red dragon has been seen flying about 62
of the Cloister of the Frog God are not immediately
50 the region. It is said to lair somewhere to the east.
hostile.)
(True.)
Beware of the coastline! A great and powerful sea
The Troll Fens are aptly named. They are brimming
serpent roams the coast, seeking to sink ships and
51 with trolls, poisonous snakes, quicksand, and other 63
hoard their gold. (False. The beast on the coast is
hazards. (True.)
a kraken.)
A druid is said to live within the Forest of Hope,
The lost army of Tsar is still in the Forest of Hope,
52 and she is hostile to any who invade its bowers
64 somewhere. (False. They are on Level 14A of
uninvited. (True.)
Rappan Athuk.)
Three old crones are said to live along the coast,
There is a vast underground cavern system
53 and for a price of gold and blood, they can let you
populated by hideous beasts under the Forest
see into the past and future. (True.) 65
of Hope called “The Barrows”. (Partially True. It’s
A jet black temple is said to be hidden somewhere called “The Gut” or the “Cyclopean Deeps.”)
54 in the hills; those who enter its dark confines never
It is said the frog worshippers seek some
return. (True.) 66
undiscovered evil, deep within the earth (True.)
Many back entrances to the most famous of
“I hear that them nice priests built a temple nearby
dungeons are said to lie in the wilderness, but the
to scourge the thralls of Orcus from this place,
55 hills are so riddled with caves that finding these 67
I say welcome to them!” (True, from a strange
entrances is all but impossible if one knows not
perspective, but they are not nice.)
where to look. (True.)
“Frogs, everywhere! I swear the river was brimming
A shrine to a foul god or demon is said to lie 68
with them!” (True.)
56 beneath the hills; its corridors are a gauntlet of
terror and gruesome death. (True.) “Deceivers and evil wizards I tell you, one of those
69 priests even turned me into a frog! I got better.”
One hot, sticky summer a score of years ago, a
(False.)
terrible beast came out of the wilderness and
fell upon the surrounding lands, razing towns and “We lost six friends when we went near that old
ravaging farms. It killed many of the finest warriors 70 elven castle! Full of giants throwing rocks it was!”
57 and baffled the most potent wizards before finally (False.)
being slain by the adventurer Mailliw Catspar
“I heard that old elf lord went crazy, something
and his comrades. Triumphant, these brave souls 71
about swords and princes!” (True.)
tracked it back to the Dungeon of Graves — and
were never seen again. (True.) “Those green priests told me that the death head
priests were moving into the castle to the west.
72
Don’t know about you, but I think it’s time to leave
this place.” (Possible.)
“I heard a giant black dragon was seen in the hills
73
to the west. They say it serves a demon!” (False.)

23
Rappan Athuk
d100 Rumor
“The elves have returned to the castle to the west,
Skill Checks
74 but I hear they shoot first and ask questions later. I Much of Rappan Athuk was written without skill checks in mind. If a
always hated elves.” (False.) player says their character knocks on the bottom of the chest, you might
“The adventurers who uncovered the ruined keep well tell them a hollow bottom is found. As part of bringing the adventure
75 into the current edition, we have tried to provide DCs for climbing,
are in fact brigand tomb robbers!” (True.)
swimming, finding secrets, etc. Feel free to ignore them if you and your
“I heard that when the adventurers opened up players prefer another method of resolving these obstacles. Also, the DCs
76 the old keep, a balor came out and devoured were written with idea that the characters often have advantage on the rolls.
them all!” (False.) The characters use tools, magic, and knowledge to overcome the roadblocks
“It’s said that some great evil lurks below the set before them, and any of these may grant advantage on a roll. For
77 southern towers of the old keep. Only a fool would example, the Strength checks for smashing open chests assume raw muscle.
go wake it up.” (Possible.) Imagine how much easier it should be with a crowbar! In addition, many
of the obstacles are time and wandering monsters (see sidebar). If you’re
“A great dwarven warrior is buried near that keep. not interested in wandering monsters and guttering torches, you might want
I bet he took a bunch of treasure to his grave, and to eliminate many of the skill checks and just allow the characters to pass,
78
I heard he had an axe that actually talked to him! with the idea that given enough time, they eventually get the door open or
After all, you know how dwarves are.” (True.) climb the wall. One word of caution, however –– many of the really difficult
“Those priests who wear those green robes were obstacles are placed to protect a lower tier party from an overly powerful
asking a lot of questions about the towers. They foe. Blithely letting the party knock down a wall of stone could well place
79 them before a pair of mean-spirited liches!
sure seem nice, but I am confused why they would
care about a stinky old ruin.” (True.) Rappan Athuk covers many miles and has had many architects and
inhabitants over the millennia. As such, it is a varied place. One of the
“Rappan Athuk? Bah! No one ever gets out of that
80–100 ways we have represented this is by varying DCs and consequences.
place alive! (Partially True) You may discover that differentiating poisonous mushrooms from edible
is easier on some levels than others, and that the effects of eating the

Rules and Rulings


toxic ones varies wildly. This is intentional and should help to keep the
adventure exciting over years of play. However, you may want to bring
your imagination to bear to help the players understand when and why
There is a common statement that older gaming was about rulings their characters may have difficulty overcoming what otherwise seems
and newer gaming about rules. While probably not generally true, it is like the same challenge they easily brushed by before. You might also
certainly true that different rules exist in the fifth edition than in previous keep track of how often they have figured out certain types of dangers,
editions, and that many dungeon effects that were previously covered and grant advantage or change (or remove) the DC for certain puzzles and
by vague references to imprecisely defined spells or magic items may obstacles the characters have mastered.
now be in direct contradiction to explicit rules. Never fear –– the anima
engineGM is here. This powerful artifact sits near the bottom of Rappan
Athuk pulling in souls and messing with the very rules of reality. If you
Swimming, Drowning, and Quicksand
absolutely must justify why teleportation doesn’t work on this level or There are rules for many environmental hazards in the fifth edition.
why nothing other than a specific key will open that door, the anima For many things that are encountered frequently, Rappan Athuk provides
engine is your friend. This item was used to create Rappan Athuk, and its some simplified versions where a single skill check or saving throw is
effects are not confined by rules. And, of course, the authors of Frog God used rather than the series of rolls that would be required to follow them.
Games also created Rappan Athuk, and they too are not confined by rules. As with everything else, these are provided in the hopes that they can help
They are confined by fun. Sometimes it is more interesting if teleportation keep the game lively and interesting. If you prefer to follow the “real”
doesn’t work here or the party has to go looking for a certain key there. It rules, we try to provide information that you can easily do that as well.
is always with this in mind that various rules are broken. The alternates are our fifth edition equivalents to rulings made back when
rules didn’t exist.

24
Rappan Athuk
Good versus Evil
Rappan Athuk was created at a time in gaming when evil (Chaos) and
Speaking of Evil
good (Law) were two sides of great battle. Different powers and classes The inhabitants of Rappan Athuk represent the worst of
were available to each, as the two were different not just in terms of their humanity in a world where Evil literally exists. Torture, slavery,
goals for the world, but their underlying gaming mechanics. The fifth and all kinds of debasement are an everyday part of life in and
edition has changed this. The creation of spells like detect evil and good around the dungeon. The book itself leaves most of this to your
or the idea that all clerics use a holy symbol to channel divinity is new. imagination, and the imaginations of your players. Certain areas
We have taken the new and old together for this version. Thus, you will and actions, where important mechanically, are described. If you
see unholy water and unholy symbols in the hands of the clergy of Orcus. concerned for yourself, there are some sections you may want to
What happens when a good character comes into contact with them? What skip over. Perhaps more importantly, however, is please be aware
happens if a good character tries to use them? What happens if unholy of your players’ enjoyment. If they are uncomfortable with any part
water gets splashed on an undead creature? These questions are for you of this, feel free to leave it aside, or occlude it. The adventure will
to answer. Make it fun and make it memorable. On the other hand, the survive, and hopefully the level of fun will increase.
clergy has the same spells. They may cast protection from evil and good or
shield of faith. Many of the temple areas are protected by the hallow spell
effects. If you want to bring back a little more of the epic battle between
Chaos and Law, and a little more of some of the older editions, feel free to
color these effects darkly, and even, if you’re up for it, to differentiate the
effects a bit. Maybe Orcus really does provide his clerics with a different
set of mechanics than Tyr.

Welcome to Rappan Athuk,


the Dungeon of Graves!

25
Rappan Athuk

Level 0F:
The Sea Cave Dungeon
This sea cavern is another of the hidden entrance points into the deep levels Giant Rat: HD 1d4 hp; AC 7[12]; Atk bite (1d3); Move 12;
of Rappan Athuk. This cave, like Level 0A, has an entrance that is exposed only Save 18; AL N; CL/XP A/5; Special: none are diseased.
at extreme low tides. The mouth of the cave system is covered by — or mostly (Monstrosities 384)
covered by — seawater. During times of the full moon (extreme low tides), the
entrance is exposed twice per day, with only a few inches of water blocking its Grey Ooze: HD 3; HP 12; AC 8[11]; Atk strike (2d6); Move 1;
mouth. The covey of sea hags (see Wilderness Area 19) has grown suspicious Save 14; AL N; CL/XP 5/240; Special: acid, immunities (spells,
of sahuagin intrusion into the area and frequently spies on this entrance to deter- heat, cold, blunt weapons). (Monstrosities 229)
mine if the threat is growing. Raiding sahuagin stole the magical eye of Hecate,
a massive crystal ball, from the hags, and they seek its return. A clever party Piercer (2HD): HD 2; AC 3[16]; Atk drop and pierce (2d6); Move
could ally with the three hags to defeat the creatures here. Should the characters 1; Save 16; AL N; CL/XP 2/30; Special: drop. (Monstrosities
aid the hags in retrieving the Eye, the hags allow characters a use from the caul- 373)
dron of blood. This area is shown on the Sea Cave Dungeon map.
Sahuagin: HD 2+1; AC 5[14]; Atk weapon (1d8); Move 12
(swim 18); Save 16; AL C; CL/XP 2/30. (Monstrosities 407)
Level 0F Shralynn, Sea Hag Spy: HD 3; HP 12; AC 6[13]; Atk bite (1d4);
Difficulty Level: Level 5–6 Move 6 (swim 18); Save 14; AL C; CL/XP 5/240; Special: death
Entrances: Cave from surface. gaze, weakness gaze. (Wilderness Area 19; Monstrosities
Exits: Ocean, river tunnel to Area 8-13 from Area 0F-14. 239)
Equipment: ring of invisibility.
Wandering Monsters: Check once every hour on 1d20:
Roll Encounter
0F-1. Entrance
1 sea hag spy (avoids combat and attempts to
1 On the side of a rock formation 20ft from shore is an underwater tunnel.
flee, wears a ring of invisibility)
The entrance is approximately 9ft wide and roughly oval shaped, with a
2 1 giant moray eel (in water only) 6ft ceiling leading 200ft up at a slight slope to the air-filled Area 0F-3.
3 3d6 giant rats The entrance teems with marine life, and shellfish (mussels, clams, oys-
ters) cover the sides of this long tunnel. These shellfish are used as a food
4 1d3 sahuagin source for the sahuagin and others that inhabit this area.
5 1 black pudding A druid or ranger notes that the floor is not covered with these en-
crustations — this is not natural. At extreme low tides, the tunnel en-
6 1 grey ooze
trance can be seen from the surface of the water and is exposed except
7 1 water naga (see Area 0F-4) for the bottom 2ft. At high tide, the water above the entrance is more
1d6 sahuagin and 1 sahuagin priest (see Area than 20ft deep and cannot be seen except by someone in the water.
8
0F-10)
9 1d3 piercers 0F-2. Empty Caverns
10–20 No encounter
This is a good time to roll for wandering monsters.
Detections: Strong evil emanates from the water at Area 0F-10. Minor
evil emanates from Area 0F-9.
Shielding: None 0F-3. Water and Rocks
Standard Features: Stalagmites and stalactites cover the floors and This cave, approximately 70ft wide from the northeast to southwest,
ceilings. Walls, columns and other features on this level are wet and slip- has a sunken floor that is filled with water that ranges from 10ft deep at
pery. This area is fungus-filled; 20% of the fungus is edible, while 10% is low tide to 30ft deep at high tide. A narrow ledge wraps around the cavern,
poisonous (save or take 1d6 x 4 points of damage over a 4-hour period). the stony walkway ranging from 5ft to 25ft above the water’s surface,
Shellfish encrustations are present everywhere. depending on the tide. The passages to the east to Area 0F-4 and south
to Area 0F-6 are midway down the sides of the sunken floor, completely
Black Pudding: HD 10; HP 44; AC 6[13]; Atk attack (3d8); submerged or entirely open — again, depending on the tide.
Move 6; Save 5; AL N; CL/XP 12/2000; Special: acidic At the bottom of the pool are 4 giant oysters, each about 5ft across. Three
surface, divides when hit with lightning, immune to cold. of the 4 oysters contain fist-sized pearls, but they hold their prizes tightly.
(Monstrosities 46) Forcing an oyster open requires an adequate tool, 2d4 rounds of labor, and
a successful open door check by 2 different characters working together.
Giant Moray Eel: HD 4; HP 19; AC 7[12]; Atk bite (2d6); Move The third oyster the characters pry open contains a ghast that auto-
0 (swim 9); Save 13; AL N; CL/XP 4/120; Special: none. matically attacks with surprise. A human treasure-hunter became trapped
(Monstrosities 152) in the oyster, transforming into a ghast after drowning. Even though its
26
LEvel 0F: The Sea Cave Dungeon

27
Rappan Athuk
mollusk host died long ago, the undead horror has remained, waiting for
release. 0F-6. The Submerged Pillars
Ghast: HD 4; HP 22; AC 4[15]; Atk 2 claws (1d3), bite (1d6); This spacious cavern is 100ft across, with a pitched ceiling that was
Move 14; Save 13; AL C; CL/XP 5/240; Special: paralyzing once carved with bas-relief images of crashing waves, though time and
touch, stench. (Monstrosities 189) moisture have worn those sculptures mostly smooth. The characters enter
on what was once a stone balcony that rings the room and looks down
Tactics: The ghast is entirely crazed, attacking mindlessly and without upon a sunken sanctuary below. Bits of the balcony railing remain, broken
pause. The chaos of combat churns the water, rousing the naga in Area stone posts encrusted with salt. Water drips from the ceiling. At a brief
0F-4, who then alerts the sahuagin. point in the long history of these caves, a cabal of cultists used this area to
Treasure: The pearls are each worth 400gp. The ghast wears a ring on a perform sacred and unholy rites. The rituals that transpired here have long
rusty chain around its neck. The ring’s signet is fashioned in the form of a been forgotten, but a glimmer of dark energy remains.
ram’s head. Though the ring isn’t magical, the ram’s head can be pivoted, Below the balcony, the sanctuary is entirely flooded, filled with water
revealing a tiny watertight cavity containing a pinch of highly toxic pow- 10ft deep. There are 11 submerged pillars here, 2 of which toppled over
der. If mixed in any liquid, this tasteless, odorless poison causes death if long ago. Each pillar is capped with a brass figure that has turned green
ingested, unless the imbiber succeeds in a saving throw. with verdigris. These figures represent the Eleven Profane Tides once
worshipped here, each a hideous visage of the same 11-faced demigod of
old. The pillars are 9ft tall overall, being 1 foot below the water’s surface.
0F-4. The False Messenger The only way to examine the pillars and the corroded brass figures is to
enter the water.
This 15ft tunnel abruptly drops down 5ft into a pool of murky water that Each brass figure bears a sigil from the language of the ancient prelates
fills this 25ft x 25ft cave. The drop-off is difficult to see, so that anyone who once performed ceremonies here. Nine of the sigils contain a small
without a light source more powerful than a torch must make a save to remnant of magic, while the remaining 2 brass figures were damaged
avoid tumbling into the water. when their pillars collapsed. Anyone using a fingertip to trace the sigil’s
This is the lair of Qeemov the water naga. The naga has tricked the outline in the brass must make a saving throw. Failure means the offend-
sahuagin into believing it is a messenger of Set, whom they worship in ing character takes 4d6 points of electrical damage; the electricity moves
its aspect of Sekolah. This clever deception ensures that Qeemov wants instantly through the water, dealing 3d6 points of damage to anyone with-
for nothing. The sahuagin bring the naga food and material offerings, en- in 5ft, and 2d6 points of damage to anyone within 10ft. A successful save
abling it to live a life of leisure. Qeemov is encountered here 100% of indicates that the character has temporarily contained the magic of the
the time during daylight hours and 75% of the time at night. If the naga pillars, suffers no lightning damage, and can discharge the stored magical
is away from its lair, there is a 25% chance it returns every 10 minutes. energy at any target within the next 12 hours, after which time it is lost.
Qeemov has no intention of disrupting its advantageous arrangement Each sigil can be used in this manner only once, and then its magic fades.
with the sahuagin, and it sees the characters as a threat to its position. A character may attempt to acquire multiple magical effects in this man-
Smart enough to avoid engaging a well-armed party in physical combat, ner, but a saving throw is required each time.
the naga intends to parley until it can gain the upper hand. If Qeemov
keeps the characters talking for 4 rounds, they are interrupted by a group
of 2d6 sahuagin who come bearing tribute. Pillar Magical Effect
1 protection from good
Queemov, Water Naga: HD 7; HP 36; AC 5[14]; Atk bite
2 darkness, 15ft radius
(1d4 plus poison); Move 12 (swim 20); Save 9; AL C; CL/XP
10/1400; Special: poison, spells (4/2/1). (Monstrosities 345) 3 detect good
Spells: 1st—charm person, magic missile (x2), sleep; 4 (toppled and damaged) N/A
2nd—mirror image, web; 3rd—lightning bolt.
5 dispel magic
Sahuagin: HD 2+1; AC 5[14]; Atk spear (1d8); Move 12 (swim 6 water breathing
18); Save 16; AL C; CL/XP 2/30. (Monstrosities 407)
7 confusion
Tactics: Because Qeemov hasn’t been forced to hunt or defend itself in 8 curse (target suffers a –2 penalty to all rolls for 24
years, it’s become somewhat lazy, its reflexes dulled. The naga automati- hours)
cally loses initiative for the first 2 rounds of combat. It relies on its spells,
using charm person and mirror image to gain the upper hand, followed by 9 fear
lightning bolt. Under no circumstances does Qeemov fight to the death, 10 (toppled and damaged) N/A
opting to swim out into open waters if seriously injured below 10hp.
11 animate dead

0F-5. Bones and Bits The pillars are not the only things in the water here. On one side of the
submerged sanctuary is an altar made entirely of glass. Because the under-
A completely submerged tunnel leads to a water-filled cavern where water altar is transparent, characters on the balcony cannot see it without
Qeemov keeps the treasure it has amassed throughout the years, most the aid of a gem of seeing or the like. Only by swimming to within 10ft can
of it given as offerings by the sahuagin. The characters must spend 3d6 the altar be observed for what it is, a work of fantastic artisanship the size
rounds searching through rocks, bones, and tangles of seaweed to locate of a large desk. A deep bowl-shaped depression in the altar’s top once was
all the naga’s hoard. For every round spent here, there is a cumulative 10% used to collect the blood of priests that worshipped the Eleven Profane
chance that a group of 2d6 sahuagin arrives at Area 0F-4 to speak with Tides, but now it serves as the resting place of a water weird. The glass
Qeemov. If they discover signs of conflict, one of them swims to Area altar is not without its secrets. If the characters search it while submerged,
0F-8 to warn the colony, while the others come here to secure the naga’s with a successful secret door check they discover that the 2 rear legs are
wealth. loose and may be slid free, causing the altar to tip backward. The glass al-
Treasure: Sealed clay pot containing 352gp, 4 silver ingots (40gp tar legs are each 3 feet long. They may be screwed into each other to make
each), a lacquered jewelry box holding 4 matching rubies (110gp each), a 6-foot magic staff known as the staff of the shoreline dead (see Sidebox).
2 bolts of exotic silk brocade (160gp each), jade elephant figurine (75gp),
conch shell holding 43 small imperfect pearls (10gp each), and a ceremo- Water Weird: HD 4; HP 19; AC 3[16]; Atk strike (1d6 plus
nial knife with a mollusk-shell handle (40gp). grabbing and drowning); Move 12 (swim 12); Save 13; AL C;

28
LEvel 0F: The Sea Cave Dungeon
CL/XP 8/800; Special: control water elemental, resistance to
damage, resistance to fire (50%), reform body. (Appendix A)

Further, if the altar is upended or otherwise moved, a submerged tunnel


is revealed. After a few feet, the tunnel rises a bit, providing a pocket
of breathable air above 5 feet of water. The tunnel eventually opens into
Area 0F-8.
Tactics. A water weird normally attempts to drown its victims.
However, characters exploring this room may be employing water breath-
ing or similar magic, which renders them immune to the water weird’s
primary attack. The weird is an intelligent creature, and it releases a target
that is clearly not suffering any drowning effects, preferring to move to a
different victim.

[BEGIN SIDEBOX]

Staff of the Shoreline Dead


This staff’s single purpose is to command the infamous Army of the • 2 large sharks
Shoreline Dead. The members of this skeletal fighting force are believed
Consult the following statistics whenever an area’s description indi-
to have been among the first settlers in the area around Rappan Athuk,
cates the presence of these creatures:
and among its first victims. They died on or near the shore on which they
arrived, falling prey to disease, in-fighting, native hazards, and sahuagin
Sahuagin: HD 2+1; AC 5[14]; Atk weapon (1d8); Move 12
raids. The staff is 6ft long and made entirely of magically reinforced
(swim 18); Save 16; AL C; CL/XP 2/30. (Monstrosities 407)
glass. Anyone holding it may expend charges to conjure skeletons from
the Army; each charge causes 1d6 skeletons to appear within 10ft, to be
Sahuagin, Mutant Four-Armed: HD 4+1; AC 5[14]; Atk 4 claws
commanded by the user for the next 1d4+1 turns, after which time they
(1d3) and bite (1d6+1) or weapon (1d8); Move 12 (swim
collapse into piles of bones. When discovered, the staff of the Shoreline
18); Save 13; AL C; CL/XP 6/400; Special: fighting frenzy.
Dead has 6d10 charges.
(Appendix A)
[END SIDEBOX]
Sahuagin, Priests: Refer to Area 0F-10.
0F-7. The Way Unseen Sahuagin, Baron: Refer to Area 0F-8K.
The tunnel connecting Areas 0F-7 and -8 is lined with rocks that have
been rubbed smooth by the constant passage of water. Nothing untoward Large Sharks: HD 7; AC 6[13]; Atk bite (1d8+4); Move 0 (swim
here hints at a secret tunnel, so the characters have no obvious reason to 24); Save 9; AL N; CL/XP 7/600; Special: feeding frenzy.
search for hidden passages should they traverse this route. However, such (Monstrosities 420)
a passage does exist, hidden behind one of the many piles of submerged
stones. If these rocks are cleared, which requires 1d3 turns, the effort re- Tactics: The sahuagin have full control of these caves and attack en
veals a clear, dry crawlspace leading up to Area 0F-14. masse if alerted to intruders. Keep track of their total number as the char-
acters battle their way through the maze of caves, bearing in mind these
sahuagin tactics:
0F-8. Lair of the Shark-Men They can communicate with sharks and use them effectively in battle.
They suffer no penalties when fighting in water.
Joined by seemingly random tunnels, these interconnected caves once They use natural attacks (bite and claw) or weapons, whichever is more
were occupied by disciples of the Eleven Profane Tides, a faith that fad- advantages.
ed generations ago. Those long-forgotten clerics worshipped a water-borne Treasure: Sahuagin are fond of jewelry, using it to signify their rank.
demigod with 11 faces; each of these 11 caves was once dedicated to that The more numerous and elaborate their adornments, the more respect
immortal being. Each cave still contains evidence of the faded Profane faith. they have in the colony. Each sahuagin can be found carrying or wearing
A colony of sahuagin has controlled this cavern complex for many one item from the table below. Jewelry worn by four-armed sahuagin has
years. Though often viewed as crazed predators, they are members of a twice the listed value.
highly ordered, albeit violent, society. They subscribe to a rigid chain of
command, one in which the strong rule the weak. They view all non-sa- Roll Treasure
huagin races as physically inferior.
Traits: Sahuagin are masters of their domain and present a unique chal- 1d20 Treasure
lenge to any intruders who attempt to usurp their control of these caverns: 1 Simple coral bracelet (5gp)
Sahuagin worship Set, whom they view as a voracious shark called
2 Platinum armband (10gp)
Sekolah.
Their colony is hierarchal, with strict adherence to rank, which is usual- 3 Silver bracer (15gp)
ly determined by martial prowess and accumulated wealth. 4 Lapis lazuli ring (25gp)
Their superior underwater vision, hearing, and sense of smell prevent
them from being surprised by intruders in all but the most extreme cases. 5 Pearl headband (50gp)
Order of Battle: Keep track of how many adversaries are defeated as 6 Turquoise necklace (60gp)
the characters progress through the colony, subtracting from these totals:
7 Silver arm guards (70gp)
• 34 sahuagin
8 Malachite ring (90gp)
• 3 4-armed sahuagin
• 6 sahuagin priests 9 Fancy coral bracelet (140gp)

• 1 sahuagin baron 10 Pearl choker (160gp)

29
Rappan Athuk
at first glance. Long ago, this table was sculpted from a large rock in
1d20 Treasure
the middle of the cave and used as a meeting room for the priests of the
11 Heavy silver necklace (200gp) Eleven Profane Tides. Now the sahuagin, knowing nothing of those by-
12 Amethyst pendant (210gp) gone cultists, use the table to plot against their foes. Unless the alarm is
carrying throughout the warren, 6 sahuagin are here, standing around the
13 Ivory amulet (240gp) table and debating the details of their next surface raid. Atop the table is a
14 2d4 large pearls in pouch (50gp each) crude diorama of the surrounding area crafted from shells.
15 Gold torc (300gp) Sahuagin (6): HD 2+1; HP 11, 10x2, 8, 12, 7; AC 5[14]; Atk
16 Emerald necklace (350gp) trident (1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 2/30.
(Monstrosities 407)
17 Sapphire ring (375gp)
18 Platinum crown (500gp) Treasure: In addition to the usual jewelry carried by each sahuagin
(refer to Area 0F-8, above), the diorama map itself may hold value for
19 Roll twice
the characters, as it could show any number of interesting terrain features,
20 Roll three times outposts, or dungeon entrances, if they can decipher it, at the discretion
of the Referee.

0F-8A Grim Guardians


The northeast portion of this cave is the colony’s first line of defense.
0F-8C. The Arena
The floor is covered in 3ft of water, limiting the characters’ ability to ad- When sahuagin males are ready to fight for their right to advance in rank,
vance at their full movement rates. Stalagmites provide partial cover for they are brought here to do battle. The walls are lined with brightly colored
the 6 sahuagin who serve as guards here. coral “chairs” where the sahuagin audience members recline while observ-
ing the contest. The cave is completely underwater at both high and low tide,
Sahuagin (6): HD 2+1; HP 11, 12x2, 9, 10, 7; AC 5[14]; Atk patrolled by the gladiator master, a 4-armed sahuagin who is the veteran
trident (1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 2/30. of many engagements. He is always accompanied by 2 large sharks. If the
(Monstrosities 407) colony is under attack, the gladiator master arms himself and joins the fray.
Otherwise, he is found here, preparing weapons for the next contest. The
Tactics: The sahuagin make full use of the cave’s features to their ben- passage on the south rises several feet above the water line to Area 0F-8I.
efit. While characters are hampered by the 3ft of standing water, the sa-
huagin employ a combination of ranged attacks and underwater swim-bys Sahuagin, Mutant Four-Armed: HD 4+1; HP 30; AC 5[14]; Atk
to overwhelm them. They target intruders’ light sources to leave them 4 claws (1d3+2) and bite (1d6+3) or longsword x4 (1d8+2);
blind. After 2 rounds of combat, a single sahuagin uses a conch shell to Move 12 (swim 18); Save 13; AL C; CL/XP 7/600; Special: +2
sound a warning to the rest of the colony. Once the alarm is given, the sa- to hit and damage due to high strength, fighting frenzy.
huagin in other caves are prepared to ambush the characters upon arrival. (Appendix A)
From that point forward, gaining surprise on the denizens of these caves
is all but impossible. Large Sharks (2): HD 7; HP 35, 40; AC 6[13]; Atk bite (1d8+4);
Treasure: Long ago, this cave was adorned with the accoutrements Move 0 (swim 24); Save 9; AL N; CL/XP 7/600; Special:
of the clergy; disciples came here to garb themselves in the raiment of feeding frenzy. (Monstrosities 420)
the Eleven Profane Tides before entering the deeper warren. Their holy
symbol, depicting a polygon with 11 sides, was known as a hendecagon. Long before the sahuagin arrived, this cave served as the main mess
They kept their hendecagons in a secret niche that remains undisturbed hall for the disciples of the Tides. The only thing that remains from that
to this day. The seams of this small secret compartment are filled with era is a discolored brass plaque fixed to the wall. The size of a shield, the
slime and sediment, rendering the door completely camouflaged. Even if plaque bears ancient writing that can be deciphered by read languages or
discovered, the door must be chipped open, as it is held fast against the similar means. A rough translation results in 3 words, only 2 of which are
stone. Inside are four hendecagons on rusty chains. Each amulet is about recognizable: STAIRS SAFE SYNDORSYN. The third word, “Syndorsyn,”
3in in diameter and made of beaten copper, protected against corrosion. is the name of the cult’s high priest and serves as the password that must
be spoken aloud to open the doors safely in Area 0F-9.
Hendecagon Trap: The gladiator master keeps his personal possessions in a large
sack made of heavy chain mesh. The sack is fastened to the stone floor and
This magic item serves as the holy symbol for held shut with an intricate lock of merfolk design. The gladiator master
followers of the Eleven Profane Tides, though it holds the only key. All Delicate Tasks attempts made underwater are pe-
may be used by any cleric who successfully di- nalized by –10%. The lock cannot be smashed open by brute force, as the
vines its powers. It grants the user access to the water entirely impedes such attempts. The lock’s casing shields a small
following magical abilities: purify water (1/day), glass vial that is ruptured on any unsuccessful attempt to part the mecha-
create water (1/week), water breathing (1/month). nism; the deadly liquid inside reacts instantly to water, turning a spherical
However, using an item of chaos is not without its area, 5 feet in diameter into a lethal toxin. Anyone in the area must make
perils. Each time one of the hendecagon’s powers a saving throw or die.
is used, there is an 11% chance that the spell mis- Treasure: Inside the chain mesh sack is a human head. The head was
fires, filling the user’s lungs with water. This causes 1d6 points of imme- severed a few days ago; 13 of its teeth are solid gold and worth 10gp each,
diate damage and renders the character immobile for the next 2d4 rounds but the gladiator master hasn’t yet had time to remove them. Also in the
as they drop to their knees, violently expel the water, and recover from sack are 94gp, a +1 mace with a head in the shape of fist, and a heavy iron
the experience. grappling hook that weighs 10 pounds but increases by all attempts to
throw and snag it successfully by +4.

0F-8B. War Room


A table carved from the rock itself dominates this dry, roughly 30ft
0F-8D. Habitat
x 30ft cave. The table is 6ft in diameter, with 11 sides, though time and As many as 16 sahuagin reside here when not hunting or perform-
moisture have smoothed those 11 faces so that the table appears circular ing other tasks necessary to the colony’s survival. The cave is mostly
30
LEvel 0F: The Sea Cave Dungeon

submerged, with about 2ft of air between the ceiling and the water’s sur- is guarded by 4 sahuagin warriors, though they are present if the general
face. Sahuagin “beds” consist of floating seaweed pallets, where a sa- alarm has been sounded.
huagin lightly tethers itself during sleeping hours. There is a total of 16 Several finished weapons hang from an odd metal ring that is suspend-
such beds. ed from the ceiling: 4 harpoons (barbed spears; one is a +1 harpoon),
Tactics: If the characters managed to reach this cave without alerting 4 nets, 2 tridents, and 5 spears. Though the metal ring looks like noth-
the colony, they find 12 of the 16 sahuagin asleep. On the other hand, ing more than one more convenient spot to store harpoons, it was once a
if the 16 sahuagin here are prepared to repel invaders, they ambush the chandelier that held 11 candles; now it is nothing more than a rusty ring
characters from all directions — including from above as they swim over with 10 empty sconces. Anyone looking closely at the chandelier sees one
the top of their enemies. They use their overwhelming numbers to grapple intact black candle. Having resisted the ravages of time, this minor magic
and restrain their opponents, then bind them and strip them of all weapons item has been undisturbed for decades. If lit, instead of radiating light,
and gear. the candle creates darkness in a 15ft radius. It burns for 6 hours before
melting away entirely.
Sahuagin (16): HD 2+1; AC 5[14]; Atk trident (1d8); Move 12
(swim 18); Save 16; AL C; CL/XP 2/30. (Monstrosities 407) Sahuagin (4): HD 2+1; HP 12, 10, 11, 7; AC 5[14]; Atk weapon
(1d8); Move 12 (swim 18); Save 16; AL C; CL/XP 2/30.
Treasure: In addition to the individual jewelry carried by each sahuagin (Monstrosities 407)
detailed under Area 0F-7, the beds can be searched, requiring 1 round of
activity per bed. Each bed contains a variety of small loot (pearls, 4d6gp,
dagger, etc.), as well as a potion of invisibility in a red steel bottle, the cap
fused in place by rust and requiring an open door check at –1 to open.
0F-8F. Captain’s Quarters
On one side of the room is what appears to be an odd rock formation, This cave is filled with 3ft of water and contains a coral bed and a rusty
about 6ft long and 2ft tall. This is a large copper sculpture, hundreds of steel locker salvaged from the surface world. The baron’s aide-de-camp is
years old and so plated with sediment and small mollusks that it appears a 4-armed sahuagin of above-average intellect.
to be stone. The disciples of the Profane Tides forged a hammerhead shark The sahuagin captain has spent considerable time learning the basics
from copper and built a hinged door into the shark’s belly so that sacrifi- of the common human tongue so that he can interrogate captives. If con-
cial victims could be inserted into the hollow interior and then dropped fronted by the characters, he boldly asserts his desire to parley. If the char-
into boiling water to be cooked alive. The sculpture has no real monetary acters decline, he fights aggressively but attempts to flee if reduced to 5
value, expect perhaps to sages of history, but if cleared of debris and pol- or less hit points. If they accept his offer, the sahuagin captain engages
ished, it could be put to a variety of creative uses. It weighs 200 pounds them in a mostly open dialogue, eager to know why they have invaded
and might be worth 1d6 x 500 gp to a true collector. his home. He is offended at their trespass and demands to know why the
characters would assault a people who have done nothing to provoke such
treatment. He does his best to shame them for their actions, especially if
0F-8E. Armory the party contains characters who clearly consider themselves agents of
law and order. This conversation could result in many outcomes, with
The sahuagin use this cave as their armory, constructing and storing violence certainly among them, but strong roleplaying efforts should be
their wicked tridents and barbed nets here. The cave is half submerged, rewarded with a result other than combat.
with weapon racks and piles of components lining the walls. These com-
ponents consist of long bones, sharpened shells, wire, rope, hooks, and Sahuagin, Mutant Four-Armed: HD 4+1; HP 21; AC 5[14]; Atk
sections of steel salvaged from the surface world. Normally, the armory 4 claws (1d3) and bite (1d6+1) or trident x2 (1d8); Move
31
Rappan Athuk
12 (swim 18); Save 13; AL C; CL/XP 6/400; Special: fighting
frenzy. (Appendix A) 0F-8H. Offal Pit
Unbeknownst to the sahuagin, this cave was once the private chamber This cramped, dry cave features 4 10-inch holes in the floor, spaced
of a high priest who swore fealty to the Profane Tides. Slain by a wraith evenly apart. A powerful, nauseating odor hangs in the air. When the sa-
while he slept, the priest was interred in the floor directly below his bed. huagin came upon this place, they found this latrine that had been used
Though that bed and all other evidence of the priest’s existence are gone, in the past. Though they know nothing of the disciples of the Profane
his spirit lingers. A successful search for secret doors reveals a section of Tides, the sahuagin had no problem using this pit as the original occupants
mismatched stones in the floor, 6ft long by 2ft wide. Anyone spending half intended. All 4 holes lead to the same place, a 30ft-deep pit that holds
an hour with the proper tools can unearth a copper casket buried a few the colony’s excrement. This horrible mess is kept in check by thousands
inches below the surface. The casket is sealed shut by time and moisture, of dung-eating insects that thrive in the offal, ensuring that the pit never
requiring successful open door checks from 2 characters working together overflows.
to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the Anyone lowering a light source through one of the holes notices the
priest became after death. glint of metal where a bracelet is partially buried in the moist mound 30ft
below. This is a simple coral bracelet worth 45gp, accidentally dropped by
Wraith: HD 4; HP 28; AC 3[16]; Atk touch (1d6 plus level drain); one of the sahuagin. It should provide the characters with an interesting
Move 9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: drain challenge if they attempt to fish it out.
1 level with hit, magic or silver weapon to hit. (Monstrosities
518)
0F-8I. Food Storage
Treasure: If the wraith is dispatched, the casket can easily be searched
to reveal 11 copper tablets listing the fundamentals of the Profane faith, Three prisoners are kept in this dry cave, lashed to the wall with chains
written in a language that must be deciphered through the usual means. made of braided seaweed threaded through the hollow middles of bones. A
Around the skeleton’s neck is a hendecagon holy symbol. Additionally, fourth prisoner is dead. All 4 will soon be eaten. The passage to the north
the sahuagin captain wears 4 matching gold bracers on his upper arms, descends sharply to the water-filled Area 0F-8C.
each worth 120gp. In his locker is a ceremonial and somewhat fragile Captives. The living prisoners are well aware of the fate that awaits
trident with prongs made of mother-of-pearl (200gp). them, and each responds in a different way to the sudden appearance of
the characters.
Nayvin Otwer is a human fisherman (Neutral male human commoner
0F-8G. The Stone Incubator 2) who was captured 3 days ago. A simple and gods-fearing man, Nayvin
knows little of the world and is completely overcome with a crippling
This cave is almost completely submerged, with a scant 6in of breath- despair. The terror of being devoured alive has shaken him psychologi-
able air at the ceiling. Even if an alarm has been sounded to warn the cally. Even if he is rescued, he does little to aid his own cause, convinced
colony of intruders, 2 sahuagin guards remain here, protecting dozens of that any hope of salvation is false. In fact, he is so terrified that he could
sahuagin eggs. prove a detriment to his own survival. If the characters attempt to lead
Fully submerged in the center of the room is a dome made of tightly him to freedom, he moves slowly and awkwardly, crying out at the least
joined rocks, sealed together with sand and mud. The dome is 4ft high appropriate times.
and 8ft wide. It has no entrance. The only way to access the incubator’s The second prisoner is Jalees, a female halfling (Neutral female hal-
interior is to spend 1d4 rounds prying and pounding until a section of the fling commoner 1) who is under a geas placed on her by the hags that seek
rocks collapses. Inside this protective hemisphere are 6d10 sahuagin eggs the return of the eye of Hecate. The hags sent Jalees into the sahuagin do-
and 1d6 new hatchlings. main, fully intending for her to be captured, so that they can spy remotely
These eggs and hatchlings can be destroyed with little effort. However, on the cavern complex by way of a permanent clairvoyance spell that has
there is always the chance that an enterprising character may decide to been cast on Jalees’ false left eye; the hags used her extracted eyeball as
keep some of the young alive and return with them to the surface world, a component in the spell. Jalees knows that she is under the hags’ sway
perhaps to raise them to adulthood for either altruistic or experimental but is unable to resist the commands of the geas. She offers all this infor-
reasons. Because a sahuagin’s behavior, agenda, and moral outlook are mation to the characters if asked how she came to be here, but otherwise
primarily the product of being raised in a violent, highly competitive en- she says nothing if not replying to a question. The geas prevents her from
vironment where savagery is rewarded and kindness unknown, it is poten- leaving the sahuagin complex of her own volition. She has no choice but
tially possible for a hatchling to develop a more benign outlook if raised to resist being rescued. Characters hoping to remove her from danger will
under alternate circumstances. If any of the characters suggests such a need to be creative.
course of action — in effect becoming the hatchling’s adoptive parent The third and final captive is the Paladin’s Squire. A human youth of
— the proposal is not out of the question, depending on the nature of the 14 summers, the Paladin’s Squire gave up his name upon swearing his
campaign. Either way, such an undertaking requires years of dedication on heart to the renowned knight, Sir Truvastor of Bard’s Gate. The Squire
the part of the “parent” and is beyond the scope of this adventure. has never lost faith, despite his imminent doom, and when the characters
Like all other places in the sahuagin complex, this cavern was once arrive, he beams in satisfaction and utters a bold thanks to Muir. Though
under the control of cultists. A trace of that group remains here, in the his voice has yet to take on a man’s timbre, the Squire speaks confidently,
form of a pair of manacles bolted high on one wall. Over the years, these with the blind self-assurance shared by the very brave and the very fool-
magically reinforced manacles have turned the color of the stones around ish. Dangerously without fear, the Squire will do anything the characters
them, so they remain undiscovered unless someone states their desire to ask, no matter the risks, so long as those actions are clearly lawful. His
physically search the wall. Keep in mind that the room is almost entirely foremost goal is to return to the service of his liege.
underwater, perhaps dissuading or at least hindering usual search activi-
ties. If discovered, the manacles can be unscrewed from the wall with a The Paladin’s Squire: HD 1; HP 5; AC 9[10]; Atk fist (1); Move 12;
successful open door check. The simple magic placed on the manacles Save 17; AL L; CL/XP 1/15.
renders them immune to decay and — if used as shackles — they require
an open door check at –2 to break free by brute force. Though the sahuagin use this cave of prisoners as “food storage,” its
original purpose was as a conjuration chamber. The clerics of the Tides
Sahuagin (2): HD 2+1; HP 11, 9; AC 5[14]; Atk weapon (1d8); never succeeded in summoning their demigod’s avatar, but the marks of
Move 12 (swim 18); Save 16; AL C; CL/XP 2/30. (Monstrosities their attempts remain. Embedded in each corner is a copper nail; the 4 nail
407) heads are about 1in in diameter and marked with a rune that any spell-
caster can identify as serving a summoning ritual. The nails glow faint-
ly if viewed with detect magic. Though they possess no magical powers
32
LEvel 0F: The Sea Cave Dungeon
individually, when used as anchor points during a summoning, any such sharkskin pouch on his belt, knife with a whalebone
spell is cast as if the magic-user or cleric were 1d4 levels higher than their handle (110gp), and 8 saltwater pearls worth 40gp
actual level. The nails can be removed from the stone floor if an appro- each.
priate extracting tool is used by someone who succeeds on an open door
check. Treasure: Unbeknownst to the baron, this cave was once partially open
to the sky-lit world above. A natural flue extended up to the surface, per-
mitting fires to be burned safely in the cave. Over time, loose rocks and
0F-8J. Shrine of Sekolah mud sealed the chimney shut, but if anyone searches the ceiling physically,
they note the ill-fitting stones in a spot about 8in across. Pulling these free
An enormous shark skeleton dominates this extensive, partially sub- reveals a small cavity in which some former resident hid a multi-toothed,
merged cave. The megalodon skeleton is 50ft long, its jaws large enough wooden key made of purple-dyed cedar and inlaid with black opal beads.
to swallow a warhorse. Its lower half rests in about 4ft of water. Its mas- How this key is used at some later date in the ongoing campaign is left up
sive jaws feature as many as 276 teeth in 6 different rows; the largest of to the Referee’s imagination.
the teeth is 6in long. Though the skeleton may initially startle the charac-
ters when they arrive, it is inanimate and poses no direct threat.
The sahuagin consider this a holy site; only their priests are permitted to
enter — with one exception. An albino, 4-armed sahuagin serves as the
0F-9. The Glass Cylinders
shrine’s caretaker. Since birth, the caretaker has faced many challenges The passage rises from the water at this point, opening into a great
from those who assumed him to be weak or deranged or somehow inferior hall of worked stone, 100ft long and 60ft wide. Half a dozen impressive
due to his pearl-colored skin. By guile and ferocity, he overcame all who stone risers lead up to double doors made of beaten copper and reinforced
opposed him. At some point, the colony’s high priest decided that this al- with a hardened ceramic lattice. Standing on these wide steps are 11 tall
bino member of their community must be an agent of Sekolah. They have pillars made of glass; the pillars appear to support the ceiling. Each step
entrusted the caretaker with maintaining the sanctity of this place. The has 2 such pillars except for the upper, sixth step, which features only one.
caretaker spends his days sharpening the skeleton’s teeth and polishing its Inside these transparent cylinders are 11 humanoid figures, black statues
monumental bones. with arms crossed over their chests and heads slightly bowed. Each statue
The caretaker lurks behind the massive skeleton, using the water and has a slightly different face but are otherwise identical.
the megalodon’s ribs to conceal himself when the characters enter. A The statues are Embodiments of the Profane Tides. If released
stingray that swims nearly invisibly in and out of the skeleton serves him. from their stasis, they attack anyone who is not a disciple of their faith.
Fortunately, they cannot escape confinement on their own; the glass pillars
Sahuagin, Albino Mutant Four-Armed: HD 4+1; HP 16; AC must be broken. Anyone attempting to open the copper doors without first
5[14]; Atk 4 claws (1d3); Move 12 (swim 18); Save 13; AL C; uttering the correct password — “Syndorsyn,” found on the brass plaque
CL/XP 5/240. (Appendix A) in Area 0F-8C — causes all 11 pillars to crack asunder. The sahuagin
priests in Area 0F-10 rush to these stairs and intentionally break the pil-
Stingray: HD 5; HP 32; AC 7[12]; Atk sting (1d3 plus poison); lars if combat begins.
Move 0 (swim 10); Save 17; AL N; CL/XP 2/30; Special:
poison.

Tactics: The caretaker waits for the stingray to strike before revealing
himself. The ray’s poison inflicts 3d6 points of damage and renders the
Embodiments of
victim completely paralyzed for 3d6 turns unless a save is made. The care-
taker then launches himself at whomever he perceives to be a spellcaster,
the Profane Tides
as he fears magic. The ray continues to strike every round. Armor Class: 0[20]
Treasure: The caretaker wears 2 bottles on a chain around his neck, Hit Dice: 5 (30 hit points)
each containing a potion of extra healing. The megalodon teeth, though Attacks: longsword (1d8)
not magical, make for excellent treasure. They can be used by craftsmen Saving Throw: 12
to fashion a variety of weapons, or they can be taken simply as trophies. Special: magic resistance (25%)
Move: 9
Alignment: Chaotic
0F-8K. The Baron Number Encountered: 11
Challenge Level/XP: 8/800
A locked copper door protects this cave. The door opens toward the
characters, rather than into the cave itself, positioned in a doorjamb of These extraplanar beings are minor manifestations of a lit-
solid rock. All efforts to smash the metal door inward are impossible for tle-known demigod of water and chaos that has faded from mem-
those with a Strength score of less than 18. The lock can be picked normal- ory. They always appear 11 at a time, wielding longswords and
ly. This is the personal quarters of the sahuagin baron. clad in black. Their skin is as impenetrable as stone. Their faces all
Tactics: If the characters have announced themselves with the sounds appear as different expressions of fear, pain, or rage.
of battle, the baron prepares an ambush. He grips a longsword in each of
his 4 arms and stands directly behind the door. When he hears activity Embodiments of the Eleven Profane Tides: HD 5; HP 30;
on the other side, he uses a charge from his ring to cast haste on himself. AC 0[20]; Atk longsword (1d8); Move 9; Save 12; AL C;
As soon as the door opens, he attacks a single target 8 times. Due to his CL/XP 8/800; Special: magic resistance (25%).
position about 1ft inside the cave, the baron faces only a single attacker
at a time in melee combat. He can drink his potion instead of four of his
attacks in any round. His bulk prevents most characters from slipping by
him. He fights to the death.

Sahuagin, Mutant Baron: HD 8; HP 45; AC 1[18]; Atk 4 0F-10. Temple of the Shark-Men
longswords (1d8+2); Move 12 (swim 18); Save 8; AL C; CL/
XP 11/1700. Special: +2 to hit and damage due to high This naturally spacious cavern has several interesting rock formations,
strength, fighting frenzy. (Appendix A) carved by years of moving water, creating wave-like shapes along the walls
Equipment: +2 coral armor, 4 longswords, a potion of and ceiling of this former lecture hall of the cult of the Tides. Many of the
extra healing, a rusty iron ring with 4 charges of haste, pews remain, cut from the rock itself. Nearly every other remnant of the

33
Rappan Athuk
faith has been lost, destroyed, or eroded, apart from the bright light in the Magical Abilities: at will—cause fear, detect invisibility,
center of the ceiling, 30ft above the floor. The cultists cast continual light darkness 15ft radius.
on a large piece of limestone, and to this day, the magic persists. This well-
lit, mostly dry cave is now used as a private temple of 6 sahuagin priests. Tactics: If the characters safely bypassed the Embodiments of the
The priests have assembled a half-dozen ritual drums, the heads of Eleven Profane Tides on the stairs at Area 0F-9, one of the sahuagin ac-
which are made from the flesh of their victims. A few of the accompanying olytes rushes through the double doors (possibly being attacked in the
drumsticks are stained with blood. Two polished steel pots boil away over process) and attempts to smash the glass cylinders, 1 per round. The 2
small but intense fires, the smoke swirling in serpentine patterns along priests stand in front of the high priest, holding up their shields as a pro-
the ceiling. The sahuagin priests have begun the process of brewing new tective barrier while he unleashes finger of death, followed by 2 attempts
potions when the characters arrive, though in these initial stages, the liquid with hold person.
in the pots is still inert. A poorly constructed altar dedicated to Sekolah Parley with the Priests: If at least 1 of the priests is somehow forced
draws the eyes of all visitors. The altar is black, made from a mix of mud, to divulge information — and assuming the characters possess a means of
basalt, and wood, all of it stuck together with hardened pitch. The altar ready communication — the sahuagin offer a few details of the surround-
radiates powerfully of chaos. All lawful characters suffer a –2 to attack ing locales. All the priests know the kraken that lairs in Level 0A, and
rolls and saving throws if within 20ft of the altar. The altar can sustain 40 they can describe Areas 0A-1 through -3. Additionally, the high priest is
points of damage before being destroyed (any attack hits), but this angers familiar with the dragon Aragnak and its habitat in Wilderness Area 24.
Sekolah and causes a hezrou demon with shark-like features to appear in Treasure. Each of the sahuagin has an unholy symbol of Sekolah, a vial
1d4 rounds. It concentrates its attacks on whom it deems to be the “holi- of unholy water, and one of the required keys for the door at Area 0F-12.
est” of its adversaries. After the altar is destroyed, a secret tunnel to Area One of the priests has a potion of healing. The high priest has a +1 flail, a
0D-11 is revealed. ring of fire resistance, and a serpent hood (see Sidebox).

Sahuagin Acolytes of Sekolah (Clr1; 3): HP 5, 3, 6; AC 5[14];


Atk claw (1d3); Move 12 (swim 18); Save 16; AL C; CL/XP
2/30; Special: command undead. (Monstrosities 407)
0F-11. Treasure Pit
Equipment: unholy symbol, unholy water, and one of In addition to the equipment held personally by each of the priests, the
the required keys for the door at Area 0F-12. sahuagin have collected several items during raids and deposited them
into this 15ft pit. Some of this wealth is periodically given as tribute to the
Sahuagin Priests of Sekolah (Clr7; 2): HP 30, 39; AC 4[15]; Atk naga at Area 0F-4. The exact status of the treasure pit depends on if the
claw (1d3) or #1 has a +2 club (1d6+2); Move 12 (swim 18); priests had time to prepare for the characters’ arrival:
Save 9; AL C; CL/XP 9/1100; Special: command undead, If the priests were unprepared: The pit is open, 15ft deep, and con-
spells (2/2/2/1/1). (Monstrosities 407) tains the following items, accessed by a rope ladder that breaks 50% of
Spells: 1st—cause light wounds, protection from good; the time if more than 200 pounds is placed on any given rung, resulting in
2nd—hold person, silence, 15ft radius; 3rd—cause 1d6 points of falling damage:
disease, prayer; 4th—cause serious wounds; 5th—finger • A metal bucket containing 289gp
of death.
• A lidless wooden crate holding 832sp
Equipment: #1 has a shield and +2 club; #2 has a shield
and a potion of healing. Each priest carries an unholy • 2 crude earthenware jugs with 21 100gp pearls embedded in the clay
symbol, unholy water, and one of the required keys for • A blood-splotched waterskin containing a foul-tasting potion of
the door at Area 0F-12. healing
Sahuagin High Priest of Sekolah (Clr8): HP 45; AC 5[14]; Atk • A black statuette of a humanoid figure with a large head and eleven
+1 flail (1d8+1); Move 12 (swim 18); Save 8; AL C; CL/XP faces worth 2d4 x 100 gp to a religious antiquities collector
10/1400; Special: command undead, spells (2/2/2/2/2). • A belt with an oversized platinum buckle and “THELGONT”
(Monstrosities 407) stamped in the leather worth 40 gp
Spells: 1st—cause light wounds, protection from good;
2nd—hold person (x2); 3rd—cause disease, prayer; • One boot; this is a left boot of speed; it does not function without its
4th—cause serious wounds (x2); 5th—dispel good, mated right boot
finger of death.
Equipment: +1 flail, ring of fire resistance, serpent hood If the priests were prepared: The acolytes lower a false floor 7ft into
(see Sidebox), unholy symbol, unholy water, and one the pit. Designed to fit neatly against the walls, this floor is wooden but
key to the door at Area 0F-12. covered in rock dust and stones so that it seems to be nothing more than
the natural bottom of a 7ft pit. On top of this is a messy pile of 143gp,
Demon, Hezrou: HD 9; HP 51; AC –2[21]; Atk 2 claws (1d3), 429sp, and 14 varied gemstones worth 5d10gp each. Dwarves notice the
bite (4d4); Move 6 (fly 12); Save 6; AL C; CL/XP 11/1700; false floor on a roll of 1 or 2 on a 1d6 (the Referee should make this roll
Special: magic resistance (50%), magical abilities, summon. in secret). For non-dwarves, the false floor is detected only if someone
(Monstrosities 96) specifically states a search of the floor and rolls a 1 on a d6.

0F-12. Trapped Door


Serpent Hood This door, like many in the warren, is made of copper that has turned
This rough burlap bag looks poorly stitched, embroidered with a green from decades of exposure to moisture. The door is unique in that
crude caricature of a snake’s head. This potent magic item is nearly it is hinged at the top, with a large pull-handle along the bottom near the
indestructible, and it has been passed down through generations floor. A total of 11 keyholes can be found on the right and left sides. Of
of malevolent owners. Anyone donning the hood can see through these, 5 are permanently unlocked. The other 6 are locked, with each of
the snake’s eyes with darkvision to a range of 60ft; they can hear the sahuagin priests from Area 0F-10 holding a key. Opening the door
through the snake’s ears by sensing vibrations out to 120ft; finally, safely requires 6 separate Delicate Tasks checks or the use of all 6 keys.
they can hiss with the snake’s mouth, causing an illusory forked However, if a key is inserted into the wrong lock, or if a Delicate Tasks
tongue to appear and a cone of fear affecting those up to 30ft away. check is failed or if the door is forced open, a trap is triggered, unleashing
The serpent hood’s fear ability may be used once per day. a sticks to snakes spell that instantly transforms all 8 drumsticks in 0F-10
into venomous snakes.
34
LEvel 0F: The Sea Cave Dungeon
Cobras (8): HD 1; AC 5[14]; Atk bite (1 plus poison); Move
16; Save 17; AL N; CL/XP 3/60; Special: lethal poison.
(Monstrosities 438)
0F-14. Passage Up
Fresh water flows down from this shallow passage from the upland side
to the south. The stream itself is quite narrow, and a human-sized creature
0F-13. Priests Quarters could wade it. The tunnel slopes gently upward and inland for approxi-
mately 15 miles, with only a few side branches and seeps of small size. In
Beyond the locked copper door is the shared quarters of the sahuagin deeper sections, passage requires a strong swimmer or climbing along the
priests. Though the doorway is above the water line, a sunken area holds walls to pass. With some effort, a party of adventurers could use this pas-
10ft of water. The sahuagins’ coral beds line the walls of this submerged sage to traverse up, eventually ending up on Level 8, in the northernmost
pit. In the very middle of the pit, fixed into a socket in the floor below 10ft river shown on that map.
of water, is the eye of Hecate. The priests have been using the eye’s power
to spy on nearby rivals, including the kraken (see Level 0A). Hiding un-
der one of the beds is an electric eel that discharges its electricity into the
water if anyone touches the eye.

Giant Electric Eel: HD 2; HP 8; AC 8[11]; Atk bite (1d3); Move


0 (swim 9); Save 16; AL N; CL/XP 4/120; Special: electric
shock. (Monstrosities 152)

Treasure: In addition to the eye of Hecate, a search of the priests’ beds


reveals a waterproof sharkskin scroll of raise dead, as well as the follow-
ing items:
• A lobster made of pure crystal worth 200gp.
• A merfolk tiara of cube-shaped pearls worth 340gp.
• A bridle for a giant seahorse or hippocampus, worth 100gp, or twice
that to a surface collector.
• A waterproof snuffbox containing 12 pinches of exotic tobacco
worth 255gp in a large town.

35
Rappan Athuk

Level 3D:
The Gilded Demesne
This cavern complex is governed by mated male and female wererats
who refer to themselves as the Marquis and the Marquessa. They de-
mand that their underlings address them as royalty. Their caves are known
3D-1. Entrance
rather melodramatically as Gilded Demesne. Over the years, the wererats The wererats blocked off the narrow crack that leads to Level 3 be-
have carefully decorated their cavern home in what they consider to be cause they fear intruders. If the characters have excavated the tunnel, they
lavish art. The outside world, however, would view the décor as garish at find that the cave has been crudely decorated. Unmatched fabric stream-
best and trashy at worst. The baubles, bric-a-brac, and bunting are brightly ers dangle from the ceiling. Old towels hang like tapestries on the walls.
colored pieces of salvage stolen from the civilized world and repurposed Cracked clay busts of unidentifiable people stand on pedestals made from
as mismatched but eye-catching adornments. The Royal Couple brings old fence posts. The wererats looted these things from surrounding vil-
swift punishment to anyone who questions their eye for design. lages and consider them to be beautiful works of art, but in fact the place
Because the Royal Couple command total authority among their subjects, looks rather comical. None of the items has any monetary value. If un-
the Gilded Demesne is well-prepared to repel interlopers. Though individually wanted visitors arrive here, the wererats have taken certain precautions:
weak, wererats are formidable when working in concert, using their numbers 1. The floor is littered with caltrops. The wererats have learned to man-
and their native wile to overcome superior opponents. Their deadliest weapons ufacture these simple but effective steel foot traps, and the sentries are fa-
are their blowguns, as they’ve managed to acquire venom from various snakes miliar enough with the placement of the caltrops to avoid stepping on them
and arachnids, coating it liberally on their blow darts. All the wererats carry when moving swiftly through the cave. The caltrops are painted gray so that
some sort of noise-making device that they use to alert the Demesne to invaders. they blend with the rubble-strewn floor. The Referee should secretly roll
The Marquis and Marquessa, however, are not the true masters of these 1d100 for anyone moving across through the cave. Those walking have a
warrens. That title is held by Vordoshad, the transparent dragon, lairing 25% of stepping on a caltrop. Those running have a 50% chance. A caltrop
in Area 3D-4. The Royal Couple routinely pays tribute to the dragon in inflicts 1d4 points of damage and reduces movement rates by half for the
the form of minor bits of wealth their subjects collect. This area is shown next 24 hours unless treated with cure light wounds or greater magic.
on the Gilded Demesne map. 2. Danger lurks overhead. Three holes in the ceiling, each about 3ft
wide, allow 3 giant spiders to potentially surprise unwary visitors. Refer
to The Spider Loft, below.
Level 3D 3. Two wererat sentries report intruders. Refer to the map for the sen-
tries’ positions.
Difficulty Level: Level 3
Entrance: Crawlspace from Level 3, Area 3-2. Giant Spiders (3): HD 1+1; HP 6, 4, 7; AC 8[11]; Atk bite (1hp
Exit: River to Wilderness Area 14. plus poison); Move 9; Save 17; AL N; CL/XP 3/60; Special:
Wandering Monsters: Check once every hour on 1d20: lethal poison (+2 saving throw). (Monstrosities 451)

Roll Encounter Wererats (2): HD 3; HP 11, 14; AC 6[13]; Atk bite (1d3), or
blowgun (1d2 plus poison); Move 12; Save 14; AL C; CL/
1–5 1d4 wererats XP 4/120; Special: control rats, hit only by magic or silver
6–8 2d6 giant rats weapons, lycanthropy, surprise. (Monstrosities 307)
Equipment: blowgun (range as per thrown dagger;
9 1d4 giant spiders 1d2 damage; save vs. poison or unconscious for 2d4
10–20 No encounter rounds), 6 needles, 2d6sp.

Detections: None Tactics: One round after the characters enter the cave, the spiders take
Shielding: None note of them and descend silently on their webs, attacking by surprise
Standard Features: Stalactites cling to most ceilings, and the unless the characters specifically mention looking up into the cavern.
floors are bumpy and slick with moisture. Anyone moving at Any sounds of combat alert the 2 wererat sentries, who hurry through the
full speed must make a save to avoid slipping. crawlspaces to alert the Marquis and Marquessa at Area 3D-3.
The Spider Loft: The ceiling in this cave-loft above Area 3D-1 is low,
Giant Rats: HD 3; AC 6[13]; Atk 2 claws (1d3), bite (1d6); with only a 4ft clearance, forcing some characters to stoop. Even access-
Move 12; Save 14; AL N; CL/XP 3/120; Special: 2 are diseased. ing the loft is difficult, as only the 3 holes provide an entrance. characters
(Monstrosities 384) can reach the loft by boosting each other up, or by tossing up a hook. Once
there, they must deal with a giant spider that attempts to bite any body
Giant Spiders: HD 1+1; AC 8[11]; Atk bite (1hp plus poison); part that appears in one of the holes, be it a hand or head. Though a single
Move 9; Save 17; AL N; CL/XP 3/60; Special: lethal poison (+2 large spider isn’t normally a formidable adversary, given its tactical ad-
saving throw). (Monstrosities 451) vantage, it could make life difficult for characters trying to reach the loft.

Wererat: HD 3; AC 6[13]; Atk bite (1d3), or blowgun (1d2 plus Giant Spider: HD 1+1; HP 6; AC 8[11]; Atk bite (1hp plus poison);
poison); Move 12; Save 14; AL C; CL/XP 4/120; Special: control Move 9; Save 17; AL N; CL/XP 3/60; Special: lethal poison (+2
rats, hit only by magic or silver weapons, lycanthropy, surprise. saving throw). (Monstrosities 451)
(Monstrosities 307)
36
LEvel 3D: The Gilded Demesne

37
Rappan Athuk
Treasure: The loft contains 3 bound bodies, each wrapped tightly in a
silvery cocoon. Two of these bodies have been rotting here for days, while
the third — at the Referee’s option — contains someone hours away from
death. If rescued, this hapless peasant (N commoner 1) swears fealty to
Nihiloplasm
the character and follows him or her as a hireling. Additionally, the loft Appearing as a dull green, viscous fluid that has the instant effect
contains 3d6 purplish spider eggs. These can be sold to a sage or other of cause disease when it contacts living flesh. No saving throw is
interested party for as much as 50gp each. Optionally, the contents of the allowed. Nihiloplasm may be used as an ingredient in any number
eggs can be used in alchemical or magical processes. of malign magic items, but its primary purpose is to create skeletons
and infuse them with negative energy so that they seek retribution on

3D-2. The Fetid Pond


the living. For every cup of nihiloplasm poured onto the ground, 2d4
skeletons rise from the sizzling liquid, their eye sockets burning the
same dull green color as the unusual material that created them. On
The characters smell a foul stench long before they enter this cavern. the round following their appearance, the skeletons attack any living
For years, the wererats of the Gilded Demense have used this cave as a creature they see — including the person who summoned them. The
dumping ground. A small pond, about 15ft across, is completely obscured skeletons behave as standard undead of their type. Despite the skele-
from sight by piles of picked-clean bones. Bird bones, animal bones, hu- tons’ tendency to attack the nihiloplasm’s owner, clever users devise
manoid bones — they’re all here, heaped about after being stripped of means of using the substance to their advantage.
their nutritious value. Some of the mounds are 6–7ft tall, generations of
things that have been killed and eaten by the wererats of Area 3D-2 and
the dragon in Area 3D-4. Even in this putrid place, the wererats have there). The 3 dials are different colors: red, blue, and yellow. Anyone who
added their banal decorations, painting the walls with artless imagery. turns the proper combination of 2 dials is automatically teleported to a
They’ve tied tattered ribbons around many of the room’s stalagmites and predetermined location. Trying to turn all 3 dials simultaneously electri-
placed mats of rotting straw in random places around the little pond. The fies the platform, causing 6d6 points of damage to anyone standing on it,
entire place smells so horrible that it causes the characters’ eyes to water with a saving throw halving the damage.
unless they succeed on a saving throw. A slime crawler lurks here behind
the bones and might surprise the characters when it scuttles out to attack.
Dials Turned Platform Color Teleport Destination
Slime Crawler: HD 3; HP 17; AC 2[17]; Atk 4 tentacles (1d4+2 Red and Blue Purple Area 3D-3
plus paralysis) and bite (1d6+2); Move 6; Save 14; AL N; CL/XP Red and Yellow Orange Area 3D-4
4/1200; Special: paralysis. (The Tome of Horrors Complete 504)
Blue and Yellow Green Area 3D-5
The Pond: The water glows faintly green, the color of day-old pus.
Though only 15ft across, it’s 20ft deep. The surface is covered in a bac-

3D-3. The Royal Couple


teria-rich film that is slightly sticky. The water reeks of contamination.
Touching the water has no ill effect. However, entering the water com-
pletely forces a saving throw to avoid contracting a disease, the lethality
of which depends on the character’s constitution score: The only means of accessing this cave from the north is by way of
2 very cramped tunnels from Areas 3D-1 and 3D-2. These crawlspaces
are just wide enough to accommodate human-sized characters; their exact
Constitution Score Effect size is thus left for the Referee to determine, based on how uncomfortable
16–18 Minor skin rash; 1d4 points of damage he wants to make the journey. Small characters such as halflings can tra-
verse the tight tunnels by crawling on hands and knees. Larger characters,
Stomach cramps; 1d6 points of however, are forced onto their stomachs, moving worm-like through the
13–15
damage; –25% movement for 24 hours narrow fissures. During their claustrophobic journey, they are beset by
Fever; –2 on all ability scores and normal (harmless) spiders, cave crickets, dripping water, slugs, and any-
9–12 thing else the Referee wants to make their experience an unpleasant one.
saving throws for 1d4 days
Further, the wererats have poured oil in a shallow rivulet along the floor
Slow internal bleeding; death in 1d4 of each crawlspace; the characters do not initially notice the oil, given the
5–8
days slimy nature of the tunnels, but it can be used against them if negotiations
3–4 Organ failure; death in 1d4 hours fail.
The Marquis and Marquessa live here, along with 4 wererat body-
Treasure: At the bottom of the pond is a metal cask. The cask is 2ft guards and 4 giant rats. The cave is brightly painted and festooned with
long and 1ft wide; a miniscule leak in its seal has poisoned the pond filthy decorations. Odd lamps hang from the ceiling, some of them with
and turned the water slightly green. If the cask is retrieved (it weighs 30 leaning candles that drip wax like slow raindrops. The floor is covered in
pounds) the characters can open it at their peril. It still contains 28 cups soiled rugs. Two paintings hang on the wall, slightly crooked. One paint-
worth of nihiloplasm (see Sidebox). ing is of an unknown human woman with a hooked nose and heavy ear-
The Teleport Puzzle: Hidden behind several piles of bones on the east- rings; the other painting is a quaint and surprisingly understated pastoral
ern edge of the cavern is an old piece of magic that the wererats discov- scene. Colored lanterns perch atop stalagmites with their peaks chopped
ered years ago but have never been able to manipulate. At some point in off to provide a flat shelf. Oil fumes hang heavily in the air. A pair of un-
the distant past, these caves were the winter retreat of a magic-user named gainly wooden thrones occupies the center of the cave, built onto a dais
Yenigelstron. Though no other trace of the old mage can be found, his of piled wooden pallets. The southern portion of the cave features a com-
teleportal remains. He designed it as a quick means to travel from one ically large 3-poster bed (one of the posts is missing), draped with overly
cave to the next, but he forced his apprentices to solve a simple puzzle to perfumed curtains. A wardrobe made from salvaged driftwood stands on
use it. That puzzle remains active. the far side of the bed, leaning slightly to the left.
The device consists of a metal platform shaped like a triangle, about
3ft wide. Mounted to a waist-high railing that wraps around 2 of the plat- Marquis and Marquessa, wererats (2): HD 4; HP 24, 22; AC
form’s 3 sides is a plaque made of an unknown grayish metal. Fixed to this 6[13]; Atk bite (1d3), blowgun (1d2 plus poison); Move 12;
plaque are 3 colored discs. These discs can be turned clockwise, like dials. Save 15; AL C; CL/XP 5/160; Special: control rats, hit only by
The dials can only be turned if at least 50 pounds of pressure is placed on magic or silver weapons, lycanthropy, surprise. (Monstrosities
the platform; in order words, the teleportation effect will function only if 307)
someone is standing on the platform (or if a sufficient weight is placed Equipment: blowgun (range as per thrown dagger;

38
LEvel 3D: The Gilded Demesne
1d2 damage; save vs. poison or unconscious for 2d4
rounds), 6 needles, 2d6gp, 3d6sp.

Wererats (4): HD 3; HP 20, 21, 18; AC 6[13]; Atk bite (1d3),


Maudra’s music box
blowgun (1d2 plus poison); Move 12; Save 14; AL C; CL/ This cherrywood box, 4in x 6in, features meticulously wrought
XP 4/120; Special: control rats, hit only by magic or silver hinges and an intricate lock. Atop the box is pure crystal figure of a
weapons, lycanthropy, surprise. (Monstrosities 307) faceless humanoid female in a long gown. The crystal is perfectly
Equipment: blowgun (range as per thrown dagger; transparent. Looking through it has the effect of making the view
1d2 damage; save vs. poison or unconscious for 2d4 appear upside-down to the observer. Crafted by the by Un-Witch
rounds), 6 needles, 3d6sp. Maudra, this box can be opened only if a drop of the opener’s blood
is placed on the magic lock. When the box is opened, a haunting
Giant Rats (4): HD 3; HP 15, 18, 17, 12; AC 6[13]; Atk 2 claws waltz begins to play, though the box is empty and contains no mech-
(1d3), bite (1d6); Move 12; Save 14; AL N; CL/XP 3/120; anism for music. While the music plays, the crystal figure slowly
Special: 1 is diseased. (Monstrosities 384) rotates, doing so for the next 3 rounds. While the figure moves,
whoever holds Maudra’s music box may call upon any combination
Tactics: If the alarm has been sounded by the sentries, the Marquis and of these powers, one per round:
Marquessa have prepared a reception for the intruders. They order their 4 • invisibility
wererat bodyguards to hastily fix metal grates over the ends of the crawl-
spaces, blocking the exits. These temporary barriers can be removed with • polymorph self
an open door check, but they allow the Royal Couple time to speak with • project image
the characters before combat ensues. They address the first character to The box may be opened only once per day. It closes automati-
reach the end of either crawlspace; in such a cramped position, the char- cally after 3 rounds, the music fading. Maudra empowered the box
acter is at a tactical disadvantage, so conversing with the wererats may be with bestow curse, so that anyone who calls upon its powers might
the most prudent option. Refer to The Parley, below. Two of the guards be met with a grim fate unless they succeed in a saving throw every
stand ready with blowguns, while 2 hold torches, ready to set fire to the time they attempt to use it. The curse has affected Vordoshad in
thin streams of oil that run the length of the crawlspaces, perhaps setting such a way that the dragon’s scales and skin are no longer visi-
the characters aflame. Anyone caught in a burning crawlspace takes 1d6 ble, and its breath weapon has become a cone of sharpened glass
points of damage per round. Any flammable objects they carry catch fire shards. The curse may affect the characters in any way that the
at the Referee’s discretion. Referee sees fit, but it usually involves some sort of transparency
If the characters manage to reach this cave without the alarm being or crystallization.
sounded, all wererats engage in combat immediately but surrender if re-
duced to 25% of their hit points.
The Parley: The Marquis and Marquessa keep their distance during the the immediate area, much less reach the surface world above. In fact, the
conversation, standing partially behind their thrones for cover. They speak dragon is careful to conceal its secret: by using Maudra’s music box, the
crude but serviceable common, eager to hear the characters’ intentions. dragon can take on alternate forms through polymorph self.
Ultimately the Royal Couple would like to be rid of the dragon in Area
3D-4, and if they think they can somehow talk the characters into remov- Adult Transparent (formerly green) Dragon: HD 7; HP 28; AC
ing the dragon, they are willing to offer almost anything in exchange. 2[17]; Atk 2 claws (1d6), bite (2d10); Move 9 (fly 24); Save 9; AL
They know the answer to the teleportation puzzle in Area 3D-2. They also C; CL/ XP 9/1100; Special: breathes glass shards in a 30ft cone
know the dangers of the revolving doors and gas trap at Area 3D-5. They (save for half), spells (4/3). (Monstrosities 138)
can help the characters arrive safely at Area 3D-8. In exchange, they want Spells: 1st level—charm person, magic missile, protection
to be left alone, their treasures intact. Though not necessarily honorable from good, shield; 2nd level—detect invisibility, mirror
creatures, the wererats uphold their side of any truce — at least until the image.
characters have worn out their usefulness.
Treasure: Surprisingly, one of the paintings is quite rare and expensive. Tactics: How this encounter unfolds depends on the way the characters
The pastoral scene of farmland and a single wheat farmer was painted make their entrance:
by the ill-fated half-orc prodigy known as Ruvegenstri. Though he died Arrival via teleportation device in Area 3D-2: The teleporting char-
young, Ruvegenstri left behind 27 paintings of extraordinary skill. One acter appears directly on top of the dragon’s back. The Referee should
of those paintings, an oil-on-canvas called Lonely Harvest, was stolen determine surprise for the dragon and the character. The dragon attacks
years ago from a nobleman’s gallery. It now hangs on the wererats’ wall. as quickly as it can, but it is also startled and spends every other combat
How much it is worth depends on the affluence of the Referee’s campaign, rounds casting defensive spells on itself, such as protection from good and
but 1000gp is not out of the question. The wardrobe is not locked. It is mirror image.
crammed full of wererat-sized garments, each more flamboyant and taste- Arrival from Area 3D-3 after alarm is sounded: The dragon waits for
less than the last. The clothes are wedged tightly and without any sense the characters, having had time to cast defensive spells. Innately curious,
of order. The wardrobe’s floorboard — discovered only on a successful Vordoshad is willing to converse with the characters (it speaks a variety
search for secret doors — can be raised to reveal a hidden cache of 12 of languages), though it eventually attacks with its breath weapon unless
black pearls, each worth 20gp. sufficiently bribed with riches and coddled with flattery.
Arrival from Area 3D-3 without sounding alarm: The characters
have caught the dragon unaware. Vordoshad is automatically surprised.
3D-4. The Transparent Dragon Treasure: Vordoshad’s wealth is kept in an unorganized pile in the
south part of the cave. It consists of the following:
This is the lair of Vordoshad the dragon. The dragon is highly unusual
• 6459cp
in appearance. Due to its interaction with the Maudra’s music box (see
Sidebox), the dragon’s skin has become completely transparent. In effect, • 1432sp
Vordoshad’s scales and skin are invisible, so that all the muscle, blood • 239gp
vessels, organs, nerves, and bones are visible. Vordoshad looks ghastly
and unusual, fascinating and repulsive. The music box has corrupted the • Marionette doll with emeralds for eyes worth 148 gp
dragon to such an extent that Vordoshad’s breath weapon had been altered • Lyre with strings made of spider silk worth 72 gp
from chlorine gas to shards of glass.
The dragon is obviously too large to be able to make use of the cavern’s • Cracked porcelain serving plate with gold inlay worth 46 gp
exit. Observant characters note that Vordoshad has no means of leaving • Bottle of rare Romarthian Port, 30 years old, worth 200 gp
39
Rappan Athuk
• Astrolabe with fine details worth 255 gp 1d2 damage; save vs. poison or unconscious for 2d4
• Riding crop with decorative silver handle worth 53 gp rounds), 6 needles, fog muzzle (see Sidebox), 1d6sp,
3d6cp.
• Maudra’s music box (see Sidebox)

3D-6. The Walk of Faith


3D-5. The Gas Attack The ceiling of this cavern bristles with piercers waiting to fall. Long,
This hallway is 10ft wide and approximately 40ft long. Unlike most of sharp stalactites hang ominously overhead, formed by centuries of drip-
the Gilded Demesne, the hallway is made of carefully hewn stones, sealed ping, mineral-rich water. The ceiling is 20ft tall, and nearly every square
together with an airtight mortar. The walls are painted orange and adorned inch of it is covered in a pointed stone — some of which are actually liv-
with unusual pieces of art: colored bones, wreaths made of rotted leaves, ing creatures. When the characters enter, their light reveals a bit of slight
and streamers of dried seaweed. The northwest wall features a poorly ren- movement from up above, a fair warning that danger awaits. A tunnel exit
dered mural of a male and female wererat wearing crowns. Four dim oil can be clearly seen on the cavern’s south side, but getting there means
lamps rest in small niches along the length of the walls, providing a faint tempting the piercers to release their grip on the ceiling. The cave is not
glow. The ceiling is 10ft high. quite silent, as water drips from numerous unseen sources.
The hallway’s most remarkable feature is the door at the southwest end. It The wererats know how to traverse this room safely. They walk sin-
is a revolving glass door (4 doors connected on edge to a central pivot pole) gle-file in a straight line to the southern tunnel. Any deviation from this
that spins to provide entrance and egress. When the characters arrive, this path invites an attack from above. If the characters take a similar ap-
revolving door is wedged in place with an iron spike that can be removed proach, the piercers allow them to pass. Any other tactic or any other route
after 1d4 rounds of wiggling and prying, with a successful open door check. provokes the piercers.
Two trapdoors in the ceiling have been cleverly painted to appear just like
the stone blocks around them. In a crawlspace above the hall, 2 wererats Piercers (6): HD 1; HP 4x2, 3, 5x3; AC 3[16]; Atk drop and
play dice games, eat, and nap while awaiting a shift change. They are here pierce (1d6); Move 1; Save 17; AL N; CL/XP 1/15; Special:
to dispose of intruders with a special gas attack. Shortly after the characters drop. (Monstrosities 373)
enter, the wererats don their fog muzzles, open one of the trapdoors, and
fire a deadly yellow gas into the hallway. One of the wererats holds a wide- Piercers (4): HD 2; HP 11, 8, 5, 9; AC 3[16]; Atk drop and pierce
mouthed hose while the other works a large bellows, pumping the gas from (2d6); Move 1; Save 16; AL N; CL/XP 2/30; Special: drop.
a vat. The toxin completely fills the corridor after 3 rounds, at which time (Monstrosities 373)
the wererats slam the trapdoor shut and lock it.
Further, using a mechanism built into the wall, the wererats can close Piercers (2): HD 3; HP 19, 15; AC 3[16]; Atk drop and pierce
the northeast door through which the characters entered. Once the door (3d6); Move 1; Save 14; AL N; CL/XP 3/60; Special: drop.
slams shut, a bolt automatically falls into place, holding it secure. This (Monstrosities 373)
traps the characters in the hallway. Because the ceiling is 10ft high, the
characters might find it difficult to get up through one of the trapdoors to Treasure: Characters gazing around the rubble-strewn floor can make
confront the wererat ambushers. a secret door check to notice a small glint of gold. A silver and malachite
Trap: The poison gas burns the lungs, but it also contains a powerful ring of protection +1 is partially wedged under a rock near one of the cave
sleep agent. Anyone caught in the hallway takes 2d6 points of damage walls. The only way to reach this item is to veer from the path and prompt
per round, or half damage on a successful saving throw. A second sav- an attack from the piercers.
ing throw is required to avoid unconsciousness. An unconscious character
takes full damage from the gas, which lingers in the tightly sealed hallway
for 3d4 rounds before losing its efficacy. If the entire party is incapacitat-
ed, the wererats — wearing their fog muzzles — descend on rope ladders
3D-7. The Wererat Trove
to bind the characters and rob them of all possessions. Captives are taken Anything the wererats consider to be treasure has been deposited here.
directly to the Royal Couple (if they are still alive), fed to the dragon at Great mounds of refuse and random objects fill the cave. Knick-knacks,
Area 3D-4, or simply dumped in the river at Area 3D-9. twisted pipes, bundles of thatch, boots, flatware, saddles, buckles, tools,
seashells, empty bottles — the inventory of mundane items is practically
Wererats (2): HD 3; HP 19, 15; AC 6[13]; Atk bite (1d3), blowgun endless. Any object the wererats find that is not of immediate value is
(1d2 plus poison); Move 12; Save 14; AL C; CL/XP 4/120; tossed in here, creating junk piles the size of haystacks. At the Referee’s
Special: control rats, hit only by magic or silver weapons, option, every hour spent sifting through these hoarded “treasures” reveals
lycanthropy, surprise. (Monstrosities 307) a minor magic item such as a potion or other single-use item. Further,
Equipment: blowgun (range as per thrown dagger; every character who dedicates time to a serious search of the room has a
25% chance of locating the only thing of considerable value, the reckless
ember sword (see Sidebox).
A curtain conceals a small, secondary cave in the southeast corner. The
Fog Muzzle curtain is made of long strings of colored metal discs, along with knuck-
lebones, buttons, and human teeth. Beyond the curtain is a lopsided altar
One of the more ingenious non-magical gadgets the wererats
have collected through the years, the fog muzzle is made of tanned
hippogriff hide, carefully boiled and shaped to fit snugly over the
face. The wearer’s eyes are protected by 2 round glass lenses,
sealed in their sockets with a watertight glue manufactured from
Reckless Ember Sword
a mixture of organic saps and honey bee propolis. In place of a This black-bladed weapon is a flaming short sword +1. Using the
mouth, the fog muzzle is fitted with several slots that are the gills weapon’s fiery power is not without its dangers, however. Whenever
of sahuagins. These gills filter the noxious effects of smoke and the ember sword is carried in hand, the sword’s wielder is overcome
poisonous gasses, as well as the choking effects of sand and other with a need to charge the nearest visible enemy. The wielder rushes
particulates. The fog muzzle is bound to the head by 2 pairs of forward, sword held high overhead, without regard to his or her own
leather straps, tied behind the neck and head. The lenses are glass well-being, attacking immediately upon arrival. Once this initial at-
and easily damaged, and the fog muzzle provides no AC bonus. tack is complete, the compulsion is gone, so that the wielder regains
The gills must be cleaned daily to keep them in working order. free will — at least until the next enemy appears.

40
LEvel 3D: The Gilded Demesne
dedicated a wererat folk hero, a renegade who terrorized nearby villages
a century ago. Like everything else in the Gilded Demense, the altar is
poorly built. It leans to one side and rattles if physically
examined. Within the altar’s only drawer is a religious
tract titled The Moon and Its Many Dark Devotions.

3D-8. The False Box


The wererats use this cavern for storage and
for a latrine. Random objects are piled along
the walls, most of which have been stolen from
the surface world: broken wheelbarrows, a bent
plow, a ship’s rudder, a scarecrow stuffed with
smelly straw, an assortment of dented lanterns, a
split shield, a box of horseshoes, and other sim-
ilar items. An alcove in the west wall features
a circular hole in the floor, from which wafts a
powerfully foul stench. The pit below is half filled
with years of wererat droppings. A revolving door
separates this room from Area 3D-9. Though
this door isn’t wedged shut, its unoiled pivot
squeals loudly whenever the door is used, re-
sulting in a 25% chance that the hydra in Area
3D-9 is alerted.
Most of the items in this cave have little or
no monetary value. One exception appears to
be a large chest of eye-catching design. The chest
is made of 2 types of wood: sandalwood and mahogany,
expertly joined by a master craftsman. The corners are reinforced
with bright brass flashing, and the lid is hinged by hidden pins. The en-
tire chest has been painstakingly carved with detailed geometric figures,
forming elaborate patterns. The grooves and spaces formed by these de- support the ceiling.
signs have been darkened with teak oil, emphasizing their 3-dimensional The statues stand on either side of what appears to be a temple built into
outlines and giving the chest further depth. There is no lock, just a simple the southern portion of the room. Only the building’s façade is visible,
latch of polished brass. the rest of the structure part of the cavern around it. The wall is made of
Though the characters might be wary of this container, it is neither large, finely fitted granite blocks. The blocks are carved with images of
locked nor trapped. Inside is a slightly smaller second chest, this one of chariots, acorns, and lyres. The temples 2 massive doors are open, pulled
plainer but nonetheless sturdy construction, its thick lid apparently nailed back along tracks in the floor.
shut. This second chest is a mimic. The nail heads are the creature’s sen- Astute characters note that the grand statues and architecturally immac-
sory organs. It attacks if the characters attempt to lift it from the larger ulate temple are quite out of place here in these wererat warrens. These
chest or open its lid. structures harken back to antiquity, perhaps giving the false implication
that they were built thousands of years ago and are now the last vestige of
Mimic: HD 7; HP 36; AC 6[13]; Atk smash (2d6); Move 2; Save some forgotten society. The truth, however, can be found inscribed around
9; AL N; CL/XP 8/800; Special: glue, mimicry. (Monstrosities the statues’ large marble bases. Though the language is unknown to the
329) characters, anyone who successfully deciphers the engravings with read
languages can make sense of how these structures came to be here:
Treasure: Other than the large chest itself, which is worth 300 gp and
weighs 40 pounds, there is no treasure here of any kind, nor anything else We, the Five Librarians of Elysium, designate this place our Literary
of interest. Retreat, and cast it through the Astral plane to find a site of solace where
it might reside until we join it one day to review the Celestial Index.

3D-9. The Lost Temple The Referee is free to invent the details of the Index or to replace this
lore with a story befitting the cosmology and themes of his or her own
A slow-moving river courses from west to east in this spacious cavern. campaign. Either way, the writings here allude to future events.
The water emerges from a tunnel on the west only briefly before dis- While the characters are exploring the room, the cave’s primary occu-
appearing into another submerged passage, twisting and winding before pant appears in the temple’s doorway. This is a 5-headed hydra that has
eventually emerging at Wilderness Area 14. The river is filled with blind come to dwell here after swimming through the river from Wilderness
fish; the water is 15ft deep and quite chilly. Area 14. The hydra periodically ventures outside to hunt, but it is mostly
A pair of very tall, regal statues stand on the south side of the river, content to remain slumbering peacefully in the temple.
their arms extended overhead and their mighty palms flattened against
the ceiling as if to support it. Including their tall marble bases and ex- Hydra (5-headed): HD 5; HP 30; AC 5[14]; Atk 5 heads (1d6);
tended arms, these impressive statues are 30ft tall. One is of a mostly Move 9 (swim 9); Save 12; AL N; CL/XP 7/600; Special: none.
nude human male, exquisitely muscled, wearing sandals and a crown of (Monstrosities 258)
laurel leaves. On his face is an expression of thoughtful contemplation.
The other statue is of a woman in battle dress, a shield on her back. Both Tactics: The hydra attacks very aggressively until it is reduced to 20%
statues are adorned with gold leaf, but much of that gold has worn away, of its hit point total, at which time it lunges into the river and attempts to
revealing pure white marble beneath. In addition to the statues, the ceiling flee by swimming through the underground tunnel.
is supported by 4 tall fluted columns of a similar style, with great care Treasure: If the hydra is defeated, the characters can enter the temple.
taken in their construction. Though the statues are so well crafted that Inside, the hydra has constructed a bed from deadfall, dried seaweed, and
they appear almost lifelike, they contain no magical powers; they merely smooth stones. This giant nest fills much of the space. Inside the nest is a
41
Rappan Athuk
cracked-open egg about 4ft long. The egg’s interior is still moist, implying
that a baby hydra recently hatched . . . yet this creature is nowhere to
be seen. If the characters assume that this new monster is out there
somewhere, perhaps waiting to strike, the Referee should do nothing to
assuage those fears.
Not far from the hydra’s nest is a jumble of wealth, most of it in the
form of silver pieces taken from a caravan of money lenders only days
ago. The stockpile includes the following:

• 5392sp
• 13 crystal rods, each 4ft long worth 100gp each
• Wooden carving of an elk with ivory antlers worth 65gp
• Silver snuffbox with mother-of-pearl interior worth 110gp
• Hand mirror made of silver, the handle in the shape of an olive
branch worth 35gp
• Ornamental tambourine worth 40gp
• Eyepatch with a tiger’s eye gemstone mounted in the center worth
15gp

The hydra seized the crystal rods from a merchant bound for a buyer
who wanted the items as part of a large alchemical apparatus he was
constructing. Each rod weighs 10 pounds. Though cumbersome, the rods
are of high quality and could be put to a variety of uses by imaginative
characters.

42
LEvel 3D: The Gilded Demesne

43
Rappan Athuk

Level 4C:
Last Stand
When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a
devout cleric of Orcus, swore his undying loyalty to the demon lord. To
cement his pact, the priest joined the ranks of the undead as a vampire.
4C-1. Gated Community
Although he abandoned his mortal life for a subterranean existence The corridor connecting Level 4 to this one ends in a sturdy iron
forever cloaked in darkness, the haughty aristocrat could not forsake the portcullis. Rat-sized creatures can squeeze through the bars with no
trappings of wealth. The vampire’s lair exudes style and sophistication effort, but all other creatures cannot. To enter the main passageway, the
unmatched anywhere else within the underground complex. Azraggad’s characters must circumvent the portcullis. In addition to using magical
home resembles a grand estate, but his fealty to Orcus shines through with means such as dimension door, teleport, and similar spells to bypass the
his macabre décor, diabolic servants, and ingenious methods of inflicting barrier, adventurers may try to smash through the portcullis with weapons.
death on trespassers. None is less welcome than the deranged servants of Inflicting 30hp of damage on the gate breaks it down, in addition to
the Frog God, whom he despises more than the saintliest paladin or most- creating a horrendous amount of noise, unless precautions are taken. Of
righteous do-gooder. To this end, he maintains some periodic contact with course, the act of repetitively pounding against the bars automatically ends
the Upper Temple of Orcus on Level 4A, though he is very careful not in an encounter with a wandering monster. Alternatively, the character
to leave any trail in his wake, as his isolated abode remains beyond the can resort to brute strength to either lift the portcullis or bends its bars
prying eyes of Tsathogga’s servants. This area is shown on The Last Stand without attracting unwanted attention from roaming slithering trackers.
maps 1 and 2 Accomplishing this feat requires 2 successful open door checks.
The network of corridors beyond the portcullis are painted dark red.
Gilded images of leaves and golden crown molding adorn the walls,
Level 4C ceiling, and floor. The faint yet audible tone of a harpsichord echoes
through the passageway. The music emanates from behind the door of
Difficulty Level: Level 6–8 Area 4C-4.
Entrances: Southern tunnel from Level 4, Area 4-6. Corridor
from Level 2, Area 2-10.
Exits: Tunnel to Level 5C, Area 5C-14.
Wandering Monsters: Check once every hour on 1d20.
4C-2. Them Bones
Although a sturdy, wooden door blocks passage into this cramped
chamber, a small piece of wood swings freely from a hinge built into the
Roll Encounter
bottom of the door. The cut out is identical to a modern dog or cat door in
1–6 1d3 slithering trackers both size and appearance. On the other side of the door is a bone swarm.
7–20 No encounter
Bone Swarm: HD 6; HP 33; AC 5[14]; Atk swarm (2d6); Move
Detections: Evil can be detected from Areas 4C-9, -12, -17, 12; Save 11; AL N; CL/XP 7/600; Special: immune to cold, resist
and -17A. Magic can be detected from Area 4C-15. No weapons. (Tome of Horrors 4 211)
light sources are in the rooms and corridors unless otherwise
specified in the area’s description. Tactics. Composed of tiny bits of bone culled from the remnants of
Shielding: Inlaid lead shields Areas 4C-10, -11, and -12 against fallen undead monsters as well as Azraggad’s past victims, the surprisingly
detection magic. intelligent creatures listen intently for any movement or disturbances
Standard Features: The walls, floors, and ceilings are made outside the portal. If they detect living creatures other than the slithering
from cut stone. Slime coats the walls, columns, and other trackers, the pair immediately moves through the swinging door and
features from Area 4C-1 through Area 4C-7 inclusive, causing attack the intruder. Characters who reach the door undetected and open
the areas to be treated as difficult terrain. The walls, columns, it discover an enormous pile of bones that spill into the adjacent corridor
and other features in the remainder of this level are dry. Areas where they coalesce into 2 distinct sheets of bone. The swirling masses of
on the map noted by a boxed “X” contain a spiked pit trap bone fight until destroyed. If they defeat the adventurers, the fallen heroes’
that requires a successful secret door check or Delicate Tasks skeletal remains join their motley collective.
roll to detect. The spiked pit is 30ft deep. Creatures who fall
into the spiked pit take 3d6 points of damage from the fall
and another 1d6 points of damage from the spikes. 4C-3. Picture This
Six portraits of a dashing, handsome man hang from the walls, while
Slithering Tracker: HD 4; AC 5[14]; Atk none; Move 12; Save 13;
a marble sculpture of the same man wearing ornate vestments stands in
AL N; CL/XP 6/400; Special: drain fluids, paralysis, transparent.
the center of the room. The portraits depict Azraggad at various stages in
(Monstrosities 435)
his mortal and immortal life. A character who examines the paintings and
succeeds on a saving throw notes that the paintings depicting the subject
as a young man are disproportionately much older than those showing an
aging, yet still youthful man.
Treasure. The 6 paintings are worth 200gp each, while the statue has a
value of 250gp, though it weighs almost 600 pounds.

44
LEvel 4C: Last Stand

45
Rappan Athuk
12. Otherwise, the rate slows to one per day. When the cube releases a
4C-4. Ebony and Ivory slithering tracker, it swells for one round and ejects slime, which coalesces
into a slithering tracker.
When the characters approach the door, the harpsichord’s melodic tune Despite it crystalline structure, the cube proves very resistant to physical
steadily grows louder. Inside the room illuminated by a continual light spell and magical damage. It takes half damage from acid and weapons, and is
cast upon a candelabra atop the harpsichord, a skeleton wearing flashy robes immune to cold, fire, and lightning. Any attack that hits the cube during
flamboyantly plays the musical instrument. The undead servant ignores any the round when it swells inflicts double damage if the attacker is within
interruption and continues playing unless physically restrained from doing 5ft of the cube. When the cube is reduced to 0 hp or less (it begins with
so. Azraggad composed the piece as a triumphant march combined with 40hp), the crystal shatters and sprays an acidic goo onto all creatures and
a hymn to Orcus. The skeleton understands any conversations but cannot objects within 30ft. The viscous material deals 6d6 points of acid damage
speak and divulges nothing about its vampiric master. and paralyzes the creature for 1 minute. A successful saving throw halves
the acid damage and negates paralysis. Each round at the end of its turn,
Skeleton: HD 1; HP 5; AC 8[11]; Atk strike (1d6); Move 12; Save the target can make another saving throw. On a success, the character is
17; AL N; CL/XP 1/15; Special: immune to sleep and charm no longer paralyzed.
spells.

Tactics. The undead monster attacks only when attacked. If the music
ceases for any reason, the event triggers a magic mouth spell cast on the
4C-7. Getting Ahead
mirror hanging from the opposite wall. During his youth, Azraggad spent countless mornings hunting with his
A booming voice declares, “Who dares stop the music?! Curse you father and older brothers, memories he fondly cherishes to this day. To
trespassers! Damn you to perpetual silence!” commemorate these precious moments in time, he meticulously preserved
Treasure. The silver mirror is worth 100gp, while the golden candelabra the severed heads of his quarry and mounted them onto the walls. These
is worth 200gp. The harpsichord weighs 150 pounds and has a value of prizes include a grizzly bear, a tiger, a lion, a rhinoceros, a hippopotamus,
500gp. a buffalo, a moose, and a unicorn.
Unicorn Alarm. When a living creature enters the room, the intrusion
triggers a magic mouth cast on the unicorn’s head. The decapitated head
4C-5. Reading is Fundamental emits a ghastly, unnerving death rattle for 20 seconds before falling
silent. Azraggad programmed the sickening sound to startle and unnerve
A continual light spell cast within a fireplace illuminates an impressive trespassers as well as to alert the will-o’-the-wisps in Area 4C-8 and the
library. The bookshelves span the length of all 4 walls. Three comfortable bone swarms in -9 to the presence of intruders.
chairs arranged into a semicircle surround the fireplace. The leather-
bound tomes primarily focus on 2 divergent topics: macabre death rituals
and trashy romance stories. The subject matter offers a glimpse into
Azraggad’s warped mind, but not a useful insight into the perils ahead
4C-7A. Color Scheme
of the characters. The secret door here is better concealed behind the The corridor connecting Area 4C-7 and -8 contains the clues for the
bookshelf than those in the surrounding area. It takes a successful secret cryptic puzzle found in Area 4C-10.
door check at –1 to detect it. When the characters view the passageway, they see a strange assortment
Treasure: The 183 books are worth an average of 1d4 gp each or 525 of colored glass crystals imbedded into the walls. One cluster includes 8
gp for the entire collection when sold as a set. green crystals, while another has 4 blue crystals. A pair of red crystals can
be found near the door, while a lone yellow crystal occupies a niche on the
opposite wall. The glass crystals have no monetary value and can easily
4C-6. Slither! be removed with a successful Delicate Tasks roll or by cracking a stone
prong keeping the crystal in place. Each prong is AC 8[11] and has 5hp.
The slime in the corridor leading to this chamber is so thick that it
intermittently drips from the ceiling onto the floor. Indeed, the slick mucus
coats every square inch of stone, crossing the adjoining corridor and room
requires a successful save to avoid slipping and falling. (Naturally, the
4C-8. In the Room,
slithering trackers are immune to this.) The reason for the proliferation
of slime becomes apparent when the characters enter the chamber, as 12
They Come and Go
slithering trackers roil around the floor, walls, and ceiling. Whatever When a creature other than Azraggad opens the door, a phantasmal
covered the surfaces prior to their arrival was either scrubbed clean or force spell instantly springs into existence. Shadowy, genteel men and
obscured beneath a layer of slime. women stroll about an exquisitely decorated parlor, laughing merrily as
they discuss the gossip of the day. The illusion continues for 5 minutes.
Slithering Trackers (12): HD 4; AC 5[14]; Atk none; Move 12; The illusory figures largely ignore the intruder while they carry on their
Save 13; AL N; CL/XP 6/400; Special: drain fluids, paralysis, conversations, though a few conspicuous individuals turn an eye toward
transparent. (Monstrosities 435) the trespassers and offer formal greetings. A character who physically
interacts with the illusion and succeeds on saving throw sees the
Tactics. The monsters immediately attack intruders and display programmed illusion for what it is. The illusion serves as a distraction for
unmistakable intelligence during their assault. They concentrate their the collapsing floor trap.
efforts against 1 or 2 adventurers rather than spread out across the room. Floor Trap. The floor here appears as all others, but the “stone” is
The slithering trackers fight to the death, and even though their numbers really a thin layer of glass. The cleverly disguised material holds up well
may dwindle, they know reinforcements are continuously on their way as against intense scrutiny, thus it takes a successful secret door check at
the mysterious cube in neighboring Area 4C-6A regularly discharges new –1 to detect the ruse. The trap cannot be deactivated or disarmed in any
slithering tracker recruits at set intervals. conventional manner, though replacing the floor with solid material would
allow characters to safely traverse through the area. The floor supports
a weight capacity of 4. A halfling-sized or smaller creature counts as 1;
4C-6A. Trackers Cubed a human-sized creature as 2; and larger creatures as 4. When the floor’s
weight capacity is equaled or exceeded, the glass immediately shatters,
A precisely cut pink crystal is the source of the complex’s slithering forcing the creature to succeed on a saving throw or fall into the quicksand
trackers. The glowing cube spews out a slithering tracker every minute beneath the faux floor.
whenever the number of slithering trackers in the outer room drops below

46
LEvel 4C: Last Stand

47
Rappan Athuk
Quicksand. Despite its gritty consistency, the quicksand is actually A bas-relief sculpture accompanies each niche. The top niche is inside
water. A creature who falls into the quicksand sinks 1d4+1ft into the gooey of a gaping, bestial mouth. The second is found above a carving depicting
material and is stuck. At the start of each of its turns, it sinks another a victorious gladiator standing over his fallen foe. The third appears
1d4ft. If the creature is not fully submerged in quicksand, it can escape by near the bow of a ship carved into the stone. The final niche lies beneath
succeeding on an open door check. A creature completely submerged in the carving of a man and a building. An arrow sign pointing toward the
quicksand cannot breathe and is blind. A creature can pull another creature building is sandwiched between the man and the structure.
within its reach to safety by succeeding on an open door check with a +1 The carved images and niches relate to the puzzle found in Area 4C-7.
bonus. Although the quicksand impedes the progress of most humanoids, Each color corresponds with a related homophone. Thus, there were 8
the circumstances offer an ideal hunting opportunity for the chamber’s (ate) green crystals, 4 (fore) blue crystals, 2 (to) red crystals, and 1 (won)
previously invisible 3 will-o’-the-wisps. yellow crystal. The solution is to place the green crystal into the niche
within the bestial mouth; the yellow crystal above the gladiator carving;
Will-o-the-wisps (3): HD 9; HP 32, 40, 22; AC –8[27]; Atk shock the blue crystal adjacent to the ship carving; and the red crystal into the
(2d6); Move 18; Save 6; AL C; CL/XP 10/1400; Special: lights. hold beneath the carving of the man and the building. If the characters put
(Monstrosities 512) the crystals into the correct positions, the secret door slides open, granting
them access to Area 4C-12 for 1 minute. On the other hand, characters
Tactics. The monsters hover above the quicksand and pepper restrained who place the crystals into the wrong openings cause the secret door to
targets in the quicksand with their shock attacks. When a character falls to instead open into Area 4C-11 for 1 minute. However, creatures who enter
0 hp or less, the undead monsters gleefully feast on the dying creature’s Area 4C-11, discover a one-way door that prevents them from leaving.
ebbing life force. The wisps never retreat and fight until destroyed. Secret Door. It takes a successful secret door check to locate the secret
Treasure. The corpses of a human, an elf, and a dwarf litter the bottom door. However, a successful saving throw reveals that the door can be
of the quicksand, but locating the submerged bodies proves extremely opened only by solving the puzzle. Creatures who attempt to bash the door
difficult. Only a tactile examination of the floor and a successful secret open hit only solid stone (for no discernable damage). Instead, the door
door check can locate one of these bodies. The human wears +1 leather rotates in front of the opening in Area 4C-11 and -12 and then opens into
armor and carries a +1 dagger. The elf has a ring of protection +1 and either chamber.
a +1 spear. The dwarf wears plate mail and carries a flawless emerald
worth 2500gp.
4C-11. Nowhere to Run
4C-9. Touch and Doh! Fourteen bodies in varying states of decomposition lie scattered
about the floor of this hemispherical chamber. An examination of these
After circumventing the preceding quicksand trap, the complex opens corpses along with a successful intelligence check (roll 3d6 below the
into a long hallway containing 28 stone pillars along the north and south character’s intelligence score) confirms the victims died from dehydration,
walls. The 2 pillars closest to the entrance (marked with an “S” on the malnutrition, and other natural causes instead of trauma. Many also
corresponding map) suddenly illuminate, while the others remain dark. suffered severe injuries on their hands and feet, presumably from trying to
Demonic carvings cover the surfaces of these basalt pillars. pound their way through the door. Azraggad stripped the corpses of their
The western branch of the hallway boasts a diabolic altar chiseled from valuable possessions, literally leaving just the clothes on their backs.
black-red granite. Bone fragments, dried blood, and mummified tissue rest Creatures attempting to escape must bypass or destroy the door to
upon the altar. When a lawfully-aligned creature approaches within 5ft of leave. The door can be disintegrated, or characters can teleport out of the
the altar or any creature or object touches the altar, each of the illuminated room, but the hold portal cannot be dispelled, and the barrier also foils
pillars releases a pile of bones that fall to the floor and coalesce into 2 ethereal travel.
bone swarms. Each minute thereafter, each of the lit pillars releases
another bone swarm until the characters pass through the pillars and leave
Area 4C-9 or the characters cast darkness or other magic suppressing
the illumination. The bone swarms do not pursue or attack creatures who
4C-12. Decisions, Decisions, Decisions
leave Area 4C-9. Furthermore, if the characters shroud an illuminated Characters who correctly solve the puzzle in Area 4C-10 enter this
pillar in darkness or physically destroy the pillar (they are AC 1[19] and diabolical chamber. Painted images of demons precariously balanced on
have 60hp), a bone swarm in existence at the time crumbles into a pile of scales cover the walls.
inanimate bones. Although visible, the locked, stone door bearing demonic images
cannot be bypassed by any magical means as it is protected by an anti-
Bone Swarms (2): HD 6; HP 30, 28; AC 5[14]; Atk swarm (2d6); magic shield. Furthermore, a magical effect shields the key against all
Move 12; Save 11; AL N; CL/XP 7/600; Special: immune to divination spells.
cold, resist weapons. (Tome of Horrors 4 211) Captive #1. A pentagram within a circle drawn onto the floor binds a
restrained marilith demon.
The other feature of the room is the secret door at the opposite end of
the chamber. This hidden portal is also tied to the altar and can be opened Marilith (Fifth-Category) Demon: HD 7; HP 41; AC 7[12]; Atk 6
only by placing a drop of willingly spilled human blood onto the altar strikes (1d2), tail (1d8); Move 12; Save 8; AL C; CL/XP 13/2300;
along with a fragment of bone from the same creature (a tooth or finger Special: +1 or better magic weapon required to hit, gate
bone would suffice). When this is done, the magic securing the secret door (50% of success; roll 1d12 to determine the result [1–3] first-
is suppressed for 10 minutes. Locating the secret door proves far easier category, [4–6] second-category, [7–8] third-category, [9–
than bypassing it, as it only requires a successful secret door check to 10] fourth-category, [11] sixth-category, [12] a demon lord
detect its outline. A detect magic spell identifies the presence of a modified or demon prince), magic resistance (80%), magical abilities.
hold portal spell securing the portal. When the spell is removed, the door (Monstrosities 101)
opens easily. The passage beyond leads to Level 3A, Area 3A-2. Magical Abilities: At will—charm person, levitate,
polymorph self.

4C-10. Color Me Bad Captive #2: A fidele angel named Bayazid is chained to the far wall
appears to suffer a similar dilemma, yet unlike the gregarious marilith, the
Eerie, phosphorescent light emanates from 4 oval crystals (red, yellow, incapacitated being appears catatonic. His adamantine chains are immune
blue, and green) placed within 4 vertical, recessed niches at the end of the to all damage. The angel’s incapacitation can be attributed to a curse cast
hallway. The palm-sized crystals appear to fit into the 4 niches on the east against it and the fact that the key to Area 4C-12A is imbedded inside
wall at the eastern end of the corridor. the angel’s heart. Removing the curse allows the angel to telepathically
48
LEvel 4C: Last Stand
communicate with the characters. Although the angel is no longer
incapacitated, it is paralyzed in this state.

Bayazid, Fidele Angel: HD 6; HP 27 (currently 2); AC 5[14];


Atk +1 longsword (1d8+1) or +1 longbow (1d6+1) or 2 claws
(1d4+1) and beak (1d6+1); Move 18 (fly 18); Save 11; AL L;
CL/XP 11/1700; Special: change shape, companion, immune
to acid and cold, magic resistance (20%), magical abilities.
(Appendix A)

Development. In addition to physically restraining her, the adamantine


shackles prevent the marilith from using her magical abilities. The demon
tells the characters her shackles are immune to all damage except from
lawful characters. She can still attack creatures within her tail though.
Unable to escape her adamantine shackles without the characters’
intervention, the wicked fiend offers the adventurers a bargain. The
characters must free her in exchange for the key to Area 4C-12A. Of
course, she insists on gaining her freedom before she turns over the key.
If the Characters Free the Demon. Naturally, when freed the devious
marilith gladly tells the characters where to find the key before she attacks
them.
Tactics. If she cannot kill the characters without endangering herself,
she tries to escape, if possible. Otherwise she fights to the death.
Gaining the Key. The angel is aware the key lies within his heart.
Physically removing the key from the creature’s vital organ automatically
kills it. If the characters can devise a nonintrusive way to remove the key
without slicing through the angel’s heart, the key can be retrieved without
harming him. For instance, a character could run a catheter-like device Tactics. While in ghostwalk form, the large, pale white spider passes
through an artery or vein and retrieve the key in that manner. Alternatively, through the door without opening it. The monster is not blinded while
the adventurers could use a clairvoyance spell to see into the angel’s heart, immersed in the fog. The monster attacks intruders on sight and fights
and a teleport spell to transport the key out. until destroyed.
If the characters successfully remove the key without killing the fidele, Although characters normally try to avoid the pit traps scattered
and free him from his shackles, Bayazid resumes acting normally and throughout the complex, the pit appearing near the portcullis offers the
the feeblemind spell ends. (The key, rather than the shackles, paralyzes only means of reaching the section of corridor leading to Area 4C-15.
him; removing the shackles without removing the key ends the curse.) The portcullis and the passage beyond it can be found at the bottom of the
Bayazid explains that the vampire Azraggad imprisoned him centuries preceding spiked pit.
ago, but not before he forced the grieving angel to watch him slay his
beloved partner. The angel agrees to heal any injured characters as well
as accompany them for his revenge against Azraggad. On the other hand, 4C-14. The Doors
lawful characters who dealt damage to or attacked Bayazid are in turn
cursed. The character takes 1d6 points of damage at the beginning of each With no obvious, logical place to proceed further in Area 4C-13, the
of its turns until the character succeeds on a saving throw at –4. The same resident vampire designed this room to befuddle intruders and confound
character cannot suffer the same curse again for 24 hours. Tsathogga’s priests if they get this far.
Story Award. If the characters recover the key without having to False Doors and Trap. The room contains nine false doors. The doors
fight or kill the marilith, they do not gain experience for defeating the lead nowhere and are intended to frustrate explorers. Opening any of these
marilith, but are entitled to at least some XP reward for their efforts. At doors triggers a magical trap. If the trap is triggered, the magical runes
the Referee’s discretion, it is acceptable to award up to 1000 XP for an deal 5d8 points of acid, cold, fire, or lightning damage (roll randomly) to
ingenious solution to the dilemma or 500 XP for a passable, yet lucky all creatures in a 20ft radius sphere centered on the door. Any character
resolution. who succeeds on a saving throw takes half damage.

4C-12A. Stairway to Hell 4C-15. Thou Must Pass


The doorway opens to stairs made from bony femurs, tibias, and radii In keeping with his upscale presentation, Azraggad has three table
harvested from numerous humanoids. Sticky, blood red paint coats the games of chance awaiting his opponents. The first table is a blackjack
walls and ceiling as red globules periodically drip from the ceiling onto table, the second table is a craps table, and the third table is a roulette
the floor. Despite the unsettling appearance and implications, the crimson table. When the characters approach each table, the dealer, a herald of
liquid is paint, not blood. The stairway descends to Area 4C-13. darkness (3 in all), gives them 3 bone coins, which the characters are free
to distribute among themselves as they see fit. (A different set of coins
is given for each game.) The statuesque, beautiful fiend wearing attire
4C-13. Misty Stairway Hop glittering with dark light and basking in an aura of pale green fire monitors
the game and arbitrates its rules.
Billowing mist fills the corridor beyond the stairs, leaving the entire
passageway heavily obscured. A solitary ghostwalk spider patrols the Heralds of Darkness (3): HD 5; HP 30 each; AC 4[15]; Atk
hall hoping to encounter the rare intruder. shadow sword (1d6+2) or corrupting touch; Move 12 (fly
18); Save 12; AL C; CL/XP 8/800; Special: corrupting touch,
Ghostwalk Spider: HD 7; HP 36; AC 4[15]; Atk bite (2d6 plus immune to cold, lightning, paralysis, poison, shadow form.
poison); Move 18 (climb 18); Save 9; AL C; CL/XP 11/1700; (Appendix A)
Special: darkvision 60ft, ghostwalk, lethal poison (save or die),
snare. (Appendix A) Blackjack. When one or more characters place at least 1 coin onto the
blackjack table, the dealer gives each active player 2 cards. Follow each

49
Rappan Athuk
game’s standard rules, including the dealer stands on all 17s and higher, gains a +1 bonus on the saving throw. In addition to gaining a bonus on
doubling down, and splitting pairs, but players cannot buy insurance and saves, a character who observes 3 or more cycles also discerns the correct
blackjack pays 2-to-1 instead of the standard 3-to-2 odds. path to take to reach the treasure.
Craps. At the craps table, only the shooter can bet on the outcome of Of course, the characters may employ alternate means of bypassing this
the game and that player can bet only on the pass line. The croupier gives trap. If the characters wedge an object between 1 or more blocks or a
the dice to the character when he or she places 1 or more coins on the pass wall, the blocks automatically hit the object and deal the same amount
line. The adventurer also cannot lay odds on his pass line bet. In craps, a of damage they deal to characters. If the object withstands the damage,
roll of 7 or 11 on the game’s opening or “come out” roll wins the pass line the ploy works, though the object is unlikely to endure a second collision
bet. A roll of 2, 3, or 12 on the game’s opening roll loses. If the shooter with the blocks. Characters may also try to use brute force to hold back
rolls a 4, 5, 6, 8, 9, or 10, the shooter must roll that number again (referred 1 or more blocks. Unfortunately, the feat proves beyond the reach of all
to as the “point”) before rolling a 7 to win the pass line bet. Rolling a 7 but the most herculean of creatures. It takes a successful open door check
before rolling the point loses. The payout for a successful pass line bet is with a –5 penalty to impede the progress of a block each round. The block
even money. resumes its normal cycle when the creature fails its open door check.
Roulette. When 1 or more characters place at least 1 coin onto the Treasure. An open gilded wooden box akin to a coffin in the
roulette table, the croupier spins the wheel. (If you do not have a roulette southwestern corner of the room contains 3012gp, and 623sp. There is
wheel, you may use an online program to simulate one or a standard also a potion of gaseous form, a potion of healing, a wand of cold, and
deck of playing cards. For the purposes of this game, count out 38 cards horseshoes of speed.
ensuring there are 18 black cards, 18 red cards, 18 even-numbered cards
and 18 odd-numbered cards, as well as 2 jokers.) The adventurers may bet
only on black or red, and odd or even, which pay even money.
Tactics. The characters cannot start a new game until they finish their
4C-17. Defanged
current game. Thus, if the characters are in the middle of a blackjack The sly Azraggad built this false lair to dissuade vampire hunters and
game, the croupiers at the craps and roulette table refuse to give them their Tsathogga’s followers from searching beyond this chamber. An empty
starting coins. Whenever the characters accumulate 5 bone coins in an white marble coffin occupies the center stage in this stately mausoleum.
individual game, the characters win the challenge and that dealer/croupier Four bronze candleholders imbued with continual flame spells illuminate
immediately vanishes into nothingness. If the characters lose all their the chamber.
coins, that dealer/croupier and any remaining dealers/croupiers attack In this gallows humor drama Bartholomew Ragusovitch, the red jester,
them. When the characters win 2 games, destroy 2 dealers/croupiers, or serves as the vampire’s understudy.
any combination thereof, the secret door leading into Area 4C-16 opens.
When the adventurers win the final game, or destroy the last dealer/ Red Jester: HD 12; HP 47; AC 2[17]; Atk +2 mace of merriment
croupier, the secret door to Area 4C-17 opens. The bone coins instantly (1d6+1) or jester’s deck; Move 9; Save 3; AL C; CL/XP 14/2600;
crumble into dust when transported out of this room. Special: fear cackle, jester’s deck, merriment. (The Tome of
Story Award. If the characters win any game of chance, award them Horrors Complete 457)
XP equal to defeating a herald of darkness.
Tactics. Attired in a motley fool’s costume, the skeletal abomination
ridicules the rigors of life with mocking one-liners. During combat, he
4C-16. Block and Tackle makes off-color remarks including the following and some other ghoulish
remarks of your choice:
Because of Azraggad’s ability to assume gaseous form, his protective
measures pose no danger to him, though treasure hunters prove less fortunate. “Take my life … please.”
Block Trap. The sinister crushing block trap consists of 4 movable “I’m dying here.”
blocks of stone that slide across the floor in a set interval. Block A moves “This conflict is killing me, but you first.”
west to east and vice versa from the far wall up to the entrance. Block “I’m a soulless man.”
B moves from west to east until it collides with Block C at the midway
point, where it then moves from east to west. Block C moves along an When he seriously wounds a character, he proclaims, “You need a
east to west track until it strikes Block B and then moves from west to grave man good sir (or madam). Wait, that’s me.” If he kills a character,
east, though it moves faster than Block B. Block D moves slowly from the boastful Bartholomew shouts, “Alas, another one bites the dust. I’m
west to east until it hits the east wall, which causes it to move from east to deadlier than mercury.”
west though it always stops short of the treasure cache in the southwestern Bartholomew relies predominately on his fear cackle and attacks his
corner. Negotiating the correct path requires split-second timing. The foes physically after discharging his deck. The grim jester fights until
character must closely follow Block A while it retreats from east to west. destroyed. As one of Orcus’ few amusing creations, Bartholomew can be
When the character reaches the small gap between B and C, he or she permanently destroyed only if the characters slay him while he is prone
must enter the void between the two. When the character first enters the (Orcus granted him his deathly reward after accidently breaking his neck
void, Block D is closer to the west wall, so a character who leaps in front in a pratfall.) Otherwise, Orcus restores him to undeath 1d20 days later in
of Block D faces its eastern side. A character in this predicament must another section of this dungeon, such as Level 4A.
make a successful saving throw or get squashed against the east wall by Treasure. The marble coffin is worth 2500gp, though it weighs a
Block D or a retreating Block B. On a failed save, the character takes 10d6 staggering 1000 pounds. The 4 bronze candleholders forged in the likeness
points of damage and is stuck until the beginning of their next turn when of an upright lion are worth 100gp each.
the block moves again. On a success, the character escapes and appears
in front of Block A.
Trap Solution. The correct solution is to wait for Block D to pass by
the rapidly closing gap and slip in behind Block D on its west side as it
4C-17A. Azraggad’s Lair
moves past. However, accomplishing this feat demands precise timing. Foul images of a 2-legged goat beast cover the corridor’s walls. A
The character must make a saving throw. On a failure, the character successful intelligence check (roll 3d6 below the character’s intelligence)
waited too long and gets crushed by Blocks B and C, taking 10d6 points identifies Orcus as the frescoes’ subject.
of damage and is stuck until the beginning of their next turn. The blocks Secret Door. The secret door built into the south wall proves extremely
then separate, and the character is free to slip past Block D without challenging to locate. It takes a successful secret door check at –2 to spot
harm. If successful, the character reaches the treasure cache unharmed. it because the only sign of its presence are 4 miniscule holes allowing
A character can increase their chance of success by observing the pattern Azraggad to pass into and out of the corridor in gaseous form. Opening the
before leaping into the gap. There is no realistic chance of being harmed door presents its own difficulties as it takes a successful open door check
by Block A, so if the character observes at least 1 cycle, the adventurer at –1 to force open the long-sealed portal or a successful Delicate Tasks
50
LEvel 4C: Last Stand
roll to find and activate a rusting spring mechanism.
The Lair. The cultured vampire’s lair is an ostentatious display of
wealth and style. Moldy dirt surrounds a mahogany coffin with gold
4C-18. Temple of Orcus
inlays. Melodic notes emanate from 3 skeletons playing violins in the far An altar crafted from a massive dragon’s skull acts as the temple’s
corner. Dressed in a robe befitting a king, Azraggad, the vampire, holds desecrated ground. Hundreds of humanoid bones, including several
a quill pen while he stands behind a cherry wood desk. He appears deep humanoid skulls, sit atop its surface, where it rests upon an elevated dais
in thought as he gazes down upon a new musical composition atop the encircled within a pentagram mosaic embedded onto the black tile floor.
desk, a decades-long attempt seeking to impress the Conductor on Level If Azraggad retreated to the temple, he recovers inside the confines of the
5C. The piece titled “Lamentations of Eternity” is a melodramatic dirge skull, which doubles as his coffin. To ensure his safety, 3 wights, 2 human
displaying remarkable depth and talent. An onyx sculpture of the same males and a half-elf female, take up defensive positions around the altar.
goat-like being embedded into the frescoes in the antechamber outside his
lair faces the entrance. Once again, the characters can identify the figure as Wights (3): HD 3; HP 10, 16, 13; AC 5[14]; Atk claw (1hp plus
Orcus with a successful intelligence check (roll 3d6 below the character’s level drain); Move 9; Save 14; AL C; CL/XP 6/400; Special:
intelligence). drain 1 level. (Monstrosities 510)

Azraggad, Vampire Cleric of Orcus (9HD): HD 9; HP 52; AC Tactics. The vampire’s minions lack his offensive firepower and
2[17]; Atk 1 bite (1d10 + level drain); Move 12 (fly 18); Save versatility. Ideally, they must concentrate their melee attacks on one
6; AL C; CL/XP 12/2000; Special: immune to non-magic individual when the opportunity presents itself.
weapons, only killed in coffin, regenerate (3/round), gaseous Altar. The altar benefits from a modified protection from good spell,
form, shapeshift, summon rats or wolves, charm gaze, drain 2 though the spell extends to the full confines of the room. In addition, the
levels with hit, spells (2/2/1/1). (Monstrosities 498) spell grants worshippers of Orcus 50% resistance to fire. Furthermore,
Spells: 1st—cause light wounds, protection from good; any creature other than a fiend or undead who touches the altar takes 1d6
2nd—hold person x2; 3rd level—cause disease; 4th points of damage. Despite its potent magic, the altar offers little resistance
level—cause serious wounds. against physical damage. Destroying the altar (AC 4[15], 20hp) does not
dispel the protection from good spell. However, creatures no longer take
Tactics. Azraggad summons swarms of rats to his aid. In addition to his damage from touching the altar and adventurers gain easy access to the
vampire abilities, he also wields an arsenal of cleric spells, which he uses recovering Azraggad. The altar also conceals a secret door beneath it.
to strengthen himself and weaken his foes. The vampire shies away from It takes a successful secret door check to locate the hidden portal and a
melee combat. He prefers charming his adversaries while keeping them successful open door check to open it. The tunnel underneath the altar
at more than arm’s length from him. He also excels at planning. Although leads to Level 5C, Area 5C-14. Azraggad uses the tunnel to confer with
the coffin in his chamber bears the hallmarks of nobility, his true coffin the Conductor on musical matters.
lies in Area 4C-18 beyond this room where his wight minions await in the Treasure: Naturally, Azraggad keeps his prized possessions safely
Temple of Orcus. As in the case of the secret door leading to this room, tucked within the confines of his dragon coffin. They include a golden
the fleeing undead monster seeps through the cracks beneath this door, the votive statue worth 1500gp, a scrimshaw talisman worth 1000gp, a pouch
secret door past this one, and the door beyond that one. containing 6 garnets with 100gp each, and a fire opal worth 100gp.
Treasure: The musical composition is worth 50gp, and the 3 violins
are worth 25gp each. Although the 150-pound coffin, worth 500gp, is not
Azraggad’s final resting place, he kept 1512gp inside of it along with 6
shards of obsidian worth 50gp each and 2 chunks of onyx worth 50gp
each. The onyx statue of Orcus demonstrates tremendous artistic quality.
It weighs 800 pounds and is worth a staggering 5000gp. Likewise, the
cherry wood desk weighs 100 pounds, yet it is worth 500gp. In addition
to these monetary treasures, Azraggad also stores boots of flying inside
his coffin.

51
Rappan Athuk

Level 5C:
Syanngg a Song
This level incorporates three-dimensional travel in a series of tubes and that can be pulled out from the cave’s southern wall. The drawer is empty.
an extended maze. If characters can navigate the maze and find its hidden At 6ft wide and 3ft deep, it is large enough to accommodate human-sized
secret, they may eventually stumble upon a great repository of musical characters. Anyone climbing into the drawer automatically activates a
knowledge (and a lich, who are we kidding!) This area is on the Syanngg mechanism that causes the drawer to roll slowly shut. Moments later, the
a Song, Side View, and Labyrinth maps. character is deposited safely into Area 5C-1. The drawer may be used in
this manner repeatedly, delivering the characters one at a time. However,
this is a one-way trip. Anyone passing through this secret door cannot re-
Level 5C turn to Area 5-4. In fact, escape from Level 5C is now impossible unless
using the magical portal on the south side of the maze at Area 5C-6. The
Difficulty Level: Level 10–12 characters must navigate the maze to leave this place. Fortified by potent
Entrances: Secret door from Level 5, Room 5-4. magic, the drawer cannot be damaged by any means.
Exits: Tunnel from Area 5C-14 to Level 4C, Area 4C-18. Other than multiple exits, the room contains nothing of note. There are
Wandering Monsters: Check once every hour on 1d20: no light sources, so characters without adequate means of illumination
find themselves in utter, but natural, darkness.
Roll Encounter
1 1 animated object 5C-2. Vacancy
2 1 syanngg
This is an empty and unused chamber. The door on the south wall is false.
3 3d6 shadow rats
4 1d3 wraiths
5–20 No encounter
5C-3. The Up Chute
The doors at the north end of this 15ft x 20ft room are false, meant
Detections: Minor evil emanates from within Area 5C-5. only to lure travelers to the gravity trap marked by an X on the map. At
Shielding: Areas 5C-12 to -15 are shielded with magical that point, a powerful reverse gravity spell causes the characters to fall
wards and lead. No magical scrying or detection spells work up through a trapdoor in the ceiling and plunge upward through a chute.
in those areas. Refer to the Side View Map. At the 120ft mark, the chute bends like a
Standard Features: The floors and ceilings are carved and pipe, sending the character hurtling horizontally to the point marked B on
smooth. Doors require standard checks to open and are the diagram where normal gravity resumes, causing the helpless victim to
unlocked, unless otherwise noted. fall 55ft to the floor at C in Area 5C-5. Falling to the floor in Area 5C-5
inflicts 5d6 points of damage.
Animated Object, Book: HD 1; AC 8[11]; Atk slice (1d3); Move
0 (fly 9); Save 17; AL N; CL/XP 1/15; Special: vulnerable to fire.
(Monstrosities 13) 5C-4. The Down Chute
Shadow Rat: HD 1; AC 3[16]; Atk bite (1d4 plus 1d3 strength); An empty oaken chest and a false door in this small 10ft x 10ft room
Move 15 (climb 9); Save 17; AL N; CL/XP 4/120; Special: are empty, meant only to lure travelers to the gravity trap marked by an X
disease, incorporeal, shadow blend, strength damage, on the map. At that point, a pit trap opens beneath their feet, causing the
surprise (1–3 on 1d6). (The Tome of Horrors Complete 454) characters to plunge down into a chute. At the 10ft mark, the chute bends
like a pipe, sending the character hurtling horizontally to the point marked
Syanngg: HD 8+20; HP 77; AC 2[17]; Atk up to 6 heads (1d4); Move E on the diagram, where a reverse gravity spell takes effect, causing the
6; Save 7; AL C; CL/XP 14/2600; Special: magical ability from each helpless victim to sail 90ft up to the ceiling at F in Area 5C-5. Falling to
head, magic resistance (25%). (Monstrosities 464) the ceiling in Area 5C-5 inflicts 9d6 points of damage.
Magical Abilities: 1—slow (range 40ft); 2—lightning bolt
(5d6, range 60ft); 3—dispel magic (level 12, range 40ft);
4—flesh to stone (range 30ft); 5—hold monster (range 5C-5. The Gravity Master
30ft, duration 3d6 turns); 6—charm monster (range 20ft).
There are two entrances to this chamber, both of which are gravity flues.
Wraith: HD 4; AC 3[16]; Atk touch (1d6 plus level drain); Move This oddly put-together chamber features no furniture on the floor; indeed,
9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: level drain (1 everything is made to be accessible by an entity that floats, rather than
level), magic or silver weapon to hit. (Monstrosities 518) walks. A semicircular sleeping nook is located halfway up one wall. Racks
of weird tools — designed to be held in the mouth — are hung at similar
elevations. Instead of books, 2 shelves contain hexagonal metal plates em-
5C-1. Entrance bossed with the characters of an intricate written language. A round steel
door, 6ft in diameter, is tightly sealed. This valve-like door leads to the
This chamber can be accessed only by a special door in the cave east maze at Area 5C-6, but it cannot be opened unless the levers at A and D
of Area 5-4. A successful search for secret doors reveals a wide drawer are pulled. These levers cannot be activated unless the characters possess
52
LEvel 5C: Syanngg a Song

53
Rappan Athuk

54
LEvel 5C: Syanngg a Song
means to fly, or if they successfully use pitons and rope to make the diffi- its own alien shape and conform to its own movement patterns. Visitors
cult climb. These levers release the locks on the circular door. unfamiliar with syanngg philosophy may find the maze daunting; indeed,
The most interesting thing about this room is the bisected gravity plane. it is meant to confound visitors. If the characters successfully pass through
Refer to the Side View Map. The ceiling is 20ft high. At the 10ft mark, the maze, they exit on the south side and find themselves at The Portal.
gravity flips so that some of the characters can walk on the floor, while Defeating the Maze: Refer to the Maze Map. The Referee may find
others are simultaneously walking on the ceiling. Anyone who climbs up it challenging to adjudicate the characters’ actions in the maze given the
and crosses the plane immediately falls as the opposite gravity takes over, need for constant descriptions of various distances and directional op-
sustaining 1d6 points of damage. The round steel door is on the lower half tions. Likewise, after several minutes of going left, right, northeast, or
or “floor” of the room, on the east wall. southwest, the characters might also grow weary of the tedious process.
The entity who has devised this gravity trap is a syanngg that calls itself At this point, the Referee can present the players with a printed copy of the
Ixtakrys (ICKS-ta-criss). A floating mass of deadly eyestalks, Ixtakrys has maze, allowing them to “draw” their route through the winding corridors.
found this place to be a refuge where it can usually avoid unwanted visi- Every minute of time spent with the printed copy equals 1 hour of game
tors. Whenever it isn’t exploring and hunting where the Cyclopean Deeps time, as the characters are assumed to be wandering the maze. Each hour,
intersect around Rappan Athuk, the syanngg returns here to rest. Ixtakrys is there is a 75% chance of an encounter (roll 1d6):
chaotic and greedy but also highly intelligent. It doesn’t attack without first
assessing its opponent. This gives opportunistic characters a chance to avoid
Roll Encounter
conflict when Ixtakrys floats into the room to confront them.
1 2d4 shadow rats
Ixtakrys, Syanngg: HD 8+20; HP 77; AC 2[17]; Atk up to 6 heads 2 1 wraith
(1d4); Move 6; Save 7; AL C; CL/XP 14/2600; Special: magical ability
from each head, magic resistance (25%). (Monstrosities 464) 3 1d4 feral undead cats
Magical Abilities: 1—slow (range 40ft); 2—lightning bolt 4 1d3 shadows
(5d6, range 60ft); 3—dispel magic (level 12, range 40ft);
4—flesh to stone (range 30ft); 5—hold monster (range 5 1 specter
30ft, duration 3d6 turns); 6—charm monster (range 20ft). 6 1 will-o’-the-wisp

Motivation: Ixtakrys wants gold and treasure. If it can convince the Feral Undead Cat: HD 1d4 hp; AC 8[11]; Atk 2 claws (1hp);
characters to part with such things (the exact amount depends on the afflu- Move 12; Save 18; AL C; CL/XP B/10; Special: paralyzing
ence of the Referee’s campaign world), it divulges one piece of local lore scratch (after first 3 hits). (Monstrosities 57)
they might find useful. For each such offering made, 1 more increment of
knowledge is gained: Shadow: HD 2+2; AC 7[12]; Atk touch (1d4 plus strength drain);
The only way to return to Rappan Athuk from here is to pass through Move 12; Save 16; AL C; CL/XP 4/120; Special: drain (1 point
a maze. strength with hit), magic weapons to hit. (Monstrosities 418)
The round door to the maze can be opened only if levers A and D are
activated. Shadow Rat: HD 1; AC 3[16]; Atk bite (1d4 plus 1d3 strength);
Undead patrol the maze, which leads to a magical portal. Move 15 (climb 9); Save 17; AL N; CL/XP 4/120; Special:
The maze contains a false wall (see The Illusory Wall). disease, incorporeal, shadow blend, strength damage,
surprise (1–3 on 1d6). (The Tome of Horrors Complete 454)
Tactics: If the characters immediately attack, the syanngg responds
in kind. Ixtakrys understands the danger that adventurers represent and Specter: HD 6; AC 2[17]; Atk spectral weapon or touch (1d8
tries to avoid instant confrontation. Though powerful, the syanngg has a plus level drain); Move 15 (fly 30); Save 11; AL C; CL/XP 9/1100;
keen sense of self-preservation. Unable to speak in the common tongue, Special: level drain (2 levels with hit), magic weapons to hit.
Ixtakrys communicates by drawing words on the floor with its tentacles (Monstrosities 445)
and ink. The characters can read these words and respond as they see fit;
the syanngg fully understands the characters but lacks the vocal appara- Will-o’-the-wisp: HD 9; AC –8[27]; Atk shock (2d6); Move 18;
tus to reproduce their sounds. Ixtakrys uses its paralysis ray at obvious Save 6; AL C; CL/XP 10/1400; Special: lights. (Monstrosities
spellcasters while simultaneously bombarding others with its offensive 512)
powers. If pressed, it attempts to float upward, getting beyond the reach of
anyone incapable of flight. Once out of immediate danger, it floats away Wraith: HD 4; AC 3[16]; Atk touch (1d6 plus level drain); Move
to contemplate revenge. 9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: level drain (1
Treasure: The syanngg has secreted its treasure in a hidden gravity level), magic or silver weapon to hit. (Monstrosities 518)
well. A successful search for secret doors along the gravity plane at the
10ft mark reveals a circular outline, in the center of which is a small The Illusory Wall: An unremarkable section of the maze wall is a
notched groove. The syanngg uses one of the specialized mouth-held tools powerful illusion. Unless the characters state that they are specifically
on a nearby rack to grab this groove and pull out a heavy stone plug that searching this exact wall, they have no chance of detecting the illusion
caps its treasure cache. Beyond this cap is a weightless cavity, in which and discovering Area 5C-7 and beyond. If they successfully exit the maze
float the following items: on the south side, they can pass through a portal to return to Rappan Athuk
• 3284gp at Area 5-4 without ever locating the library and its undead custodian.
However, Ixtakrys the syanngg might elect to assist the characters and
• 8302sp
inform them of this hidden passage, as indicated above.
• 2d6 gems each worth 1d4 x 100gp The Portal: A silvery membrane fills an archway on the southern side of
• small blackened sphere (when thrown, it explodes as a fireball for the labyrinth. This is a magical teleportation device. Anything passing through
9d6 points of damage) this gateway is immediately transported to Area 5-4 in Rappan Athuk.

• scroll of protection from undead


5C-7. The Missing Tile
5C-6. The Labyrinth Beyond the illusory wall, a short flight of stairs leads down to a non-
descript hallway located beneath the labyrinth. This short hall connects to
The syanngg has created a maze in its own image. Instead of straight a 4-way intersection. The hall is not illuminated, so the characters must
corridors and predictable right angles, the labyrinth is designed to match bear their own light sources. Embedded in the floor in the middle of the
55
Rappan Athuk

56
LEvel 5C: Syanngg a Song
intersection is the outline of a triangle, about 6in across. An impression to face the rising sun.
in the stone indicates that something is supposed to fit there, perhaps a
triangular-shaped tile. However, the tile is missing. There is nothing else For three full days I stumbled
here. The intersection is empty, with no clues to be found. toward a destiny unknown.
If the characters replace the various components and reconnect the tile, Wayward path I must make right
refer to Area 5C-11. and walk one more day alone.

To the stars I reach my hand


5C-8. Flesh and Stone and seek what can’t be seen.
Close my fingers in the air
The floor of this room is a sunken pit, 10ft deep. A steel ladder leads and find what’s in between.
down into the pit. Waiting solemnly against one of the pit’s walls is a bat-
tered stone golem, its huge fists permanently clenched, its thick granite This poem indicates how the characters can discover one of the 3 tile
body chipped from countless conflicts. In the center of the golem’s fore- pieces required to complete the triangle in Area 5C-7. From the column
head is 1 of the 3 fragments required to complete the tile in Area 5C-7. in the center of the room, they should turn to the east (“face the rising
The only means of removing the fragment is by defeating the golem in sun”) and take 3 steps (“three full days I stumbled”), then turn to the right
physical combat. (“wayward path I must make right”). At that point, they should lift a hand
A force field over the pit prevents all non-living matter from entering; in (“to the stars I reach my hand”). Hanging invisibly from the ceiling by a
addition to equipment, this also includes holy symbols, magic items, and harpy’s hair is one of the 3 tile segments. It dangles 1ft from the ceiling
material components. A man clad in armor could walk across the top of the and 7ft from the floor, so that it goes unnoticed during a search unless one
pit, suspended by the invisible barrier. Should he remove his armor, gear, of the characters follows the plaque’s instructions and reaches up to find it.
and weapons, he would fall naked into the pit, in which case the golem
immediately animates and attacks. Particularly stalwart characters might
opt to face the golem in this manner, mano a mano, but there is another
option: down in the pit, opposite the stone golem, is a motionless flesh
5C-10. Shadow and Dust
golem, a 7ft automaton of stitched-together and mismatched body parts. Standing at the back of this room, opposite the doorway, is a 7ft-tall
The flesh golem wears an iron band around its head. A matching iron band figure in a tattered black robe, its deep cowl revealing a void where its face
rests just inside the room’s doorway. Anyone donning this control device should be. The figure has no hands yet holds a balance in front of it. On
immediately “sees” through the golem’s eyes and controls its body. In one of the balance’s trays is a pile of dust. On the other tray is one of the
effect, the wearer becomes the flesh golem and may engage the stone go- 3 fragments of the missing tile from Area 5C-7.
lem to secure the tile segment. A stone golem is naturally more powerful This unmoving figure is a manifestation of Death. If the balance of its
than its flesh-made counterpart, so the wearer may have to be cunning in scales is disrupted, it attacks. To retrieve the tile shard without provoking
combat to assure success. Optionally, the wearer may work in concert with Death, the characters will need to find a creative solution for ensuring that
other characters who elect to disrobe and fight the stone golem as a team. equilibrium is maintained. The possibilities are manifold but include at
Note that these special golems lack immunity to non-magical weapons, so least two obvious options:
they can be injured by all standard, unarmed attacks. The Fast Swap: The characters can guess the fragment’s weight by
rolling 4d6 below their intelligence, unless they already possess a frag-
Flesh Golem: HD 8; HP 40; AC 9[10]; Atk 2 fists (2d8); Move ment, in which case no check is required. If they use an item of equal
8; Save 8; AL N; CL/XP 12/2000; Special: healed by lightning,
immune to most magic. (Monstrosities 219)

Stone Golem: HD 15; HP 60; AC 5[14]; Atk fist (3d8); Move 6;


Save 3; AL N; CL/XP 16/3200; Special: immune to most magic.
(Monstrosities 222)

5C-9. Fire and Water


Steam rolls out from this room, confronting the characters well before
they enter. The steam is warm but not uncomfortably so. It reduces visibil-
ity to 5ft. Inside the room, the steam is even thicker, so that it’s impossible
to see more than 1ft in any direction. Waving shields or other suitable
objects momentarily clears the steam and restores vision to 5ft, enabling
the characters to make sense of the room as they investigate it.
Two piles of magically heated stones beneath the floor create the steam.
An underground creek has been diverted across the stones, causing great
sheets of steam to billow up through a pair of vents in opposite corners.
Each vent is 5ft x 5ft. The steam can be contained if these vents are some-
how covered. Many other means, both magical and mundane, exist for
dealing with the steam. But the characters will need to clear enough of it to
allow them to read a moisture-covered steel placard mounted to a column
in the middle of the room:

In the fog I woke to find


I’d lost the thing I sought.
I searched the room around me
but all was done for naught.

I wept a tear for lovers


lost and all I’d left undone.
Bound to fate I turned around
57
Rappan Athuk
weight to the tile, rolling 4d6 below their dexterity allows them to grab the sleep effect, or perhaps they simply remain motionless and nonthreaten-
tile piece and rapidly replace it without inciting Death. ing. The door is not locked. The hunting lodge contains 6 comfortable
The Support Structure: The characters can rig a support of some kind cots, cooking implements, a handsome fireplace, and walls adorned with
below the dust tray so that it doesn’t sink when the shard is removed. If the an artful display of furs, pelts, and antlers. The lodge’s interior is utilitari-
Referee deems that the characters have given this apparatus enough time an but charming. A trapdoor under a bearskin rug leads down to small to-
and consideration, it works on a successful save. bacco cellar where 12 wooden boxes of fine tobacco are kept in a constant
cool and natural humidor. If the characters leave the lodge and continue
Death: HD 8; HP 40; AC –5[24]; Atk invisible claw (2d10); Move exploring, the Referee should fabricate similar encounters: crystal caves,
9; Save NA (always succeeds in saving throws); AL C; CL/XP brooks teeming with fish, and the campsites of long-gone soldiers. In the-
17/3500; Special: magic resistance (100%), always strikes last, ory, this could go on indefinitely. The characters will do one of 3 things:
never misses, anyone slain by Death cannot be restored to (1) backtrack and return to the stairs; (2) wander the illusory woods; (3)
life by less than a wish. overcome the illusion (refer to Defeating the Illusions). The Referee
should subtly give the characters the impression that this forest might in-
Tactics: Death always attacks last in any combat round but never miss- deed be limitless, as the planes are infinite in size; a traveler could literally
es. It strikes methodically and without malice or sound. If the characters walk forever and never reach the edge.
flee, Death pursues. Those killed by Death are permanently destroyed. Traveling the South Path: After traveling a few hundred yards, the
path becomes a neatly cobbled lane, and the forest gives way to a dry
plain of low, pale grass. A metal sign ahead is painted in precise letter-
5C-11. The Cylindrical Staircase ing: JORCA WAY 12. The plains extend in all directions for as far as the
characters can see, even if one of them uses fly or similar means to gain a
When the third and final shard is placed in the impression in the floor higher vantage point. Like the forest found along the northern path, this
and the triangular tile is restored, a spiral-shaped pit instantly appears. landscape is endless; anyone who wanders off the cobbled street could
The character who places the tile must make a saving throw to jump back walk forever without finding anything but scrub plain, a few snakes, and
or tumble down the spiral staircase that appears in the pit a moment later, field mice. The only way to progress is to follow the road.
taking 6d6 points of damage until finally getting snared on one of the hard The characters must march 12 miles in order to find anything but grass
stone steps, about 60ft down. Whether they fall or take the stairs normally, and the occasional prairie dog. On foot and without magical aid, this jour-
the characters advance to Area 5C-12. The staircase remains once acti- ney requires one full day. During this time, the sun barely moves across
vated, so the characters may ascend and return to the maze and continue the sky. Travelers making camp after a day’s travel need to sleep under
through Rappan Athuk at any time. a sunny, open sky. Clearly, something strange is afoot, but the powerful
illusions will hold up to any scrutiny short of true seeing (as per a gem

5C-12. The Never-Ending Journey


of seeing). The lich hopes to dissuade visitors simply by boring them to
the point of turning back. If they persist, however, the characters eventu-
ally come to the point where the cobbled road terminates at the base of
As the characters descend the stairs, they pass through a cool white a bare granite hill. In the face of the hill is a door made of stone. Behind
mist that has no source and cannot be parted or dispelled. Weird sounds the door is a broom closet. The room is 3ft by 3ft, with wooden walls,
emanate from the distance, and observant characters perceive other subtle floor, and ceiling, crammed from floor to ceiling with cleaning supplies,
changes: the scent of old stone is replaced with one of fresh vegetation; excess cookware, and hundreds of small household items. This tiny room
the atmosphere feels lighter, crisper; a faint charge of static electricity is not an illusion, marking that point where the lich’s magic gives way to
excites the air. These sensations make it impossible to determine the exact reality. When the door is opened, half a dozen objects tumble out, includ-
distance traveled on the stairs. A few steps later, the characters emerge ing wooden tankards, metal serving trays, and 2 brooms. If the characters
from the mist at the bottom of the steps in a forest. make it a point to clear out this collection of goods, they find no other
This glade is deep green and ancient, with boughs bent overhead and doors in the tiny room, only the word JORCA painted on the wall. Nothing
blocking all but a few golden arrows of sunlight. The forest floor is soft else is here.
underfoot, covered in layer upon layer of composted soil. The leaves of Defeating the Illusions: Unless the characters specifically state their
these massive trees are the size of shields. Small animals dart up and down intention to use some sort of magic on their surroundings, the illusory
2 worn paths that vanish to the north and south into the shadowy but not landscapes remain perfectly intact and effective. Physical manipulation
unpleasant forest. alone reveals nothing. The lich has applied various magic mouth spells
The characters may believe that they have traveled between worlds or — each commanded to never speak — thus causing certain portions of
moved to an extraplanar space. The Referee should reinforce these beliefs the false environments to glow if the characters use detect magic, so that
without going so far as confirming them. In fact, the “forest” is a series of the trees, fungi, or animals appear to be magical. This is intended to un-
powerful illusions placed here by the lich in Area 5C-14. The lich has had derscore the idea that the characters have traveled to a different plane of
centuries to construct this trap and infuse it with a semblance of life, using existence, one in which the very earth and sky might be magical — rather
combinations of distance distortion, programmed illusion, and permanent than the entire thing being a façade. Casting dispel magic causes the near-
illusion, as well as more exotic spells like tempus fugit and mirage arcane. est magic mouth to fade. The only magical means of penetrating these
The lich intends for any unwelcome visitor to wander endlessly and even- layers of illusions is with a gem of seeing or similar magic, which reveals
tually give up, returning by the stairs from which they came. In reality, this a mundane hallway and a plain door leading to either Area 5C-13 (south
room and its two hallways are simple, unadorned stone. path) or Area 5C-14 (north path).
Traveling the North Path: Both paths lead far into the woods. The Each path, north and south, also contains one physical means of thwart-
game trail on the north winds lazily through the trees for miles, taking ing the illusions. Though the lich has spent several lifetimes perfecting his
the characters on a tour of a peaceful and generations-old woodland. A phantasmal environments, he overlooked 2 small places. In the hunting
freshwater stream is home to small, silvery fish. Deer bolt away when lodge, behind one of the tobacco boxes on the lowest shelf is a patch
anyone draws too close, and if they are killed and field-dressed, their meat of wall that is blank — a white void that looks like clean paper. It’s like
can be consumed to provide entirely false nourishment to those who eat something that is unfinished; it cannot be touched or manipulated, but it
it. Movement rates are trimmed by 25% in this thick environment. After clearly indicates an anomaly and might be a clue that the lodge is not what
traveling for what feels to be at least 5 miles, the characters discover hu- it appears. If the characters suspect an illusion and actively state their
manoid footprints. Anyone successfully tracking these prints finds a hunt- intention to disbelieve what their eyes are telling them, the phantasms fall
ing lodge built into the side of a grass-covered hill. A pair of huge toad- away, revealing the library of Area 5C-13. Likewise, in the broom closet,
stools flank the wide wooden door. a successful search for secret doors reveals the outline of an exit obscured
The toadstools — like everything else here — are not real, so the by the last of the lich’s misdirection magic. Beyond this door is the am-
Referee may have them respond in any way if the characters probe them. phitheater of Area 5C-14.
Perhaps they expel spores that force a saving throw to avoid a powerful
58
LEvel 5C: Syanngg a Song
Moments after the characters arrive, the heavy steel gates near the stage
5C-13. The Library are drawn open by unseen capstans; chains can be heard grinding against
the interior of the walls. As the gates part, musicians enter the amphi-
This sizable library, 85ft by 65ft, features 3 levels of shelving that rise theater and make their way toward the stage. Nearly 50 of them enter,
30ft to the ceiling. The upper levels are accessible via a pair of rolling lad- each clad in worn dresses and social finery that is long out of fashion.
ders. Aisles of books share space with half a dozen small desks and com- Among them are humans, elves, halflings, as well as humanoids from ex-
fortable reading chairs. Blue-shaded lamps glow with muted continual traplanar realms and other worlds. They speak quietly among themselves,
light. Thousands upon thousands of volumes written in several different none meeting the gaze of the figure that awaits them on the conductor’s
languages and featuring nearly every topic imaginable can be found here. pedestal. None seems particularly happy joining the orchestra. They take
In the center of the room is a pedestal topped by an indestructible glass their seats with resignation, picking up their instruments and warming up
dome. Inside this protective display case is a floating, slowly rotating to play.
glass inkwell, half full of radiant ink. The dome is fastened permanently A few minutes later, with a rap of a baton, the musicians begin to play.
to the pedestal. It can be unlocked only via a tiny round keyhole. It looks Powerful music, at times both compelling and mournful, shakes the am-
like the key must be some long, narrow, needle-like object. The pedestal phitheater and fills the sky with sound. These musicians are truly master-
and its glass top are heavily fortified by magic and cannot be manipulated ful, guided by a relentless orchestral leader on the pedestal. But they are
in any way without the proper key, which happens to be the baton held by also clearly dispirited. Even while playing, they look at the characters
the Conductor in Area 5C-14. with pleading eyes. If the characters take a seat in the vast theater, they
The library is attended by a ghost, the damned spirit of a scribe who can spend the remainder of the day watching the remarkable performance.
came here to steal but was slain by the lich in Area 5C-14. If they interrupt in any way, the baton clicks several times, and the musi-
cians fall silent while the interlopers are addressed.
Ghost: HD 5; HP 25; AC 0[19]; Atk withering touch (2d6+3); The Conductor: The director of the symphony is a lich known as
Move 0 (fly 12); Save 12; AL C; CL/ XP 7/1100; Special: the Conductor. Unlike other ancient undead, whose decaying bodies
horrifying visage (ages target 1d4 x 10 years unless save is are outward symbols of their damned souls, the Conductor appears as
made); possession (the ghost can take over a mortal body a fit middle-aged elf with gray at his temples and a few wrinkles around
like a magic jar spell if a save at +1 is failed). his lively eyes; these are illusions covering his horridly withered body.
He is dressed as a maestro, his black
Tactics: The ghost attempts to frighten trespassers by whispering coat sporting tails, his ascot a cheer-
strange words or ruffling book pages. If the characters begin to explore ful red. Though his knuckles are a bit
the shelves and remove books to peruse them, the ghost tries to possess inflamed from arthritis, he is otherwise
one of them, then attacks the rest in its hijacked body. If that fails, it relies in proper form, his baton either pinched
on its horrifying visage to terrify or age the characters. between his long fingers or tucked under his
Treasure: The ink is magical, and can be used as the base material for arm. The Conductor was born more than 5000
scribing scrolls, or any other uses the Referee feels are appropriate to their years ago in a land so distant that he can barely
campaign. The various magical texts here are scattered throughout the recall the scent of its golden shores, long before men
library, occupying random places on the many shelves. The only way to and orcs populated this region. He amassed enough mag-
locate them is by using detect magic while the character walks the aisles ical might that he was able to thwart death, and he has lived
and scans the spines. A complete tour of the library requires 1d4 x 10 min- as a lich for millennia. After traveling the planes and beholding
utes, which might exceed the duration of detect magic, thus requiring countless wonders and nightmares, he finally quenched his thirst
several uses of the spell to reveal all the magic books: for magic and settled down in these dark warrens to pursue his only
2 remaining passions: music and knowledge. He has little interest in the
• Mathematics and Manipulations (this is a manual of go- characters’ affairs and views them as inconsequential insects. He wants
lems [flesh]) them to go away and leave him in peace, but he will eradicate them as
casually as he would swat a mosquito if they prove troublesome. If the
• “A Visionary’s Delight” and other Poems (the Conductor is slain, all illusions in these areas disappear.
book is hollow and contains a pair of steel-
rimmed spectacles that grant the ability to The Conductor, Lich (MU18): HP 40; AC –3[22]; Atk touch
read magic 1/day) (1d10 plus automatic paralysis); Move 6; Save 3; AL C; CL/XP
• The Picaresque Days of Montlin 21/4700; Special: appearance causes paralytic fear, touch
Geylvo (embedded in this travelogue causes automatic paralysis, spells (6/6/6/6/6/5/2/2/1):
of purple prose and ill-conceived Spells: 1st—detect magic, magic missile (x2), read
similes are the spells passwall languages, read magic; 2nd—invisibility (x4), mirror
and rope trick) image, phantasmal force; 3rd—dispel magic, fireball
(x2), fly, lightning bolt (x2); 4th—confusion, dimension
• Religious Dogma Through
door (x2), hallucinatory terrain, wall of fire, wall of ice;
the Ages: A Complete Treatise (842 pages long; reading the entire te-
5th—advanced illusion*, conjuration of elementals,
dious book increases wisdom permanently by +1)
distance distortion*, feeblemind, teleport, tempus fugit*;
• A Volume of Vacuum (opening this book creates a rift to the void 6th—disintegrate, mirage arcane*, permanent illusion*,
of deep space; the opener must succeed on an open door check or be programmed illusion*, project image; 7th—limited wish,
sucked into a weightless vacuum several thousand miles from the near- power word, stun; 8th—permanency, power word,
est world; the book shuts automatically after a few seconds) blind; 9th—time stop.
Equipment: baton to open the glass case at Area 5C-
13, ring of protection +3.
5C-14. The Amphitheater *see The Conductor’s Spellbook at Area 5C-16.

The door opens onto the upper level of a breathtaking, open-air amphi- Parley: If anyone uses detect evil or similar magic, the Conductor radi-
theater — though this bright sky is yet another illusion. The characters ates such blackness that the character is hit with a powerful mental feed-
stand on the highest of 20 risers, each featuring stone benches that form back that causes an instant headache. Despite his obvious megalomania,
a half-circle around an impressive stage. Though the seating could easily the Conductor is open to conversation, as he has few opportunities for dis-
accommodate hundreds of spectators, the place is all but deserted. Three course these days. He orders his musicians to return to their compound at
stairs connect one riser to the next, so the characters can descend to the Area 5C-15 while he listens to whatever the characters say, which might
stage at ground level.
59
Rappan Athuk
involve one or more of these topics: book on hand, it can be traded to the Conductor in exchange for the baton
1. Setting the Prisoners Free: The musicians are held here indefinitely, or for the release of the prisoners. Optionally, a musically inclined char-
taken from their homes across the multiverse. If the characters express acter can volunteer to perform, in which case the Conductor gladly takes
concern about this situation, the Conductor simply shrugs. He cannot a seat to listen. After the performance, he gives the characters what they
perceive why his actions would be considered wrong. In his mind, he is ask. Only these 2 trade items suffice. Anything else is simply ignored. If
no more guilty for imprisoning 50 innocent people than he would be for the characters bring arms against him or attempt to free the prisoners, the
keeping a collection of ants in a box. He refuses all requests to release the Conductor acts swiftly.
captives. Tactics: The Conductor’s first action is always to use teleport to a door-
2. Obtaining the Baton: If the characters have visited Area 5C-13 and less, airless chamber below the stage, Area 5C-16. Once safely there, he
determined that they need the baton to unlock the glass dome and access casts invisibility. He then leaves the room via dimension door and hunts
the inkwell, they might try to persuade the Conductor to give it to them. the characters down, attempting to kill them without revealing himself. He
He denies their request, as he simply doesn’t wish to relinquish it. also depends heavily on illusions to misdirect the characters’ attacks, es-
3. Other Business: Creative players may devise various reasons for pecially project image. He hurls fireball and lightning bolt from far away
their characters to converse with the Conductor. They might seek knowl- to avoid immediate contact from melee attacks. If pressed, he uses time
edge of Rappan Athuk or simply be curious about the magical environ- stop and then slays anyone frozen between ticks of the clock.
ment of this level of the dungeon. The Conductor is willing to exchange Guest Entrance: A hidden closet door hides an almost-unknown tun-
spells with magic-users or even items from his personal treasury, if he is nel leading to Level 4C, Area 4C-18. Azraggad uses this narrow natural
receiving something fitting in return. He doesn’t consider the characters route to correspond with the Conductor on musical matters.
a threat. But if they make demands, he sighs and orders them to leave. If
they refuse, he disposes of them.
Sealing the Deal: The characters can offer the Conductor only two
things that placate him: a book he hasn’t read or a song he hasn’t heard. If
5C-15. Prisoner Enclave
one of the characters has acquired a book during his travels and has that This walled area encloses the community where the prisoners reside.

The Conductor’s Spellbook


In addition to the listed spells, the Conductor also knows several nourishment and a stream of water can cool a dry throat. If the caster
unique illusions, all of which are recorded in a large book with glass doesn’t maintain concentration, the mirage arcane fades after 6 turns +
covers. 1 turn per level. If the caster concentrates, the spell remains indefinite-
ly. In either event, all attempts to disbelieve a mirage arcane are made
Advanced Illusion at –2. This spell can be combined with permanency.
Spell Level: Magic-user, 5th level
Range: 60ft + 10ft per level Permanent Illusion
Duration: 1 round per level Spell Level: Magic-user, 6th level
Range: 10ft per level
This spell is an improved phantasmal force that doesn’t require the Duration: Permanent
caster’s concentration. The spell has full audio, visual, tactile, thermal,
and olfactory effects. Like phantasmal force, this spell can cause dam- This spell is an improved phantasmal force that is permanent,
age if not disbelieved. If used to duplicate a spell effect, it can cause up though still subject to dispel magic. The spell has full audio, visual,
to 3d6 points of real damage. tactile, thermal, and olfactory effects. Like phantasmal force, this spell
can cause damage if not disbelieved.
Distance Distortion
Spell Level: Magic-user, 5th level Programmed Illusion
Range: 10ft per level Spell Level: Magic-user, 6th level
Duration: 1 turn per level Range: 10ft per level
Duration: 1 round per level after being triggered
This difficult spell first requires the presence of an earth elemental,
usually brought into service by the spell conjuration of elementals. This spell allows the caster to arrange a predetermined phantasmal
The magic-user forces the elemental to alter the spatial geography of force that activates only when a specified action takes place, such as
an area up to 100 square feet per level, either doubling or halving those a visitor entering a certain room. This spell can be combined with
dimensions. Thus, a 12th-level caster could transform a 10 x 120 hall- permanency.
way so that anyone passing through it would experience either a 10 x
60 hallway or a 10 x 240 hallway or any other combination of those Tempus Fugit
dimensions. The change is impossible to detect short of true seeing (as Spell Level: Magic-user, 5th level
per a gem of seeing). When the duration expires, the earth elemental re- Range: 10ft
turns to its home plane. This spell can be combined with permanency. Duration: 1 hour per level

Mirage Arcane Anyone within 10ft when this spell is cast believes that time is
Spell Level: Magic-user, 6th level moving at a much different rate. For every 1 turn in the spell’s area
Range: 10ft per level of effect, affected creatures perceive the passing of 1 full hour. All
Duration: special bodily functions, food and water needs, healing, and spell memori-
zation requirements subscribe to the accelerated time, so that 4 hours
This powerful illusion allows the caster to redesign any interior spent under the spell’s effects feel like 1 complete day. The spell can
or exterior space in a radius equal to 10ft per caster level. The limits be reversed so that 1 day seems like only 4 hours, and an hour feels
of this design are subject only to the caster’s imagination. Any scene like only 10 minutes have passed. In either case, those successfully
can be fully simulated, down to the smallest detail. The illusion offers disbelieving the illusion are not affected. This spell can be combined
a full sensory experience so powerful that fabricated food provides with permanency.

60
LEvel 5C: Syanngg a Song
Like the “open-air” amphitheater itself, the sunny sky here is an illusion.
Many of the musicians have been here for decades. Their living quar-
ters are comfortable, and all their needs are met and even exceeded. The
large compound includes comfortable living areas, spacious recreational
grounds, a library, a woodshop, a nondenominational shrine, and several
species of free-roaming animals — most of which are not depicted on the
map. Artificial sunshine is provided by a magical light that automatically
dims and brightens on a 24-hour cycle. The illusory weather is always
perfect — maddeningly so.
The musicians are not trained combatants and stand no chance against
the Conductor, so the characters will not be able to persuade them to re-
volt. However, they are quite keen on the idea of escaping back to their
homes, so they aid the characters as much as they can without catching
the eye of their captor.

5C-16. The Conductor’s Retreat


A successful search for secret doors reveals a hollow sound emanating
from the stage floor. No door exists. The Conductor simply teleports here
as needed. The only way to access this space other than by magic is to pry
up the stage floorboards and then dig through 6in of stone. The chamber
itself is a plain 20ft x 20ft cube of solid stone, in the center of which stands
an elaborate throne made of twisted silver, with armrests of hardened
salt and a headrest made from the inflated lung of a slain demigod. This
mighty chair weighs 740 pounds and radiates powerful chaos. Any law-
ful-aligned character daring to take a seat must make an immediate save.
Failure means the character dies instantly as all the salt is removed from
his body. Success indicates the character gains mastery over the chair and
may command its two primary functions: a potent scrying ability and as-
tral spell. The scrying is per a crystal ball. The astral spell may be used 1/
day. Unless the characters possess some extraordinary means of taking the
throne with them, the chair cannot be moved from this place.
Treasure: Stacked neatly around the throne are a few oddities the
Conductor has acquired during his long tenure as a lich:
• 4923gp
• 17 gold alloy bars weighing 10 pounds and worth 250gp each
• metal-bound manual of golems (iron)
• potion of undead healing (restores an undead to full hit points but
has no effect on others)
• The Conductor’s Spellbook (see Sidebox)

61
Rappan Athuk

Appendix A:
Bestiary
New Monsters Embodiments of the Profane Tides
Armor Class: 0[20]
Hit Dice: 5 (30hp)
Angel, Fidele Attacks: longsword (1d8)
Saving Throw: 12
Hit Dice: 6 Special: magic resistance (25%)
Armor Class: 5[14] Move: 9
Attacks: +1 longsword (1d8+1) or +1 longbow (1d6+1) or 2 Alignment: Chaotic
claws (1d4+1) and beak (1d6+1) Number Encountered: 11
Saving Throw: 11 Challenge Level/XP: 8/800
Special: change shape, companion, immune to acid and
cold, magic resistance (20%), magical abilities These extraplanar beings are minor manifestations of a little-known
Move: 18 (fly 18) demigod of water and chaos that has faded from memory. They always
Alignment: Law appear 11 at a time, wielding longswords and clad in black. Their skin is
Number Encountered: 1 as impenetrable as stone. Their faces all appear as different expressions of
Challenge Level/XP: 11/1700 fear, pain, or rage.
What appears to be a mated pair of animals changes shape into two Embodiments of the Eleven Profane Tides: HD 5; HP 30; AC
angels. Their humanoid forms still bear some marks of their animal selves. 0[20]; Atk longsword (1d8); Move 9; Save 12; AL C; CL/XP
They move in perfect harmony. Fidele angels form from souls so devot- 8/800; Special: magic resistance (25%).
ed to each other that their love transcends death. The angels can change
shape between winged angel form, its original mortal form, and that of
an eagle. Its statistics are the same in each form, with the exception of its
attacks in eagle form (claws and beak). Fidele angels maintain awareness
Herald of Darkness
of their mate’s disposition and health; damage taken by one is split evenly Hit Dice: 5
between both, with the original target of the attack taking the extra point Armor Class: 4[15]
when damage doesn’t divide evenly. Any other baneful effect, affects both Attacks: shadow sword (1d6+2) or corrupting touch
equally. If separated from its mate, each fidele angel can use both plane Saving Throw: 12
shift and teleport 1/day to reunite. Fidele angels are never voluntarily Special: corrupting touch, immune to cold, lightning, paralysis,
without their partners. No magical effect or power can cause a fidele angel poison, shadow form
to act against its mate, and no charm or magical effect can cause them to Move: 12 (fly 18)
leave their side or to change their feelings of love and loyalty toward each Alignment: Chaos
other. Fidele angels can cast light and purify food and drink at will. 3/ Number Encountered: 1
day they can cast cure light wounds, and 1/day cast bless, detect evil and Challenge Level/XP: 8/800
protection from evil.
Stunningly tall and beautiful fiends, the heralds of darkness resemble
Fidele Angel: HD 6; AC 5[14]; Atk +1 longsword (1d8+1) or dark-haired fey wearing cloaks and armor glittering with dark light and
+1 longbow (1d6+1) or 2 claws (1d4+1) and beak (1d6+1); often surrounded by a nimbus of pale green fire.
Move 18 (fly 18); Save 11; AL L; CL/XP 11/1700; Special: Heralds of darkness speak in fluid tones and sing with the voices of
change shape, companion, immune to acid and cold, angels, but their hearts are foul and treacherous. Heralds of darkness typ-
magic resistance (20%), magical abilities. ically attack with their shadow swords, inflicting terrible wounds with
the dark blades and paralyzing foes for 1d6 rounds, unless they make a
The Fidele Angel originally appears in The Tome of Beasts 5E from successful save. The touch of a herald rots wood, leather, copper, iron,
Kobold Press. or paper objects in 1d3 rounds; magic items must roll a 12 or higher on
1d20 to resist.

Herald of Darkness: HD 5; AC 4[15]; Atk shadow sword (1d6+2)


or corrupting touch; Move 12 (fly 18); Save 12; AL C; CL/XP
8/800; Special: corrupting touch, immune to cold, lightning,
paralysis, poison, shadow form.

The Herald of Darkness originally appears in The Tome of Beasts 5E


from Kobold Press.

62
Appendix A: Bestiary
Sahuagin, Mutant Water Weird
Hit Dice: 4+1 Hit Dice: 3–5
Armor Class: 5[14] Armor Class: 2[17]
Attacks: 4 claws (1d4) and bite (1d6+1) or weapon (1d8) Attack: strike (1d6 plus grabbing and drowning)
Saving Throw: 13 Saving Throw: 14, 13, or 12
Special: fighting frenzy Special: control water elemental, resistance to damage,
Move: 12 (swim 18) resistance to fire (50%), reform body
Alignment: Chaos Move: 12 (swim 12)
Number Encountered: 1 or 1d10 (lair) Alignment: Chaos
Challenge Level/XP: 6/400 Number Encountered: 1
Challenge Level/XP: 7/600, 8/800, or 1100
Typical sahuagin are fish-men with a lamprey’s round mouth filled
with shark-like teeth. They live in salt water, sometimes at considerable The water weird is an evil watery, snake-like creature summoned to the
depths, and raid the surface world for plunder and sport. However, 1 in Material Plane by a chaotic spellcaster. They are often employed as guards
100 sahuagin are born with 4 arms, and (raising many questions) 1 in to watch over the spellcaster or his belongings. When summoned, a water
100 sahuagin are born identical in all respects to a sea elf. The mutant, weird appears in a large pool of water where it makes its lair, and it cannot
4-armed sahuagin at taller, stronger, and more feral looking than others leave this pool. The water weird appears as a 10ft long (or longer) snake-
of their race. Four-armed sahuagin have great shark-like mouths and can like creature composed entirely of water. Other than its snake-like body,
bite a man-sized creature nearly in half! Many sahuagin mutants carry its only distinguishing features are its slitted eyes and its large mouth.
entangling nets used to ensnare opponents to save for later sport or food. Water weirds hate all living non-water-based creatures and attack them
If a sahuagin draws blood in combat, there is a 75% chance it flies into a on sight. Though intelligent, water weirds never speak, at least to those of
fighting frenzy, gaining +1 on all attack rolls until all opponents are dead. any other race. Whether they communicate with one another is completely
The sahuagin in a frenzy cannot stop attacks. unknown. The water weird can take control of a water elemental that is
Sahuagin mutants have between 4 and 8 hit dice, and many become within 30ft by succeeding on a saving throw. If the elemental is being con-
leaders of their respective tribes. trolled by another creature, the water weird and current controller make
opposed saving throws with the one rolling best gaining control of the ele-
Sahuagin, Mutant Four-Armed: HD 4+1; AC 5[14]; Atk 4 claws mental for that round. Victims struck by a water weird’s attack must make
(1d3) and bite (1d6+1) or weapon (1d8); Move 12 (swim a saving throw or be grappled and pulled into the water. Characters unable
18); Save 13; AL C; CL/XP 6/400; Special: fighting frenzy. to breath underwater take 1d6 points of damage the first round, 3d6 the
second, 6d6 the third, until they reach 0 hit points and die. Water weirds
suffer only 1 hit point of damage form edged weapons; blunt weapons
Spider, Ghostwalk strike normally.
When the weird is reduced to 0 hit points or less, it collapses back into
Hit Dice: 7 the water. Two rounds later, it reforms at full strength (minus any damage
Armor Class: 4[15] suffered from a purify food and drink spell). Cold-based effects slow the
Attacks: bite (2d6 plus poison) water weird (as the spell of the same name) for a number of rounds equal
Saving Throw: 9 to the caster’s level. A purify food and drink spell deals 1d4 points of dam-
Special: darkvision 60ft, ghostwalk, lethal poison (save or die), age per caster level to the water weird. These hit points are not regained
snare when the water weird reforms.
Move: 18 (climb 18)
Alignment: Chaos Water Weird: HD 4; AC 3[16]; Atk strike (1d6 plus grabbing and
Number Encountered: 1 drowning); Move 12 (swim 12); Save 13; AL C; CL/XP 8/800;
Challenge Level/XP: 11/1700 Special: control water elemental, resistance to damage,
resistance to fire (50%), reform body.
A pasty-white spider the size of a horse with dull eyes that fix on you
as it fades from sight with a ghostly blue shimmer. Ghostwalk spiders
are malevolent hunters that sprang from misguided experiments on phase
spiders. They are spindly, emaciated things all but devoid of color. The
spider is 8 feet in diameter (including legs) and weighs 500 pounds. A
ghostwalk spider can shift out of phase with its surroundings similar to a
phase spider. While out of phase, the ghostwalk spider can only be hit by
ethereal creatures. While out of phase, instead of physically attacking with
its poisonous bite, a ghostwalk spider may snare one target creature with a
missile attack. If the attack succeeds, that target is covered in ghostly web-
bing and paralyzed until broken out of. It requires an open door check at
–1, or the webs can be hacked through (AC 9[10], 5 hp) to free the target.

Ghostwalk Spider: HD 7; AC 4[15]; Atk bite (2d6 plus poison);


Move 18 (climb 18); Save 9; AL C; CL/XP 11/1700; Special:
darkvision 60ft, ghostwalk, lethal poison (save or die), snare.

The Ghostwalk Spider originally appears in The Tome of Beasts 5E


from Kobold Press.

63
Rappan Athuk

Appendix B:
Referee’s Guide
New Magic Items Serpent Hood
This rough burlap bag looks poorly stitched, embroidered with a crude

Hendecagon
caricature of a snake’s head. This potent magic item is nearly indestructi-
ble, and it has been passed down through generations of malevolent own-
ers. Anyone donning the hood can see through the snake’s eyes with dark-
This magic item serves as the holy symbol for followers of the Eleven vision to a range of 60ft; they can hear through the snake’s ears by sensing
Profane Tides, though it may be used by any cleric who successfully di- vibrations out to 120ft; finally, they can hiss with the snake’s mouth, caus-
vines its powers. It grants the user access to the following magical abil- ing an illusory forked tongue to appear and a cone of fear affecting those
ities: purify water (1/day), create water (1/week), water breathing (1/ up to 30ft away. The serpent hood’s fear ability may be used once per day.
month). However, using an item of chaos is not without its perils. Each
time one of the hendecagon’s powers is used, there is an 11% chance
that the spell misfires, filling the user’s lungs with water. This causes 1d6
points of immediate damage and renders the character immobile for the
Staff of the Shoreline Dead
next 2d4 rounds as they drop to their knees, violently expel the water, and This staff’s single purpose is to command the infamous Army of the
recover from the experience. Shoreline Dead. The members of this skeletal fighting force are believed
to have been among the first settlers in the area around Rappan Athuk,

Maudra’s music box


and among its first victims. They died on or near the shore on which they
arrived, falling prey to disease, in-fighting, native hazards, and sahuagin
raids. The staff is 6ft long and made entirely of magically reinforced
This cherrywood box, 4in x 6in, features meticulously wrought hing- glass. Anyone holding it may expend charges to conjure skeletons from
es and an intricate lock. Atop the box is pure crystal figure of a faceless the Army; each charge causes 1d6 skeletons to appear within 10ft, to be
humanoid female in a long gown. The crystal is perfectly transparent. commanded by the user for the next 1d4+1 turns, after which time they
Looking through it has the effect of making the view appear upside-down collapse into piles of bones. When discovered, the staff of the Shoreline
to the observer. Crafted by the by Un-Witch Maudra, this box can be Dead has 6d10 charges.
opened only if a drop of the opener’s blood is placed on the magic lock.
When the box is opened, a haunting waltz begins to play, though the box

New Items
is empty and contains no mechanism for music. While the music plays,
the crystal figure slowly rotates, doing so for the next 3 rounds. While
the figure moves, whoever holds Maudra’s music box may call upon any
combination of these powers, one per round:
• invisibility Fog Muzzle
• polymorph self One of the more ingenious non-magical gadgets the wererats have
• project image collected through the years, the fog muzzle is made of tanned hippogriff
The box may be opened only once per day. It closes automatically af- hide, carefully boiled and shaped to fit snugly over the face. The wearer’s
ter 3 rounds, the music fading. Maudra empowered the box with bestow eyes are protected by 2 round glass lenses, sealed in their sockets with a
curse, so that anyone who calls upon its powers might be met with a grim watertight glue manufactured from a mixture of organic saps and honey
fate unless they succeed in a saving throw every time they attempt to use bee propolis. In place of a mouth, the fog muzzle is fitted with several
it. The curse has affected Vordoshad in such a way that the dragon’s scales slots that are the gills of sahuagins. These gills filter the noxious effects
and skin are no longer visible, and its breath weapon has become a cone of smoke and poisonous gasses, as well as the choking effects of sand
of sharpened glass shards. The curse may affect the characters in any way and other particulates. The fog muzzle is bound to the head by 2 pairs
that the Referee sees fit, but it usually involves some sort of transparency of leather straps, tied behind the neck and head. The lenses are glass and
or crystallization. easily damaged, and the fog muzzle provides no AC bonus. The gills must
be cleaned daily to keep them in working order.

Reckless Ember Sword Nihiloplasm


This black-bladed weapon is a flaming short sword +1. Using the weap-
on’s fiery power is not without its dangers, however. Whenever the ember Appearing as a dull green, viscous fluid that has the instant effect of
sword is carried in hand, the sword’s wielder is overcome with a need cause disease when it contacts living flesh. No saving throw is allowed.
to charge the nearest visible enemy. The wielder rushes forward, sword Nihiloplasm may be used as an ingredient in any number of malign magic
held high overhead, without regard to his or her own well-being, attacking items, but its primary purpose is to create skeletons and infuse them with
immediately upon arrival. Once this initial attack is complete, the com- negative energy so that they seek retribution on the living. For every cup
pulsion is gone, so that the wielder regains free will — at least until the of nihiloplasm poured onto the ground, 2d4 skeletons rise from the siz-
next enemy appears. zling liquid, their eye sockets burning the same dull green color as the un-
usual material that created them. On the round following their appearance,

64
Appendix B: Game master's Guide
the skeletons attack any living creature they see — including the person
who summoned them. The skeletons behave as standard undead of their
type. Despite the skeletons’ tendency to attack the nihiloplasm’s owner,
Permanent Illusion
clever users devise means of using the substance to their advantage. Spell Level: Magic-user, 6th level
Range: 10ft per level
Duration: Permanent

New Spells This spell is an improved phantasmal force that is permanent, though
still subject to dispel magic. The spell has full audio, visual, tactile, ther-

Advanced Illusion mal, and olfactory effects. Like phantasmal force, this spell can cause
damage if not disbelieved (2d6 points of damage).
Spell Level: Magic-user, 5th level
Range: 60ft + 10ft per level
Duration: 1 round per level Programmed Illusion
Spell Level: Magic-user, 6th level
This spell is an improved phantasmal force that doesn’t require the Range: 10ft per level
caster’s concentration. The spell has full audio, visual, tactile, thermal, Duration: 1 round per level after being triggered
and olfactory effects. Like phantasmal force, this spell can cause damage
if not disbelieved. If used to duplicate a spell effect, it can cause up to 3d6 This spell allows the caster to arrange a predetermined phantasmal
points of real damage. force that activates only when a specified action takes place, such as a vis-
itor entering a certain room. This spell can be combined with permanency.

Distance Distortion
Spell Level: Magic-user, 5th level Tempus Fugit
Range: 10ft per level Spell Level: Magic-user, 5th level
Duration: 1 turn per level Range: 10ft
Duration: 1 hour per level
This difficult spell first requires the presence of an earth elemental, usu-
ally brought into service by the spell conjuration of elementals. The mag- Anyone within 10ft when this spell is cast believes that time is moving
ic-user forces the elemental to alter the spatial geography of an area up at a much different rate. For every 1 turn in the spell’s area of effect, affect-
to 100 square feet per level, either doubling or halving those dimensions. ed creatures perceive the passing of 1 full hour. All bodily functions, food
Thus, a 12th-level caster could transform a 10 x 120 hallway so that any- and water needs, healing, and spell memorization requirements subscribe
one passing through it would experience either a 10 x 60 hallway or a 10 to the accelerated time, so that 4 hours spent under the spell’s effects feel
x 240 hallway or any other combination of those dimensions. The change like 1 complete day. The spell can be reversed so that 1 day seems like
is impossible to detect short of true seeing (as per a gem of seeing). When only 4 hours, and an hour feels like only 10 minutes have passed. In either
the duration expires, the earth elemental returns to its home plane. This case, those successfully disbelieving the illusion are not affected. This
spell can be combined with permanency. spell can be combined with permanency.

Mirage Arcane
Spell Level: Magic-user, 6th level
Range: 10ft per level
Duration: special

This powerful illusion allows the caster to redesign any interior or ex-
terior space in a radius equal to 10ft per caster level. The limits of this
design are subject only to the caster’s imagination. Any scene can be fully
simulated, down to the smallest detail. The illusion offers a full sensory
experience so powerful that fabricated food provides nourishment and a
stream of water can cool a dry throat. If the caster doesn’t maintain con-
centration, the mirage arcane fades after 6 turns + 1 turn per level. If
the caster concentrates, the spell remains indefinitely. In either event, all
attempts to disbelieve a mirage arcane are made at –2. This spell can be
combined with permanency.

65
Rappan Athuk

Legal Appendix
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designated as Product Identity as provided in section 1(e) of the Open over the prior art and any additional content clearly identified as Open
Game License: Any and all material or content that could be claimed as Game Content by the Contributor, and means any work covered by this
Product Identity pursuant to section 1(e), below, is hereby claimed as License, including translations and derivative works under copyright law,
product identity, including but not limited to: 1. The name “Frog God but specifically excludes Product Identity; (e) “Product Identity” means
Games” as well as all logos and identifying marks of Frog God Games, product and product line names, logos and identifying marks including
LLC, including but not limited to the Frog God logo and the phrase trade dress; artifacts; creatures; characters; stories, storylines, plots,
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(if any), and also excluding any such names when they are included in designs that are used by a Contributor to identify itself or its products
monster, spell or feat names. 5. Any other content previously designated or the associated products contributed to the Open Game License by the
as Product Identity is hereby designated as Product Identity and is used Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy,
with permission and/or pursuant to license. edit, format, modify, translate and otherwise create Derivative Material of
This printing is done under version 1.0a of the Open Game License, Open Game Content; (h) “You” or “Your” means the licensee in terms of
below. this agreement.
Notice of Open Game Content: This product contains Open Game 2. The License: This License applies to any Open Game Content that
Content, as defined in the Open Game License, below. Open Game contains a notice indicating that the Open Game Content may only be
Content may only be Used under and in terms of the Open Game License Used under and in terms of this License. You must affix such a notice
version 1.0a. to any Open Game Content that you Use. No terms may be added to or
Designation of Open Game Content: Subject to the Product Identity subtracted from this License except as described by the License itself.
Designation herein, the following material is designated as Open Game No other terms or conditions may be applied to any Open Game Content
Content. (1) all monster statistics, descriptions of special abilities, and distributed using this License.
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or other material required to be open game content as part of the game indicate Your acceptance of the terms of this License.
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spell descriptions that include rules-specific definitions of the effect of License, the Contributors grant You a perpetual, worldwide, royalty-free,
the spells, and all material previously released as Open Game Content, non-exclusive license with the exact terms of this License to Use, the
(3) all other descriptions of game-rule effects specifying die rolls or other Open Game Content.
mechanic features of the game, whether in traps, magic items, hazards, or 5. Representation of Authority to Contribute: If You are contributing
anywhere else in the text, (4) all previously released Open Game Content, original material as Open Game Content, You represent that Your
material required to be Open Game Content under the terms of the Open Contributions are Your original creation and/or You have sufficient rights
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contains or references content from the Tome of Horrors Complete and/ NOTICE portion of this License to include the exact text of the
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Tomes must be done by citation to that original work. original Open Game Content you Distribute.
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OPEN GAME LICENSE including as an indication as to compatibility, except as expressly licensed
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owners who have contributed Open Game Content; (b) “Derivative independent Agreement with the owner of such Trademark or Registered
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and translations (including into other computer languages), potation, not constitute a challenge to the ownership of that Product Identity. The
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license, rent, lease, sell, broadcast, publicly display, transmit or otherwise clearly indicate which portions of the work that you are distributing are
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includes the methods, procedures, processes and routines to the extent 9. Updating the License: Wizards or its designated Agents may
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Appendix B: Game master's Guide
publish updated versions of this License. You may use any authorized Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs,
version of this License to copy, modify and distribute any Open Game Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips,
Content originally distributed under any version of this License. Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross,
10. Copy of this License: You MUST include a copy of this License Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter,
with every copy of the Open Game Content You Distribute. and Linda Zayas-Palmer.
11. Use of Contributor Credits: You may not market or advertise the Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark
Open Game Content using the name of any Contributor unless You have Peterson, Casey Christofferson and Shane Glodoski based on original
written permission from the Contributor to do so. material created by Clark Peterson and Bill Webb.
12. Inability to Comply: If it is impossible for You to comply with any Elemental Moon Copyright 2007 Necromancer Games, Inc.; Authors:
of the terms of this License with respect to some or all of the Open Game Lance Hawvermale and Andy Luke Crossness.
Content due to statute, judicial order, or governmental regulation then You The Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.;
may not Use any Open Game Material so affected. Author Nathan Douglas Paul, with Jack Barger.
13. Termination: This License will terminate automatically if You fail The Lost Lands: Stoneheart Valley Copyright 2013 Frog God Games,
to comply with all terms herein and fail to cure such breach within 30 LLC; Authors Clark Peterson and Bill Webb.
days of becoming aware of the breach. All sublicenses shall survive the The Tome of Horrors Complete, Copyright 2011, Necromancer Games,
termination of this License. Inc., published and distributed by Frog God Games; Author Scott Green.
14. Reformation: If any provision of this License is held to be Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors:
unenforceable, such provision shall be reformed only to the extent Erica Balsley, Casey Christofferson, Jim Collura, Lance Hawvermale,
necessary to make it enforceable. Patrick Lawinger, Phillip Larwood, Greg A. Vaughan, and Bill Webb,
15. COPYRIGHT NOTICE based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Monstrosities, © 2012, Frog God Games LLC; Authors Andrew Trent
System Reference Document Copyright 2000. Wizards of the Coast, (“the Venomous Pao”), Trent Foster, Salvatore Macri (“Skathros”), Scott
Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on Wylie Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills
material by E. Gary Gygax and Dave Arneson. (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”), Mike
System Reference Document 5.1 Copyright 2016. Wizards of the Davison, Russell Cone (“Grim”), Mudguard, Old Crawler, Michael
Coast, Inc; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”),
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. The Lizard of Oz, James Malizsewski, Michael Kotschi, J.D. Jarvis, John
Cordell, Chris Sims, and Steve Townshend, based on material by E. Gary Turcotte, Guy Fullerton, Michael Coté, Thomas Clark, Tanner Adams,
Gygax and Dave Arneson. and Matt Finch (“Mythmere”).
Tome of Horrors, Copyright 2002, Necromancer Games, Inc. Tome of Fifth Edition Foes, Copyright 2014, Frog God Games, LLC.
Horrors, Copyright 2005, Necromancer Games, Inc.; The Lost Lands: The Northlands Saga Complete © 2015, Frog God
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Games, LLC; Authors: Kenneth Spencer, Greg A. Vaughan, and Kevin
Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch Wright.
Monster Compendium: 0e, Copyright 2008, Matthew J. Finch NLS5: The Hidden Huscarl, © 2016, Frog God Games, LLC; Author:
Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, Casey Christofferson.
LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; Authors:
Monte Cook, and Skip Williams. Casey Chrisofferson, Matt Finch, Skeeter Green, and Greg A. Vaughan
The Book of Experimental Might Copyright 2008, Monte J. Cook. All with additional new material by James M. Spahn; Based on original
rights reserved. content from Necromancer Games.
Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: The Lost Land: The Blight© 2017, Frog God Games, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Richard Pett.
Skip Williams. Quests of Doom 4© 2017, Frog God Games, LLC; Authors: Steven
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, Winter, Michael Curtis, Ed Greenwood, Alex Kammer, Tom Knauss,
LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Kevin Wright, and Dr. Dennis Sustarre.
Davis, Crystal Frasier, Johua J. Frost, Tim Hitchcock, Brandon Hodge, Tome of Horrors© 2018, Frog God Games, LLC; Authors: Kevin
James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner,
F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis
and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon
and Skip Williams. Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert
LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb
Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb,
Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB
Jonathan Tweet, Monte Cook, and Skip Williams. Kenower, Casey Christofferson, and Greg Raglund; based on the original
The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron creation of Bill Webb.
Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. Rappan Athuk: Swords & Wizardry Update © 2018, Frog God Games,
Kobold Quarterly Issue 7, © 2008, Open Design LLC, www. LLC.; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss,
koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg
Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Raglund; based on the original creation of Bill Webb.
Larwood, Richard Pett, and Stan!
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 Radney-
MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ
Taylor.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo, Inc.; Authors:
Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton
Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam

67
Swords & Wizardry
Addendum

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