FGG - Rappan Athuk (5E)
FGG - Rappan Athuk (5E)
Games
Authors: Bill Webb, Clark Peterson, WDB Kenower, Gabor Lux, Chalfan, Brian (I AM a Wizard) Wilson, Mike (Bofred) Tierney, Dean
Greg Raglund, Matt Finch, Greg A. Vaughan, John B. Webb, Lance (Vorpal Bunny) Yasuda, Alan (Ho-chi-Mihn) Belardinelli, Lisa (but I like
Hawvermale, Tom Knauss, and Skeeter Green druids) Brown, Scott Raglund, Janet Kirkland, Skeeter Green, Bob Sarvas,
Developers: Skeeter Green, Edwin Nagy Dan “Frost” Corwin, Ken McKinney, Adam Grim, Fred Clevenger,
Producers: Bill Webb, Zach Glazar, and Charles A. Wright Richard Hughes, Kyle Haberman, James Serra, Robert Geiger, Jeremy
Editors: Patrick Lawinger, Bill Webb, Dawn Fischer, Aaron Foglesong, Stephanie Christianson, Jon Bursch, Kristine Bryan, Rick
Zirkelbach, Jeff Harkness, Edwin Nagy, and Skeeter Green Bulpin, Scott Harlen, Garrett Mercier, Zeb Corey, Karl Johnson, C.J.
Fifth Edition Ruleset Conversion: Edwin Nagy, Michael G. Potter, Land, David Peterson, John Ackerman, Mike Weber, Chip Schweiger, Joe
Patrick N. Pilgrim 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.
Art Director
Charles A. Wright
©2018 Bill Webb, Frog God Games & Necromancer Games. All rights reserved.
Reproduction without the written permission of the publisher is expressly forbid-
den. Frog God Games and the Frog God Games logo is a trademark of Frog God
Games. Necromancer Games and the Necromancer Games logo is a trademark of
Necromancer Games. All rights reserved. All characters, names, places, items, art
and text herein are copyrighted by Frog God Games, Inc. The mention of or refer-
ence to any company or product in these pages is not a challenge to the trademark
or copyright concerned.
Frog God
Frog God Games, Inc., 2018, all rights reserved.
Games Product Identity: The following items are hereby identified as Necromancer
Games Inc.’s Product Identity, as defined in the Open Game License version 1.0a,
5th Edition Rules, Section 1(e), and are not Open Game Content: product and product line names,
1st Edition Feel logos and identifying marks including trade dress; artifacts; creatures; characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and
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Printed in China scriptions of characters, spells, enchantments, personalities, teams, personas, like-
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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
Tribute............................................................................................................. p. 5
Introduction....................................................................................................... p. 6
Wilderness Areas: Dying Outside the Dungeon........................................................... p. 28
The Sea Coast Road....................................................................................... p. 28
The Forest of Hope......................................................................................... p. 32
The Dragonmarsh Lowlands.............................................................................. p. 32
The Foothils.................................................................................................. p. 35
The Beach..................................................................................................... p. 38
Bandit Groups................................................................................................ p. 38
Vorlak and his Kobold Gang............................................................................ p. 39
Corrak the Doppelganger and Her Brigands.......................................................... p. 39
Daarog’s Ruffians......................................................................................... p. 39
Aragnak the Red Dragon................................................................................. p. 40
Turane and his Trolls..................................................................................... p. 40
The Dishonest Patrol...................................................................................... p. 40
Ghotan’s Ravagers......................................................................................... p. 40
The Waytt Family......................................................................................... p. 40
Monster Lairs and Encounter Areas..................................................................... p. 41
Area 1. Bog of the Dragonmarsh Froghemoth........................................................ p. 41
Area 2. Grove of the Fethine............................................................................. p. 41
Area 3. The Black Fane.................................................................................... p. 43
Area 4. The Troll Mound................................................................................ p. 43
Area 5. Cave of Turane and his Trolls................................................................. p. 44
Area 6. Hideout of the Dishonest Patrol............................................................... p. 45
Area 7. Lair of Daarog’s Ruffians...................................................................... p. 45
Area 8. “Damsels in Distress” .......................................................................... p. 46
Area 9. Rappan Athuk: The Mausoleum.............................................................. p. 46
Area 10. Canyon River Entry............................................................................ p. 46
Area 11. The Goblins’ Back Door....................................................................... p. 46
Area 12. Small Grove Entry.............................................................................. p. 46
Area 13. Giant Honeybee Entry.......................................................................... p. 46
Area 14. Drusilla’s Grove................................................................................. p. 47
Area 15. Lair of Corrak and her Brigands.............................................................. p. 47
Area 16. The Giant Spider Colony...................................................................... p. 48
Area 17. Simrath’s Tomb................................................................................. p. 48
Area 18. Lair of Vorlak and his Kobold Gang........................................................ p. 50
Area 19. The Coven of Sea Hags........................................................................ p. 50
Area 20. The Wasp Nest................................................................................... p. 51
Area 21. Outlaw Camp..................................................................................... p. 51
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Table of Contents
Area 22. The Wrecked Pirate Ship..................................................................... p. 52
Area 23. Ruined Fort........................................................................................ p. 53
Area 24. The Island Lair of Aragnak.................................................................... p. 53
Area 25. The Cloister of the Frog-God, Level 0B.................................................... p. 55
Area 26. The Cavern of the Kraken, Level 0A........................................................ p. 55
Area 27. Zelkor’s Ferry, Level 0C....................................................................... p. 55
Area 28. The Refugees of Tsar, Level 14A............................................................. p. 55
Area 29. Castle Calaelen, Level 0D...................................................................... p. 55
Area 30. The Tunnels of Terror, Level 0E............................................................ p. 55
Area 31. The Sea Cave Dungeon, Level 0F............................................................. p. 55
Area 32. The Hand of Hecate............................................................................. p. 55
Area 33. The Waytt Family.............................................................................. p. 56
Ground Level: The Sunken Graveyard and the Mausoleum............................................. p. 58
Level 0A: The Cavern of the Kraken...................................................................... p. 64
Level 0B: The Cloister of the Frog-God................................................................... p. 70
Level 0C: Zelkor’s Ferry...................................................................................... p. 98
Level 0D: Castle Calaelen.................................................................................... p. 106
Level 0E: The Ruined Keep —The Tunnels of Terror............................................... p. 114
Level 0F: The Sea Cave Dungeon.......................................................................... p. 150
Level 1: The Lair of the “Dung Monster” .............................................................. p. 158
Level 1A: The Temple of Final Sacrement................................................................. p. 162
Level 1B: The Bastion........................................................................................ p. 168
Level 1C: The Mouth of Doom ............................................................................ p. 174
Level 2: Marthek’s Place and Ambro’s Base............................................................... p. 182
Level 2A: Teleportals.......................................................................................... p. 188
Level 2B: The Demon’s Gullet............................................................................. p. 192
Level 3: “Beware of Purple Worms!” .................................................................... p. 198
Level 3A: “The Well” — Zelkor’s Lair................................................................. p. 204
Level 3B: Down the Well.....................................................................................p. 210
Level 3C: Fountain of Pestilence............................................................................ p. 220
Level 3D: The Gilded Demesne............................................................................. p. 228
Level 4: The Upper Temple of Orcus..................................................................... p. 234
Level 4A: The Basilisk Caverns............................................................................ p. 240
Level 4B: The Gut............................................................................................ p. 244
Level 4C: The Last Stand.................................................................................... p. 252
Level 5: Banth’s Lair and the Wight Catacombs........................................................ p. 260
Level 5A: The Prison of Time.............................................................................. p. 266
Level 5B: Aladdin’s Lament.................................................................................. p. 272
Level 5C: Syanngg a Song.................................................................................... p. 276
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Level 6: The Maze............................................................................................. p. 286
Level 6A: Caves and Caverns — The Lair of the Spider Queen...................................... p. 292
Level 7: The Gates of Hel.................................................................................... p. 296
Level 7A: The Hall of Kazleth, the Phase Minotaur King........................................... p. 302
Level 7B: Caves and Caverns of the Ancient Gods...................................................... p. 306
Level 8: Caves and Caverns — The Tomb of the Evil King........................................... p. 312
Level 8A: The Tomb of the Beacon........................................................................ p. 316
Level 8B: The Steam Jungles ............................................................................... p. 326
Level 9: The Lower Temple of Orcus..................................................................... p. 330
Level 9A: Caves and Caverns—The Hydra’s Lair ........................................................p. 336
Level 9B: The Well of Agamemnon—Upper Level ................................................... p. 342
Level 9C: The Well of Agamemnon—Lower Level.................................................... p. 348
Level 9D: The Bloodways ................................................................................... p. 352
Level 10: The Lava Pit........................................................................................ p. 374
Level 10A: The Giant Cavern .............................................................................. p. 378
Level 10B: The Goblin Outpost ........................................................................... p. 390
Level 10C: The Talon of Orcus ............................................................................ p. 394
Level 11: The Waterfall and Akbeth’s Grave............................................................. p. 400
Level 11A: The Gates to the Goblin City and the Vampire Lair..................................... p. 404
Level 12: The Slave Pits...................................................................................... p. 408
Level 12A: Greznek.............................................................................................p. 414
Level 12B: Tiamat’s Puzzle ................................................................................. p. 426
Level 12C: Beetle-Juice? ..................................................................................... p. 432
Level 13: The Portal of Darkness ........................................................................... p. 436
Level 13A: The Goblin Barracks............................................................................ p. 440
Level 13B: The Dark River................................................................................. p. 444
Level 13C: Zombieland ...................................................................................... p. 450
Level 14: The Chapel of Orcus...............................................................................p. 456
Level 14A: The Refugees of Tsar......................................................................... p. 460
Level 14B: The Grand Cornu of Orcus................................................................... p. 466
Level 14C: The Architect’s Workshop ................................................................... p. 472
Level 15: The Den of the Master............................................................................ p. 480
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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
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Rappan Athuk
Introduction
Once upon a time, there was an idea — an idea formulated by Gary
Gygax and Dave Arneson got together in 1974 and published in a little
paperback book set (maybe you’re heard of it?), including a little tome
called Underworld Adventures. The idea was simple: it is a lot of fun
Why did we do this
to go into a dungeon and kill evil monsters. Why is the dungeon there?
No one knows. Why do the monsters usually fight rather than talk? We revision (again)?
aren’t really sure. Why are there 16 trolls in a cave with a jug of alchemy?
No one cares. What do all the monsters eat? We don’t know that either Rappan Athuk is the granddaddy of all dungeons, conceived when the
(although “adventurer” probably tops the list). And we don’t have to game was new, renowned as the “real deal” by GMs and players alike.
know these things. This isn’t an ecology experiment, it’s a dungeon — the Perhaps the greatest statement a player can make about sheer terror his
quintessential setting for pure swords and sorcery adventuring. character is feeling is to say: “I was more scared than when we were in
This adventure pays homage to that original idea. True, there are Rappan Athuk.”
opportunities for role-playing, but most of this adventure is dedicated to Rappan Athuk was originally released under the 3.0 rules in 2000.
“roll playing.” Hopefully, while exploring the halls of Rappan Athuk, you Two additional tomes of material were released in 2001. The areas of
will recall the thrill of discovery, the terror in your heart when you fought wilderness surrounding the dungeon and several other nifty tidbits were
your first skeleton, the joy of rolling your first natural 20 and the despair released as web-support over time as well. It was revised for the 3.5
you felt when that 1 came up for your poison saving throw. ruleset in 2006 and expanded upon. It was released again in 2012, for
This adventure, Rappan Athuk V, is nothing more and nothing less than the Pathfinder Roleplaying Game and the Swords & Wizardry Complete
a good, old–fashioned, dungeon crawl updated for the Fifth Edition of the systems, when the original dungeon was expanded even further to excite
world most popular roleplaying game. Very difficult, it should strike fear and torture a new generation of characters. Now, Rappan Athuk V is back
into the hearts of the most stalwart adventurers. It offers an abundance of
to torment legions of new fans in the Fifth Edition!
traps, tricks and monsters.
This book compiles areas originally included in Rappan Athuk:
We hope that you find this module as fun and exciting as those hundreds
of players who have ventured into (and not as often out of) the endless Expansions, as well as some additional bonus material. It also has revised
caverns and mazes of Rappan Athuk. and amended statistics and tactics of the various NPCs and monsters that
This is a difficult dungeon. Even the upper dungeon levels should not replace our earlier efforts. With a little effort, it’s the only dungeon you
be attempted by a party of less than six characters of 4th level. Only truly will ever need, even if it doesn’t use all the monsters ever created. Oh, and
veteran players should attempt this dungeon with lower level characters. yes, Level 15 is still just intended for you to read — Orcus is still supposed
Parties delving deeper than the 1st or 2nd levels of the dungeon should be of to be unbeatable. After all, we can’t let an icon get killed!
5th level or higher. Entering the dungeon through “The Well” (which leads
to Level 3A) is dangerous, best avoided by parties of less than 7th level.
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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
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Rappan Athuk
Level 4B: Area 8-1 from Area 6-10
River from Area 8-2 to the Under Realms
Area 4B-1 to Area 3C-28 Area 8-14 stairs down to Area 10A-9
Area 4B-17 to Area 2-10 River from Area 6A-2 to Area 8-13
Area 4B-25 to Area 4-7
Level 8A:
Level 4C:
Area 8A-1 to Area 6-2
Area 4C-1 to Area 4-6 Waterfall from the Under Realms to Area 8A-2
Area 4C-1 to Area 2-10 Area 8A-7 to the Under Realms
Area 4C-18 to Area 5C-14 Area 8A-7C to Area 13A-13
Area 8A-8 to the ceiling in Area 10A
Level 5:
Area 5-1 stairs up to Area 4-11 Level 8B:
Area 5-9 to Wilderness Area 13 Area 8B-1 from Area 5A-19
Area 5-11 to Area 12-25 and Area 14-1 Area 8B-14 to Area 10-7
Area 5-4A to Area 5C-1
Area 5-4 to Area 6-1 Level 9:
Level 5A: Area 9-1 stairs up to Area 7A-7
Area 9-1 stairs down to Area 11A-1
Area 5A-1 from Area 1B-7 Area 9-1 stairs down to Area 10-1
Area 5A-19 to Area 8B-1 River from 1-11 to Area 9-5
River from Area 9-5 to the Under Realms
Level 5B:
Area 5B-1 to Area 4A-1 Level 9A:
Area 9A-1 from Area 7A-8
Level 5C: River from Area 4A-1 to Area 9A-5
Area 5C-1 from Area 5-4A River from Area 9A-3 to Area 11-1
Area 5C-6 to Area 5-4A River from Area 9A-5 to the Under Realms
Area 5C-6 to Area 5C-7 Area 9A-5 to Area 9D-28
Area 5C-14 to Area 4C-18 River from the Under Realms to Area 9A-7
River from Area 9A-7 to Area 10A-28
Level 6: River from the Under Realms to Area 9A-6
Area 6-1 to Area 5-4 River from Area 9A-6 to the Under Realms
River from the Under Realms to Area 6-14 Area 9A-9 to Area 12A-1
River from Area 6-14 to the Under Realms
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
Level 8:
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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
12
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.
13
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.”
14
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
–26 6459 buried 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
15
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
2471 8955
moved 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; Breeding of the Black Orogs begins; Orcus begins seeking
2490 8974
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
2541 9025 46 Grand 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
2553 9037 58
ago by 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
16
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
2584 9068 89 Daan falls as he destroys the lich-queen Trystecce
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
2731 9215 236
Peninsula 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
2748 9232 253 peasant 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
Death of Magnusson I; Grandson Magnusson II succeeds to the
2776 9260 281
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
2799 9283 304 Grand 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
2967 9451 472
market town
Huun besiege Tircople, overrun part of Crusader States; Overking
2970 9454 475 Yurid 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
2974 9458 479
are smuggled to Tsar
Count Wynston Mathen returns from Second Great Crusade and
2977 9461 482 given land grant in Moon Fog Hills; Mistwood silver lode discovered
near Malthlyn; Cult of Tsathogga introduced to Sinnar Coast
17
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
3035 9519 540 from plateau, 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,
3036 9520 541
starvation 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
3039 9523 544 Muir 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
3190 9674 695 Blackflow 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;
3207 9691 712
Graeltor crowned overking
Army of Light marches on temple-city of Tsar; Desolation of Tsar
3208 9692 713
Created
Tircople falls to Mguru tribes; Last Justicar of Muir slain; High Altar
3209 9693 714 of 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
3215 9699 720 himself 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
18
Rappan Athuk
Erylle Huun
Imperial Record (I.R.) Cycle Chronicle
(E.C.) (H.C.)
3229 9713 734 Grand Cornu Lorvius first successful use of mushroom of youth
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
“Gods Watcher”; Old temples of Bard’s Gate begin to lose influence
3261 9745 766
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
3299 9783 804
after newly elected Mayor Feldrim of Teamsters Accord proposes
amnesty for all city priests
19
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
3393 9877 898 Teamsters 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
3403 9887 908
Athuk, 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
3414 9898 919 and 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
20
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
Dominion of Un established by Goov the Disfigured in Unclaimed
3480 9964 986
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”
3505 9989 1010 Juliello Broad-Toe establishes casino in Bard’s Gate and links
basement to Rappan Athuk through mirror portal
21
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
3508 9992 1013 of 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
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
1 lich 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
7 it. 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
priests so the rest of the group could escape area 9D-3. The fate of his it.)
remains is unknown. A great priest was entombed within the complex
• Adrenai (female elf thief): Adrenai was separated from the group behind a door sealed with seven seals. If
10
and became lost in the labyrinth just before the priests of Orcus were released, the powers of good would be greatly
encountered; she eventually became a snack for a shadow hunter ser- aided. (True.)
pent. The dungeon was originally a good fortress built to
• Marsenter (male human fighter): Separated from his companions 11 protect against the advancing hordes of evil. Evil
during the battle and hounded through the dungeons, he sought to evade overcame its defenders. (False.)
his pursuers by hiding in a pool of water, using a magical ring to breath Magical black skeletons inhabit the dungeon.
like a fish. However, the chill temperature of the water induced hypo- They are greatly feared, as clerics cannot turn
thermia, and he ended up falling asleep and dying. His remains can now 12
them. (Partially true. Clerics have difficulty turning
be found in Area 9D-8 of the Bloodways. them.)
23
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 Prayers to Hecate can sometimes be used
wise 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
15 blue with red spots and lie under a bridge. Kazleth rules as Lord of the Maze. He is an
(Partially True. The mushrooms randomly reset the abomination, with the head of a bull atop the
32
consumer’s 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
know the correct paths have drowned. (True.) 34 them. (False. Two shadow dragons guard the
entrance and prevent the passage of non-
Deep in the dungeon lies a vast cavern with
18 goblins.)
monsters of gigantic size. (True.)
A benevolent old wizard lives near the temple of
A magical pool leads to a wishing well. A person
Orcus. He reportedly offers refuge to those who
19 who casts a magic item into it will get a wish.
kill the servants of the evil one. (False. Banth is
(False.) 35
possibly even more evil than the priests of Orcus.
There is a corridor of solid white stone, which is Banth will slay or transmute any character who
cursed. Anyone who walks its length is lost forever. crosses his path).
20
(Almost true. Most, but not all, who walk the
There are caverns inhabited by living statues; one-
corridor die.)
36 time explorers transformed by evil, they ambush
On the fourth level, there are no monsters, but the unsuspecting. (False.)
21 wondrous amounts of gems. (False. Give us a
A terrible dragon called Gath the Ravager was
break.)
sealed long ago deep within the dungeon by
The caves are safer than the carved passages. 37
powerful priests, whose spirits still guard his restless
The upper levels are also very tough in the carved sleep. (False.)
22
areas. (False. The caves are no safer than the
A great library, once the property of the followers
carved passages. Both are dangerous.)
of Orcus, lies forgotten in a hidden level. Though
As the great mage Speigle said, “Beware of 38 it contains works of great evil, it also holds books
23 purple worms.” A wise person heeds his advice. that could be of great value to sages and
(So true it’s written on the wall on Level 3.) adventurers as well. (True.)
In the lower levels, some spells cannot be A powerful adventuring group called the Dancing
24 regained due to the evil powers in this place. Blades were slain in the dungeon. Their restless
Conserve spells on deep treks. (True.) 39 spirits now wander its halls, attacking anyone
Solid mithral gates bar the way into a great they come across with their phantom weapons.
treasure horde guarded by a lich in the great (False.)
25
cavern. If one can access them, they would be There is a level of flooded passages ruled by evil,
richer than an emperor. (Partially true.) lenticular, fishlike things who can take over your
40
Deep within the hill lies a pool of lava guarded mind. They are the secret rulers of the dungeon.
by demonic lizards. If one can defeat them, pure (False.)
26
gold can be distilled from the liquid rock. (Partially A potent artifact called the Seal of Power was
true. There are salamanders but no gold.) carried into the dungeon long ago by the mage-
41
Giant scorpions guard the way to the tomb of a priest Donov. He hoped to use it to seal away the
27 evil, restless spirits of the dungeon. (False.)
fell king. (True.)
It is said that the great paladin Bannor was The skeletons violently explode when they are
overcome by a horde of enemies in the dungeon. brought down. The zombies dissolve into foul
42
28 His mighty holy sword, Gurthdurial, is rumored to greenish goo that will eat your flesh and turn you
have been lost in the Hall of the Cyclops King. into one of them! (False.)
(False.) There is an insane blackguard named Ian the
A new form of troll, a “swimmer,” was seen to aid All-Seeing who collects the eyes of all he meets.
goblin miners in a deep cavern complex. (True. 43 He is said to have thousands of eyeballs in his
29 collection now. He can control them, make them
This sighting confirms the existence of river trolls
on Level 8.) move about, and see things for him. (False.)
24
Rappan Athuk
d100 Rumor d100 Rumor
The goblins of the dungeon are actually mutated Deep within the dungeon there is said to be a
44 giants. Although they are small and stunted in place where the light of the noonday sun still
appearance, they are incredibly strong. (False.) shines; this place is abhorred by the foul creatures
58
that live within the caves and caverns. (Partly
Recently the champion Corondel fought and
true. There is a cave lit with sun by day, but it has
defeated the green dragon Springdread in
its share of dangerous creatures.)
the Forest of Hope. Corondel subsequently
disappeared. It is rumored that the dragon was When the craven armies of Orcus fled from Zelkor
45
merely badly wounded, and now lurks deep and his army long ago, a great lieutenant was
within the forest, killing all who stray too deep. instrumental in holding off the pursuers. He bought
(Partly true. Corondel did fight and kill a green time for the priests to enter the dungeon and lick
59
dragon and then disappear.) their wounds. For his valor, the dark champion
was entombed. The halls around his burial
Gnolls have been spotted along the caravan
chamber are filled with terrible creatures, red mist,
route south of the Foothills. They are said to
and visions of ancient sins, long forgotten. (True.)
46 be holed up in a ruined keep overlooking the
caravan route. (Partly true. The bugbears have A group of adventurers calling themselves the Fire
been mistaken for gnolls.) Hawks recently left on an expedition to Rappan
Athuk and have not returned. It is said their leader
Pirates sometimes hazard the reefs along the
60 carried with him an artifact of great power. (True
coast to land at secret inlets and bays and
47 about the adventurers. The fate of the leader
stash great treasure; woe betide the adventurer
and whether he carried an artifact is for you to
caught spying upon them! (True.)
determine.)
Outlaws sometimes hazard the dangers of the
A great wizard tried to build a tomb in the
wilderness, seeking refuge from the law. It is said
48 61 wilderness but couldn’t manage the effort. (False.
that some have even banded together, to start
Rappan Athuk was built by Glazerel.)
their own community. (True.)
The monks of the small shrine off the Coast Road
Though some brigands attack caravans that
are helpful to passersby. (Partially True. The
pass through the area, others specialize in taking 62
49 monks of the Cloister of the Frog God are not
on adventurers exiting dungeons and lairs,
immediately hostile.)
weakened but fat with loot. (True.)
Beware of the coastline! A great and powerful
A great red dragon has been seen flying about
sea serpent roams the coast, seeking to sink ships
50 the region. It is said to lair somewhere to the east. 63
and hoard their gold. (False. The beast on the
(True.)
coast is a kraken.)
The Troll Fens are aptly named. They are brimming
The lost army of Tsar is still in the Forest of Hope,
51 with trolls, poisonous snakes, quicksand, and other
64 somewhere. (False. They are on Level 14A of
hazards. (True.)
Rappan Athuk.)
A druid is said to live within the Forest of Hope,
There is a vast underground cavern system
52 and she is hostile to any who invade its bowers
populated by hideous beasts under the Forest
uninvited. (True.) 65
of Hope called “The Barrows”. (Partially True. It’s
Three old crones are said to live along the coast, called “The Gut” or the “Cyclopean Deeps.”)
53 and for a price of gold and blood, they can let
It is said the frog worshippers seek some
you see into the past and future. (True.) 66
undiscovered evil, deep within the earth (True.)
A jet black temple is said to be hidden
“I hear that them nice priests built a temple
54 somewhere in the hills; those who enter its dark
nearby to scourge the thralls of Orcus from this
confines never return. (True.) 67
place, I say welcome to them!” (True, from a
Many back entrances to the most famous of strange perspective, but they are not nice.)
dungeons are said to lie in the wilderness, but the
“Frogs, everywhere! I swear the river was
55 hills are so riddled with caves that finding these 68
brimming with them!” (True.)
entrances is all but impossible if one knows not
where to look. (True.) “Deceivers and evil wizards I tell you, one of those
69 priests even turned me into a frog! I got better.”
A shrine to a foul god or demon is said to lie
(False.)
56 beneath the hills; its corridors are a gauntlet of
terror and gruesome death. (True.) “We lost six friends when we went near that old
70 elven castle! Full of giants throwing rocks it was!”
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 “I heard that old elf lord went crazy, something
71
ravaging farms. It killed many of the finest warriors about swords and princes!” (True.)
57 and baffled the most potent wizards before finally
“Those green priests told me that the death head
being slain by the adventurer Mailliw Catspar
priests were moving into the castle to the west.
and his comrades. Triumphant, these brave souls 72
Don’t know about you, but I think it’s time to
tracked it back to the Dungeon of Graves — and
leave this place.” (Possible.)
were never seen again. (True.)
“I heard a giant black dragon was seen in the hills
73
to the west. They say it serves a demon!” (False.)
25
Rappan Athuk
d100 Rumor
“The elves have returned to the castle to the
Skill Checks
74 west, but I hear they shoot first and ask questions Much of Rappan Athuk was written without skill checks in mind. If a
later. I 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 example, the Strength checks for smashing open chests assume raw muscle.
would 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 not interested in wandering monsters and guttering torches, you might want
keep. I bet he took a bunch of treasure to his to eliminate many of the skill checks and just allow the characters to pass,
78 grave, and I heard he had an axe that actually with the idea that given enough time, they eventually get the door open or
talked to him! After all, you know how dwarves climb the wall. One word of caution, however –– many of the really difficult
are.” (True.) obstacles are placed to protect a lower tier party from an overly powerful
“Those priests who wear those green robes were foe. Blithely letting the party knock down a wall of stone could well place
asking a lot of questions about the towers. They them before a pair of mean-spirited liches!
79 Rappan Athuk covers many miles and has had many architects and
sure seem nice, but I am confused why they
would care about a stinky old ruin.” (True.) inhabitants over the millennia. As such, it is a varied place. One of the
ways we have represented this is by varying DCs and consequences.
“Rappan Athuk? Bah! No one ever gets out of
80–100 You may discover that differentiating poisonous mushrooms from edible
that place alive! (Partially True) is easier on some levels than others, and that the effects of eating the
toxic ones varies wildly. This is intentional and should help to keep the
26
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.
27
Rappan Athuk
Wilderness Areas:
Dying Outside the Dungeon
Rappan Athuk is designed to be easily transplanted into any fantasy
campaign. The dungeon and environs can be placed in any appropriate area
of a game world, and the bandit encounters and monster lairs discussed
Sea Coast Road Wandering Monsters
below used to reflect the flavor of the campaign. The Wilderness Areas are Check for encounters at the 4th hour prime (4 a.m., just before dawn), and
shown on maps W-1 through -9. every 4 hours after. Encounters occur on a roll of 1 on 1d10. If an encounter
is indicated, roll 1d10 using the table below. The following cumulative
modifiers apply: +2 if more than one mile off the main merchant road; +2
The Wilderness Area if the encounter occurs at night. For details on encounters, see text below.
surrounding the
d10 Encounter
1–2 Merchant Caravan
The Sea Coast Road 40 + 2d10 sp. Each sheriff possesses a surcoat bearing the insignia of his
ruler, a writ of authority, 2d10 gp, 40 + 2d10 sp, a potion of healing, and
5 gems worth 20 gp each.
This area serves as the primary trade route for commerce along the Brigands: These bandits consist of 2d4 brigands (bandits) led by a
coast. Coastal patrols from nearby cities attempt to keep bandits and other brigand leaderB. They attempt to ambush the party from the roadside,
malicious creatures clear of the road by day; by night is a different matter. seeking to slay mounts and lightly armored individuals with bow attacks.
Certainly the safest of the wilderness areas, this road is still plagued with Knowing the area, they have advantage on Stealth checks made to remain
bandits and other robber creatures, eager to prey on the daring merchants hidden while they await the party. They run if their leader or 25% or more
traveling the road. of their company is slain.
28
Wilderness Areas: Dying Outside the Dungeon
29
Rappan Athuk
30
Wilderness Areas: Dying Outside the Dungeon
31
Rappan Athuk
Treasure. Brigands have 1d4 sp, and 2d4 cp. The brigand leader has a Foot Patrol: These patrols consist of 8 footmenB, 2 wilderness
potion of healing, 1d4 gp, and 2d4 sp. knightsB, and a sheriffB. These patrols are searching the forest for
Cavalry Patrol: These patrols consist of 6 wilderness knightsB and a outlaws, and are not happy about it. They question the party about this,
sheriffB, all mounted on warhorses. They keep to the road for the most part, and leave them alone (or enlist their aid) depending on circumstance. If
riding down fleet enemies and moving quickly in pursuit of recently sighted the party members are themselves outlaws, the patrol attacks and takes
fugitives. If they suspect the characters of malfeasance, they make a pass no prisoners.
with lances, and then return with longswords, attacking from all directions. Outlaws: This is a group of 2d6 criminals (commoners) hiding from the
They behave much like the foot patrol regarding cooperative characters. law. Mostly, they have committed offenses such as poaching or murder of a
Worgs and Wolves: The worgs and wolves follow the characters and love rival. They often band together for safety, though their life expectancy
attack as they set their camp, or attack at night if encountered then. They in these woods is not much longer than a few weeks. They avoid the party
seek to kill and drag off 1 or 2 lightly armored individuals, and may focus
unless cornered, in which case they may ask for help, beg for protection
on attacking and killing mounts if they can do so. They attack from one
direction as a distraction to draw out their opponents (attacking on the from a patrol, etc. This encounter should provide a great opportunity for
defensive), while others attack from behind. They prefer easy prey — roleplaying. Either the characters can hunt down a wanted man, only to find
sleeping characters and mounts in particular — over those that put up a clues that he is innocent, or they can be put in an alliance situation where
fight. They do not attack if they are outnumbered and fail to achieve surprise. they themselves must fight a patrol and become outlaws. Some have banded
Ogre and Bugbears: The ogre charges into combat while the bugbears together into an outlaw camp (see Wilderness Area 21).
attempt to sneak in behind the party, then cast javelins and charge. Once Monstrous Hunting Spiders: These large hunting spiders are out
fully engaged they prefer simple toe-to-toe fighting, with little finesse or seeking prey. They drop from trees or leap from holes and try to kill 1
tactical thought. They fight to the death. or 2 victims, hoping that the rest of the party leave their dead behind.
Shadows: These beings only appear at night, or in caves or densely They are not intelligent, and fight until slain, unless presented with fire
wooded areas. The shadows attack as soon as they sense intelligent beings or spectacular dazzling magic. Hunting spiders are giant spiders, except:
nearby, using no tactics, and fight until destroyed. • Speed 30 ft., burrow 5 ft., climb 30 ft.
Simrath the Vampire: See Wilderness Area 17 for details. If
encountered as a random encounter, Simrath has ventured forth from his • Remove Web Sense, and Web Walker traits
lair and haunts the night in bat form, or in humanoid form accompanied Spider Nest: This is a nest of web-spinning giant spiders. The react
by a pack of 2d6 wolves. You may decide he simply passes the party by just like the hunting spiders except that they get a Wisdom saving throw
on some other errand. If he attacks, he does so to his fullest ability. It for the fire and visual effects scenario opposed against a spellcaster’s spell
is best to have him ignore low-level parties. Simrath normally preys on DC or a Charisma (Performance) check. If they make their saving throw,
merchant caravans, slipping in and taking 1 guardsman on night watch, they continue fighting instead of retreating.
without a sound. He always destroys the bodies of those he sucks dry, Brigands: This is a group of 6d4 brigands (bandits), with 3 brigand
usually weighting them with rocks and throwing them in a nearby stream leadersB and a brigand sorcererB. Much more numerous in their forest
or river, as he has no desire for other vampires in his service. home, a couple of these brigands try to act friendly, while the rest surround
the party and fill them with arrows. They attack spellcasters first. They are
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Wilderness Areas: Dying Outside the Dungeon
33
Rappan Athuk
It is said that the quicksand and venomous snakes make this area unsafe Foot Patrol: These patrols consist of 8 footmenB, 2 wilderness knightsB,
even without the monsters. Thick clouds of mosquitoes make any travel and a sheriffB searching the lowlands for outlaws. They are not happy about
here unpleasant at best. it. They avoid the swamps in all cases. They question the party and leave them
alone (or enlist their aid) depending on circumstance. If the party engages
in banditry, they take no prisoners. Once the party is well known (as good
Dragonmarsh Lowlands guys presumably), these patrols become friendly. You should use this as an
opportunity to role-play with the players and to let them get their egos built up
Wandering Monsters about their fame in the local region. Statistics for the patrol is the same as above.
Outlaws: This encounter is treated exactly like the encounter of the
Check for encounters at the 4th hour prime (4 a.m., just before dawn), same name in the Forest of Hope. No statistics are provided for these
and every 4 hours after. Encounters occur on a roll of 1 on 1d10. If an outlaws, for it is assumed that they are commoners with no adventuring
encounter is indicated, roll 1d10 using the table below. Add +3 if more skills. If the encounter occurs in the swamps, there should be a veteran
than 3 miles off the main merchant road or in the swamp. Add an additional leading the outlaws. This could eventually become a henchman of the
+4 modifier if the encounter occurs at night. characters depending on your wishes.
Brigands: Treat these encounters exactly like encounters of the same
d10 Encounter type on the Coast Road, though they are more desperate and may be
willing to barter with the characters.
Foot Patrol — non-swamp only; otherwise no Vipers: The swamps and surrounding lowlands are notorious for their
1
encounter many poisonous snakes — cottonmouths and rattlesnakes primarily. While
2–3 Outlaws not aggressive, they resent being disturbed. Rattlesnakes like to lurk among
rocks and in underbrush. Cottonmouths prefer to lounge on rocks or in tree
4–5 2d4 brigands and 1 brigand leader branches on swamp shores, and may drop on those passing beneath. For
6–7 2d4 vipers — swamp only; otherwise 2d6 wolves some reason, the local snakes are often encountered in clusters.
Trolls: Treat these encounters exactly like encounters of the same type
8 2d4 trolls on the Forest of Hope. In the swamp, they can be tracked to the Troll
9–10 4d6 giant rats Mound (Wilderness Area 4).
Giant Rats: Giant rats swarm like a carpeting mass, fighting until
Quicksand — swamp only; otherwise 4d6 giant
11–13 slain unless confronted by scary visual magic (see Monstrous Spiders).
rats
Quicksand: The party stumbles into a patch of quicksand or deep mud
14 Froghemoth — swamp only; otherwise 2d4 trolls 1d8 x 5 feet in diameter. Trolls and other swamp predators like to stake out
Shambling mound — swamp only; otherwise 2d4 quicksand patches and wait for prey to wander in. If a quicksand encounter
15 is rolled, make another random encounter check; if an outlaw, troll, giant
trolls
rat, shambling mound, or swamp lion encounter is rolled, these creatures are
1d6+2 swamp lions (tigers) — swamp only; lurking nearby, and attack if the party looks vulnerable. Outlaws may attempt
16
otherwise no encounter to bull-rush characters into the quicksand, and trolls may simply pick them up
17 1d3 will-o’-wisps and throw them in; giant rats, the swamp lions, and the shambling mound only
attack if someone falls in or the party otherwise looks vulnerable.
34
Wilderness Areas: Dying Outside the Dungeon
The Foothills
the same type on the Coast Road.
Giant Rats: Treat these encounters exactly like encounters of the same
type on the Lowlands.
Stirges: Treat these encounters exactly like encounters of the same type
In these hills, which lie east of the Coast Road, is the dungeon of Rappan
on the Forest of Hope.
Athuk. The hills provide a buffer zone between the Beach and the Forest
Trolls: Treat these encounters exactly like encounters of the same type
of Hope. The hills themselves are sparsely forested and rather idyllic in
in the Forest of Hope.
appearance. Berries grow in abundance and cool, clear streams flow to the
Ogres: These vicious giants attack immediately and with very little
sea. Some of the most beautiful sunsets can be seen from their tops. Their
coordination.
beauty, of course, is a mask hiding the foul corruption that lies beneath
Wraiths: The wraiths are the restless spirits of those slain in the
their verdant slopes, as the Foothills also house some of the nastiest
dungeon, out to seek revenge on all living things. They fight until slain;
denizens in any portion of the world. Only the very foolish or very brave
draining sleeping creatures first.
reside here longer than necessary. Many small, natural caves and caverns
can be found riddling the foothills, and quite a few of these are lairs past or
present for outlaws, brigands, animals, and other fell creatures.
35
Rappan Athuk
36
Wilderness Areas: Dying Outside the Dungeon
37
Rappan Athuk
likely never notice him. He does not engage them, instead preferring to
The Beach follow them using invisibility to remain unobserved while noting the
exploits of the characters. The 3 sea hags (Wilderness Area 19) he serves
often send him out on such missions to keep tabs on activities in the region.
The beach itself is safer than the hills, but is too removed from the If the characters have started making a reputation for themselves as
road to be patrolled. Food supplies are abundant here, and the beach can people the hags might wish to meet, they may arrange to have Marty lure
be a great source of survival for the lost. This food supply also attracts them to their lair with subtle hints and clues, like treasure maps placed
others, however. Pirates frequent this beach, as the intervening wilderness amid the possessions of enemies the party has just defeated. This might be
prevents assault by soldiers from nearby cities. The waters contain done if the hags wish to employ the party or desire an item or knowledge
shoals and reefs, as well as an abundance of sharks, which prevents most the characters possess. Should the characters detect Marty, he does his
mariners from approaching the shores. Numerous ships have wrecked in best to evade capture or attack. If they should manage to kill him, they
the area, and treasure diving could be profitable for anyone brave enough earn the eternal enmity of the sea hags, who stop at nothing to avenge
to deal with the sharks. their loss.
39
Rappan Athuk
exit, using well-planned military tactics such as “L” shaped ambushes behind the corruption of this patrol and is the actual leader, though she
with pits or punji stakes on the open end of the ambush. Daarog likes to makes it appear that Ostland is in charge. These soldiers ostensibly patrol
remain mounted on Crusher, his warhorse (with maximum hit points), the Coast Road, but they have turned corrupt and now pick up an extra
and charge back and forth through melee with his superior mobility. This “tax” from adventurers coming out of the dungeon. The bandits maintain
is probably not a good ambush to use on a party on its first trip to Rappan a hideout in the Forest of Hope at Wilderness Area 6.
Athuk. Their lair is detailed in Wilderness Area 7. Tactics. The group lurks near the entrance to Rappan Athuk, and
demands that the characters surrender half of all coins and gems brought
up from the dungeon as soon as they emerge. They allow the party to keep
Bandit Group 4 – magic items. If the party is relatively low-level, this is a good bandit group
to confront them with after their first foray into the dungeon. Should battle
Aragnak the Red Dragon ensue, they close and engage in melee as soon as possible, only retreating
if 1 of the 2 leaders, both lieutenants, or at least half the footmen are slain.
This encounter can occur either at the exit of the dungeon or on the Treasure. Sheriff Ostland has a potion of healing, surcoat bearing the
island lair of Aragnak (male adult red dragon) (Wilderness Area 24). insignia of his ruler, writ of authority, 5 gems worth 20 gp each, 134 gp,
Depending on where it happens, different situations apply. Aragnak flies and 12 sp. Felrara has a potion of greater healing, a +1 battleaxe, surcoat
over the wilderness area looking for only the most notable and important bearing the insignia of her ruler, 303 gp, and 106 sp. Erlin & Goritizen
characters. If the characters aren’t famous enough for him to know who each have 3d20 gp. The footmen have 2d12 gp.
they are he does not bother with them. This encounter should not be used
on lower level characters.
Tactics. If Aragnak is encountered as a bandit encounter, he lies in wait as
the party is exiting the dungeon. Aragnak understands adventurers, if strong
Bandit Group 7 –
enough to survive the depths of Rappan Athuk, are fearsome opponents.
Aragnak reveals himself 100 feet away from the party, with a fierce roar
Ghotan’s Ravagers
and flapping of wings. In a booming voice, he demands that the players strip GhotanB, a bugbear chief, leads a squad of 10 bugbears and is assisted
and leave everything they have on them in a pile. If they refuse, he flames by ScarlB, a bugbear priest of Orcus. They have recently moved into a
them once and makes his demand again. If they charge him, he uses frightful crumbling fortress to the south, and are engaged primarily in scouting out the
presence, then takes flight and attacks from the air, using his breath weapon, region, determining the location and strength of other natives, and observing
bite and claw attacks. Only once they are mostly (or all) dead or incapacitated the traffic along the Coast Road. They only engage in battle if backed into
does he land and pick through the remains. If Aragnak is seriously wounded a corner or they think their target is weak; otherwise they are content to
(over 50% hp lost), he retreats and flies off to his island lair. observe for the time being. Ghotan’s base is detailed in Wilderness Area 23.
Tactics. If they do decide to fight, 4 bugbears lead an attack from one
direction to provide a distraction, then Ghotan, Scarl, and the other 6 attack
Bandit Group 5 – from the opposite side. They seek to close with their prey as quickly as
possible, cut down any defenders in melee, and make off with their booty. If
Turane and his Trolls they lose more than half their numbers Ghotan sounds a retreat, but should
either leader fall, the remaining bugbears fight to the death. Due to the lethality
TuraneB the wizard and his band of 5 trolls patrol the area to the south of this encounter, it is recommended that it be used initially as a harbinger of
of the Troll Fens and the west of the Coast Road. They specifically target things to come — the bugbears may be spotted observing the characters and
arcane casters, looking to relieve them of any magical items recovered retreating, only to strike when they have become a bit more seasoned.
from the dungeon. By a prior agreement to aid the trolls of the Troll Mound
(Wilderness Area 4) with magic, the trolls are under orders from their leader
not to kill Turane. In fact, many desire to serve him since he is known as
a friend of trolls. Because of the evil nature of the trolls, however, Turane
Bandit Group 8 –
worries that the next leader of the Troll Mound may not be as desirous of his
services. Turane’s cave is detailed in Wilderness Area 5.
The Waytt Family
Tactics. Turane watches any parties containing potential arcane spell Brayce Waytt, a skilled half-orc con-man, leads his family of miscreants
casters using his various magic spells. Once he finds such a group, he keeps around the Horsefly Swamp and northern Coast Road, seeking to pick off
an eye on them until they enter and return from the dungeon. He then sends stragglers, or perform some low-stakes con. The Waytt family is described
his trolls to attack the party, using his spells to support them, while he remains in detail at Wilderness Area 34.
invisible. He watches and identifies the lead character of the party and holds Tactics. Typical tactics for the family are: Brayce approaches caravans
him or her using his wand of binding. He then appears and agrees to call or travelers from the front, claiming to be a sell-sword or adventurer that
off his trolls (and free the held character) if the party agrees to surrender has lost his party. Roddick is always off to the side, within line of sight,
to him all the magic items they recovered from the dungeon. He notes that carried into place by one of the twins. Infrequently, Roddick is placed
he is being “reasonable” by only requiring them to turn over the items they into a backpack and carried by a twin (although he despises this mode
recovered from the dungeon rather than all their items, commenting that he of transport) if the terrain is difficult to maneuver in. He makes use of
could simply allow his trolls to kill the characters and take all their items. his spells (particularly sleep, his favorite), intelligently, maximizing the
He casts dominate person on the held character and forces that character confusion of any opponents. He also tries to spot where loot could be
to tell if the party is properly revealing their newly acquired magic items. found from his distant location. The other twin typically takes a flanking
If the party did not recover any magic items from the dungeon he requires position, to throw rocks or charge in if needed. He stays hidden in
them to surrender one of their current magic items of his choosing. If the whatever ambush Brayce has cooked up. Lily typically stays close to
characters do not agree, he orders the trolls to slaughter them. If harried he Mama, smiling and fussing over her to no end. Should anyone approach
casts dimension door and escapes to safety, then flies away to his lair. the wagon, the smile drains from Lily face, replaced by the cold look
of stone. She draws out her thin shortsword, and prepares to defend her
mother with everything she has. If Brayce has time to plan out an ambush,
Bandit Group 6 – he may use Lily as a “fair maiden” to lull would-be rescuers into a deadly
trap. In this case, Brayce is quick to remove Lily from potential harm,
The Dishonest Patrol while Roddick and the twins keep them occupied.
Encounters. The Waytts can be encountered in several ways:
This is a dishonest group of the Coastal Patrol, led by the Sheriff • The Tactics section above details how the Waytts form up when they
OstlandB and his captain FelraraB, and includes 2 sergeants (veterans), are attempting banditry.
Erlin and Gortizin, and 14 footmenB. Felrara is the motivating force
40
Wilderness Areas: Dying Outside the Dungeon
• Just as frequently, Brayce concocts a confidence game against travel- by humans and other “Big Folk”; she sometimes goes on excursions to the
ers; he portrays himself as a salesman, with “cures and remedies for the Coast Road to spy on them as they pass. The clearing is a flat sward, 60 feet
common man”, nothing more than a snake-oil salesman. He is, however, in diameter, with a stream running along it to the west and a rock formation
very skilled at the deception, and it requires a successful DC 20 Wisdom that serves as the king’s throne at the southern end. The pixies live in small
(Insight) check to see through his con. Brayce typically pulls this con alone, nests in the surrounding trees, while the grigs favor cozy burrows along
or occasionally with Roddick and Luug, used as “props” or assistants. Lily the stream bank. The fey spend much of their time in the clearing, flitting
can also be used as a distraction, so marks do not pay too close attention to about and playing. Badger racing (with the cooperation of the local badgers)
Brayce’s wares. He has 1d6 different tonics for sale, each “guaranteed to is a common entertainment. They run a complete circuit of the clearing
cure what ails”, typically for 2d6 gp, or whatever his marks can bear. while the pixies flutter overhead cheering them on, and then the winner is
• A favorite con for Brayce is the “traveling evangelist”. He poses as a decorated and fawned over. The current champion is a honey-furred fellow
dirty orc, preaching the words of enlightenment and forgiveness. His por- marked with dark streaks, which they have named Sir Buzzlebum.
trayal of a humanoid beast in these cases is perfect, and his humility and The Fethine. Though a carefree and insular people, the Fethine do have
self-degradation are almost over-the-top. He uses Luug and Urk in these one persistent thorn in their collective side — a fearsome beast called a
scams, portraying the 3 of them as goodly humanoids, just seeking fairness bone crawler, that dwells beneath a nearby temple (Wilderness Area 3).
in the world, escapees from torture and slavery in the dungeons of Rappan On those occasions that the Fethine attract worthy guests, they arrange a
Athuk. “All we seek, friend, is perhaps a few coppers so we can make our meeting with this beast, in the hopes that their guests can weaken it, then
way in the world. Anything you can spare is more than charitable.” Lawful follow it into the temple and finish it off.
clerics and paladins can hardly say no to such a request and is a good time
for you to really lay on the guilt, and lighten the party’s monetary load. Who’s Who in the Fethine
• Another option for encountering the family is that occasionally, King ElmanderB: Ruler of the Fethine, the king is a wizened old pixie
when Lily is in a particularly foul mood, she goes off on her own to with skin the color of burnished wood. He speaks and moves seldom,
“hunt”. Hunting for Lily involves finding lightly-armed or small groups but when he does talk his words are unquestioned laws. Elmander spends
of travelers, and murdering them in their sleep. Unbeknownst to Lily, most of the evening watching the characters and gauging their attitudes.
news of her “hunts” have made the gossip-rounds up the Coast Road, Queen KajaB: Elmander’s wife, Kaja is still a great pixie beauty, and
so her exploits are gaining attention from the local sheriffs and foot-pa- knows it. She delights in compliments, courtly manners and flattery, but
trols. They are on the lookout for the Waytts (specifically Lily), and is not particularly vindictive or cruel if she does not receive these. A half-
may enlist the characters to help in the search. Currently, there is a 200 dozen fluttery pixieB handmaidens form her entourage; they spend much
gp reward for her, dead or alive, payable by the sheriffs. of their time giggling and whispering to each other while studying the
characters. Queen Kaja also keeps a trio of elder witchlightsB at her side
Monster Lairs and as pets, which she has named Ebb, Flow, and Dropsy.
Erika Thistledown: Erika (NG female pixie who speaks Elven,
Goblin, and Gnome) is the youngest daughter of Elmander and Kaja and
Encounter Areas harbors an unusual fascination for outsiders. Though most of her kind
enjoy playing pranks or taunting humanoids, she is genuinely curious, and
flutters about, asking them questions like, how do they avoid tripping with
In addition to the bandits, there are several creature lairs and encounter areas their huge feet? Why doesn’t the ground shake when they fall? Isn’t all
in the wilderness area surrounding the dungeon that do not exist specifically to that hair growing on their chins itchy? If driven off, she may continue to
prey on adventurers. These are more “traditional” monster lairs. observe them at a distance, to see what they do.
Thub Dourberry: Every tribe of pixies has one master of pranks, or
Area 1. Bog of the Puck, and Thub (CN male pixie) is the duly appointed prankster of the
Fethine. He was given this duty because, according to Kaja, he’s “as uptight
Dragonmarsh Froghemoth
as a sprig-tick,” and she thought this would help loosen him up. In fact,
Thub hates his position, as he is unusually scholarly for a pixie and would
much rather spend his time observing the breeding habits of mayflies or
There is only one froghemothB in the swamp. It dwells in a particularly charting the ripening times of spring strawberries. Unfortunately for him,
fetid bog deep in the heart of the Dragonmarsh mires, although it often on occasions such as parties involving non-sprites, he is honor-bound to
slithers out into the surrounding wetlands, looking to feed its voracious try a few good pratfalls at the expense of the guests.
appetite. Although it is not intelligent or avaricious, its penchant for Willow Clouddancer: Willow (CN male pixie) is the king and queen’s
dragging kills back to its lair for later consumption has resulted in a fair eldest son. He has a sour, cruel-hearted disposition that makes him ideal
collection of valuable items, although finding them may be difficult in the for the position Thub currently occupies. Willow was the tribe’s Puck until
boggy water. The froghemoth’s pool is roughly 50 feet in diameter and 40 Kaja appointed Thub to it, and he is now quite jealous. He spends much of
feet deep; its murky water blocks visibility more than five feet. his time these days sulking.
Treasure. Scattered in the muck at the bottom of this pool is the Krrk’a Tink: Krrk’a (NG female grig fiddlerB) is the leader of the
froghemoth’s treasure. For each 10 minutes of searching, the party finds one grig musicians, and their conductor. She is very shy and does not speak to
of the following after a successful DC 16 Wisdom (Perception) check: 800 non-sprites if she can help it.
gp in loose coin, a suit of +1 plate armor, a +1 battleaxe, a staff of striking. Tactics. Though not warlike, should the Fethine be attacked, they
are quite capable of defending themselves. The grig musicians use their
Area 2. Grove of the Fethine fiddle ability to cause their attackers to start dancing, while the pixies
turn invisible and riddle their opponents with magic arrows, using the
trees as cover. They fight to the death to defend their home. The Fethine
The Fethine is a clan of 36 pixiesB and 23 grigsB, along with innumerable
are also on good terms with Drusilla, the druidess of the Forest of Hope
softly glowing balls of light known as witchlightsB. The clan is ruled by
(Wilderness Area 14), and if need be can call upon her for assistance or
King Elmander and Queen Kaja, along with their children, Erika and
vengeance against aggressors.
Willow; the leader of the grigs is a musician and composer named Krrk’a
Tink. See “Who’s Who in the Fethine” for further details on the members
of the Fethine. A Fethine Party
Clanhome. The clan dwells in a clearing amid a small wooded valley. Unlike many fey, the Fethine are not entirely xenophobic when it comes to
Characters may notice this area in one of two ways: by night, they may see other races, and once every few weeks they attract company, either through an
witchlights disporting above the woods, which could attract their curiosity, invitation by the gregarious Erika Thistledown on one of her jaunts, or when
and by day, they may be approached by Erika Thistledown, a pixie fascinated some group of bandits or adventurers stumbles upon their valley.
41
Rappan Athuk
characters react suitably scared and chagrined, Thub is happy, though the
The Sprite Festival Queen a bit upset at the weak pranks and the fact that the characters are
The encounter begins when the party is approached by Erika falling for them. If they fail to fall for them, the Queen berates Thub, and
Thistledown, either while they travel the Coast Road or in their expeditions he becomes even more miserable. However, if they were to help him come
in the northern Foothills region (within 10 miles of their home). Assuming up with some better pranks without the Queen’s knowledge, she would be
the characters treat her diplomatically, Erika invites them to a “little party” impressed and Thub eternally grateful.
the Fethine are having. If asked about Rappan Athuk or about the local Erika and Willow. Erika spends quite a bit of time with the characters,
area, she hints and teases that she knows valuable information (which she twittering and observing everything they do. If there’s time before the party,
does), using this as a lure to get them to come to the festival. she offers to take them to meet the local badgers. She does not answer
The Fethine have parties every night, and this night would have been questions about the region or Rappan Athuk except to say that the king shall
no exception. However, upon learning of the arrival of outsiders, the tribe answer their questions later. Willow, her brother, has been sulking since he
intends to go out of its way to make this a memorable occasion for all lost his position as Puck, and is further jealous of all the attention Erika is
concerned — and perhaps deal with a nasty threat in the process. receiving from the characters. He becomes increasingly acrid and petulant
Assuming the characters agree to Erika’s proposal to join them for a in his comments as the party progresses. There is little the characters can do
party, she eagerly leads them back to the Fethine grove, where word has to assuage him, short of humiliating Erika or the king and queen.
preceded her and preparations are already underway for the party. Spider Early Evening. The party begins as dusk ends and night falls. The
silk is being strung from tree to tree, where witchlights can perch and witchlights all start to glow in beautiful pastel hues, and millions of tiny
glimmer at night. Flat stones are lugged out to serve as banquet tables, pinpricks of light gleam on foliage throughout the clearing. The grig
and pixie lads and maidens busily prepare thimble-sized leaf cups to hold musicians play a merry jig, which immediately gets the pixies out dancing
berry wine, nuts, and other tasty party treats. through the air in the clearing. Several of the pixies fly up to the characters
The festival should take place over several stages, as follows: and invite them to go out and dance with them. If the party does so and
Meet the Court. The party is escorted to the king and queen, to make dances very well, with DC 14 Charisma (Performance) checks, they earn
the usual courtesies, and to get a look at the faerie court. How diplomatic some measure of esteem from the Fethine. As the evening continues, Thub
they are, and how much in particular they flatter the Queen, go a long way begins playing his sorry excuses for pranks on the party, and the queen
toward how they are regarded by the rest of the court that evening. gauges his success. Willow refuses to dance, even with the comeliest of
The Puck. At some point, Thub approaches a character when the other the pixie maidens, though a female character may lure him out to dance
fey are distracted and begs a favor of them. He explains that it is his job to with a DC 15 Charisma check or some fabulous role-playing.
play pranks on them, but he’s not very good at it, and he would be grateful Mid-Evening and the Fight! At about the 10th hour non, at the height
for any cooperation they could show — maybe by acting surprised and of the festivities, the witchlights to the north of the clearing wink out, and
dismayed when he pulls one off. He looks woefully unhappy, peering at a whisper of unease passes through the celebration. King Elmander makes
the ground from behind tiny spectacles. As the night continues, he plays a gesture to the grigs, and they begin playing a rhythmic, throbbing tune.
a few pranks on the characters, but they are all particularly lame, clichéd Erika flutters up to the characters and tells them not to fight the beat, but
things, like tying bootlaces together, putting weevils in their wine, setting to use it to their advantage.
off an anemic stink bomb that produces a not-unpleasant odor, or even (if Moments later, the pixie dancers squeak in terror and flee the clearing,
desperate enough) flying up behind one invisibly and yelling “Boo!” If as a shambling horror lurches into the clearing. This creature, apparently
42
Wilderness Areas: Dying Outside the Dungeon
a mass of fused bones with tenticular limbs writhing forth, is the bone along its periphery by black, Parthenon-style pillars. No flora grows within
crawlerB that guards the entrance to the Tomb of Final Sacrament, Level 15 feet of the structure, and the ground bears a dark reddish taint, as if it
1A of Rappan Athuk. The Fethine, by King Elmander’s quiet instruction, has soaked up countless gallons of blood. The fane is 30 feet wide and 40
deliberately played loudly enough to attract its attention. Once it enters feet deep. The opening to the central chamber is 20 feet wide and 18 feet
the clearing, the grig music forms a pulse-pounding beat. Those within high. The entire structure seems to drink in all light that shines upon it. If
the clearing feel seized by its rhythm, and start dancing to the beat. A the bone crawler has been tracked here after an encounter at Wilderness
successful DC 14 Wisdom saving throw resists the effect; the bone Area 2, the tracks lead directly up to the fane and down the ramp.
crawler automatically fails this saving throw. Any character who makes Inside the Pyramid. The vaulted interior is empty save for a ramp 20
their saving throw and then breaks the rhythm of the dance disrupts the feet wide that gently descends 50 feet to Area 1A-1 of Rappan Athuk.
grigs’ music. Then everyone can act normally. Close inspection of the floor inside the temple with a successful DC 10
Should the music be disrupted, the bone crawler immediately launches Intelligence (Investigation) check reveals numerous scratch marks, as if
into a full-scale assault, attacking with all its limbs. When its bone armor bladed weapons had been drawn across the stone repeatedly, particularly
hit points have been reduced to half, it retreats, whether or not the music on the ramp. Splinters and shards of bone also litter the ground in and near
still plays. Attacks against the creature while it is dancing have advantage. the fane.
Assuming the characters do not deliberately disrupt the rhythm of the The Plaque. A large memorial plaque like a gravestone is set into the
music, this should allow them to gang up and weaken the bone crawler ground before the entrance, made of the same black marble as the rest of
in an environment where they have an advantage, which should make an the structure, inscribed with the Epitaph of Final Sacrament.
encounter with it at the Temple of Final Sacrament somewhat easier, should
they not delay long enough for it to heal naturally and repair its armor.
The King Speaks. Once the bone crawler has departed, the pixies The Epitaph of Final Sacrament
reemerge. The grigs strike up a more traditional tune, while the pixies Where for the glory of the Horned One does the true essence lie?
flutter around the characters, complimenting them for their bravery. Then Not in the skin, that tattered rag that clothes us; strip it away.
King Elmander addresses them, and all the Fethine fall into a hush. He Not in the flesh, mere meat to rot to nothing; let the worms
compliments their fighting skill, assuming they acquitted themselves feast upon it.
well, and informs them that they just fought with the guardian of a nearby Not in the brain, for thought is fleeting, ever changing; crack
temple of darkness. He tells them of the location of the temple, and that the skull and suck it forth.
few who have entered ever return. The party may ask questions of him; Not in breath, that most fragile of sighs so easily stolen; drown
how he answers these depends on how courteous the characters have it in tears and pain.
been. When the Q&A session is concluded, King Elmander commands Not in the belly, that furnace of power, for it so easily turns;
the festivities to resume. dissolve it in acids of its own creation.
After the Party. Barring character intervention, the dance ends a Not in the seed of man and woman, the agent but not
few hours later. The Fethine all bed down for the night, and invite the the source of the spark; it shall waste away in the shadow of
characters to rest in their clearing, where they will be safe from further false hope.
harm. They are free to do so or not as they please. The next morning, Erika Not in the bones, the final dancing relic of the dead; crush
once again brings them before the king and queen, with the full court in them to dust and let the wind take them.
attendance. The king thanks them for their participation in the party (or Where then does the true spark hide?
castigates them if the characters were boors), and sends them on their way. (The final line of the Epitaph has been chiseled away.)
Treasure. Depending on how the characters behaved the night before,
fetid marsh water. The dry tunnels may be crossed with ease, the partially of smoke generated by the fire also draws all remaining trolls in the
water-filled tunnels require any creature less than 3 feet tall to swim. swamp to the fray in 1d4 rounds.
Within the Mound. At any given time, there are 4d6 regular trolls and Treasure. As the price of alliance, Turane supplies these trolls with
the troll matriarch, FedorlaB, in the mound. These creatures are randomly a steady supply of gold and gems. This material is left on the altar as
distributed throughout the mound, going about their daily business, though sacrifice to the trolls’ god. Turane also exchanges potions he brews with
Fedorla keeps to the center of the mound. The interior of the mound is 100 Fedorla, receiving curative potions that she mixes up in a battered still
feet in diameter, the ceiling supported by the natural high points of the standing in one corner of the center chamber. Besides Turane’s offerings,
land, with three water pools (each leading to an underwater tunnel). The items taken in battle by the trolls end up in a mound before the altar.
roof itself is made of wet grass and hides, stretched over a framework of This pile currently contains over a dozen sets of various types of armor,
sturdy wooden poles. Sleeping areas are scattered about, no more than perhaps 20 weapons, other skulls offered as trophies, 13,200 gp, 9,620
rough piles of bones, grass, and hides. In the center of the chamber is an sp, and 31 assorted gems (determine randomly). Among the weapons in
unholy shrine to some bizarre, primitive troll god (an evil form of the the pile, one plain, unadorned blade is an energy sword (shortsword, fire).
barbarian god, Bowbe), upon which are littered piles of gold and gems, Fedorla possesses weapons and armor, a potion of flying, a wooden holy
torn and shredded armor bits, and rusted weapons. No other treasure is symbol of Bowbe, silver bracelet worth 50 gp, sack holding 300 gp, 10
present in the mound. onyx gems worth 25 gp each, fish bones, and a chunk of meat.
Mound Tactics. In a direct fight, the trolls, being simple minded and
fearless, charge and attack. They may try to grapple as described above.
They never retreat from this “holy” ground, and fight to the death. Fedorla
is no fool.
Area 5. Cave of Turane and his
She is an old, wise troll, and as such, directs the battle from the rear,
guarded from direct assault by 4 elite trolls (each with maximum hp
Trolls (Bandit Group 5)
and advantage on all melee strikes). All trolls present obey her without This group makes its home near the Troll Mound in the Troll Fens
question. She casts aid, bless, and then hold person (cast at the biggest (Wilderness Area 4). The lair consists of a cave with an iron door that
fighter). You are encouraged to use her other spells as desired, keeping Turane has sealed with arcane lock (requiring a DC 30 Strength check
in mind that she is cunning and wise. It is possible that a wise party of to break, or DC 28 Dexterity check with thieves’ tools to unlock), behind
adventurers decide to burn the mound from outside. This method works, which is a series of 5 smaller caverns. The first 4 caverns are occupied by
though due to the dampness of the roof and surrounding environment, Turane’s trolls. The final cavern contains the living quarters of Turane.
it burns slowly and produces a towering column of smoke. Should the Tactics. Whether encountered inside the lair or outside, Turane’s
mound be set alight, all the trolls present inside emerge and attack, tactics remain similar: have the trolls swarm his enemies from several
enraged as never before. They come out of each entrance in equal directions if possible. Meanwhile, he stays behind their front line, sniping
numbers, and then converge on the party from all sides. The vast amount at the enemy with spells. If he has time before battle, he buffs himself
44
Wilderness Areas: Dying Outside the Dungeon
with mirror image and fly. Once battle is joined he starts casting offensive this small hideout, a formerly abandoned two-room stone cottage. There
spells on his opponents, beginning with dominate person on an enemy are no guards or treasure, just some supplies and a few cots.
wizard, then charm person and confusion on anyone else. He saves his
dimension door spell for escape. Turane views the trolls as expendable,
but he is not willing to risk his own neck needlessly, and flees if badly
injured or clearly outmatched.
Area 7. Lair of Daarog’s Ruffians
Treasure. Turane’s cavern holds a cot, several bookcases containing his
spellbooks, and a limited laboratory. Also in his chamber is a locked and
(Bandit Group 3)
trapped chest. The trap requires a DC 20 Intelligence (Investigation) check These bandits make their lair in a cave beneath the ruined remains of an
to notice and activates if anyone other than Turane handles it. The chest ancient village. See Wilderness Map 3 for a layout of the cave. The cave is
contains a +2 helm as well as 3,059 gp, 403 sp and 21 gems worth 10–250 very defensible and well-guarded by an additional 20 hobgoblins. Deeper
gp value each. Turane’s treasure chest is trapped with a phantasmal killer within the cave complex are 26 more male hobgoblins, 31 beaten down
spell cast with a level 5 spell slot. The DC for the Wisdom saving throw and oppressed hobgoblin females (that attack at disadvantage) and 16
is 18. In addition, Turane has on his person the following items: a dagger, non-combatant hobgoblin young (0 XP). The females only fight to defend
a greater ring of protectionGM, a wand of binding, a potion of healing, a themselves if directly attacked, using unarmed attacks; the young do not
potion of invisibility, a potion of flying, robes, spellbook, a platinum ring defend themselves. Killing the females and young earns no experience,
worth 250 gp, and a map to a hidden treasure chest where he keeps a and might involve a penalty depending on the alignment and ethos of the
backup spellbook and cache of treasure somewhere in the region (your party members.
discretion as to specific contents and what traps and tricks protect it; the Tactics. A few notes on the layout of the lair:
map may also be coded or otherwise difficult to decipher.) • Arrow slits. These provide three-quarters cover.
• Pits and earthen walls. The walls slope directly down into the pits;
Area 6. Hideout of the those attempting to leap the pits and clear the wall must make a success-
ful DC 20 Strength (Athletics) check. Failure by 10 or less means they
Dishonest Patrol (Bandit Group 6) have cleared the pit but not the wall, and must make a successful DC
14 Dexterity saving throw or slip off the wall into the pit. The hobgob-
This group does not have a traditional lair. They travel the Coast Road lins keep wooden planks behind their three-foot walls to extend out as
alongside the legitimate patrols, even returning to their respective cities bridges to span the gaps. If forced to retreat from the second pit, fleeing
when their patrol stint is completed. It is possible that the characters could hobgoblins grab these planks if possible to deny them to their enemies.
meet up with the members of this group back in a nearby city once the • The secret passage. The hobgoblins are aware of the passage behind
characters return from the dungeon. The patrol does, however, maintain the secret doors. They may use it to circle behind intruders or flee the
45
Rappan Athuk
lair if they are being decimated. Both secret doors have locks in the
form of small natural-looking depressions that must have a small stone
skull key pressed firmly into place to unlock, requiring a successful DC
Area 10. Canyon River Entry
16 Intelligence (Investigation) check to determine this, or a successful The river south of the Troll Fens narrows and flows through a 60-foot-
DC 20 Dexterity check with thieves’ tools to bypass. The same key deep gorge. At this point, a subterranean river flows out through a crack
unlocks both doors, and Zorzunar and Daarog possess the only copies in the rock and joins the river’s eastward course to the sea. Due to the
of the key. narrowness of the gorge and an overhanging rock ledge, this outlet
Treasure. Daarog keeps his treasure in a coffer in the back of his is nearly impossible to spot from above, requiring a successful DC 25
chamber, half-buried by tattered animal hides and other rubbish. The Wisdom (Perception) check, though individuals traveling up or down
coffer is 6 feet x 1-foot x 2 feet, made of ivory sheets, and carved on top the river itself through its turbulent rapids have a much better chance of
and sides with battle scenes. The hinges and locking mechanism are made locating it. If the underground river is followed upstream, it eventually
of adamantine, and the entire coffer is worth 500 gp undamaged. The leads to Area 10A-41 on Level 10A, The Giant Cavern in Rappan Athuk.
coffer is unlocked (Daarog having long since lost the key), but it is trapped
46
Wilderness Areas: Dying Outside the Dungeon
and the Wight Catacombs in Rappan Athuk. Of course, anyone descending have been slain by the party, they have no chance of negotiating with her.
the passage must deal with all the giant bees. At any time, 1d4 giant bees Drusilla is neutral uncaring and kills local monsters as well as characters.
can be encountered here, and a check for an additional 1d4–1 bees should All intelligent local creatures fear her. If the characters successfully
be made 3 times when descending into their lair. Angry bees do not pursue convince her, she may (50%) request that the party clear out the den of
characters more than 100 feet from the entrance to their hive. Giant bees giant spiders (see Wilderness Area 16), as they have grown too numerous
are giant wasps, except: and are disrupting the balance.
• Hit Points 9 (2d8) Tactics. Drusilla has several possible battle tactics. She may target her
• Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: enemies with insect plagues and call lightning spells. Or she may wild
3 (1d6) piercing damage, and the target must make a DC 11 Constitu- shape into a powerful animal form and work with her wolves to surround
tion saving throw, taking 3 (1d6) poison damage on a failed save, or half and take down her opponents. Drusilla retreats if reduced to less than 30
as much damage on a successful one. If the poison damage reduces the hit points, and henceforth is an implacable enemy of those who defeated
target to 0 hit points, the target is stable but poisoned for 1 hour, even her. She is also merciless against anyone who would dare to slay her
after regaining hit points, and is paralyzed while poisoned in this way. animal companion.
Treasure. Drusilla has a +3 club, leather armor, and a ring of
Area 14. Drusilla’s Grove regeneration.
47
Rappan Athuk
Fortifications. In general, they prefer to build their encampments but moaning and lying in a fetal position. They are wrapped in spider
somewhere along the outskirts of the Forest of Hope. The exact layout silk, which must be cut free before they can be healed. They have to be
of the fortified camp is left to your discretion, but typically includes a physically carried the 400 yards to the wagons. They recover in one week
ditch lined with spikes, a low wall from which brigands with bows can if attended by a healer.
shoot with half cover, and a low stone building to shelter in, complete Nine of the victims are caravan guards, who are grateful, and become
with arrow slits in the walls (three-quarters cover) and a door that can loyal hirelings of the characters if desired. The remaining 2 are merchants:
be triple-barred (requiring a successful DC 22 Strength check to burst Antony and Greelin (commoners). Antony is Leah’s father. These
open). However, if an unusual terrain feature presents itself, they may merchants are also grateful, and assist the party in purchase of mundane
incorporate it into their defense. Usually they seek a hidden location over gear for 15% off for life in the marketplace of whatever city they operate
one that is defensible, and so avoid camping on open hilltops. out of.
Treasure. As might be expected, a huge lair of spiders has accumulated
Area 16. The Giant Spider Colony several items of interest from its victims. Careful search (requires 3 days)
of the webs and nests reveals the following: 1,100 gp in 7 sacks; 2,100 sp
This is the lair of a vast colony of 63 giant black widow spiders. The in 11 sacks; 21 assorted gemstones worth 1d20 x 10 gp each; 2 suits of
spiders have set up nests over several acres of woodland, and occasionally plate armor; 8 suits of chain mail; 2 dozen assorted weapons; a greatsword
forage out in search of prey. Spiders lost through attrition are replaced at a with a gilded handle and a jeweled pommel worth 450 gp; a potion of
rate of 20 per week unless the colony is completely wiped out. The colony vitality; a horn of blasting; and a +1 shield. Note — a successful DC
does not grow, as it has reached its numerical capacity based on food and 20 Intelligence (Investigation) check turns up the magic items; otherwise
space. Giant black widow spiders are giant spiders, except: each hour of searching produces some of the mundane treasure. If the webs
• Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 are burned, a check should be made for certain items to determine if they
(1d8 + 3) piercing damage, and the target must make a DC 15 survived the fire, as follows: the potion has a 75% chance of destruction,
Constitution saving throw, taking 24 (8d6) poison damage on a failed 40% for the horn, 20% for the shield, and 15% for the greatsword (roll
save, or half as much damage on a successful one. individually for each).
Development. Parties traveling south on the Coast Road may spot a Story Award. A Story Award of 200 XP per victim saved should be
wrecked merchant wagon. Webs cover everything, and signs of a struggle awarded to non-evil characters who return the victims to a town.
(weapons on ground, overturned barrels, etc.) are apparent. One dead
spider is found a few yards from the wagon, curled up in some bushes. It
has several arrows in it, and a broken sword blade in its abdomen. Inside a Area 17. Simrath’s Tomb
wooden barrel is a very frightened little girl, the only survivor of the 20 or
so merchants and guards. She hides unless the party opens the barrels or SimrathB is the long-undead lord of a small barony in the foothills.
until they have been talking for 5 or more rounds. The characters can make He was once a great general of good, and was much loved by his troops.
a successful DC 15 Wisdom (Perception) check to hear her. Her name is Like many other heroes of the region, Simrath rode off against the forces
Leah (commoner). Leah is terrified and tells the party that the spiders of Orcus. He was slain in a nighttime battle at the field east of the ford of
came last night (they come at night, mostly) and carried off her father and the Wild Edge River by a vampire serving the evil priests. That vampire
all the others. A guard named Larek put her in the barrel and told her to was slain by the holy light of a sun priest. Simrath’s companions were
hide and be very quiet. She begs the party to rescue her friends, and tells unaware of his fate (being turned to a vampire), and buried him with full
them how rich her daddy is to sweeten the deal. She whines incessantly honors in the foothills near the battlefield, in a wild grove of great beauty.
if they refuse. The party can track the spiders to their lair relatively easily There he rests by day.
with a successful DC 5 Wisdom (Survival) check. Simrath’s Tomb. The tomb itself is an ancient stone structure 30
The Ambush. Near the entrance to the lair, 18 spiders wait in ambush. feet square shrouded in the shadow of a stand of 100-foot-tall trees. The
They have laid thin layers of webs across the trails in the woods to warn interior and exterior of this tomb are depicted in Wilderness Map 4. The
of approaching prey. Characters can notice these with a successful DC door is made of thick iron, in surprisingly good shape and barred from
20 Wisdom (Perception) check. This encounter occurs about 100 yards within during the day. Simrath’s coat of arms, a pair of stags facing each
from the main lair, and is not reinforced from the lair. Astute characters other with the horns interlocked, is carved in the stone over the door.
making a successful DC 15 Intelligence (Investigation) check, notice that Anyone forcing the door with a successful DC 18 Strength check, has
no tree-borne webs are present, and that no nests or human bodies are a chance of waking Simrath if the attempt is made by day (see By Day).
in this area. Ten spiders surround the party while the remaining 8 shoot Within, a single stone crypt rests against the far wall, with Simrath’s coat
webs at the characters from above. After 2 rounds of shooting webs, all 18 of arms again carved into the wall above it. Rusted sconces are bolted into
spiders attack (divide attacks equally among all characters, NPCs, etc., as the side walls, and the floor is covered with rubble, twigs, and other debris.
the spiders do not discriminate) and fight until slain. The spiders are not By Day. Should the tomb be approached by day, Simrath has 3 chances
intelligent, nor easily frightened. Fire, if strongly presented, requires the to notice intruders: First, if the door is forced open in a loud manner,
spiders to make a successful DC 15 Wisdom saving throw or recoil and go he is allowed a DC 20 Wisdom (Perception) check to awaken; second,
after a different victim. he notices people moving into the room on a successful DC 18 Wisdom
The Lair. In a large clearing in the trees, it grows very quiet. Characters (Perception) check, as they kick rocks and snap twigs underfoot; third,
looking up notice the presence of dozens of web nests, cocooned bodies, opening the lid to the crypt, which requires successful DC 18 Strength
and spiders. The characters have 2 full rounds of action before the 45 check to accomplish, allows Simrath a final DC 14 Wisdom (Perception)
spiders react, as nothing ever enters the nest, and the presence of intruders check to arise. Should he make any of these checks, Simrath awakens,
is unexpected. If the nests are set aflame, 3d6 + 2 spiders perish in the immediately aware that intruders have breached his tomb.
blaze, leaving the remaining spiders to fight intruders. This also kills all Simrath Exposed. If Simrath is exposed without awakening him,
the cocooned prisoners, who die screaming and falling the 30 + feet to the enemies hoping to stake him still have to deal with getting him out of
ground, possibly destroying much of the treasure in the nests. Before a his plate armor. Attempting this, or trying to carry Simrath out into the
character sets fire to the nest, tell them that they see human arms and legs sunlight, certainly awakens him. Note that due to grove of trees around
protruding from several of the cocoons, and some of them are moving his tomb, the ground is perpetually shaded from direct sunlight for 100
about wildly. feet in all directions.
Tactics. The spiders in the lair are a little less organized than the ambush By Night. When dusk falls, Simrath prowls the surrounding countryside.
party. Only 1d6 attack each round, starting on round 3 until a total of 45 While alone at night, he typically wanders the ancient barony he once
is reached. The spiders are defending their nest, and do not flee. Fire rules ruled, forgotten to all but himself. Characters can encounter him in this
apply as described above. Webs burn at a rate of 5 feet per round. torpor and may even speak with him.
The Victims. Eleven victims from the merchant wagons are still Tactics. If awakened in his tomb, Simrath calls 12 worgs that are
alive. All are sick from spider poison and incapable of doing anything utterly loyal to him, and den nearby. They arrive in 1d4 rounds after he
sends out the mental summons. He may then attempt to parley, allowing
48
Rappan Athuk
them a chance to arrive, before he attacks the intruders. However, weapons and lesser armors (all in need of repair, but serviceable), a
Simrath accepts challenges of single combat if offered, using only his spyglass, and a +2 spear which sheds golden light in a 20-foot radius
sword. If his foe displays cowardice, he uses his bite and legendary when held in hand.
actions to full effect.
Treasure. His tomb contains no treasure. Aside from his armor and
weapons — plate armor and a sword of backbitingGM (greatsword) — all
his wealth passed to his heirs, and he has no interest in the spoils of those
Area 19. The Coven of Sea Hags
slain from his attacks. This encounter can be played in 1 of 2 ways; either as a straight up fight,
or (better) as a roleplaying opportunity. Three sea hag sisters (Rylshna,
Shralynn, and Marmtroth) live along the coast in a cave. They possess a
Area 18. Lair of Vorlak and his powerful artifact, known as the cauldron of bloodGM that allows them to
gaze across the boundaries of time, seeing either the past or the future.
Kobold gang (Bandit Group 1) These hags have developed skill as witches in addition to their innate
powers. The party most likely encounters Marty the Imp (imp), the
This cave is in wooded lowlands. Wilderness Map 5 details this location. sisters’ familiar, before they ever meet the hags. Marty spies for the ladies
The kobold lair contains any kidnapped survivors from encounters with and keeps them informed as to the comings and goings near their lair.
the bandit group, as well as 43 additional male kobolds, 165 noncombatant He never fights, and always runs if confronted. If the lair is approached,
females and young (0 XP), and 8 giant porcupineB pets. Rylshna covers her face and approaches the party. She asks what they
Lair Tactics. The kobolds use the same hit and run tactics as in the seek, and is friendly, if distant in her conversation. She would much rather
wilderness, utilizing their small size to duck and dodge through narrow bargain than fight. The layout of their cave is shown as Wilderness Map 6.
passages that creatures Medium and larger cannot pass through, and The Cauldron. Suggested fees for using the cauldron of blood to see
finally flee after they evacuate the females and young. The porcupines past or future events are given in the table. This base price excludes the
are used as shock troops. A series of 10-foot-deep pit traps are in the blood and Constitution loss required to fuel the cauldron; the value listed
lair. The kobolds know they are there and avoid them without a check. is suggested as a starting point for bargaining. They go as low as 75% of
Characters may notice that the kobolds are running in a funny pattern with this value if the negotiation is sufficiently skillful. Alternately, in lieu of
a successful DC 18 Wisdom (Insight) check and can notice the pit traps on this fee, the hags may require the characters fetch them a particular item,
a successful DC 16 Wisdom (Perception) check if looking. such as a lock of hair from a king’s daughter, an enchanted lyre held by
Treasure. Treasure can be found in Vorlak’s chamber, and includes an ogre mage, or the skull of the Oracle of Rappan Athuk (see Level 3,
1,350 sp, 3 topaz gems worth 50 gp each, a jeweled necklace composed Area 3-7).
of platinum and rubies worth 2,500 gp, 2 suits of plate armor (Medium-
size), 5 suits of chain mail (4 Medium-sized, 1 Small), assorted
50
Wilderness Areas: Dying Outside the Dungeon
are a total of 40 giant wasps. Characters wandering near the lair encounter
Viewable Time (future/past) Suggested Starting Fee
small groups of 1d4+1 wasps who aggressively defend their territory.
30 minutes/6 months 50 gp Tactics. If the characters enter the lair they are attacked by all
1 hour/1 year 100 gp remaining wasps within the hive except the queen, 1d4+1 appearing
each round as soon as the nest is disturbed. If fire is introduced to the
12 hours/20 years 500 gp nest, the paper within ignites quickly, burning for 3 rounds and inflicting
1 day/50 years 2000 gp 7 (2d6) fire damage per round to all creatures in the nest, including the
queen. Additionally, all wasps burned in this manner lose the ability to fly.
2 rare or 1 very rare While this is an efficient method to clear the hive, burning it automatically
1 week/100 years
magic item destroys the treasure hidden within.
3 rare or 1 very rare The queen is a giant wasp, except:
1 month/300 years
and 1 rare magic items • Hit Points 32 (8d8)
2 very rare or 1 legendary • Speed 10 ft., fly 20 ft.
1 year/500 years
magic items
• Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3
(1d6) piercing damage, and the target must make a DC 13 Constitution
Treasure. The cave contains 3 large wooden chests, filled with silver
saving throw, taking 21 (6d6) poison damage on a failed save, or half
(total of 2,260 sp) and gold (total of 5,340 gp), tribute from adventurers
as much damage on a successful one. If the poison damage reduces the
seeking fortunes. The chests are neither locked nor trapped. In the center
target to 0 hit points, the target is stable but poisoned for 1 hour, even
of the cavern is a huge bubbling cauldron, filled with blood. This is the
after regaining hit points, and is paralyzed while poisoned in this way.
cauldron of bloodGM, a powerful artifact of divination, created many
centuries ago. Use of the cauldron requires blood from any who would Treasure. In the lair, amidst the paper castings, requiring 3 days of
know the future or view the past. Only one who donates blood can scry clearing and searching, is a scroll of wish. The scroll was placed here long
using the cauldron. ago by a powerful wizard. Possessing a ward against poison, the wizard
used this wasp lair as a location to which he could teleport in times of
trouble. He may return at any time and is not detailed here.
Area 20. The Wasp Nest
A sizable giant wasp nest can be found at this location in the Foothills, in Area 21. Outlaw Camp
a cave filled in with paper. The lair has 5 exits of various sizes allowing the
wasps to fly in and out. The trees surrounding the cave for about 100 yards This lair is a rag-tag amalgamation of tents, lean-tos, and bedrolls set
in all directions show signs of infestation by the giant vermin. Inside the lair within the wilderness where outlaws from various towns and countries
51
Rappan Athuk
have banded together for mutual defense. At any given time, there are 6d8 in and around the ship. The site of the wreck cannot be seen from land,
outlaws here (commoners) as well as 1d8 more skilled persons (bandits). but is easily spotted from the air. Sharks roam the area freely, and in great
Their current leader is a female barbarian named BugjuiceB. She speaks numbers. Swimming in the water draws attack from 2d6 reef sharks 20%
little, but has a keen sense of honor and justice. The joyful glow that fills of the time; this chance increases to 50% if there is a lot of splashing or
her eyes when she is crossed keeps all but the most unobservant and noise. Blood in the water, from combat or other means, brings 3d6 sharks,
foolish from annoying her. which immediately attack anything that moves.
It should be noted that in many instances these outlaws are not evil. Scarfist. The ship was a great galley and is over 80 feet in length.
They may have committed crimes in their homeland, and they are on the It sank in a storm, with the loss of all hands. A map of the pirate ship
run from the justice accompanying those crimes, but this is not a den of interior is provided as Wilderness Map 7. While most of the crew died, the
murderers. Those types of criminals are not allowed in this camp which captain and his most ruthless pirates rose again in undeath. The crew now
possesses a strange morality of its own. Though the outlaws can certainly consists of 12 brine zombiesB, and Captain Killbessa, a mummy of the
be brought to justice, as they are fugitives, you are encouraged to use this deepB. They attack any who enter the lower levels of the wreck. The first
camp as a chance for roleplaying. If the characters assist the outlaws, they 3 chambers of the inside are typical of a 40-year-old shipwreck. Barnacles
may become outlaws themselves. and coral have grown along the walls and floors. Old rotten wood debris
Tactics. Should the encampment be threatened by agents of the law, floats along the ceiling of the roof of the crew’s quarters. Within this
Bugjuice seeks first to drive them off with precisely placed arrows from debris are 4 brine zombies. These beasties hide in the debris, only making
her bow. If open battle is joined, she exchanges bow for sword and charges their presence known if they are physically found. Otherwise, they remain
into battle. For their part, the outlaws have little loyalty to one another. here to block the exit and attack from behind. Brine zombies look like the
They scatter at the first opportunity, fleeing into the surrounding wilds if bloated corpses of drowned sailors. The rear of the Scarfist holds Captain
they see an opening. Killbessa’s quarters, which also act as his stateroom. He is still here, along
Treasure. Bugjuice has 6 sp, and 12 cp. The rest of the outlaws have with the remaining 8 brine zombies. He appears as a rotted, fish-eaten
various mundane arms and armor you can describe as needed. human body still clad in the tatters of a ship captain’s garb, complete with
waterlogged tricorn captain’s hat. Tendrils of seaweed curl around his
frame and grow from his bones, though not enough to obscure a clear
Area 22. The Wrecked Pirate Ship view of the horrid creature. His leather armor is decayed and provides
no bonus. The cutlass sheathed at his side is still in good shape, though
This lair consists of the sunken remains of the pirate ship Scarfist, Killbessa uses slam attacks and grappling, and does not bother with it.
which ran aground on the reefs during a stormy night, thirty years ago. Tactics. These creatures rise and attack as soon as the chamber is entered,
The water around the wreck is shallow (40 feet), but the reefs and riptides fighting till destroyed or until the characters flee the ship. If not already
make approach to this lair impossible for any craft larger than a dinghy. encountered, the 4 brine zombies from the crew’s quarters try to block the way
Sea life is abundant around the wreck; small brightly colored fish swim out. None of the undead leaves the ship, nor can they be turned while inside it.
52
Wilderness Areas: Dying Outside the Dungeon
Development. Should any of his treasure be stolen, and Killbessa If the bugbears are encountered within the fort, they fight to the death.
survive the encounter, he seeks the thieves, tracking them through the sea The walls of the fortress have long crumbled or been rent apart by
and to land if need be. He never travels more than 500 feet from the sea. Aragnak’s claws, leaving the fortress little more than a square shell, open
Treasure. The captain’s stateroom holds a locked but rotted chest. to the sky. Nonetheless, the bugbears attempt to use the walls as best they
While unlocking the chest requires a DC 14 Dexterity check with thieves’ can to defend themselves.
tools, the chest itself falls apart when lifted from the water (spilling all Treasure. Hoping to appease Aragnak with gold and a share of the
contents over the ocean floor below). Inside are 3 bottles of fine rum, 250 spoils from future raids, Ghotan has brought along a sizeable treasure to
gp, and a silver horn of Valhalla. Also within the chamber, requiring a give to the dragon as an offering. It is in a locked but untrapped wooden
successful DC 16 Intelligence (Investigation) to locate, is an ivory scroll chest in the fortress’s ruined cellars and dungeon, safe from prying eyes.
tube sealed with wax; within is a chart providing directions to the Isle of The chest requires a successful DC 14 Dexterity check with thieves’ tools
Bonjo Tombo. For more details on this perilous island, see Dead Man’s to open. The chest contains the following: 5,333 gp, 2 potions of healing
Chest by Frog God Games. (which the bugbears do not hesitate to use if need be), and an unhatched
brass dragon egg in an ornate golden casket. The casket is worth 250 gp;
the egg is worth much more to its mother should she be found. Ghotan
Area 23. Ruined Fort has +2 leather armor, 38 gp, 23 sp, key to chest. Scarl possesses a ring
of protection, a steel unholy symbol of Orcus, 47 gp, 29 sp. The bugbears
(Bandit Group 7) each have 2d6 gp, 3d6 sp.
other natural creatures frequent these reefs, as they provide an abundant Sleepin’ Like a Baby. If Aragnak is asleep, he can be found nestled on
source of fish and other prey. The only safe passage through the reefs top of his vast hoard of treasure, carefully placed and arranged inside the
for any craft larger than a small boat leads directly into the harbor. fort. A detailed map of the fort is provided as Wilderness Map 9. Entry
Attempts to land at any other point with a larger vessel or navigate into into the fort can only be made by climbing its 8-foot walls, requiring a
the harbor requires a proficiency with vehicles (water). For others, the successful DC 14 Strength (Athletics) check, as all entrances at ground
ship is destroyed 1d6 miles from the island. If a ship is destroyed, it level have been blocked by debris. The inside of the fort is 100 feet square,
sinks 2d10 feet in the shallow waters, and all aboard take 2d10 points of with the last 65 feet having a collapsed roof. Note that even asleep, the
damage in the wreck. There is a 40% chance per hour that 2d8 sharks dragon has a Passive Perception of 23. The dragon automatically awakens
are attracted to any wreck. They attack anyone they can reach if blood if anyone approaches within 10 feet, or if he is disturbed or attacked.
is in the water (indicated by anyone taking over 5 points of damage). Loose bones, rusted armor and weapons, and other debris litter the ground
Additionally, there is a 10% chance per day that Aragnak notices the around the lair of Aragnak, rendering it difficult terrain for the characters
foundering vessel and investigates. to traverse.
Going swimming. It is possible that the characters are forced to swim Treasure. The dragon’s lair contains a vast hoard of wealth, stolen
to the island. If they do, they find the waters calm and easy to navigate, from the pirates and from dozens of adventuring parties over the
without any armor or encumbrances of course. There is a 20% chance years. The hoard contains numerous suits of mundane armor, mundane
per mile of encountering 1d6 sharks, with a 40% that they attack (100% weapons, and the following: 6,000 gp, 55,000 sp, 21 gems of various
chance of attack if anybody is wounded). types worth 1d100 x 1d6 gp each, 13 pieces of jewelry of worth 1d1000
Arriving on the Island. If the characters arrive by swimming, they x 1d8 gp each, a fancy cloak of silver wolf fur worth 150 gp, a fancy
may hide in the foliage and rest unmolested. If they arrive by boat, they cloak of winter wolf fur worth 420 gp, an ancient calendar embellished
must land in the harbor, directly in front of the old fort. At any given time, with turquoise worth 400 gp, an oaken staff shod with meteoric iron and
there is a 70% chance that Aragnak is present. If he is home, there is a smoky quartz gems set in the head worth 500 gp, a silver flask etched
70% chance that he is asleep as well. If he is in his lair, he cannot be seen with snowflake patterns worth 350 gp, a silver-plated steel gorget chased
from aboard a ship. An alert character making a successful DC 12 Wisdom with stellar designs worth 25 gp, a simple platinum ring with a vine
(Perception) check notes a steady stream of smoke issuing from the fort’s motif worth 30 gp, a set of spice jars made from hammered gold worth
center (from the snoring red dragon’s snout!). 2,000 gp, a suit of all or nothing armorGM, a light flailGM that sheds pale
Look! A Dragon! If Aragnak is awake, he waits for the party to arrive silvery light in a 20 foot radius, a +1 shield, and a rod of absorption.
onshore before destroying their ship and attacking them on land. His These magical items are mixed in with thousands of mundane items.
tactics are similar to those described on the mainland; however, he will Days or even weeks are needed to inventory everything.
not flame his own nest, nor retreat if wounded. Any battle on this island
with the dragon is to the death! Only after he is killed may the characters
investigate the fort (see below).
54
Wilderness Areas: Dying Outside the Dungeon
Area 25. The Cloister Area 31. The Sea Cave Dungeon
of the Frog-God See Chapter 0F: The Sea Cave Dungeon.
55
Rappan Athuk
before me without fear. One and only one may enter my circle.” • The horn of a green guardian gargoyle. (250 gp)
The Chosen of Hecate. The ugly crone is ZhannaB, a baba yaga in • The feathers of a vrock. (400 gp)
service to Hecate, the goddess of evil magic. She is the powerful leader
of a coven of witches that meets once per month during a full moon to • The skull of vampire. (500 gp)
sacrifice enemies of Hecate including any captured servants of Orcus or • The sap of a gallows tree. (500 gp)
Tsathogga. She pays a significant bounty for powerful clerics of these
demon princes. The sacrificial flesh used to feed Zhanna and her menagerie • Destroy the coven of sea hags and steal their cauldron of blood. (750 gp)
is cured and stored within her hut. She has a posted list of current bounties • The tongue and eyestalks of a froghemoth. (1,000 gp)
on the business door of Ulman Dark, a necromancer in Zelkor’s Ferry (see
• The liver of the matriarch troll priestess. (2,500 gp)
Wilderness Area 27). If the petitioner seeks a fortune telling, Zhanna has
a deck of many things that a single draw is allowed from with payment of • The heart of an adult red dragon. (5,000 gp)
a 1000gp or in lieu of a bounty payment.
Two hell hound brothers (with maximum hit points), Vladislav and
Vsevolod, a gift directly from Hecate are always close by the side of
Zhanna. The chosen of Hecate tattooed with her symbol are the harpy
Area 33. The Waytt Family
Dominika and the decapusB, Yegar. Yegar uses his silent image ability to In the hills overlooking the Horsefly Swamp, a family of misfits preys
appear as a black raven. The harpy offers a silver unholy symbol of Hecate upon travelers and the occasional caravan.
to the one who chooses to stand before Zhanna. Introducing The “Family”. The Waytt family (pronounced ‘wait’)
Ring of Skulls. The ring of skulls is 8 gambadoB placed in stasis by are a mismatched, mongrel assortment of characters, led by Brayce
the power of the goddess. Anything that crosses the circle without the WayttB, a clever half-orc that keeps the rest of the family in line. In
symbol of Hecate is immediately attacked and devoured. In any case, addition to Brayce are LuugB and UrkB, half-ogre twins that dwarf
they can be activated upon the command of Zhanna. If the party follows even the stout half-orc. Tall and bulky, the twins have only the basest
Zhanna’s instructions explicitly, all is good. If not, the characters may find ability to communicate with others outside the family. Their series of
themselves on the receiving end of a blade at the waning of a full moon. If grunts and hoots are completely unintelligible to outsiders, although
the characters get greedy after several visits, this may be the last mistake they are quite accomplished in pantomime, and take great pleasure in
they will ever make. Any possible treasure within Zhanna’s hut is left to “aping” the movements of others. Another member of the family is
your discretion, although she does wear (and use) a cloak of displacement. RoddickB, a small, broken man that spends his days locked in a large
Development: Zhanna has a business relationship with Ulman and trunk. Roddick is an accomplished hedge-wizard of some ability. His
Kanndra Dark of Zelkor’s Ferry. As a bounty hunter, Kanndra has caught trunk resembles a hound’s den; clothes and books are piled in every bit
bandits and a few acolytes of Orcus and Tsathogga, delivering them for of space, except that taken up by his dwarf-like body. The boys also
sacrifice to Zhanna. However, many of the bounties are beyond Kanndra’s have a sister, LilyandraB, who Luug refers to as “Lily-Flower” in his
capability. Zhanna is always on the lookout for adventurers to complete addled and slurred speech. Lilyandra is a slight, beautiful half-elven
her quests. She periodically travels to Zelkor’s Ferry to post her bounty girl, with an extremely pale complexion. If one did not know better,
list and to survey the current inhabitants. Ulman and Kanndra are the only it might be assumed that she was a vampire. Lily is a doting daughter
inhabitants that know Zhanna’s true nature. and sister, always performing her tasks with an ethereal smile on her
Zhanna uses polymorph to appear as an attractive middle-aged human face, never quite looking anyone in the eye. Lily is a psychopathic
woman. With her fishing boat using telekinesis, she travels to Zelkor’s killer, and when she is set off, none of the boys (except Brayce) go
Ferry and lands behind the necromantic shop of Ulman Dark. Upon arrival, anywhere near her. The matriarch of the family is a grotesquely fat
she casts detect thoughts and arcane eye. She posts her most recent bounty hag named AggaB, a virtual prisoner of her own body. Both of her legs
list upon Ulman’s door. Zhanna then proceeds to Bristleback’s Inn. If she were broken when she tried to stand, giving out completely under the
finds an appropriate contact, she hands them a copy of her bounty list. She stress of her bulk. Now, she lays in the covered wagon, with Roddick’s
returns to her boat within the hour. trunk, flanked by her hulking twins, her beautiful daughter tending to
Bounties. Here is a suggested list of Zhanna’s bounties: her needs, and Brayce leading their way.
• Any living human bandit working in the vicinity (50 gp) Travelers. The family has no permanent home; they travel the hills
and edges of the swamp foraging for anything they can find. First pick of
• Any living cleric of Orcus or Tsathogga. Price varies by cleric level. food items goes to Momma Agga; anything pretty, or fine clothing, goes
(50 gp +)
56
Wilderness Areas: Dying Outside the Dungeon
to Lily; other items are traded or stashed for later use. Surprisingly, Brayce is wrought iron, the blade sharp and unadorned (sword, 15 gp; sheath, 1
has managed to keep the family together and if not flush, reasonably gp). There is an uncomplicated well-made lock with the key in it (worth
well cared-for. He is quite intelligent for a half-orc; his interactions with 40 gp for the lock and key as a set). Also, there is a wooden spoon and
outsiders, being able to size-up good targets and high-percentage banditry, a rather dented brass plate (worth 2 sp for both) beside a tall plain silver
and his ability to minimize damage to his family is quite remarkable. goblet decorated with raised leaves worth 15 gp. The goblet holds a
Brayce should be played with poise; he will not risk the well-being of any handful of coins (8 gp, 7 sp, 2 cp).
family members, and he plays to their strengths brilliantly. • A single iron gauntlet sized to fit an ogre warrior-prince, worth 4gp,
Treasure. The spoils of the family business are carried in the wagon, in has been pressed into service as an improvised “treasure chest.” A piece
a well-hidden secret compartment on the inside, somewhat under the bulk of knotted canvas fills the wrist opening to keep the contents secure
of Mamma Agga’s bedroll, requiring a DC 20 Intelligence (Investigation) within the pitted, battle-scarred gauntlet. A pair of dice carved from
check to find. quality ivory, worth 4 gp, rattles around within the glove along with
Hidden in the cache are the following items: variously sized coins (15 gp, 13 sp, and 5 cp). A small golden letter
• A latched box worth 20 gp, set with a single green moss agate. It opener with a sapphire set into the mushroom-shaped pommel worth
contains a leather case worth 1 sp holding an ornate carved stone pipe 12 gp protrudes from one of the fingers. A small gold and onyx amulet,
worth 30 gp. Along the stem of the pipe are 8 pieces of silvery-white shaped like a stylized warhammer and covered in protective runes and
gems (freshwater pearls). (From their irregular shapes, one can see that inscribed prayers worth 59 gp, is stuck between the gauntlet’s palm
these pieces are from 4 gems cut in half.) and one of its fingers. A slender yellow ceramic perfume vial worth 3
• A woman’s skull has been sheathed in silver, her teeth pulled and gp, contents long spilled, rests in the gauntlet’s little finger. Bas-relief
replaced with jagged gold fangs. Large and almost luminous pieces of pictograms of bees decorate the vial.
green talc have replaced the woman’s eyes, and tiny slivers of jade dot • A cache of weapons: A tall gray flail worth 8 gp, a horseman’s
her cheekbones. The jeweled skull is easily worth 50 gp to a morbid shortbow with the grip wrapped in red leather and the bowstring dyed
collector. red worth 75 gp, and a compact quiver with 20 arrows, unpainted and
• In a small wooden box carved with leaping fish, worth 2 gp, is a set fletched with gray goose feathers (worth 1 gp for the set). A brown
of 6 matching cups and saucers worth 8 gp per set, suitable for hot tea leather shoulder pack worth 5 sp holds a pair of gauntlets made of thick
or some similar beverage. The cups are painted with gold leaf and have pigskin, reinforced with iron, for very small hands worth 3 gp, a thin
a fishlike design. flexible dagger worth 2 gp, and a whetstone worth 2 cp. There are sever-
al fine pieces of parchment paper, rolled up and tied with a leather thong
• A wooden chest the size of a large dog is covered in elaborate enamel (15 sheets, worth 2 sp each). Below the paper, carefully protected by 3
and lacquer work showing a bare-chested young king in a war chariot leather cases (2 sp each) and braced against the bottom of the pack are
leading great hunts and war parties, worth 25 gp. Inside are a black mar- 3 vials of expensive ink, red, green, and blue, worth 9 gp each. A leath-
ble statue the size of a forearm depicting a stiff-armed, bare-chested war- er-wrapped parcel (leather wrapping worth 2 sp alone) lies behind the
rior standing at rigid attention, worth 10 gp, and a black granite carving of pack, and beside it is a small metal box. Gold, silver, and copper coins
a bull with the bearded head of a scholar, worth 18 gp, which is a similar are scattered in the area (7 gp, 119 sp, 766 cp). The parcel contains 9
size. The sculptures are padded by straw underneath them. Concealed items, each carefully wrapped in strips of light brown wool. There are
in the straw is a black glass jar worth 2 gp, containing a scented yellow 4 vials, cut of rock crystal with tight-fitting rock crystal stoppers, worth
ointment. The straw also hides a white leather pouch worth 2 gp, which 80 gp each, and 5 gold spoons (soupspoon size, worth 15 gp each).
is so stuffed with gold and silver coins (21 gp, 126 sp) that the tie will not The box is copper, with handsome curling designs pounded into the
close all the way. At the bottom of the chest, is a light bronze necklace sides and top worth 2 gp. The lid is hinged and closed with a latch. In-
appointed with comma-shaped blue beads worth 9 gp. side, a gold ring with letters inscribed in it (someone’s initials, perhaps;
• A rolled piece of parchment, an arms-length-long and half that wide, worth 18 gp) lies atop a silver and rose quartz necklace (8 pieces of
cut into a rectangle with crisp symmetrical ends, worth 4 sp. Beside it rose quartz; worth 450 gp in total). A leather bag, split open along the
is a doll, dressed as a lady of fashion. The face and hands are wood, seams lies behind the leather pack, empty but for 6 cp (bag, as is, has
painstakingly painted to smile engagingly. Her pale blond hair is real; no value).
her gown, shoes, and hat are made of the finest fabrics and worth 20 gp. These treasures are taken from The Mother of All Treasure Tables
A plain longsword in a wooden sheath is under the doll. Its basket hilt from Necromancer Games.
57
Rappan Athuk
Ground Level:
The Graveyard
and Mausoleum
As the party crests the last hill, the complex finally comes into view.
In stark contrast to the lush greenery of the hills lies a large sunken
graveyard laid out in the shape of a cross. Rather than towering above
G-1. Tombstone and Key
the ground, the graves have settled into depressions, and the main In the courtyard is a life-sized statue of a dwarf on a 4-foot x 4-foot
mausoleum, a building of strange green stone, rests in the deepest stone block. He looks to have been a great warrior, and dwarven runes
depression. At the other end of the grave-filled hollow stands what adorn the front of the pedestal. This rather large tombstone, crested with
appears to be a stone well. There are no gravestones near it. The normal the statue of a dwarf, seems to have been visited frequently. The dwarven
sounds of wildlife are gone, and large carrion birds circle overhead. An runes read “Blessed is he who spares these stones/And cursed be the man
ominous silence rests about the place. This must be legendary dungeon who moves my bones.”
of Rappan Athuk. Will anyone live to return to the warmth of hearth and The Iron Key. Examination of the base of the statue reveals a small
home? The graveyard is shown on map G-1. compartment that is easily opened. It is not trapped. Inside is the magical
iron key to Rappan Athuk that opens the doors to the Main Mausoleum at
Ground Level Area G-6. Once used to unlock the doors of the mausoleum, it teleports
back to this compartment.
Difficulty Level: Tier 1
Access: The Mausoleum leads to Level 1, “the Well” goes to
Level 3A, rat tunnels leads to Areas 1-10, 2-10, and 2-20 G-2. A Dire Warning
Wandering Monsters: Check once every 30 minutes on 1d20.
Nine graves lie filled with fresh earth and makeshift markers. Some of them
famous names and recent legends — a grim foreshadowing of things to come.
d20 Encounter A tenth grave is present as well, only it is empty and freshly dug. Towering
3d6 giant rats with 1d2 wererats (these creatures over it, a marble gravestone bears the name of one of the characters.
dig their way to the Ground Level from Area G–3
below. If wererats are encountered, there is a 75%
1
chance that they simply spy on the party rather G-3. Rat Tunnels
than attack and report their observations to the
wererats in Areas 1–12 and 1–13) There is a 3-foot diameter hole leading down into darkness; bits of cloth
and bone lie about the entrance to the hole. There is a 10% chance every
2 2d6 ghouls and 25% chance of 1d3 ghasts
10 minutes the characters spend in this area that they encounter some form
3 3d6 normal rats of rat (roll 1d20 and consult the rat table).
4 1d3 green guardian gargoylesB Tactics. Any wererats encountered are spies for the many creatures in
the dungeon. They rarely attack a large party. Instead they retreat to report
5–20 No encounter
to their superiors on Level 1. They may also serve more nefarious masters
who reside deeper in the dungeon.
General Features
d20 Encounter
Atmosphere: The entire area detects strongly of evil.
Ceiling Height: The ceilings inside all buildings are 18 feet tall. 1–5 1d10 normal rats
Doors: Locked, iron-reinforced wood. Require a DC 8 Strength check 6–19 1d6 giant rats
to open.
20 1d2 wererats
• Locked Doors: Require a DC 20 Dexterity check with thieves’ tools
or DC 20 Strength check to open. Traveling in the Rat Tunnels. These tunnels twist and turn, with
• Secret Doors: Stone. Require a DC 16 Wisdom (Perception) check numerous dead ends and side passages. Only Small characters can use the
to find. Also require a DC 16 Intelligence (Investigation) check or DC tunnels. Anyone doing so has a 1–8 on 1d20 chance of encountering 2d6
25 Strength check to open. giant rats during their journey. Because of the number of twists and turns,
Shields and Wards: None. these passages do not lead to the same place reliably. Barring a successful
Surfaces: Unnatural green stone buildings. The stone regenerates even DC 25 Wisdom (Survival) check, after 10 minutes of travel roll 1d20 to
if completely destroyed. see where the trip led:
58
Ground Level: Graveyard and Mausoleum
59
Rappan Athuk
thieves’ tools to open. The doors may be unlocked easily with the key
d20 Destination
from Area G-1. The doors open inward.
1–3 back to the start Trap. If the front doors’ lock is picked or opened in any manner other than
4–8 at a different area marked G-3 with the magical iron key from Area G-1, including using a knock spell, the
trap is activated. Three rounds after being opened, the doors slam shut, and
9–14 Level 1 in Room 1-11 the stone floor of the mausoleum slowly begins to rise. The doors close even
15–18 Level 2 in Room 2-10 if spiked or propped open — only total destruction or removal keeps them
from closing. If not disabled, after 5 rounds the floor reaches the level of the
19–20 Level 2 in Room 2-20 ceiling, crushing all within the mausoleum to a pulp. It moves on Initiative
20 each round. Because the doors open inward, when the floor starts to rise
G-4. The Well they cannot be reopened as the rising floor bars them. Exit can only be made
by teleporting, by somehow tunneling through the 4-foot-thick walls, or by
finding the secret door in the floor at Area G-7 before it locks. There are
An ornately-carved well is located on the other end of the sunken
no other means of escape. (That’s right, the very first trap is an instant-kill
graveyard, opposite the mausoleum. The finely crafted artwork of the well
trap. Rappan Athuk isn’t a dungeon of legend for nothing.) Characters with
is diminished only by the horrific images of demons, devils, and undead
a passive Perception score of 15 notice the shifting floor even if they are
things that form the bas-relief carvings. Runes and scribbling adorn the
not actively looking for it; dwarves and others with stonecunning or similar
spaces empty of these carvings. Anyone gazing down inside sees large,
traits should be given advantage on an active check. Be sure to keep track
grooved scratches along the interior stones, as if something tried to claw
of time, because after 1 round of the floor rising, the secret door is blocked
its way up the sides.
(see Area G-7). This mechanism resets itself in 2 days. The stone walls are
The well ends in water some 90 feet below. The well opens into a larger
enchanted to repair themselves when damaged, and will regenerate even if
cavern at the bottom. This well is the entrance to Level 3A of the dungeon,
completely destroyed.
at Area 3A-1.
60
Ground Level: Graveyard and Mausoleum
61
Rappan Athuk
Level 0A:
The Cavern of the Kraken
This sea cavern is a long-lost entrance point into the deep levels of
Rappan Athuk. Located over 12 miles east of the main entrance, it
connects to the depths of the dungeon via a series of winding tunnels
oA-1. Secret Entrance
and hidden ways. This lost entrance is no easy way to bypass the normal Hidden beneath the waves on the side of a coral reef 40 feet from
method of delving, for it is the lair of a fearsome, evil sea monster known shore is a tunnel. The entrance is approximately 6 feet in diameter and
as “The Kraken.” Even the dread red worm living to the south gives this roughly circular, cut at a slight angle into the pink coral. The entrance
area a wide berth, having once almost been dragged down to the surf in an teems with marine life, with dozens of sea anemones and fish playing
encounter near the shore. Fortunately, the wise adventurer can avoid this near the entrance. For some reason, the cave entrance itself is lined with
many-tentacled horror by knowing the way. The map of this area is shown peppermint shrimp in a large colony. A small and harmless octopus (shades
on Level 0A, Map 1 and 2. of things to come) lairs in the roof 5 feet inside. At low tide, the tunnel
entrance can be seen from the surface of the water and is 12 feet down. At
high tide, the water above the entrance is over 20 feet deep and cannot be
Level 0A seen except by a diver. The problem is that the tunnel works like a siphon.
At low tide, one must swim against the current to move towards the beach
Difficulty Level: Tier 3 (impossible without a water breathing spell or a swim speed of at least
Access: Ocean cave from surface, secret underwater 30). At high tide, the water pulls one in towards the air-filled pockets and
tunnel from surface, tunnel to 12C-1 from Area 0A-2, exit, and anyone who can swim makes it easily inside.
tunnel to Level 10A-41 in Area 0A-9, tunnel from Area 0A- The Tunnel. The underwater tunnel runs for 200 feet towards the shore,
11 to Level 13C-3. with breathing space after 100 feet at low tide, and 140 feet at high tide.
Wandering Monsters: Check once per hour on 1d20: The tunnel daylights in a sandy-beached cavern at this point, and winds
for another 300 feet until it opens into the side wall of a vast cavern, 60
d20 Encounter feet above the surface of Area 0A-3.
The Cave. Stalactites and stalagmites grow from the roof and ceiling
1 Otyugh of the cave in great numbers. The roof of the cave is over 80 feet high,
2 Roper and bats swarm about in the torchlight. The way is smooth and slippery;
running water can be heard from somewhere out in the distance, as can the
3 3d6 giant rats tidal surge washing out Area 0A-2. The water below is filled with wrecked
4 1d3 trolls ships and flotsam and has an eerie stillness to it. The tunnel continues up
the side of the cavern, terminating in Area 0A-4.
5 Black pudding
6 Gray ooze
7 Will-o’-wisp 0A-2. Empty Caverns
8 2d6 stirges Self-explanatory, although this is a good time to roll for wandering
monsters.
9 1d3 piercersB
10–20 No encounter
0A-3. Cavern of the Kraken
General Features A vast cavern opens to the ocean at high tide, and to a shallow lagoon at
low tide. The entrance itself is shielded by a rocky outcrop of 5 to 7-foot
Atmosphere: Strong evil emanates from the water at Area 0A-3. Noisy boulders spaced every few feet. The entrance is approximately 100 feet
(waterfall), wet. across in a semi-circle with a peak height approximately 50 feet above the
Ceiling Height: Ceilings are natural rock, ranging from 8–20 feet tall. beach surface. At high tide, the entrance is only 10 feet high. A few feet
Doors: None past the entrance, the land drops off to a deep tide pool inside the cave.
Shields and Wards: None. The Kraken’s Cave. The cave itself is over 400 feet in diameter, and
Surfaces: Wet and slippery, natural caverns. Floors and ceilings are roughly oval shaped. Along the edges, a sandy beach runs from 10 to 40
covered in stalagmites and stalactites. feet from the water’s edge (no beach at high tide, although the edge is
Other: very shallow), terminating in steep walls that gently slope to the roof apex,
• The noise of the waterfall in Area 0A-12 gives disadvantage on all giving the whole a strange “egg” shape. At the far end of the cavern, a
perception checks that rely on hearing rough-cut tunnel leads up into Area 0A-5. The water surface is filled with
wood and other debris, with this area acting like a sump, and retaining
• The entire area is filled with fungus. 20% is edible while 10% is poi- floating material as well as fine grained sand and silt. The water inside
sonous. A successful DC 15 Intelligence (Nature) check is required to the pool is murky and filled with silt, and visibility is limited to 10 feet
determine the difference. A character who eats a poisonous mushroom underwater. There are the remains of several crushed ships (7 total; 2 large
must succeed on a DC 14 Constitution saving throw or take 7 (2d6) and 2 small galleys, a caravel, and 2 merchantmen), some broken in two,
poison damage. others with sides dashed in, partially submerged. Within the hull of 1 large
galley resides an evil horror.
64
LEvel 0A: The Cavern of the Kraken
65
Rappan Athuk
If the water is disturbed in any way, a kraken knows there are intruders • Cache 3: In 40-foot-deep water, buried under 6 feet of silt and sand,
and attacks. A careful group can avoid the encounter if they work their is a pile of rusted metal. Wrapped up in this pile is a single intact sword,
way around the beach at low tide, but even the slightest amount of noise untarnished by the saltwater. Its scabbard has long since rotted away,
of rippling of the water is noticed. The party needs a successful DC 16 and it glows with a dull light once exposed. This sword is a unique
Dexterity (Stealth) check to avoid the kraken’s notice. weapon called GrindorGM.
Tactics. If the kraken attacks (it can reach 30 feet!), all that can be • Cache 4: In the heart of the Kraken’s lair, in 30-foot-deep water bur-
seen initially is grasping tentacles. Two rounds after it attacks, its body ied under 4 feet of silt and sand, is a grey stone sarcophagus shaped
crests the surface. It attacks primarily with its tentacles, dropping its like a man. It has retained its watertight seal, and floats in the water
poisonous ink cloud into the water 2 rounds after it attacks. If it loses if uncovered (the stone is pumice, and the sarcophagus is filled with
half its tentacles, it closes to crush and bite prey and presses them air). It is sealed with a deep purple wax and can be opened easily by
against the walls of the cave. In doing this, it attempts to block the removing the wax seal. This should be played up to maximize the terror
exit. If its body takes over 50% damage, it retreats to its lair and hides (stone floating in water! Oh no, a lich!). Inside the vessel, itself worth
beneath the pool (effectively invisible due to the ink cloud). Anyone 2,500 gp, are the inanimate mummified remains of a man. Beneath the
incapacitated by an active tentacle is dragged beneath the pool and wrappings are 3 scrolls: scroll #1 (control water, speak with animals,
eaten later. animate dead), scroll #2 (passwall, disintegrate, mind blank, cloudkill),
Treasure. A great deal of treasure is present beneath the silt and sand of scroll #3 (conjure animal, contact other plane, wish), and a spellbook
the pool. The problem is that hundreds of tons of material must be moved containing all 1st and 2nd level spells, 7 3rd level spells, 5 4th level
to locate it, and detect magic is baffled by the thickness of the overburden. spells, and 3 5th level spells from the wizard spell list. These treasures
If a locate object is used on “gold coin,” “gold bar,” “necklace,” “scroll,” are all lost if the interior of the coffin gets wet or is burned.
or “sword,” several treasures can be found. Digging them up takes several
hours. The following treasure “piles” exist within the pool:
• Cache 1: In 10-foot-deep water, buried under 4 feet of silt and sand,
is a merchant ship’s hull. Within the hull is a locked copper chest (dulled
0A-4. The Back Door
green with verdigris) in the shape of a cat with opals for eyes, requiring The corridor stone changes color from slate grey to reddish brown as the
a DC 14 Dexterity check with thieves’ tools to open. The chest itself is characters enter this chamber. Torchlight gleams off the calcite and halite
worth 3,000 gp if undamaged and polished, and weighs 80 pounds (it is that line the corridor and ceiling and drops of water ping on the ground as
3 feet x 2 feet). Inside this chest are 11 gold bars worth 1,000 gp each, a they drip from above. The temperature of the room is noticeably warmer,
silver necklace set with 12 black pearls worth 5,500 gp, and a matched and the air feels humid. Hiding among the columns and stalagmites that
pair of jeweled cups set with a variety of semi-precious stones in silver cover the floor is a single roper that attacks as soon as the party moves
and gold filigree worth 2,500 gp as a set. to the exit. Due to the uneven and rock-cluttered floor, no more than 3
• Cache 2: In 4-foot-deep water, buried under 2 feet of silt and sand, characters can engage the roper with melee attacks at any given time. All
is the rotted remains of a wooden chest. An obvious but non-functional targets in the room greater than 10 feet away from each other have three-
scythe blade trap is set on its interior. Careful removal of the chest, or quarter cover due to the cave’s features.
mass-excavation of the silt, reveals a total of 4,000 sp and 2,200 gp. Tactics. Using the pillars and columns as cover, the roper attempts to
attack 1 or 2 characters at a time, using its strands to incapacitate them
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prior to choosing another target. If possible, all its attacks are focused on tunnel leading past the pool and chamber leads to Area 0A-8. Sounds of
a single character each round, trying to reduce the number of opponents to combat in this area (splashing and shouting) draws the will-o’-wisp from
be faced. If any characters are abandoned, or if all are incapacitated, the that area. Behind the waterfall is a second tunnel leading to Area 0A-10.
roper eats them at a rate of one per hour, after first biting their heads off to Tactics. The pudding is surprised by anyone entering the pool and
prevent any from being rescued. fails to react for 2 full rounds. The black pudding preferentially attacks
Treasure. Inside the roper’s gullet are 220 gp and 4 beryls worth 100 gp each. characters in the pool, avoiding fire by staying submerged. It is unaffected
by the slimy pool bottom. If the pudding is slain and the party looks hurt,
the will-o’-wisp appears and starts shocking the pool (the damage affects
0A-5. The Way is Up! all within the water area).
Treasure. In the bottom of the pool are 3 mithral nuggets worth 500
This tunnel leads out of the Kraken’s lair in a steep, 30-degree climb gp each mixed with the bits of limestone detritus. They are easy to spot
up loose, wet rock. if the pool is illuminated in any way. Mithral is unaffected by the acid of
The Slide. Inside this 200-foot tunnel are 20 stirges, who attack at the the pudding.
100-foot point. Each melee round that someone swings a weapon or tries to
move at greater than one-half speed, the character in question must make a
successful DC 16 Dexterity saving throw or slide down the slippery slope
and land in the pool below (stirring the kraken). If a character slides into
0A-8. The Will-o’-Wisp Lair
another party member, that character must in turn roll a successful DC 18 The tunnel from Area 0A-7 leads 20 feet down to another mist-filled,
Dexterity saving throw or both will slide. This can cause a cascade effect 100-foot diameter cave of hydrothermal pools and cluttered debris.
whereby each saving throw is made at a cumulative +2 to the DC over the Movement through the area is at one-half speed at best. Combat or
previous saving throw; hence the 5th character in line (with 4 characters movement over one-quarter speed requires a successful DC 13 Dexterity
coming down) must make a successful DC 24 Dexterity saving throw. saving throw each round or the character falls prone (25% chance of
Bludgeoning damage from the slide is 1 (1d2) per 10 feet. falling into a pool). These pools are far more acidic than those in other
The tunnel the stirges come from daylights in an empty cave on the top. areas. Sulfuric acid in the pools causes 1 point of acid damage if touched,
The cave has sunlight shining through at its apex, and holes big enough for and 5 (2d4) acid damage per round if a player falls or slips into one of the
the stirges to pass through. Just outside this hole in the ceiling is a patch pools, with 2 (1d4) residual damage the round after exiting it.
of twilight mushroomsB (inactive in daylight), that affect any that climb Toxic Air. Each character must make a successful DC 16 Wisdom
through the 4-foot-wide exit at night. (Survival) check upon entering the room to realize the air is poisonous,
Tactics. The stirges are hungry. They are tired of rats, and they wanna necessitating an additional successful DC 16 Constitution saving throw
eat! They attack in swarms of up to 5 per Medium character (then they each round or suffer 1 (1d3) point of acid damage from the sulfur dioxide
crowd the rest out). They avoid the pool, of course, and do not attack gas present; roll but don’t tell the players until they exit the gas or collapse,
a character within 40 feet of it, even abandoning a character they are see text below. The gas is only toxic in this low cave (it is heavier than
attached to as soon as possible if they get within that range. air). Once back in Area 0A-7 or through Area 0A-9, the gas ceases to
affect the characters. One of the properties of this gas is to deaden the
senses to its presence — one may be poisoned and not realize it until they
0A-6. The Hot Springs feel weak to the point of collapse. This gas is precisely why this cave’s
inhabitant, a will-o’-wisp, decided to stay here, feeding off the dead and
Clouds of steam billow from the ground ahead, and gurgling water dying vermin that pass through the area. It sees a party of adventurers as
noises can be heard. The air smells of sulfur and gets warmer as the an even greater food source, feeding off their emotions as they die slowly
pools are approached. Steam fills the air, and vision is limited to 10 feet. of gas poisoning.
Anyone running through the room must make a successful DC 15 Wisdom Tactics. Unless it is encountered in Area 0A-7, the wisp is in this
(Perception) check or fall into a pool and suffer 7 (2d6) fire damage per room. If it shocks the party in the pool in 0A-7, it then retreats here if it
round they remain within. encounters resistance. The wisp does everything in its power to keep the
Pools. This area contains a series of pools of water fed by a geothermal characters in the poison air, attacking any who try to escape, and avoiding
pipe branching off from Level 10 of the main dungeon. The water is hot all others. It tries to bait the characters into the area, only to fly away once
(180 degrees F.) and full of minerals. Pools range from 5 to 25 feet deep. the room is reached. The wisp feeds more heartily on creatures that die
The pools contain large colonies of harmless bacteria, and fungus grows from the poison air than creatures it kills. If reduced below 5 hp, a wisp
in abundance near the hot springs. Bats, rats, and other small inhabitants burns out, not returning to the fight.
of the cavern frequent this area, as the abundant fungus provides a large
supply of food. Increase wondering monster checks here to every 30
minutes due to the abundance of “easy to catch” food. The left tunnel
leads back 50 feet and then drops off a cliff, 80 feet to Area 0A-7. The
0A-9. Out of Gas
right tunnel leads to Area 0A-2, then to Level 12C, Area 12C-1. This 120-foot tunnel leads up 40 feet at a 30-degree slope out of
the poison gas area. The mists are heavy, and end at the 40-foot mark
(characters still on their feet take damage now). The room has no denizens
0A-7. The Slippery Slope unless the characters are still in combat with the wisp. A cool, clear stream
of water flows down the far side of this chamber, pooling at the end and
Torchlight seems to lose some of its vigor, and the swirling mists of the running down the 30-foot-wide tunnel leading out to Area 0A-10. The
hot springs create a surreal effect of shimmering colors as light is reflected water is potable. This passage eventually leads into Level 10A, Area 10A-
by the mists. The entire area is lightly obscured. 43. Occasional wandering monsters come up from that level to hunt or
The Cliff and Pool. One can see there is a pit into an abyss but cannot head out to the ocean. Trolls are particularly common in this passage (50%
tell if its 10 or 100 feet down. Water spills down the cliff, creating a chance an encounter is 1d3 trolls, otherwise roll as usual).
slimy, slippery climbing surface, requiring a successful DC 20 Strength
(Athletics) check to climb. The cliff to the bottom drops from 80 feet
above into a shallow 40-foot diameter pool of warm, mineral rich (and
slippery) water. Any movement beyond one-half speed, or combat,
0A-10. Behind the Falls
requires a successful DC 15 Dexterity saving throw or the character in This narrow passageway is 6 feet off the ground and travels in a
question slips and falls (no damage). At the center of the pool, 20 feet winding pattern for over 200 feet before leading into Area 0A-11. The
away from the bottom of the cliff, is a black pudding. Due to the steamy passage is only 3–4 feet wide in places and varies in height between 3
mists, the characters may not notice it before it reacts unless they approach and 8 feet. After the 100-foot mark, the tunnel becomes very noisy, and
within 10 feet or succeed on a DC 20 Wisdom (Perception) check. The the sound of the waterfall in Area 0A-11 drowns out normal speech. After
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175 feet, verbal communication becomes impossible except by shouting. cover the spike that holds the ring in place. If the calcite and halite crust is
In some areas, Medium creatures must crawl and squeeze. The end of the broken away, one can see a mural painted on the cave wall, and a faint crack
passage is 20 feet off the floor of a large, 200-foot diameter cavern. Due running along the floor. If this crack is traced, it is discovered that additional
to limited visibility, unless care is taken to move slowly and carefully, cracks run at right angles on both sides of the floor crack, and along the wall
a successful DC 18 Wisdom (Perception) check or a DC 16 Dexterity at 7 feet, in a roughly rectangular pattern. Basically, a large stone block or
saving throw must be made to avoid falling out of the end and taking 7 door has been placed to look like a natural part of the cave wall. The block
(2d6) bludgeoning damage. cannot be moved by brute force. It is 12 feet x 12 feet x 20 feet in size. A
passwall spell can bypass the block. An easier way is to solve the riddle.
The mural contains a series of runes, a picture of a man-headed snake,
0A-11. The Loud Cave and a symbol of the god Muir. Comprehend languages or a successful DC
18 Intelligence (Arcana) check reveals the following inscription:
This cavern is over 200 feet across, with a floor almost completely
covered with water. In most places, the water is only inches deep, but there “My step is slow / the snow’s my breath I give the ground / a grinding
are randomly spaced holes ranging in size from a few inches to several death My marching / makes an end of me Slain by sun / or drowned in sea.”
feet across. None of these is particularly dangerous, though characters
could get wet if they are not careful. The answer to this is “glacier” or “ice,” and is precisely the way the
Waterfall. At the far end of the cavern, opposite the entrance from Area block can be moved. Water in the cracks of the wall expand when frozen,
0A-10, the floor of the cave drops off sharply in a waterfall. This has the pushing the V-shaped 120-ton block of stone free, and allowing passage
effect of creating a loud, crashing noise, completely drowning out any other beyond to Area 0A-12. Any source of magical cold serves this purpose. If
sound in the room. Speech, even yelling, is overwhelmed by the sound of the water in the cracks is frozen, the block moves forward 4 feet, allowing
the waterfall. Due to the shallow water, there is no real risk of anyone being passage beyond.
swept over the side (unless they are foolish). It is an easy task to secure
ropes or other means of descent down the falls to the bottom.
Pool. At the bottom of the falls is a 6-foot-deep pool of water, 70 feet
across, filled with hundreds of small blind crawfish. Careful search of the
0A–12. Stasis Chamber
area, and a successful DC 13 Wisdom (Perception) check, reveals a few This cut-stone room is adorned with symbols of Thyr and Muir and appears
rusted links of iron chain, the links themselves being 2 inches in length. for all intents to have once been a holy shrine of some sort. The symbols are
Two of the links appear to have been torn apart. The chained gorgimera, recognized with a successful DC 12 Intelligence (Religion) check.
the guardian of Area 0A-12, has since left its post, and wandered to Area Captive. In the center of the room, cast in a bluish force field is a
13C-3, down the left passage. Grubbing around in the pool reveals dozens guardian naga. All wealth and other matter has long-since been removed
of pieces of what appear to be chunks of broken statues (victims turned to by the evil that trapped it. This naga is in stasis, the result of a spell cast
stone and smashed by the gorgimera). upon him. If this can somehow be reversed (possibly dispel magic against
Cracks. Characters might look for something that a chain was hooked a 7th level spell) a good-aligned party gains a powerful new ally. The naga
to. A successful DC 16 Wisdom (Perception) check while searching the far serves any like-aligned being who frees him until the party leaves the area
wall reveals an iron ring set in the mineral encrusted wall. Encrustations of Rappan Athuk.
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• Secret Doors: Stone. Require a successful DC 16 Wisdom (Percep-
tion) check to find. Also requires a successful DC 16 Intelligence (In-
vestigation) check or DC 25 Strength check to open. The Cloister
Shields and Wards: The entire building, and Area DL1A, are under a
permanent hallow effect. All good-aligned creatures have disadvantage CL1—CL7 Outer Cloister
on attack rolls. Area DL1A provides the benefits of a bless spell to
worshippers of Tsathogga. CL1. Entrance
Surfaces: Stacked cut stone. Leering, grotesque statuettes squat in small niches around the iron
reinforced oak portal. Even the metal bands are of a strange shape, and
Greatly diminished, the order of Tsathogga now counts 8 acolytes CL2. Upper Temple
(cultists), and 4 under-clerics (cult fanatics), who in turn control 16 Aside from the frog motifs on the stone columns and the small
zombies raised in the under-temple. The leader of the congregation soapstone idol opposite the entrance, this place could be the temple of
is Abbot GrossoB, a grossly obese, graying man with a tonsure, an any other deity.
unnaturally wide smile, and bulging eyes. The Abbot is awake day and Temple Interior. The interior is spacious and clean, and the scent of
night, concocting witching brews and performing unwholesome rituals incense floats in the air. Stairs lead up to the belfry, and curtained exits
beneath the ground. lead to other parts of the cloister. Usually, there are 5 or 6 under-clerics
During the Day. Normally (during the daytime), the cultists aren’t (cult fanatics) here in meditation, who greet travelers and administer
hostile. If a group of characters approaches their temple and don’t display to their needs. On a closer examination, or at night, it becomes obvious
obvious holy symbols or signs typical of do-gooders, they are welcomed that things are not as they seem. The frogs on the columns are animate
as pilgrims, and admitted to the cloister if they agree to lay down their — now and then, one can be seen moving (and at night, they leap down
arms at the entrance and offer tokens of their goodwill. Significant on intruders, going straight for the throat). The incense is calming, a
material contributions (over 120 gp value) earn a blessing and probably bit too calming. It dulls the mind and makes one susceptible to subtle
an audience with the Abbot. An evil character may even accept Tsathogga enchantments (disadvantage on saving throws vs. mind-affecting spells).
as a patron and become his champion if proven worthy. The “good” The flames of the candelabra on the two sides of the altar are unnaturally
brothers sell unholy water for a mere 10 gp per vial, midnight tearsGM greenish and their radiance makes everyone look cadaverous. Should a
for 1,500 gp per dose (a bargain!), and potions of foul waterGM for 60 gp hostile intruder go near them, the flames leap on them and burn like the
each. Worthy servants may gain additional gifts — mostly potions — for flames of the Netherworld, making a melee weapon attack at +6 to hit,
their services. Possible missions include recovering items from dangerous with a 10-foot range, inflicting 8 (1d6+5) necrotic damage!
locales, furthering the cause of Tsathogga, assassinating undesirables or Idol of Tsathogga. The idol shows the bloated, perverted shape of
anything you think up. the demonic frog-god. Even being near the figure awakes a sense of
At Night. During the night, there is a 50% chance a sermon is in wrongness, and any good- or neutral-aligned character touching it must
progress. In this case, all doors to the temple are locked save the front roll a successful DC 14 Charisma saving throw or contract Tsathoggan
one (where 6 zombies and an acolyte stand guard), and the rest of the rotting diseaseGM. Evil characters are unaffected by this filth. In fact,
congregation is down in Area DL1A. Visiting worshippers who wear dark, kissing the idol heals them as a 1st level cure wounds spell, once per day.
hooded robes may be admitted if they don’t behave out of order (or don’t At least 20 points of radiant or fire damage or 40 points of regular damage
look heavily armed). Otherwise, it is assumed that half of the acolytes destroys the idol, but in the case of fire damage, the resulting noxious
and under-clerics are asleep in their cells while the others hold vigil in the vapors affect everyone in a 10 feet radius just like its touch. If the idol is
upper temple. Abbot Grosso and the zombies, of course, are ever vigilant: destroyed, the hallow spell ceases to function in the temple area.
the former experiments in the laboratory (Area DL1C), and the latter stand Treasure. Each under-cleric has a weapon, dark green felt robes with
by his door to make sure he isn’t bothered. face-covering cowls, an unholy symbol of Tsathogga, 3 vials of unholy
Tactics. In case of an assault, the acolytes and the under-clerics attack water, and keys to the cells; one also has a key to the entrances.
immediately, making a fighting retreat into the dungeons if their foes
prove superior. Abbot Grosso is informed by an acolyte if he isn’t present
and sends all zombies against the invaders. He only joins the fight from CL3. Refectory
behind, and flees if things go badly, retreating through the catacombs to This barren room has a long wooden table and 16 wooden stools.
seek allies and vengeance against the defilers. Acolytes and pilgrims consume their meals in silent contemplation,
Treasure. Abbot Grosso possesses a +2 sickle, 6 vials of unholy mostly simple porridge and stale bread with water. The northern staircase
water, potion of healing, bracers of defense, dark green felt robes leads down to a hallway to Areas DL1A and DL1B.
with face-covering cowl (richly embroidered, 25 gp value), unholy
symbol of Tsathogga, and key ring (for all doors). Each under-cleric
has weapons and dark green felt robes with face-covering cowls, an CL4. Dormitories
unholy symbol of Tsathogga, 3 vials of unholy water, and keys to the This is where the brothers sleep and meditate when they are not working
cells; one also has a key to the entrances. The acolytes have assorted on temple service. The smallest room belongs to the 4 under-priests, while
weapons, dark green felt robes with face-covering cowls, and unholy the rest have simple beds for the acolytes, 6 per room. There are no other
symbols of Tsathogga. furnishings or items of comfort.
CL5. Anteroom
Cold air and stale dust fills this short corridor, while cobwebs hang
from the ceiling. The southern door is locked. To the east, an old wooden
carving of a hooded priest, mostly worm-eaten, stares at visitors. Pilgrims
who wish to see Abbot Grosso must kneel for at least half an hour in
this uncomfortable hole before they are admitted before him. If danger is
afoot, and the temple is alerted, 4 zombies are stationed here.
Leering, grotesque statuettes squat in small niches around the iron-
reinforced oak portal. Even the metal bands are of a strange shape, and
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LEvel 0B: The Cloister of the Frog-God
they seem to wriggle and twist at night. The door may be locked and the character into a mundane frog. In this case, the 15 killer frogsB lurking
barred from inside if the monks anticipate an attack. A successful DC 18 underwater emerge at once to drag the poor frog down and tear it to shreds!
Strength check is required to break it down. Treasure. The eyes of the stone frog are large gemstones of moss agate;
fancy, and worth 160 gp for the pair.
CL6. Bedroom
Not at all like the cold and damp dormitories, the room of the Abbot
hints at a level of luxury.
CL8. Old Ruins
Interior Decor. Rich carpets cover the floor and precious tapestries Here on the windswept plateau stood other buildings of the cloister.
hang on the walls. To the south, by the sole window, is a small reading Razed by the superstitious village-folk and further ruined by time, only a
stand. A brazier filled with hot coals stands by the north wall, next to few walls and the stump of a bell tower remain among the hardy shrubs.
two bookshelves full of folios, codices, and scroll cases. A lantern with Entrance to the Catacombs. One of the ruined structures to the east,
colorful glass panes sheds a soft light on the scene in the evening. Unless a small rectangular building, hides a barred shaft under a pile of planks.
expecting visitors, the room is empty (most of the time). Abbot Grosso Clues to the shaft’s existence can be put together with a successful DC 12
occasionally reads the works in his library, but he never sleeps or rests, Intelligence (Investigation) check. The shaft leads down to the catacombs
preferring to spend time in study and experimentation in his dungeon. at Area DL1M.
Treasure. The bookshelves hold mundane treaties concerned with
herbalism, metallurgy, alchemy, and religious philosophy, with the occasional
work on geometry and construction (worth 1,100 gp total). The northern CL9. Cave Entrances
bookshelf conceals a secret door leading down to Area DL1C. Both regular
doors are locked, and the one leading outside is barred as well. A successful Three dark caves enter at the base of the cliffs. The western entrance
DC 18 Strength check is required to break down any of the doors. leads to the ogre lair at Area DL2B and the pool of the harpies at Area
DL2C; the central one to the giant rats at Area DL2G and the third, which
is always hazy with escaping steam, to the springs and sinkhole at Area
CL7. Peaceful Pond DL2H.
Water lilies float on the calm surface of this clear little pond in the shade
of ancient trees; occasionally, concentric ripples break the surface as small
frogs jump out to hunt their insect prey. Mossy stepping stones lead to the CL10A–C. Vineyards
Abbot’s room, and a stone bench in the shade offers a place to daydream
and meditate. The distended vineyards of the cloister are overgrown with briar and
Stone Frog. A lifelike, moss-covered statuette of a frog with moss agate thistle; mossy, ancient trees grow stunted and monstrous. There are
eyes, sitting on a large boulder, feeds the pond with a steady stream of water. bunches of wild grapes on the vines, but theirs is a sour vintage, and 4
Unless the party does something wrong, this place poses no risk. On the other of the plants are assassin vinesB. The Area CL10A leads down into Area
hand, a character touching the eyes of the frog is affected by a polymorph DL1I on DL1 Map 1. CL10B leads to Area DL1J on DL1 Map 2, and
spell — a successful DC 17 Wisdom saving throw negates — which turns CL10C leads to Area DL1K on DL1 Map 3.
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Rappan Athuk
lines] …mercy, for the malevolent unseen remain about, waiting, ever
CL11. Harbor waiting — for me, the last monk of Abbot Thum.”
A half-sunken barge rests next to the rotted pier. Before the serpentine
climb, a statue depicting a bowing, hooded monk faces the road. CL18. Common Room
Treasure. The statue’s hands bear a stone begging bowl with 2d10 cp Previously used for meditation and meals, this chamber is a wreck. Two
and 1d10 mixed gp and sp. long tables lie in ruin; splintered chairs, broken bones, a fallen chandelier,
and the fresh, torn body of a young man in leather armor, his longsword
still in the scabbard, bear testament to the strength of the devastators.
CL12—27 Inner Cloister
Silence mixed with an area of dread desolation shrouds the inner cloister, CL19. Kitchen
battered by constant winds. This is a place of decay and abandonment. Pots, pans, and broken dishes are scattered about this area. Spiral stairs
Occupants. Due to a conjuration gone wrong, 4 invisible stalkers lead down to the catacombs at Area DL1S, and a sturdy staircase lead up
were set free by the former abbot, and they proceeded to slay all within to Area CL22.
the walls. Those who investigated from the outer cloister were “attacked
by the thin air itself”, which tore a few hapless acolytes to bloody bits.
Nobody dares bother this place now. The extraplanar monsters still roam
CL20. Carnage Site
the empty halls looking for live prey. They may be encountered anywhere Five recently slain bodies, all mangled beyond recognition, litter the
within the inner cloister, but usually remain inside the building (except floors. The iron door to the southeast tower is locked securely. It can be
one, which likes to grind human bones in the mill). broken down with a successful DC 20 Strength check, or the lock can be
Tactics. The invisible stalkers attack from surprise and retreat for a picked with a successful DC 18 Dexterity check with thieves’ tools.
while if heavily wounded. Treasure. The corpses bear minor arms — maces, daggers, and the
like. One also possesses a finely engraved horn worth 125 gp and a money
pouch containing 18 sp.
CL12. Gates and Courtyard
The oak gates are open, their hinges rusted. Tall, dry grass grows
in the courtyard. A pile of sacks full of rotted grain is stacked by the
CL21. Southeast Tower Basement
northwest tower. This chamber was emptied by the monks to hold an evil magic item
once possessed by a rival order, the horn of fliesGM. The monks, finding it
impossible to destroy the foul item, locked it in an iron chest, requiring a
CL13. Skeletons successful DC 17 Dexterity check with thieves’ tools to open, which was
A group of monks who had tried to flee were discovered and killed here. in turn placed within a magical warding circle.
Skeleton Keys. One of the skeletons, concealed by a small bush, is still Warding Circle. The silver tracings of the circle are still here, as is the
intact, and carries a key ring with keys to all locked doors in the outer and chest. If the outline of the circle is broken or disturbed without first being
inner cloister save Area CL6 and Area CL21. dispelled, an unhallowed aura of red light descends on the chamber, and
all must make a successful DC 14 Wisdom saving throw or attack their
companions. A new saving throw is possible every 3 rounds. A successful
CL14. Northwest Tower DC 18 Intelligence (Arcana) check reveals the danger of disturbing the
Ruined grain lies here in large sacks. A small hand-operated mill stands circle.
in the middle. It is jammed with chips of human bone, which is also Treasure. In addition to the horn, a small wooden stand holds 8 flasks
collected in a wooden bowl at the base of the contraption. of unholy water and a chest with 200 gp worth of pure silver dust.
There is a 50% chance at any time that 1 of the invisible stalkers is in
here, playing with the grain works.
CL22. Prayer Rooms
The adjoining rooms were used by the brothers to hold vigil, with
CL15. Northeast Tower wooden pews by the walls. There is evidence of heavy fighting: scorched
This tower is a burned-out, hollow shell. Only the outer walls stand walls, dropped maces, smashed furniture, and broken candles.
intact. Black, charred beams, ashes, and molten metal items remain. A
character investigating the rubble must succeed on a DC 13 Dexterity
saving throw or suffer 6 (1d12) bludgeoning damage due to falling rubble. CL23. Cells
Each cell used to be inhabited by 3 monks. Their possessions are broken
and useless. Four bodies lie in the corridor.
CL16. Inner Garden
A few fruit trees, a well, and untended vegetable beds are found in the
miniature garden. Thick grape vines growing on the stone surface block the CL24. Abbot’s Cell
door to the southwest tower. The vines are the tendrils of an assassin vineB. Somewhat more spacious, the abbot’s cell was where the invisible
stalkers got loose, as evident from the broken conjuration circle in the
inner room. A successful DC 20 Intelligence (Arcana) check is required to
CL17. Southwest Tower understand the purpose of the circle. Both doors are smashed, broken in
The lower level of the tower is reasonably intact. There is a poorly half by forceful blows. Pages ripped from torn books litter the floor.
concealed trapdoor in the ceiling, leading to CL25. It is spotted with a Treasure. Beneath the mound of rubble, wrecked furniture and
successful DC 10 Wisdom (Perception) check. destroyed items, the dismembered corpse of the abbot still bears a ring of
Treasure. The tower contains 3 barrels of fine wine, smoked meats protection, a +1 morningstar, and a ruby-studded unholy symbol worth
(rotten), 10 glass bottles (distilled spirits worth 50 gp per bottle) and 700 gp.
chopped firewood, all of it stored neatly. A successful DC 10 Wisdom
(Perception) check reveals that someone has hidden a small package
between 2 barrels. The oilskin bundleGM holds a parchment and 3 potions CL25. Southwest Tower, Upper Floor
of healing. A storeroom like the lower level, this place wasn’t spared by the wrath
The hastily scribed script reads: of the invisible stalkers. Nothing of value remains. The trapdoor to CL17
“Having secured the cross in the observatory with the unblessed oil-skin, is unhidden and obvious from this side.
I now depart this sorrowful demesne and hide this message so [smudged
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Ceiling Height: Ceiling height of 12 feet is typical. Each level
CL26. Southeast Tower Armory is 30 feet below prior level (DL1 is 30 feet below cloister,
Weapon racks line the walls of the room, and a spiral staircase in the DL2 at 60 feet and DL3 at 90 feet).
southwest corner leads to a trapdoor in the roof, leading to CL27. Doors: All normal doors are locked, iron-reinforced wood.
Treasure. The racks hold 45 maces, 11 morningstars, 6 heavy • Locked Doors: Require a successful DC 20 Dexterity check with
crossbows, 55 bolts, 7 halberds, 5 glaives, and 4 longswords. 50% of the thieves’ tools or DC 20 Strength check. A character who has successful-
weapons are too old to be usable. Two chests contain 7 well-oiled suits of ly unlocked one door on this level has advantage to unlock the others
chain mail and a single suit of +1 chain mail. on this level.
• Secret Doors: Stone. Require a successful DC 16 Wisdom (Percep-
CL27. Observatory tion) check to find. Also require a successful DC 16 Intelligence (Inves-
Three star charts depicting the major heavenly bodies hang on the walls. tigation) check or DC 25 Strength check to open.
The roof may be pushed aside with a pulley system to observe the sky Shields and Wards: None.
with a spyglass mounted on a tripod. A former monk (see Area CL17) has Surfaces: All walls are damp and cold, and the floor is wet
hidden a captured holy relic, the silver cross of St. YoraGM on a small ledge and moldy in patches.
outside the southern window. It can be found with a successful DC 20
Wisdom (Perception) check. Only lawful good characters may employ the
cross, others find it too weighty to even lift, unless they possess the oilskin Dungeon Level One
bundleGM from Area CL17. A spiral staircase in the southwest corner leads
to a trapdoor in the floor, leading to CL26. Difficulty Level: Tier 2
Access: Stairs up to Area CL3, stairs up to Area CL6, stairs
down to Area DL2A, stairs down to Area DL2I, stairs down
Within the Vaults to Area DL2K, stairs down to Area DL2D, stairs down to
Area DL2L, stairs down to Area DL2M. Hallway up to Area
CL10B. Hatch to Area DL2M. Shaft to Area CL8. Staircase
to Area CL19.
General Features of the Wandering Monsters: Check once per 20 minutes on 1d20.
Other:
Zombies wear the dark green habits of the frog-worshippers. There is a
total of 3 gray oozes and only 1 gelatinous cube in the catacombs.
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Temple Décor. This sinister worship-room presents a scene straight
Cell # Prisoner Notes
out of some Stygian hell. Squat columns support the ceiling, while
heavy smells of burning tallow and boiling fat mingle as candles burn A thoroughly wicked
in wrought-iron sockets and a grotesquely large cauldron bubbles with swordsman and a distant
foul steam. The peering gemstone eyes of a gross idol, the demon-lord cousin of Bithan; speaks
Tsathogga, gaze at the scene with morbid indifference. Stairs of slick about himself in the third
Xor of Un (CE
olive stone climb to the altar and the cauldron, then the idol. The altar is person, and has a hollow,
5 male human
a simple soapstone block, vile and venomous (like the idol in Area CL2). menacing voice. Predictably,
gladiator)
Upon its surface are several carved eyes that resemble warts. Yet the worst his first deed once freed is
is the cauldron behind. betraying the characters
The Cauldron. Enchanted fire burns constantly, heating the vile to whomever is most
broth it contains. The stew is viscous, smelling of molten fat and waste. convenient.
Occasionally, a cooked limb or head bounces up to the surface before Vilis is an Amazon worshipper
sinking back. Just above the cauldron is an iron hook connected to a pulley of Mitra. She has a
system by the side. It is used for lowering hapless sacrificial victims, bit Vilis Mil (LG
concealed dagger in one
by bit, into their most unpleasant demise. 6 female human
of her leather boots and
The cauldron is hot to the touch, inflicting 2 (1d4) fire damage to anyone veteran)
isn’t afraid to use it if a good
placing exposed flesh to it, and its contents are scalding, inflicting 21 (6d6) opportunity presents itself.
fire damage in the case of full immersion. The broth causes 4 different
kinds of disease if sampled (your choice, but mummy rotGM, Tsathoggan
rotting diseaseGM, slimy doomGM, and pestilenceGM would be a potent mix!) DL1C. Laboratory
No saving throw is permitted to avoid contracting the diseases, but the Unless reading upstairs or preaching, Abbot Grosso is found in his
usual saving throws can be used to get rid of them. subterranean lair (accessed from Area CL6), mixing strange alchemical
The Hideous Idol. The idol’s gemstone eyes are emeralds worth 3,000 salts with poisonous herbs, acids and other substances. The Abbot is
gp each and bear a potent curse: they induce a plague equivalent to mummy guarded by 8 zombies, who may be summoned from the lower temple
rotGM if possessed for more than a day. A well-hidden secret door behind with a yell.
the idol, requiring a successful DC 20 Wisdom (Perception) check to find, Lab Equipment. The items in the laboratory are worth 700 gp for the
leads to the catacombs. It may be opened by pulling a lever hidden behind tools and glassware, and 400 gp for the chemicals — stored neatly in
the statue. Pushing it upwards releases a cloud of acidic gas from the idol’s heavy chests, on shelves, and on acid-scarred tables. In addition, there are
mouth that inflicts 10 (3d6) acid damage to all targets immediately in front many extraordinary items as well. A locked metal box (requiring a DC 14
of the idol, with a successful DC 16 Dexterity save reducing damage by Dexterity check with thieves’ tools is required to open; failing the check
half; in addition, triggering the trap requires a successful DC 15 Dexterity by 5 or more means 1d10 of the flasks break) holds 10 flasks of acid, each
saving throw or anyone standing in front of the statue is knocked into vial wrapped in fine cloth; a bundle of 6 lightrodsGM; and 4 tindersticksGM.
the cauldron. A successful DC 20 Intelligence (Investigation) check is A rune-etched silver flask holds 3 vials worth of unholy water.
required to determine the correct direction to move the lever. Treasure. There are 2 chests by the western wall, holding much of the
Abbot’s wealth.
DL1B. Holding Cells • Chest #1 is trapped with a glyph of warding requiring a successful
As Tsathogga needs a steady stream of sacrifices, these rooms hold DC 16 Intelligence (Investigation) check to notice, and a DC 16 Intel-
abducted travelers awaiting their dreadful fate. They are locked behind ligence (Arcana) check to disarm. It triggers unless the chest is opened
barred doors; the keys being held by the ogre on Level Two, Area DL2B. by an evil being, discharging a contagion (slimy doomGM) spell. The
Of the captives, 3 are insane wrecks, another 3 common farmers, while 6 chest contains a leather sack with 350 gp, 3 small sapphires worth 150
are adventurers: gp each, a mummified hand, two blocks of an orange wax-like sub-
stance and a round leather case with handwritten documents. The mum-
mified hand is a hand of the revenantGM. The orange substance is meant
Prisoners of Tsathogga to be burnt and its fumes inhaled. They allow their user to commune, but
Cell # Prisoner Notes only evil deities may be reached this way. Each block is usable once.
The documents in the leather case reveal the procedure to create hardi-
If freed and armed, he fights er enchanted zombies. This method requires 250 gp worth of material
Bithan of Un by the party’s side and may components per zombie and a fully equipped laboratory. The resulting
(CN male even convert to a lawful zombies have maximum hit points. The papers are written in a very
1
human alignment if treated well. He incomplete shorthand. It requires a successful DC 19 Intelligence check
berserker) is distrustful of Xor, his distant or suitable magic to decipher them.
cousin.
• Story Award. You could award 200 XP as a Story Award to a good
Better known as “the Hand” character who destroys the notes.
for the member he displays
on his (fake) coat of arms, • Chest #2 is much smaller than the first and is trapped with another
Morton the Elf glyph of warding (inflict wounds spell). This glyph also requires a suc-
2 Morton is wanted in three
(N male elf spy) cessful DC 16 Intelligence (Investigation) check to notice, and a DC
towns for forgery and fraud.
He denies all rumors as 16 Intelligence (Arcana) check to disarm. It is divided into 16 small
fabrications and slander. compartments, with a potion in each one:
#1 to #9 hold potions of healing.
Frederik and A pair of seasoned veterans
#10 and #11 hold potions of greater healing.
Carolus (N looking for adventure. Both
3 and 4 #12 holds a dose of crawler mucus poison.
male human are rather dim, but likable
#13 is a super-potent acidic concentration (like a standard flask of acid but
veterans) that way.
causing 10d6 acid damage).
#14 is a potion of speed.
#15 is a potion of contagionGM (mummy rotGM).
#16 is an elixir of all-seeing doomGM, created under the specific instructions
of Tsathogga’s demonic minions.
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DL1D. Lost Catacombs DL1J. Second Wine Cellar
Moldering coffins lay along the walls, each with a decayed corpse Accessible from the upper reaches through Area CL10B, and located
inside. At Area DL1DA, a spiral staircase leads to Area CL19. on DL Map 2, this looted wine cellar is clearly inhabited by an intelligent
being. There is a smell of human presence, and the western tunnel of
the cellar has been turned into living quarters with a bed made of rags, a
DL1E. Graves of the Lower Priesthood small fireplace with a kettle, a lantern, and a drinking cup. There is a 60%
Letters carved into the floor of this grey and cobwebbed burial chamber chance Smir is present. Smir is a wererat, except:
identify it as “THE GRAVES OF THE LOWER PRIESTHOOD”. Each of the Multiattack. While in hybrid or humanoid form, Smir can make one
side rooms contains 16 wooden sarcophagi surrounding a round stone table, dagger attack and one shortsword attack.
illuminated by a single lantern glowing with a greenish-blue continual flame +1 dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
spell. A small dais on the northern end of the hall holds a stone statuette of 6 (1d4 + 4) piercing damage.
a man clad in monastic robes, wearing a diadem. If the characters disturb the Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
sarcophagi, the lanterns, or the diadem, the statue emits a loud croak and 6 target. Hit: 6 (1d6 + 3) piercing damage
zombies from the burial chambers spring to attack. The zombies are all blackish, Tactics. If encountered, he poses as an insane hermit ranting about
with unnaturally thin limbs, and move with dreadful speed (as if hasted). undead, and tries to lead the party away from his lair and his treasure
Treasure. This diadem is worth 240 gp. behind one of the casks. If forced into combat, he fights with a dagger and
shortsword until he can make an escape attempt.
DL1F. Pit Treasure. Smir’s treasure consists of 680 gp, a silver mirror wrapped
in black velvet (worth 22 gp), a potion of greater healing, a +1 dagger,
A covered 40-foot deep pit trap leads down to the pool at Area DL2C. A and a shortsword.
successful DC 15 Wisdom (Perception) check is required to notice the pit
trap, and a DC 16 Dexterity saving throw is permitted to avoid falling in if
it is not noted. A character that falls in the pit takes 14 (4d6) bludgeoning DL1K. Third Wine Cellar
damage from the fall. This cellar has been looted like the others (through Area CL10C).
Grotesque skeletons with gnarled limbs and half-dissolved bones lie
DL1G. Chthonic Crypts everywhere, and there is a glistening trail over them and all over the floor,
walls, and ceiling. However, the mysterious assailant is long gone. This
Faint, dissonant music resonates within the hall. Letters in the floor cellar is located on DL Map 3.
identify the place as “THE CHTHONIC CRYPTS”. The side chambers
are laden with stone caskets, each containing miscellaneous bones of
what appears to be human and animal origin. Horned heads, hooves, and DL1L. The Vault of Abbot Cyngamon
misshapen bones are common. The vault is surrounded by a circular corridor with stone slabs set in the
Statue. On a dais to the east stands the statue of a goat-legged shepherd walls sealing burial niches. Each slab depicts a mailed warrior; they do not
playing a set of metal panpipes. The music is coming from the statue as the open unless the warriors are called to defend the vault.
wind blows through the instrument. Characters who stop and listen must Door. The entrance to the vault is a brass-inlaid iron door flanked by
make a successful DC 14 Wisdom saving throw or start dancing a tarantella large, sooty copper braziers still burning with flames. Letters on the door
in the crypt. A new saving throw can be attempted every 3 rounds to break read: “THE VAULT OF ABBOT CYNGAMON. HE LIT THE SCENTED
the effect. If they dance, bizarre goat-human skeletons emerge from the OIL BEFORE THE GREAT FROG-GOD, AND THE FROG-GOD WAS
stone caskets at a rate of 3 every round to join them, up to a maximum PLEASED THEREBY.”
of 24. They do not attack until the characters attempt to leave, or they are The door is locked; however, burning some scented oil, perfume, or
themselves attacked. Dancing characters have disadvantage on attack rolls, oil mixed with incense in the braziers allows passage. Alternatively, a
and Dexterity and Strength saving throws. Characters who dance for a full successful DC 16 Dexterity check with thieves’ tools opens the doors. On
hour receive a dark blessing which gives them the ability to leap up to 12 a failed lock picking attempt, the flames leap at the offender! Consider this
feet vertically but turns their feet into hooves. After each hour of dancing, a ranged attack at +5 to hit, 10 ft. range, 8 (1d6+5) fire damage.
a character must make a successful DC 14 Constitution saving throw. Each The Vault. The grey room beyond is inlaid with carved stones, and
failed save results in one level of exhaustion. A character collapsing from an arched canopy with blue stucco. All is very old and smells faintly of
exhaustion (after five levels of exhaustion) may crawl away without being scented oils. A font by the western wall has clear water inside, healing 1d6
attacked but may be trod upon. A successful DC 16 Dexterity saving throw damage each time it is sampled (there is enough water for 4 quaffs). A
negates suffering 3 (1d6) bludgeoning damage per 3 points of failure. metal hatch in the floor can be opened to descend to Area DL2M; the way
Treasure. The pipes do not function outside this place, but they are is barred by a metal grille on the bottom. The grille can be removed with
made of a rare alloy that makes them worth 900 gp. It takes a successful a successful DC 18 Strength check.
DC 17 Strength check to dislodge them. The Abbot and Guards. In the northern chamber, the mummified frame
of Abbot Cyngamon still slumbers atop a stone bier, surrounded by 62 vials
DL1H. Hall of Entombment of perfume. He is also a wight, and if he attacks, the burial niches in the
outside corridor also open to release his guardians, 8 undead swordsmen in
A sign on the stone door reads: “THE HALL OF ENTOMBMENT. THEY mail and coif (normal skeletons; AC 18). The swordsmen first attempt to
WHO HAVE RISEN ‘GAINST THE GREAT FROG-GOD, THEY SHALL come through the northeastern door. If they find it blocked, 4 stand guard
SEE NO REST”. The portal is locked and secured with chains. Each of and 4 go around through the secret doors to finish the interlopers.
the 3 locks requires a DC 15 Dexterity check with thieves’ tools to open, Treasure. The vials of perfume are worth 15 gp each. Abbot Cyngamon
or each chain can be broken with a DC 20 Strength check. Inside are the possesses a scepter worth 1,300 gp, and a ring of telekinesis. Each guardian
gnawed-on skeletons of some 30 frog-cultists who had rebelled against a has chain mail, shield, and a shortsword.
long-dead abbot and were put down to face live entombment. Five of them
remain as ghouls inside the room, envious of the living.
Treasure. One of the skeletons bears a staff of healing. DL1M. Looted Crypt
Slime and mold coat the walls of the crypt, creating an atmosphere of
DL1I. First Wine Cellar wet miasma. The sarcophagi in the room have all been looted. What at first
sounds like faint whispering turns out to be an air current — it comes from
Casks of sour wine stand in the recesses of this vaulted, moldy cellar. the cobweb-concealed shaft above, which climbs 30 feet and opens onto
The place has been ransacked and there are no valuables; however, 8 the plateau at Area CL8. A successful DC 10 Intelligence (Investigation)
stirges lair here. This cellar is located on Dungeon Level Map 1 check reveals the source of the whispering.
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to leap at intruders. They are covered in the stuff — hopefully, none of the
DL1N. Collapse characters is allergic! A successful DC 18 Wisdom (Perception) check is
Letters in the floor read: “THE CRYPT OF CALLIXT”. The way is required to avoid being surprised by the ghouls.
choked with rubble and impassable. Experiment. In addition to the ghouls, there is a grotesque skeleton in
the middle of the room suspended in a murky liquid in a thick glass tube.
This strange, deformed being was some sort of human-frog hybrid, and
DL1O. The Tomb of Kynos while no traces of flesh remain, the wide jaws, bent spine and muscular
A sign above the iron door reads, “THE TOMB OF KYNOS”. The legs are still apparent.
growling heard before entering the chamber turns out to come from a hell
hound; the monster is accompanied by a solitary wight.
Statue. In the middle of the tomb is a statue depicting Kynos in DL1Q. Webbed Chamber
his life, with his faithful pet hound. At the base of the statue is a sign Yet more webs and mold fill this chamber. A bricked-up niche concealed
reading KYNOS; behind the sign is a secret compartment with the wooden by a layer of wispy and mold-shot webs is the source of shuffling noises
statuette of a dog and 2 potions of resistance (fire). A successful DC 16 and occasional coughing.
Intelligence (Investigation) check is required to find the small indent in the Hidden Secret. Walled in is a moldering corpse who falls outward with
O of KYNOS that opens the secret door. a dull thud if the brickwork is removed. It still grasps a sizable bundle
Coffins. Standing by the walls are 10 unmarked stone coffins. The bones of rotted parchment maps describing a multi-level dungeon complex,
inside are gnarled and twisted. Some skulls have more than 2 eye sockets; complete with key and notations. The parchments crumble into filth no
others have small horns or bumpy protrusions. One of the coffins contains matter how delicately they are handled, but the players should be given
diseased grave dust, requiring a successful DC 14 Constitution saving the opportunity to leaf through the Rappan Athuk maps for a total of 15
throw or contract mummy rotGM. This rot is extremely fast-acting, with seconds. In pace requiescat!
a mere 1-hour incubation period and ability loss every 2 hours thereafter.
DL1R. Tomb of the Red Death
DL1P. The Tomb of Gwoth This crypt has never been broken into, as intact seals on the door indicate.
A sign above the iron door reads, “THE TOMB OF GWOTH-WHO- The seals also warn the living: “HERE BE THEY WHO WERE CLAIMED
IS-TWO”. BY THE RED DEATH. DISTURB THEM NOT, FOR THEY ARE LOST.”
Inner Chamber. The bricks of the decaying wall in this domed chamber Sarcophagi. Beyond the grim reminder lies a corridor and a chamber
have started to fall and the whole structure is on the brink of collapse; with 10 simple, hastily constructed sarcophagi. Four of them contain mere
there is a 50% probability of collapse every time the walls are disturbed. corpses; the others are occupied by 4 skeletons and 2 wights, who animate
If the chamber collapses, all within take 21 (6d6) bludgeoning damage when any of the lids are raised. These undead possess a skeletal visage
or half this amount if they succeed on a DC 16 Dexterity saving throw. mottled with patches of reddish mold, and cackle madly as they join the
Hidden behind beardlike growths of putrid mold, 3 ghouls wait patiently fray. They have no treasure, save for clothes suggestive of minor nobility.
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Dungeon Level Two DL2H. Steam-filled Grotto
Hot water flows from the cracks of the wall to the central sinkhole,
DL2A. Empty Chamber vanishing to Level Three. The ground around the sinkhole is slippery,
requiring a successful DC14 Dexterity saving throw to avoid a fall.
This rough-hewn room looks half finished, as if construction had been Although cushioned by the pool below, failure still inflicts 7 (2d6)
abandoned and never resumed. A deep, narrow crack spans the stone floor. bludgeoning damage.
Wedged into the crack is a rusty chisel.
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DL2N. Looted Crypt DL2T. The Secret Temple
The coffins in the room have been broken open and their contents Slimy, green-gray clumps of mold cling to the ceiling. The walls
despoiled. Soot and ashes cover the floor. A bent brass plaque, discarded are adorned with an endless throng of dancing figures, contorted and
in a corner reads: “WIZARD’S LIGHT, WIZARD MIGHT, LIGHT OF repulsive. The procession ends in the inner shrine to the west, where 2
FIRE, FUNERAL PYRE”. hunched statues of hooded frog-men flank a great, bloated idol seated on
Secret Door and Trap. The secret door in the wall is relatively easy to a slab of translucent lime-green glass.
find, requiring a successful DC 10 Wisdom (Perception) check, and the Idol. The frog-idol of Tsathogga is flanked by 2 heavy golden
operating mechanism is hidden under a loose flagstone: a brass valve with candelabra worth 800 gp each (but they are heavily tainted with evil).
the relief of a grinning skull, its mouth open, must be rotated. This also There is a continuous hallow aura radiating from the idol, causing the
opens reserves of flammable gas; the mouth of the skull itself is the release temple area to be desecrated ground.
pipe. A successful DC 10 Intelligence (Investigation) check reveals that Caretaker. Fortunately, the place is mostly abandoned. Its only
the valve controls the secret door; a DC 20 Intelligence (Investigation) caretaker is a Tsathar priestB. This misshapen mongrel is clad in the
check reveals that it will also release the gas. Of course, both effects can grotesque garments of a high priest and clutches the symbol of its station,
be discovered simply by turning the valve. If there are open lights nearby, a heavy brass staff studded with green glass “eyes” and “warts”. The high
the gas ignites, causing 10 (4d4) fire damage to all within the room, and priest may summon its companions from Area DL2S with a bellowing
burns for 3 rounds before the valve automatically shuts itself. There is croak. The high priest and his cohorts occasionally emerge to the surface
sufficient gas for 6 operations. world to hunt for new captives to sacrifice; at other times, they travel deep
underground to Rappan Athuk to consort with the darkest powers.
Treasure. The frog-man priest possesses +1 leather armor, and the
DL2O. Secret Passage staff of the BatrachianGM.
The walls of the passage are laden with a thick layer of mold. Any
movement disturbs a huge cloud of spores. Characters must succeed on
a DC 17 Constitution saving throw or suffer a –1 penalty to attack rolls DL2U Laboratory
and saving throws if they remain in this place, and for 1d3 x 10 rounds The door to the east is locked and apparently has not been opened
afterwards due to coughing. Three skeletons lie in the passage, having in some time. This chamber, resembling a cluttered storeroom, is an
fallen prey to now defunct spear traps in the walls. They are covered with abandoned laboratory once used by the priests, both frog-man and human,
a thick crust of growth, and still seem to be somewhat alive, emitting but now avoided by both. One of 3 sarcophagi contains an animated
wheezing, gasping noises if they are moved or disturbed. mummy wielding a longsword named Hell’s Touch.
Tactics. The mummy emerges from its resting place if any of the doors
into the laboratory are opened and defends the place vigorously. Use
DL2P. Crypt normal mummy statistics, except:
A niche in the east wall contains a mound of glistening, slime-covered • The mummy attacks with Hell’s Touch in preference to its slam at-
skulls flanked by 4 tallow candles. tack. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 12
Skulls. If the candles are lit, fire flares in the hollow eye sockets and the (1d8 + 8) slashing damage.
skulls shriek, but there are no other effects.
• Wears a ring of spell turning.
Lab Equipment. Everywhere one turns, there are shelves of dusty
DL2Q.Storage glass implements, ceramic containers, boxes, dried homunculi, mummy
Dust covers the religious paraphernalia left here: sooty braziers, velvet wrappings, spices and so forth. There are also great trunks full of
drapes, incense burners and a collapsed podium. crumbling garments, heavy laboratory equipment, ruined components and
bottles of barely potent acid. Six heavy bars of a silvery metal (mithral)
DL2R. The Circle of Exchanges are hidden under moldering rags in one of the trunks. A successful DC 16
Intelligence (Investigation) check leads to the hiding place.
A title of this magical enigma is “THE CIRCLE OF EXCHANGES. Secret Door. The entrance to the southern closet is concealed behind
BROTHER ARN SEES TO HIS AMUSEMENT”, and is written in a mosaic one of the shelves. A successful DC 17 Intelligence (Investigation) check
circle on the floor. The statue of a hooded monk watches over a domed reveals a slight discrepancy in the shelving. The shelf turns on hinges
chamber with 4 pedestals.
Four Pedestals. Clockwise, from the northwest, the following objects
rest on top of them: a nugget of molten iron, a skull, a dagger, and a
potion of healing. Approaching any object, it is immediately exchanged
with (1d3):
1—the one across them
2—the one to its left
3—the one to its right
The speed of exchange is such that it is almost impossible to capture
an object, requiring a DC 25 Dexterity check to do so. However, the
pedestals can be loaded with extra objects, in which case only a random
object moves, and the rest remain dormant, now possible to remove from
their place.
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to reveal a wall of swirling blue mist obscuring the entrance. The mist Pool and Statues. Next to a deep pool of water, there is a motley
radiates extreme cold, and even being near it (within 10 feet) inflicts 1 collection of 5 statues: 3 adventurers and 2 zombies, who have strayed
point of cold damage per round. Anyone passing through suffers the full into this place. This is the work of a basilisk.
chilling effects of 16 (3d10) cold damage. Any effect that deals 20 points Treasure. The beast’s hide, a sparkling shield of gemstones, is worth
of fire damage shuts the mist down for 2d6 rounds. 1,600 gp; its blood imbues normal gems with a rainbow radiance.
Treasure. The mummy wields the longsword Hell’s TouchGM and wears
a ring of spell turning. The 6 mithril bars are sufficient material to create
1 suit of Medium chain mail, and each bar is worth 500 gp. The closet DL3D. Tomb Entrance
beyond the wall contains 2 spellbooks, a globe of devious entrapmentGM This part of the caverns is unlike the rest of the dungeon: from the
and a prism of separationGM. The spellbooks contain the following spells: cyclopean stone blocks used in its construction to the bizarre abstract
• Book #1: 1st–charm person, detect magic, feather fall, magic mis- patterns adorning its walls, it looks like a relic from an eldritch past. This
sile, shield; 2nd–detect thoughts, levitate, locate object, mirror image, vault (along with Areas DL3E–F) is the tomb of Prince Koshag.
suggestion, web; 3rd–fireball, hypnotic pattern, lightning bolt; 4th–con- False Doors. The false stone doors leading to the west bear the markings
jure minor elementals, dimension door, ice storm, wall of fire. of several pickaxes. The true entrance, however, is out of sight and requires
a successful DC 20 Intelligence (Investigation) check to discover.
• Book #2: 1st–comprehend languages, detect magic, magic missile; True Entrance. In the south, a layer of stones is more shallow than usual,
2nd–continual flame, arcane lock, flaming sphere; 3rd–animate dead, and the stucco can be removed to reveal the outlines of a stone door with
clairvoyance, counterspell, fly, glyph of warding, lightning bolt, water ancient glyphs declare: “THIS IS THE [GOING UNDER] OF PRINCE
breathing; 4th–confusion, hallucinatory terrain, polymorph; 5th–cone KOSHAG XANTOLLAN / HE WAS THE [FINAL ONE] / SAILED THREE
of cold, dominate person, geas, teleportation circle. TIMES SIX, SAILED FOUR TIMES FOUR [GREAT WATER] / ALAS, THE
WORLD IS NO MORE / [UNWORTHY] LIVE NOW AND FOREVER.”*
*Words in brackets are rough translations.
DL2V. Frog-Pit
Those unfortunates who died before the loathsome idol of Tsathogga
were disposed of in the deep pit in this rock grotto. At other times, they DL3E. Shadow Gallery
were thrown alive among the carnivorous giant frogs to be devoured This room is crisscrossed with several shadows forming a sort of
screaming. The frogs are all dead, but the pit is still a peril for the curious web that fills the entire area. A character crossing the room must make a
and the foolhardy. The chamber above the pit is a bare, simple place. A set successful DC 17 Dexterity saving throw to avoid touching the shadows
of irregular stairs descends to the east, and, as the letters above the portal 1d3 times. If a character fails the check by 5 or more, they touch the
declare, they go “TO RAPPAN ATHUK, THE DUNGEON OF GRAVES— shadows 3 times. Gaseous form provides advantage on the checks.
BEWARE, O PILGRIM, OF THIS JOURNEY”. After many hours of Shadowy Webbs. Each touch is like the touch of a shadow (the victim loses
travel (possibly a few days, roughly 30 miles underground), the passage 1d4 points of Strength). A character reduced to 0 points of Strength becomes
terminates at Level 4A-1 in Rappan Athuk. a part of the shadowy web itself. If the character survives, the reduction in
The Pit. The round opening is covered with a corroded iron grille (50% Strength lasts until the target complete a long rest. Characters accompanied by
probability of breaking under more than 75 pounds of weight). A system magical light or its equivalent are unaffected; dispel evil and good or hallow
of winches and pulleys used to lower victims are in the same sorry state: destroys the shadows permanently (along with all absorbed characters).
it appears sturdy on a casual observation (sturdy enough to climb down
on its chains), but a more careful study, requiring a successful DC 16
Intelligence (Investigation) check, reveals the weaknesses which would DL3F. The Hidden Tomb of
send any foolhardy character down into the depths. The pit is 50 feet deep Prince Koshag Xantollan
and contains several rotted corpses. The corpses are covered by a 4-foot-
This is the final resting place of Prince Koshag Xantollan, ancient warlord
thick layer of green slimeB which forms a gelatinous plug above the mass
and conqueror. Neither the frog-men nor their human followers have discovered
of bodies, which in turn rests below 4 feet of water. Anyone falling in the
the place. The tomb is a simple room, decorated with a few ornamental patterns
pit gets stuck in the green slime.
on its walls, and the following glyphs: “THIEF, DEFILER / GREAT WRATH
/ RUN FAST / [illegible line] / KOSHAG IS HERE”. There are 6 desiccated
Dungeon Level Three corpses in antique bronze breastplates propped against the wall here. They are
zombies who animate if the tomb’s contents are disturbed. They surround a
stone bier where a mummy in plate armor slumbers. The mummy holds a heavy
DL3A. Room of the Stone Head greatsword made of some unknown bluish metal. It is inanimate, although it has
The walls here are inlaid with all manner of semi-precious but flawed been treated with enchanted oils, making it resistant to age.
stones. A huge stone head wearing a diadem rests on a marble slab. Spells Treasure. Next to Koshag Xantollan’s stone bier lies a great cauldron
cast at the image either prove ineffective or are reflected on the caster filled with 4,000 ancient gp. In addition, the strange sword clutched by
(your discretion). the mummy is a powerful ancient weapon known as Koshag’s SwordGM.
Treasure. The gemstone value in this area is 2,500 gp and requires 2
full person-days’ worth of work to extract.
DL3G. Storage
The cramped room is a well-stocked storehouse of weapons. There
DL3B. Catacombs are 10 shortswords, 60 scimitars, 60 maces, 10 flails, 18 longswords, 30
Thick sheets of cobwebs hang from the ceiling, their white shot through battleaxes, and 70 spears in unruly stacks. Three extraordinarily ugly
with filaments of sickly gray-green mold. Characters who fail a DC 15 stone statues, gargoyles, slumber in wall niches. The monsters activate to
Constitution saving throw suffer a –1 penalty to all attack rolls, ability attack from surprise.
checks, and saving throws due to coughing if they remain in this place and Secret Chamber. In one of the niches (hidden behind a gargoyle)
for 1d3 x 10 rounds afterwards. The coffins here are rotted, and the dead is a larger stone slab engraved with an open eye. A successful DC 14
inside covered in mold. Intelligence (Investigation) check determines that the slab turns on hinges
to reveal a cavity housing a black iron box, containing a slightly mold-
eaten black tome of weird dweomer.
DL3C. Caverns Treasure. The book is a dark tome containing the following spells:
Rough, irregular chambers make up this section of the level. No undead 3rd–animate dead, clairvoyance, fireball, lightning bolt; 4th–polymorph,
visit its solitude, and only the dripping of water and the sound of the wall of fire; 5th–cloudkill, magic jar, telepathic bond, teleportation circle,
waterfall to the northeast breaks the silence. wall of stone; 6th–circle of death, disintegrate, flesh to stone, wall of ice.
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DL3H. Sword Tomb DL3J. Frog Tomb
Hundreds of rusty swords hang from the walls in a neat order. They all This sepulchral vault contains the mortal remains of Zodmar Adatres,
point towards a gate in a wrought iron fence to the north. This is the tomb feared champion and disciple of Tsathogga, founder of the cloister. To
of a vampire warlordB and his 10 zombie minions. show dedication to his harsh master, Zodmar consumed an elixir of all-
Tactics. The minions are typical zombies, except: seeing doomGM when he grew old and frail (see Area DL1C). Thus, his
• AC 16 awed and fearful apprentices made sure he would get a hero’s burial…and
a place he couldn’t escape from once dead.
• Melee Weapon Attack: +3 to hit, reach 10 feet, one target; Hit: 5 The Tomb. The grand tomb is painted with colorful frescoes depicting
(1d10) slashing damage. Zodmar’s deeds: his conversion at the altar of the frog-god, his crusade
The vampire used to be a great lord and is still clad in the plate armor of against the innocent, his sacking of Tal Zun, a now-forgotten town, and
his station. The zombies simply wear blackened chain mail and brandish finally his self-sacrifice. Censers in the 4 corners of the outer room provide
halberds, and slumber to the side of the tomb, standing guard. Beyond the illumination with sickly-green continual flame spells. Large clay jars once
gate lies the iron coffin of the vampire on a round podium. If the gate is contained gold and silver in abundance. Unfortunately, they have already
opened, the podium rotates, the coffin opens, and the zombies animate. been ransacked: only clay shards and 7 gp remain.
Treasure. In the coffin, there are ashes mixed with earth, and a gold- The Stone Coffin. The great stone coffin is where Zodmar Adatres was
and-diamond diadem worth 1,200 gp. Next to the podium, there are also 2 laid to his final rest. It is securely bound with sturdy iron chains and 3
large iron chests with 2,000 gp each. locks. All 3 locks are sealed with lead and bear the mark of an ancient
seal. Even the crack between the lid and the sarcophagus is filled with
DL3I. Antechamber old, hardened beeswax, sealing the coffin hermetically. Faint gurgling,
bubbling sounds, cackling and croaks, may be heard from inside. Opening
A plaque above the portal to the south reads: “THE TOMB OF ZODMAR the locks requires 3 separate successful DC 16 Dexterity check with
ADATRES, CHAMPION OF TSATHOGGA. HE WOULD SEE ALL, AND thieves’ tools to unlock them, or DC 20 Strength checks to break them.
WAS THUS INTERRED HEREIN.” Foolishly opening the sarcophagus reveals a gruesome horror: Zodmar
Adatres, now nothing more than a mindless mass of flesh, slime and
peering egg-eyes, has become an unnatural host to his lord’s minions. A
mere round after the lid is opened, the eyes “hatch” and killer frogsB come
streaming out. Ten frogs emerge every round, up to a maximum of 666
frogs. Even replacing the lid is useless: The small horrors push it open
with surprising strength! Unless sealed inside the tomb (by blocking the
entrance with rubble, for example), they emerge into the outside and march
on the cloister, then the close villages, most likely dealing a dreadful blow
to civilization in the area. Together, the frog swarm possesses a collective
Intelligence of 16, and is thus capable of rational planning. There is no
treasure in the sarcophagus.
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Level 0C:
Zelkor’s Ferry
of Rappan Athuk where the catacombs beneath the Mouth eventually lead.
Background The citizens of Zelkor’s Ferry have seen, with their own eyes, adventurers
who have returned alive from this part of Rappan Athuk with treasure and
strange tales. These adventurers soon go to explore the dungeons further
Rumors about the Rappan Athuk dungeons will not always point — and generally never return — but their shiny gold and mysterious tales
adventurers directly toward the Mausoleum (Wilderness Area 9), but remain behind, evidence of the dungeon’s riches and actual existence.
toward a remote, semi-fortified encampment known as Zelkor’s Ferry. The The Ferry is a small cluster of buildings surrounded by an old stone wall
wilderness around the Mausoleum is known to be extremely dangerous, that once served as a border fort. Zelkor’s Ferry now provides an inn and
and lower-level adventurers may very well choose to base themselves — a small trading post for occasional river traffic and infrequent overland
at least in the early stages of the expedition — in an outpost of civilization, travelers following the river trail to and from the Coast Road. The Ferry is
however small it might be. At the very least, Zelkor’s Ferry offers a the last convenient place for downriver traffic to make a safe landing, so
place to re-provision, to rest with some safety, and possibly even to hire although the settlement is small, and the river traffic is infrequent, barges
some men-at-arms or baggage carriers. These benefits might be of little and keelboats do arrive here from time to time, offloading cargoes bound
importance to a higher-level party that has access to its own magic and for the Coast Road. This last leg of the journey overland to the Coast
healing, but for a lower-level party the resources of a “home base” could Road is quite dangerous and requires guards; escorting one of these small
very easily mean the difference between life and death. caravans is a possible side adventure for the player characters to undertake
One reason why there are more rumors about Zelkor’s Ferry than about if they choose to do so.
the Mausoleum is quite simple; most adventurers who enter the Mausoleum The settlement itself is little more than the inn, a smithy, a merchant
never return to tell the tale. On the other hand, the cellars and dungeons trader, and a ferryboat for those who desire to cross the river. Nevertheless,
beneath the Mouth of Doom are not quite as lethal as the central levels Zelkor’s Ferry is a place of comfort and safety compared to the hungry
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wilderness that surrounds it on all sides. The area in and around Zelkor’s
Ferry is shown on Maps “Environs of Zelkor’s Ferry” and “Zelkor’s Ferry.”
New Arrivals in Zelkor’s Ferry
Rumors in Zelkor’s Ferry In addition to the people who are already staying at Zelkor’s
Ferry, there is a chance each day that a new set of travelers arrive.
Each member of the adventuring party automatically gains 1 rumor Roll 1d100 each day to check for arrivals. It is not necessary to
about the Mouth of Doom or the area surrounding the Ferry, in addition to track these events closely unless they are of interest to a party
the rumors listed in the Introduction. waiting for possible hirelings or waiting for passage on a boat.
Map Key Roll on the Travelers Table to determine who arrives; if the arrival is one
of the 3 keelboats that dock at the Ferry, the travelers rolled on the table are
passengers on the riverboat. To keep a running tally of the Ferry’s transient
1. Zelkor’s Ferry
population, assume that each group (or individual, if solitary) plans to stay at
the ferry for 1d10 days. This helps keep track of the departures as well as the
arrivals. Obviously, the actions of the characters might cause a group or an
This is a small trading post and fortified inn, surrounded by an ancient individual to delay departure for a while if they are waiting for employment
and crumbling stone curtain wall with wooden guard-towers that were — or planning to kill the characters and take their gold!
clearly built in later years for added defense. The gates of the fort are closed Merchants: Merchants (commoners) arriving by road have 1d8 wagons
and manned by 2 crossbowmen (LN human bandits) who scrutinize the or carts, with an appropriate number of accompanying pack animals per
adventurers closely, but since most visitors to Zelkor’s Ferry are armed and cart as well as 1d6 caravan guards and 1 sergeant-guard (LN human bandit
dangerous-looking they are unlikely to bar the party from entering unless captain) per cart or wagon. There are 1d3 merchants per cart as well.
the characters do or say something extremely stupid. Ten kobold skulls have Merchants arriving by boat bring wagons and draft animals along since
been nailed to the gate as a mild warning to would-be attackers. they know none are likely to be for hire at the Ferry — only 1d2 wagons
are loaded onto the riverboat. Whether arriving by boat or on foot, if the
Guests and Arrivals merchants do not have at least 3 guards per wagon, they seek to hire more.
Outlaws: Outlaws (commoners) are simply peasants who are on the
In addition to the inn’s staff, there are some travelers staying at the
run from the law. They are tolerated at the Ferry if they do not appear
inn. Some of these are mercenaries hoping to pick up work as caravan
dangerous, and if a patrol appears while outlaws are present, the citizens
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of the Ferry hide the outlaws until the patrol has left. Outlaws can be hired, 2 guard dogs (mastiffs). In addition to the value of the trade goods in
although they are less reliable than mercenaries. whichever merchant wagons are being transported, the crew has the
Patrol: Patrols consist of 8 footmenB and a wilderness knightB. The following: Kolvio carries 3d6 gp. The guard has 1d4 gp, 2d4 sp, 3d8 cp.
knight rides a warhorse, and the footmen walk. Each sailor has 1d6 cp.
Mercenaries: Mercenaries are wandering soldiers looking for work.
They fight as guards.
Treasure. If the party decides that killing the various members of Ferry
The Brawler
society is more fun that than conversing with them, they may acquire, The Brawler is a very large keelboat that transports heavy cargo such as
along with the town’s enmity, the following: each caravan guards carries ale, sheep, and even cows. It has a large crew of 10 sailors (commoners),
1d12 gp, 2d12 sp, 3d12 cp. The merchants possess a 10% chance of a and is captained by the owner, Beoric the WhaleB. In addition to the value
minor potion, 2d10 gp, and additional coffer of coins hidden in wagon, of the trade goods in whichever merchant wagons are being transported
with a total value of approximately 10 x the total HD of all NPCs in the and assorted livestock, the captain and crew have 3d12 gp each.
caravan. The sergeant-guard has 2d10 gp, 40 + 2d10 sp. Footman have
Locations in
2d12 gp. The knights have 2d10 gp, and 40 + 2d10 sp. Each wagon
contains 1d4 x 200 gp worth of trade goods, of various types.
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Family Secret. Odo himself is the main reason why this small settlement Ulman is sometimes joined here by his wife. Kanndra Dark (LE female
can survive in the middle of the howling wilderness. For many generations human hunterB) is a successful bounty hunter and spends most of her time
his family bloodline has been stained with lycanthropy of the wereboar, away from home, which is one reason the pair get along as well as they
inherited from some long-forgotten ancestor. Most of the full-time do. She also picks up various exotic herbs and ingredients on her travels,
inhabitants of Zelkor’s Ferry are aware of this, but it is not discussed with which Ulman can then try in his potions and nostrums.
outsiders. Unless the party attacks the settlement, they are unlikely to learn Ulman’s Abilities. Ulman can remove the effects of poison, and even
Odo’s secret, although if they like bacon for breakfast they may be irritated has a certain chance to bring the dead back to life if the stars are right
by the fact that the inn never seems to serve any pork. Once the various and the expensive materials are available. He can brew weak healing
bandits and humanoids in the area realized that they would need silver draughts and has a chance to cure diseases. These skills are based upon
weapons to attack Odo’s inn, they decided to find easier prey elsewhere. combinations of alchemy and dark knowledge that have no connection
to the rules applicable to characters; he should simply be treated as an
NPC with unusual abilities. His ability to succeed at one of these tasks is
B. The Stable not guaranteed, and he expects payment up front whether his attempt is
successful or not.
The stable is a part of the inn; anyone wishing to keep horses here • Removing Poison: A character that has been poisoned within the
can do so by talking to Odo Bristleback, the innkeeper. The daily charge last 24 hours may be purged of the poison. The procedure involves
for keeping a horse or mule in the stable is 1 sp. From time to time Odo replacing the patient’s blood using a quantity of goat’s blood, as well as
may also have a horse or a mule for sale, although these are far from drawing 10 hp worth of blood from humans, to include in the transfu-
thoroughbred quality. Odo almost always has a mule for sale, has a 65% sion. Ulman requires payment of 800 gp to make the attempt, and there
chance to have 2 mules rather than just one, and has a 50% chance to have is a 20% chance of failure.
1d3 riding horses available for the right price. Obviously, replacement
animals do not just appear magically in Odo’s stable; if the party buys his • Curing Diseases: Ulman uses a combination of purging, leeching,
stock and needs more, it takes 2–3 weeks before any more are traded here. and medicinal concoctions to cure diseases, charging 500 gp for the
As well as 2 ne’er do well stablehands named Igor and Vort (NE human attempt. His physic has a 20% chance to fail, and a 1% chance to kill
commoners), the stable is secured by an angry guard dog (mastiff). the patient outright.
• Brewing Potions: Ulman can brew semi-magical healing concoc-
C. Blacksmith
tions that restore 1d4 hit points. The potion must not be taken more than
once in a 24-hour period, for the second draught is a deadly overdose,
although a successful DC 15 Constitution saving throw negates this. He
Big Morgan (LE human commoner) is a blacksmith who rents this charges 250 gp for one of these draughts.
building from Odo and makes his living by repairing wagons, shoeing
horses, and producing simple iron tools for the wayfarers who stop at • Raising the Dead: Ulman charges 3,000 gp to attempt this difficult
the inn. Morgan’s wife Deslena (N human commoner) makes the sturdy task and has a 30% chance to fail in some way (see below). If he fails,
pottery dishes used in the area as well as bottles and jugs in various sizes he weakens and is unable to do anything but lay in bed for a period of 1
that she sells at the Trading Post. Her kiln is built into the other side of month thereafter. If 3 gems worth 250 gp or more each are used in the
the forge. procedure, the chance of failure drops to 10%. Failure results are listed
on the table below:
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ransomed in this way, the people at the Ferry expect to be reimbursed
for their expense. 9B. Ruined Hut
Treasure. Inside Yorgala’s hut there is a large cauldron, a selection of Deep in the trees there is a small hut in a state of disrepair and neglect.
knives, a wooden table, an ogre-sized bed, and a large and elaborate silver The wooden walls are rotting, and the thatched roof is green with moss.
mirror worth 1,000 gp total. The hut is the lair of the lone worg who killed the original inhabitants.
Treasure. The worg does not keep treasure, but among the bones inside
the hut there is a belt pouch containing 5 gems worth 100 gp each.
9. Large Forest
9A. Den of the Red Bear 10. Ruined Cottage
The bear (polar bear) that lives in this location has bright scarlet hair This is a stone cottage that has been abandoned and fallen into disrepair.
and is considerably larger than most forest-dwelling bears. It is fearless, The thatched roof is gone, and grass grows from the dirt floor of the
and stalks and attacks anyone who is following the river through the building.
woods, even a large group.
Treasure. The red bear’s den is in the hollow of a massive tree, which
is almost 20 feet in diameter — although the tree itself is squat, being
only 50 feet in height. Over the course of time, the bear has dragged
11. The Mouth of Doom
several of its victims into this lair to eat them at leisure. Although most The Mouth of Doom is a huge, stone demon face (the visage is vaguely
of this equipment is clearly that of wandering humans, ruined, and with that of Orcus) carved into the side of the hill. Its open mouth is 10 feet tall;
no value, some of the items are worth something. There are 2 suits of within the gaping stone maw, stairs of black stone lead downward into the
plate mail that have been broken open to get at the tasty meat inside, but darkness. Descending the stairs leads to Level 1C, the Mouth of Doom,
the pieces have not been damaged and can be reassembled. Additionally, in Area 1C-1.
there is a crushed skeletal hand tossed in with the other bones and scraps
in the tree hollow, and there is a ring of protection remaining on one of
the fingers. 29. Castle Calaenan
See Wilderness Area 20, or Level 0D for details.
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Rappan Athuk
Level 0D:
Castle Calaelen
Castle Calaelen (pronounced Cah-LAY-lan) sits in ruin, built into the don’t fit), and some of the goblins encountered should be found wearing
side of a small hill, west of Zelkor’s Ferry and north of the Mouth of oversized shirts or using socks as hats.
Doom. Its construction was ordered by an elven noble with more coin Beginning an Adventure. Mechanically, Castle Calaelen provides a
than sense. It pre-dates the fall of Tsar and the Sunken Graveyard, and good starting point or plot hook for an adventuring party looking to begin
time has not been kind to it. More a fort or manor than a proper castle, it the campaign at first level. That is not to say that the castle is safe —
has been home to anyone who wanted a roof over their heads — even if this is Rappan Athuk after all — but it serves as a good first adventure
the roof looked like it was ready to fall in at any moment. The pale stone and possibly a base of operations for a company of adventurers foolish
bricks of the walls have begun to crumble or roll down the hill, and the enough to think they can make their fortunes plundering the Dungeon
main building does not look to be in good shape; the entire structure leans of Graves. Characters could hear about the castle in Zelkor’s Ferry, or
to the east in a worrying way. Recently it has become home to a tribe of perhaps a character could inherit the deed to the place and try and reclaim
goblins who have decided to stay; a few discarded objects from previous what is rightfully theirs.
owners give these goblins an edge over anyone who would dispossess Multiple ways of introducing the castle to the campaign exist.
them of their estate. • Castle Calaelen was built some time before the fall of Tsar and the
Righteous March by an elven noble named Orlinde Calaelen who was
Level 1 and 2
rich but not terribly clever. Maybeth, a descendant of hers, decided to
make use of the castle and set up an adventuring group named The
Great Downwards Engineering Company. The purpose of this group
Difficulty Level: Tier 1 was to systemically purge Rappan Athuk of evil, and in doing so profit
Access: Courtyard can be entered through main entrance from the process. After a first, highly successful expedition, Maybeth
or by climbing the keep walls. Multiple entrances to became obsessed with “finding the missing prince and princess” (due
buildings from courtyard. to her finding the sword of kings and queens GM and falling under the
Wandering Monsters: None influence of its geas). She sold everything she owned, including the
Atmosphere: The castle is in a state of disrepair, and the deed to the castle and set off on a second journey (meeting her fate in
area is messy due to its inhabitants, past and present. Rappan Athuk, Area 12C-9). The deed has passed through many hands,
Ceiling Height: Interior ceilings are 12 feet tall. gradually losing all it’s worth. At the start of this story, one character
Doors: Rotting iron-reinforced wood. Require a successful could inherit or purchase the deed to the castle, and the rights to run an
DC 8 Strength check to open. Windows are boarded up adventuring company (free from any taxes). Clearing the castle should
unless otherwise noted. allow the party to find Maybeth’s journal in Area 0D-21. From there it
• Locked Doors: Require a successful DC 17 Dexterity should direct the party to the Mouth of Doom and beyond, driven by a
check with thieves’ tools or DC 17 Strength check to open. combination of righteousness, greed, and curiosity.
• Secret Doors: None. • A second way to have the players find this place would be random
Shields and Wards: None. chance. The characters, either after fleeing Rappan Athuk for their lives,
Surfaces: Cut and stacked stone. or exploring the countryside before making their first foray into the me-
ga-dungeon, crest a small hillock and notice a dwelling perhaps a few
hundred yards in the distance. From this range, it is difficult to determine
The Castle Today the exact type of structure, but from the size it must be at least a forti-
fied manor of some kind. Perhaps the owners would be willing to offer
shelter? It could even be something simpler. The party stumbles upon a
Current Inhabitants. The castle is inhabited by a small tribe of dilapidated keep while travelling. With the threat of rain (or worse) on the
9 goblins, who have found that the small keep makes a good base of horizon, it sure would be nice to find somewhere dry to stay the night. If
operations. They’re lead by Jedra, a clever goblin who found a book of no one owns this place, why not stay a while and regroup?
Orcus’ rites and rituals (left over from a previous occupant) and has set
about learning to create and enslave undead in the hope of bolstering Castle Calaelen as a Base of Operations. Rebuilding the castle
her raiding parties. The goblins are making a nuisance of themselves, can provide an interesting sub-plot alongside Rappan Athuk. At first it
raiding nearby farms and particularly undefended caravans once or provides somewhere free to stay, but with coin it could become a place to
twice a fortnight, and have done well enough to hire 5 gnolls lead by defend once the players inevitably kick the hornet’s nest that is the martial
Gorl to defend the castle while they’re away. Their general pattern might of Orcus’ army. There is a week’s worth of work in cleaning the
is to have 3 goblins scout a farm or caravan traffic along the road, castle and washing away the mess left by its previous occupants, but the
and when they’ve found a good target they send for the rest of their party should be free to hire labor (skilled and otherwise) from any nearby
number. They’re also having some luck fishing at a river to the north towns (such as Zelkor’s Ferry, or one of your devising). Additional repairs
and have amassed nearly a week’s worth of food and are generally in are also necessary:
high spirits.
The goblins are having the time of their life in Calaelen. They’re • 400 gp worth of repairs and a stable boy would see the stables op-
spending their time pretending to be ‘society’, holding ‘banquets’ in the erational again, taking care of the character’s horses while they’re off
dining hall, satirical religious services in the chapel and generally making adventuring.
fun of their dim idea of human high-society. On occasion they can be • A cleric could re-sanctify the temple and be available to tend to sick
seen wearing clothes looted from the old master bedroom (although they or injured characters.
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LEvel 0D: Castle Calaelen
• 1,200 gp would see the gatehouse and drawbridge repaired, making shadow of the rest of the hill. The castle is in a terrible state of disrepair,
the castle far more defensible against attack. its outer walls crumbling into a dry moat now nothing more than a muddy
• The party could begin to hire guards, soldiers, cooks, cleaners, or pit. Rotting planks nailed together bridge the pit, and 2 gnolls stand guard
other staff and play more of the ‘castle life’ angle. in the shadow of the gatehouse at A. Occasionally a goblin can be seen
wandering the courtyard behind them.
• A trophy room could contain keepsakes of victories or the toughest The northern face of the hill is in fact a cliff. Climbing it can be done
monsters the party has slain. with a successful DC 12 Strength (Athletics) check, and pitons and ropes
• There is much more the castle could do without shifting the game’s would give the climber advantage, although it would be hard to make the
focus from dungeon-diving to town planning and provides an interest- climb without making enough noise to alert the castle occupants. Once
ing way for the party to spend their money, and perhaps lend itself to the up, the party can make a 10-foot drop onto the roof of the castle and climb
beginning of a greater arc, to keep give characters an ongoing reason to down into Area 0D-18 or -19.
venture into Rappan Athuk. Tactics. The gnolls have been hired as guards, although they have
no love of being outnumbered. If they’re attacked they bark an alarm,
Local Gossip. News has reached the townsfolk of Zelkor’s Ferry that
summoning 2 more gnolls from Area 0D-8 who arrive 1 round later, and
travelers have been increasingly assaulted by marauding humanoids. It
giving the goblins in Area 0D-14, -16, and -18 time to prepare. The gnolls
seems that a new brigand group has taken up residence in a small castle
attempt to capture any characters trying to cross the bridge or knock them
to the west of town, one that only a few years ago housed elves. The elves
into the pit below. If they find themselves unable to hold the bridge they
either died or fled the area, leaving the place abandoned and in a state of
retreat to Area 0D-8 to barricade the door and lick their wounds, looking
disrepair. Recently, a group of travelers noticed that the broken bridge
for an opportunity to slip away. If the characters hide and observe the
across the moat had been messily repaired and investigated. They were
gnolls for any length of time a loud “caw” is heard from inside the castle,
greeted by a flight of arrows, and being wise rather than brave, retreated,
causing the gnolls to perk up and look at the sky warily. The reason for this
leaving one of their number dead, and two others grievously wounded.
is the resident of Area 0D-6, which still spooks the gnolls somewhat, and
is the main reason for their alertness.
The Castle
Treasure. Each gnoll has 3d4 sp.
0D-1. Courtyard
Castle Approach The courtyard is a small expanse of mud and overgrown grass. The
On the edge of the Forest of Hope near the town of Zelkor’s Ferry sits ground gets muddier in the northeastern end where the runoff from the
a large, angular hill, rising above the surrounding trees. The hill is too bathhouse at Area 0D-5 soaks the ground. The goblins don’t like spending
steep to walk up except on the south face where it rises steeply for 50 feet, time in the courtyard much, but the sentries in room Area 0D-18 keep an
then flattens out before rising again to its peak. The flat area provides a eye on it, and fire at any intruders they notice in the courtyard until the
good view of the surrounding region, and someone has tried to squeeze a intruders flee.
structure onto the small plateau, which stands 25 feet tall, partially in the
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Using the Forge. Characters may also heat their metal weapons in
0D-2. The Smithy a similar manner to Gorbaz; heating takes 1 minute of exposure to the
flames of the forge. Weapons heated this way are more fragile; during the
The odd shape of this room and slightly neater construction suggests it 2 minutes of additional heat damage, if the character rolls a 1 on any to hit
was built after the main castle. roll, the weapon breaks and becomes useless.
Forge Area. A large forge sits just inside the room against the north Treasure. Gorbaz has 3d4 sp.
wall, with a pile of broken wood to be used as fuel piled next to it, as well
as some iron scraps. Half-finished weapons and armor (clearly goblin-
sized) hang on makeshift hooks and racks around the room. GorbazB, the
0D-3. Stable Stores
goblin smith, works the forge, not caring if the alarm has been sounded, as Opening the door startles a few rats, nibbling on the contents of this room.
he is so engrossed in his craft. A small pile of hay and 2 bags of oats are the room’s only other occupants.
Tactics. If approached, he takes a mostly-finished hammer from the
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their 3 favorite pastimes: sleeping (on a roll of 1–2 on a d6), eating (on
0D-5. The Bathhouse a roll of 3–4), or mock-fighting (on a roll of 5–6). Determine the gnoll’s
current activity before resolving their chance to notice the characters
A natural spring flows down the cliff and through a duct to make a small arrival; mock-fighting is raucous and so gives the gnolls disadvantage on
natural reservoir of clean water inside this small out-building. The goblins perception checks to notice the party’s arrival, but they are already armed
have not been attempting to keep it clean however, and the entire building even if they do not hear the characters approach.
stinks of waste. Treasure. If the room is searched, the characters unearth the gnoll’s
Treasure. Should a character decide to paw through the water, cache with a successful DC 15 Intelligence (Investigation) check (a cache
with a successful DC 17 Wisdom (Perception) check they find a small hidden under a floorboard in the back). Inside is a scroll of hold monster.
agate worth 20 gp, although if they do not take adequate steps to avoid The gnolls know what it is; although they cannot use it themselves they
contact with the water any character sifting through the bath is exposed plan on selling it to the goblins if Afrit starts to threaten them. The cache
to the grungeGM. also contains their pay from the goblins, 560 sp. Each gnoll has 3d4 sp.
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creature. Should such a creature attempt to cross the ladder there is a Tactics. If th alarm has been sounded, the goblins in room Area 0D-
30% chance it crumbles under their weight, and a Large creature would 14 and -17 join Jibjack in defending this room, hoping that Afrit and
certainly break it. Anyone climbing the ladder can tell it’s rotted through. the gnolls deal with any intruders before they reach them. The goblins
The ladder leads to Area 0D-18. use the tables as barricades to jam the east door and provide themselves
Since this is the goblins’ only easy route to the second floor they have with three-quarters cover, and Jibjack orders shortbow volleys at anyone
been careful with the ladder; if it’s broken they would need to spend a day coming through the east door. Jibjack uses his nets before wading into
clearing the stones at A. melee, believing his “necklace” will keep him safe. If the goblins are
caught unawares, they start by upending the table furthest from the door
and getting behind it. Some of the goblins may still have cloth scraps tied
0D-14. Goblin Tea Party around their necks as napkins when the fighting starts.
Treasure. Jibiack has a necklace of protection (as a ring), 2d4 sp, and
Three goblins make this room their own if the alarm has not been 2d4 cp. Each goblin has 2d4 sp.
raised. What was once a tea room is now a mess of half-broken furniture
and shattered crockery. The goblins are having fun pantomiming with the
remains of a tea set and laughing raucously.
There is a rope against one wall, attached to a pulley, running up
0D-17. The Kitchen and Pantry
through a hole in the ceiling. This is the remains of a dumbwaiter. It can The kitchen has been totally wrecked. Goblins, not known for their
be climbed with a successful DC 10 Strength (Athletics) check, but the love of fine dining, have taken away all the pots and utensils to be melted
passage is small enough that Medium creatures will have to squeeze. The down in the smithy. The pantry is now home to some half-dried fish.
gap leads into room Area 0D-18. Interestingly the spices have been left untouched, although it looks like
Tactics. If the alarm has sounded the goblins have gone to room Area a few goblins have at least gnawed at everything to see if it was tasty. A
0D-15 to stage a defense. Before they leave they arm an explosive trap and goblin wearing a crude apron is happily cutting the half-dried fish into
cover it in crockery shards, all the better to deal with intruders. The trap small chunks with a cleaver, clearly enjoying himself.
is set to go off if anyone touches the pile of shards. The trap deals 7 (3d4) Treasure. A trained alchemist or a wizard could salvage 10 gp worth
slashing damage to all characters in a 10-foot square. Those succeeding on of untouched minor ingredients from the spice rack. The goblin “chef”
a DC 14 Dexterity saving throw take half this amount of damage. has 2d4 sp.
Treasure. The crockery is of good quality, and if it could be reassembled
it could be sold for 35 gp as a set, assuming the trap is not set off. The
goblins have 2d4 sp.
Second Floor
0D-15. The Library Neither of the outer towers (Areas 0D-6 and -7) have intact second floors.
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by ropes from the ceiling and running the length of the room. It’s Treasure: None of Jedra’s wealth is stored here; she instead keeps it
unclear how the boat got in here or what its purpose was, the river being in room 0D-20. She does however carry the key to that room on a loop of
a considerable distance from here. A giant spider has made this loft string around her neck. On the altar is a very well bound and detailed tome,
its home, perhaps explaining why the boat hasn’t been smashed up for praising Orcus and including prayers to him and some basic necromantic
firewood. Any character climbing up to have a look inside the boat is in rites of which Jedra has been making use. The book itself is probably
for a nasty surprise! worth up to 200 gp to a budding necromancer or collector, although any
good-aligned creature should seriously consider burning it. As well as the
key, Jedra wears an unholy symbol of Orcus.
0D-20. The Chapel
This chapel was once in honor of Muir but has been horribly defiled.
Bones litter the floor and black cloth has been nailed to the walls. The odor
0D-21. The Bedroom of Skulls
of rotting flesh and dried blood is thick, and the air is stale and smoky. At Jedra has an understandable concern that her new-found faith in Orcus
the far end of the room a statue of a bloated demon with a ram’s head and may raise an eyebrow within her tribe, and so limits her new taste in
bat’s wings has been crudely constructed from stones and wood. interior decorating to just this room and the Chapel. This was once 2
The priest of this foul place is the goblin JedraB, who found a book rooms, perhaps a drawing room and master bedroom, but the adjoining
about Orcus left here by a previous inhabitant. Jedra rather liked the wall has collapsed, leaving a large room that Jedra has claimed as her
idea of Orcus and built this chapel to honor him. Orcus was amused by own. She has taken to filling the room with all the skulls she can find —
this and granted Jedra some limited power which she is using to learn rat, human, and other. They decorate every available flat surface. A few
to raise undead. She hopes one day to replace her raiding parties with crude chalk drawings of Orcus adorn the walls, along with some rather
teams of undead lead by goblins, to supply them with all the food they fanciful portraits of Jedra herself.
could want. Treasure. Besides the bed and some spartan furniture, there is an iron
Crafting Undead. At any time Jedra will be in the chapel, praising chest in one corner that Jedra uses to store her personal possessions.
Orcus or experimenting on any bodies on which she can get her hands. She Inside, among spare clothes and cloth scraps, is 33 gp in a small leather
has so far carefully managed to raise a pair of skeletons (with maximum pouch, along with a pretty silver necklace worth another 120 gp for
hp), and is working on a corpse, this time attempting to make a zombie. its workmanship. There is also a book of exceptional quality, written
Tactics. The skeletons are under Jedra’s command. Jedra uses her in the elven language (which Jedra cannot read). It is the journal of
skeletons to fight with her. She fights to the death, cursing her attackers Maybeth Calaelen, the castle’s last legal owner, and documents her early
in Orcus’s name. explorations of the Mouth of Doom and Rappan Athuk. Roll 4 times on
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the Rappan Athuk rumor table to determine its contents. In addition, the • Locked Doors: Require a successful DC 18 Dexterity
book notes the Mouth of Doom and its relative safety compared to the check with thieves’ tools or DC 20 Strength check.
Sunken Graveyard and the main entrance to Rappan Athuk. The book also
• Secret Doors: None.
mentions the “wealth of the healers” deep within the Mouth of Doom.
Finally, on the last page is written in shaky handwriting: Shields and Wards: None.
Having recovered from our tragic loss, it is my stern opinion that no Surfaces: Cut and stacked stone.
quest nor threat will convince me to descend into the well.
The true prize is the chest itself; a careful study of the chest and a
successful DC 18 Intelligence (Investigation) check reveal that the base 0D-23. Guard Room
contains a hidden compartment containing 2 gold bars worth 200 gp each
This room has been emptied except for a desk, a chair, and a pile of
that have escaped Jedra’s attention. Anyone attempting to move the chest
skins made up into a crude bed. The only occupant of this room is Gorl the
may also notice how surprisingly heavy it is, even when emptied.
gnoll. Gorl leads the gnolls that are elsewhere in the castle, but he is lazy
and so assigns himself the job of “prison guard” every day, which allows
0D-22. Servants’ Quarters him to take as many naps as he chooses.
Tactics. Gorl is a very capable fighter, but at any time there is a 40%
This room was perhaps once divided up into four small spaces, but chance he is asleep on the pile of skins, unless the alarm has been raised in
broken timber struts are all that remain. The goblins use this as a communal which case he is hiding in the first cell (C), ready to burst out and surprise
sleeping room or party room, as the mood takes them. the first intruder that passes by. Gorl is a coward and if the fight doesn’t
go his way he attempts to make a deal for his life (although with gestures,
as he does not speak more than a few words in Common). He also has the
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Area 0D-25: Mortimer’s Cell
The door to this cell is locked (the key is in the possession of Gorl). Inside
the cell is an elderly gentleman named Mortimer (commoner with 3 hp).
Morty was a farmer who was captured by the goblins a week ago while on
a trip to a nearby town to sell his crop. He is keen to escape and return to
his farm but bears the goblins and gnolls a grudge. If he is armed, he could
easily be convinced to help fight. During his captivity he has carved himself
a small holy symbol of Telophus out of stone, which he places on the ground
reverently when he is once again a free man. The scythe in 0D-23 is his, and
he can wield it proficiently enough as a weapon.
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Level 0E:
The Ruined Keep —
The Tunnels of Terror
Legends have reached the townsfolk of Zelkor’s Ferry that a group of Shields and Wards: None.
adventurers has recently excavated a new entrance into the dungeon near an Surfaces: All non-cave areas have cut stone walls and ceilings and stone
old, ruined keep near the edge of the Troll Fens, 35 miles away from any floors. The floors and ceilings of cave areas are covered with stalagmites
previous known entrances to the Dungeon of Graves. The Keep itself is and stalactites. Walls, columns and other features on this level are dry.
hundreds of years old and was destroyed during the great battles that shook Other:
the area when Zelkor’s army attacked the minions of Orcus near the dungeon. • Unless otherwise noted, pit traps are 10 feet deep, inflicting 3 (1d6)
The entrance and dungeon levels are shown on the Tunnels of Terror maps. points of bludgeoning damage. The pit traps can be discovered with a
successful DC 15 Wisdom (Perception) check. If not detected, they can
be avoided with a successful DC 14 Dexterity save.
Level 0E1 • Cave areas are fungus-filled. 20% of the fungus is edible while 10%
Difficulty Level: Tier 1 is poisonous. Determining which is which requires a successful DC 15
Intelligence (Nature) check. Mazes and cut corridors are free of fungus.
Access: Ruined keep on surface, stairways down to 0E1-1
A character who eats a poisonous mushroom must succeed on a DC 14
and -23. Pit trap to Area 0E3-6, tunnel to Area 0E2-21, and
Constitution saving throw or take 7 (2d6) poison damage.
trap door to Area 0E3-8.
Wandering Monsters: Check once every hour on 1d20. Keep Description. Standing on a lone hill, 300 feet above the fens
(and about a quarter mile from them) are the remains of the keep. The
base of the structure was some 300 feet by 400 feet square, and four
d20 Encounter watchtowers lay in ruins along with the rest of the stonework. From a
1 1d6 bandits (no encounter if all slain) distance, it appears as if an earthquake may have done its work to destroy
the structure, and hundreds of fallen stone blocks and other detritus lie in
2 1d3 acolytesB and 1 priestB (75% chance clergy of heaps the size of houses where the keep once stood. Close inspection of
Tsathogga/25% chance clergy of Orcus) the structure reveals that in the southwest and northwest towers, the rock
3 3d6 giant rats and wood debris has been cleared, and that the base levels of each tower
are in fact intact.
4 1d2 wererats Entering the Ruins. The southwest tower has an obvious trapdoor in
5 1d2 ghouls the floor (unlocked, although see below). The northwest tower has a similar
trap door, but it is barred from the inside, and requires a successful DC 20
6 1 grey ooze
Dexterity check with thieves’ tools or DC 20 Strength check to open.
7 1d6 bandits with 1 bandit leader (no encounter if One problem with the characters’ exploration of the ruins is the 8
all slain) bandits tasked with guarding them. The bandits are alert (being terrified
8 1d6 stirges of the occasional wandering troll coming up from the swamp) and are
hunkered down in the cold without a fire. The locations of the bandits’
9 1d3 giant fire beetles hiding places are shown on the Ruins Map (Areas A-D) with each location
10–20 No encounter hiding 2 bandits.
Tactics. Each has a whistle to warn the others. Bandits have normal
chances to surprise, but due to their current state of worry, they are highly
General Features alert, and actively looking for trouble, gaining advantage on all Wisdom
(Perception) checks.
Atmosphere: Above ground — dirty, decaying ruins. Below ground — The Dungeon Proper. This dungeon area was recently excavated by
dank, sweaty smell. Bats, rats, and fungus are found throughout the lower a large group of bandits. The bandits, really tomb robbers, found more
level. Strong evil emanates from Areas 0E1-6, and -23–34. than they expected. While the area is proving to be a fantastic base of
Ceiling Height: Worked stone areas are 8–10 feet high. Natural caverns operations, there are now significantly fewer bandits than there used to
are 10–60 feet high. be. The group is led by Fritz Barriston, an evil fighter (NE male human
Doors: Iron-reinforced wood. Require a successful DC 8 Strength commanderB) of some repute. The bandits have barricaded the passage
check to open. from below, and the blockage is warded with many holy symbols and
large rocks and timbers. Anyone approaching the barricaded area can tell
• Locked Doors: Require a successful DC 16 Dexterity check with
that it was designed to keep something in, not out.
thieves’ tools or DC 16 Strength check to open.
• Secret Doors: Stone. Require a successful DC 18 Wisdom
(Perception) check to find. Also require a successful DC 16 Intelligence
(Investigation) check or DC 25 Strength check to open.
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per prisoner for release. The party has 2 weeks to be ransomed, else Fritz
0E1-1. Bandit Lair tires of the prisoners and kills them.
Treasure. The 8 large books are worth 2d10 gp and weigh 3d4 pounds
The stairs from the trap door on the surface are 20 feet wide and lead each. The bandits treasure is hidden behind the secret door immediately
down into a 45-foot x 20-foot room that is the main living quarters of adjacent to the staircase. The treasure consists of a small box containing
the bandits inhabiting this level. In the center of the room is a strange set 336 gp, 2 sacks of silver and copper coins (2,200 sp, 1,234 cp), a bronze
of support columns that look rather like a fireplace with no flue. These jewel-encrusted flagon worth 40 gp, a gold-filigreed silver mirror worth 60
have been converted to weapon racks by the bandits and contain 6 spears gp, and a pouch containing 6 garnets worth 20–50 gp each. Also present
and 4 quivers of 20 arrows. Location A is a stone table, usually pushed in the room are 4 lanterns, a small keg of oil (30 flasks), 22 large candles,
underneath the shelving at Area C. Area B is a well (30 feet deep and 2 large brass candelabra worth 3 gp each, 3 boxes of 40 torches, a crate of
containing 10 feet of water). The shelving (Area C) contains several iron spikes (20) with a large mallet, a sack of iron nails, a bucket, various
large books on various topics that were stolen from a traveling merchant. foodstuffs (total of 82 man-days standard rations), 4 coils of hemp rope, a
Assorted other poor-quality wood furniture is present in the room as well. large iron pot, a crowbar, and various hand tools (carpenter, worth 10 gp).
Downtime. If the alarm has not been raised, these fellows are lounging
about, playing cards or dice, or otherwise doing what they do between
raids on the surface and sleep. The band consists of 20 bandits (see Area
0E1-2 for more information), 3 bandit leaders, and 1 brigand sorcererB
0E1-2. Bandits and Barricades
in addition to the 8 guards posted outside, and 3d4 of them, as well as 1d3 The bandits found the staircase down to Level 0E2, and quickly decided
of their leaders, are present in this room if caught unawares. they had no interest in heading down, losing 6 of their number to the
Tactics. If the alarm was raised from above, all the bandits are in this horrors that inhabit that area (wererats and undead). The pit trap is 10
area, and set up furniture and use cover to the best of their ability to defend feet deep and causes 3 (1d6) bludgeoning damage to any that fall in. It
the staircase coming down. Bandits cornered here typically fight to the can be avoided with a successful DC 14 Wisdom (Perception) check. The
death, for they know that if captured, they face a noose, and fear what lies bandits know where it is and how to avoid it. The entrance to the staircase
behind the barricade in Area 2 more than death. is boarded up with nailed boards, has large timber crossbars placed in an
The bandits attempt to defend the staircase and separate any attackers. “X” shape over it, and is adorned with over 20 holy symbols of various
They use flaming oil on the stairs after 3 or more intruders have descended. ethos, shapes and sizes (holy symbol’s value is 1d6–1 x 5 gp each). The
If present, the sorcerer uses his sleep spell centered up the staircase, and secret door to the south is similarly barricaded (negating the need for a
if the players use a sleep spell, he shouts out orders to “wake them up”. If Perception check to find it.) Normally, 4 bandits and 1 bandit leader are
the bandits are surprised, at least 2 of them run to Areas 0E1-3 and -4 to on watch here.
get reinforcements, and 1 gets others from Area 0E1-2. The sorcerer casts A Wererat in Their Midst. One of the bandit’s number was bitten on
web on the staircase as a last resort. In all cases, the bandits use cover for the second level and has become a wererat (they do not know this).
bowmen, sending their armored members to the front. Tactics. The ceiling supports (shelves) in the center of the room contain
The bandits do not surrender, but they take prisoners if the characters a cask of oil (holding 30 flasks), 10 oil flasks with rags stuffed in them, and
surrender. Typically, 1 character is released to bring a ransom of 100 gp a large mallet. Area A contains a free-standing 18-inch diameter bronze
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gong that a sentry could strike in the event of a wall breach. Area B is a target must make a successful DC 16 Dexterity saving throw or take
(constantly) burning torch stand, and 2 crates of 40 torches lie next to it. 3 (1d6) bludgeoning damage and be pinned (restrained) until rescued.
Area C is a wooden wall, 4 feet high and 10 feet long (to fight behind). Six Inside the crypt are the skeletal remains of a male knight, complete with
spears are braced against this wall, which can be swung around to block rusty armor and sword.
the corridor to Area 1. The room is extremely well lit (6 hooded lanterns). • C. This crypt contains a large sarcophagus bearing the shape of a wiz-
Assault from Below. Nothing has attempted to come through the ardly figure with crossed arms bearing 2 swords. The coffin is trapped to
boarded-up hall in several weeks (the wererat has been providing cause the swords to behead anyone opening it. Opening the crypt requires
information to the creatures below), and the bandits are beginning to 2 successful DC 16 Strength checks. After the second successful check, the
get a bit lazy about the watch here. Each day, there is a 5% chance that swords make a single melee attack at +5 to hit against each creature within
something attempts to break down the door and get to the lair. Typically, 5 feet. On a hit, the swords do 7 (2d6) slashing damage. The swords then
this is 2d4 ghouls led by a ghast, but could also be 2d6 wererats should clatter to the floor, inert and non-magical. Inside the crypt are the skeletal
the wererat bandit report that the time was right. Breaking down the remains of a wizard, complete with rotten clothes and moldy papers.
barricade takes 10 successful DC 15 Strength checks.
• D. This crypt contains a large sarcophagus bearing the shape of an
armored priest. The coffin is not trapped. Inside the crypt is a coffer
0E1-3. Bandit Quarters corpseB that attacks immediately. The monster was buried with 3 orbs —
1 of gold, 1 of silver, and 1 of bronze. Each orb’s metal value is the equiv-
The bandits typically hot bunk these bed areas, with up to 7 sleeping alent of 100 coins, however, they are much more useful in Area 0E1-11.
at once. Any bandits found here are asleep 80% of the time. Area A is a
pile of firewood, and the fireplace is usually kept warm with low coals.
Being bandits (and thus untrustworthy), no treasure is kept here. Six unlit
lanterns full of oil hang from pegs on the walls. Interestingly, the bandits
0E1-7. Glowing Bugs
have not discovered the secret doors in the hallway to the south and east This large cavern contains an 8-foot-deep pool of water and seems
of this room (that lead to Areas 0E1-10 and -11). Finding these doors to move with red glowing shapes that can be seen from the northern
requires a successful DC 18 Wisdom (Perception) check. They are not intersection. The hallway coming from the north slopes down at a
locked and can be opened easily once found. 15-degree angle before flattening out 50 feet before the main cave
entrance. Inside the cave are 24 giant fire beetles.
Tactics. The beetles are mindless, although almost always hungry. They
0E1-4. Bandit Leader Quarters are all over the walls, floor, and ceiling. The beetles attack any who enter
the chamber with 1d6 per round joining in (they are unintelligent and do
This is the bed-down area for the bandit leaders. Unlike the regular not attack until they notice “food” is nearby). They have no tactics, they
bandits, these guys trust one another. The door to the south is barred from attack the nearest opponent. Beetles are easily distracted by food thrown
inside the room, and a similar bar is present (though not in place unless the near them and allow characters to pass if they are busy eating (2 days’
leaders are cornered) on the north door. worth of food distracts a single beetle for 2d6 rounds).
Treasure. A small footlocker contains various arcane items and
alchemical materials worth 300 gp. The bedding material consists of clean
straw and fine cloth (200 gp worth of cloth). 0E1-8. Passage to 0E1-12
This tunnel exits the large cavern (check to see if beetles are interested
0E1-5. Dusty Room in following the group of course!) and leads 140 feet to the door to Area
0E1-12.
This room has been uninhabited for many years. The door is completely
swollen shut and requires a successful DC 16 Strength check to open. Once
opened, a thick layer of dust swirls around the floor. Within the dust are
dozens of small mouse skeletons. Anyone exposed to the dust must make
0E1-9. Pit Trap Down
a DC 8 Constitution saving throw. Those that fail contract hanta virusGM. This pit trap is an exception to the rule for this level. First, it is 40 feet
deep, and second it ends in a 200 foot, 60-degree angle slide trap that
rather unceremoniously deposits the players on Level 0E3, Area 0E3-6.
0E1-6. Crypts Damage is half normal (7 (2d6) bludgeoning) since the slide at the end
somewhat cushions the fall. The pit is noticed with a successful DC 16
Painted on the entrance door (by the bandits) in red paint are the words Wisdom (Perception) check. If not noticed, a successful DC 17 Dexterity
“Go Away! Walking Dead!”. The door itself opens normally. Inside is a saving throw is required to avoid the long fall.
large room with 4 sealed double doors.
Sealed Doors. Each seal consists of a lead filling coated with red wax
that can be easily removed, easily that is, once the 6 ghouls that inhabit
the large chamber are dealt with.
0E1-10. The Maze of Doors
Crypts. Crypts are labelled A–D: This room and door series is unique in that all the doors are arcane
• A. This crypt contains a large sarcophagus bearing the shape of a locked as long as one of them is open. This essentially means that each
lovely woman figure. The coffin is trapped to cause the lid to fall on door must be closed to open the next. Closing each in turn removes the
anyone opening it. Opening the crypt requires 2 successful DC 16 magic and allows for the next (or the previous) door to be opened. As soon
Strength checks. Once a single success has been made, failing a sub- as one is opened, the rest lock tight.
sequent check by 5 or more indicates that the lid falls on the lifter. The Demon Room. Inside Area 0E1-10 itself is an intricately painted room
target must make a successful DC 16 Dexterity saving throw or take with scenes of wizards and demons. Careful inspection and a successful
3 (1d6) bludgeoning damage and be pinned (restrained) until rescued. DC 14 Wisdom (Perception) check reveal 3 depressions about the size
Inside the crypt are the skeletal remains of a female knight, complete of a tennis ball (or an orb from the crypt in Area 0E1-6, crypt D), one on
with rusty armor and sword. each wall (east, west and south). The depressions are painted gold, silver,
and bronze. Inserting the orbs into the depressions locks them in, and if all
• B. This crypt contains a large sarcophagus bearing the shape of a no- 3 are placed, raises the door to Area 0E1-11 (which is otherwise a blank
ble male figure, with a full-face visor. The coffin is trapped to cause the wall). When the orbs are placed, a faint grinding sound followed by a
lid to fall on anyone opening it. Opening the crypt requires 2 successful “thunk” can be heard to the north as the wall locks in place. If the orbs are
DC 16 Strength checks. Once a single success has been made, failing a removed, the door to Area 0E1-11 sinks back into the floor.
subsequent check by 5 or more indicates that the lid falls on them. The
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and corroded plate armor, and a shield and warhammer lie nearly. The
0E1-11. Demon Treasure creature’s backpack lies a few feet away, covered with a growth of golden
mushrooms. Gold coins lie near the fungus.
The hallway leading to this area changes depending on what has Treasure. In the small pile of golden colored fungus is a strange
happened (or not) in Area 0E1-10. If the orbs have been properly placed creature known to the dwarves as a gelderfunga (see Sidebox). There are
within their places in that room, there are 3 doors at the end of the hallway. 22 gp in scattered coins.
Otherwise, the corridor is just a dead end leading to the north.
Three Doors. The eastern door slides up and down within the stone of
the walls depending on placement of the orbs, and if it is up, is inscribed
with magical runes of protection and warding. The door itself is made of
0E1-14. The Soft Floor
black lacquered wood, with silver inlay making up the runes. The northern At first glance this room appears to be empty. Observant characters
and southern doors are normal dungeon doors. The intent of the runes can succeeding on a DC 15 Wisdom (Perception) check note that the room
be discerned with a successful DC 20 Intelligence (Arcana) check. If the appears too clean, as no debris, dust or other standard dungeon detritus is
door is opened, the area near it and for 40 feet to the south is immediately present anywhere in the room. This is due to the grey ooze (located at A)
struck with a variant fear spell. Anyone failing a DC 14 Wisdom saving that has grown very patient in waiting for victims.
throw cannot willingly approach the area for one week. Tactics. The ooze knows it is slower than most prey, and thus has
Prisoner. Inside the room is a large creature (a hezrou demon!) within a learned to lie in wait, pretending to be part of the floor. If it can move
magically inscribed (permanent) protective circle. While inside the circle, unobserved, it repositions itself near the corridor to Area 0E1-15 if a
the creature cannot attack nor use any magical spells. Clustered around group goes that way instead of heading north, and then lies in wait for
its feet inside the circle are piles of gold and gems. All these treasures it their return journey.
“offers” to anyone who would break the circle. It promises magical items,
0E1-15. Goblins
and all the treasure “one can eat” if only they free it from its prison. Have
the demon say anything you think might convince players to free it. The
treasure is real, although the demon lies, and attacks anyone that frees it.
Neither the treasure nor the demon can be accessed without breaking the This 40-foot x 30-foot room was used as a camping spot by a group
circle (easily done with an iron implement of any kind). of goblins from Greznek trying to find their way home after running
Treasure. Various coins totaling 14,000 gp, 8 pieces of jewelry worth away from the frog priests on this level. The group eventually headed out
3d6 x 100 gp each, a ring of shooting stars, an amulet of proof against through the tunnel to Area 0E1-17 and were eaten by piercers.
detection and location, and 24 assorted gems worth 10–1,000 gp each. Barricades. Two makeshift barricades are set up in the room, composed
of wood and stone debris. Hidden in the roof of the larger barricade is a
leg bone of a giant lizard. The leg bone has a cap, and inside is a rolled-up
0E1-12. The Dead that Serve map on tanned human skin leading to a hidden entrance to the dungeon
that connects to Area 11-8C. The entrance is about a mile from the main
Three piles of bones lie neatly stacked in this room at locations A, B, and entrance to the dungeon in a small clearing in the woods (at Wilderness
C. Examination reveals that the bones are mismatched sets of humanoid Area 12).
remains. The piles could be sorted to put the correct pieces together if the A concealed trap door in the northeastern corner of the room leads to
characters take the time to do so. a small tunnel down to the cave at 0E1-17. The trap door is found with a
Activating the Bones. If the secret door to Area 0E1-13 is opened and successful DC 14 Wisdom (Perception) check.
the bones are not sorted, the 3 piles spring up as skeletons and attack the
0E1-16. Teleporter
party. If the bones have been sorted, the bone piles animate, but instead
of attacking, just stand there (waiting for a command). In the latter case,
the first person to issue a command now controls the 3 skeletons per the
animate dead spell, except that they serve him or her until destroyed. This room appears empty and has also been scrubbed clean by the grey
ooze in Area 0E1-14. The one feature of interest is the secret door on the
north wall.
0E1-13. Dwarven Glory Teleportal Door. This secret door is strangely easy to detect, requiring
only a successful DC 14 Wisdom (Perception) check. If the secret door is
This room contains the dead body of a dwarf, wounded by the grey entered from the main room, characters are teleported to Area 0E1-22. If
ooze in Area 0E1-14, who crawled here to die. The body wears rusted entered from the northern hallway, the teleportal has no effect.
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from the outside requires a successful DC 18 Strength check and makes a
0E1-19. Empty Room significant amount of noise.
Interior. The room is lit by a series of torches set in sconces every 20
Self-explanatory, although this is a good time to roll for wandering feet. Entry into this area, or to Area 0E1-26, immediately reveals that this
monsters. place is a cursed and unholy temple. Horrid paintings of evil deeds and
demons cover the walls and ceiling. A large altar rests along the southeast
wall, next to a silver unholy water font (produces 8 vials a week; this
0E1-20. Empty Room unholy water does 1d6 necrotic damage to good clerics and paladins). A
large statue of Tsathogga is partially carved in the western portion of the
Self-explanatory, although this is a good time to roll for wandering monsters. room. Stonecutter’s tools lie around the partially completed statue. Also in
this room (unless already encountered) are 6 acolytes of TsathoggaB and
0E1-23. Tsathogga’s Temple North The lock can be opened with a successful DC 20 Dexterity check with
thieves’ tools or a DC 20 Strength check. If the latter option is used, make
a DC 10 saving throw for each potion to see if it survives.
This area is accessed from the ground level through one of the ruined
Story Award. If characters destroy the evil statues and papers, award
tower trapdoors. The trapdoor is barred from the inside and is only
the party 750 XP.
opened when the priests need to leave the dungeon. Breaking through
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Treasure. The 2 men were priests of Orcus, and one has a pair of boots
0E1-26. Tsathogga’s Temple South of elvenkind frozen in blocks on his icy feet.
See Area 0E1-23 if the temple is entered from the north instead of the
south.
Unfinished Temple. This section of the evil temple is still under
0E1-32. Piercer Cavern No. 2
construction. The room is lit by a series of torches set in torch sconces This cavern contains several piercers and is generally avoided by local
every 20 feet. The wall and ceiling paintings are largely unfinished, and monsters who fear them. A total of 14 piercers dot the ceilings. Other
paints and brushes of various shapes, sizes, and colors lie scattered about. than the piercers, small rats, bats, and beetles fly and crawl throughout the
Location A is a trap door, barred from the top, that leads to an 8-foot-deep, room. The cavern itself is damp and earthy smelling, and bits of harmless
5-foot x 5-foot cell. fungus grow all around.
Prisoner. Currently held in the cell is a bound and gagged acolyte of
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large stone. If the stone is moved, 1,245 sp, 306 gp, and 2 suits of plate
armor fall free from the cubby. Anyone below may be hit by the armor for
3 (1d6) bludgeoning damage (a successful DC 15 Dexterity saving throw
0E1-39. Minions of Orcus, Part 1
avoids). Interestingly, one of the suits of plate is magical +1 plate armor. This room contains the priest of OrcusB sent from the deeper levels to
lead the spying foray, as well as his 2 acolyte of OrcusB assistants. Moog
was sent by his superior, Zehn (see Level 4), to investigate the presence of
0E1-34. More Crypts the frog-priests, destroy them if possible, and report back if not possible.
He is currently puzzling over the idea of a raid into the frog-priest’s area
As usual, the ghouls that inhabit the dungeon are drawn to crypt areas. but is not sure if his minions would win or lose. He fears returning to Level
Four ghouls have made this place their home and reside in the outer area 4 and being branded a coward (really a sacrifice, as failure is not tolerated
outside the crypts. One of the ghouls has a distinctly goblin look about him. by Zehn), but he also is reasonably certain he lacks the power to defeat his
Crypts. The doors to crypts A and B are breached and hang loose by enemies. The room contains only Moog’s bedroll and possessions.
their hinges. The door to crypt C is unharmed, and a desiccated corpse (a Tactics. Moog initially tries to negotiate with any invaders, offering a
dead ghoul) lies charred in front of it. The ghouls are afraid to touch the peace pact to deal with the “evil minions of the frog demon”. He offers
corpse, or the door that destroyed it. The door itself is trapped with a glyph 500 gp to anyone that brings the head of the leader of the frog cult, as well
of warding requiring a successful DC 18 Intelligence (Investigation) check as the heads of the tsathar “demons” to him. If this does not appear to
to notice, and a DC 18 Intelligence (Arcana) check to disarm. If the glyph immediately work, Moog leads with a hold person spell and his minions
is triggered, explosive runes affect everyone in a 20-foot radius, inflicting attack. If it looks like a lost cause, he quaffs his potion of gaseous form
22 (5d8) lightning damage. The glyph resets itself in one day’s time and and leaves his allies to their fate. The ogres (from Area 0E1-40) attack
if dispelled, it is destroyed. Once the trap is dealt with, the crypt can be heavily armored foes, as do the acolytes. The goblin scouts attempt to
opened. Inside is a stone sarcophagus carved in the shape of a wise-looking backstab, and target lightly armored or unarmored foes.
man in robes. If the crypt is opened (requires a successful DC 18 Strength Treasure: Moog has a box with 500 gp in it, and fine black robes
check) and searched, the remains of a human can be found. All that was emblazoned with the symbol of Orcus, a potion of gaseous form, an
buried with the man are long rotted, except a small glowing dagger. unholy symbol of Orcus, and a prayer book.
Treasure. Scattered about the entryway are small bits of gnawed bone
and debris, including ruined leather armor of goblin-make, 3 shortswords
(also goblin), and a few bits of silver (22 sp). The dagger is a luddite’s
daggerGM that radiates blue light in a 15-foot radius. If an arcane spellcaster
0E1-40. Minions of Orcus, Part 2
or enchanted creature is present within 30 feet, the light changes to red. This room houses 2 ogres and 4 goblin scouts sent to guard the priests
on their mission. They obey Moog’s every command, and fight to the
death rather than be captured, having been indoctrinated in the “foul rites”
0E1-35. Empty Room of the frog demon worshippers.
Treasure. Each ogre possesses 2d6 gp, and 1d12 sp. The scouts have
Self-explanatory, although this is a good time to roll for wandering 2d6 sp and 3d4 cp.
monsters.
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For Areas 0E2-10 to -24:
d20 Encounter
0E2-2. Decisions, Decisions
This roughly rectangular room looks like a dead-end, but there is a
1–2 2d6 stirges
secret trapdoor set into the floor (A). The trapdoor can be found with a
1d3 ghouls and 1 acolyte of TsathoggaB in southern successful DC 18 Wisdom (Perception) check.
3–4
section, otherwise 1 troll Secret Doors. An additional successful DC 16 Wisdom (Perception)
check reveals 6 more secret doors also leading out of the room (at B, C, D,
5–6 1 gelatinous cube
E, F, and G). Those that are locked require a successful DC 20 Dexterity
7 1d4 ghouls check with thieves’ tools to open.
8 3d6 giant frogs • The trapdoor in the floor can be opened by digging a sharp object
(such as a sword tip or crowbar) between 2 bricks and applying pressure
1d2 slithering trackersB in southern section,
9 (a successful DC 14 Strength check). Inside are 4 glass vials.
otherwise 1d2 river trollsB
• Doors B, C and D slide open with minimal pressure. Each door is on
10–20 No encounter well-oiled brass rollers and makes little sound. Behind the brass doors
await painted brass-coated switches. Most of the paint has flecked off
Treat all rolls made within Area 0E2-11 or -16 as “No Encounter.” Any these handles. Pulling these handles opens and closes various doors.
monster encounter within Area 0E2-14 through -18 is instead replaced The table below details what happens when the various switches behind
with an encounter of 1d3 slithering trackers. the doors are pulled:
For Areas 0E2-25 to -41:
Switch Effect When Pulled
d20 Encounter
V Opens Door D; closes and locks Door B
1–2 1d6 giant rats
W Opens Door C; closes and locks Door D
3–4 1d4 wererats
Opens inner door to Switch Y; closes and locks
1d3 acolytes of TsathoggaB on a mission to X
Door C
speak with Remis (Area 0E2-40). There is a 25%
5–6 Opens door to Area 0E2-7; closes and locks
chance they have brought 1 well-fed ghoul as Y
“protection”. Doors B, C and D
1d2 slithering trackersB if near Area 0E2-25, -31A, or This can be a tricky puzzle. A couple of easy solutions are to trigger
7–9
-34; otherwise no encounter the switches with a rope or rig timers using spare trap parts. Blocking the
10–20 No encounter doors is also a possibility, while using summoned monsters to trigger the
switches would also do in a pinch.
• Doors E and F are made of heavy stone and are hidden and locked.
General Features They can be found with a successful DC 16 Wisdom (Perception)
check and unlocked with a successful DC 20 Dexterity check with
Atmosphere: Strong evil emanates from Areas 0E2-9, and -25 to -27. thieves’ tools. Both are on springs and gently close 1 round after they
High levels of magic emanate from Areas 0E2-11 and -17. are opened. If Doors E and F are opened at once, the secret door to
Ceiling Height: Worked stone areas are 12 feet high. Natural caverns Location Z (inside the room accessed by Door F) clicks open. Door G
are 10–60 feet high. is a normal secret door that opens onto a passage leading to Level 0E2,
Doors: Iron-reinforced wood. Require a successful DC 8 Strength Area 0E2-10. The room behind Door E is home to 2 shadows. The
check to open. room behind Door F is a mess of old rags, twisted bits of rusty metal,
• Locked Doors: Require a successful DC 20 Dexterity check with and broken wooden furniture. Anyone searching through the mess must
thieves’ tools or DC 20 Strength check to open. make a successful DC 14 Dexterity saving throw to avoid cutting them-
• Secret Doors: Stone. Require a successful DC 16 Wisdom (Percep- selves on a shard of sharp metal and taking 2 (1d2+1) slashing damage.
tion) check to find. Also require a successful DC 16 Intelligence (Inves- A small crypt in Location Z (accessed by opening Doors E and F at the
tigation) check or DC 25 Strength check to open. same time) looks old and poorly kept. Four broken pillars surround a
cracked sarcophagus. One round after anyone enters the crypt, a mum-
Shields and Wards: No detection spells work in Area 0E2-35, or they my rises from the sarcophagus and attacks.
give false results (your choice).
Surfaces: All non-cave areas have cut stone walls and ceilings and stone Treasure. The glass vials are 2 potions of invisibility (labeled “One”)
floors. The floors and ceilings of cave areas are covered with stalagmites and 2 potions of fly (labeled “Two”). With them is a note reading:
and stalactites. Walls, columns and other features on this level are dry. “Brothers! It has become too dangerous for us here. One then up then
Other: right then ahead to one’s left then Two and free.” These are instructions on
how to flee the area via Level 0E1 using the potions to get past the bandits.
• Cave areas are fungus-filled. 20% of the fungus is edible while 10% Priests of Orcus who first scouted the area left this cache behind. The
is poisonous. Determining which is which requires a successful DC 15 mummy is bedecked in jewelry, although none of it is magical. A gold-
Intelligence (Nature) check. A character who eats a poisonous mush- and-ruby amulet worth 150 gp hangs around its neck, and a quartet of 4
room must succeed on a DC 14 Constitution saving throw or take 7 matching rings on its fingers are worth 35 gp each. One of the mummy’s
(2d6) poison damage. fingers has fallen off and can be found inside the coffin.
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Mirror, Mirror. Four-foot-tall x 3-foot-wide mirrors cover every wall.
Apart from the strange choice in decoration, the only item of interest in
the room is a mirror of oppositionGM placed in the center of the southern
0E2-7. Moisture and Moss
wall. Due to the reflections from all the mundane mirrors, any creature in This room has been lazily carved with different imagery of frogs,
the room looking at any mirror triggers the mirror of opposition’s effect. demons, and scenes of the Abyss. There is a 10% chance that 1d3 acolytes
Since there are 84 mirrors in total in the room, it might take the characters of TsathoggaB and 1 priest of TsathoggaB are here from Area 0E2-9 to
some time to locate the offending device. collect or return supplies.
Fountain. The centerpiece to this room is a giant water feature honoring
the great frog-god, Tsathogga. A 20-foot-tall statue of the frog god stands
0E2-4. Starved on a 40-foot-long x 20-foot-wide stone platform. The platform is carved to
resemble a fetid pond with rotting lily pads and chunks of different bodies
The outer area of this room is neatly carved from the surrounding stone. floating in it. The corners of the platform are in the shape of much larger
Pit Trap. In the center of this room is a 10-foot x 10-foot, 30-foot-deep lily pads. Foul water flows out of the frog statue’s mouth, leaving rivulets
pit trap (A). Noticing the pit trap requires a successful DC 16 Wisdom of filth all over the statue and the carved platform before pooling in the
(Perception) check. Failing to notice it requires a successful DC 18 larger lily pads at the corners. These pools are home to dozens of fat, white
Dexterity saving throw to avoid falling and taking 10 (3d6) bludgeoning tadpoles. These are the young of the frogs in Area 0E2-8D.
damage. The pit trap also sounds a bell when triggered; roll once on the Storage. A standard secret door is behind one of the carvings of a frog
Wandering Monster Table to see what, if anything, comes to investigate. on the eastern wall. Behind it is a small storage room (A) full of supplies.
Crypt. A crypt beyond the unlocked door is uncarved and scarcely Treasure. Included in the storage area are 8 robes for acolytes of
adorned, with 7 skeletons lying inanimate in broken coffins. Faded and torn Tsathogga and 2 robes for priests, along with 10 soapstone unholy
tapestries hang from the wall, and bits of rubble cover the floor. So long as symbols. The robes are clean, relatively new, and a good fit for a Medium
none of the skeletons are disturbed, they remain still. A beautiful greatsword humanoid. In addition, 6 vials of unholy water neatly wrapped in cloth and
lies atop the stone table (B). This weapon belonged to a travelling sword- some ritual items such as incense burners and small stone statuettes can be
master who visited this level a long time ago. The weapon is trapped. If found. The ritual items can be sold for 120 gp to a collector. The Priest of
anyone other than its original owner touches it, it attempts to shock the Tsathogga has an unholy symbol of Tsathogga, and 2 vials of unholy water
would-be thief. The target must make a successful DC 15 Constitution (does 1d6 necrotic damage to good clerics and paladins).
saving throw. If it fails, it takes 7 (2d6) lightning damage; if it succeeds it
takes half this amount. Triggering this trap causes the skeletons to attack.
Alcove. A side cavern (C) is home to a large iron-and-wood chest, nearly
10 feet across and 4 feet deep. The lid of the chest is very heavy in addition
0E2-8. Hall of Columns
to being trapped, although there is enough room for up to 5 people to work This room is damp, and the sound of rushing water comes from the
together to lift the lid. It requires 2 successful DC 20 Strength checks to lift. north. Six pillars are arranged at angles to draw the eye to the southernmost
Lifting the lid causes a metal spike to fire from the opposing wall. It makes door. The columns are carved from an unnatural greenish soapstone and
a ranged attack at a creature within 30 feet at +5 to hit. On a hit it causes 8 glow with a weird inner light. The western door (A) is locked with a very
(2d6+1) piercing damage. Randomly determine who is struck by the spike strong but simple padlock and bar. Opening the door requires a successful
from those that attempt to lift the lid. Apart from the trap, the chest is empty. DC 15 Dexterity check with thieves’ tools or a DC 20 Strength check. The
Triggering this trap also causes the skeletons to rise and attack. door is designed more to ward off wandering monsters than intelligent
Tactics. The skeletons attempt to defend the bottleneck and force the thieves. Two false doors (B and C) open onto blank walls. They form part
party to come at them 1 at a time. of a crude defense, as the southern door is arcane locked so long as the
false doors are closed. When both are opened, a faint click is heard from
the southern door as it unlocks. Down the stairs to the north (about 10 feet
0E2-5. Enemy at the Gates down) is a small nest (D) of 6 giant blind albino cave frogsB. The stream
is shallow and fast flowing; a Small or smaller creature could possibly
This room and Area 0E2-6 are home to nests of undead. The 6 hungry swim the stream (if they had adequate water breathing abilities and a lot
ghouls here are the main reason for the barrier on Level 0E1, Area 2. of luck!) to its terminus somewhere in the Under Realms. No one has
The room itself is devoid of furnishings and contains only some scattered charted where it goes (your discretion if the river goes to another dungeon
debris and a handful of bones, picked clean. The doors to the room are complex, or another location of your own devising).
small and sturdy portcullises with their mechanisms rusted open. A Tactics. The priests raise the frogs as pets to be turned into guards. They
minute’s work with some oil and a successful DC 16 Strength check gets feed them a diet of cave crickets daily. The frogs are perfectly docile while
them working again. eating, but anyone wandering down the stairs without a sack full of food
Tactics. Every 2d4 hours, all the ghouls mass for an attack, charging up is attacked.
the stairs and wailing against the barricade for 10 minutes or until driven Provisions. Inside is a large supply of food fit for human consumption
back. They then slink back to the lair before their hunger drives them to including 8 large barrels of cured meats and dried grains, along with 16
try again. It requires 10 consecutive successful DC 15 Strength checks smaller barrels of ale. Four large sacks are filled with cave crickets the size
to break down the barricade, as the bandits constantly repair the damage of rabbits, along with a small trowel with which to scoop them up. Two
done by the ghouls. If the bandits are no longer maintaining the barricade, large casks are filled with fresh water gathered from the nearby stream. A
the checks become cumulative. small locked chest sits on a high shelf. Each chest can be unlocked with
Treasure. Scattered about the room are shards of broken pottery and a successful DC 18 Dexterity check with thieves’ tools or a broken open
ceramics, with 2 intact hand-made bowls of small value, worth 15 sp each. with a DC 20 Strength check.
Treasure. Inside the chest are 3 pouches of spices (High Priest Ilya
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• B: The riddle reads: “Who was it that I watched fade? Beauty repeat- fed). The ghouls are not quiet; anyone listening for sounds coming from
ed, a loss of something priceless each and every time. I felt no sorrow, this room hears groaning, feet dragging and chattering teeth. Lanterns hang
for its passing promised me a new beginning.” The answer is “sunset” from hooks on the walls that once held more elaborate decorations.
(although “dusk” works as well). The correct answer rewards the par- Tactics. The priests are here to defend this position, and they’re
ty with an orange staff, while an incorrect one causes the speaker’s well equipped to do so. The ghouls immediately rush intruders, while
equipment to be targeted by a heat metal spell (target all metal items; the acolytes wait for characters breaking off from the main group. The
1-minute duration). acolytes know that if the ghouls are destroyed, they’ll be exposed to the
• C: The riddle reads: “Father, although we call him child. He watches front line, and they don’t want that! The priests are very cautious, casting
us, but only half the time.” The answer is “the sun” (the riddle plays spirit guardian on themselves before opening with hold person. The frog
on the homophones “son” and “sun”). The correct answer rewards the priests are in a good position, and they only need to stall for time until the
party with a yellow staff, while an incorrect answer evokes a fear spell heroes succumb to paralysis. If all goes well for the priests, they’ll barely
with a DC 16 Wisdom saving throw. need to attack in melee at all.
Treasure. At the back of the raised platform is a large pile of supplies. Some
• D: The riddle reads: “I stopped to admire your hair, so pretty was it are basic survival gear, namely lantern oil, blankets, and extra equipment (105
when it blew in the breeze. I wondered how you ever kept it so short and gp worth total). Most of supplies, however, are food and water. The ghouls are
marveled at the color. My companion stopped to ask me why I should highly effective in such a confined space, but they eat at least twice as much
speak to a hill. What was it that I could see, and she could scarce care as a human and tend to try to snack on the acolytes when they get hungry.
for?” The correct answer is “grass.” The correct answer rewards the The priests have taken steps against this and have secured 3 weeks’ worth of
party with a green staff, and an incorrect answer causes a group of 3 rations in iron-bound barrels difficult for the ghouls to open. Each Priest of
magic missiles to strike the speaker for 3 (1d4+1) force damage each. Tsathogga has a fine green robe emblazoned with the symbol of Tsathogga, an
• E: The riddle reads: “Where did I swim with such gorgeous fish, their unholy symbol of Tsathogga, and 2 vials of unholy water (does 1d6 necrotic
scales in hues of brown and grey? My time there was short, I swam so damage to good-aligned clerics and paladins).
fast, and only down.” The correct answer is “the sky” and the riddle
references falling (“My time there was short, I swam so fast, and only
down”). The correct answer rewards the party with a blue staff, while an 0E2-14. The Damp
incorrect answer causes a lightning bolt to strike the speaker. The bolt
Two feet of water covers the floor here, and the entire area smells like
does 10 (3d6) lightning damage, although if the target succeeds on a DC
a wet dog. Water flows into the room from Area 0E2-15 and drains out
16 Dexterity saving throw, it does only half that amount.
through cracks in the floor. Apart from the odd floating rat dropping, the
• F: The riddle slate is blank. The correct answer is “indigo” (follow- water looks clean enough. Plaster once decorated the walls, but it has
ing the rainbow pattern of staves) although you might accept “violet” as rotted and fallen away in great chunks to reveal a natural cavern wall.
well. The correct answer rewards the party with an indigo-colored staff, When the door is opened, a large colony of bats erupts out of the room
while an incorrect answer targets the speaker with a confusion spell. If (harmless, but it may spook the party if they’re a bit on edge), as does
the target fails a DC 16 Wisdom save it lasts for 1 minute. If all 6 staffs several feet of water. Rats run along the walls, occasionally pausing to
are collected, the central column rises to reveal a seventh, violet staff. nibble at the plaster. This room is fairly safe, although wandering monsters
Each staff radiates magic (they were the source of the spells triggered come through here at twice the normal rate.
when an incorrect answer was given). The violet staff radiates magic
and was the source of a reverse gravity spell that lifted the pillar. If the
staff is removed, the pillar crashes down exactly 1 minute later, almost
certainly killing anyone beneath it. Any creature beneath the pillar must
0E2-15. Slippery When Wet
make a successful DC 18 Dexterity saving throw or suffer 70 (20d6) This room is like Area 0E2-14, with 2 feet of water covering the floor
bludgeoning damage. These staves are required to solve the puzzle in and rock walls with the odd fragment of plaster still clinging to them. The
Area 0E2-16. corridor’s floor slopes downward at a moderate incline and the rushing
water has polished the floor to a mirror-shine. Anyone moving through the
area must make a successful DC 14 Dexterity (Acrobatics) check or fall
0E2-12. A Cryptic Message prone. The same check is required to stand up. Jets of water in the center
of the room shoot 6 feet into the air. The water comes through cracks in the
This room has clearly seen better days. Hooks lining the walls and deep ground leading to an underground river running beneath this chamber and
scratches in the stone floor suggest that this may once have been a display Area 0E2-14. Over time, the pressure of the water below has created this
room of sorts. Roll once on the Wandering Monsters table when the party natural spring. The water is perfectly drinkable (although it tastes a bit odd).
first enters the room, as monsters have begun to frequent this room as a Wandering monsters come here to drink often; rolls made on the Wandering
place to rest and relax. At the back of the room is the chamber’s sole- Monsters Chart should be made at double the normal frequency.
surviving statue, although its features are long since torn away. If a good
creature approaches within 15 feet, a magic mouth on the statue appears
long enough to say, “Two colors to enter the place of seven, seven to 0E2-16. The Tomb of Prince Wales
clear the three.” After that, the statue falls silent, and does not repeat its
message until another 2d10 hours pass. This message gives hints on how The “door” to this room is a 20-ton slab of dense stone that can be
to get through the hallucinatory terrain in Area 0E2-11 and what to do in opened only by solving the puzzle at Area 0E2-17. Inside is a lavish tomb
Area 0E2-17. lit by 2 bronze candelabras each holding 3 torches lit with a continual
flame. The candelabras sit on moth-eaten carpets. Tapestries hanging on
the walls depict a dwarf fighting evil creatures with a magical sword. A
0E2-13. Defensive Lines grand, 6-sided coffin with 3 ceremonial flying swords atop it sits at the
back of the room.
This room is a last line of defense established by Sigma and Ilya to Coffin Contents. Inside the coffin is the very old skeleton of Prince
prevent access to Area 0E2-16. The evil priests may not know what lies Nallis Wales. He is garbed in funeral gear nearly disintegrated with age.
beyond the door to that room; they know enough to try to prevent heroes He was buried with his sword CallissanderGM.
from accessing it. This room has a 10-foot-tall raised platform in the center Tactics. Unless intruders bear the crest of House Wales, the flying
and a 20-foot-high ceiling. Making camp on this rather defensible platform swords spring to life if the coffin is approached.
are 4 priests of TsathoggaB. With them are 8 acolytes of TsathoggaB, 4 on Treasure. If the contents of the room are repaired and sold, they fetch
watch on the platform and 4 near the secret door to Area 0E2-5. Wandering 2,100 gp at a city market. This would be the same as defiling the tomb,
the room are 4 ghouls who obey the priests’ orders (so long as they’re however, for purposes of the heroes’ alignment.
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0E2-17. End of the Rainbow 0E2-21. Unfinished Business
This room has neatly carved walls that are completely bare. Unlike This room is a mess. The southern section is carved stone and lightly
many other rooms on this level, the walls have neither hooks nor show decorated. To the east, someone has roughly hacked a path upward at a
any other signs of past ornamentation. Three pools containing different slight angle. After 90 feet, this tunnel connects to Area 0E1-18. In the
colors of water are in the room, one against the north wall, one against the northern part of the room, a rough area has caved in. Exactly what purpose
south, and one near the entry. The northern pool contains blue water, the this room originally served is unknown. Piles of rubble litter the floor,
southern one holds red, and the central pool contains pale yellow water. but none of it has been disturbed since this room was first worked on.
Seven 1-inch-diameter holes are bored into the floor running along the A successful DC 18 Intelligence (Investigation) check (give advantage
length of the room. If the seven staves from Area 0E2-11 are inserted into for stonecunning) reveals that the northern passage was excavated in a
the holes in the order shown on the map (ROYGBIV starting with red in mad rush around the time the rest of the area was carved. There is a 25%
the northernmost hole), the pools of water turn clear and the door to Area chance any time the party enters this room that the trolls from Area 0E2-11
0E2-16 opens with a loud grinding noise (check for wandering monsters). are here, either heading to or from the surface. A small patch of dirt in the
north is host to a patch of common cave mushrooms. 20% of the fungus
is edible while 10% is poisonous (DC 10 Constitution saving throw or
0E2-18. Slithering Tracker Nest die in 1d6 rounds). Determining which is which requires a successful
DC 14 Intelligence (Nature) check. Creatures that have an underground
On the wall near this room, some brave soul scrawled a large circle with upbringing may have advantage on this check.
a line through it in chalk, a universal sign of warning. The room is the
nest of 8 slithering trackersB (subtract any killed as part of a wandering
monster encounter). On the floor are 3 skeletons, although there are no
signs of a struggle — one last warning to the party.
0E2-22. Empty Room
Tactics. The trackers do not appreciate intruders. If they hear someone While other parts of the complex are carved, this room is essentially
approaching, they hide on the ceiling and wait. These creatures are still a natural cavern. Stalagmites and stalactites cover the floor and
exceptionally dangerous, although they move slowly. A party that flees ceiling. A large number of bats, rats, and beetles are in this room, living
when they realize what they’re facing may live to see another day. off the fungus and each other. 40% of the fungus here is edible while 5%
Treasure. The skeletons are still fully equipped, as the trackers have is poisonous (DC 10 Constitution saving throw or die in 1d6 rounds).
no use for treasure. Among them are 2 suits of rusted chain mail, 1 rusted Determining which is which requires a successful DC 14 Intelligence
set of half plate, a longsword, 2 daggers, and various incidental bits of (Nature) check. Creatures that have an underground upbringing may have
rotted equipment. advantage on this check.
The door to Area 0E2-23 is arcane locked. The key for the door was lost
long ago. It is possible one of the trolls in Area 0E2-20 has it.
0E2-19. Bath Time!
The central features of this room are a thick iron grate and a terrible
acrid metallic smell. The gaps in the grate are just under 6 inches across.
0E2-23. Cold Corridor
Visible through the grate is a yellowish liquid. This is a powerful acid; The door to this room is arcane locked (see Area 0E2-22). This short
anything not made of metal that falls through the grate bubbles and passageway is very cold compared with the rest of the level, and a layer of
crackles as it dissolves. In the corners of the room are 4 pressure pad traps, frost and rime covers every surface.
each one a trigger. The pads can be seen with a successful DC 18 Wisdom
(Perception) check, their purpose understood with a DC 18 Intelligence
(Investigation) check, and they can be disarmed with a successful DC
20 Dexterity check with thieves’ tools. If triggered, the central grate
0E2-24. The Abandoned Laboratory
drops 10 feet into the acid, submerging anyone standing on the grate and A considerable time ago, this room was set up to be a wizard’s
inflicting 14 (4d6) acid damage per round. The trap resets after 6 rounds. laboratory. Delicate glass equipment sits on one bench, while a veritable
A particularly clever party might use this powerful trap to its advantage. library of books on oak bookshelves cover the west wall.
Ice Shell. Everything in the room is covered with a 1/2-inch of ice
that has slowly built up over the centuries. This room radiates cold and
0E2-20. Troll Lair anyone venturing in too quickly gets a nasty shock: Brown moldB covers
all the equipment and most of the walls and ceiling. If characters destroy
This room was once a grand display room. Two columns have survived the the brown mold and then thaw the room, they are in for another surprise.
test of time, and 3 alcoves in the wall that once have housed mighty statues Hiding on a bookshelf on the west wall is an inaedB previously frozen
are empty. Now, they serve as cubbyholes for 3 trolls. These trolls head to solid in a block of ice.
Area 0E2-21 to get to the surface to hunt. The right-hand column has a secret Tactics. Unsurprisingly for a creature that inhabits books, inaeds are rather
compartment that is packed with very dry straw hiding 2 long, thin bottles. clever, and this one wants the intruders out of “its” library! The invisible
The compartment door can be seen with a DC 20 Wisdom (Perception) check. inaed opens with a major image of a blast of fire that sweeps along the
Tactics. They have a deep-seated fear of the acidic smell from Area walls and ceiling and causes
0E2-19 and don’t pursue intruders who flee into that room. a dormant patch of brown
Treasure. Each troll keeps a sack by its bed to hold its favorite loot. The mold to sprout rampantly
first sack contains a +1 shortsword, 3 longswords, and a mace. The second from seams in the walls.
troll loved things that sparkle. Inside the sack by its bed are 16 various cheap With the return of the brown
gemstones: 3 yellow citrines worth a total of 55 gp; 7 white fire opals worth mold, the temperature again
25 gp; and 6 garnets worth 10 gp. Also included is a rhinestone-studded plummets. If that illusion
walking stick that is very shiny, indeed, but worth only 10 gp. The third sack doesn’t work, the inaed flies
contains clothes (mostly bloodstained) of Medium-size creatures. There’s a into the corridor and creates
mix of two dozen items, mostly shirts, dresses, and pants. None of it holds an illusion of a very angry
any real value, but you may want to put clues here about any important frost giant. If this fails to
people that have recently gone missing. The bottles in the columns contain scare the party off, it simply
a potion of flying and a potion of invisibility. They’re a hidden stash from the exhausts the rest of its spells
wizard who originally inhabited of Area 0E2-24. and waits for them to leave.
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If the party takes a significant amount of the library with them, the inaed swamp flowers, wildlife, etc. Each of the tapestries could fetch 1,500 gp,
follows them, haunting the party for as long as it can. although they each weigh nearly 100 pounds, and a serious or deranged
Treasure. The alchemical equipment can be cleaned and sold for 1,500 collector would be needed for the northern tapestry. Each of the tapestries
gp to a sage or alchemist. The books on the bookcase are all spellbooks is concealing an oak door.
but are badly damaged. A diligent wizard can reassemble any 1st-level
wizard spell, along with 1d6 random 2nd-level spells and 1d3 random
3rd-level spells. 0E2-26. The Idols and
0E2-25. Meeting Tsathogga the Inverted Pyramid
This octagonal room is dominated by 4 titanic statues surrounding an
Frog Mural. The door to this room opens upon a grand sight. On the inverted pyramid-depression in the center of the floor. The statues depict
wall directly across from the entry, and down a half-flight of steps, is a huge beasts with other-worldly shapes that strain the imagination, their
large mural of the Frog God, Tsathogga. Fully encompassing the egg- bodies malformed to the human eye and sense of proportion. Who or what
shaped wall and looming 30 feet up the arched ceiling is an exquisitely these beings are supposed to represent is unknown. Certainly, they are not
rendered painting of the demon lord, his head lowered to devour all who representations of anything from the known world. Each of the statues
enter. Closer inspection of the mural shows that in the absolute blackness faces the exterior wall; they do not face into the room.
of the gaping frog-maw is what appears to be a 3-foot diameter door or Inverted Pyramid. The pyramidal depression in the floor is
passage. Spotting this requires a successful DC 14 Wisdom (Perception) approximately 30 feet square, and 20 feet deep. It is carved from the native
check. The “door” is the trigger for a trap. rock; creatures with stonecunning notice there are no seems or cracks in
Door Trap. If the door is touched, a symbol of sleep is activated the depression, and it looks as if it could hold water like a well.
(requiring a successful DC 20 Wisdom saving throw to negate), affecting Tapestry and Door. In addition to the architectural elements of the
everyone within 30 feet of the mouth (roll for those wandering monsters!). room, the eastern wall is dominated by an enormous tapestry depicting
The door does not open. a twisted landscape of buildings bent at impossible angles and formed in
Tapestries. Flanking the great frog-mural are 2 tapestries, each 20 feet near-incomprehensible shapes. This mind-warping city is situated on the
square and created with obvious skill and passion. The northern tapestry shores of a peaceful lake, although the water seems to shift and ebb of its
depicts a boggy landscape, devoid of structures or undulations of the land. own accord. The tapestry is an insidious trap; it is woven with the solidified
It’s a flat, fetid marsh. On closer inspection with a successful DC 16 Wisdom stuff shadows are created from. This is determined with a successful DC 22
(Perception) check, an observant character can detect the faces of humans Intelligence (Investigation) check. Anyone touching the tapestry or starting
and other humanoid being rendered in the weaving. Whether these are just its turn in contact with it loses 1 point of Strength. The reduction lasts until
tricks of the eye, or of some type of weaving technique is unknown. the creature takes a short or long rest. Behind the tapestry is a secret door
The southern tapestry is much clearer; it is an aerial view of the to Areas 0E2-27–30. There is no chance to detect the secret door unless the
Dragonmarsh Swamp, somehow from miles overhead. In stark contrast tapestry is moved and the eastern wall can be examined, and then it requires
to the northern tapestry, this one is seemingly alive with vibrant colors of a successful DC 17 Wisdom (Perception) check.
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Development. The purpose of the depression and the statues is not Cones. The hallway leading out of this room to the west leads to a door,
immediately apparent. If the statues are examined by a creature with and another hallway heading north. At the end of the northern hallway is
stonecunning, the character notices that there is a fine crack along the base a wall with 3 conical shapes protruding from it. This is a trap, and once
of each statue. Characters making a successful DC 16 Intelligence check the door is opened, the cones begin a slight humming sound, audible from
put together that the statues can be rotated, although doing so currently is 30 feet away. If anyone approaches within 20 feet of the cones, all 3 fire
beyond their ability. A successful DC 20 Intelligence (Investigation) check lightning bolts down the hallway, striking at everyone in the hall. Each
reveals that there is a hidden lock mechanism but not the location of the character must make a DC 17 Dexterity saving throw. Those failing take
“key”. They are locked into place and must be released by rotating other 21 (6d6) lightning damage while those succeeding take half this amount.
pillars throughout this section; see the “To Everything (Turn, Turn, Turn)” The trap recharges every time the door is opened, and the door is weighted
Sidebox for more details. Once the statues in Area 0E2-26 are rotated into to close on its own (it can be spiked open, of course). The secret door in
place, a strange black mist begins to seep into the pyramid from some the hallway leads back up the ramp to Area 0E2-25.
unknown source. The mist fills very slowly, taking nearly a week to fill
the large space. The mist never flows out of the depression, it seems to
be heavier than air, and fills from the bottom up. When the depression is
completely filled, the mist begins to harden, even more slowly than the
0E2-27. The Lost Columns
filling. It takes 1 month for the mists to fully harden. The secret door to this area requires a successful DC 20 Wisdom
Black Mist. While the mist is vaporous, it is extremely toxic to beings (Perception) check to locate.
from this plane of existence (other-worldly beings are immune to its Pillars of Faith. Inside this 70-foot x 60-foot room are 2 magnificent
effects). If even a wisp is touched by a mortal, they must make a successful pillars, 10 feet in diameter, covered in intricate carvings of many of the
DC 19 Constitution saving throw or fall into a comatose slumber, filled faiths of the Lost Lands. The northern column shows engravings of Muir,
with nightmares and will-sapping horrors. If lesser restoration or a similar Thyr, Mitra, Freya, Arden, Kel, and a host of others. The southern column
poison-neutralizing spell is not cast on the character, another DC 19 is covered with Orcus, Hecate, Set, Hel, Kal’Ay-Mah, Grotaag, and
Constitution saving throw is required after 24 hours. If that saving throw several other unrecognizable carvings.
is failed, the character begins to suffer 3 (1d6) poison damage per hour, Wall Decoration. The ceiling and upper walls of the room are
until death. If the saving throw is made, the character takes 7 (2d6) poison covered in paintings of all the known gods on the pillars, and several
damage, and acts as if under a confusion spell for 1d6 rounds. When the other demons and angelic beings that are beyond the learning of the
mists solidify, it creates a focus point for the contacting and summoning party. They cavort, fight, smile, and frown upon the characters, as if in
of chaos-beings, highly useful for priests of chaotic deities. Any priest of some vast judgment hall. Along the lower section of the room, strange
a chaotic god may cast spells as if they were using a spell slot 4 levels jackal-, snake- and eagle-headed humanoids carry globes overhead, on
higher (9th level maximum) while standing on the hardened mist and may their shoulders, and stand upon them. The significance of the animal-
use a commune-type effect once per day to ask Chaos 3 questions. The headed humanoids is unclear, but the artistry that was involved in their
answers to these questions will always be truthful, if not clear (they are renderings cannot be overlooked. Only a master could have created the
often cryptic, or riddles). wall decor in this room.
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Development. The columns in the room are trigger devices for the great as the door closes, characters move from one room to the other. The shift
stone statues in Area 0E2-26. If BOTH columns are turned at the same time, is instantaneous, and no sense of movement is felt; the characters feel
the southwestern statue in Area 0E2-26 rotates into place overlooking the as if nothing has happened. With the hallways and architecture around
inverted pyramid. If the northern column (the “good” column) is turned both rooms being identical (and the wererats take great pains to make
by itself, the ground shakes, the light seems to dim slightly, the air gets sure it stays this way), it could be a while before the party realizes what
warmer and stale, and a blot of utter darkness flashes for just an instant. has happened. Obviously, anything the characters do before they enter the
Every character in the room must make a DC 17 Charisma saving throw; room (combat, spells marring the walls, etc.) is noticed to have changed
success means the character is poisoned from the utter evil unleashed, when the shift happens. If the door is not closed (it is weighted to close on
failure means the character suffers one level of exhaustion, recoverable its own but can be propped open easily) the rooms do not shift locations.
after a long rest. Fortunately for the characters, the level is regained at You may determine that monsters with the natural ability to teleport might
the stroke of midnight. If the southern column (the “evil” column) is even notice the subtle shift when the rooms change locations. The secret door
touched, a painfully bright flash of light erupts from the ceiling, causing in Area 0E2-31a is particularly difficult to spot, requiring a successful DC
7 (2d6) force damage and blinding everyone in the room. A successful 23 Wisdom (Perception) check.
DC 17 Constitution saving throw indicates the character is blinded for
1d6 rounds; failing the saving throw means the blindness lasts 1d6 hours.
0E2-32. This Stinks!
0E2-28. Leave Well Enough Alone This room, along with Areas 0E2-33 and -39, contains a fissure in the
floor leaking natural gases. The doors to each room are sealed with melted
These rooms are all identical to each other. If the characters attempt to wax; this should be a clear indicator that something is amiss. It is necessary
open the unadorned, plain oak doors, they feel a slight chill on the door, as to dig the wax out of the doorframe to open it. If the wax is dug out, a
a piece of wood left out in morning frost. As the door is opened, the party very light cloud of methane gas beings to seep into the hallway. Being
can see a single candle sitting on a shelf towards the back of the room. odorless and colorless in its natural state, and being under extremely low
Nothing else is visible in the shadowy room. If the characters enter, and pressure, it is unlikely that anyone notices the gas filling up the hallway.
they approach within 10 feet of the candle, they are set upon by shadows, The secret doors leading to Areas 0E2-31b and -37, as well as the normal
the amount varying by room; 28a has 4 shadows, 28b has 2 shadows, 28c doors around -39, are quite tight-fitting, but are not air-tight. Some gas
has 1 shadow, and 28d has 4 shadows. leaks out of the hallway, but most lingers in this area.
Flashpoint. Once the door is breached, it takes roughly 6d6 rounds for
enough gas to spill into the hallway to create a “flashpoint” situation. If
0E2-29. The False Pillar the characters use the quick way and melt the wax out of the door frame,
or if they have open flame when the gas reaches the flashpoint, then there
This unadorned 45-foot x 45-foot room contains a brilliant uncarved is quite a fireburst. The methane ignites, and because of the low pressure
10-foot diameter marble pillar in its center. The walls of the room are there is very little concussive force behind the blast. In the hallway, the gas
completely unadorned, natural stone. If the marble pillar is approached causes 14 (4d6) fire damage to all in the hallway; if the ignition is due to
within 10 feet, it begins to give off a soft radiance equal to torchlight. melting the wax, where the gas has been trapped and built up, the damage
If the pillar is touched, it gives off a slight warmth, but has no other is more explosive. Characters directly in front of the door (and within 10
effects. A character notices — with a DC 16 Wisdom (Perception) check feet) take 14 (4d6) fire damage and 14 (4d6) force damage from the flame
— that there is a fine crack circling the base of the pillar. Creatures with
stonecunning have advantage on this check. Astute observes conclude the
pillar can be rotated. It takes 2 successful DC 20 Strength checks to turn
the pillar 1/4 turn (this is as far as it turns) after which anyone within 10
feet of the pillar takes 3 (1d6) force damage (no saving throw) and is
“To Everything
blinded for 1d10 minutes (a successful DC 16 Constitution saving throw
negates the blindness).
(Turn, Turn, Turn)”
The most important feature of this level are the various pillars
0E2-31. There and Back, Again? (northern); the southern pillar must first be unlocked by rotating
the eastern column in Area 0E2-38. When it is unlocked, the
southern pillar in Area 0E2-37 rotates the northwestern statue in
This very non-descript room appears to be totally empty and without
-26. Area 0E2-38, Remis’ Nest, has 1 trapped pillar (western) and
any kind of adornments. No dust, debris, or trash litter the room. It seems
1 pillar (eastern) that unlocks the southern column in Area 0E2-37.
this room, for some reason, is one of the cleanest in the entire dungeon!
Area 0E2-41 houses 2 unlocked pillars. If either pillar is rotated,
Time Travel? The secret of this room is that it is 2 rooms; Area 0E2-31a
a horribly loud grinding sound is heard, but no other effects. If
and -31b exist at the same time, in similar space, but not time. Entering
BOTH columns are rotated together, the northeastern statue in Area
one room immediately arms the room to prepare to shift. The door closing
0E2-26 rotates into place. Whew!
is the trigger mechanism for the spatial change to take place, and as soon
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burst; those beyond 10 feet, but within 30 feet suffer 7 (2d6) of each type door is similar to the first, although it is not the iron cube that opens the
of damage. Anything combustible catches fire. Obviously, the gas leak door, but flesh (such as a bare hand). Anyone placing bare skin against the
does not stop naturally; if the door seal is damaged in any way, the gas door feels incredible cold and must make a successful DC 15 Constitution
continues to fill this area creating quite a hazard. Eventually, the wererats saving throw or lose 1 point of Strength from the chill draining. The lost
notice either that the doors are damaged, or that some of their rat friends strength returns after a long rest.
have succumbed to the poison gas… Trapped Doors and Hallways. The door slides to the south, revealing
Story Award. If the characters can find a way to stop the gas flow, another north-south hallway, with an obvious door at the north end (c),
award the party 250 XP. and a standard secret door (d) 10 feet to the south. The northern door
is a normal, oak-and-iron door, which is locked and trapped. There is a
large, glowing rune on the face of the door, but this is simply a permanent
0E2-33. This Stinks, too! silent image of a powerful symbol. A successful DC 17 Intelligence
(Investigation) check is required to see through the illusion.
See Area 0E2-32, above for details. The true trap is a poison needle in the lock mechanism. Finding the
trap requires a successful DC 18 Intelligence (Investigation) check. It
0E2-35. Traveler Out of Time successful DC 17 Intelligence (Investigation) check. However, there is
also a glyph of warding scribed onto the door. If the illusory runes are seen
through, the glyph of warding is obvious, but requires a successful DC 17
Several fail-safe precautions were built into this room to ensure its
Intelligence (Arcana) check to determine its effect. The rune explodes for
inhabitant is never unleashed on the world. The secret door from Area
10 (3d6) fire damage if the door is opened. Creatures within 10 feet take
0E2-34 leads to a locked, solid metal door (a).
the damage unless they succeed on a DC 16 Dexterity saving throw, in
Metal Doors. The door is impervious to magical or physical damage
which case they take half.
and cannot be picked or opened by force. It would be possible to go around
The door opens into a hallway running south, with another door (i)
the door, if the party has access to teleportation magic, or has a passwall
visible at the far end. The hallway appears to be littered with debris,
spell to use on the wall to the north. However, the door opens easily if the
broken furniture, cracked and broken bones, trash and other detritus.
iron cube (see Area 0E2-38) is placed upon it. If the characters place the
This is an elaborate illusion, a permanent hallucinatory terrain spell
cube on the door, it slides silently to the south revealing another metal
designed to make the travel difficult. Seeing through this illusion requires
door (b) directly across a hallway that leads north 70 feet.
a successful DC 17 Intelligence (Investigation) check. The secret door
The entire hallway is well-lit from some unseen source. The hallway
(g) at the northern end of the hallway is cleverly hidden by the illusory
appears empty, but there is a well-hidden secret door at the end, requiring a
magic. Finding it requires a successful DC 20 Wisdom (Perception)
successful DC 20 Wisdom (Perception) check to locate. The second metal
check after the successful DC 17 Intelligence (Investigation) check to
see through the illusion.
It opens (is not locked or trapped) to an L-shaped hallway, 50 feet
long x 40 feet, with another secret door (h), just beyond the corner. If
the party bypasses the illusion, or simply slogs through the mess (in their
minds), they reach the southern door. This door is locked normally, but
not trapped. It opens into a 10-foot x 10-foot space, with another door
(j) immediately to the west. This door is locked and trapped; if the door
is opened without disarming the trap, 4 spears are fired from the ceiling.
Each spear attacks a single target between the 2 doors at +6 to hit. On a hit
it each does 4 (1d6+1) piercing damage.
The door opens into a 45-foot-long hallway, with no doors (there is a
secret door [e] at the end of the hallway). The secret door (h) leading into
the chamber of the Sentinel is both locked and trapped. Noting the trap
requires a successful DC 18 Intelligence (Investigation) check; disarming
it requires a successful DC 17 Dexterity check with thieves’ tools. Failing
this latter by 5 or more points triggers the trap. If the trap is not disarmed,
anyone opening the door is burned for 10 (3d6) acid damage, as acid
sprays from pin-prick-sized holes in the ceiling.
After bypassing all these doors, the party may finally enter the room.
Sentinel Jail. Inside, 2 10-foot diameter metal columns dominate the
northeastern and southwestern corners of the room. Roughly between
these columns about 10 feet from the secret door is what looks like a
10-foot x 10-foot x 20-foot-tall glass container. Inside the container
is a slightly greenish liquid, and floating suspended in the liquid is a
robotic variant iron golem (stats not given due to the room’s self-destruct
sequence). The liquid is acid, to keep the golem in a constant state of self-
136
LEvel 0E: The Ruined Keep - The Tunnels of Terror
repair, and to keep it from sensing what is happening in the room around
d6 Result
him. The robot is one of the experiments left over from the beings that
dealt Tsen its fatal blow (see Sword of Air by Frog God Games for more 1 A set of 4 crystal vials worth 5 gp each.
details on Tsen). The metal columns are a self-destruct mechanism to 2 3 agates worth 10 gp each.
destroy everything in the room should the acid tank be breached, and the
golem released. If the tank is damaged (it takes 100 hp to damage the tank, 6 yards of silk cloth, stained but excellent quality
3
which has an AC of 20 and is resistant to lightning damage and immune (worth 50 gp per yard; 1d4 yards ruined)
to damage from non-magical weapons, and necrotic, poison, psychic, and A set of 4 serving trays, silver with gold trim, worth 75
radiant damage), the acid spills forth in both directions towards the pillars, 4
gp each.
eventually forming a circuit. The pillars generate enormous positive and
negative electrical energy; when the acid creates the loop between the 2, A crumpled tapestry depicting the Stoneheart Valley
5
it takes 1d4 rounds for the pillars to charge. After that time, they expel an (still valuable; worth 200 gp.)
electrical wavelength that cooks any animal or plant material instantly, A set of fine noble’s clothing, 1d6 pieces (worth 100
fuses and welds any metals together, and cracks stone and ceramics. This 6
gp per piece.)
entire room and the surrounding hallways essentially collapse in on itself
back to the metal door at (b), thus sealing the threat of the golem escaping Items 1–3 may be found more than once, but items 4–6 can only be
into the world. found a single time. There are 1d6+2 items to be found in the room and
searching requires 10 minutes per item.
137
Rappan Athuk
0E2-40. Madman’s Scribblings Level 0E3,
This 35-foot x 35-foot room is covered in chalk, charcoal, paint,
and other unidentifiable media. Scrawled over every inch of the walls
(and some of the ceiling) are mad ramblings, rhymes, curses, and utter The Tunnels of Terror
nonsense. The gibberish does hide a bit of valuable information, if the
characters can decipher it. This section of the Tunnels was first built by an advance force from
Linguistics. A character who spends 1 hour in the room and rolls a Tsar (see Slumbering Tsar by Frog God Games, and Level 14A of this
successful DC 18 Intelligence (Arcana) check, begins to put together book for more information about the Disciples of Orcus, the evil Army
parts of the ramblings on the walls, and makes some sense of the chaos. of Twilight that escaped from Tsar, and the extended history of Rappan
If the party gains the esoteric information, read or paraphrase the “To Athuk) as a waypoint, a staging area while Rappan Athuk was being
Everything (Turn, Turn, Turn)” Sidebox. It is very likely the party has finished. This chapel is similar to the power temples of Rappan Athuk and
encountered the pillars before discovering this room. If you wish, other may give the characters some insight to those unholy sites if they enter the
information can be hidden in the scrawlings, if it doesn’t seem appropriate Dungeon of Graves.
to have the pillar information here.
Level 0E3
0E2-41. Jokune, the Oracle Difficulty Level: Tier 2
The secret door leading to Area 0E2-41, is well-hidden, requiring a DC Access: Area 0E2-34 to Area 0E3-5. Chute from Area 0E1-9 to Area
20 Wisdom (Perception) check to find. Once the secret door is opened, a 0E3-6. Pit trap from Area 0E1-21 to Area 0E3-8.
booming, baritone voice (a magic mouth spell) proclaims, “Jokune will Wandering Monsters: Check once per hour on 1d20, Areas 0E3-1 to
see you now”. -11 only:
Opening Runes. The door leading to Area 0E2-41 is covered in runic
script. Any wizard immediately recognizes the runes as warding and d20 Encounter
protection magic. These wards and runes are a permanent phantasmal
1–2 1d6 giant rats
force spell, designed to frighten spellcasters. Seeing through them
requires a successful DC 17 Intelligence (Investigation) check. The door 1d2 slithering trackers if in Area 0E3-7 (they do not
is unlocked, and untrapped. 3–4 cause a cave-collapse), or the hallways near Area
Pillar. The first thing anyone sees upon opening the door is a 10-foot 0E3-8–10; otherwise 1d6 rats
diameter green soapstone pillar. The column is uncarved and unadorned, 5–20 No encounter
and remarkably polished to a high sheen. Entering the room, characters
can make out another pillar roughly 20 feet behind the first, but it is lightly Note: Treat all rolls made within Area 0E3-1 to -5, and Area 0E3-9 to
obscured by the cloudy haze of incense and smoke in the room. If the party -11 as “No encounter”.
defeats Jokune, they are free to investigate the pillars. A creature with
stonecunning that looks at the stonework can determine that there is a fine
crack along the base of the pillars. A DC 18 Wisdom (Perception) check
allows other characters to notice the same. An astute character determines
General Features
that the pillars can be rotated. Anyone rotating the pillars hears a stone-on- Atmosphere: Extreme evil in Areas 0E3-1 to -4. Strong evil in Area
stone grinding sound, but no other effects. If both pillars are rotated, the 0E3-9. Strong magic in 0E3-1 and -5. Areas 0E3-12 to -22 radiate strong
northeastern statue in Area 0E2-26 rotates to face the depression. evil everywhere. The entire level is dry and warm. All rooms have at least
Décor. As there are no visible windows or vents here, the hazy-vapors a moderate amount of light from some unseen radiance, unless noted.
are as thick as a cloud. As the characters move about the room, they notice Ceiling Height: Ceiling height is typically 12 feet high.
tapestries hanging from the ceiling, giving the entire area a desert-harem feel. Doors: Standard wooden door. Require a successful DC 8 Strength
As the party surveys the area, they discover no furniture or items of value. check to open.
Development. If the party looks as if they are about to take a closer
• Locked Doors: Require a successful DC 16 Dexterity check with
look at a pillar, they suddenly hear a voice from the mists, “What do
thieves’ tools or DC 16 Strength check to open.
you seek?”. The voice belongs to JokuneB, an invisible ogre mage that
is tasked with keeping this pillar untouched. If the party interacts with • Secret Doors: Require a successful DC 18 Wisdom (Perception)
the oracle, he answers questions to the best of his ability, as he knows check to find unless otherwise noted. Also require a successful DC 16
much about this level (all of Level 0E2) and the one below (all of Level Intelligence (Investigation) check or DC 25 Strength check to open.
0E3). If the party asks questions politely, they can learn much valuable Shields and Wards: Dimension door, teleport, gate, and conjuring/
information from the oracle (your discretion). If the party attempts to turn summoning have a 20% chance of success in Area 0E3-1 when cast by
a pillar, or speak disrespectfully to the oracle, he warns them sternly “Do anyone other than a worshipper of Orcus. Also, divination-type magic
not undertake the unwise action. It would be most costly.” (detect evil, locate object, legend lore, etc.) has a 50% chance of success
Tactics. If the party persists in ignoring Jokune’s orders, the ogre mage in the area.
attempts a charm person spell on a heavily-armored foe, or put as many Surfaces: All non-cave areas from 0E3-1 to -11 have standard cut stone
people to sleep as possible. If desperate, he uses his cone of cold to slay dungeon walls and ceilings, with stone floors. The floors and ceilings of
the party before finally becoming visible and attacking with his giant cave areas are covered with stalagmites and stalactites. In non-cave areas
naginata (glaive). If he is pushed to physical combat, Jokune is a deadly from Area 0E3-12 to -22, there are white, 2-foot square tiles covering
adversary, and slays the entire party, if possible. standard dungeon walls and ceilings, as well as over all the floors.
Treasure. Although smoky and reeking of incense, some of the Other:
tapestries are valuable. The characters can recover 2d6 tapestries, each • 10% of cave areas are fungus-filled. 20% is edible while 10% is
worth 1d4 x 100 gp. Each tapestry weighs 75 pounds. poisonous. A DC 15 Intelligence (Nature) check is required to de-
termine the difference. A character who eats a poisonous mushroom
must succeed on a DC 14 Constitution saving throw or take 7 (2d6)
poison damage.
138
LEvel 0E: The Ruined Keep - The Tunnels of Terror
head of Orcus, Demon-Prince of Undead, is rendered in white marble,
0E3-1. Ruined Chapel of Orcus 25 feet tall, in flawless detail. The statue on the west side is a little more
difficult to determine: a regal-looking man, 20 feet tall, with a noble
bearing, fashioned from granite. Hiding next to the pillars flanking the
This entire chamber is bathed in shadowy light, as if a pulpit are 10 shadows, 2 per pillar, waiting to do their master’s bidding
hundred torches were casting a continually murky radiance and add to their ranks.
here. Additional light does nothing to change the conditions • Raised Pulpit. The elevated platform at A oversees the Power Nexus
here; even magical light does not brighten the room. Due (B), the hub of power designed to concentrate energy for the priest-
to the shifting, low-light conditions, it always appears that hood of Orcus. This chapel was the first attempt at creating a “Shrine of
something is moving, just out of vision... Power” (see Area 15-2, The Den of the Master, for details on Shrines of
Power) to enhance Orcus’ abilities, and it was deemed too unstable for
the Horned Father. The inverted pyramid (Area 0E2-26) is a byproduct
Décor. The dominating feature of the room, as characters enter through of the harnessed power of the Power Nexus. At the top of the pulpit
the double doors from Area 0E3-2, is the massive 20-foot-high, 30-foot- stands the former high priest of this chapel, now a cadaver lordB, still
wide mural of Orcus decorating the front of the Raised Pulpit (A). Truly wearing the trappings of a priest of Orcus (although antique and not in
a work of a deranged mind, the image is as loathsome as the being that current style).
inspired it. Painted out of what appears to be, in this low-light, some form Tactics. Once the characters ascend to his level, the cadaver lord calls
of tacky semi-liquid substance (yes, its blood); the mind reels where this forth the cadavers from Areas C and D to lay siege to the pulpit and does
amount of medium could have been drawn from. To each side, a row of not allow the party to escape. After the pulpit is surrounded, he calls for
columns flanks the pulpit, with disgusting and horrific bas-reliefs carved the shadows from each side of the pulpit to aid an aerial assault. The
upon each one of them. Doors open into the eastern and western walls, cadaver lord has no fear of death (again), and sacrifices himself to destroy
past the columns, near the southern entrance the party, if necessary.
wall. Exploring further into the room, beyond
the pulpit, the party sees an enormous • Power Nexus. Area B was originally designed as a focus point to
magical circle in the northern end summon Orcus himself fully into this plane of existence, but it was
of the room. Seventy or more quickly determined that it simply would not work. The other gods
feet in diameter, the circle is a would not stand for such a thing, so the architects of this dungeon shift-
massive array of magical materials ed their design to harness the “god-like power” of the multiverse. Any
and precious metals. A clerical spells cast in this room act as if cast at 2 spell slots higher than
wizard immediately was used. This affects all clerics, regardless of alignment.
recognizes this as a • Statue of Orcus. The large statue at C is a nearly perfect representa-
summoning circle of tion of Orcus in every detail, other than being fashioned of white mar-
massive proportion. ble. Sparkling ruby eyes set off the white marble, and massive golden
On the east and west horns complete the menacing visage. The Horned Father’s wand is not
sides of the circle part of the statue. Surrounding the base of the idol are semi-desiccated
are 2 stone statues. remains, the corpses of the last penitents of this foul chapel.
One, on the east Tactics. The corpses rise as 8 cadaversB if the statue is molested in
side, is easily any way, or if commanded by the cadaver lord on the pulpit (A).
recognizable; Treasure. The ruby eyes in the statue are obviously valuable, worth
the ram-horned 500 gp value each, but carry a curse. One hour after touching either
ruby (even if they are not stolen), whoever handled them is struck
blind for 24 hours. After the initial 24-hour period, a successful DC 16
Wisdom saving throw may be made every day to remove the blindness.
The golden horns are also valuable, worth 750 gp each, and cursed as
well. Anyone removing the horns from the statue, by any means, must
make a successful DC 18 Wisdom saving throw or be turned to stone
(white marble). The marble of the statue is valuable in its own right; 1
cubic foot of the material could fetch up to 50 gp if broken up. There
are roughly 2,500 cubic feet of the material (weighing 200 tons) in this
statue, so it has immense value if somehow transported. The statue is
immune to all magic, and to damage from non-magical weapons.
• Statue of Jeravix. Built many years ago to placate the then-High
Cornu of Orcus, the statue at D is an incredible likeness of the man
that orchestrated the escape from Tsar, Jeravix. Alumaxis, a captain of
the guard at Tsar, was tasked to build this complex as an extension of
Tsar’s might (this was even before the siege of Tsar by the army of
Light). After its near-completion, Alumaxis was murdered in his sleep
by clerics of Orcus, thus ensuring the secrets of this place stayed within
the clergy. Alumaxis is now the knight gaunt in Area 0E3-9. Surround-
ing the base of the statue are several desiccated and moldering bodies;
6 of these rise as cadavers if commanded by the cadaver lord on the
pulpit (A).
Treasure. The statue of Jeravix is an amazing architectural feat. Formed
form a single massive piece of granite, the statue would be worth hundreds
of thousands of gold pieces to a collector of religious or historical objects
(you should determine a suitable value for the campaign), but the statue is
20 feet tall, and weighs more than 50 tons. If it could somehow be moved
out of this place, it would be a king’s ransom! It has no magical powers.
• Priest’s Closet. This small, 15-foot x 15-foot room at E contains
various hooks and racks to store clothing. Four complete sets clerical
139
Rappan Athuk
vestments and 1d6 other pieces are still here in serviceable, if outdated, Treasure. The books and scrolls can be a treasure in themselves; you
shape. If the party dons the clerical robes, the cadaver lord at the pulpit should determine how much information about the clergy of Orcus and the
(A) is confused for 1d4 rounds before he summons the other cadavers. city of Tsar you would like to give out. In addition to the mundane texts,
The shadows feel the living energy of the characters, and attack nor- there are many magic scrolls mixed into the jumble; roll 1d6 every 10
mally. minutes of searching to determine what is found:
• Treasure. Hidden in a small cubby, behind a secret door in the NE
corner, is a +1 mace, kept by the clerics in case of emergency. d6 Discovery
• Priest’s Closet. Similar to E, above, the small closet at F was used 1 a scroll of cure wounds.
to house the clerical garb of the priests of Orcus sequestered here. This
2 a scroll of irresistible dance.
room has only a few broken bits of furnishings and scraps of clothes. A
former acolyte of Orcus is bound here, a helpless ghost. a book containing the spells bless, continual flame,
3
Tactics. Driven mad by his years of solitude (he cannot leave this room, and commune.
unless locked in a stranglehold; if the hold is somehow broken, it retreats a scroll of very decorative calligraphy worth 25gp to
to the room), he attacks any living being that enters. 4
a collector.
a small statuette of a blackened hell hound; a
5
0E3-2. The Faces of Fear figurine of wondrous power (onyx dog).
a series of 12 diaries detailing a merchant’s
The southern door to this room is highly adorned with symbols and encounters in a city named Izamne, a deep
sigils of intricate design. A wizard making a successful DC 15 Intelligence 6 underground city (determine exact details of
(Arcana) check recognizes that there is a symbol spell inscribed upon the the journey to Izamne; the city is detailed in the
door, although determining the type of symbol requires a successful DC 30 Cyclopean Deeps: Volume I from Frog God Games).
Intelligence (Arcana) check. Most of the runes and sigils are a permanent
phantasmal force designed to distract thieves and wizards. However, there Each item can only be found once. Also, if the characters search through
is a functioning symbol of fear inscribed on the door, designed to trigger if the titles, and make a successful DC 18 Wisdom (Perception) check, they
the door is opened. The symbol affects everyone in the 20-foot x 30-foot find a folio written in an ancient dwarven script (either a dwarf with a
hall directly south of the doors. The DC to resist the fear effect is 16. The successful DC 15 Intelligence check or a character with comprehend
door itself is unlocked. languages can decipher it) that details the workings of the pillars on Level
Opening the door, the party immediately sees another door directly 0E2. Read or paraphrase the “To Everything (Turn, Turn, Turn)” Sidebox,
across from the first. Flanking the door are 2 translucent figures, wearing near Area 0E2-27 on that level.
flowing robes of dark green over incorporeal chain mail. These beings are
2 fear guardsB, and they attack anyone entering the room.
Tactics. The fear guards were former temple warriors, bound to this
place after death. One of the guards begins combat by casting darkness
0E3-5. Prison of Agla-Rolsh
at the doorway, ensuring characters that are out of the room do not know This grand hall was originally used as a library or study of some kind.
what’s happening inside. The other guard engages armored foes first, Scraps of parchment, bits of leather, and splinters of wood suggest there
using its incorporeal touch and fear abilities. were several tomes stored in here at one time.
Two large pillars in the northern half of the room still glow softly,
offering a comfortable illumination perfect for reading. The southern
0E3-3. Unholy Font portion of the room is much larger and seems to be completely clear of
any debris.
This room contains a large unholy water font, a basin filled with clear fluid. Prisoner in Silver. Characters making a successful DC 16 Wisdom
Monstrous Font. The font itself is a monstrous-looking affair. An (Perception) check notice a solid line of silver imbedded in the floor,
ancient, filth encrusted column rises 3 feet, with formed tendrils that wrap stained and tarnished with grime and dust. What the characters probably
around the basin holding it like an inverted octopus, the entire structure do not see is the invisible form of Agla- Rolsh, a djinni that has been
oozing some unusual ichor or slime. The rest of the room is barren and trapped in the silver triangle for a very, very long time. Agla-Rolsh was
dusty, but there is no debris. The font is actually an undead mimicB, a traveler of the planes of existence, and other dimensions and times. He
a hideous creature that wandered into this place as a normal variety of is very intelligent and can converse expertly on any subject he chooses.
mimic, and replaced the existing font, thinking to trap petitioners when He was investigating the “new excavation” here many years ago when
they came to gather some of the water. The mimic waited so long, and it was being built, when a magical mishap caused him to be trapped
was eventually infused with so much dark energy, when it perished from in a powerful wizard’s experiment. Once the wizard realized what had
starvation it transformed into this undead version. happened, he wisely left these premises, surmising that when the djinni
Tactics. The mimic does not need to eat, but it relishes any chance to escaped, he would be none too happy. While bound, Agla-Rolsh cannot
drain souls from victims, and if roused it will fight to its destruction. leave the triangle. No amount of damage or scratching at the silver has
freed him yet.
0E3-4. Scriptorium
Development. Agla-Rolsh spends all his time invisible and speaks
with the kobolds in Area 0E3-6 to bring him news of the surrounding
dungeon happenings. Unfortunately, the kobolds have only ventured
A collection of heinous scrolls detailing the clergy of Orcus are north as far as the hallway to Area 0E2-20. The acid stench in Area
stored here. Several shelves’ worth of scrolls and books may be 0E2-19, was bad, but finding trolls beyond the door was too much! The
found. A few random diaries are also mixed in with the religious chute to Level 1, Area 0E1-9 has proved too challenging to climb the
texts, giving sparse details of life in and around Tsar (your discretion full length of, so they have abandoned that. Exploration to the south,
how much information, if any, to provide). The former collector of and through the Piercing Cavern, has been a little more noteworthy. The
these scrolls, an injured soldier and neophyte acolyte of Orcus, was kobolds know there is activity beyond the door at Area 0E3-2, although
slain in here by a rival over hierarchy in the lower orders of the clergy. they quickly fled that place. Excursions further east have determined
Maintaining his soldier’s sense of duty towards his collection, the there is possibly a way out of this level at Area 0E3-8, if they can figure
acolyte eventually rose from death as a guardian cimotaB, forever out how to climb up the pit trap, and they haven’t yet braved the doors
tasked to guard these scrolls. at Area 0E3-9 or -10. Agla- Rolsh does not know about the influx of
Tactics. If anyone touches or harms anything in the room, the cimota recent Tsathogga worshippers; they came after he was bound here. He
materializes and attacks without quarter. does know that the temple at 0E3-1 was at one time very important, and
140
LEvel 0E: The Ruined Keep - The Tunnels of Terror
141
Rappan Athuk
he knows about the pillars on Level 0E2, but not what the statues at
d6 Result
0E2-26 open.
Tactics. Agla-Rolsh’s magical abilities are intermittently able to a major collapse happens, causing 28 (8d6)
pass over the silver, so he has a 30% chance to affect someone outside bludgeoning damage. Initial DC 16 Dexterity saving
the silver triangle. If anyone is brave enough to walk over the triangle, throw for half damage; if failed, a secondary DC 16
6
he is fully capable of unleashing the full weight of his power. To free Dexterity saving throw is necessary to avoid being
the djinni, the characters need the bronze key, found in Area 0E3- pinned under the rubble. A target who is pinned,
9. If the party finds the key, and gives it to Agla-rolsh, the djinni is can be dug out in 1d4 person-hours.
finally able to escape his long imprisonment. If the party has been
pleasant and humble in speaking with him, he may grant them a small Spells such as silence do not alter the chance of the ceiling collapse; it
boon (knowledge of the Tunnels, or the answer to some otherworldly seems that only vibrations in the stone make a difference. A character with
esoteric question; your discretion). If they have been rude, or taunted a successful DC 18 Stealth check can move without disturbing the stone.
him in any way, he immediately attacks the party, attempting to slay or Combat has a 50% chance each round to cause a ceiling drop (determine
subdue some to take as slaves. randomly where the stones fall during combat). Once stone falls from the
ceiling, it shatters into shale-like debris, making quite a mess. The unique
qualities have caught the attention of a xorn that loves the shale fragments
0E3-6. Kobold Cavern but is too lazy to break the stone up himself.
Tactics. There is a 1 in 8 chance that the xorn appears any time the party
This natural cavern is the home of a tribe of kobolds that have been cut is traveling through the cavern. If the party is engaged in combat, and the
off from escaping the level. They fear running into the other denizens of xorn happens to appear, he then has a 5 in 8 chance of appearing when the
the dungeon enough to refuse to leave. There are 12 males and 16 females, party crosses the cavern (he’s watching).
with 8 non-combative younglings (no XP), led by Kurrick, a wily and
intelligent kobold chieftainB.
Development. Kurrick has negotiated with Agla-Rolsh to be his eyes
and ears in the dungeon, with the understanding that the djinn will not
0E3-8. Death from Above
wholesale slaughter the kobolds should he ever escape. Kurrick sends This horseshoe shaped area seems like just an odd architectural
squads of kobolds out to investigate the dungeons but has hit a few limits exercise. There is nothing apparent here unless secret doors are checked
(see Area 0E3-5 for an explanation of the kobolds excursions). He deeply for on the ceiling, 15 feet overhead. The secret trapdoor is unusually well-
wants to investigate the dungeon past the door at Area 0E3-2, and at -10; concealed, requiring a successful DC 20 Wisdom (Perception) check to
for some reason, they just can’t get past their fears in those places. There find, and leads to Level 1, Area 0E1-21.
is a dark spot high up on one wall in the west, the end of a chute that
leads upwards to Level 1, Area 0E1-9. The chute is tricky to negotiate,
being at a 60-degree angle. Climbing requires a successful DC 18 Strength 0E3-9. The Pyre
(Athletics) check each round, and it is nearly 200 feet up. Falling while
climbing results in 2 (1d4) bludgeoning damage per 50 feet ascended. The end of this long hallway is tinged with the smell of smoke. As the
Treasure. The kobolds have managed to amass a few items they treasure party approaches the iron door at the end of the hallway, they notice a
(others may not): a broken ceremonial breastplate which was part of a slight rise in temperature, a nice warm feeling.
noble’s suit of plate armor. It is useless, but a historical piece — it might Iron Door. The door itself is warm to the touch, as a stove warming up
be worth 25 gp to an antiquities collector — 7 yards of fine but stained might be. There is a large and imposing looking lock in the center of the
woolen cloth (currently worth 5 gp per yard, cleaned of stains it might door, and it feels solid and impassible. The lock is, in fact, a normal lock,
fetch 15 gp per yard), 32 functional arrows, 12 filthy backpacks, 77 feet of and is not trapped.
hemp rope in lengths up to 10 feet, 3 crystal vials, each worth 5 gp, a +1 Interior Fire. As the party opens the door, they see before them a blazing
mace with a tattered handgrip, the entire thing covered in dried blood, and bonfire, a large conflagration in the center of the room. It appears to be a
2 strangely-colored vials (potions of greater healing and gaseous form). pyre of some sort, smoldering, but occasional small licks of flame jump and
dance along its mass. The room is smoky and smells of strange incense. The
smoke is not too thick to see, and several amphora and boxes line the bit of
0E3-7. The Piercing Cavern back wall that can be seen from the doorway. This is the last resting place
for the former captain-of-the-guard-turned architect, Alumaxis.
This cavern is thick with stalactites, the 40-foot ceiling covered with History. A good soldier to the end, Alumaxis volunteered for the role of
them like the fangs of some huge beast. The kobolds are convinced that leader of this building site when he understood it would further the reach
that cavern is populated with piercers, but that is not the case. of Orcus in the world. What he didn’t know was the depth of deceit in the
Geology Lesson. The entire cave is a rare mineral deposit, of granite- ranks of his “advisors”. As a man used to facing foes head-to-head, he
like stone with strange mineral qualities, such as being extremely hard did not see the treachery of the clergy until it was too late. To cover any
but very brittle. A creature with stonecunning can tell the unique nature evidence of their assassination, the clergy ordered this pyre built to honor
of the stone. Due to the qualities of the stone, occasionally stalactites or their fallen “leader”. The captain’s body was laid to rest atop the bonfire,
random pieces of the room crumble off when certain vibrations occur. It and he was immolated. Unexpectedly, the fire never burned itself out;
is impossible to determine what causes the ceiling stone to drop, which is it smolders even to this day, wafting smoky tendrils to remind the very
why the kobolds are extremely cautious when coming through here. If the stones of the dungeon what happened here. Alumaxis himself was not
party moves through this cavern, every 10 feet they travel requires a roll fully consumed by the flame. He regained his material body after being
to determine if the ceiling comes down on them. On a roll of 1 on 1d6, a scorched and returned to the mortal realm as a knight gauntB, an undead
portion of the ceiling falls, and a second 1d6 must be rolled on The Sky horror normally created when a paladin falls in righteous combat against
is Falling! Table. evil. Orcus himself found the humor in returning his soldier to the field
in such a form.
Tactics. Alumaxis retains his soldier’s training and knowledge of
d6 Result tactics. He is no fool and uses the room and terrain to his advantage.
a simple stalactite falls, causing 3 (1d6) piercing The smoky conditions are not enough to affect combat, but 6 of the 12
1–2
damage (no saving throw). amphorae along the back wall are filled with lamp oil; Alumaxis uses
these as missiles or breaks them to create a barrier so the party cannot
a 5-foot chunk of the ceiling comes down, causing
reach him while he peppers them with his arrows. If he needs more time
3–5 14 (4d6) bludgeoning damage (roll a successful DC
to defend himself, he begins throwing treasure at the party, on the fire, etc.
14 Dexterity saving throw for half damage).
to distract them. He fights to his destruction.
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Treasure. Along the southern wall there are 12 lavishly decorated
amphorae, 4 crates, 3 chests, and 9 boxes roughly 1-foot square. As noted
above, 6 of the 12 amphorae are filled with high-quality lamp oil (each
0E3-12. Entrance
burns twice as long as normal oil, is worth 250 gp per amphora, contains A massive, 10-foot-tall stone door greets the party as they enter this section
the equivalent of 50 flasks, and weighs 60 pounds.) The other amphorae of the dungeon. Carved into the door are bas-reliefs of angels, cherubic
are filled as follows: faces covered in smiles, and various images reflecting light and hope. This
• #1 contains 25 pounds of multi-colored sand. No matter how much is a stark contrast to the rest of the dungeon the party has encountered
the sand is mixed, it always keeps its color layers separate, strictly a so far. Perhaps things are about to get easier? Hahahahahahaha… As the
novelty, worth 125 gp to a collector. party enters, they see a large 60-foot hexagonal room beyond the door.
Hanging cobwebs and a thick layer of dust welcome the party. From first
• #2 appears to be filled with copper coins. In reality, there are 25 cp inspection, the room seems to have been abandoned for years. Doors in
atop a wax-sealed stopper. If the stopper is removed, poisonous gas fills the north, east, and southern walls are immediately visible, as there are no
a 20-foot x 20-foot area in 1 round. Any creature in the room that fails furnishings or embellishments in this room whatsoever.
a DC 14 Constitution saving throw takes 55 (10d10) poison damage. Illusionary Room. As soon as a character enters the room, he or she
There is a bronze key at the bottom of the amphora; this is the magical can make a DC 20 Intelligence (Investigation) check. The dusty, unkempt
key needed to free the djinni at Area 0E3-5. appearance of the room is a powerful illusion; the actual room is covered
• #3 is filled with 10 gallons of fine wine, worth 200 gp to a collector in spotless, white tiles 2-foot square, covering all surfaces. Characters
or restaurant. who make their Investigation check can see the truth. There is a bright-
but-not-too-bright illumination coming from some undefined source.
• #4 is filled will rolled scrolls and parchments. If each scroll is taken
Located in the center of the tile floor is an inscription in a cramped, rigid
out and examined, they are 13 scrolls of cure wounds (mind the fires!)
script. “Death Awaits beyond the Door.” The inscription is carved into the
• #5 contains 12 silver-tipped arrows, 13 normal arrows, and 1 black- tiles, and upon close inspection, there is the slightest coppery staining in
fletched, silver engraved arrow (an arrow of directionGM). the tiles.
• #6 is filled to the top with desiccated shrunken heads. At the bottom Northern Door. The northern door is a 10-foot-tall x 5-foot-wide slab
of the container is a disgusting, stained bag. The bag radiates magic of copper sheeting over oak, with silver and iron rivets. Runes cover
and seems to all tests to be a bag of holding. It is actually a bag of the entire copper surface, and a character making a successful DC 18
devouringGM. Intelligence (Arcana) check realizes these are warnings of dire evil and
necromantic power. The door is locked. Opening it requires a successful
Alumaxis has a +1 longsword, +1 longbow, and an unholy symbol of DC 20 Dexterity check with thieves’ tools or a DC 25 Strength check. If the
Orcus. party bypasses the door, they discover a 20-foot x 20-foot hemispherical
room, covered in disgusting fluids and small bits of flesh. The reason for
0E3-10. Hall Monitor these leavings is the 8-foot-tall hulking brute shuffling along the back
wall, stiches protruding from and juices oozing out of its body. As soon
The door to this room has odd scratches in the face of it. Upon closer as the door is opened, the necromantic golemB turns its head towards the
examination, the scratches are words etched into the surface: no open door. door, and moves quickly towards the party!
Beyond the Warning. Should the party not heed the warning, and open Tactics. The golem is short on brains, so its simple tactic is to crush the
the door (it is unlocked), they see a 30-foot x 40-foot room, with piles party. As it comes out of the door, it looks towards the largest group of
of dirty straw along the eastern and western walls. A narrow pathway beings, and unleashes its unholy blast to soften them up, then it follows
leads through the center of the room to another door in the northern wall. with big, meaty fists. If the golem is solidly struck by an opponent, it uses
Laying atop the straw is a gargantuan sight; a very large undead trollB sits its enervating ray to drain the life-force out of that target and concentrates
up in the straw, and slowly begins pulling itself upright. As it stands, the attacks until that character is dead. It fights until no targets remain in the
party notices its flesh is torn and pulled-away in unnatural fashion, and as room and does not pursue if characters flee.
it lumbers forward, an eyeball pops out! This beast was a former guardian Southern Door. The southern door in this room is a solid iron affair;
of the path to Level 0E3. After most of the living inhabitants died, the troll 8-foot-tall x 4-foot-wide, and worth a fair amount for its metal value alone
starved to death. The power of the chapel kept the beast from entering the (a blacksmith would give 1,000 gp for it, but it weighs more than 2 tons).
afterlife, so he is confined here as an undead troll. Again, this door is covered in glyphs and runes, and a character making
Treasure. Buried in the straw at various places are the items and a successful DC 18 Intelligence (Arcana) check recognizes some of the
equipment form previous trespassers. There are 2 suits of battered but runes as dealing with chilling cold and deathly frost. This is a ruse, and the
functional plate armor, 3 suits of chain mail, 2 bent shields (useless), door is both locked and trapped. Unlocking the door requires a successful
1 normal shield, 6 longswords, 2 greatswords, 3 maces, 2 flails, a +1 DC 20 Dexterity check with thieves’ tools. Noting the trap requires a
shortbow, 87 arrows, a +1 dagger, 4 cracked staves, various completely successful DC 24 Intelligence (Investigation) check. The trap on this door
broken magic wands and staves, broken potion vials, 2 potions of healing, is activated if it is opened, and a massive fireball detonates centered on
1 potion of invisibility, 6 backpacks, 268 feet of rope, 3 hammers, 12 iron the inscription in the center of the room. Due to the height of the domed
spikes, 17 torches, and 342 gp in various loose coinage. ceiling (10 feet at the walls reaching up to approximately 15 feet tall at
the apex) and the shape of the undulations, the fireball engulfs everyone
in the main room, for 28 (8d6) fire damage, although characters making
0E3-11. The Black Hole a successful DC 18 Dexterity saving throw take only half this amount.
Western Door. The western door leads into the main complex, beyond
Just beyond the troll guardian at Area 0E3-10, is a short hallway leading the unusual ward the party notices as soon as they open the door to Area
to a stone door tightly set into the end of the hallway. The door is not 0E3-13 (the garlic).
locked or trapped. Opening the door leads into a 30-foot x 40-foot room,
0E3-16. Odd-itorium
tattered robes, hoods drawn down over their faces. When the characters
enter the room, they begin to shuffle their way towards the party. The
figures are 16 pyre zombiesB, 4 in the northwest corner, 5 in the northeast,
and 7 in the southwestern corner. This 10-foot x 15-foot room is filled with various items arranged on
Tactics. If it is not obvious to the characters (hopefully, the players floor-to-ceiling shelves. Several taxidermy rats, snakes, and other small
don’t know these creatures’ nasty power), they may rush forward to animals line the shelves.
engage the zombies as soon as they realize there are “unfriendlies” about. Treasure. One of the larger varmints has a stone of good luck installed
The pyre zombies have a very special and terrible power; when struck as an eyeball. The entire bottom shelf of the northern wall is home to
by a melee weapon, they burst into flame. While this is bad enough, the 8 dusty left boots. These are boots of trompingGM , and still retain their
zombies are in what amounts to a giant tinderbox. If a zombie is struck magical abilities. An additional eye-catching item is a beautiful ebony
with a melee weapon in here, the entire room bursts into flames the next and mother-of-pearl chessboard (all the pieces are missing; chessboard is
round, the flames racing from whichever corner the zombie was struck worth 130 gp). Many of the other items in the room are mundane, if not
in. All within the room take 3 (1d6) fire damage per round. Thick black oddly collectable. The party could gather up 150 pounds of items and sell
smoke fills the chamber on the third round, reducing visibility to 5 feet them in a medium-sized city for 1,500 gp, if they had 1 week in town.
(at most). The characters can flee out the door they came in, and if shut it
blocks most of the smoke, but there is still some that leaks out from the
door, and the hallway containing the Arc of Garlic fills with smoke in just 0E3-17. Miscellaneous Equipment
under 30 minutes (Ah, smoked garlic smell! Yum!) If the characters stay
This room is filled with old, but mostly functional equipment.
in the smoke to fight, give them a DC 16 Constitution saving throw each
Treasure. There are barrels full of trail rations (long since spoiled),
round to avoid smoke inhalation; after round one, the DC increases by
crates of other foodstuffs (also spoiled), and 2 small kegs of wine (now
1 on each subsequent round. Each failed saving throw results in a level
vinegar). There are 2 large boxes full of random cloaks, robes, boots,
of exhaustion. Eventually, staying in this room means asphyxiation. The
belts, and other assorted clothing (enough for 6 + 1d6 Medium people),
zombies, now skeletons, are immune to the flames, and fight on as long as
and 1d6 of the following items: 1d4 empty large sacks, 1d6 shovels, 3 10-
a living person is in the room.
foot poles, 6 tents, 3 hammers, and 2 grappling hooks. There are 10d10
Treasure. If the party somehow manages to search the room without it
spikes, 5d6 torches, 1d4 silver mirrors, and a large pile of rope coiled up
becoming an inferno, there are a few items scattered about in the debris.
in a corner. The rope is, of course, a rope golemB, and attacks when the
On a roll of 1 on 1d6, the party can find any of these items (you should
party least expects it.
determine how many times any particular item is found).
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145
Rappan Athuk
of the room (having no corners to impede them), and the room acts as a They do not react to the party unless attacked, in which case they all fly
focus to toss them about wildly. into a horrible frenzy and rush the characters. These are 12 brain-eating
Sandstorm. There are 2 secret doors in the room, one in the north wall zombiesB, and they are drawn immediately to spell-casters in the party.
and another to the south. Finding each one requires a successful DC 17 Along the southern wall, in a mundane but comfortable chair, flanked by
Intelligence (Investigation) check based on a search in the appropriate 2 doors, sits Kenard, Warden of the Dead a former ranger and hero who
location. The 15-foot x 10-foot chamber beyond the northern door is chose to be infected with vampirism to ensure the feral vampires in Area
accessed by sliding the secret door down into the floor. The room is filled 0E3-24 are never released from their prison. The Warden of the Dead is
with a fine yellow sand. The sand is harmless, unless the air elemental as a vampire, except:
uses its whirlwind ability. If the door is down, and the elemental is freed, • It has no coffin.
the sand whips around the room scouring anyone with exposed flesh; only
metallic and magical armors are protection against the sand-blasting. Any • Add hateful spear attack, +10 to hit, reach 5 ft., one creature. Hit:
characters in non-metallic, non-magical armor are blasted for 3 (1d6) 9 (1d8+5) piercing damage. The spear does double damage against a
force damage per round they stay in the room with the active elemental. vampire.
The door to this northern room stays in its recessed state for 1 hour. • Add spiteful spike attack, +10 to hit, reach 5 ft., one creature. Hit 8
Hot Coals. The southern secret door is locked and sealed with wax. (1d6+5) piercing damage. Any hit against a vampire is automatically a
Opening the secret door reveals a floor entirely covered with smoldering, critical hit.
burnt material, kept hot by some unseen source. The heat wave opening Tactics. He holds a spear in one hand and has a shortsword in a scabbard
the door is incredible. If the air elemental is active when the door to the at his hip. After a few moments, he rises and banters with the party. If talk
southern room is open, it creates a backdraft situation; any characters turns to the brothers interred at Area 0E3-24, he immediately flies into a
in the western half of the room are blasted with fire as the smoldering rage and attacks the party.
embers burst to life. Each character takes 28 (8d6) fire damage, and any Treasure. The tapestries (listed above). The gold flake could be
flammable items are instantly engulfed. scrapped from the walls, and in 4d4 hours 50 pounds could be gathered,
Treasure. Buried under the sand in the northern room is a small pirate’s worth 1,500 gp. Kenard wields the hateful spearGM (vampires), the spiteful
chest. It is locked and trapped with a poison needle trap. Finding the trap spikeGM, and locket, worth 50 gp, containing a scrap of cloth from a dress.
requires a successful DC 16 Intelligence (Investigation) check and it
can be disarmed with a successful DC 15 Dexterity check with thieves’
tools. A character who triggers the trap must make a successful DC 14
Dexterity saving throw or take 1 piercing and 55 (10d10) poison damage.
0E3-21. Reflection Room
In the chest are a decanter of endless water, a potion of flying, a scroll A semi-circular 20-foot x 25-foot room, this was used as a reflection and
of protection (undead), a ring of resistance (fire), and a set of skeleton- meditation room by the original clergy. Abhorrent murals cover the walls,
headed keys that open all the locked doors on Level 0E3. and a small shrine to Orcus is along the western curvature of the wall.
Treasure. Hidden under the shrine in a secret compartment,
discoverable with a successful DC 18 Intelligence (Investigation) check,
0E3-19. The Lesser Servitors is a map of Levels 2 and 3 of this complex. These would be quite valuable
to a collector, as well as their intrinsic use to the party. They command 300
This T-shaped chamber reeks of filth and decay. There are 6 caskets gp from a cartographer or collector on the surface.
in differing states of disrepair. It looks like the entire room has been
ransacked, complete with the molested corpses strewn about the room.
However, 3 of the bodies (actually wights) lurch up and stalk towards
the party.
0E3-22. Unused Space
Treasure. Thrown about the room are several excellent weapons. A This room, identical to 0E3-21, is filled with broken tiles, normal
+1 dagger is embedded in one of the caskets; a silver-encrusted mace is stoneworking tools, and a few benches and tables at one time suitable for
thrown back by the southern door (besides its value as a weapon, it could construction work. They have fallen to disrepair and rot and break with
fetch 250 gp in a market); a +1 shortbow is lying on the floor in the eastern any strenuous use.
wing of the chamber (it is without a bowstring however); and a silvered
+1 flail is in the center of the room, under some debris. Finding this last
requires a successful DC 16 Wisdom (Perception) check. 0E3-23. Fractured Cavern
The original purpose of this cavern is lost to time. The northern wall
0E3-20. The Tragedy is carved and partially covered with cut stone tile, but the other walls
and ceiling are still rough natural stone. Whatever caused the stoppage
This room was initially designed to be a receiving room for the nobility of work here is unknown, but the fractured stone has fissure all through
of Orcus. No gaudy accouterment has been spared. The walls are coated it ranging from a few inches to a few feet in width. Mundane insects, rats
in gold flake. The 40-foot ceiling is tiled in white marble. A soft, pleasant and other vermin occasionally crawl through the miles of underground
light emanates from some unknown source. fissures and end up in this room. Lurking in one of the larger fissures are
Wall Décor. Various tapestries hang along the walls, depicting great 3 carrion clawsB, ravenous, as they have been here a while and cannot
glories of Orcus. the demon-lord, battling a giant, 2-headed ape-like thing figure out how to get back to their nest.
with tentacles, thousands of undead trudging through a fertile valley, Tactics. The claws attack immediately, in blind starvation.
only to have it wither at their passing, scores of vampires devouring an
entire city’s population, and 1 large landscape shows an entire legion of
undead, laying siege to a metropolis. In all the tapestries, save one, Orcus
is reigning supreme. The 1 odd tapestry shows a triad of vampires stalking
0E3-24. Dead Garden
and intimidating a fair maiden, her fate all but sealed. If the party has Starting along the southern hallway leading to this room (from Area
encountered the feral vampires in Area 0E3-24, the clothing of the figures 0E3-14), the walls and ceiling are covered in mirrored tiles. The mirrors
in the tapestry is strikingly similar to the interred. Each of the tapestries is cover the 70-foot-long, east-west hallway, and turn north to cover the
quite well done and could command as much as 1,200 gp each (there are remaining 25 feet to a portcullis covered in strings and cloves of garlic,
16 tapestries in total) if a collector of the macabre could be found. Any like Area 0E3-13. The portcullis itself is extremely sturdy (requires 2
good-aligned church would grant the party 250 gp for each tapestry, just successful DC 25 Strength checks to raise), and remarkably, the garlic is
to burn the foul items. still fresh (and quite overpowering).
The Evil Dead. Shuffling along the perimeter of the rooms, robed Garden of Oubliettes. Beyond the portcullis the 70-foot diameter
figures appear as if they are admiring the tapestries, oblivious to the party. cylindrical room has a domed ceiling starting 30 feet up the walls and
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LEvel 0E: The Ruined Keep - The Tunnels of Terror
arching to a 50-foot peak at the center. A ramp from the portcullis opening feet deep). Two rounds after the seal is broken, or if the party lowers
descends 35 feet to the cluttered floor below. The floor is covered in themselves down the well, they are momentarily enveloped in a
desiccated and dried flowers, their original type nearly indistinguishable. sickening, cloying miasma. The mist moves to the ground floor, where
A successful DC 14 Intelligence (Nature) check can tell these were once it coalesces into a brutish, pale humanoid shape. With a guttural roar
fuchsia, honeysuckle, sage, and bottlebrush, long since past their prime. of hate and starvation, the 3 feral vampire spawn (with maximum hp),
Bushels of the dried flowers are strewn around the room, piled heavily at long imprisoned in the oubliette, attack!
points directly north, east, and west of the landing dais. Tactics. The feral vampires want only to kill the party. Since it is unlikely
Death from Above. Above, a strange, light humming can be heard the party surrounds all 3 vault doors initially, 1 or 2 of the vampires may
from the dome ceiling, with small darting shapes flitting to and fro in the sustain their gaseous form to move into position for a surprise attack. They
distance. The darting shapes are swarms of undead hummingbirdsB, a are not tacticians, and make bold, straight-ahead attacks at whomever is
wicked and terrible creation. While not innately deadly on their own, there the closest target. All they wish to do is feed after their internment.
are 30 of the little pests in the dome, and they attack creatures moving Treasure. At the bottom of the northern well there is a small, golden
through the dried flower “garden” below. The hummingbirds attack en locket. The item itself seems to be nothing more than a trinket, perhaps
masse, 2d6 of them attacking every round (spread out the attacks to all worth 25 gp in a market in civilized lands. However, the item is an amulet
available targets in the room), and each of them striking for only 1 point of demon controlGM, and quite powerful.
of damage. However, due to the nearly petrified beaks they possess, each
of the wounds continues to bleed, causing the loss of 1 hp per round, only
stopping from magical healing.
Oubliettes. The 3 large piles of flowers cover convex iron vault-
0E3-25. Trapped Room
doors, firmly set into the stone floor. A large dial, looking much like a The entrance door to this room, in the eastern wall, is locked and trapped.
ship’s steering wheel, is affixed to the doors. The dial is a trap, and any Trapped Door. A successful DC 18 Wisdom (Perception) check allows
attempts to turn it results in a powerful shock for 14 (4d6) electrical a searching character to see the scythe hidden away, and a successful DC
damage (no saving throw). The doors can only be opened if 50 hp 20 Intelligence (Investigation) check lets the searching character know
worth of blood is poured upon the floor. The hummingbirds can do that this door is somehow connected to mechanisms elsewhere. The door
the job, potentially, in a few rounds. Once 50 hp worth of blood falls has a scything blade that springs from the door jam, slicing anyone who
to the ground, each of the 3 doors opens with a pressurized hiss. If walks through the doorway for 10 (3d6) slashing damage, or half as
a character lifts the door, they see what looks like a 3-foot diameter much with a successful DC 17 Dexterity saving throw. If a key is not
well, stretching to an indeterminate depth (it’s very dark, and is 200 used to open the door, all the mechanical traps in Areas 0E3-25–27 are
armed at once.
Poor Housekeeping. The floor is covered with a fine, pale dust. This
dust is mildly toxic; if it is not removed with alcohol (1 wineskin per
The Tale of Medium creature), anyone coated with the dust loses 1 hp per hour.
While this does not seem like an immediate problem, the dust also
Three Boorish Brothers minimizes magical healing of any kind, and negates regeneration. Any
time a healing spell or potion is used, the minimum amount of healing
In an abbreviated version of a long and tragic tale, the 3 feral possible is gained.
vampires were brothers in life, terrible and loathsome louts that Additional Door Traps. The door to Area 0E3-26 is also locked and
beat and stole from any who were weaker than them. trapped. If the lock is not bypassed with a key, a spray of acid covers
One day, Judith, a fair and frail maiden, was travelling to meet everyone within 10 feet of the door. The spray does 7 (2d6) acid damage
her betrothed, Kenard, a ranger and protector of Good Hope Forest immediately and 3 (1d6) additional acid damage per round for 1d4 rounds
(as it was called, long ago, by the local woodsman). She never and can only be removed with a salt scrub. Water or alcohol intensifies the
made it, as she was set upon by the foul brothers. Rather than have effect, doubling the damage for the remaining rounds. A successful DC 18
a shred of kindness, and just kill her quickly, the brothers made Intelligence check indicates that a character recognizes this type of acid
sport of her torment. and knows how to mitigate it.
Eventually, Kenard discovered the abduction, and he raced to save
his future bride, but when he found the trio of brutes and his love,
it was far too late to save Judith. Unable to control his monumental
rage, Kenard took spear and shortsword to the brothers, unleashing
0E3-26. Trapped Room
all his hate and fury. So powerful was his retribution, the forest The entrance door to this room is locked and trapped (see Area 0E3-
itself was shocked and outraged by the display. Kenard took days 25 for a description of the acid trap). The lock can be opened with a
to dispatch the brothers, and in that time a powerful forest spirit, successful DC 18 Dexterity check with thieves’ tools.
Aspen, came to the site. Opposites Attract. Once the door to this room is opened (if it is opened
“This cannot go unpunished, Kenard. You are a good and lawful without a key), the party hears a low humming sound coming from the
man. You did the wrong thing. You must atone for your own sins.” western wall. Buried behind the stone wall are very large and powerful
And with that, the brothers rose, staggered about, and were cursed magnets that draw anyone in metal armor towards the wall at an incredible
as vampires. Judith, with her last few breaths, smiled to Kenard and velocity, just as if they were falling; characters in metal armor “fall” 30
said, “You know Aspen to be true. Stop this hateful action. Protect. feet to the western wall, suffering 10 (3d6) bludgeoning damage. One
It is what you do.” “I will protect, Lady Judith. I will protect the round after a character impacts the wall, the magnets shut down, and
land from such beings as those.” similar magnets behind the eastern wall activate, slamming characters
The brothers looked to each other, and fell upon the pair, their into that wall as well for an additional 10 (3d6) bludgeoning damage. This
newfound bloodlust too overpowering to be ignored. As the pair continues as long as the door in the northwest wall is open. The magnets
fell to the foul vampires, Kenard’s will kept him “alive” in a sense. deactivate if that door is closed.
He too rose as a vampire, able to overpower the brothers. After Another Trap. The door in the northern wall (leading to Area 0E3-
another titanic battle, Kenard subdued the brothers, and brought 27) is locked and trapped. Runes cover the door, and a successful DC 16
them to this temple during its construction. Forging a deal with the Intelligence (Arcana) check reveals that the door is protected by a symbol
Orcus priests, Kenard interred the brothers in oubliettes designed of discord (DC 16 Constitution saving throw). If the door is opened, even
specifically to contain vampires, with the agreement that he stay as with the key, the symbol is activated. The only way to bypass the trap is to
a guardian of the entire dungeon level. use dimension door, passwall, teleport, or similar types of magic to avoid
And to this day, he has honored his promise to protect the the door entirely.
outside world.
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Rappan Athuk
• An enormous wooden chest banded with black iron, worth 7 gp. The
0E3-27. Treasure Vault chest is covered in deep cuts, as if from sword and axe blows, and it is
held shut by a single broken lock. The lid opens with a theatrical creak,
The southern door to this room is locked and trapped (see Area 0E3-26 revealing 6 shields, each of which sits in its own wooden frame (and
for a description). Inside is the wealth of the Orcusites, up to this point. In worth 20 gp each). The shields are painted alike, with the design of a
this 30-foot x 40-foot room are boxes, chests, and shelves filled with a mix stag over 4 quadrants; blue, white, black, and dark gray. They are all
of historical items and accumulated wealth. The items include: pristine save one, which has a single large dent in its face. Tucked in
• A flat, rectangular wooden box, worth 2 gp, which is closed with among the shields are 8 daggers in green leather sheaths, worth 2 gp
a hasp but not locked. Inside, the box is lined with green velvet and each, 2 maces with wire-wrapped grips worth 12 gp each, a warhammer
contains a set of steel cutlery with knives, forks, spoons, and serving with its striking surface shaped like a bear’s head worth 22 gp, and an
spoons, 6 of each. The handles are inlaid with mother-of-pearl and the exceptionally fine longsword worth 815 gp. The sword’s blade is slight-
blades of the knives bear the hallmark of a well-known royal family ly longer than normal, and features carvings on both sides. On one side
(determine family to fit the campaign; worth 300 gp). Tucked into one are the faces of a long line of dwarven kings with the eldest near the
side of the box is a green leather bag worth 2 gp, and inside it is a silver pommel; there is room for a few more faces at the far end of the blade.
pot of ink. The ink is still usable, and the pot is inscribed with images On the other side is a beautifully depicted mountain range over which
of fern leaves (the pot is worth 75 gp). hangs a line of heavy rain clouds. A chunk of amber the size of a grape
is set into the sword’s pommel, and the heartwood grip is inlaid with
• A tiny set of scales made from brass and suitable for measuring the thin lines of silver. A perfect tourmaline is set into each end of the cross-
weights of spices, worth 25 gp. guard, which is shaped like a pair of stout spears pointing outwards.
• A box made from walnut wood with a tiny statue of a fairy on top. • A fine mahogany box about the size of a large pot with silver fasten-
This is a music box, and the statue rotates as the clockwork mechanism ings, worth 30 gp. Inside, a silver chain and circlet lie on a bed of gold
plays a pretty tune; worth 100 gp. and platinum coins. The circlet is decorated with gold wire intertwined
• A Medium cloak of heavy brown leather lined with wool, the collar in a flowing pattern emphasizing the 4 blue and 3 lavender stones dec-
and edges trimmed in fox fur, worth 50 gp. orating it (blue quartz and amethyst; worth 475 gp). The silver chain
supports a dangling centerpiece of 7 silver circles of various sizes. The
• A well-crafted dagger worth 115 gp, with a deep green spinel in the
2 smallest circles attach to the chain and are set at either end of a row of
pommel, housed in a brown leather sheath.
slightly larger silver circles, each with a stone in the center — 1 black,
• A sleek, highly polished wood box (teak or other expensive wood; it 1 blue, and 1 purple. Below those are 2 larger silver circles, one holding
is worth 50 gp). Inside, carefully packed, are 4 crystal glasses decorated a nearly flat piece of green stone, the other a dark grey oval stone (onyx,
with silver vines worth 25 gp each. Under those are 2 bolts of cloth, 1 blue quartz, amethyst, green turquoise and hematite; worth 350 gp).
fine yellow wool (10 yards; worth 20 gp), the other white silk (8 yards;
• A pouch contains a dozen beautiful stones. There is 1 deep purple
worth 80 gp). Set along the edge is a short, green-glazed jar with a
alexandrite worth 480 gp, a very fine sparkling blue sapphire worth
broad mouth, lid closed and sealed with wax, worth 5 sp. It is half-filled
1,200 gp, 5 pieces of clear, pale green chrysoberyl worth 120 gp each,
with honey, mostly crystallized (1 pound; worth 2 sp). A plate, larger
and 6 pieces of gleaming black onyx worth 70 gp each. In the bottom
than a man’s spread hand and apparently made of pure gold, lies on its
are a couple hundred assorted coins (130 pp, 145 gp).
side behind the jar. It is very thin, and so also light, worth 45 gp. Also
along the wooden bottom of the chest is an empty green-enameled bot- • Various mundane items that could be gathered and sold to a collector
tle worth 2 gp, a toy dog carved of wood (cute but crude; worth 5 cp) of antiquities, valued at 3,500 gp, and weighing 500 pounds.
and a sack of coins (26 gp, 74 sp, 119 cp). These treasures are taken from the The Mother of All Treasure Tables
by Necromancer Games.
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Level 0F:
The Sea Cave Dungeon
This sea cavern is another of the hidden entrance points into the deep levels
of Rappan Athuk. This cave, like Level 0A, has an entrance that is exposed
only at extreme low tides. The mouth of the cave system is covered by — or
0F-1. Entrance
mostly covered by — seawater. During times of the full moon (extreme low On the side of a rock formation 20 feet from shore, is an underwater
tides), the entrance is exposed twice per day, with only a few inches of water tunnel. The entrance is approximately 9 feet wide and roughly oval
blocking its mouth. The covey of sea hags (see Wilderness Area 19) has shaped, with a 6-foot ceiling leading 200 feet up at a slight slope to the
grown suspicious of sahuagin intrusion into the area and frequently spies on air-filled Area 0F-3.
this entrance to determine if the threat is growing. Raiding sahuagin stole Tunnel. Shellfish (mussels, clams, oysters) cover the sides of this
the magical eye of Hecate, a powerful crystal ball, from the hags, and they long tunnel. These shellfish are used as a food source for the sahuagin
seek its return. A clever party could ally with the three hags to defeat the and others that inhabit this area. Anyone making a successful DC 12
creatures here. Should the characters aid the hags in retrieving the eye, the Intelligence (Nature) check notes that the floor is not covered with these
hags allow characters a use from the cauldron of blood. encrustations — this is not natural. At extreme low tides, the tunnel
entrance can be seen from the surface of the water and is exposed except
for the bottom 2 feet. At high tide, the water above the entrance is more
Level 0F than 20 feet deep and cannot be seen except by someone in the water.
Roll Encounter
1
Sea hag spy (avoids combat and attempts to 0F-3. Water and Rocks
flee, wears a ring of invisibility)
This cave, approximately 70 feet wide from the northeast to southwest,
2 Giant moray eel (in water only) has a sunken floor that is filled with water that ranges from 10 feet deep
3 3d6 giant rats at low tide to 30 feet deep at high tide. A narrow ledge wraps around
the cavern, the stony walkway from 5–25 feet above the water’s surface,
4 1d3 sahuagin depending on the tide. The passages to the east, to Area 0F-4, and south,
5 Black pudding to Area 0F-6, are midway down the sides of the sunken floor, completely
submerged or entirely open — again, depending on the tide.
6 Grey ooze At the bottom of the pool are 4 giant oysters, each about 5 feet across.
7 Water naga Three of the four oysters contain fist-sized pearls, but they hold their prizes
tightly. Forcing an oyster open requires an adequate tool, 2d4 rounds of
8 1d6 sahuagin and 1 sahuagin shamanB labor, and a successful DC 17 Strength check by 2 different characters
9 1d3 piercers working together.
The third oyster the characters pry open contains a ghast that
10–20 No encounter
automatically attacks with surprise. A human treasure-hunter became
trapped in the oyster, transforming into a ghast after drowning. Even
General Features though its mollusk host died long ago, the undead horror has remained,
waiting for release.
Atmosphere: The area is generally damp and humid, where not Tactics: The ghast is entirely crazed, attacking mindlessly and without
underwater. Strong evil emanates from the water at Area 0F-10. Minor pause. The chaos of combat churns the water, rousing the naga in Area
evil emanates from Area 0F-9. 0F-4, who then alerts the sahuagin.
Ceiling Heights: Vary considerably from 4 30 + feet high. Treasure: The 3 pearls are each worth 400 gp. The ghast wears a
Doors: Solid copper slabs. Require a successful DC 13 Strength check ring on a rusty chain around its neck. The ring’s signet is fashioned in
to open. the form of a ram’s head. Though the ring isn’t magical, the ram’s head
• Locked Doors: Require a successful DC 16 Dexterity check with can be pivoted, revealing a tiny watertight cavity containing a pinch of
thieves’ tools or DC 16 Strength check to open. highly toxic powder (miraculously, still potent). If mixed in any liquid,
this tasteless, odorless poison inflicts 24 (8d6) poison damage if ingested,
• Secret Doors: Stone. Require a successful DC 18 Wisdom (Percep-
unless the imbiber succeeds on a DC 13 Constitution saving throw.
tion) check to find (see Area 0F-7 for more details).
Shielding: None
Standard Features: Stalagmites and stalactites cover the floors and
ceilings. Walls, columns and other features on this level are wet and slippery.
0F-4. The False Messenger
This area is fungus-filled; 20% of the fungus is edible, while 10% is poisonous The 15-foot tunnel abruptly drops down 5 feet into a pool of murky
(DC 14 Constitution saving throw or take 12 (1d6 x 1d6) poison damage over water that fills this 25-foot x 25-foot cave. The drop-off is difficult to
a 4-hour period). Shellfish encrustations are present everywhere. see, so that anyone without a light source more powerful than a torch (or
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darkvision, and a 13 Passive Perception score) must make a successful DC contain a small remnant of magic, while the remaining 2 brass figures were
14 Dexterity saving throw to avoid tumbling into the water. damaged when their pillars collapsed. Anyone using a fingertip to trace
Lair. This is the lair of Qeemov the water nagaB. The naga has tricked the sigil’s outline in the brass must make a DC 13 Charisma saving throw.
the sahuagin into believing it is a messenger of Set, whom they worship Failure means the offending character takes 14 (4d6) lightning damage;
in its aspect of Sekolah. This clever deception ensures that Qeemov wants the electricity moves instantly through the water, dealing 10 (3d6) damage
for nothing. The sahuagin bring the naga food and material offerings, to anyone within 5 feet, and 7 (2d6) damage to anyone within 10 feet. A
enabling it to live a life of leisure. Qeemov is encountered here 100% of successful save indicates that the character has temporarily contained the
the time during daylight hours and 75% of the time at night. If the naga magic of the pillars, suffers no lightning damage, and can discharge the
is away from its lair, there is a 25% chance it returns every 10 minutes. stored magical energy at any target within the next 12 hours, after which
Qeemov has no intention of disrupting its advantageous arrangement time it is lost. Each sigil can be used in this manner only once, and then its
with the sahuagin, and it sees the characters as a threat to its position. magic fades. A character may attempt to acquire multiple magical effects
Smart enough to avoid engaging a well-armed party in physical combat, in this manner, but a saving throw is required each time. Effects absorbed
the naga intends to parley until it can gain the upper hand. If Qeemov are cast with the lowest possible spell slot, and have a spell save DC of 14
keeps the characters talking for 4 rounds, they are interrupted by a group or a spell attack modifier of +6, if applicable.
of 2d6 sahuagin who come bearing tribute.
Tactics. Because Qeemov hasn’t been forced to hunt or defend itself
Pillar Magical Effect
in years, it’s become somewhat lazy, its reflexes dulled. The naga acts on
Initiative 1. It relies on its spells, using charm person and mirror image to 1 protection from evil and good
gain the upper hand, followed by lightning bolt. Under no circumstances 2 darkness
does Qeemov fight to the death, opting to swim out into open waters if
seriously injured to below 25% of its hit points. 3 detect good
4 (toppled and damaged, no effect)
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incubator’s interior is to spend 1d4 minutes prying and pounding until a excrement. This horrible mess is kept in check by thousands of dung-eating
section of the rocks collapses. Inside this protective hemisphere are 6d10 insects that thrive in the offal, ensuring that the pit never overflows.
sahuagin eggs and 1d6 new hatchlings (0XP). Treasure? Anyone lowering a light source through one of the holes
These eggs and hatchlings can be destroyed with little effort. notices the glint of metal where a bracelet is partially buried in the
However, there is always the chance that an enterprising character moist mound 30 feet below. This is a simple coral bracelet worth 45
may decide to keep some of the young alive and return with them gp, accidentally dropped by one of the sahuagin. It should provide the
to the surface world, perhaps to raise them to adulthood for either characters with an interesting challenge if they attempt to fish it out.
altruistic or experimental reasons. Because a sahuagin’s behavior,
agenda, and moral outlook are primarily the product of being raised in
a violent, highly competitive environment where savagery is rewarded 0F-8I. Food Storage
and kindness unknown, it is potentially possible for a hatchling to Three prisoners are kept in this dry cave, lashed to the wall with chains
develop a more benign outlook if raised under alternate circumstances. made of braided seaweed threaded through the hollow middles of bones.
If any of the characters suggests such a course of action — in effect A fourth prisoner is dead. All 4 will soon be eaten. The passage to the
becoming the hatchling’s adoptive parent — the proposal is not out north descends sharply to the water-filled Area 0F-8C.
of the question, depending on the nature of the campaign. Either way, Captives. The living prisoners are well aware of the fate that awaits
such an undertaking requires years of dedication on the part of the them, and each responds in a different way to the sudden appearance of
“parent” and is beyond the scope of this adventure. the characters.
Hidden History. Like all other places in the sahuagin complex, this • Nayvin Otwer is a human fisherman (N male commoner) who was
cavern was once under the control of cultists. A trace of that group captured 3 days ago. A simple and gods-fearing man, Nayvin knows
remains here, in the form of a pair of manacles bolted high on one wall. little of the world and is completely overcome with a crippling despair.
Over the years, these magically reinforced manacles have turned the color The terror of being devoured alive has shaken him psychologically.
of the stones around them, so they remain undiscovered unless someone Even if he is rescued, he does little to aid his own cause, convinced that
states their desire to physically search the wall and succeeds on a DC any hope of salvation is false. In fact, he is so terrified that he could
15 Wisdom (Perception) check. Keep in mind that the room is almost prove a detriment to his own survival. If the characters attempt to lead
entirely underwater, perhaps dissuading or at least hindering usual search him to freedom, he moves slowly and awkwardly, crying out at the least
activities. If discovered, the manacles can be unscrewed from the wall appropriate times.
with a successful DC 15 Strength check. The simple magic placed on
• The second prisoner is Jalees, a female halfling (N female halfling com-
the manacles renders them immune to decay and — if used as shackles
moner) who is under a geas placed on her by the hags that seek the return
— they require a successful DC 22 Strength check to break free by brute
of the eye of Hecate. The hags sent Jalees into the sahuagin domain, fully
force or a successful DC 22 Dexterity check to escape them.
intending for hter to be captured, so that they can spy remotely on the cav-
ern complex by way of a permanent clairvoyance spell that has been cast
0F-8H. Offal Pit on Jalees’ false left eye; the hags used her extracted eyeball as a component
This cramped, dry cave features 4 10-inch holes in the floor, spaced in the spell. Jalees knows that she is under the hags’ sway but is unable to
evenly apart. A powerful, nauseating odor hangs in the air. When the resist the commands of the geas. She offers all this information to the char-
sahuagin came upon this place, they found this latrine that had been used in acters if asked how she came to be here, but otherwise she says nothing if
the past. Though they know nothing of the disciples of the Profane Tides, the not replying to a question. The geas prevents her from leaving the sahuagin
sahuagin had no problem using this pit as the original occupants intended. complex of her own volition. She has no choice but to resist being rescued.
All 4 holes lead to the same place, a 30-foot-deep pit that holds the colony’s Characters hoping to remove her from danger will need to be creative.
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• The third and final captive is the Paladin’s Squire (LG human male Treasure. Unbeknownst to the lord, this cave was once partially open to
commoner). A human youth of 14 summers, the Paladin’s Squire gave the sky-lit world above. A natural flue extended up to the surface, permitting
up his name upon swearing his heart to the renowned knight, Sir Tru- fires to be burned safely in the cave. Over time, loose rocks and mud sealed
vastor of Bard’s Gate. The Squire has never lost faith, despite his im- the chimney shut, but if anyone searches the ceiling physically and succeeds
minent doom, and when the characters arrive, he beams in satisfaction on a DC 10 Wisdom (Perception) check, they note the ill-fitting stones in a
and utters a bold thanks to Muir. Though his voice has yet to take on spot about 8 inches across. Pulling these free reveals a small cavity in which
a man’s timbre, the Squire speaks confidently, with the blind self-as- some former resident hid a multi-toothed, wooden key made of purple-dyed
surance shared by the very brave and the very foolish. Dangerously cedar and inlaid with black opal beads. How this key is used at some later
without fear, the Squire will do anything the characters ask, no matter date in the ongoing campaign is left up to your imagination.
the risks, so long as those actions are clearly lawful. His foremost goal
is to return to the service of his liege.
Conjuring Chamber. Though the sahuagin use this cave of prisoners 0F-9. The Glass Cylinders
as “food storage,” its original purpose was as a conjuration chamber. The
clerics of the Tides never succeeded in summoning their demigod’s avatar, The passage rises from the water at this point, opening into a great hall
but the marks of their attempts remain. Embedded in each corner is a of worked stone, 100 feet long and 60 feet wide. Half a dozen impressive
copper nail; the 4 nail heads are about 1 inch in diameter and marked with stone risers lead up to double doors made of beaten copper and reinforced
a rune that any spellcaster can identify as serving a summoning ritual. with a hardened ceramic lattice. Standing on these wide steps are 11 tall
The nails glow faintly if viewed with detect magic. Though they possess pillars made of glass; the pillars appear to support the ceiling. Each step
no magical powers individually, when used as anchor points during a has 2 such pillars except for the upper, sixth step, which features only one.
summoning, any such spell is cast as if the spellcaster is 1d4 levels higher Inside these transparent cylinders are 11 humanoid figures, black statues
than their actual level. The nails can be removed from the stone floor if with arms crossed over their chests and heads slightly bowed. Each statue
an appropriate extracting tool is used by someone who succeeds on a DC has a slightly different face but are otherwise identical.
15 Strength check. Tactics. The statues are Embodiments of the Profane TidesB. If
released from their stasis, they attack anyone who is not a disciple of
their faith. Fortunately, they cannot escape confinement on their own; the
0F-8J. Shrine of Sekolah glass pillars must be broken. Anyone attempting to open the copper doors
An enormous shark skeleton dominates this extensive, partially without first uttering the correct password — “Syndorsyn,” found on the
submerged cave. The megalodon skeleton is 50 feet long, its jaws large brass plaque in Area 0F-8C — causes all 11 pillars to crack asunder. The
enough to swallow a warhorse. Its lower half rests in about 4 feet of water. sahuagin shamans in Area 0F-10 rush to these stairs and intentionally
Its massive jaws feature as many as 276 teeth in 6 different rows; the largest break the pillars if combat begins.
of the teeth is 6 inches long. Though the skeleton may initially startle the
characters when they arrive, it is inanimate and poses no direct threat.
Holy Agent. The sahuagin consider this a holy site; only their clergy are 0F-10. Temple of the Shark-Men
permitted to enter — with one exception. An albino, 4-armed sahuaginB
(with 75% normal hit points) serves as the shrine’s caretaker. Since birth, This naturally spacious cavern has several interesting rock formations,
the caretaker has faced many challenges from those who assumed him carved by years of moving water, creating wave-like shapes along the
to be weak or deranged or somehow inferior due to his pearl-colored walls and ceiling of this former lecture hall of the cult of the Tides. Many
skin. By guile and ferocity, he overcame all who opposed him. At some of the pews remain, cut from the rock itself. Nearly every other remnant
point, the colony’s high priest decided that this albino member of their of the faith has been lost, destroyed, or eroded, apart from the bright
community must be an agent of Sekolah. They have entrusted the caretaker light in the center of the ceiling, 30 feet above the floor. The cultists cast
with maintaining the sanctity of this place. The caretaker spends his days continual flame on a large piece of limestone, and to this day, the magic
sharpening the skeleton’s teeth and polishing its monumental bones. persists. This well-lit, mostly dry cave is now used as a private temple of
The caretaker lurks behind the massive skeleton, using the water and the 6 sahuagin clergy: 3 sahuagin acolytesB, 2 sahuagin shamansB, and 1
megalodon’s ribs to conceal himself when the characters enter. A stingrayB sahuagin high priestB.
that swims nearly invisibly in and out of the skeleton serves him. The Temple Area. The priests have assembled a half-dozen ritual
Tactics. The caretaker waits for the stingray to strike before revealing drums, the heads of which are made from the flesh of their victims. A
himself. Once the ray succeeds in paralyzing a victim, the caretaker few of the accompanying drumsticks are stained with blood. Two polished
launches himself at whomever he perceives to be a spellcaster, as he fears steel pots boil away over small but intense fires, the smoke swirling in
magic. The ray continues to strike every round. serpentine patterns along the ceiling. The sahuagin shamans have begun
Treasure. The caretaker wears 2 bottles on a chain around his neck, the process of brewing new potions when the characters arrive, though in
each containing a potion of greater healing. The megalodon teeth, though these initial stages, the liquid in the pots is still inert. A poorly constructed
not magical, make for excellent treasure. They can be used by craftsmen altar dedicated to Sekolah draws the eyes of all visitors. The altar is black,
to fashion a variety of weapons, or they can be taken simply as trophies. made from a mix of mud, basalt, and wood, all of it stuck together with
hardened pitch. The altar radiates powerfully of chaos and evil. All good-
aligned characters suffer a –2 to attack rolls and saving throws if within
0F-8K. The Lord 20 feet of the altar. The altar is AC 14 and can sustain 40 points of damage
A locked copper door protects this cave. The door opens toward the before being destroyed. It is immune to necrotic, poison, psychic, and
characters, rather than into the cave itself, positioned in a doorjamb of radiant damage. Destroying the altar angers Sekolah and causes a hezrou
solid rock. All efforts to smash the metal door inward are impossible for demon with shark-like features to appear in 1d4 rounds. It concentrates its
those with a Strength score of less than 18, and even then requires a DC attacks on whom it deems to be the “holiest” of its adversaries. After the
25 Strength check. The lock can be picked with a DC 17 Dexterity check altar is destroyed, a secret tunnel to Area 0D-11 is revealed.
using thieves’ tools. This is the personal quarters of the sahuagin lordB. Tactics. If the characters safely bypassed the Embodiments of the
Tactics. If the characters have announced themselves with the sounds Eleven Profane Tides on the stairs at Area 0F-9 and engages the clergy
of battle, the lord prepares an ambush. He grips a longsword in each of his in combat, 1 of the sahuagin shamans rushes through the double doors
4 arms and stands directly behind the door. When he hears activity on the (possibly being attacked in the process) and attempts to smash the glass
other side, he uses a charge from his ring to cast haste on himself. As soon cylinders, 1 per round. The 2 acolytes stand in front of the high priest,
as the door opens, he attacks a single target 8 times. Due to his position holding up their shields as a protective barrier while he unleashes finger of
about 1 foot inside the cave, the lord faces only a single attacker at a time death, followed by 2 attempts with hold person.
in melee combat. He can drink his potion instead of four of his attacks in Parley with the Priests. If at least 1 of the priests is somehow forced
any round. His bulk prevents most characters from slipping by him. He to divulge information — and assuming the characters possess a means
fights to the death. of ready communication — the sahuagin offer a few details of the
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LEvel 0F: The Sea Cave Dungeon
surrounding locales. All the priests know the kraken that lairs in Level 0A,
and they can describe Areas 0A-1 through -3. Additionally, the high priest
is familiar with the dragon Aragnak and its habitat in Wilderness Area 24.
0F-12. Trapped Door
Treasure. Each of the sahuagin has an unholy symbol of Sekolah, a vial This door, like many in the warren, is made of copper that has turned
of unholy water, and one of the required keys for the door at Area 0F-12. green from decades of exposure to moisture. The door is unique in that
One of the shamans has a potion of healing. The high priest has a +1 flail, it is hinged at the top, with a large pull-handle along the bottom near
a ring of resistance (fire), and a serpent hoodGM. the floor. A total of 11 keyholes can be found on the right and left sides.
Of these, 5 are permanently unlocked. The other 6 are locked, with each
of the sahuagin shamans from Area 0F-10 holding a key. Opening the
0F-11. Treasure Pit door safely requires 6 separate successful DC 17 Dexterity checks with
thieves’ tools or the use of all 6 keys. However, if a key is inserted into the
In addition to the equipment held personally by each of the priests, the wrong lock, or if a Dexterity check is failed or if the door is forced open,
sahuagin have collected several items during raids and deposited them a trap is triggered that instantly transforms all 8 drumsticks in 0F-10 into
into this 15-foot pit. Some of this wealth is periodically given as tribute to poisonous snakes.
the naga at Area 0F-4. The exact status of the treasure pit depends on if the
priests had time to prepare for the characters’ arrival:
If the priests were unprepared. The pit is open, 15 feet deep, and
contains the following items, accessed by a rope ladder that breaks 50%
0F-13. Priests Quarters
of the time if more than 200 pounds is placed on any given rung, resulting Beyond the locked copper door is the shared quarters of the sahuagin
in 3 (1d6) bludgeoning damage: shamans. Though the doorway is above the water line, a sunken area
• A metal bucket containing 289 gp. holds 10 feet of water. The sahuagins’ coral beds line the walls of this
submerged pit. In the very middle of the pit, fixed into a socket in the floor
• A lidless wooden crate holding 832 sp. below 10 feet of water, is the eye of Hecate. The priests have been using
• 2 crude earthenware jugs with 21 100 gp pearls embedded in the clay. the eye’s power to spy on nearby rivals, including the kraken (see Level
0A). Hiding under one of the beds is an electric eelB that discharges its
• A blood-splotched waterskin containing a foul-tasting potion of
electricity into the water if anyone touches the eye.
healing.
Treasure. In addition to the eye of Hecate, a search of the priests’
• A black statuette of a humanoid figure with a large head and eleven beds reveals a waterproof sharkskin scroll of raise dead, as well as the
faces worth 2d4 x 100 gp to a religious antiquities collector. following items:
• A belt with an oversized platinum buckle and “THELGONT” • A lobster made of pure crystal worth 200 gp.
stamped in the leather worth 40 gp. • A merfolk tiara of cube-shaped pearls worth 340 gp.
• One boot; this is a left boot of speed; it does not function without its • A bridle for a giant seahorse or hippocampus, worth 100 gp, or twice
mated right boot. that to a surface collector.
If the priests were prepared. The acolytes lower a false floor, 7 feet
• A waterproof snuffbox containing 12 pinches of exotic tobacco
into the pit. Designed to fit neatly against the walls, this floor is wooden
worth 255gp in a large town.
but covered in rock dust and stones so that it seems to be nothing more
than the natural bottom of a 7-foot pit. On top of this is a messy pile of 143
gp, 429 sp, and 14 varied gemstones worth 5d10 gp each. Characters with
stonecunning notice the false floor if they have a Passive Perception of at 0F-14. Passage Up
least 13. Anyone searching the area requires a successful DC 18 Wisdom
Fresh water flows down from this shallow passage from the upland side
(Perception) check to note joint around the floor.
to the south. The stream itself is quite narrow, and a Medium creature could
wade it. The tunnel slopes gently upward and inland for approximately 15
miles, with only a few side branches and seeps of small size. In deeper
sections, passage requires a swim speed, a successful DC 16 Strength
(Athletics) check, or climbing along the walls to pass. With some effort,
a party of adventurers could use this passage to traverse up, eventually
ending up on Level 8, in the northernmost river shown on that map.
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Privies. Beneath each of the holes in the floor is an 8-foot x 8-foot chamber.
1-6. Poker Room Two are mostly empty, containing only a concentrated mass of waste.
Treasure. Latrine #3, the one covered by the monster in its toilet guise,
Broken furniture is everywhere, and a skeleton sits in a large chair contains the remains of some victims. Small characters may descend
facing the southern wall. Red, poisonous-looking ants crawl all over the into the latrine. The person descending must roll a successful DC 16
skeleton and chair. Water drips from the ceiling into a tilted metal dish in Constitution saving throw and continue to succeed every 2 rounds they
the hallway area to Area 1–6, right next to the pit at Area 1–5, making a remain in the latrine or be utterly incapacitated by nausea. In the latrine
tapping sound. under all the dung, and requiring a detect magic spell to locate, are the
Poison Card. On the lap of the skeleton is a trapped deck of cards. The following: a bag of holding (containing 417 gp), a +3 dagger, and an
top card is the ace of spades. It is coated in contact poison. The poison can efreeti bottle that escaped destruction when the dung monster consumed
be noted with a DC 17 Intelligence (Investigation) check. If the card is their owners. The person coming out of the latrine has a Charisma modifier
touched, the creature touching it must make a DC 15 Constitution saving of –5 for Charisma-based skill checks until thoroughly cleansed, and the
throw or take 9 (2d8) poison damage at the beginning of each round until party never surprises any monster. Check for wandering monsters at twice
it makes a successful saving throw. the normal frequency until the person cleans up.
Treasure. A broken sculpture of a horse (worthless, but value is 25 gp
if mended) rests under some debris in the corner of the room.
1-10. The Trapped Ghast
1-7. The Pit Secret Door. The secret door in the corridor is a false stone door made
of wood that slides upward. It feels false when touched. The door is found
At this location is a 20-foot-deep covered pit; the lid opens when with a successful DC 13 Wisdom (Perception) check and can be opened
75 or more pounds of pressure is applied to it. The lid resets itself in 4 with a DC 14 Intelligence (Investigation) check or a DC 13 Strength check.
minutes. The pit can be detected with a successful DC 18 Intelligence The thin passage beyond leads to the often-neglected “horror” of this
(Investigation) check. Advantage should be given to creatures using a pole level: a ghast. He is so overjoyed to be discovered by adventurers that he
or some other method of prodding the floor ahead of them. A creature that shouts praises and congratulations to the party as he attacks them. He was
triggers the trap must make a successful DC 18 Dexterity saving throw to once a wealthy merchant who dabbled in magic.
avoid falling in and taking 7 (2d6) bludgeoning damage. Treasure. In a small chest are 200 cp and 600 gold-covered lead coins.
In a secret compartment in the lid of the chest, found on a successful DC
17 Intelligence (Investigation) check, is a scroll of 3 spells: arcane lock,
1-8. Warning Room charm person, and sleep.
Three broken arrows stick out of the wall in the entryway and a
smashed wooden door lies at the entrance of the room. Two human-sized
skeletons are here — one is headless, and both show signs of extreme
1-11. The Rat Spies
corrosion, as if by acid. Everything in the room is smashed and corroded A stream runs through the room and leads 2/3 of a mile through a
except for a small desk in the northeast corner. The room itself has walls fairly passable channel (never deeper than 5 feet and the ceiling never
of rough stone. There is a secret door in the north wall that is open a crack. impossibly low) to Level 9. Several rat tunnels lead from this room: one
Anybody searching for it or with a passive Perception of 15 or more finds leads outside to the graveyard above ground at G-3, the second leads
it. A horrible smell issues from Area 1-9. nowhere, and the third leads to Area 1-14. A pile of rubble blocks access
Treasure. The top drawer of the desk contains 6 vials: 3 are full of to Area 1-12. The far southern section of the room beyond the river is
embalming fluid (as essence of ether), 4 and 5 are empty, and 6 is a bottle scorched, as if a fireball spell had previously been cast here.
of holy water with a wax seal. This room is the advanced outpost for some wererats and their rat
servants. There are 4d10 normal rats, 2d10 giant rats, and a 30% chance
for each wererat listed below at Area 1-12 to be present in rat form. If
1-9. The Lair of wererats are present, they retreat to Area 1-12, except for Fiilaar, as noted
in the Tactics discussion below. The normal rats do not fight, running
the “Dung Monster” away if combat begins.
If the party does not appear to be extremely powerful, Fiilaar assumes
As the characters enter the room, the smell of waste is overpowering. humanoid form — that of a half-elf female in tattered and bloody robes,
Three holes in the ground are regularly spaced in a line along one side of appearing to be a rogue or a wizard. She pretends to be under attack
this room. They are latrines, as is obvious from the smell. One of them from the rats. She screams for help and flees over the rock wall at Area
has a toilet seat of white stone, which appears to be very clean, installed 1-12, where the other wererats and more giant rats ambush the party, as
over the hole. described below.
Dungie. This seat is in fact one of the strangest denizens of Rappan
Athuk. Called “the dung monsterB” by those who have encountered it,
this creature was once a killer mimic. When it devoured an archmage with
a staff of the magi — who had stopped in response to the second highest
1-12. Stairs to Level 2 and the
calling — the energies released from the destruction of the staff caused its
bizarre mutation. Though the dung monster is primarily found in its toilet
Wererat Ambush
form in this room, it is also frequently encountered wandering the halls A large pile of rubble blocks access to the passage from the rat room
of this level in its other form — a disgusting bubbling mass of vile feces making the area difficult terrain. The rats and wererats ignore this difficult
and gurgling fluids. There is no way to permanently kill it. Rumor has it terrain, being accustomed to it. Once the rubble is negotiated, it can
a party once trapped it in a block of stone, but it somehow escaped. No quickly be seen that there are stairs beyond. Past the rubble, the walls and
matter what trick the party comes up with to contain the monster, it always floor are covered with spattering of blood, several broken weapons, and
somehow regrows or escapes within a few days. marrow-sucked bones.
Tactics. Dungie is slow, but tenacious. This monster should be played Three wererats wielding shortbows in hybrid form, plus the mated
not as a death-dealer, but instead as a nuisance. It is not really interested in couple of FiilaarB (the female) and JarvikB, are here along with 20 giant
killing the characters, but thrives on eating their weapons and shields. If rats, which Fiilaar commands to attack the party. The wererats are perched
they persist in attacking for a long period of time, so be it. The experience in small cubbyholes 10 feet up in the wall, connected to each other by rat
points awarded for this encounter should depend on how the characters tunnels. If the wererats attack, they do so from positions of cover. The
handle the encounter and are left to your discretion. wererat archers are normal wererats, except:
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LEvel 1: The Lair of the Dung Monster
• They wield shortbows (Ranged Weapon Attack: +4 to hit, range Jarvik are intelligent enough not to waste their dust and poison arrows
80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. on obviously weak parties. If the party is low level but is a large group of
• Each archer has 1 arrow that is coated with aged purple worm poison humans, Fiilaar has the wererats attack with normal arrows, saving their
(as normal except DC for saving throw is 15), that is only potent for 1 poisoned arrows and her dust for more deserving targets, allowing the
strike. 20 giant rats to attack. Her hatred for humans prevents her from allowing
them to pass unharmed.
Tactics. Fiilaar assumes hybrid form after passing over the rubble. She
takes up a position with the archers in the small cubbyholes overlooking
the passage and continues to call out as if in peril to draw the party across
the rubble. When the party crosses the pile, she throws one of her pouches
1-13. Wererat Den
of dust of sneezing and choking to incapacitate the party. The wererat This is the wererats’ nest. It is made of strips of cloth and dried grass
archers then rain their poisoned arrows down on the party. The giant rats from the surface. It has the foul reek of vermin. The wererats keep their
attack in 4 groups of 5 rats each, 1 group piling in each melee round. treasure here.
Jarvik, to prove his love for Fiilaar (an emotion which, as a rat, she does not Treasure. Aside from their large collection of shiny objects and bits of
understand), tries to impress her by demonstrating his hatred for humans metal, they have 143 gp, 901 sp, and 2,929 cp. They also have a scroll of
by attacking them with his poisoned sword after the dust of sneezing and antimagic field (left over from the corpse of the wizard consumed by the
choking settles. The wererats scurry away through the various rat tunnels dung monster), and a pair of boots of elvenkind.
to their lair at 1-13 if the battle turns against them.
Poison. Jarvik’s shortsword and 1 arrow are also coated with aged
purple worm poison (as normal except DC for saving throw is 15). The
poison is smeared away after his first 2 hits with the sword.
1-14. The Giant Rat Lair
Treasure. Fiilaar has 2 pouches of dust of sneezing and choking. The skeleton of a dwarf half blocks the tunnel into this place. He is
Encounter Modification. If the party is low level or inexperienced, missing his skull. There are 12 giant rats here.
this ambush may kill them. If that seems likely, the wererats simply Treasure. Next to the corpse’s body is a helm of comprehending
spy on the party and follow along behind them, hoping to loot their languages with a broken chinstrap. The only other contents of the nest are
corpses when they meet their untimely end in the dungeon. Fiilaar and innumerable worthless shiny things.
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1A-4. Bile: The Second Guardian 1A-7. Seed: The Fourth Guardian
After descending 60 feet, the rightward passage ends at a stone door. This room, accessed through the shaft at 1A-6, is bedecked in a manner
Beyond it is a foul-smelling, 20-foot-wide hallway filled with greenish- suitable for the most opulent of pleasure houses. Satin drapes line the
black liquid 3 feet deep. A series of narrow walkways 10 inches wide run walls, the floor is thickly layered with carpeting, and dozens of pillows of
just above the liquid’s surface, leading to a door to the left of the entry all sizes litter the carpets in comfortable mounds. Braziers burn fragrant
(going to Area 1A-4a), and to a set of double doors at the far end of the oils that warm the chamber and fill it with a scent of sandalwood and
passage, 90 feet away (1A-4b). Walking upon these walkways requires balsam. A hookah rests invitingly near the center of the room. Lighting
one to walk carefully (half normal movement rate) or succeed on a DC 14 is provided by braziers, and by ornate brass lanterns, glowing with warm
Dexterity (Acrobatics) check to avoid falling into the water. flame, that hang from hooks in the ceiling.
The air within this hall is incredibly foul, with an acrid, rotted smell. This is nearly all an illusion. A successful DC 16 Intelligence
Those breathing it must make a DC 14 Constitution saving throw every (Investigation) check pierces the veil. The actual contents of the room are
round or become poisoned for as long as they are within the room and for similar, but in much worse shape: the lanterns are ancient and corroded, the
1d4+1 rounds after leaving. The liquid is an acidic broth that is harmful to carpets rotted and filled with rat dung, the pillows moth-eaten, and the air
anyone entering it, inflicting 3 (1d6) acid damage per round. In addition, cold. Several corpses also lie amid the cushions, concealed by the illusion.
for each round of contact, a DC 16 Constitution saving throw must be The light however is real, coming from continual flame spells cast within
rolled or the victim contracts the disease slimy doomGM. the lanterns. The scent is also real and poses the room’s true danger.
Trap. The 2 exit doors are both traps. If the door at 1A-4a is opened, Trap. Anyone entering the room must make a successful DC 14
the entire door and frame immediately swivels around its center point, Constitution saving throw or succumb to the scent’s intoxicating effect.
knocking victims into the chamber beyond which is empty of all but Those who make their saving throw are immune to its effects for a day.
the 3-foot-thick layer of polluted water. Those succeeding on a DC 18 It generates a feeling of pleasurable lassitude coupled with heightened
Dexterity saving throw manage to catch themselves before getting lust. This prompts those affected to copulate again and again, exhausting
knocked into the other room. The door immediately locks in place and themselves. Once they begin, victims sustain 1 point of Constitution
does not unlock until disabled or a full day has passed. It can be opened damage for every 10 minutes spent in this vigorous pursuit. When their
with a successful DC 20 Strength check or a DC 18 Dexterity check using Constitution drops to 1 point, they become too weak to continue, though
thieves’ tools. It can be held open with iron spikes or the like before it the drive remains; victims typically die of thirst or starvation even
locks. The trap automatically resets every day. while they continue to feel the need to mate. Additional saving throws
If someone attempts to open the double doors at the far end of the hall are allowed for failed victims once every 30 minutes for as long as they
(1A-4b), the walkways in the hall immediately sink into the vile broth, remain within the room, or once per minute if they are removed from the
immersing anyone standing upon them. The walkways rise one minute chamber. The scent is produced by a specially bred form of magical mold
after they sink, and the trap resets. The double doors open out only 1 inch, infesting the cushions and carpet, and a thorough cleansing of the room
no more; tearing them from the wall, which requires a successful DC 17 with fire (at least 20 points of fire damage to all surfaces) eliminates the
Strength check, reveals only blank stone. mold and the threat.
The northern wall near the end of the hall is an illusion, opening The bodies lying amid the cushions have been looted by past adventurers,
into Area 1A-5. The illusion can be detected with a successful DC 16 and bear only tattered robes or ancient, non-magical armor that is in too
Intelligence (Investigation) check. The fleshy creature beyond is likely poor of shape to function. Horribly, due to a necromantic taint on the
to attack at an opportune moment, perhaps when a character has been room, infants created through this chamber’s powers do not die if the
knocked into the water or one of the traps has been triggered. mother dies in the room; her womb continues to expand, and eventually
a mordnaissant bursts free. These creatures feel an instinctive urge to
descend and pass through the heart of the Temple into the Bloodways,
1A-5. Flesh: The Third Guardian where they may be encountered.
The door progressing further into the complex is hidden behind several
The room beyond the illusory wall is the home of a huge black creature layers of rotting tapestries. The door opens outward into a set of stairs that
formed of slime, with the embedded remains of past victims within it. This descend to Area 1A-8.
ebon oozeB attacks anyone who challenges it in its lair and may exit the
room to attack those struggling in Area 1A-4. The discarded bones of the
ebon ooze’s victims are harvested by the bone crawler to repair its armor.
The ebon ooze has no treasure.
1A-8. Bones: The Fifth Guardian
The base of the stairs opens out onto a large, shadow-shrouded cavern
filled with toadstools and fungus of all types. Strange, flute-like chirping
1A-6. Crypt of the Hallowed noises issue from the darkness deeper in the cavern. These sounds come
from the 3 strange creatures known as bonesuckersB that make their
This large chamber is lined with rows of red marble sarcophagi — a home here and move to attack anyone passing through the room. At first
total of 20 each to the left and right. The tops of the sarcophagi have been glance, they resemble toadstools 10 feet in height, with rubbery trunks and
carved with representations of warriors and explorers at rest. Unnervingly, tentacles sprouting from their crown. The trunk is composed of 5 sturdy
several of these bear an uncanny resemblance to party members. This tentacles they use to move around. They attack by grappling with their
resemblance is due to an illusion that causes the sarcophagi to shift upper tentacles, inserting the tip into their victims’ flesh, and liquefying
appearance to match anyone entering the room. Despite this ominous and sucking out the bones. Enemies killed by this attack reanimate within
portent, the room holds no dangers. Moving a sarcophagus lid requires the temple as meat puppets 24 hours after dying.
a successful DC 13 Strength check, and they are all completely empty. At any given time, 1 of the 3 is resting and digesting a meal, while the
The sarcophagi lids have an AC of 12 and 60 hit points each. All radiate other 2 are active. The room also holds 8 human meat puppetsB, the
moderate illusory magic. legacy of past bonesucker victims. These shamble out of the shadows to
At the far end of the room, an alcove in the north wall holds a circular throttle intruders, possibly fighting alongside the bonesuckers.
shaft leading downward, with an iron ladder still in excellent shape The cavern is 60–80 feet wide and well over 100 feet long. Against the
descending along the side. The shaft drops 50 feet to an antechamber northern wall are several places where giant rats sometimes come in to
facing a black marble door. This door opens toward the person pulling it nibble at the fungus, but they are shy and retreat from any loud noises or
and leads to Area 1A-7. light, only attacking if their prey is helpless. The rest of the fungus in the
room is likewise harmless. The western end of the cavern divides into two
20-foot-wide passages that lead to Area 1A-9.
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doom, the victim must make a DC 17 Intelligence saving throw each
1A-9. Mind: The Sixth Guardian round or take 2d10 psychic damage. When their hit points reach zero,
they die, and the lid’s surface transforms, so the depiction is no longer
The southwestern portion of the fungus caverns is carpeted with a an illusion. Those trapped within a sarcophagus may attempt a DC 17
luxurious black moss which includes 4 patches of memory moss in the Strength check each round to move the lid and escape. The victim can also
eastern cave. Anyone coming within 60 feet is immediately targeted. At escape if the lid is destroyed (AC 18, hp 60).
the southern end of the western cave is a stone door with a lock. The lock Beyond the crypt, another ladder descends through a circular shaft in
can be opened with a successful DC 17 Dexterity check using thieves’ the floor, dropping 50 feet to an antechamber facing a black marble door.
tools or a DC 22 Strength check. Alternatively, the key to this lock is in the This door opens toward the person pulling it and leads 30 feet to Area
hand of a corpse lying at the end of an offshoot passage in the southeast 1A-11.
corner of the eastern cave. The body also bears a pouch holding 40 gp and
4 bloodstones worth 50 gp each, a silver dagger, and a ring of protection.
1A-11. Breath:
1A-10. Crypt of the Damned The Seventh Guardian
This chamber bears a great resemblance to Area 1A-6, the Crypt of the Those passing through the doorway at 1A-10 find themselves in a
Hallowed. It contains 40 red marble sarcophagi whose tops are carved 30-foot-long hall that ends at an oval archway. This archway is inscribed
to resemble warriors and adventurers — the same ones as seen in the with curving lines that suggest the movement of wind. The chamber beyond
previous crypt. However, this time they are depicted as suffering great is surfaced with polished white marble and has a 30-foot-high ceiling. The
agonies: one seems to be screaming as its flesh is devoured by burrowing archway bears an enchantment if detected for, and the trap in the room
worms, another stares out in madness while its skin has been stripped beyond is triggered if the archway is passed through or if the magic is
away in patches, exposing flesh and organs, a third is a shriveled husk, and dispelled, unless a command phrase (“arrek veltex”) is first uttered.
so on. Those bearing images of characters likewise show signs of torture Bottle. When triggered, a stone panel concealing the western alcove
and madness. This again is caused by an illusion. slides away. This alcove is nearly filled with a thick slab of granite 20 feet
Unlike the previous crypt, several of the sarcophagi in this room are tall, leaving only a 6-inch gap between it and the walls. Resting atop this
occupied. The bodies bear signs of having died in the manner depicted on slab on a small red velvet cushion is a glass bottle 6 inches in diameter.
the lid — the sarcophagus depicted with a warrior being devoured alive by The alcove is protected from entry by a cage of pure magical force set with
worms bears obvious signs of worm holes throughout its flesh, and so on. half-inch gaps between them. These bars of force can be destroyed with
Sarcophagi. The sarcophagi bear an additional enchantment that is a disintegrate spell, antimagic field, or dispel magic against a 7th level
only activated if someone is teleported into one from Area 1A-14. When spell. The bottle is highly magical, as it draws air into itself and devours it.
this occurs, the person trapped within immediately undergoes the torture Trap. The round after the stone panel slides up, on Initiative 20, all air
depicted in the illusion on the sarcophagus lid. No matter the form of in the room is drawn into the bottle, and the stone door to the north slams
closed and is sealed in place by the vacuum. If it has been jammed open
previously, air from the complex beyond is pulled into this room, creating
a constant, strong wind drawing light objects against the forcecage. If the
Memory Moss door slams shut, everyone breathing within the room must immediately
hold their breath or begin to suffocate. In addition, creatures cannot
Memory moss appears as a 1-foot-square patch of black speak. To escape, they have several options. They can attempt to force the
moss. It grows in temperate or warm climates and is sometimes northern door open with a successful DC 25 Strength check, a character
encountered in subterranean realms (though not often). Memory can attempt to open the sliding stone partition with a successful DC 16
moss cannot abide the cold or the arid clime of the desert and is Intelligence (Investigation) check followed by a DC 18 Dexterity check
never encountered in such environments. using thieves’ tools, though this requires the disabler to move to the
When a living creature moves within 60 feet of a patch of memory ceiling, 30 feet up, as the mechanism can only be accessed there. If they
moss, it attacks by attempting to steal that creature’s memories. It can find the triggering mechanism for it, requiring a successful DC 17
can target a single creature each round. A targeted creature must Intelligence (Investigation) check, they can raise the stone block in the
succeed on a DC 15 Wisdom saving throw or lose all memories southeast corner, allowing access further into the complex. This does not
from the last 24 hours. This is particularly nasty to spellcasters, stop the air from being sucked away, however. They could also attempt
who lose all spells prepared within the last 24 hours. to stopper the bottle or shatter it; the bottle has AC 15, 10 hp, a body
Once a memory moss steals a creature’s memories, it sinks back diameter of 6 inches, and the mouth diameter is 1 inch. Remember, the
down and does not attack again for one day. Any creature who loses gaps between bars are only one-half inch wide, and if there is air rushing
its memories to the memory moss acts as if affected by a confusion through the room, ranged attacks have disadvantage.
spell for the next 1d4 hours. Lost memories can be regained by If the bottle is removed from its alcove it explodes in a blast of air,
eating the memory moss that absorbed them. Doing so requires a inflicting 10 (3d6) slashing damage to all within 30 feet from the glass
successful DC 16 Constitution saving throw, with failure resulting fragments. Those succeeding on a DC 18 Dexterity saving throw take half
in the creature being nauseated for 1d6 rounds and suffering 5 damage. A new bottle reforms inside the alcove in 1d3 days.
(2d4) poison damage.
Any creature that eats the memory moss temporarily gains
the memories currently stored therein (even if they are not the
creature’s own memories). Such creatures can even cast spells if
1A-12. Deathwalk and Riddles
the memory moss has stolen these from a previous spellcasting Once the stone block in the east end of Area 11 has been raised, a
creature. Characters eating the memory moss to regain their own 20-foot-wide hall is revealed, with black marble steps descending to a set
lost memories do not lose them after 24 hours. Ten points of fire or of double doors, each of which is carved with a depiction of Orcus. These
cold damage kills a single patch of memory moss. doors are neither locked nor trapped. They swing open majestically into
When first encountered, there is a 25% chance that the memory a downward-sloping passage, 20 feet wide and 15 feet tall to Area 1A-
moss has eaten within the last day and does not attack by stealing 13. The walls of this grand hall are coated with a layer of plaster painted
memories. In such a case, the moss contains 2d4 spells determined with images of funerary rites. These rites begin normally enough, but as
randomly from a single spell list. When a living creature moves one continues downward they become increasingly morbid, until live
within 60 feet of a sated memory moss, it assumes a vaguely interments, necrophilia, cannibalism, and other even less savory images
humanoid form and casts the stolen spells at its targets. are depicted.
Observers. Each section of the deathwalk (1A-12a, b, and c) is guarded
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by an invisible quasit that can merge into the depictions. While so merged and the final guardian of the Temple.
they can see out into the corridor and can stay in this state indefinitely. Aaphia does not move or act in any way unless the doors are touched,
The quasits normally spend their time melded with the walls, and only she is addressed, or she is approached within 10 feet. She allows undead
emerge when intruders make themselves known. When this occurs, they and clerics of Orcus — who must present their unholy symbols and
come forth invisibly and each states a riddle. If a quasit’s the riddle is channel divinity, though this automatically succeeds for them — to pass
correctly answered, it re-merges with the wall and allow the group to pass; through the vault into the shaft room beyond. For all others, she defends
if not, it flies at top speed for Area 1A-13, where it merges with the demon herself and the entrance to the shaft. She does not attack those leaving
depictions there. The three riddles are as follows: through the shaft portal unless attacked first.
Tactics. If Aaphia senses the approach of guests, she prepares with a
mirror image spell. Once battle begins, Aaphia starts off using her teleport
Quasit Riddle Answer
other ability, then her offensive spells against those who remain or return.
“Who is the greatest Orcus (or a direct She prefers to immobilize opponents first, then focuses damaging spells
#1 (Thuxton)
of all masters?” reference to same) on one foe at a time. She does not leave the throne willingly. Due to the
Cracking open the magic of the throne, Aaphia reforms within 1d4 days even if destroyed.
skull and drawing The only way to truly end her existence is to slay her body, destroy the
“What is the Third forth the brains, as throne, and cast a bless spell on the wreckage. The amulet she wears
#2 (Virikkil) teleports back to her whenever she reforms, but the items hidden within
Sacrament?” described in the
Epitaph of Final the throne do not.
Sacrament. Development. It is possible for characters to begin a discussion with
Aaphia. If they do not threaten her or attempt to pass into the shaft (Area
This is a bit of a 1A-15), she does not attack, and may return conversation if she believes
trick question; the person to be a faithful worshipper of Orcus. Aaphia was once a
“For whom is
the answer is “for sorceress of some repute who fell in love with a man named Deggin Tar.
#3 (Umborit) our lord’s mercy
nobody.” Orcus is Deggin, a charming mercenary, ended up working for the forces of Orcus.
granted?”
not known for his When he fell in battle, she took up his cause, lashing out at those who
mercy. defeated him. Now, centuries later, she serves them still, locked in eternal
devotion to the memory of her dead love.
Depending on how they answer these riddles, the characters may face Vault Door. The steel vault door is massive, with a large spoked wheel
between 0 and 3 demons in Area 13. Failing to answer the question within at its center, and in the middle of this a disc-shaped keyhole. The door
30 seconds (5 rounds) is considered a false answer, and the quasit flies opens when the face of Aaphia’s amulet is set into the hole and turned
down to merge with the vrocks as described above. You may wish to counterclockwise, and the wheel then spun clockwise. The door and the
secretly time the players to see how long it takes them to come up with walls surrounding Area 1A-15 have been enchanted to prevent entry
an answer. by ethereal means, though a gaseous creature could seep into the room
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beyond. Unlocking the doors requires a successful DC 23 Dexterity
check using thieves’ tools. While the doors cannot be broken down with a
simple Strength check, they can be destroyed with 600 points of damage.
1A-15. The Shaft
The doors are AC 20 and immune to cold, necrotic, poison, psychic, and This 40-foot-square room lies at the nadir of the Temple of Final
radiant damage, and resistant to piercing and slashing damage. Anyone Sacrament. It is filled with a circular shaft, 30 feet in diameter, that descends
within 5 feet of the doors when they are struck by lightning damage takes into blackness. The stone beneath the floor’s black marble is limestone,
the same damage as the doors. carved with a series of footholds that allow one to climb down the 400-foot
Treasure. The throne Aaphia sits upon is magical and provides anyone shaft into a passage leading to Level 9D, The Bloodways. From this side,
seated upon it with the benefits of protection from evil and good and true the vault door leading to Area 1A-14 can be opened by rotating a wheel set
seeing. The throne is 10 feet square, 6 feet tall, and weighs 2,500 pounds. It in its center — no key is needed to unlock it from the inside.
loses all its magic if removed from this room. In a compartment on the inside Starting in this area, roll for wandering monsters using the random
left arm of the throne there is a stash of 4 vials of unholy water and a platinum encounter table for Level 9D, checking once every eight hours.
urn, worth 5,000 gp, holding the ashes of Aaphia’s long-dead lover.
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Level 1B:
The Abandoned Bastion
The Abandoned Bastion was originally excavated as a fortification by the completed. The floor is strewn with chunks of stone and rubble, centering
priests of Orcus after the battle with the Army of Light, intended as an additional on a U-shaped structure near the center of the room — a low wall about
defense against possible future assaults. As years stretched into decades, and 1 foot in height. From what the characters can tell, the wall was once
decades stretched into a century without any significant attacks against them, considerably taller, but has been broken apart.
the priests eventually withdrew their forces from the upper levels, abandoning
the Bastion to any subterranean creatures that might choose to occupy it. In
later years, the Bastion has mainly served the goblins of Greznek (Level 12A)
as a staging area for raids beyond the dungeon, since it is conveniently close
1B-2. Empty Alcove-Room
to the surface. Goblin raiders, usually led by hobgoblins, camp in the Bastion This deep alcove is empty, and the floor is deeply coated in a layer of
for long periods of time, resting and raiding at intervals. The raiding force undisturbed dust.
currently in residence is led by a very strong hobgoblin by the name of War
Leader Jang. The Bastion is shown on The Abandoned Bastion map, and Area
1B-16 is detailed on the Level 1B, Area 16 map. 1B-3. Mist-Alcove
Level 1B of the Otherworlds
If anyone steps into this deep alcove, it suddenly fills with mist, so
Difficulty Level: Tier 1
thickly that any characters inside are not visible at all. The character must
Access: Tunnel from Ground Level Area 11, tunnel to Level 5A in Area
make a successful DC 16 Charisma saving throw or be swept into the
1B-7, stairs to Level 10B in Area 1B-21
alcove by the force of the magic that forms the mists. The mist itself is a
Wandering Monsters: Check once every 30 minutes on 1d20.
ghostly otherworld in which the character wanders for 10 minutes before
the mist clears and the corridor is once again visible. While the character
d20 Encounter is inside the mist, one of six possibilities occurs:
1–2 3d6 goblins
d6 Occurrence Affect
3–4 1d6 + 6 goblins, 1d6 hobgoblins, and 1 worg
Find an amulet When worn, this amulet grants
5–6 1d6 stirges
1 floating in the advantage to hit for the next 3
7–20 No encounter mist attacks, then turns into mist.
Find a giant
1 round of combat takes place,
General Features 2 grey spider in
the mist
then the spider disappears.
Atmosphere: the entire area is dark and dank. Find a skeleton
Ceiling Height: Ceiling heights are an uneven 10-foot height. 3 Normal skeleton, not animated.
in the mist
Doors: Locked, iron-reinforced wood. Require a DC 8 Strength check
to open. Find a ghostly
It watches the character but does
• Locked Doors: Require a successful DC 20 Dexterity check with 4 eyeball floating
nothing and cannot be attacked.
thieves’ tools or DC 20 Strength check to open. in the mist
• Secret Doors: Stone. Require a successful DC 16 Wisdom (Percep- It is either poison (50% chance)
Find a bottle of
tion) check to find. Also require a successful DC 16 Intelligence (Inves- 5 or a potion of gaseous form (50%
liquid
tigation) check or DC 25 Strength check to open. chance).
Portcullises: A successful DC 25 Strength check is required to break the The presence can’t later be
lock and lift a portcullis, or a DC 30 Strength check to bend the bars. Each described or clearly remembered.
has an opening lever on the far side from the dungeon’s entrance at 1B-1. The character’s hair turns white, and a
Shields and Wards: None. feeling of impending doom is felt. This is
Surfaces: Stacked cut stone, some natural stone. a progressively dangerous encounter.
If a second character enters the mist
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At the peril of fire and eternal undeath
1B-4. Empty Alcove-Room Turn back before the Seal of the Great Goat
Turn back before the Seal of the Master of Corpses
There is nothing of interest in this area. Turn back before the Seal of the Great Prince of the Abyss
This room is empty, but a direct path between the two doors is clearer
of dust than the rest of the room, indicating that some creature or creatures
pass through the room from time to time. While the track is obvious, it
1B-19. Goblin Strongpoint
requires a successful DC 16 Wisdom (Survival) check to be able to tell If the 15 goblins in this room hear an alarm from Room 1B-18, they
that something has passed through here within the last four or five hours. send their worg to cut off the attackers’ retreat (through Room 1B-20 to
Room 1B-17 to Room 1B-15). If the worg comes tearing through Room
1B-17 and there are still any goblins alive in that room, they follow the
1B-16. The Goblin Trap worg. One of them also runs to Room 1B-20 to alert the rest of the goblins
on this level. The remaining goblins proceed directly to Room 1B-18 to
join the defense, although it takes them 2 combat rounds to get ready and
The floor of this room has clearly been tampered with. It arrive. The 5 hobgoblins join any fight they can hear.
appears that all the flagstones in the floor have been pried out Treasure. Each goblin carries 1d10 gp; each hobgoblin carries 1d20 gp. The
and then replaced; some of them are higher than others, and worg carries no treasure, although this one has a pocket it found somewhere.
most of them are tilted or lie unevenly. In addition, the floor
has been divided with lines of blue paint into squares (and
half squares) 10 feet across. Three metal bowls are mounted
at the middle of the south wall, one above the other. They
1B-20. The Unfinished Idol
appear to be sconces for holding short candles, but there are The northern wall of this room is dominated by what appears to be
no candles in them. the half-completed idol of a demon, its outlines hacked roughly from the
stone to reveal a fat body with goat-legs and bat wings. The face has been
left featureless, and none of the statue bears any fine detail. Its crossed
Trap. It is difficult, especially in bad light, to see that the “candle legs are draped with a carpet of high quality, upon which a few gold coins
sconces” are mounted on metal rods that can rotate, requiring a DC 18 have been scattered.
Wisdom (Perception) check to notice, so the first warning about this trap If anyone takes coins from the statue, the thief is affected with a minor
is likely when the first mistake is made. However, if the party has a flying curse — the character must make a successful DC 17 Wisdom saving
familiar, or someone levitates over to the bowls, or some other way is throw or flee in terror from the room for a period of 1d3 x 10 rounds,
found to inspect the trap, it becomes clear that the bowls are filled with the direction of flight being randomly determined whenever a choice is
liquid and that something in the wall can cause the bowls to turn over, offered. The character can attempt a new saving throw at the end of every
dumping their contents into the bowl below. The goblins have rigged round, but even after the terror has lifted, the character must make another
this room with the sort of bizarre, complex trap that pleases them. After saving throw when trying to enter the room, or be similarly affected.
digging up the flagstones, they installed a system of metal pressure plates, Disposing of the coins has no effect; this is a permanent curse unless it
rods, and gears underneath the floor, then put the flagstones back. To avoid is magically removed. Taking the carpet from the demon’s lap has no
tripping the mechanisms beneath the floor, anyone walking through the magical effect, although it does reveal a rather prominent but weirdly
room must follow a particular path, putting weight on only one “square” misshapen part of the statue that was concealed before.
at a time, and doing so in the proper order. If the wrong square is pressed,
a gear in the wall turns to dump the contents of the top bowl into the one
beneath it. At the second mistake, the mixed contents are dumped in turn
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to follow when the great bell is rung. Obviously, not all the goblins are
1B-21. Goblin Headquarters necessarily still alive by the time the headquarters is warned, but the
survivors respond according to the plan unless they realize that they are
This large room is the living quarters and common room for the various completely outmatched.
goblins that inhabit this upper level of the dungeons. Because the entrance • One of the goblins from Room 1B-20 dashes to get the worgs that
is well-concealed, the 20 goblins within consider it more of a staging area live in Room 1B-5. All the worgs except Ohakaal immediately heads
for raids than a defensive perimeter for the lower levels. Nevertheless, for Room 1B-21; Ohakaal waits until the goblin helps him into his ar-
War Leader Jang is a cagey veteran of many desperate battles in the deeps mor, which takes 5 minutes, and then he and the goblin follow the other
of Rappan Athuk and enforces a level of defensive organization unusual worgs.
among goblin hordes and raiding parties.
Numerous bedrolls are scattered around the room in no particular order, • All the hobgoblins, goblins, and worgs from Rooms 1B-17, 1B-18
and the room is filthy with scraps of garbage and other refuse. Near the top and 1B-19 converge in Room 1B-20, then enter Room 1B-21 to see
of the stair, on the northern wall, a large bell hangs from an iron mount, what is happening. The only exception to this may happen in the case
of an alarm being sounded in Room 1B-18 — this causes the goblins in
with a hammer hanging from a chain beside it. If the goblins ring this
Room 1B-19 to send a worg running through Room 1B-17, and if this
bell, it can be heard through the rest of the complex, and it alerts the other
happens the goblins from 1B-17 follow the worg rather than heading
goblins in the area (see Total Mobilization).
directly to Room 1B-20.
The goblin forces in the room are led by War Leader JangB, a massive
hobgoblin. Jang’s “pet” goblin witch-doctor, HarmekB, provides good • Any goblins that have assembled in Room 1B-21 try to stay together,
luck to the raiders, but little in the way of spell power. Perhaps the most responding according to what they know about the assault and sending
dangerous inhabitant of the room is KerberusB, the three-headed ogre, scouts ahead of the main force to find the attackers.
who for some reason is fanatically loyal to Jang. In fact, Jang has learned Treasure. War Leader Jang has a locked and trapped chest that contains
to be quiet and calm when speaking to anyone, because if Jang yells, 3,000 gp, 8,000 sp, a necklace worth 1,000 gp, a potion of healing, and a
Kerberus kills whomever he yells at. Jang’s calm, measured tone of voice, potion of water breathing. The trap can be found on a successful DC 14
even when in combat, can be disconcerting to those who are familiar with Wisdom (Perception) check, and the trigger identified with a successful
ordinary hobgoblin leaders. In addition, there are 5 hobgoblins and 2 DC 14 Intelligence (Investigation) check. Disarming the trap requires a
worgs ready to fight off intruders. successful DC 14 Dexterity check with thieves’ tools. If the trap goes off,
If the goblins are clearly being defeated, they flee down the stairs the person triggering it must succeed on a DC 16 Dexterity saving throw
toward the Goblin-City of Greznek, leaving Kerberus to delay any or be hit for 1 piercing damage and 3 (1d6) poison damage.
pursuit. Once safely in Greznek, they have no interest in gaining a A second chest, belonging to Harmek the Shaman, contains 17 voodoo
reputation as losers and cowards. For this reason, they tell no one that dolls, a cluster of vulture feathers, a potion of levitation, a smoke bomb,
they were defeated in combat, and sound no alarm about the party’s six silver knives worth 5 gp each, a dried human eyeball, a scroll of cure
presence in the dungeon. wounds, and five worthless but colorful rocks. Jang wields a +1 halberd.
Total Mobilization. When the Goblin Headquarters is alerted to a Each goblin has 1d10 gp in a belt pouch, and hobgoblins possess 1d20 gp.
threat, there is a general plan that all the goblins and worgs are supposed The worgs have no pockets, thus no treasure.
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Level 1C:
The Mouth of Doom
The Mouth of Doom is a subterranean fortification connected to the
rest of Rappan Athuk by a miles-long tunnel. This outlying entrance
to the main dungeon was built by the priests of Orcus to be used as an
1C-1. The Chamber of Doors
escape tunnel, or as a way of sneaking their troops to the surface in case
the main entrance was to fall under siege. Because of the great distance Black stone stairs lead down to this room from the cave
between the Mouth of Doom and the central environs of the dungeon’s entrance above in a staircase that the characters estimates
vast catacombs, this is perhaps the least dangerous region in Rappan have taken them about forty feet underground. The room at
Athuk — which isn’t saying much, but at least the chances of survival the bottom of the staircase has six doors leading out, each
for a low-level adventuring party are somewhat better here. With a bit one set into the far end of a ten-foot-by-ten-foot alcove in
of luck, adventurers will figure this out and begin their explorations at the wall. There is a faint smell of old rot in the air, like a
the Mouth of Doom, rather than marching directly into the core levels of graveyard, and any torches carried by the characters gutter
Rappan Athuk…which represent almost certain death for first or second slightly in the stale air.
level characters. If they don’t figure it out, that’s what dice and blank
character sheets are for. This area is shown on Map RA-1C.
A. Trapped False Door. In the stone over the top of this alcove, there
is a carving of a goat’s face, with curling horns, narrowed eyes, and small
Level 1C fangs visible at the corners of its mouth. The “door” at the back of this
alcove is fake, and anyone stepping into the alcove without probing the
Difficulty Level: Tier 1 floor first has an unpleasant surprise. A trapdoor in the floor opens when
Access: Stairs to Level 2B at Area 1C-33, shafts to Level 2B at 25 or more pounds is placed onto it, dropping any victims into a 10-foot
1C-17 and 1C-23, stairs to Level 3C at Area 1C-26, Zelkor’s deep pit. The trapdoor is discovered with a successful DC 18 Wisdom
Ferry map Area 11. (Perception) check, or, if it is discovered the hard way, the fall can be
Wandering Monsters: Check once per 30 minutes on 1d20. avoided with a successful DC 16 Dexterity saving throw. Otherwise, the
fall causes 3 (1d6) bludgeoning damage.
B. Eastern Door. There is a skull carved into the stone over the top
d20 Encounter of this alcove. The door is stuck, requiring a successful DC 15 Strength
1 1d4 skeletons check to open, and when it does, the unoiled hinges make a loud, metallic
squeal. Check immediately for wandering monsters.
2 1d6 kobolds C. Southern Door. There is a pentacle carved in the stone over the top
3 1d2 zombies of this alcove.
D. Trapped False Door. There is a carving of a hand over the top of
4 2d4 giant rats this alcove. As with alcove A, the door on the far side of the alcove is
1d6 bandits or 1d4 giant antsB (50% chance of false, and there is a covered pit trap in the floor like the one at 1C-1B.
5
each, see Area 1C-14) Unlike the pit trap in alcove A, there is a secret door in the western wall
of the pit, leading to a 4-foot-high tunnel. The secret door can be found
6–20 No Encounter
on a successful DC 17 Wisdom (Perception) check. The tunnel, as shown
on the map, proceeds roughly westward, crossing underneath one of the
General Features other corridors, and then rises a short flight of steps into a normal corridor
at Area 1C-27.
Atmosphere: Stale, musty, with a faint smell of rot. E. Portcullis Trap. There is a wolf’s head carved into the stone above
Ceiling Height: Ceilings tower to a uniform height of 12 feet. this alcove. The floor of the alcove is a very sensitive pressure plate. After
Doors: Iron-reinforced wood. Require a DC 8 Strength check to open. a person’s weight has activated it by stepping onto it, when it rises again
(because no one is still standing on it), a portcullis of iron bars drops
• Locked Doors: Require a DC 20 Dexterity check with thieves’ tools from the ceiling and locks, blocking passage through the alcove and
or DC 20 Strength check to open. trapping the characters on the far side if they walked all the way through.
• Secret Doors: Stone. Require a DC 16 Wisdom (Perception) check A successful DC 25 Strength check is required to break the lock and lift
to find. Also require a DC 16 Intelligence (Investigation) check or DC the portcullis, or a successful DC 30 Strength check to bend the bars.
25 Strength check to open. The lock itself is inaccessible. The pressure plate itself can be discovered
Shields and Wards: None. with a successful DC 20 Wisdom (Perception) check, and a character with
Surfaces: Black stone masonry. a passive Perception of 16 or greater notices the slight movement when
stepping on the plate.
Other:
F. Northern Door. Nothing is carved into the stone above this alcove,
• Unless otherwise noted, pit traps are 10 feet deep, inflicting 3 (1d6) but when the characters approach within 10 feet the alcove, or so, a magic
bludgeoning damage. The pit traps can be discovered with a successful mouth forms in the stone and speaks: “You stand at the threshold of the
DC 15 Wisdom (Perception) check. If not detected, they can be avoided Rappan Athuk, the Dungeon of Graves. Turn back, trespassers, for you
with a successful DC 14 Dexterity save. will find nothing but your death in these dark halls.” After delivering its
message, the mouth disappears once again into the stone.
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Rappan Athuk
1C-2. Old Cobwebs 1C-6. Tapestry Room
The ceiling of this room is hung with abnormally large cobwebs, but
they crumble at the touch, being extremely old. This room is decorated with tapestries, although anyone
looking at them immediately realizes that the rough cloth and
crude sewing makes them worthless. The tapestries depict the
1C-3. Empty Room outside of the dungeon — the demon-mouth which conceals
the stairway down into this level. Around the demon-mouth,
This room is featureless and empty, yielding no clues about its original a battle appears to be raging between a small army of human
purpose. archers and a larger force made up of ogres, who are led by
three black-robed figures wearing helmets decorated with
1C-5. The Infested Mosaic Treasure. At the bottom of the pit, there is a skeleton wearing leather
armor, which is pierced in several places by arrows. The leather armor is
worthless, and only 3 unbroken arrows can be recovered. The skeleton
also has a good backpack containing 5 iron spikes, a hooded lantern, a
The angled northwestern wall of this room is a mosaic
pint of oil, and 50 feet of hemp rope, a belt pouch with 200 gp, and a pair
depicting numerous different kinds of plants and animals,
of extremely fashionable leather boots worth 10 gp.
most of which are immediately recognizable. The central
figure in the mosaic is a dark, human-like figure that was once
carrying something, but the glass tiles of the carried object
have all been broken away, revealing the plaster behind 1C-7. Suffocated Room
them. Wet plaster has given way in several other places, most It is more difficult than normal to open the door of this room, requiring
of which are near the ceiling. a successful DC 20 Strength check. Once it is forced open the reason is
apparent; it was spiked shut from the inside, and a skeleton was leaning
with its back against the door. When the spike has been knocked out and
There is nothing otherwise unusual about the mosaic itself. In the places the skeleton toppled forward, the adventurers can get into the room; read
where the plaster has begun to rot and fall away due to seeping water, or paraphrase the following:
there are several nests of centipedes. They do not all come out at once;
during a single combat only 1d6 giant centipedes emerge initially, with
an additional centipede emerging each round for 1d6 rounds. In total, After pushing through the door, you see an open room
however, if the party keeps returning to the room, there are 50 centipedes. where two more skeletons are wrapped in bedrolls. A burned-
Once these are all killed in a series of combats, no more appear in out lantern stands on the floor in the middle of the room. The
subsequent visits to the room. room also contains an old-looking wooden chest.
Treasure. The centipedes do not have any treasure in this room,
although their presence has prevented adventurers from discovering the
treasure in Area 1C-6.
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Poisonous Gas. This room has an extremely slow draft of poisonous needle does 1 piercing damage and, if a DC 13 Constitution save is failed,
air. Those falling asleep in the room must succeed on a DC 17 Constitution 3 (1d6) poison damage. The chest contains 220 gp.
saving throw against this poison, or fall into a deeper sleep that may end in • Chest #2: If the chest is hit hard, it explodes for 11 (2d10) force damage
suffocation (saving throw to avoid falling unconscious for 2d4 hours, and an in a 30-foot radius. A successful DC 16 Dexterity saving throw reduces
additional saving throw again at the end of sleep or die). A conscious character the damage by half. The chest contains a highly unstable alchemical bomb
trying to awaken a sleeping one provides an additional saving throw. and nothing else. If the chest explodes in this room, then Area 1C-10 be-
Treasure. The chest is not locked. It contains 10 sets of garments: 8 comes unstable (see description in 1C-10).
of these appear to be servants’ clothing, one of them is a silk gown worth
30 gp, and one of them is a crimson wizard’s robe embroidered with • Chest #3: Contains a scroll of fly and a potion of healing (both destroyed
stars and astrological symbols worth 20 gp. There is also a backpack if the bomb is detonated).
beside each of the 2 bedrolls; these contain a large ball of twine, a bottle
of holy water, 30 sp, and sketched map from Zelkor’s Ferry to the Mouth
of Doom’s entrance. 1C-12. The Chapel of Green Flame
1C-8. Abandoned Barracks This large room contains three rows of pillars running
north to south, leading to two deep bronze fire pits that
This room has recently been used as a barracks for bandits, and all traces stand against the south wall. Each fire pit contains a wide
of its original function have been cleared away. There are 10 crudely-built bronze bowl, 10 feet across, and these are both blazing with
wooden beds in the room, each with a wooden footlocker underneath. All eerie green flames that rise ten feet into the air, throwing
the footlockers are empty, except for a candle stub, a mouse skeleton, a emerald sparks toward the chamber’s arching thirty-foot
needle and thread, and a bent copper piece. The blankets on the beds are high ceiling. Both bowls are decorated with leering gargoyle
intact and can be used, although they are only worth a couple of copper heads around the rims, and have two massive handles at
pieces each. the sides. The pillars in the room are also carved with a
multitude of small gargoyles.
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Rappan Athuk
The stirges from Area 1C-18 begin coming through this hole soon after
1C-16. Zombies they perceive light or movement in the room, emerging one per round for
2d6 rounds. This does not account for all the stirges — some do not come
This room contains 4 zombies. They do not roam around the dungeon out at all, being asleep or full. If a stirge is wounded before attaching, it
because they were raised to protect the room’s treasure. The bandits in goes back through the hole into 1C-18.
Area 1C-15 use this room as an ingenious way of guarding the back door
of their own lair, and as an escape route. The zombies are slow enough Pools. The water in each pool is 3 feet deep.
that a person running through here at top speed can cross the room • A: The Pool of Terror: Anyone coming within 5 feet of this pool
without being attacked. To increase the zombies’ efficacy as a rearguard, uses their movement to flee and cannot take actions or reactions, due to
and prevent others from using their run-through-fast trick, the bandits a state of magical terror (fear) for 3 rounds (no saving throw).
spent several quick excursions into the room to install a tripwire halfway
through it. • B: The Pool of Descent: The water in this pool is illusionary, con-
Tripwire. The tripwire runs north-south; anyone moving through this cealing a shaft down into the darkness. The illusion can be seen through
area can see the trip wire with a successful DC 14 Wisdom (Perception) with a successful DC 17 Intelligence (Investigation) check. Iron rungs
check, but has disadvantage if moving quickly or in combat. A character are set into the stones to serve as a ladder which leads all the way down
who does not see the wire before crossing it must make a successful DC to Area 2B–20 in the Demon’s Gullet. One of the rungs is rusted almost
15 Dexterity saving throw or fall prone. Somehow, the zombies do not get all the way through. The weakened rung can be found with a successful
tangled up in the wire. DC 14 Intelligence (Investigation) check. If it is stepped on without
Treasure. The zombies were placed in this room long ago to protect being found ahead of time, the character must make a successful DC
a stone sarcophagus. The bandits have left it alone, preferring to keep 14 Dexterity saving throw to avoid falling. Anyone below the falling
the zombies as gatekeepers rather than killing them just to find out the person must make a successful DC 15 Strength saving throw to avoid
contents of the stone coffin. The coffin contains a ghoul that wears a falling also. The rung is almost at the bottom of the ladder, so the fall is
necklace worth 1,000 gp. The ghoul does not awaken immediately; if the only 20 feet for 7 (2d6) bludgeoning damage.
party opens the sarcophagus, treat the ghoul as having been surprised. • C: The Pool of Detection: Any magic item immersed into this pool
glows with a faint reddish light. The pool’s supply of divination magic
is not unlimited; each time it detects a magic item, the pool has a 1 in 10
1C-17. The Chamber of Magic Pools chance to run out of magic, and the pool functions no more for one week.
• D: The Pool of Prodigious Fortune: Anyone drinking the water of
This room contains five circular pools, each of which is five this pool gains a +2 on all saving throws and attack rolls for a period of
feet in diameter and has a one-foot-tall stone lip. 24 hours. Drinking from the pool a second time has no result; after the
first sip the character becomes immune to the pool’s magic.
• E: The Pool of Poison: The water of this pool is poisonous, but it
Once the characters have entered the room, they notice a hole beside still radiates a very, very faint aura of magic. Anyone drinking the water
the north door of the room; it was obviously once a much smaller murder must make a successful DC 16 Constitution saving throw or take 22
hole used to guard the door, but it has been partially battered away, and the (4d10) poison damage. The drinker also automatically shrinks in height
opening is now about one foot by two feet large. by 1 inch for 30 seconds.
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The Game. There is no result until the handprints in all three of the
1C-20. Rat Nest alcoves have been pressed, and three glowing runes have appeared. Once
the runes have appeared, the combination of them forms a magical effect,
Opening the door of this room activates a dart trap on the far wall; which affects only the person who triggered the last rune in the sequence.
4 darts launch, each one attacking at +5 to hit and inflicting 3 (1d4+1) The dice must be rolled in order as shown (e.g., a roll of 6–1–6 is not
piercing damage on a hit. The room is the lair of 10 giant rats. Demon–Demon–Skull). A character may only attempt the game 5 times,
Treasure. Along with a vast quantity of nesting material, mainly scraps after which runes no longer appear for that character. Using dead goblin
of cloth, there is some treasure in the room. Searching through the rubbish hands and other attempts to bypass the system do not work.
uncovers 20 gp, 100 sp, 231 cp, a silver necklace worth 25 gp, a fork
(worthless), and a bottle containing half of a (now spoiled) potion.
1C-22. Secret Treasure Room
1C-21. Altar of the Gods of Chance This heretofore-undiscovered room served as the hidey-hole for the
treasure of some long-dead inhabitant of the dungeon.
Treasure. There is a treasure chest against the south wall of the room.
There are eleven alcoves in the room, ten of which contain The chest contains 207 gp, 3,072 sp, and 5,184 cp, together with a +1
statues that appear to be idols or religious statues of gods. dagger. It is trapped; the chest rests on a pressure plate that releases a
They are all quite different in style and appearance, but they heavy stone block from the ceiling if more than 20 pounds is removed
seem to have one characteristic in common; all of them are from the chest. The block falls directly in front of the chest (to the north).
depicted holding dice, cards, or some other sort of gambling The block is tremendously heavy; anyone failing a DC 15 Dexterity
imagery. The one alcove that does not contain a statue is the saving throw is crushed into pulp, taking 44 (8d10) bludgeoning damage.
one at the middle of the north wall, directly across from the
entrance. This alcove contains an altar with a bowl-shaped
indentation in the top. 1C-23. Pit-Shaft Chamber
This chamber is empty, but there is a covered pit trap in the middle
Each of the 3 alcoves in the room’s northern wall has the indented of the floor. The pit is 10 feet deep; at the bottom there is a small side
impression of a hand pressed into the back wall of the alcove. If anyone places chamber with another pit leading downward. The side-pit is not covered,
a hand into the impression, a glowing rune appears in that alcove. It is not and has iron rungs set into the stone as a ladder. The shaft leads down to
necessary to place money in the bowl to make the runes appear, or to get the second level to Area 2B–36. The pit trap can be seen on a successful
magical effects from the altar, but most of the beneficial results are based on DC 12 Wisdom (Perception) check. A character that triggers it must make
how much money is in the altar bowl. Roll 1d6 to see which rune appears: a successful DC 14 Dexterity saving throw or fall down the 10 feet for 3
(1d6) bludgeoning damage.
d20 Rune d20 Rune
1 Skull 4 Pentagram 1C-24. Empty Room
2 Sword 5 Moon This room is empty.
3 Circle 6 Demon
For all other results, any money in the altar bowl disappears, and there is no further effect.
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1C-27. Sub-Tunnel Steps 1C-33. The Cobra Stairs
This short flight of wooden steps leads up from (or down into) the sub- This room is relatively featureless, but it is an important discovery.
tunnel between here and alcove D of Area 1C–1. One of the steps creaks In the southern part of the room, there is a stairway leading down into
loudly, but it is a normal creak due to age, and is not loud enough to alert the darkness, flanked on either side by iron statues of cobras. Both cobra
any monsters that might be wandering nearby. statues are coiled, but with the head raised and the hood out, as if ready to
bite. Each of the statues sits upon a short stone pedestal 6 inches in height.
One of the 2 “statues” is an iron cobraB, a magical, machine-like creation
1C-28. Empty Room that has been placed here to guard the stairs from intruders.
Stairs. The stairs in this room lead down to the second level of the
This room is empty. dungeon (Level 2B, The Demon’s Gullet, Area 2B-1), and they are rigged
with a trap. The trap can be found with a successful DC 17 Intelligence
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Rappan Athuk
Level 2
Difficulty Level: Tier 2
2-2. Skeleton Surprise
Access: Stairs from Level 1, Area 1-12, stairs to Level 3 from Area 2-7, tunnels If the secret door to this room is opened, or 5 rounds after the door to
to the surface from Area 2-10 and 2-20, tunnel to Level 4 from Area 2-20. Area 2-3 is opened, 6 black skeletonsB emerge shrieking. One of the black
Wandering Monsters: Check once per 30 minutes on 1d20. skeletons is further enchanted with a permanent darkness spell, which
does not affect the undead. If the head of this skeleton is severed and cast
upon the ground, the body springs up and acts as a servant to the caster,
d20 Encounter obeying all commands and remaining for 2d6 days before falling to pieces
1 3d6 giant rats and 1d2 wererats at which point it is utterly destroyed.
2 2d6 ghouls and 1d3 ghasts
3 1d3 ogres 2-3. The Ball Room
4 A company of 2d4 goblins with 1d3 goblin leaders B
Dim firelight can be seen coming from the south. The corridor beyond the
5 1d3 black skeletonsB archway is filled with smashed bits of armor, bones, etc. A huge ball rolls back
and forth sporadically along this corridor. It is 3 feet in diameter and covered
6 Marthek the madmanB* with sharp spikes. The corridor leaves enough room between the wall and
7 2d6 ghouls the spiked ball for the very brave to attempt to pass. The attempt requires a
successful DC 18 Dexterity (Acrobatics) check to avoid being contacted by
8–20 No encounter the spiked ball, which inflicts 7 (2d6) piercing damage. Failing the check,
a DC 18 Dexterity saving throw is required to avoid being knocked prone
*If killed, treat as no encounter. and taking another 7 (2d6) bludgeoning damage per round for 1d3 rounds. In
addition, the west wall of the hallway is covered in brown moldB.
General Features
Atmosphere: Faint evil is detected throughout this dungeon level. Poor
2-4. Crypt
ventilation and smells of smoke and ogre urine. This room contains a huge stone coffin and the moldering corpse of
Ceiling Height: Ceiling height is typically 10 feet. a small humanoid next to it. The stone coffin itself contains the skeletal
Doors: Iron-reinforced wood. Require a DC 8 Strength check to open. remains of a human female clad in rusty chainmail. A longsword lies over
• Locked Doors: Require a DC 20 Dexterity check with thieves’ tools her in a rusted scabbard, as does a rotted wooden shield.
or DC 20 Strength check to open. If the body or any of the items in the coffin are disturbed, 2d6 rot
grubsB attack. If the body next to the coffin is disturbed, more rot grubs
• Secret Doors: Stone. Require a DC 16 Wisdom (Perception) check attack. The corpse appears to be that of a halfling or gnome.
to find. Also require a DC 16 Intelligence (Investigation) check or DC Treasure. The body next to the coffin has 120 gp in a rotting pouch
25 Strength check to open. inside of a rotting pack. None of the items on the corpse in the coffin are
Shields and Wards: None. salvageable.
Surfaces: Stone masonry.
Other: Any wounded character left on this level is eaten by Marthek
within two days. 2-5. Marthek’s Lair
2-1. Entrance This room appears to be a campsite of some sort. Bedding
and bones litter the floor. A metal spike covered with blood
sticks out of the wall near the corridor entrance, about four
The air here is foul and eight giant rat corpses lie about, feet above the floor, indicating something must have recently
apparently torn apart by some wild animal. Spattered blood been impaled on it.
covers the entire area.
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Tactics. Marthek attacks wildly, using his unbelievable strength to great inside. Various mosses, plants, and rat tunnels occupy this room. There
effect. He uses his club and attempts to grapple and throw or slam any is a 1 in 10 chance per 10 minutes of 1d6 giant rats showing up if the
lightly armored characters onto the metal spike (treat as charge attack characters are using light or making noise in this room. The room is rather
against a set spear). If wounded for more than half of his hit points, humid. Most of the fungus is harmless and can be eaten; there is a 1 in 10
Marthek flees to his nest at “B,” where he pretends to cower in fear, but chance it is poisonous, requiring a successful DC 14 Constitution saving
then begins to throw jars of green slime at armored characters. throw or 7 (2d6) poison damage. A successful DC 18 Intelligence (Nature)
Curse. Marthek is under a curse cast by the evil priests on Level 4. He or Wisdom (Survival) check allows a character to determine which fungi
was once lawful good in alignment. He is now chaotic evil and remains are poisonous.
so until healed of his affliction. Marthek was placed here as a guardian by Fungus Fields. Several different patches of fungus are located here:
the evil priests and serves them as his masters. None of the other denizens • Patches marked “A” are shrieker colonies, each containing 2d6
controlled by them (the ghouls, ghasts, and ogres) dare harm him, though all shriekers, orange/red in color, streaked with white. They stand in
fear him. If he is cured of his insanity by a heal, dispel evil and good, remove 3-foot-tall clumps. They shriek if approached with a light source within
curse, or greater restoration spell, he joins the party as a loyal member. 30 feet or movement within 10 feet. Their shrieks attract both Marthek
Treasure. His nest contains 3 ceramic jars of green slime, various and the violet fungus at “C” below. It scares away any rats in the room
bones, a beaver pelt worth 22 gp, a gold bar worth 400 gp, 62 cp, and a (they know and fear the violet fungi.)
spell book with the following spells: detect magic, magic missile, levitate,
hold person, and a hidden page containing cloudkill. The page can be • The patches marked “B” are yellow moldB, which erupt with deadly
found on a successful DC 15 Intelligence (Investigation) check. Marthek spores if disturbed. One patch is located right by the large rat tunnel that
possesses his weapons and armor, a rat tooth necklace, fleas, and the key leads to a cave outside.
to the storage room at Area 2-6. • The patches marked “C” contain 6 colonies of violet fungi.
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disarmed with a successful DC 17 Dexterity check with thieves’ tools. require several pack animals to transport out of the dungeon. The
If the trap is triggered, the character doing so must succeed on a DC 17 door to Area 2–16 is an ebony door identical to the outer door to the
Constitution saving throw or take 44 (8d10) necrotic damage. anteroom above.
Treasure. The inner and outer doors are both worth 500 gp each intact,
if they could be removed and transported to the surface.
2-14. Saracek’s Crypt
2-13. Saracek’s Tomb Beyond the locked entrance lies an ornate crypt. A bronze chest with
intricate designs lies in front of a large stone sarcophagus. Standing next
to the chest, leaning against the wall of the crypt is a steel shield. A large
This room is the tomb of a rich man who in life was a chair sits to the left of the crypt. If Saracek was not encountered in the
warrior. The main tomb itself is richly appointed and has tomb, he is here seated on his chair. Use the description above.
never been looted. Fine tapestries hang on the walls, though If the chest is opened, a poison dart trap makes a ranged attack at +6 to
now mostly in tatters. There are several ornate funerary hit, range 5/10 feet. On a hit it does 2 (1d4) piercing and 3 (1d6) poison
items worked of gold, including several censers of incense. damage. A character succeeding on a DC 15 Constitution saving throw
There is also an intricately-carved wooden chair here. Once takes no poison damage. The trap can be discovered with a successful DC
rich rugs lie one on top of the other on the floor. Evil runes 17 Intelligence (Investigation) check. The lock requires a successful DC
cover the walls. 16 Dexterity check with thieves’ tools to open. Failing the check by more
than 5 points triggers the trap.
Treasure. Inside the chest are 2,500 cp, 3,219 sp, and 982 gp as well as
If Saracek the FallenB is here, seated on the great wooden chair is a 12 pearls worth 50 gp each. Also found inside the chest are a medallion of
skeletal figure bearing a greatsword and wearing a bejeweled crown. thoughts, and 6 +1 arrows in a rotten quiver. Inside a hidden compartment
If the shriekers in Room 2–10 have shrieked, if significant combat has in the lid of the chest are 3 potions: diminution, delusionary healing, and
taken place on this level, or if the party is using a great deal of light, healing. The hidden compartment can be found with a successful DC 15
Saracek is in this room, seated on his chair. He attacks the party if they are Intelligence (Investigation) check. Next to the chest is a shield of lightGM
of good alignment. If they are evil, he may talk with them and offer them that Saracek can no longer use, due to his evil nature.
some task. If not so alerted, Saracek molders in his crypt, at Area 2–14.
Like many of the pursuing Army of Light, Saracek joined the legions
of evil in worship of Orcus. When he converted, he became a skeletal
warrior. His utter corruption gives him abilities beyond those of normal
2-15. Rats Nest
skeletal undead. Saracek was the guardian of this level prior to Marthek. There are 3 female giant rats here with 33 babies (hp 1 each, 0XP),
Treasure. The funerary items are worth a total of 500 gp. The rugs which do not attack. The rat tunnel here leads to Level 1, but is too small
and tapestries can be salvaged for a total of 250 gp, though they would for even a small creature to crawl into.
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Treasure. In the nest are 66 cp and a blood-covered child’s doll with a
garnet worth 20 gp sewn into the hem. 2-20. Dirt Cave
The walls, ceiling and floor of this room are made of hard-packed dirt.
2-16. Storage Room A slight trickle of loose dirt falls from the ceiling to the ground. Two large
tunnels are present on the far wall.
Along the walls lie piles of wood and tools, neatly stacked. A large This room is a boring, featureless dirt cave. The tunnel to the outside is
box sits in the center of the room. Various carpentry equipment used for nearly vertical (80-degree slope). Unless precautions are taken — such as
making coffins is stored here, including 120 8-foot-long 2x4s, 3 hammers, using a rope — navigating either the passage to the surface or the passage
2 saws, an axe, a chisel, and 10,000 rusty but usable nails in an iron box. to Level 4 requires a successful DC 18 Dexterity (Acrobatics) check or
the passage is treated as a slide, with characters being rudely (and rather
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Level 2A:
The Teleportal Maze
This level is a group of unconnected rooms linked by a web of teleport Teleportals. If the party is arriving from 3C-15, they materialize on
lines that ultimately join the Mouth of Doom levels with the Crypt. Various the northern teleportal disk. This room contains 2 large iron disks 5 feet
monsters pass through the area, with intelligent beings using the teleportals in diameter, set into a circle of mortared stones about 1 foot tall. On the
deliberately, and in the case of heavy-enough unintelligent monsters, often top surface of each disk is the image of an arrow, cut deeply into the iron.
entirely by accident. This area is shown on The Teleportal Maze map. Around the circumference of the disk there are four handles, as if the disk
is intended to be lifted. The disks are teleportation devices, as the party
likely discovers. When the arrow is directed to one of the appropriate
Level 2A directions, and sufficient weight is placed onto the disk itself (200 pounds),
the weight on the disk is teleported to the location indicated by the arrow.
Difficulty Level: Tier 1 As the arrow might suggest, the disk is designed to operate like a dial,
Access: One-way teleportal exit to G-1, 2-way teleportal between 2A-1 pointing to more than one possible target for the teleportation. Dialing it
and 3C-15. around is a formidable task, for it must be lifted upward before it turns.
Wandering Monsters: Check once per hour on 1d20. Doing this requires a successful DC 15 Strength check or a combined
strength of 30. A Medium or smaller creature attempting move the dial
d20 Encounter solo has disadvantage on the check. When it reaches one of the grooves
that indicate a teleportation target, the disk clanks down into place at the
1 Shadow new position.
2 Ghoul • North Teleporter: This disk has only one point where it can rest in
3 Giant Rat its groove (pointing north and leading to Area 3C-15). It can be dialed
around like the other teleporters; but it turns without clicking down,
4–20 No encounter until it returns to the northern position and drops back into place. It
may be used to teleport in between this level and 3C-15 in the Pools of
General Features
Pestilence as described in the descriptive text box for this level.
• South Teleporter: The first position (where the dial initially rests)
Atmosphere: The entire level radiates faint conjuration magic. The points southwest (to Area 2A-2). The other positions into which the
teleportals radiate more strongly. disk can be slotted are: south (to 2A-4), southeast (toward 2A-3) and
Ceiling Height: Ceilings are a uniform 15-foot height. east (to 2A-9A). The teleporter to Area 2A-2 causes the characters to
Doors: None. materialize on the northern teleporter of that room, into the spider webs.
Shields and Wards: None
Surfaces: Stone masonry coated with flaking black paint. Area 2A–12
is natural stone.
Other: The description of each teleporter lists its destination(s), and
2A-2. Giant Spiders
the pathways are also marked on the map for quick reference. After any of Two giant spiders have filled this room with webs, concentrating on
the teleportals in this level has been used, it requires 3 rounds to recharge the teleporters. There are 2 large floor-dials in this room, identical to the
before it can be used again. A creature or object arriving on a disk is not ones in 2A-1 other than the number and direction of the stations where the
instantly teleported elsewhere, but must step off and back on the disk to dial clanks down into place.
make it function. Teleportation into a room from anywhere else arrives at Tactics. Anyone teleporting into this room must immediately succeed
the same teleporter each time, which is noted in the teleporter’s description on a DC 15 Dexterity saving throw or become caught in the spider webs
as “all arrivals.” The exception to this rule is the 2 arrival points in Area that have been spun from floor to ceiling over and around the teleportal.
2A–9, which do not have teleportal-dials at all. Changing a teleportal dial A character caught in the webs has its movement reduced to zero. As an
requires a successful DC 15 Strength check or a combined strength of 30.
action, a character may attempt a DC 16 Strength (Athletics) or Dexterity
A single Medium or smaller creature has disadvantage on the check.
(Acrobatics) check to escape.
• North Teleporter (all arrivals): The north teleporter only points north,
2A-1. Entrance from the and goes to Area 2A-1 only. It can be turned like the other teleporters
in this level, but turns all the way around without clicking down until it
Pools of Pestilence reaches the northern position again.
• South Teleporter: The south teleporter can only be pointed in two
directions: southeast (to 2A-4) or due south (to 2A-7).
This room is a shadowy place filled with spiderwebs and Treasure. The corpses of 2 bugbears lie in the eastern portion of the
the unpleasant feeling that unspeakably evil things have been room, entirely drained of blood but not dead for more than a week. Both
done here. The stones of the wall appear mortared into place, wear hide armor of dismal quality, but one of the bodies wears a belt
and the stones themselves have been painted black, although pouch with 4 diamonds in it, worth 400 gp each, and the other’s pouch
so long ago that the paint has begun to chip and peel slightly contains 112 gp.
— black flakes cover the floor.
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• Northwest Teleporter: This teleporter can only be pointed to the
2A-3. Shadows southeast (2A–8).
• Southeast Teleporter (all arrivals): This teleporter can also only be
This room is the abode of 3 shadows, which are virtually invisible pointed to the southeast, but it leads to Area 2A-12. There is no way to
against the black-painted stone of the walls and often lurk within the stone backtrack northward from this room; neither of the teleporters allows a
itself. They have advantage on all Stealth checks while in this room. return journey to Area 2A-2.
• North Teleporter: The north teleporter points only to the northwest Treasure. If the stone chest itself is broken open, 519 gp simply spill
(2A-1) or to the north (2A-9A). out onto the floor.
• South Teleporter (all arrivals): The south teleporter points only to the
south (2A-5) or to the southeast (2A-9B).
2A-8. Giant Ticks
2A-4. Empty Room This room has 3 teleporter-disks in it. Three giant ticksB have situated
themselves over the arrival-teleporter in this room, where anyone
This room contains nothing other than 2 teleport-dials, both in the teleporting into the room materializes.
southern part of the room only 2 feet from each other, one slightly further Tac-ticks. These creatures teleport from room to room (often
north than the other. accidentally), but they spend most of their time simply waiting for other
• North Teleporter (all arrivals): The north teleporter only points to the creatures to appear, as a convenient source of food. As soon as anyone
northwest (2A-2). appears on the teleporter disk, the ticks drop down and attack. Characters
failing a DC 20 Wisdom (Perception) check are surprised, especially those
• South Teleporter: The south teleporter only points to the northeast distracted by the coins scattered about the floor.
(2A-3) and the southeast (2A-8). • Northwest Teleporter (all arrivals and the ticks are here): This tele-
porter can only be pointed to the northeast (2A-5).
2A-5. Empty Room • Northeast Teleporter: This teleporter can only be pointed to the east
(2A-6) or to the southeast (2A-11).
There is 1 teleport-dial in the western half of this room, and a second in • South Teleporter: This teleporter turns all the way around without
the eastern half. Other than the teleport-dials, the room is empty. ever dropping into a groove. It is not broken; it was simply never com-
• West Teleporter (all arrivals): The west teleporter only points to the pleted and cannot be used for teleportation.
west (2A-4). Treasure. In various places scattered on the floor, the characters can
• East Teleporter: The east teleporter only points to the southwest (2A- find a total of 122 gp and 900 sp.
8) or to the southeast (2A-6).
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Rappan Athuk
Level 2B:
The Demon’s Gullet
The Demon’s Gullet is the second level of the Mouth of Doom, one
of the largest regions of Rappan Athuk outside the “central” levels. The
Gullet is a large level in terms of the numbers of chambers and the length
2B-1. Stairs Up
of its branching corridors; the corridors may be the reason that the level These stairs lead upward from this level to Level 1C, The Mouth of
took on the “Gullet” nickname at some time in the unknown past. The Doom. The stairs are trapped and can turn into a chute; see the description
Demon’s Gullet shares the general characteristics of the rest of this remote of Area 1C-33.
entrance to the main dungeons: it is not currently controlled by any single
power, and its denizens are not usually as dangerous as those competing
for control and survival in the deadlier main levels of Rappan Athuk. 2B-2. The Taunting Gate
Since rulership of the Mouth of Doom levels has changed hands (claws?)
much more than in the more stable central levels, the Mouth of Doom There is a pressure plate in the floor to the east of the portcullis
regions have a layering of strange architectural and magical features left (just where the corridor turns southward). When a person’s weight
over from countless subterranean battles, including evidence of territorial depresses the plate, the portcullis drops closed and locks itself in place.
border markings, dark cult-worship, and other mysterious goings-on that It unlocks and rises again after 24 hours. In the center of the portcullis,
have transpired in these far-flung dungeons over the centuries. a demonic looking face has been fashioned onto a disk of metal; when
The halls of the Demon’s Gullet, being deeper underground than the the portcullis falls, the face issues a deep, amused chuckle before falling
first level of the Mouth of Doom, are somewhat more plagued with stirges silent, although any time an unsuccessful attempt is made to open the
and dungeon vermin, as reflected in the wandering monster tables. The portcullis, the face chuckles again. Opening it requires a successful DC
level is shown on The Demon’s Gullet map. 30 Strength check. Any time that there is no one within 20 feet of the
portcullis (to either direction), the lock at the bottom audibly clicks open
but remains unlocked for no more than a second before re-locking. By
Level 2B using the right tools, the party might be able to take advantage of this
annoying behavior, but it would be difficult in the very short period
Difficulty Level: Tier 1 during which the portcullis is unlocked. Most likely they are simply
Access: Stairs to 1C at 2B-1, shafts to level 1C at Areas 2B-20 and 2B- trapped on one side of the corridor.
38, and stairs to Level 3C from 2B-23.
Wandering Monsters: Check once per 30 minutes on 1d20.
2B-3. Statue and Reflecting Pool
d20 Encounter
1 1d6 skeletons The western alcove in this room is filled with a large
stone statue of a man in armor riding a dragon. The man’s
2 1d6 stirges
helmet (or possibly his head, it isn’t clear) is in the shape of
3 1d4 zombies a demonic-looking mountain goat with large curved horns.
4 2d4 giant rats He carries a mace in his left hand and bears a shield with
the device of a bat. There is a large, oval-shaped pool of
5 1d4 giant antsB water directly in front of the statue, apparently intended as a
6–20 No Encounter reflecting pool. The water in the pool is green and stagnant,
covered in algae.
General Features If anyone touches the water in the pool, either directly or by using
Atmosphere: Dark, chilly, dry, dusty with cobwebs. a tool of some kind, the stone batB on the statue’s shield animates and
Ceiling Height: Worked stone with uniform 10-foot ceilings. detaches itself from the statue, flying to the attack. Once it is killed, the
Doors: Iron-reinforced wood. Require a DC 8 Strength check to open. fragments of broken stone begin to skitter and bounce across the floor,
• Locked Doors: Require a DC 20 Dexterity check with thieves’ tools back toward the statue, where they eventually put themselves together
or DC 20 Strength check to open. again on the shield exactly as before. It is clear from the speed at which
the fragments move that it will take an hour or so for the process to
• Secret Doors: Stone. Require a DC 16 Wisdom (Perception) check complete itself. No further experience is gained from killing the bat
to find. Also require a DC 16 Intelligence (Investigation) check or DC more than once.
25 Strength check to open. Treasure. Raking the bottom of the reflecting pool to get below the
Shields and Wards: None. scum on its surface allows the characters to find 20 gp, 100 sp, a broken
Surfaces: Stacked cut stone, covered with graffiti. tooth, and an old boot with a 100 gp emerald sewn into the heel. The
Other: gem is easily (automatically) found if the boot is closely inspected or if
• Empty Rooms: Whenever an empty room is encountered on this it is tried on; it is unlikely to be detected by a casual glance, requiring a
level (there are several), roll a wandering monster check, or fill the successful DC 14 Wisdom (Perception) check.
room with an encounter of your own devising.
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Rappan Athuk
the trap can be noted prior to opening the door with a successful DC 20
2B-4. Empty Room Intelligence (Investigation) check.
This corridor has 3 iron doors along its southern wall, each with a small
This room has obviously been used recently by some unsavory barred window in its center.
characters, for there are freshly gnawed bones scattered about the floor, a • Door #1: Empty, although there is a scattering of straw on the floor.
broken iron cooking pot in one corner, and scorch marks where a campfire
was built directly on the stone floor. There is a large ventilation grill in the • Door #2: Empty, also with some straw scattered about.
northern part of the room’s eastern wall, an iron grate, 3 feet in diameter. • Door #3: This cell has straw on the floor like the others, but there
Note that looking through the grille does not allow characters to see is also another dart trap directly across from the little barred window
anything because there is a permanent darkness spell cast in the center of (exactly as above).
the short passageway between the grille here and the one in Area 2B-7. Treasure. Under one of the flagstones of the floor of cell #3, there is a
This room serves as a common room for the gnolls who lair in 2B-6 and cache of items: 200 gp, a holy symbol, a vial of holy water, and an ornate
2B-7. Sounds in any of these 3 rooms can be heard in the others. mirror in a gold frame worth 100 gp. The cache is found with a successful
DC 12 Wisdom (Perception) check.
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LEvel 2B: The Demon's Gullet
15 Dexterity check using thieves’ tools or a successful DC 18 Strength
check. If the chest is opened with a Strength check, the character doing
so must succeed on a DC 18 Dexterity saving throw to avoid breaking the
2B-20. Shaft to the Mouth of Doom
potion within. A shaft leads upward through the ceiling of this room, with iron rungs
This is the home of Yaza MongroB, an insane evil cleric of Orcus who set into the side as a ladder. The shaft leads upward to Area 1C–17B, and
hears the voices of the mad voids of space whispering in his head. He one of the rungs is dangerously rusted through (see 1C–17B).
wears a helmet fashioned to look like an array of curling tentacles, and the
irises of his eyes are a strange yellow color.
Treasure. In addition to Yaza’s weapons and armor, he possesses an 2B-21. Sunken Corridor
unholy symbol of Orcus, and his locked wooden chest contains a potion
of healing and 100 gp, the gold stored in a nicely embroidered bag worth A short flight of steps leads down into this corridor, which is 10 feet
10 gp. lower than the rest of the corridors in this dungeon level. The floor of the
corridor is dark and slick with water, but the corridor is not dangerous.
2B-31. Empty Room 30-foot bridge from beneath the door, which extends at door level (3 feet
above the fire). There is a similar bridge under the southern door, but it
extends only 20 feet (joining up with the east-west bridge, if that bridge is
also extended). A button directly across from the door can be pressed by
2B-32. The Statue of Wishes hitting it with a small ranged object (such as a crossbow bolt, arrow, sling
bullet, rock, etc.), but this is extremely difficult, requiring a roll to hit AC
There is a large statue of a head, 10 feet in height, against the southern 20. Each arrow, of course, falls into the fire and burns after it hits the wall.
wall of this room. A large, circular flagstone, 5 feet in diameter, is set into
the normal flagstones of the floor directly in front of the statue. When
2B-34. Empty Crypt
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LEvel 2B: The Demon's Gullet
This room contains 5 sarcophagi; the lid of each one contains a in 6 chance to attack passers-by unless someone tampers with it, touches
small dent where something has been dug out from the stone. The first it, or annoys it in some way. Check each time the party passes through the
3 sarcophagi have already been opened and stand empty with their lids area to see if the gargoyle attacks.
beside them. The fourth and fifth sarcophagi are still closed. The fourth Treasure. The gargoyle keeps its treasure behind it in the niche it
sarcophagus contains an inanimate skeleton and a nest of mice, and occupies, which is carved deeper than the niches in which the normal
the fifth sarcophagus contains a normal skeleton holding a rusted (and statues have been placed. It contains a potion of healing, a scroll of
worthless) dagger. protection from evil and good, a topaz worth 250 gp, and 27 gp. The niche
can be seen with a successful DC 20 Wisdom (Perception) check if the
gargoyle is in place but is completely obvious once it has left its perch.
2B-35. Shadow Crypt
This room contains 3 sarcophagi, each with a single ruby set into the
stone lid.
2B-38. Shaft to First Level
• Sarcophagus 1: Contains an inanimate skeleton wearing rusted chain The end of this corridor has a 10-foot x 10-foot opening in the ceiling
mail and holding a sword. It also contains a shadow which attacks if which leads upward into darkness. This is the bottom of the pit/shaft
the sarcophagus is opened. described in Area 1C–23; it leads to a side alcove at the bottom of a pit
trap. This shaft can be used to reach Level 1C, The Mouth of Doom.
• Sarcophagus 2: Contains an inanimate skeleton holding a silver
goblet.
• Sarcophagus 3: Empty, except for dust and cobwebs. 2B-39. Chamber of Eternal Sleep
Treasure. The sword in sarcophagus 1 is a +1 longsword, and the
As soon as anyone enters this room, several candles in small wall
goblet in sarcophagus 2 is worth 200 gp. The rubies in the 3 sarcophagus
alcoves ignite, dimly illuminating the room.
lids are worth 250 gp each.
The Carpet. In the center of the room there is a square red carpet, 10
feet x 10 feet in size. Anyone stepping onto the carpet falls asleep (no
2B-36. Round Statue Room saving throw), and cannot be awakened for 24 hours, at which time the
sleeper awakens automatically (unless suffocated, see below).
The round room contains a statue at the center, mounted on a dais 3 Beneath the carpet there is a trap door to a 10-foot x 10-foot chamber
steps high. The statue depicts a man in full plate armor, the armor chiseled underneath the floor level. If the trap door is opened, everyone in the room
with evil-looking runes and the helmet decorated with curling ram’s must make a successful DC 16 Wisdom saving throw to avoid falling into
horns. The statue is not dangerous in any way; it is a normal statue. the same magical slumber caused by stepping onto the carpet itself. This
is a magic effect, not a sleeping gas.
Suffocation. The candles in this room are magical and do not require
2B-37. Gargoyle Chamber oxygen. In fact, this room presents a danger of suffocation if anyone
remains within for more than an hour with the door closed. A person who
The corridor broadens into an open chamber here, with a 60-foot-high is awake during this period of time has a 1 in 6 chance to notice a creeping
ceiling. The northern wall is lined with 5 statues of gargoyles in niches; 4 sense of fatigue in the last 10 minutes or so before being overcome by
are normal statues and 1 is a living gargoyle. The gargoyle has only a 1 sleep and subsequent death.
Treasure. Inside the chamber beneath the carpet is a treasure chest
containing 1,000 cp, 207 sp, and 201 gp along with a spinel worth 10
gp. There is also a secret cabinet in the side of the sub-chamber, evident
with a successful DC 18 Wisdom (Perception) check. If this is opened,
anyone in the sub-chamber must make a DC 18 Wisdom saving throw
or fall into enchanted sleep. The secret cabinet contains a pearl
worth 50 gp, which sits on a small velvet cushion, itself worth 1 gp.
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Rappan Athuk
Level 3:
Beware of Purple Worms!
Painted in magic runes by the famous wizard, Spiegel, his warning
d20 Encounter
“Beware of Purple Worms” is well-heeded by all adventurers. Though at
first blush this level is incredibly difficult, the characters can avoid most Purple worm if in Area 3-1 or -2, otherwise no
1
trouble by sticking to the wall of the cavern and heading due south past encounter (see Area 3-2)
the traps to the ghoul room before they encounter any creatures. Be sure 2 beetlorsB hunting for purple worms if in Area 3-1 or
to pay attention to the food chain that exists on this level. Disturbing the 2
-2, otherwise no encounter (see Area 3-2)
balance can have disastrous results: killing several worms triples the rat
3 3d6 giant rats
population; killing the rats makes the worms hunt more aggressively and
thus brings more beetlors. Adjust the wandering monster table accordingly. 4 1d3 trolls
This level is shown on the Beware of Purple Worms map. 5 2d4 goblins with 1d2 goblin leadersB
6 Undead oozeB*
Level 3 7 3 acolytes of OrcusB led by priest of OrcusB
Difficulty Level: Tier 2 8–20 No encounter
Access: Stairs from Level 2, stairs to Level 4 from Area 3-10, river to
Levels 3A and 6A. *If killed, treat as no encounter.
Wandering Monsters: Check once every 30 minutes, or anytime Area
3-4 is entered, on 1d20.
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Rappan Athuk
Treasure. The purple worms leave non-digestible castings around the
General Features cavern (a total of 2d10 such castings). These give a clue as to the type of
creature that lives here. They contain various twisted remains of weapons,
Atmosphere: The magic at Area 3-3 used to hide the stairs cannot be armor, and equipment. If dug through, one can find 1d6 of the following items:
detected by simple spells and thus does not register. This level falsely
detects as having much less evil because of the shielding. Cavern areas
d12 Treasure
smell strongly of dung and is filled with the roar of the river.
Ceiling Height: Natural cavern ceilings vary from 8 feet to 80 feet tall. 1–3 3d6 cp
The “worked areas” are 14 feet typical. 4–5 3d6 sp
Doors: Iron-reinforced wood. Require a DC 8 Strength check to open.
• Locked Doors: Require a DC 20 Dexterity check with thieves’ tools 6–8 2d6 gp
or DC 20 Strength check to open. 9 1d6 gems (1d6 x 10 gp each)
• Secret Doors: Stone. Require a DC 16 Wisdom (Perception) check a fully intact non-magical item resistant to acid,
10–11
to find. Also require a DC 16 Intelligence (Investigation) check or DC such as a dagger, mace, or lantern
25 Strength check to open.
12 1 silver dagger
Shields and Wards: Scramge’s lair (3-5), the secret cave (3-3), and the
Oracle room (3-7) are fully shielded with lead and no magical detection,
scrying, or magical means of transport in or out (such as teleportation) is
allowed.
3-3. Secret Room on the Rocks
Surfaces: Stacked cut stone. The floors and ceilings in the cavern are There is a magically hidden (invisible and illusion-covered) staircase
covered in stalagmites and stalactites. leading up this otherwise sheer cave feature. To find it, the characters must
succeed on a DC 18 Intelligence (Investigation) check. Once the illusion
is detected, the staircase shimmers as it ascends the rocks. Near the top is
3-1. Level Entrance a small landing and what appears to be a flat rock-face.
Secret Door. This door can be found with a successful DC 14 Wisdom
(Perception) check. It can be opened easily from either side and is not
The tunnel opens into a huge cavern, with dozens of tunnels locked. It slides up into a recess above and resets itself in 2 rounds. The
along the walls and ceiling. The roof of the cave is too high door is lined with lead inside and magic cannot be cast through the door.
to see, and bats swarm about in torchlight. The way is rocky, The door is trapped with a permanent symbol (insanity). The symbol is
and you hear running water in the cave, somewhere out in scribed on the bottom of the door. It can be detected with a successful
the distance. In glowing green letters above the tunnel exit is DC 17 Intelligence (Investigation) check. Once the door slides up into the
inscribed, “Beware of Purple Worms! Spiegel the Arch Mage.” recess, the symbol is active and noticeable. At this point, each creature
that comes within 60 feet of the portal or starts its turn there must make a
successful DC 17 Intelligence saving throw to avoid its effects. When the
If the characters are using additional light here, immediately make a door resets, the symbol is again dormant.
check for a wandering monster. Monsters have grown used to the dim Interior Room. This room is totally sealed with lead and only direct
light, and any additional illumination means intruders, or “dinner time”. physical egress is possible. Inside is a marble casket of an archmage.
Mystical runes are engraved on all the walls and the casket. When the
3-2. Cavern
This cavern is huge and filled with all types of fungi.
Rats clatter along the walls. Several large piles of dung
lie about, left by an enormous creature. An underground
river roars with sound, winding its way through the cavern
and then down deeper into the earth.
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coffin is opened a flame jet trap engulfs the entire room. Creatures within
the room must make a successful DC 16 Dexterity saving throw. Those 3-5B. The Trap Room
failing take 42 (12d6) fire damage. Those succeeding take half that This room is the culmination of the illusory set-up by Scramge. In
amount. The trap can be detected with a successful DC 17 Intelligence this room Scramge uses another illusion to create one of the 3 scenarios
(Investigation) check and defeated with a successful DC 20 Intelligence outlined above: cleric with werewolves, man with orcs, or oracle with
(Arcana) check. maidens. Once the party enters the room and interacts with his illusion
Treasure. Inside the casket on the corpse of an unknown mage lies a for a few rounds (either to help the cleric or the man, or to talk to the
staff of power, a jeweled bracelet of platinum and emeralds worth 3,000 oracle), Scramge springs his trap. He waits long enough to have a chance
gp, a mithral ring set with a huge ruby worth 6,000 gp, and a ring of to observe the party’s cleric so that he can properly imitate him or her.
resistance (fire). Each of these items bears a horrible curse. Trap. When the trap is sprung, the world spins before the characters’
Curse of the Archmage. Anyone who leaves the room with any of eyes. Dazzling lights flash from all corners, blinding the party. With a hiss
these items will never be able to touch treasure again. Coins and gems and a roar, one of the characters (the cleric, ideally) disappears. Across the
cause 1 point of necrotic damage per 5 gp value as they are transformed room, the cleric reappears in front of a huge demon, fully 9 feet tall, with
into lead and glass. This curse can only be removed by a dispel magic the head of a vulture, huge bat wings, talons like razors, and flames licking
against a level 9 spell followed by a wish and then a remove curse. If the from his goat legs! The (werewolves, maidens, or orcs) turn towards the
curse is removed, the accursed individual is subjected to a modified geas party and attack, their forms mutating to that of a half jackal, half man.
spell (cast at level 18) to destroy the evil temple on Level 12 of Rappan Tactics. Scramge is in here under his guise as determined above. His
Athuk, which must be completed within a year and a day. trap is a clever one: he creates an illusion of a “Vrock” demon over the
party’s cleric. He then covers himself with an illusion of being the party’s
cleric. He acts as if he is being attacked by the demon. His helpers drop
3-4. Empty their illusory disguises and attack the party. Scramge’s plan is to goad
the party into attacking and killing their own cleric (hopefully killing the
All rooms marked 3-4 are empty. You should roll a wandering monster only party member able to bless crossbow bolts, his special weakness).
check each time a room labeled “3-4” is entered. If the party does not have a cleric, he uses the same tactic on the party’s
wizard (or other arcane spellcaster). If there is no wizard, he does this to
3-5. The Lair of Scramge, the paladin. Note that Scramge’s illusions also include audio illusions, so
any warnings shouted by the real cleric are covered by Scramge’s illusions
the Rakshasa
(he makes them very, very noisy), sounding only like demon growls.
During the second round of combat, Scramge uses his illusion powers
(improved major image) to have the demon appear to slay him. Scramge
The air in this area is clear and smells of incense. The floors are free of (as the character) appears to die. The characters can make a successful
dust and it is surprisingly warm. This is the lair of ScramgeB, a very old DC 20 Intelligence saving throw at this point to see through the illusion
and exceptionally powerful rakshasa. He keeps 6 jackalweresB as pets/ or make a successful DC 20 Intelligence (Investigation) check if they are
slaves. Though he does not worship Orcus, he can remain in the dungeon actively seeking to determine if the activity is illusory. Scramge then casts
because of his extreme evil and because no one wants to be the one to tell greater invisibility on himself. He creates an improved major imagePG
him to leave. with a 6th level slot (no concentration required) of the dead cleric on the
Scramge the rakshasa is aware of the party’s arrival because of his magical floor during the third round and then casts confusion in the fourth round.
mirror (see Area C). It is assumed that unless the party used some means of Scramge then picks the next member of the party he wants to kill and uses
egress other than teleport, he has been watching them for some time. illusions to make any remaining jackalweres look like the characters. He
Rooms. Areas A and B vary in character depending on the party’s then makes the next party member into a “demon” and he takes the place
power and Scramge’s wishes, thoughts, and desires. of that party member. Scramge repeats this trick until all the party is dead.
Area A is the “set-up” room. That room contains illusions designed to Each time Scramge switches targets like this the party gets a new DC 20
make the encounter in Area B more believable. Area B contains the actual Intelligence saving throw or DC 20 Intelligence (Investigation) check to
encounter with Scramge, where he utilizes the illusions detailed below, disbelieve the illusion.
Scramge’s Schemes. The room is disguised using a programmed If Scramge’s jackalweres are slain by non-magical weapons, they feign
illusion in one of the following ways: death. Scramge provides illusory gore to help simulate their deaths. Once
• Option #1 – If the party numbers over 7, Scramge appears in Area B the party believes the jackalweres to be dead, they rise, uninjured, and
as a cleric holding 6 werewolves at bay behind illusory bars. continue to attack.
• Option #2 – If the party numbers 3 to 6, he appears in Area B as a Running the Encounter. When the “demon” attacks, use the attack
man chained to a wall and uses his powers to make his helpers appear and damage numbers for the character covered by the demon illusion.
as orcs torturing him. Any time there is a change in the illusion, a saving throw is permitted. It
is unlikely that at first the party realizes illusions are present. More likely,
• Option #3 – If the party numbers 1 or 2, or if they are of low level they slaughter one or more of their own. Any time a character interacts
(less than 6th), he appears in Area B as a hospitable oracle with his with a pure illusion (such as trying to heal or give first aid to the illusion of
jackalweres disguised as beautiful maidens. the dead cleric) that character gets advantage on the saving throw because
Scramge’s alignment always detects as Lawful Good. of the physical interaction.
If Scramge’s illusions are ever disbelieved, he casts mirror image on
himself and flees. If Scramge takes over 45 points of damage, he retreats
3-5A. Entryway to Area D and disappears through his mirror. Note: It is critical while
This is the “set-up” room. There are no occupants in this room, playing this encounter that you do not give away the fact that illusory
only figures from a programmed illusion to make the party believe the forces are at work. Make rolls in secret or ahead of time so that characters
encounter in the next room is real. are not given undeserved hints that illusions are involved.
The contents of the illusion in this room depend on the various schemes Treasure. Hidden inside a secret compartment in the lid of the wooden
of Scramge, outlined above. Under option #1 (cleric and werewolves), chest is a shield constructed of rust monster scales. Any attack with a
there are religious signs, blood spatterings, a broken mace, used scroll metal weapon against the holder of the shield that misses by 1 or less
paper, and a dead body dressed for a raise dead spell. Under option #2 means the weapon is treated as having struck a rust monster. If the holder
(man tortured by orcs), there are trappings of an orc barracks, a pot of vile of the shield ever rolls a natural “1” to hit, his or her weapon accidentally
stew, chains and manacles on the wall, a tray of torture devices, etc. Under strikes the shield and is subject to the same effect. A successful DC 14
option #3 (oracle with maidens), there are silk curtains and plush pillows, Intelligence (Nature) check can be used to reveal the nature of the shield.
various tomes, fine food and music. The secret compartment can be found with a successful DC 17 Intelligence
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(Investigation) check. The wood chest has a poison gas trap. The trap can symbol of Orcus, a black robe emblazoned with the symbol of Orcus, and
be found with a successful DC 18 Intelligence (Investigation) check and a small sack with 4d10 gp.
disarmed with a successful DC 16 Dexterity check with thieves’ tools. If
the trap is not disarmed, 1 round after the chest is opened, on initiative 20,
the chest releases a gas cloud in a 20-foot radius. All within range must
attempt a DC 18 Constitution saving throw. Those failing the saving throw
3-7. Oracle Room
take 35 (10d6) poison damage. Those succeeding take none.
Inside this otherwise barren room is a small pentagram
inscribed on the floor with a human skull in the center. When
3-5C. The Pantry you approach, it rises into midair and the eye sockets glow
Numerous bodies hang from meat hooks, and a vast pile of treasure lies with a red flame. It then speaks: “I am the Oracle, possessor
in the corner of the room. There are tapestries, coins, and 3 large chests: of all knowledge. Ask what you wish and you shall learn the
one of wood and two of bronze. answer you seek.”
This is Scramge’s pantry. It contains the corpses of the last party
unlucky enough to encounter him. There are: 8 fighters, 1 cleric, and 2
rogues. All these adventurers were of levels 3 to 6 if they are raised and The OracleB — a disembodied human skull — answers one general
were equipped with reasonable non-magical armor and weapons. knowledge question per week, and it usually answers truthfully, though
Escape Mirror. The beast’s greatest treasure is on the ceiling and if cryptically. For serious questions, it demands a sacrifice to be placed
the battle is going poorly, he escapes through it to the Nine Hells. This within its pentagram and the item then disappears. It is Chaotic Evil. The
is a mirror of mental prowessGM. Any who follow may be considered lost Oracle knows and can reveal all — for a price. It can be fed life levels,
unless they can cast plane shift or find the portal back. attribute points, gems, unique items, or magic items. You should decide
Treasure. Three large chests, 1 made of wood and 2 of bronze, sit in what price is fair. Normally, 500 gp is required for answers to simple
the north corner of the room. The bronze chests are trapped. There are also questions, 1,000 gp value or more for answers to difficult questions and
16,110 sp and 2,600 gp loose in piles. 5,000 gp value or more for answers to extremely difficult questions,
• Wooden Chest: The 8-foot-long wood chest contains: 12,000 cp, puzzles, or command words. It can provide the command word to free
8,000 sp, 1,200 gp, a tiger eye gem worth 100 gp, a silver toe ring worth the faerie dragon described above for 2,000 gp. It considers any question
2,000 gp. Also included is a silver-over-teakwood box worth 1,200 gp, about Rappan Athuk a simple question unless it pertains to a shielded
sealed with arcane lock, containing a strange green, glowing gem. In- room or item, which it considers a difficult question. There is nothing
side the gem is an imprisoned faerie dragonB named Snaggletooth. He about Rappan Athuk it does not know. It does not, however, know its
accompanies whoever frees him for life and remains very loyal if his own name and fails to function thereafter if asked this question, since it
freer is of good alignment. Freeing him requires a legend lore or com- searches forever to find the answer. If attacked, the Oracle retaliates. It is
mune spell to determine the freeing command word. The Oracle in Area seemingly impervious to attacks.
3-7 can also reveal the command word. Though he knows it not, the Oracle’s true name is Obares Sin. His
origins antedate the arrival of the followers of Orcus long ago, so long
• Bronze Chest #1: The first bronze chest has a poison needle trap. that even he remembers it but dimly. The secret to the Oracle’s origins are
The trap can be detected with a successful DC 16 Intelligence (Inves- further described in the introduction to Level 3B.
tigation) check. If sprung, the needle makes a ranged attack at +10 to
hit, range 5/10 ft. On a hit the needle does 1 piercing damage, and, on a
failed DC 16 Constitution saving throw, 44 (8d10) poison damage. This
chest contains silk, opium, and pipes worth 2,000 gp. It has a secret
3-8. Traps
compartment containing a ring of three wishes. The compartment can This area contains 3 traps, one at each of the locations A, B, and C, as
be detected with a successful DC 18 Intelligence (Investigation) check. detailed below:
• Bronze Chest #2: The second bronze chest contains 2,000 illusory
platinum pieces that are exposed as lead once removed from the room.
The illusion can be seen through with a successful DC 18 Intelligence
3-8A. Gold Piece Arrow Trap
(Investigation) check. The chest is trapped with a globe of cold. When A gold piece is lying on the floor at this location. When picked up, it
the chest is opened, the trap produces a 20-foot radius sphere of frost pulls the string to which it is attached, firing 6 arrows — 3 from each
that deals 35 (10d6) cold damage. A successful DC 18 Dexterity saving side of the angled wall. Divide the attacks evenly for all in the area. Each
throw reduces the damage by half. The trap can be detected with a suc- arrow makes a ranged attack at +10 to hit, range 20/60 ft. On a hit it does
cessful DC 15 Intelligence (Investigation) check and disarmed with a 5 (1d8+1) piercing damage. The string can be noted with a successful DC
DC 18 Intelligence (Arcana) check. 15 Wisdom (Perception) check.
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Level 3A ing all light sources to shed light at half their normal radius. Darkvision
is unaffected. Because of this darkness, stealth checks made to hide have
advantage on this level against viewers not possessing darkvision.
Difficulty Level: Tier 2
Access: Shaft down from “the Well” at Area G-4, river from Area 3-2,
river to Area 6A-10, passage beyond the cliff in Area 3A-4 to Area 7A-1,
buried entrance to Level 3B in Area 3A-1. 3A-1. Down “The Well”
Wandering Monsters: Check once every 30 minutes on 1d20.
As you descend through the darkness of the legendary
d20 Encounter well, the warnings of numerous adventurers resound in your
1 1d8 stirges mind: “Don’t go down the Well.” A group of bats surprises
you and flies past, into the sky above. A small cave appears to
2 Gas sporeB be opening below you at the end of the well. The entirety of
3 3d6 giant rats the cave floor is covered in greenish-black water of unknown
depth. Small objects float in the water. About three feet
4 Undead oozeB up from the water on either side of the cave are two small
5 1d3 juju zombiesB that hang upside down from the openings. There do not appear to be any other exits from the
ceiling and attack from above well— aside from the way you came in.
6 1d3 specter
7 1d2 tangtalsB The Well. The well is 10 feet in diameter and descends 90 feet into a
small cavern with two small, tunnel-like exits each about 3 feet up the wall.
8–20 No encounter
The bottom of the well is covered in 2 feet of green slimy water. Bits of
human bones and wood float about in the water. The floor is quite slippery,
General Features and footing is difficult due to all the bones and bits of armor, rusty metal,
and rotten filth that litters the bottom of the well beneath the water. Any
Atmosphere: The entire level is permeated with evil. It is strongest movement in the cave requires a successful DC 15 (Acrobatics) check or
from the southern half of the map. Since Area 3A-8 is shielded, nothing is the character falls into the brackish water, possibly extinguishing torches
detectable from that direction. or light sources. The walls have been clawed by some large monster trying
Ceiling Height: The natural rock ceilings vary from 6–12 feet high. to climb out.
Doors: Locked, iron-bound wooden doors, inset into stone. Require a Side Tunnels. Small characters can enter either of the two tunnels
DC 10 Strength check to open once unlocked. without penalty. Medium characters must remove all but light armor to
pass through the tunnels. Large shields do not fit through the openings.
• Locked Doors: Require a DC 20 Dexterity check with thieves’ tools The west tunnel remains small, requiring Medium creatures to stay in light
or DC 25 Strength check to open. armor and crouch as they travel, until they reach the area marked “A,” at
• Secret Doors: Stone. Require a DC 25 Wisdom (Perception) check which time the passage opens to 8 feet high. The east passage opens to
to find. Also require a DC 20 Intelligence (Investigation) check or a DC normal height at the fork between Areas 3A-2 and -3.
20 Strength check to open. Pool. Buried 10 feet beneath the silt and refuse at the bottom of the pool
Shields and Wards: Area 3A-8 (Zelkor’s lair) is shielded with is a great, valve-like circular hatch 8 feet in diameter made of solid mithral,
permanent private sanctum (preventing divination sensors and divination enchanted with a permanent effect that blocks all spells of divination. The
of creatures). hatch bears an etching of a circle 3 feet in diameter at its center. Within the
Surfaces: Carved and natural rock. Cavern areas are wet and slippery, circle, a triangle has been etched, and where its 3 points touch the circle
covered in bones and scraps of wood. there are slots in the metal, about 1/8-inch-wide and 1-inch long.
Other: This portal bars the way into Level 3B and is protected by powerful
wards that prevent it from being damaged or bypassed magically. The
• Zelkor is aware of anyone opening the secret door in the south side
only way past is by finding 3 daggers lost somewhere in Rappan Athuk.
of Area 3A-7.
The daggers must be inserted, one to a slot, for the hatch to unseal — see
• Fear. Characters below 9th level must make a successful DC 16 Level 3B if this occurs for details. Each of the slots is a lock, and could
Wisdom saving throw upon entering this level and every time they be picked, with a successful DC 25 Dexterity check using thieves’ tools.
take a major action (opening or passing through a door out of or into However, each lock must be picked simultaneously for the door to open.
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Portal Keys. The daggers are made of a mithral alloy, and each has a different This cavern has been recently horizontally faulted so that the stalactites
colored gemstone set in its pommel: a ruby, a sapphire, and a topaz. The exact and stalagmites point out horizontally from the walls. It has no monsters and
location of these daggers is left for you to determine but bear in mind that the no treasure. It slopes down into the middle, since this used to be the ceiling.
level beyond is intended for 18th+ level characters. The Oracle of Level 3, Area If there is a wandering monster encounter in this room, the spikes may be
3-7 knows the location of each blade, in case the party has not found them on its used as weapons. Any creature thrown against them takes 7 (2d6) piercing
own. However, the Oracle is forbidden to speak of what lies beyond this hatch. damage plus the Strength modifier of the creature that threw them.
3A-2. The Claw-Shaped Cavern 3A-4. The Rat Cliff and Tangtals
Numerous side caverns branch off from this cave, making the shape of
a twisted claw. The room has a large central column. Water drips from the This passage opens into a very large cavern with hundreds
stalactite-covered ceiling. Faint scraping sounds emanate from the cave of stalactites, though few stalagmites. The sound of running
roof. This is a large cavern with stalactites, stalagmites, and 8 piercersB of water comes from off in the distance. Eyes seem to watch as
2 to 4 feet in length. They drop 2 rounds after the party enters the room. your torches reflect off the room’s walls. Several rats scurry
Secret Door. There is a secret door along the northern wall of this by, and one pair of eyes seem to glow green of their own
area. Once found, this secret door opens easily by pushing a hidden stone accord, though the creature remains hidden. Beyond the
that works a counter-weight mechanism that must also be found. The door, you hear a very deep purring sound, like a cat.
mechanism can be found with a DC 17 Intelligence (Investigation) check.
Treasure. Near the secret door in the third finger is the corpse of a
human. In his backpack are 3 oil flasks, 2 vials of holy water, some rotten Cliff. This room is a large cavern. It contains a cliff ledge that drops
food, a 60 feet length of silk rope, thieves’ tools in a puzzle box, and a sack 90 feet into 30 feet of water. The cavern itself is filled with stalactites
with 12 gp. On his left hand, which lies a few feet from the body, is a ring but contains no piercers. Numerous small caves and tunnels line the
of resistance (fire). The puzzle box can be opened with a successful DC walls. Some of these interconnect and allow the beasts and rats that
17 Intelligence check and 10 minutes. Those with a Dexterity of at least inhabit this room to nest. Within the room are 8 tangtalsB that inhabit
13 have advantage on the check. the upper portion of the room, and feed on the hundreds of normal rats
that move about the cliff. The tangtals lurk in the shadows and wait
until the party is near the ledge before they attack, hoping to strike
3A-3. The Weird Room from the flank of a surprised party. The cliff edge itself is dotted with
iron spikes, gnawed ropes, and a pair of skeletons picked clean by
the rats. The rats attack anything attempting to climb the cliff face.
Stone spikes protrude horizontally from all the walls. The A swarm of rats attacks each climbing character while they are on a
ceiling and floor are flat and devoid of stalactites. It is as if the rope or climbing the cliff. Any rope has a 1–4 on d20 chance per round
cavern walls have been switched with the floor and ceiling. of being chewed through by the attacking rats. There is effectively an
unlimited number of rats available.
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The Bottom of the Cliff. At the bottom of the cliff is a 30-foot-deep
pool of stagnant water. Thirty feet away from the cliff, across the water,
is a sandy beach with a door, beyond which is a passage leading to Level
7A. Anyone in the water has 4 rounds to cross it before a black pudding
attacks, unless they are dropped in the water in which case this time is cut in
half. Falling from over 20 feet means they are attacked immediately. Some
strange fungus grows in the northeast corner of the cavern, which can give
a humanoid creature that eats it 60-foot darkvision for 4 hours per use. The
fungus has no effect on creatures that already have darkvision. It can be
found and harvested with a successful DC 18 Wisdom (Survival) check and
one hour of searching. Creatures that have an underground upbringing may
have advantage on this check. There is enough fungus for 16 uses.
Treasure. Among a pile of bones in the southeast corner of the pool is
the treasure. It consists of a gold-plated helmet worth 250 gp, a silver ring
worth 10 gp, a jeweled belt worth 400 gp, and a silver dagger in a platinum
sheath worth 800 gp.
This large cavern is adorned with large stalactites and stalagmites with
a pool of dark water at its center. It is inhabited by 21 stirges. However,
only 1d6 stirges attack per 6 rounds spent in this room, unless they are
stirred up or a great amount of noise is made. The pool is 120 feet deep,
with sheer sides, though it has a ledge, 10 feet below the water surface on
the south end that contains a passage to Area 3A-9. This passage can be
seen by those examining the pool from the cave. Anyone attempting to
swim from this room to 3A-9 finds the swim an easy one but must make
a saving throw versus fear as described at the start of this level to make
the attempt.
Treasure. Three totally drained bodies lie near the door on the south
side of the room, leading to Area 3A-6. The first is a dwarf in chain mail
with a pack containing: 6 goblin scalps, 11 torches, 2 oil flasks, and a
case made of iron containing an arrow of slaying (giants). His axe is on
his belt, and a shattered shortbow lies next to him. The second body is a
human dressed in leather armor with a bandoleer of 6 daggers and a pack
containing a bullseye lantern and 8 candles, 3 large sacks, and 20 feet
of silken rope. He wears boots of elvenkind. The last figure is a human
dressed in robes, wearing a pack containing 12 sheets of paper, 2 vials of
ink, his purse containing 11 gp, and a 100 gp pearl.
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of iridescent colors, dancing off the walls in their torchlight. Across the The secret door at the bottom of the cliff requires a successful DC 20
pool to the south, where the river enters the pool, are two large blue stone Wisdom (Perception) check to find. Once found, it is locked. The lock can
platforms, fully 8 feet tall and 12 feet long. Corpses rest on them. be picked with a successful DC 18 Dexterity check using thieves’ tools.
This room is composed of dark stone interwoven with psychedelically Opening the secret door in any way triggers a silent alarm in Area 3A-8.
colored pegmatite mineral deposits. The minerals are quite worthless The alarm mechanism can be noted with a successful DC 18 Intelligence
(only 20 sp per ton) though they are rather interesting, as reflected light (Investigation) check and defeated with a successful DC 17 Dexterity
glimmers with rainbow hues. The swimming pool is 20 feet deep in the check using thieves’ tools.
base of the “T” and 40 feet deep in the top of the “T.”
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hand off at mid wrist, reducing the character’s Dexterity score by 4 • A cocktail swordGM with command words “Azathar” and “Torizuth”
until the limb is restored. Disabling the trap requires a successful DC 18 to enlarge and shrink respectively.
Dexterity check using thieves’ tools. Failure to successfully remove the • A potion of heroism.
trap results in the person attempting to disable the trap losing their hand,
unless attempting to disable the device from the right-hand hole. • A crystal ball (non-magical).
Beyond the Door. This area is the lair of Zelkor, who was once a good- • A wand of animal conjurationGM (command word: “Gurth-a’rajur”)
aligned archmage of some renown. During his quest to drive the evil from
this place, he was captured by the evil priests, tortured, and eventually • Finally, there is a beautiful 10,000 gp peridot which serves as
slain by Nadroj the wraith once he agreed to worship Orcus. He retains Zelkor’s magic jar. If the gem is destroyed, any soul within is lost for-
some of his powers though his alignment has irrevocably shifted to evil. ever — irrevocably.
Zelkor enjoys his new life very much, taking wicked glee in using his
newfound evil powers. Underneath the crypt are Zelkor’s spellbooks (1 book each of levels
The walls and ceiling of this area are a glossy black stone. At the far 1–5) and perhaps 2 even more important works: A manual of iron golems
end of the room, white stone stairs lead down into a lowered area. The trapped with a fireball, and his journal. Of course, the fireball more than
floor of the lower area is not visible from the entrance. Four 12-foot-tall likely destroys the books — books failing a generic DC 18 saving throw
iron statues of warriors in armor carrying large swords stand guard in the are destroyed. The fireball trap can be detected with a successful DC 17
4 corners of the upper room. The statues are very well made and appear Intelligence (Investigation) check and safely removed with a successful DC
almost alive. The 2 statues towards the rear appear somewhat rusty, 18 Intelligence (Arcana) check. If it is activated, the fireball explodes in a
though the 2 nearest show no signs of wear. The statues closest to the 40 feet radius centered in the book. Those within the region must attempt
entrance are 2 iron golems. These monsters attack as soon as the party a DC 19 Dexterity saving throw. Characters that fail the saving throw take
enters the room. They radiate magic even before they animate. The other 35 (10d6) fire damage and those that succeed take half this amount. His
two statues are identical but non-animating. Even worse, once the golems spellbooks contain all his listed spells (your choice) plus: animate objects,
breathe, ZelkorB begins his attack. clairvoyance, cloudkill, conjure animals, conjure elemental, tongues,
Tactics. The golems breathe and attack. Zelkor is highly intelligent and fireball, fly, fog cloud, darkness, enhance ability, teleportation circle, knock,
does not physically attack unless his spells fail. He uses magic jar on the charm person, cause fear, and comprehend languages.
strongest looking fighter in the party. Avoidance of this possession requires Zelkor’s Journal contains many informative tidbits about Rappan
a saving throw. Note that if a saving throw is made, that person is thereafter Athuk (roll 10 times on the rumor list). In addition, it tells of the phase
immune to possession from Zelkor’s magic jar spell for 24 hours. minotaurs on Level 7A and the confusion gas in the maze which he notes
Zelkor commands his golems to attack any person who makes the is unavoidable; it discusses his plans to capture a rust monster and charm
saving throw against his possession. If successful in taking control of him to use against his enemies on a cavernous level nearby; and finally,
someone, Zelkor uses them to attack spellcasters in the party. When the it tells that he is looking for Akbeth so that he can ask her where she hid
first possessed body dies, he uses his next action to possess another body. her ring.
One of his favorite tactics is to possess a person and make them stand in
front of the golems and inhale deeply — subjecting them to the gas and
letting the golems destroy them. He tries to kill each character in turn and 3A–9. Juju Means Bad Luck, Mon
then returns to his jar for another attempt. Only if the party reaches his
crystal box and opens it (which is nearly impossible due to the number of
traps on the boxes) does he materialize and attack. Since Zelkor’s golems As the characters break through the surface of the water,
are healed by fire, Zelkor enjoys casting a wall of fire around the party they see six tattooed men gathered around in a circle. They
and the golems so that his golems can move into and out of the wall to be seem to be upset about something. Their eyes, mouths and
healed as they require. Zelkor also casts fireballs at the party — healing even ears have been sewn shut. All anyone can hear now is
his golems and damaging the party at the same time. He may also cast the mumbled sound of their speech. They seem to be saying
cloudkill from a scroll at the party since his golems are immune. It should one word over and over, “brains… braaaaaaains…”
be nearly impossible for any but the highest-level party to defeat Zelkor.
Treasure. If not used in combat, Zelkor has a scroll of cloudkill in
his possession. In Zelkor’s crypt — located in the lowered portion of the The creatures are 6 juju zombiesB. These tortured creatures were
room to the north — is a box made of ebony (2 feet by 2 feet by 2 feet) warriors of light who refused to join the army of evil. Their mouths and eyes
worth 1,100 gp. The box is locked and trapped with a poison needle trap were sewn closed by evil priests while they were alive and then sacrificed
and a cloudkill trap. The lock requires a successful DC 18 Dexterity check to Orcus. Against their will, they are now undead creatures. They attack
with thieves’ tools to open. The needle trap can be found with a successful without hesitation, their tortured consciences suffering with every evil act
DC 15 Intelligence (Investigation) check and defeated with a successful their bodies commit. They pursue creatures throughout the dungeon, and
DC 20 Dexterity check with thieves’ tools. The cloudkill trap requires a can climb walls with amazing ability, often dropping from above.
successful DC 20 Intelligence (Investigation) check to find and a DC 20
Intelligence (Arcana) check to remove. Failing either the Dexterity or the
Arcana check by more than 5 sets off the trap to be removed. The poison 3A–10. Gatehouse
needle makes a ranged weapon attack at +12 to hit, range 5/10 feet. On a
hit it does 1 (1d3) piercing damage and, on a failed DC 16 Constitution Four doors stand suspended in this room 2 feet off the floor, apparently
saving throw, inflicts 110 (20d10) poison damage. The cloudkill is cast unsupported. These doors are magical portals. The northeast portal leads
with a 6th level spell slot (27 or 6d8 poison damage) centered on the box. to a small grove, 5 miles from Fairhill (see Stoneheart Valley by Frog God
The DC for the Constitution saving throw is 19. Games) and is one-way. The northwest portal leads to a vale between 2
The ebony box contains 720 gp in a silken bag and a small crystal box peaks in the Dragon Mountains, approximately 1,500 miles to the north —
worth 1,000 gp. The crystal box is trapped with a lightning bolt trap. The this gate is 2-way (and can be used as a means of transport to Sword of Air
trap is triggered by anyone touching the box. The lightning bolt travels by Frog God Games). The southeast door is a one-way gate to the Upper
towards the person touching it and extends along a 100-foot path like the Temple of Orcus on Level 4, Area 4-1. This portal is a good means of
spell. Each character in the path must attempt a DC 19 Dexterity saving launching a surprise attack on the evil temple on that level. The southwest
throw. Those characters that fail the saving throw take 42 (12d6) lightning door leads to Level 6A, The Lair of the Spider Queen, Area 6A-4.
damage. Those that succeed take half this amount.
The crystal box contains several items including:
• A potion testing stick (red equals poison, blue equals magic, white
equals neither)
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Rappan Athuk
Level 3B:
Down the Well
This level is both difficult to find and extremely deadly. It is a vault
holding a weapon of great power, placed here in a time before the coming
of the followers of Orcus, and has been disturbed only a few times in
recent history. Finding the vault accidentally through its hidden entrance
Background
on Level 3A is unlikely; opening it is even more difficult. And those who This lost vault was created millennia ago. At that time 2 great powers
do survive its perils may unwittingly unleash a great threat to the world at were at war. One group lived by the sword and axe, overwhelming their
large in their overeager delving. Such are the perils of adventuring. The foes with countless numbers, and believing in rule through strength and
maps of this level are shown on the Down the Well maps 1 and 2. merit. Their symbol was the bloody sword. The other group was much
smaller, and believed in a unified principle of body, mind, and soul at
harmony with one another. They had great magic at their command,
Level 3B including access to old magic in a manner long lost since that time. Their
symbol, a triangle within a circle, symbolized their core belief in a three-
Difficulty Level: Tier 4 fold harmony.
Access: Vault door in 3B-1. In their war, both sides marshaled weapons of great destructive force;
Wandering Monsters: None. many of these have been lost, but some remain, whispered in legend or
preserved as artifacts and relics of unknown or mistaken provenance.
One of these, long lost to scholars and bards alike, is a terrible creation
General Features of the followers of the three-fold path. Using their abilities to command
nature, magic, and the body, they bred a fearsome living juggernaut of
Atmosphere: The crystal-laced stone radiates intense magic of all destruction, one which would make the tarrasque of later years seem
schools. Otherwise, there are no uniform magic auras blanketing the tame by comparison. This creature they housed in a vault hidden in the
complex. extensive network of caves that would eventually become Rappan Athuk.
Ceiling Height: Corridors are uniformly 20 feet high. Rooms are 20– They placed guardians over the beast, and housed several other lesser, but
40 feet at their apex. still terrible weapons to be used in their war as final options if things went
Doors: All doors are formed from a magically hardened alloy similar against them.
to mithral, giving them immunity to all spells and supernatural effects, Their primary creation, known only as the Ravager, they placed in
fire, lightning, cold, and rust. Further, while the regenerating stonework hibernation in a stasis field, to be preserved against the day when it would
of the complex remains viable, the vault doors repair damage at the same be needed. And there it has remained, guarded by a gauntlet of traps and
rate (see below). undead servitors, from that day to this, sleeping restlessly through the ages.
• Locked Doors: Require a DC 30 Dexterity check with thieves’ tools The arrival of the followers of Orcus did not initially disturb the vault.
or DC 30 Strength check. It was concealed well enough that they did not even realize it was there.
• Secret Doors: Stone. Require a DC 24 Wisdom (Perception) check However, as Orcus’ power waxed strong within the dungeon, his dark
to find. Also require a DC 17 Intelligence (Investigation) check or DC thoughts brushed against the defenses of the vault, and ultimately invaded
25 Strength check to open. Cannot be detected magically. them in the form of a hairline crack of jet black stone that has served to
Shields and Wards: Permanent private sanctum (preventing divination weaken the wards in place around the Ravager. His touch has tainted those
sensors, divination of creatures, teleportation, and planar travel). wards, disturbing the Ravager’s rest, and tainting its nature. It also upset
Teleportation and scrying within the complex works normally, so long as the stasis field, so that although the Ravager continued to sleep, it grew
one does not attempt to penetrate through the warded stone. Should the pregnant, giving birth to spawn slowly over the years even as it slumbered.
stone be breached, those within can leave the shielded areas and teleport At the behest of their demon-god, the priests of Orcus mounted an
out normally. The astral and ethereal planes cannot be accessed from expedition to penetrate the vault and loot it. None of them returned, but
within the 3 chambers in Area 3B-20. their master discovered enough to disturb even him — a weapon of such
Surfaces: The walls, floor, and ceiling are built of dark gray limestone great potency that it could ravage the face of the planet, but also one that
lined with veins of red, blue, and yellow crystalline deposits that give it he could not control, and which might be turned against him.
a glittery rainbow look. This stonework is sometimes hidden beneath a The raid by the Orcus priests did have one unforeseen consequence.
surface façade but is always there. One of the spawn of the Ravager was awakened in the battle outside their
Other: crypt and won free of the wards. Clawing through the surviving intruders,
it fled through the dungeon, warding or fighting through traps placed
• The magic of the stone gradually leaches air from the surrounding
to slow its parent, and ultimately won free into Rappan Athuk. There it
area, eventually turning the entire complex into a vacuum. This is an
clawed its way up out of the well and began a spree of wanton destruction
intentional part of its design. When the vault door is opened and air
that lasted several years until it was put down by an adventurer named
floods in, it triggers the first trap (see Area 3B-1) and activates many
Mailliw Catspar and his band.
of the other traps deeper within the complex. Should the vault door be
sealed, the air within the vault once again thins until it has become an After defeating it, the doughty warrior tracked it back to Rappan Athuk,
airless void, a process that takes approximately a week. and noting the claw marks in the shaft of the well (which are still present
to this day) left by the beast he defeated, he and his comrades descended
• Any section of stone regenerates damage at a rate of 10 hit points per into the dungeon, entered the vault — and were never seen again.
round as long as the Ravager is within the level. Since then, the Ravager has slept restlessly within its wards; its dreams
have been disturbed by dark and bloody visions of destruction fueled by
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Rappan Athuk
the taint of Orcus, and it is only a matter of time before it awakens, to from the fall. The pit lid then closes and locks in place (see below).
emerge and unleash a swath of destruction so vast that the world will be Difficult Terrain. Walking on the rubble lining the sides of the cavern
forever changed, or lost. slows movement to 1/4 (5 feet minimum) and requires a successful DC
The ancient people who first bred the Ravager were aware of the danger 10 Dexterity saving throw to avoid twisting or breaking an ankle, which
it presented should it escape and emplaced many safeguards to prevent this. causes 7 (2d6) bludgeoning damage and slows movement by half until the
First, they entrusted a custodian named Amurru to watch over the vault damage is healed.
and the wards, and they granted him the assistance of several powerful
spellcasters to aid him. They also emplaced weapons that might be used
against the Ravager, should it awaken uncontrolled. They built means
within the vault to slow the Ravager’s progress should it be freed and allow
3B-2. Vacuum Pit
anyone within the complex time to escape and prepare to defeat it. The vacuum held this pit open through a mechanism buried within the
In the years that passed, Amurru and his comrades died, yet lived on stonework. Once air floods into the complex, the suction releases its hold,
in undeath, sworn to their charge for so long as it remained in their care. and a 2-ton slab of stone swings down to cover the pit — and reveal the
Eventually they lost contact with their people on the surface. Fearing open doorway it had been blocking.
that all memory of the vault would be lost, Amurru entrusted one of Pit Lid. Once it touches down, the lid locks into place, and does not
their number, the sorcerer Obares Sin, to leave the dungeon but remain release until the chamber is once again drained of air, a process that takes
forever nearby, to provide information on the vault to those who seek it. 1 week, assuming the vault door is shut and sealed. The pit drops 30 feet
Injunctions were placed upon him and he was set loose; he dwells today as into 3B-3. Those falling into the pit suffer 10 (3d6) bludgeoning damage.
the Oracle of Rappan Athuk, having rested there so long he has forgotten The pit lid is trapped with a magical glyph on its underside that activates a
his own name. circle of death, cast as a 9th level spell, inflicting 49 (14d6) necrotic damage
if the stone is damaged in any way. The glyph is a permanent part of the
stone lid, and regenerates just as the lid does. The glyph can be spotted and
Entering the Vault to gain half cover. Because of the cramped quarters, greatswords and axes
cannot be wielded at all. Medium-sized corporeal creatures must squeeze
to enter the space. Anything larger cannot fit into the chamber.
The vault entrance is in Area 3A–1, buried beneath 10 feet of silt at the In the east wall, a secret door opens onto a set of stairs leading up to
bottom of a pool of water, directly beneath the well entrance on the surface. Area 3B-4.
The door itself can only be opened when 3 keys are inserted and turned
simultaneously. These 3 keys resemble daggers made of some unknown
mithral alloy and are capped with a colored gem in their pommels: a star
sapphire, a star ruby, and an oriental topaz (also known as a yellow star
3B-4. The Upper Chamber of Pillars
sapphire). They are known as the dagger keys. Further information on the The room beyond the door is filled with circular steel pillars 1 foot in
vault door is contained in the entry for Area 3A-1. Information on what diameter set in staggered rows 5 feet apart. At the far end of the room is
occurs when the door is opened is detailed in Area 3B-1. another vault door, this one set with a circular wheel.
The Wheel. If the wheel is cranked counterclockwise, all the metal
pillars descend 1 foot for every revolution of the wheel. The wheel
3B-1. Vacuum Slide requires a total of 200 points of Strength to lower the pillars fully. The
pillars gradually lower, depending on the Lowering the Pillars Table. Up
The Hatch. If the valve-like hatch in Area 3A-1 is unsealed, it opens to 3 characters can crank the wheel at any time, and at least 20 points of
violently downwards on recessed hinges, and the vacuum beyond sucks Strength is required to move the wheel at all.
all in that room through to 3B-2. Characters may make a DC 17 Strength
check to avoid being hauled through, and anyone wise enough to securely
anchor themselves beforehand can avoid this fate. The trap can’t be Strength Applied Rounds to Lower
disabled, and can only be found by triggering it. Once the vault door has 20 10
been opened, the 3 dagger keys used to unlock it can be easily retrieved
from their slots. The vault hatch can then be closed from beneath with a 30 7
successful DC 14 Strength check, and a wheel on its underside allows it to 40 5
be reopened with no difficulty.
50–60 4
Gutterball Slide. The hatch opens into a large, rocky cavern, with a
concave stone ramp dropping rapidly northeast, running through the 70 3
center of the room. Those on the ramp can attempt a DC 16 Dexterity 2 (minimum amount of
(Acrobatics) check to flip off to one side or the other before reaching the 100+
time needed)
bottom, where a pit gapes open. Those rolling off the side suffer 21 (6d6)
bludgeoning damage as they land on the sides of the ramp and the jagged After 1 round of turning, the tops of the pillars are revealed, where they
rubble on the ground. Those failing the check or not attempting to roll off taper to sharp points like upward-pointing spears. If the wheel is released
the ramp fall into the pit at 3B-3 and take 10 (3d6) bludgeoning damage before the pillars lock into place below ground, the wheel whips back to
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its original position, slamming the pillars into the ceiling. Once the pillars important official or ruler of ancient times. The offerings are real, though
have locked in place, bolts within the mithral hatch release, and the door some have been damaged. Other items were looted, but after the previous
swings open. intruders met their doom deeper in the vault, Amurru restored them to
The Trap. Opening the vault door in effect transforms this chamber their rightful place in this chamber.
into a trap designed to snare Gargantuan creatures. It activates if more Vaccum Sealed. Access to 3B-6 is blocked by another vault door,
than 8 tons of weight are applied to the floor, which causes the vault door opening inward, set with a wheel. The door can be opened by simply
to slam shut and the sharpened pillars to stab upward. Creatures in the turning the wheel 1 full rotation clockwise. Like the hatch at 3B-1, the
chamber when this happens are effectively attacked by 1 pillar (4 for Huge area beyond this door is a vacuum, so once the door is opened, it slams
creatures, 9 for Gargantuan creatures, etc.). Each pillar makes a melee into the room beyond, sucking those in this hall into the room beyond if
weapon attack at +14 to hit to a creature in its space. On a hit, it does they fail a DC 16 Strength check to grab something solid and hold on.
55 (10d10) piercing damage. Those struck must make a successful DC Characters that are sucked through the opening take 55 (10d10) slashing
20 Dexterity saving throw or be pinned to the ceiling. Once pinned, a damage from the energy field beyond before falling to the floor on its far
creature may make a successful DC 20 Dexterity (Acrobatics) or Strength side (see below). This trap cannot be found or disabled without opening
(Athletics) check as an action to release itself. It must succeed on 1 check the door and setting it off.
for each pillar that has pinned it. Treasure. The offering are mundane treasures worth 2d4 x 50 gp each,
In the east wall, a one-way secret door opens into the room from the and there are 20 + 4d6 such treasures around the room.
secret staircase up from Area 3B-3. Finding the secret door on this side
requires a successful DC 20 Wisdom (Perception) check. Opening it
requires a knock spell or similar, or a successful DC 20 Strength check to
destroy the door.
3B-6. Crypt of the Floating Skulls
Development. Should the Ravager be caught in here, the spears impale Energy Field. Beyond the vault door, a wall of crackling violet energy
it, pinning it to the ceiling, which requires it to rip the steel pillars apart separates the entry from deeper into the room. This is a brilliant energy
to break free. This process takes 2 rounds per pillar. It rests until it has at field — all nonliving material passes through it unharmed, but living tissue
least 75% of its hit points back and continues its bid for the surface. The is cut into 1-inch-square cubes by it. Anyone attempting to move through
Ravager’s offspring each weigh approximately 2 tons, so it takes 4 of it suffers 55 (10d10) slashing damage, typically emerging on the far side
them in the chamber to set off the trap. as fleshy cubes still contained within intact garments and armor. A hidden
lever inside a secret panel deactivates the field. The panel can be found with
a successful DC 16 Wisdom (Perception) check. Otherwise, inflicting at
3B-5. Hall of False Offerings least 120 points of damage to the surrounding stonework disrupts the field.
The stonework has AC 14 and is immune to necrotic, piercing, poison,
This area is used to store offerings, supposedly burial goods for those psychic, and radiant damage. Remember that the stonework self-repairs;
interred in the Crypt of Floating Skulls beyond. This is intended as once it has regenerated to 120 hit points, the energy field reactivates.
camouflage, to disguise the level as a simple burial chamber for some Final Rest. Beyond the field, the chamber opens into a crypt, with 3
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Rappan Athuk
stone plinths upon which rest bodies. Characters may notice that the skulls The exact nature of this enchantment, as an artifact-level effect, should
of the ones to left and right are missing. The body at the end looks fully not be immediately apparent to divinations.
preserved, wearing plate armor and supporting a greatsword across its • G. A small cauldron 1 foot in diameter rests here, holding what ap-
chest. Characters may also wonder why the dust/bones were not disturbed pears to be quicksilver. This oily substance is oil of resistanceGM. The
when the vault door was opened and air rushed in. This is because each cauldron holds 10 doses and replenishes the substance at the rate of 1
set of remains is protected by a wall of force. If any of the walls of force dose per hour. Oil removed from the cauldron must be used within 10
or the plinths is touched, 2 panels slide open in the side walls, and a pair minutes, or it disenchants. The ancients used this oil to protect their
of floating skulls emerge, with gems in their eye sockets and taking the elite champions.
place of their teeth.
Floating Skulls. Though these skulls resemble demiliches, they are in • H. Atop this pillar, a delicate ceramic bowl rests upon a soft cushion.
fact powerful illusions, designed to scare away would be looters. Once Within the bowl are 12 acorns. These nuts belong to a species of tree
the illusions have been dealt with, characters may explore the area more long extinct, a relative of the yew, with wood especially prized in the
thoroughly. None of the remains is magical or remarkable in any way. manufacture of bows and other wooden weapons and devices. Druids,
However, beneath that body (magically preserved) is a secret trapdoor elves, and botanists would find these nuts extremely valuable, for they
which leads down beneath the vault and into the area beyond. The would allow the restoration of a species of tree long ago harvested to
trapdoor can be found with a successful DC 18 Wisdom (Perception) extinction.
check. Unlocking the secret door requires a successful DC 17 Dexterity • I. A vase rests atop this pedestal, holding a bouquet of fresh flow-
check with thieves’ tools. The body is that of an ancient warrior of the ers. The blossoms are kept magically preserved, but otherwise there is
three-fold path. His spirit has long departed, and the body warded against nothing remarkable about them; this arrangement was placed long ago
speak with dead effects. simply to provide a memory of the joys of nature to Amurru and others
Tactics. Anyone interacting with the skulls, or spending 1 round guarding the vault.
studying them, can make a successful DC 18 Intelligence (Investigation)
to recognize them for what they are. Assuming they are not disbelieved,
the demilich apparitions unleash their death wails, then start imprisoning
the souls of the intruders; see Area 3B-20C below for more details on 3B-8. The Forgotten Cavern
demilich tactics. Any character that succumbs to their attacks falls to the This chamber was walled off when the complex was first built,
ground in a catatonic state, which lasts until the effect has been dispelled. deliberately kept isolated from the remainder of the complex. It serves
Should the entire party fall victim to these illusions, Amurru in Area 3B- as a prison for Amurru to teleport intruders to, should they reach him in
13 arrives within 24 hours to slay slumbering intruders, collect the bodies, Area 3B-13. At the center of the chamber a small pool boils and froths,
and return with them and their gear to Area 3B-18. producing a constant supply of air through electrolysis, which keeps the
chamber from being sucked clean of air by the vacuum. Despite its boiling
3B-7. The Memorial Gallery appearance, the water is not heated, though it does tingle to the touch.
Occupants. The chamber also holds a pair of bodies: one is the corpse
of the adventurer Mailliw Catspar, and the other the remains of a priest
The walls are scribed with thousands of names in ancient, dead
of Orcus. The latter corpse has reanimated as a ghast (with AC 16 due to
language related to Druidic; these are people who lost their lives in the
chain mail).
long-ago war, recorded here as a memorial. This area also serves as a
Development. Because the level, when sealed, provides no exit for
repository for several devices from that long-ago war. In each 10-foot
disembodied spirits, the soul of Mailliw lingers still in this chamber,
alcove is a pedestal of white marble, smooth and featureless. Atop each
bound in eternal slumber. Within 1d4 rounds of the chamber being entered,
is a different item. In all cases, the items are surrounded by permanent
however, Mailliw manifests as a ghost, asking to have his remains returned
spheres of shifting light. The contents of each alcove are as follows:
to the surface and buried in state. He gladly informs them of what little
• A. Weapon with a blade of obvious quality, shining silver and sleek, he knows — he made it only as far as Area 3B-13 before being teleported
and a handle of polished wood. The weapon identifies as a +3 weap- here, but he could tell them about why he sought and found the complex in
on, preferably of a type wielded by one of the party’s main fighters the first place. He cares little of his body’s possessions after all this time,
(adjust as needed to suit power level of the campaign — it should be and gladly surrenders them to the party without fuss if they desire them.
a nice plum, but not wildly overpowered). It is a duskwood swordGM. Treasure. The body of the priest of Orcus wears chain mail, and a
This cursed blade has been deliberately placed here as a trap for looters. shield and a +1 morningstar are nearby (the ghast does not use the shield
• B. A rod of reddish metal, etched with arcane runes related to fire and or weapon). It wears rotted robes, a holy symbol of Orcus, and around
evocation. This is a rod of meteor swarmGM. its resting place are 4 empty vials, a broken lantern, and a largely empty
backpack. The body of Mailliw carries a spear, a longsword, black dragon
• C. A golden necklace on a marble bust. The necklace is set with mi- leather armor, a buckler, a potion of invisibility and standard — if old and
thral plaques bearing sigils of power and puissance. This jewelry is the useless — adventuring gear. Neither body carries any rations.
necklace of ultimate commandGM. Story Award. Good characters should be awarded 1,000 XP each if
• D. The item on this pedestal resembles a square glass bottle 1 foot they take his body and bury it as requested.
tall, filled with murky darkness. If the stopper is removed, a wraith
emerges and attacks any living creature nearby. The bottle continues to
produce 1 wraith every 1d3 rounds and can produce a maximum of 20
total. However, any wraiths that are destroyed re-manifest in the bottle
3B-9. The Elevator
1 round later. If the bottle is destroyed, any wraiths contained within it
are freed at once, but they can no longer re-manifest. This 20-foot-high cylindrical chamber is accessed by a
10-foot-wide, 10-foot-tall arch. The room is covered on the
• E. A sphere of confusion GM
rests here. walls and ceiling with wood paneling. Hanging from the
• F. Within the light on this pillar is no object, but simply a glowing ceiling by a thread is a golden key, dangling about 4 feet off
field of energy. It is part of an ancient enchantment used in the creation the ground.
of artifacts — an art lost millennia ago. If an item is placed on the ped-
estal and left for 24 hours, the field is absorbed into the object, and it
gains lesser artifact status. How the new artifact is subsequently used There are no secret compartments in the chamber walls, though rapping
influences its development as it grows into a full artifact. If it is used in on the ceiling elicits a hollow sound, and close examination of the thread
a manner noble and just, it becomes an artifact of Good; if the person where it meets the ceiling reveals that it passes through a crack in the
using it is evil or betrays another, it will become a corrupting artifact. wood and is not simply tied off. The thread leads up to a counterbalanced
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LEvel 3B: Down the Well
mechanism that was activated when the complex was first entered. Should Golems. The great statue is a masterfully crafted greater stone golemB,
the thread gain or lose even an ounce of weight (if the key were to be though it only activates if the Ravager itself comes into view — even
grabbed or the thread cut, for example), a 2-ton metal grill festooned standing still for direct attacks from lesser creatures. However, hidden
with downward-pointing spikes slams down on anyone in the chamber amid the carved images in the walls are 20 swift stone golems and which
forcing all characters within to attempt a DC 17 Dexterity saving throw. move to intercept anyone moving into the cavern. Use normal stone
Those that succeed take no damage while those that fail take 110 (20d10) golems, except:
piercing damage and are restrained. Those that survive can attempt a DC • Speed 60 feet
17 Strength (Athletics) or Dexterity (Acrobatics) check to escape.
Elevator. The weight of the grill hitting the floor activates the elevator: • AC 19
the entire chamber starts to descend at a rate of 2 feet per round, revolving • Dexterity 18 (+4)
slowly counterclockwise as it descends. Thus, the opening sinks below the
• Legendary action. Once, after an opponent takes a turn, the golem
level of the floor outside the chamber in 5 rounds. The chamber descends
can take an action to dash or attack. It regains this ability at the start
120 feet until it reaches the access point to 3B-10, where it halts at a
of its turn.
passage leading 40 feet to that area. Above the elevator chamber there is
a 10-foot space where the grill was anchored, and above that solid stone. • Regenerate 3 hp at the start of each of its turns, provided the Ravager
Anyone wishing to get down after the shaft has descended, or to get back is confined
up, must somehow bore through 95 feet of solid rock. • All golems are made of the same iridescent stone that coats the walls
Development. Once the Ravager has been freed (see Area 3B-21), an of this cavern, and even if destroyed they regenerate from the walls at
extradimensional portal appears at the entrance to 3B-10, which transports the rate listed, so long as the stone remains magical.
any Medium or smaller creature that steps through it back to the Memorial
Tactics. The stone golems move to intercept intruders, attacking from
Gallery (3B-7). This is a 1-way transportation. Once the Ravager reaches it,
all sides until destroyed. If any intruders are present by the time one fully
its natural anti-magic properties disrupt the portal, dispelling it permanently.
reforms, it moves forth once again to attack. The greater stone golem only
attacks the Ravager, ignoring all other targets.
3B-10. Six Stone Trees Development. Should the Ravager engage the Huge golem, it manages
to destroy it in 1d6+6 rounds. The Ravager then rests the same number of
The passage opens into a chamber that looks like a forest, with a ceiling, rounds as the battle, and presses on.
40 feet high. The walls and ceiling have been carved in bas reliefs of a
forest scene.
Treants. The trees are 8 stone treantsB, ancient, stony creature native 3B-13. Crypt of the Servitors
to an obscure part of the plane of elemental earth. They cannot be banished
The vault door opens into another crypt chamber, its walls lined with
or dispelled while they guard this room. Discerning that a tree is a treant
niches containing 10 mummified corpses (guardian mummiesB) of
requires a successful DC 25 Wisdom (Perception) check.
muscular humans. Each wears an ancient breastplate, and wields a curved
Tactics. Those that do not perceive them are surprised when they attack.
greatsword. Atop a dais at the far end of the room stands another figure,
Should one of these guardians be destroyed, a new one appears to replace
his body desiccated but intact, eyes gleaming with a fierce light even after
it 24 hours later, so long as the Ravager’s containment field holds. The
all these centuries. This is AmurruB, the guardian of the vault, keeper of
stone treants remain immobile until intruders have reached the center of
the Ravager.
the chamber. They then close in from all sides, trampling where possible,
Tactics. If intruders approach with hostility, Amurru does not waste
and seeking to hem in the invaders and pulverize them with flailing limbs.
time in conversation. If they try to speak, he bids them return this one
time, saying that what lies beyond is something they should not meddle
3B-11. The Wringer with. He does not answer any questions as to what it might be. Amurru
starts by using his teleport other ability on characters, sending them to
This area is activated when the vault is first opened. Eight spinning 3B-8 or -14, while the mummies move to intercept. He then casts haste
columns, rotating in the direction marked on the map, fill the intersection on the mummies, and while they engage any intruders he hammers them
with a whirling array of hooked blades. Anyone passing through the 4 with the highest-level spells in his arsenal. He uses his time stop spell if
points marked “X” on the map are subject to attack by the wringer’s seriously wounded to gather strength and summon allies, using his wish
blades. The wringers make 1d6 melee weapon attack at +8 to hit. On a as a last-ditch means of defense.
successful hit a blade does 7 (1d10+2) slashing damage. If the target is Development. The only things that prevent Amurru and his minions
hit at least once, it must succeed on a DC 16 Strength saving throw or be from attacking are if the characters retreat, or reveal they are here because
restrained and swept between the pillars and automatically struck by 2d6 they believe that the thing he guards shall soon be freed. The ancient
blades at the start of each of its turns. The target may attempt a DC 16 guardian is aware of this fact, and it has been troubling him for centuries.
Strength (Athletics) or Dexterity (Acrobatics) check as an action on its With a supreme effort at diplomacy, represented as a successful DC 20
turn to escape. The pillars and blades are made of the iridescent stone of Charisma (Persuasion) check or excellent roleplaying, the party might
the complex, and self-repair if damaged, even regenerating from the floor persuade Amurru to let ONE character pass, to inspect the vault beyond in
and ceiling if completely removed or disintegrated. his presence, while the others remain under guard by his minions.
Development. Once the Ravager is freed, it pauses in this area to Unfortunately, the damage done by Orcus’s influence is irreparable,
destroy each spinning pillar, one by one — a process that takes it 8 rounds. even should he fall. It is only a matter of time before the barriers fail and
Any offspring freed beforehand may be trapped by these pillars for a the Ravager awakens, and even before then more of his offspring might
longer amount of time. work their way free.
Amurru has no direct control over the guardians of the Chambers of
the Three Aspects, though he can tell the party that the artifacts contained
3B-12. The Angel of Death therein may help them defeat the Ravager. He also informs them of the
utility of the dagger keys used to access this level.
A great statue of an angelic being stands here at the head of a 30–40- Should Amurru and his cohorts be slain, they reform within 24 hours,
foot cavern, wings outspread, wearing mail, and with sword raised on so long as the barrier surrounding the Ravager is in place. The defenders
high. Strangely, the statue faces down the cavern away from the party as in this chamber are also resistant to turning: they have advantage on all
they enter. The walls of the cavern have been smoothed and are carved saving throws to resist being turned and they cannot be destroyed or
with images of oversized human warriors marching in the same direction. controlled by channel divinity.
At the far end of the cavern rests another vault door, opened by turning the
wheel at its center 10 times counterclockwise.
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Amalgamation. As a final defense, an enchantment has been laid upon
3B-14. Cavern of the Pool this room, causing everything within to animate and attack should any
living creature enter it. Note that area of effect spells are liable to damage
This cave resembles 3B-8, above. It is completely isolated and holds much of the chamber’s contents.
only a pool of frothing water. Unlike that chamber, there are no bodies Tactics. In the first round, 10 acid flasks fly at the interlopers. Each
here, and chemicals in the water have poisoned the air. Every round makes a melee or ranged attack at +6 to hit. The range for the ranged
a character breathes the air in, they must make a successful DC 14 attack is 20/40 feet. On a hit, the target takes 7 (2d6) acid damage.
Constitution saving throw or suffer 3 (1d6) acid damage. Meanwhile, the room’s remaining components come together to form the
amalgamationB. Thereafter, the construct attacks until destroyed.
Treasure. The library books weigh a total of 100 pounds and could fetch
3B-15. The Low Cave up to 10,000 gp from interested collectors. The lab setup is worth 1,000
gp. In addition, the racks and shelves hold 2,500 gp in rare components
This cave has a ceiling height of only 3 feet, and is filled with a foul, for spells and magic item creation, all in hermetically-sealed jars. There
rancid stench emanating from a lone passage leading away. The air is cold are also 10 flasks of acid, 14 flasks of oil, 8 vials of holy water, and many
enough to cause plumes of steam when people exhale. Everyone within other minor items. Once the amalgamation is defeated, any unused items
the room must make a successful DC 14 Constitution saving throw or be have a 90% chance of having been destroyed during the battle. Items that
sickened for as long as they stay in Areas 3B-15 and -16. Those who make can be found on the shelves:
the saving throw still need to re-roll once every 10 rounds or succumb to
this effect. Sickened characters suffer a –1 penalty on to hit rolls, saving
throws, and skill checks. d12 Item
1 Wand of magic detection
A narrow tunnel from 3B–15 worms its way through the 4 +1 dagger
stone, narrowing at points to little more than 2 1/2 feet in 5 Feather token (whip)
diameter. Eventually it opens onto a ledge running along the
6 Wand of fireballs
side of a 30 feet deep pit. The cold is very strong here, coating
the pathway with a rime of ice. 7 +1 handaxe
8 Scroll of conjure elemental
The Pit. Dwelling within the pit is a nightcrawlerB, which moves to 9 Wand of wonder
attack anyone traversing the ledge once they are halfway across. Those 10 Scroll of hold monster and scroll of conjure celestial
who make it past the pit find themselves in another meandering passage
that eventually dead-ends; however, at the point where it ends the stone is 11 +2 flaming heavy crossbow, with 20 +1 bolts
smooth and worked, and a bit of digging allows one to tunnel through into 12 Sword of staminaGM
the main passage beyond.
Tactics. Anyone attempting to fight on the ledge, or who is hit and
damaged, must make a successful DC 14 Dexterity saving throw or fall
into the pit suffering 10 (3d6) bludgeoning damage. The nightcrawler
3B–19. The Uttermost Vault
waits until victims are halfway across the ledge, then moves up and starts This final area is the vault where the Ravager has long been kept in
biting and swallowing. It is large enough to reach them from the bottom stasis. Due to the influence of Orcus in recent centuries, the Ravager
of the pit where it dwells. has produced spawn, which share its imprisonment. Should the 3 energy
beams that hold it in place be disrupted, the Ravager is freed immediately,
and should even 1 be disrupted, its awakening becomes inevitable. Thus,
3B-17. Chamber of the Maze unless the characters realize that some things are best not tampered with,
it is likely that they unleash upon the world a terror the likes of which it
The secret door at the back of Amurru’s crypt opens into an innocuous- has not seen in millennia.
looking 30-foot square chamber, with openings at the center of each wall. Beyond the Vault Door. The passage past the laboratory ends at a
However, the chamber is filled with a permanent maze effect. Anyone final vault door, easily opened by turning the wheel counterclockwise 1
entering disappears and is observed only as a brief flicker as they traverse complete revolution. The door opens into a 100-foot diameter chamber,
the extradimensional labyrinth. Should they succeed in navigating the dominated at its center by a 3-sided pyramid composed of prismatic light.
maze by succeeding at a DC 20 Intelligence check, roll 1d4 to determine At each of the outer points of the pyramid, a 5-foot diameter beam of
which of the 4 exit points they arrive at. Characters who are roped together colored energy —yellow, red, and blue — moves out from the pyramid
or join hands can stick together; in this case, only the person at the front and through a 5-foot-wide passage in the outer wall. On the floor, a
of the line needs to make these checks. An antimagic field allows one to mithral band encircles the pyramid, touching it at each of its 3 points. Tiny
easily bypass this effect. iridescent runes seem to float and swim within it, should it be examined
closely. Around the periphery of the room, a metal gantry encircles the
3B–18. Workshop
chamber 20 feet up, accessed by iron ladders on either side of each beam.
This gantry can be used to circumvent the energy beams if that is desired.
The Black. While in the northeastern portion of the room, a character
This room is a combination storeroom, work room, and laboratory. who succeeds on a DC 20 Wisdom (Perception) check spots a vein of
Construction materials are present to repair damage to non-stonework jet-black material running along the floor, through the outer circle, and
items in the complex, along with replacement parts for damaged traps intersecting the base of the energy pyramid. Dwarves and other creatures
and the like. There is also a small library, holding ancient texts of long- with Stonecunning have advantage on the check. This dark intrusion
lost lore. The texts may also hold ancient or epic spells, as suits your represents the influence of Orcus. There is a slight weakening of the
campaign. The laboratory is suitable for brewing potions, scribing scrolls, energies in the pyramid where it intersects; if a study using detect magic or
and crafting magic items, and has been specifically adapted to function a successful DC 17 Intelligence (Arcana) check is made, it is determined
in a vacuum. Several unfinished scrolls and other items are also located that there is a small but perceptible weakening in the field here, though not
amid the shelves. enough of one for the characters to exploit.
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Rappan Athuk
The Pyramid. Investigation of the pyramid reveals it to be some form Each sphere must take 30 points of damage from the appropriate dagger
of wall of force, preventing anything from going in or coming out. Even to shatter, and each regenerates hit points at the rate of 1 per round, until
spells such as wish are not sufficient to penetrate the barrier. Only by it is shattered.
following each of the beams to its source, and deactivating it there, can the
pyramid be dispelled. Once a single beam has been disrupted, that color
vanishes from the spectrum within the pyramid. After the second beam 3B–20A. Chamber of the Body
shuts off, the pyramid retains only the color of the third beam. With even This chamber is filled with lurid red light; no other colors are visible
a single beam shut off, the pyramid becomes permeable to certain effects, within the room. The chamber is guarded by Luke the Pit Fiend. The fiend
as indicated in Shutting Down the Beams. attacks whoever holds the red-hilted dagger first. Should the red sphere be
Entering any of the beams renders one susceptible to their malign shattered, the pit fiend’s service is ended, and it gratefully teleports away
effects. Those within the red beam take 27 (6d8) fire and necrotic damage to its home plane.
per round, with a DC 18 Constitution saving throw allowed for half Treasure. Once the sphere is shattered, the object can be retrieved: a
damage. Anything inside the blue beam is subject to a destroy magic brilliant-energy greatswordGM, composed of red light.
effect every round; a DC 18 Charisma save negates this. Those within the
yellow beam must make a DC 18 Wisdom saving throw each round or be
stunned and unable to act. However, anyone holding one of the original
3B–20B. Chamber of the Mind
keyed daggers used to enter this level is immune to the effects of the This chamber is guarded by a gibbering orbB, whose eye rays are not
correspondingly colored beam. disrupted by the blue glow that otherwise pervades this chamber. The orb
Development. Because of the weakening caused by Orcus’s influence, unleashes its eye rays at anyone intruding, using its most lethal effects
the Ravager and its brood have slept lightly. Once the first beam is shut against the wielder of the blue-hilted dagger. It uses its gibbering ability
off, one of the offspring starts to awaken; after the second beam is shut off first if confronted with a sizeable group of heavily equipped foes.
it can penetrate the barrier and escape. Before the party can shut off the Treasure. Resting in a slot in the center of the pedestal is a staff of the
third beam, they need to deal with this escapee. magi, which is responsible for powering the beam.
Beam Effect
Red Nonliving objects can pass through
Can transport through via teleportation
Blue
or similar
Yellow Can use divination magic to see through
Red + Blue Spell effects can pass through
Creatures and objects may pass through
Red + Yellow
but spells, magic items, etc. cannot
Blue + Yellow Incorporeal creatures may pass through
There is no save against any of these effects. If a single beam is shut off,
the Ravager and its brood break the shackles of the stasis in one month.
If 2 beams are shut off, they awaken in 1d6 days. If all 3 are shut
off, the offspring awaken in 1d10 rounds, and the Ravager in 1d10
minutes, though any attack upon them awakens them immediately.
See 3B-21 for further details on the Ravager and its children.
Pedestals. To retrieve the item atop the pedestal, each sphere
must be shattered. They can only be harmed by using the dagger
whose pommel gem color corresponds to that of the beam and sphere.
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LEvel 3B: Down the Well
3B–21. That Which is Bound
At the center of the pyramid rests the RavagerB, a Gargantuan creature
that in its current form looks something like a giant, hairless ferret, with
bulging muscles rippling along its sides, teeth the size of longswords,
and claws that can eviscerate a man in one swipe. Piled around it are 8
smaller versions of it the size of elephants (Ravager SpawnB); these are in
addition to the 1 that the characters face after breaking the second sphere.
The Ravager Awakens. Assuming their sleep is not disrupted ahead
of schedule, the offspring begin to awaken before the parent. Parties that
faced the lone offspring before should realize the trouble they are in,
and either flee at once or attempt to kill each offspring as it awakens.
Ultimately, however, they likely need to flee. The Ravager and offspring
all have one imperative: cause as much mayhem as possible. They start
by attacking anyone in the chamber with them. If no targets present
themselves, they make their way for the entrance to the level, destroying
as they go. Should they reach it, they all split and go their separate ways;
1 or 2 of the offspring that survive this far likely work their way deeper
into Rappan Athuk, causing great damage until they are stopped. On the
surface, even one of the offspring is a deadly adversary; having several
of them plus the Ravager itself creates a widening swath of destruction
as they spread and systematically destroy every dwelling and sentient
creature they come across. Ultimately, it is likely that the party members
need to seek allies, possibly even with great enemies, to amass enough
firepower to put these creatures down for good. Alternately, should you
not wish these doomsday weapons unleashed, characters might have
the opportunity to restore the field. Nycristi, the sister of the Oracle, can
inform them how to do this. Three characters must volunteer for sacrifice,
giving up their life forces forever to restore each of the 3 energy beams.
Their remains become new, undead guardians for the beam. If a less
tragic outcome is desired, reduce the number of offspring, or eliminate
them entirely. Armed with the weapons and devices located within this
complex, along with their own native ability, the party should have a
chance of halting the Ravager before it reaches the surface.
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Rappan Athuk
Level 3C:
The Fountain of Pestilence
The original purposes of the level known as the Fountain of Pestilence
can no longer be guessed at from the level’s geography, for major events
after the abandonment of the dungeons have made radical changes in
General Features
this area. Many years after the battles between the Priests of Orcus and Atmosphere: The entire level is humid and stuffy, unusually warm.
the Army of Light, a religious order of healers entered the Mouth of Walls and ceilings are moldy. The floors are grimy, and a feeling of filth
Doom to establish a hermitage in the catacombs below. Healers from the permeates the air. At random intervals, the characters begin to cough
shrine travelled throughout the lands, offering cures and medicines to the lightly, but this has no game effect, and stops when they leave the level.
peasantry…or such was the plan. The mission of this small community Ceiling Height: Ceilings are uniformly 13 feet high.
worked well for many years, and the healers were welcome guests in the Doors: Iron-reinforced wood. Require a DC 8 Strength check to open.
hamlets and villages for a hundred miles around. The healers kept the • Locked Doors: Require a DC 20 Dexterity check with thieves’ tools
location of their shrine a secret and accepted no payment for their services or DC 20 Strength check to open.
other than freely-granted contributions to their cause of eliminating
• Secret Doors: Stone. Require a DC 16 Wisdom (Perception) check
disease from the world.
to find, then automatic to open.
During this time, the underground sanctuary of the healers grew
considerably, as new novices were admitted into training by the original Shields and Wards: None.
healers. At the same time, the religious aspect of the hermitage increased. Surfaces: Stone masonry in poor condition — large cracks abound.
The hermitage became less focused upon service to the outlying Other:
communities, and more focused upon its status and responsibilities as a • Pit traps are covered but do not lock. They require a DC 18 Wisdom
temple to the healing god. To the second generation of healers, trained (Perception) check to notice.
with a greater emphasis on religion, it began to seem that a greater • PestilenceGM is a disease that was spread into this level of the dun-
blow could be struck against disease than merely traveling through the geon when the Healers failed to control the demonic power they had
countryside to fight it where it appeared. A group of the healers developed summoned. Various monsters and hazards in the level can infect intrud-
a plan to take a more active role in the eternal battle between the great ers with the pestilence.
supernatural forces, striking their own blow against the greater servants
of pestilence and plague. By mystical auguries and arcane research, they
eventually pieced together enough clues to learn the name of one of the
greater demons of pestilence. Armed with this knowledge, they made their
3C-1. Entry to the Healers’ Hospice
plans to destroy this demon. When the party enters this room, they hear a loud rustling sound as an
They failed… undulating carpet made up of thousands of roaches scatters for the walls
This area is shown on The Fountain of Pestilence map. and disappears into the cracks and gaps between the stones. The room once
contained several wooden chairs that were apparently broken and scattered;
Level 3C
only a few intact pieces give any clue to the fact that they were once furniture.
Inspection of the pieces of wood reveals very old bloodstains. Over the north
door, the words “Healing and Recovery” have been carved into the stone.
Difficulty Level: Tier 1 Over the south door, there is only the word “Forbidden.” Close inspection
Access: Stairs to Area 1C-26, stairs to Area 2B-23, stairs to Area 4B-1, of the carved word “Forbidden” reveals that some scratches next to it read,
teleport to Area 2A-1. in very small print, the scrawled words “Until now.”
Wandering Monsters: Check once every 30 minutes on 1d20.
2 1d2 pestilenzi demonsB The walls of this room are decorated with painted murals
of men and women in white robes ministering to the sick and
3–4 3d4 giant rats the injured. In addition to the pictures of healing, there is also
5 Ochre jelly one large figure wearing a white robe and surrounded with
what appears to be a painted golden aura. The significance
6–10 Swarm of roaches*
of the large figure is unclear, but it is likely either a deity or
11–20 No Encounter a hero of some kind. All the murals in the room have been
badly defaced; the left hand of each healer has been painted
*These swarms are harmless, but horrible. Several hundred cockroaches over with black paint, and there are long scratches across
swarm from the cracks in the stone walls, and scramble around for about all the figures. The scratches are not in the pattern of claw-
a minute before disappearing back into the walls. marks; they look like deliberate vandalism done with tools
or weapons. Beneath the picture of the large figure, there are
words written in blood, in some strange language.
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Rappan Athuk
Language. This is an Abyssal dialect that can be deciphered by use This room also contains a guardian defender globeB that was kept by
of a comprehend languages spell, reading, “Heal this if you can, upstart the Healers to defend this room against intruders. The guardian is a floating
meddlers!” globe of light that fires small lightning bolts, and it attacks immediately with
a prepared reaction when the party materializes in the room. It was warned
of their approach by the aura of their teleportation and cannot be surprised.
3C-3. Hallway • Teleportal A leads to Room 3C-27. The teleporter can only be made
to function by the touch of a spellcaster, and the journey takes 47 sec-
Location A. At this point in the hallway is a series of traps; 2 covered, onds.
but non-locking pit traps have a portcullis trap between them. The pits can
be noted with a successful DC 18 Wisdom (Perception) check. They are • Teleportal B leads to Room 3C-4(B). The teleporter can only be
10 feet square and 20 feet deep. Characters who fall in one of the pits must made to function by the touch of a spellcaster, and the journey takes
make a successful DC 17 Dexterity saving throw. Those that fail take 7 1 second.
(2d6) bludgeoning damage from the fall while those that succeed take half Treasure. The 5 cabinets:
this amount. The pits do not fill the entire corridor; there is a 2-foot walkway • Cabinet #1 contains lots of old parchment, several quill pens, bottles
on the north side of each one. The walkways have a pressure plate midway of now-solidified ink, 10 vials of very fine sand, and a rusty razor blade.
across. Once anyone has stepped onto the pressure plate, the portcullis drops
after a delay of one round. This is enough time for an entire party to get past • Cabinet #2 contains 6 books: (a) Amador’s Basic Anatomical Text-
the portcullis if they are moving in a single group; if there is a scout in the book worth 100 gp; (b) Zovar’s Catalogue of Diseases and Pestilences
front of the party it might be possible for the scout to be trapped on the other worth 10 gp; (c) Tharo’s Introduction to Purgatives and Herbal Reme-
side of the portcullis before the rest of the group arrives. dies, second edition worth 250 gp; (d) Polodor’s Collected Essays on
Location B. This is the entrance to the Chambers of Isolation. The Contagions and Cures worth 75 gp; (e) Omens, Portents, and Proph-
corridor stops at a dead-end wall, but the wall is decorated with the bas- esies of the Healing Gods worth 25 gp, and a 6th book that does not
relief carving of a left hand. The carving is a teleport device, but it can seem to match the others. Reading the first 5, a process which takes
only be activated by the touch of a person who is capable of casting spells. some weeks, provides proficiency in Medicine to a character who does
When a spellcaster touches the carving, that character and anyone not already have it and expertise to one who does. The 6th book has
in physical contact with the character is teleported into Area 3C-4. The no title on the cover, and the thick leather binding is held closed with
teleportation is not instantaneous, and the characters are able to perceive a massive lock. This book is the iniquitous Tome of Draav, which con-
that they are in a state of limbo for 4 seconds before they arrive in front of tains the names and descriptions of many demons. Perusing the Tome
teleportal “A” in Area 3C-4. for 30 minutes or more reveals that the entries for 5 of the demons have
been carefully annotated with notes and diagrams. It is at these 5 pages
where the book’s binding cracks open, and the parchment at the edges
3C-4. The Center of Isolation of these pages is worn thin.
• Cabinet #3 contains a row of 20 bottles of liquid. Five of these are
This room has the bas-relief carving of a left hand on each wall and has specimen bottles of urine that were awaiting testing when the pestilence
no doors at all. There is an intact but rotted table in the center of the room. arrived. Two of the bottles are potions of healing. Four of the bottles
A skeleton dressed in tattered white robes holding a scroll of red parchment were once medicines, but now have no effect after the passage of time.
in its right hand lies beside the table. Its left hand is missing, and if anyone One bottle contains a liquid that was once medicinal but now acts as
gets close to the bones (searching for treasure, for example) there is a faint Midnight Tears poison. The other 8 bottles are still working medicines.
but distinctly foul odor emanating from the bones themselves. On further These are not powerful enough to cure magical diseases but drinking
inspection, and a successful DC 12 Wisdom (Medicine) check, the bones one of them after being infected with the pestilence delays the onset of
can also be found to be slightly pitted and decayed in places. These are the pestilence for a full hour.
the remains of a healer who managed (almost) to escape the carnage in the
temple and get into these rooms, where he died of the pestilence before • Cabinet #4 has been occupied by a quantity of green slimeB, which
being able to cast the lesser restoration spell written on the scroll. slides and splatters onto anyone opening the cabinet in a normal fash-
The 4 bas-reliefs in the room are all teleportals like the one in 3C-3B. ion.
Portals C and D work without a spellcaster’s touch (on the outbound • Cabinet #5 contains 2 scrolls written on red parchment, and a locked,
journey). A and B require a spellcaster’s touch to function, but anyone leather-bound book. The red scrolls are scrolls of lesser restoration.
touching the spellcaster is brought along. Note that not all the portals work The book is filled with various notes, most of which are in code and
the same way for a return journey back into this room. cannot be deciphered. More information about this book is provided
• Teleportal A leads to hallway 3C-3B, and the length of the journey is below.
4 seconds. A spellcaster’s touch is required. The Book of Notes. As mentioned, most of the handwritten notes in
• Teleportal B leads to Room 3C-5B, the Isolated Workroom. A spell- this book are in code, so magical translation will not make them readable.
caster’s touch is required, and the length of the journey is 1 second. At least 5 different handwritings can be picked out in the encrypted
notes, although there are some passages here and there — all in the same
• Teleportal C leads to Room 3C-6, an Isolated Ward. The portal can handwriting — that are not encoded. These read as follows:
be entered by a non-spellcaster (this is not the case on the way out, “This is a terrible idea.” (page 1)
however). The journey takes 3 seconds. “There is an error in the mathematics at this point.” (page 17)
• Teleportal D leads to Room 3C-7, an Isolated Ward. As with tele- “Did you even read what the ToD says about this being?” (page 22) “I
portal C, a non-spellcaster can make it work from here, but not on the do not think this would be enough.” (page 23)
return journey. The journey takes 3 seconds. “Because of the vow of silence, that’s why.” (page 25) “So are you.”
Treasure. The red scroll in the skeleton’s right hand is a scroll of lesser (page 26)
restoration. “Because no one is going to be left alive to read it anyway, that’s why.”
(page 27)
“We should stick to what we do; attacking demons is work for warriors,
3C-5. Isolated Workroom not healers.” (page 29)
“I had a strange dream last night, and the god told me that my help
This room contains 3 intact workbenches, an armchair in very bad would be necessary for this project. Although I still think it is ridiculous to
condition, and 5 cabinets. There are 2 bas-relief carvings on the walls, both write the notes in code.” (page 40)
of a left hand, and both of which are teleportals (one of these is the one used “Very well, but I still think it is ridiculous.” (also on page 40)
by the party to enter the room, so it is on the wall directly beside them.) There are no more non-coded comments in the notes, although they
continue for another 103 pages, up to page 140. After page 140, the
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LEvel 3C: The Fountain of Pestilence
rest of the book is blank. On page 41, just after the last un-coded characters notice that it has no left hand. It is dressed in the tatters of what
entries, a set of numbers begins to appear in the notes repeatedly was once a white robe, although the robe is stained with blood.
(the first time it appears, it is in the handwriting of the individual Treasure. The zombie wears a jeweled holy symbol of the healing god
who initially refused to write in code). The numbers are: 1–26– worth 300 gp.
9–18–1–24. Each number corresponds to a letter in the alphabet;
if any of the players figures this out and says the word “Azirax”
out loud, the consequences are as follows: (1) a huge billow of
smoke fills the room, and everyone inside must make a successful
3C-13. Bedroom
DC 14 Constitution saving throw or immediately be infected with This room contains a bed, a nightstand, and a small chest beneath the
pestilence, (2) a diseased-looking, glabrezu demon is summoned bed. The chest is locked, requiring a DC 20 Dexterity check with thieves’
into the room and attacks. It cannot leave through the portals, so if tools or DC 20 Strength check to open, and it is also protected by a dart trap.
the party survives long enough to escape by teleportation, it does not Finding the trap requires a successful DC 15 Intelligence (Investigation)
pursue. The demon remains in the room for 1 year and 1 day, before check. It can be disarmed with a successful DC 14 Dexterity check with
giving up and returning to its home. thieves’ tools. If not disarmed, it makes a ranged weapon attack when the
chest is opened at a creature in front of the chest within 10 feet at +6 to hit.
On a hit, it does 3 (1d6) piercing damage.
3C-6. First Isolated Ward Treasure. The chest contains no treasure, but it does contain several
pages of written parchment. These are notes, and they apparently have
There is only 1 bas-relief carving of a hand in this small chamber. something to do with demon-summoning. The notes are written in very
Anyone teleporting into the chamber arrives standing almost on top of a sparse shorthand, which makes them useless. However, they appear to
skeleton that lies on the floor. Its hand is outstretched to touch the carving have something to do with a specific but unnamed demon, and the demon
of the hand, which bears many scratch marks. The room contains the seems to have something to do with disease. Sold to a necromancer or
remnants of a bed, but nothing else. other practitioner of black magic, the notes would have some value, but
Bas-Relief. The bas-relief carving of the hand is, like the others, not much more than 20 gp, due to their overall incomprehensibility.
a teleporter back to Area 3C-4 (C), but from this side it only functions
for a spellcaster, takes 3 seconds, and it does not allow anyone who is
diseased to pass through, even if that person is in physical contact with the
spellcaster. Anyone infected by pestilence is trapped in this chamber until
3C-14. Kitchen
the disease is gone. This room contains a fireplace and a long, sturdy wooden table that
appears to have stood the test of time quite well. Iron cooking implements
are hung from hooks on the wall. One of these, a now-rusted carving
3C-7. Second Isolated Ward knife, lies on the floor next to a very large, blackish-red stain. It looks as
if a person must have died there, based on the size of the bloodstain, but
This room is identical to 3C–6, but there is no skeleton. there is no body.
3C-11. Bedroom zombies did not particularly distinguish items that would make good
nesting material and collected several bizarre oddments in addition to
wood and cloth. The items in the nest include: an iron kettle, a small
This room contains a shattered wooden bedframe, a chest that has been
earthenware statue of the healer-god worth 1 gp, 7 forks, 1 spoon, 1 utensil
broken open, and a small table that is still in good condition.
that seems to be a mix of fork and spoon (a spork of good healthGM), 272
cp, 307 sp, 256 gp, a sapphire gem worth 100 gp, a jeweled coronet worth
3C-12. Bedchamber 400 gp, 6 daggers (one is +1), and a scrap of gold-embroidered cloth
worth 200 gp. The gold-embroidered cloth is hung on a nail in the nest.
This room was obviously once used as a bedchamber. There are Removing it without damaging it requires a successful DC 15 Dexterity
bloodstains spattered on the walls and even some on the ceiling. A plague check. If it is damaged, its value is cut in half.
zombieB — the former occupant — still inhabits the room, and the
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Rappan Athuk
3C-16. Spider’s Storeroom 3C-21. Fountain Room
This room was obviously once a storeroom, for it contains rotted bags This room reeks; when the door is opened, the stench rolls out of the
of grain, jugs of soured wine (vinegar, at this point), and several broken room like heat from a blast furnace.
barrels. A jumping giant spider lurks behind a pile of broken barrels, The Pool. At the center of the room there is a seething puddle of
and attacks if the party enters the room to survey the contents. As it is a unbelievable putrescence, so foul that just the sight of it is enough to
jumping spider, not a web-spinner, there are no unusual spider webs in the make the observer’s eyes water. Anyone choosing to enter the room must
room to signal its presence. make a successful DC 12 Constitution saving throw or be infected with
Treasure. The various contents of the storeroom, if searched, include pestilence; a saving throw must be made each time a character comes
the following more unusual items: 12,104 cp in a non-trapped box, a silver within 10 feet of the pool (although after a successful saving throw the
plate worth 50 gp, a bag of 245 sp, and a box of spices worth 200 gp. character may remain in the area without making further saving throws).
Characters can see from the door that the pool is fed from a rivulet that
runs into the room through a crack in the stones of the north wall.
3C-17. Memorial Room
This room is painted with murals depicting 5 men in white robes
standing next to each other (these are the first and subsequent high priests
3C-22. Treasure Room
of the healing order). The last figure in line has had its left hand blacked This room contains the remnants of a bed and a desk, both of which
out with paint, but the others are not defaced in this way. There is a large have been vandalized, and there are old bloodstains on the floor. A locked
bloodstain (very old) in the center of the room. treasure chest has been broken open beside the bed, and coins gleam in
the light. A pestilenzi demonB and 4 giant rats lair in this room. All the
giant rats are diseased, although they are infected with a normal disease,
3C-18. Empty Room not by pestilence.
Treasure. The treasure chest is already broken open. It contains 20,360
This room contains no identifying decorations or furniture. There are a cp, 10,349 sp, 2,000 gp, 4 pearls worth 100 gp each, and a golden wand
few small holes drilled into the stone walls to hold torch sconces, but the encrusted with pearls worth 2,000 gp.
holes have nothing interesting about them. A conversational level of noise
in this room has a 10% chance to attract the giant rat in Room 3C-19, and
an extremely loud noise (shouting or combat) automatically attracts the rat. 3C-23. The Antechamber
3C-19. Monster Room The walls of this room are covered with murals depicting
a glowing, white robed figure in various scenes. In each
This room is the lair of a huge, diseased giant rat (with maximum hp scene, the figure seems to be healing powerful mythological
and advantage on all attacks; carries filth fever) that is almost 10 feet creatures, and even one or two figures that can be recognized
long. It only has a few patches of fur sticking out from its pale hide, as well-known deities.
which is covered with oozing boils. Its eyes are bright red, and glitter
with intelligence. In addition to its size and strength, the rat can vomit
forth a spray of disgusting pestilence 3/day. The spray is cone-shaped, These details will likely be only a first impression, however, for the
with a range and final width of 60 feet. Anyone in the spray must make a room also contains deadly threats. In the northeastern part of the room,
successful DC 14 Constitution saving throw or contract pestilence. The there is a puddle of vile putrescence that bubbles and seethes, giving off
rat has very acute hearing and emerges if it hears noise in Area 3C-18 a horrible smell. Four plague zombiesB are standing around this pool,
or -20. apparently drinking from it, and they immediately move to the attack
when they perceive the party’s presence.
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LEvel 3C: The Fountain of Pestilence
touches the unicorn statue, it and 1 of the other 2 statues crumble to
worthless dust.
3C-27. Library
There is a pool of pestilence in the center of this room, essentially
identical to those in Areas 3C-21 and 3C-23. If the party remains in the
room for more than 10 rounds, 3 plague zombiesB rise out of the pool,
drawing their substance directly from the foul liquid. The room contains a
shelf with 10 large, leather-bound books on it, as well as several copying
tables. There is also a locked cabinet bolted to the north wall. At the north
end of the room’s west wall, there is a bas-relief carving of a left hand.
The Bas-Relief Carving. This carving is a teleportal like those in the
rest of the level. It can only be made to function by the touch of a spell
caster. The teleportal leads to Area 3C-5, and the transit time is 47 seconds.
Treasure. Reading the following books from the shelf, a process which
would take a couple months of downtime, can provide proficiency in
Medicine to characters that don’t already have it and expertise to those
who do.
• Mystical Diagnostics worth 200 gp.
• Introversions of Toxins worth 100 gp.
• Orminiod’s Essays on Medicine worth 100 gp.
• Kariloodian’s Second Treatise on Anatomy worth 100 gp.
• Modr’s Incomprehensiblium worth 5 gp.
• Yraric’s Surgical Guidelines worth 50 gp.
• Jamalli’s Robusto, coated in contact poison. The poison can be spot-
ted with a successful DC 17 Intelligence (Investigation) check. A crea-
ture who touches the book must make a successful DC 16 Constitution
saving throw. Those who fail permanently lose 1 point of Strength.
• Thryn’s Book of Medicines worth 50 gp.
• Kormon’s Catalogue of Internal Organs worth 25 gp.
• Redrallion’s Investigations Into Natural Philosophy worth 100 gp.
• The Cabinet. The cabinet contains 3 blue scrolls of cure wounds and
1 red scroll of lesser restoration and is trapped with a poison needle.
The trap can be found with a successful DC 14 Intelligence (Investiga-
tion) check and disarmed with a successful DC 17 Dexterity check with
thieves’ tools. If the cabinet is opened without disarming the trap, the
character opening it must make a successful DC 16 Dexterity saving
throw or take 1 piercing damage and, on a failed DC 14 Constitution
saving throw, 5 (1d10) poison damage.
226
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 demand
that their underlings address them as royalty. Their caves are known rather
3D-1. Entrance
melodramatically as the Gilded Demesne. Over the years, the wererats The wererats blocked off the narrow crack that leads to Level 3 because
have carefully decorated their cavern home in what they consider to be they fear intruders. If the characters have excavated the tunnel, they find
lavish art. The outside world, however, would view the décor as garish at that the cave has been crudely decorated. Unmatched fabric streamers
best and trashy at worst. The baubles, bric-a-brac, and bunting are brightly 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
as mismatched but eye-catching adornments. The Royal Couple brings from old fence posts. The wererats looted these things from surrounding
swift punishment to anyone who questions their eye for design. villages and consider them to be beautiful works of art, but in fact the
Because the Royal Couple command total authority among their place looks rather comical. None of the items has any monetary value.
subjects, the Gilded Demesne is well-prepared to repel interlopers. Tactics. The wererats have taken certain precautions against any
Though individually weak, wererats are formidable when working in unwanted visitors:
concert, using their numbers and their native wile to overcome superior • The floor is littered with caltrops. The wererats have learned to man-
opponents. Their deadliest weapons are their blowguns, as they’ve ufacture these simple but effective steel foot traps, and the sentries are
managed to acquire venom from various snakes and arachnids, coating familiar enough with the placement of the caltrops to avoid stepping on
it liberally on their blow darts. All the wererats carry some sort of noise- them when moving swiftly through the cave. The caltrops are painted
making device that they use to alert the Demesne to invaders. gray so that they blend with the rubble-strewn floor. They require a
The Marquis and Marquessa, however, are not the true masters of these successful DC 18 Wisdom (Perception) check to see.
warrens. That title is held by Vordoshad, the transparent dragon, lairing in
• Danger lurks overhead. Three holes in the ceiling, each about 3 feet
Area 3D-4. The Royal Couple routinely pays tribute to the dragon in the
wide, allow 3 giant spiders to potentially surprise unwary visitors. Re-
form of minor bits of wealth their subjects collect. This area is shown on
fer to The Spider Loft, below.
The Gilded Demesne map.
• Two wererat sentries report intruders. Refer to the map for the sen-
tries’ positions.
Level 3D One round after the characters enter the cave, the spiders take note of
them and descend silently on their webs. Any sounds of combat alert the
Difficulty Level: Tier 2 2 wererat sentries, who hurry through the crawlspaces to alert the Marquis
Access: Crawlspace from Area 3-2, river to Wilderness Area 14. and Marquessa at Area 3D-3.
Wandering Monsters: Check once every hour on 1d20: The Spider Loft. The ceiling in this cave-loft above Area 3D-1 is low,
with only a 4-foot clearance, forcing Medium characters to stoop. Even
d20 Encounter accessing the loft is difficult, as only the 3 holes provide an entrance.
characters can reach the loft by boosting each other up, or by tossing up
1–5 1d4 wererats a hook. Once there, they must deal with a giant spider that attempts to
6–8 2d6 giant rats bite any body part that appears in one of the holes, be it a hand or head.
Though a single large spider isn’t normally a formidable adversary, given
9 1d4 giant spiders
its tactical positioning, it could make life difficult for characters trying to
10–20 No encounter reach the loft.
Treasure. The loft contains 3 bound bodies, each wrapped tightly in a
General Features
silvery cocoon. Two of these bodies have been rotting here for days, while
the third — at your discretion — contains someone hours away from
death. If rescued, this hapless peasant (commoner with 1 hit point) swears
Atmosphere: The caverns are richly decorated with gaudy materials. fealty to the character and follows him or her as a hireling. Additionally,
Ceiling Height: Varies throughout, but mostly 20–30 feet high. the loft contains 3d6 purplish spider eggs. These can be sold to a sage or
Doors: Iron-reinforced wood. Require a DC 8 Strength check to open. other interested party for as much as 50 gp each. Optionally, the contents
• Locked Doors: Require a DC 20 Dexterity check with thieves’ tools of the eggs can be used in alchemical or magical processes.
or DC 20 Strength check to open.
• Secret Doors: None
Shields and Wards: None
3D-2. The Fetid Pond
Surfaces: Stalactites cling to most ceilings, and the floors are bumpy The characters smell a foul stench long before they enter this cavern.
and slick with moisture. Anyone moving at full speed must make a For years, the wererats of the Gilded Demesne have used this cave as
successful DC 14 Dexterity (Acrobatics) check to avoid slipping. a dumping ground. A small pond, about 15 feet across, is completely
Special: All wererats on this level have this additional attack action available: obscured from sight by piles of picked-clean bones. Bird bones, animal
• Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one bones, humanoid bones — they’re all here, heaped about after being
target. Hit: 1 piercing damage and target must succeed on a DC 14 Con- stripped of their nutritional value. Some of the mounds are 6–7 feet tall,
stitution saving throw or fall unconscious for 2d4 rounds. generations of things that have been killed and eaten by the wererats of
228
LEvel 3D: The Gilded Demesne
229
Rappan Athuk
Area 3D-2 and the dragon in Area 3D-4. Even in this putrid place, the on how uncomfortable you want to make the journey. Small characters
wererats have added their banal decorations, painting the walls with can traverse the tight tunnels by crawling on hands and knees. Larger
artless imagery. They’ve tied tattered ribbons around many of the room’s characters, however, are forced onto their stomachs, moving worm-like
stalagmites and placed mats of rotting straw in random places around the through the narrow fissures. During their claustrophobic journey, they are
little pond. The entire place smells so horrible that it causes the characters’ beset by normal (harmless) spiders, cave crickets, dripping water, slugs, and
eyes to water unless they succeed on a DC 12 Constitution saving throw. anything else you want to make their experience an unpleasant one. Further,
A slime crawlerB lurks here behind the bones and might surprise the the wererats have poured oil in a shallow rivulet along the floor of each
characters when it scuttles out to attack. crawlspace; the characters do not initially notice the oil, given the slimy
The Pond. The water glows faintly green, the color of day-old pus. nature of the tunnels, but it can be used against them if negotiations fail.
Though only 15 feet across, it’s 20 feet deep. The surface is covered in a The Royals. The Marquis and Marquessa live here, along with 4
bacteria-rich film that is slightly sticky. The water reeks of contamination. wererat bodyguards and 4 giant rats. The cave is brightly painted and
Touching the water has no ill effect. However, entering the water completely festooned with filthy decorations. Odd lamps hang from the ceiling,
forces a DC 14 Constitution saving throw to avoid contracting a disease, the some of them with leaning candles that drip wax like slow raindrops. The
lethality of which depends on the character’s Constitution score: floor is covered in soiled rugs. Two paintings hang on the wall, slightly
crooked. One painting is of an unknown human woman with a hooked
nose and heavy earrings; the other painting is a quaint and surprisingly
Constitution Score Effect
understated pastoral scene. Colored lanterns perch atop stalagmites with
16–18 Minor skin rash; 2 (1d4) poison damage their peaks chopped off to provide a flat shelf. Oil fumes hang heavily in
Stomach cramps; 3 (1d6) poison the air. A pair of ungainly wooden thrones occupy the center of the cave,
13–15 damage; two levels of exhaustion for built onto a dais of piled wooden pallets. The southern portion of the cave
24 hours features a comically large 3-poster bed (1 of the posts is missing), draped
with overly perfumed curtains. A wardrobe made from salvaged driftwood
Fever; three levels of exhaustion for stands on the far side of the bed, leaning slightly to the left.
9–12
1d4 days Tactics. The Marquis and Marquessa are normal wererats, except:
Slow internal bleeding; death in • They each have AC 13
5–8
1d4 days • They each have 44 (8d8+8) hit points.
3–4 Organ failure; death in 1d4 hours • They have Dex 16 (+3), giving an additional +1 to hit and for dam-
age for each attack.
The Teleport Puzzle. Hidden behind several piles of bones on the
eastern edge of the cavern is an old piece of magic that the wererats If the alarm is sounded by the sentries, the Marquis and Marquessa
discovered years ago but have never had the opportunity to manipulate. prepare a reception for the intruders. They order their 4 wererat bodyguards
At some point in the distant past, these caves were the winter retreat of to hastily fix metal grates over the ends of the crawlspaces, blocking the
a wizard named Yenigelstron. Though no other trace of the old mage can exits. These temporary barriers can be removed with a successful DC 16
be found, his teleportal remains. He designed it as a quick means to travel Strength check, but they allow the Royal Couple time to speak with the
from one cave to the next, but he forced his apprentices to solve a simple characters before combat ensues. They address the first character to reach
puzzle to use it. That puzzle remains active. the end of either crawlspace; in such a cramped position, the character is
The device consists of a metal platform shaped like a triangle, about at their mercy, so conversing with the wererats may be the most prudent
3 feet wide. Mounted to a waist-high railing that wraps around 2 of the option. Refer to The Parley. Two of the guards stand ready with blowguns,
platform’s 3 sides is a plaque made of an unknown grayish metal. Fixed while 2 others hold torches, ready to set fire to the thin streams of oil that
to this plaque are 3 colored discs. These discs can be turned clockwise, run the length of the crawlspaces, perhaps setting the characters aflame.
like dials. The dials can only be turned if at least 50 pounds of pressure is Anyone caught in a burning crawlspace takes 3 (1d6) fire damage per
placed on the platform; in other words, the teleportation effect functions round. Any flammable objects worn or carried catch fire at your discretion.
only if someone is standing on the platform (or if a sufficient weight If the characters manage to reach this cave without the alarm being
is placed there). The 3 dials are different colors: red, blue, and yellow. sounded, all wererats engage in combat immediately but surrender if
Anyone or thing on the platform when 2 dials are turned simultaneously reduced to 25% of their hit points.
is automatically teleported to a predetermined location. Trying to turn all The Parley. The Marquis and Marquessa keep their distance during the
3 dials simultaneously electrifies the platform, causing 21 (6d6) lightning conversation, standing partially behind their thrones for cover. They speak
damage to anyone standing on it, with a successful DC 15 Dexterity crude but serviceable Common, eager to hear the characters’ intentions.
saving throw halving the damage. 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 removing the
dragon, they are willing to offer almost anything in exchange. They know
Dials Turned Platform Color Teleport Destination the answer to the teleportation puzzle in Area 3D-2. They also know the
Red and Blue Purple Area 3D-3 dangers of the revolving doors and gas trap at Area 3D-5. They can help
the characters arrive safely at Area 3D-8. In exchange for this information,
Red and Yellow Orange Area 3D-4 they want to be left alone, their treasures intact. Though not necessarily
Blue and Yellow Green Area 3D-5 honorable creatures, the wererats uphold their side of any truce — at least
until the characters have worn out their usefulness.
Treasure. At the bottom of the pond is a metal cask. The cask is 2 feet Treasure. Surprisingly, 1 of the paintings is quite rare and expensive.
long and 1 foot wide; a miniscule leak in its seal has poisoned the pond The pastoral scene of farmland and a single wheat farmer was painted
and turned the water a toxic shade of green. If the cask is retrieved (it by the ill-fated half-orc prodigy known as Ruvegenstri. Though he died
weighs 30 pounds) the characters can open it at their peril. It still contains young, Ruvegenstri left behind 27 paintings of extraordinary skill. One of
28 cups worth of nihiloplasmGM. those paintings, an oil-on-canvas called Lonely Harvest, was stolen years
ago from a nobleman’s gallery. It now hangs on the wererats’ wall. How
much it is worth depends on the affluence of your campaign, but 1,000
3D-3. The Royal Couple gp is not out of the question. The wardrobe is not locked. It is crammed
full of wererat-sized garments, each more flamboyant and tasteless than
The only means of accessing this cave from the north is by way of 2 the last. The clothes are wedged tightly and without any sense of order.
very cramped tunnels from Areas 3D-1 and -2. The wardrobe’s floorboard — discovered only on a successful DC 14
Tight Fit. These crawlspaces are just wide enough to accommodate Intelligence (Investigation) check — can be raised to reveal a hidden
Medium characters; their exact size is thus left for you to determine, based cache of 12 black pearls, each worth 20 gp.
230
LEvel 3D: The Gilded Demesne
Gas Chamber. Two trapdoors in the ceiling have been cleverly painted
3D-4. The Transparent Dragon to appear just like the stone blocks around them. Seeing them requires a
successful DC 18 Wisdom (Perception) check while studying the ceiling.
This is the lair of Vordoshad the dragon. The dragon is highly unusual In a crawlspace above the hall, 2 wererats play dice games, eat, and nap
in appearance. Due to its interaction with the Maudra’s music boxGM, the while awaiting a shift change. They are here to dispose of intruders with
dragon’s skin has become completely transparent. In effect, Vordoshad’s a special gas attack. Shortly after the characters enter, the wererats don
scales and skin are invisible, so that all the muscle, blood vessels, organs, their fog muzzlesGM, open 1 of the trapdoors, and fire a deadly yellow gas
nerves, and bones are visible. Vordoshad looks ghastly and unusual, into the hallway. One of the wererats holds a wide-mouthed hose while
fascinating and repulsive. The music box has corrupted the dragon to such the other works a large bellows, pumping the gas from a vat. The toxin
an extent that Vordoshad’s breath weapon had been altered from chlorine completely fills the corridor after 3 rounds, at which time the wererats
gas to shards of glass. slam the trapdoor shut and lock it.
The dragon is obviously too large to be able to make use of the exits Further, using a mechanism built into the wall, the wererats can close
from this level. Observant characters note that Vordoshad has no means of the northeast door through which the characters entered. Once the door
leaving the area, much less reaching the surface world above. In fact, the slams shut, a bolt automatically falls into place, holding it secure. This
dragon is careful to conceal its secret; by using Maudra’s music box, the traps the characters in the hallway. Because the ceiling is 10 feet high, the
dragon can take on alternate forms through polymorph. characters might find it difficult to get up through one of the trapdoors to
Tactics. Vordoshad is a young green dragon, but its breath weapon confront the wererat ambushers.
does slashing damage rather than poison, and its damage is reduced with Gas. The poison gas burns the lungs, but it also contains a powerful
a successful Dexterity saving throw instead of Constitution. Vordoshad is sleep agent. Anyone caught in the hallway takes 7 (2d6) poison damage
a spellcaster (DC 14 spell save, +6 spell attack bonus): per round, or half damage on a successful DC 15 Constitution saving
• 1st level (1/day): charm person throw. A second successful DC 15 Constitution saving throw is required
to avoid unconsciousness. An unconscious character takes full damage
• 2nd level (1/day): mirror image from the gas, which lingers in the tightly sealed hallway for 3d4 rounds
How this encounter unfolds depends on the way the characters make before losing its efficacy. If the entire party is incapacitated, the wererats
their entrance: — wearing their fog muzzles — descend on rope ladders to bind the
Arrival via teleportation device in Area 3D-2. The teleporting characters and rob them of all possessions. Captives are taken directly to
character appears directly on top of the dragon’s back. You should the Royal Couple (if they are still alive), fed to the dragon at Area 3D-4,
determine surprise for the dragon and the character. The dragon attacks or simply dumped in the river at Area 3D-9.
as quickly as it can, but it is also startled and spends its first combat round
casting mirror image.
Arrival from Area 3D-3 after alarm is sounded. The dragon waits
for the characters, having had time to cast mirror image. Innately curious,
3D-6. The Walk of Faith
Vordoshad is willing to converse with the characters (it speaks a variety The ceiling of this cavern bristles with 12 piercersB waiting to fall.
of languages), though it eventually attacks with its breath weapon unless Long, sharp stalactites hang ominously overhead, formed by centuries of
sufficiently bribed with riches and coddled with flattery. dripping, mineral-rich water. The ceiling is 20 feet tall, and nearly every
Arrival from Area 3D-3 without sounding alarm. The characters square inch of it is covered in a pointed stone — some of which are living
have caught the dragon unaware. Vordoshad is automatically surprised. creatures. When the characters enter, their light reveals a bit of slight
Treasure. Vordoshad’s wealth is kept in an unorganized pile in the movement from up above, a fair warning that danger awaits. A tunnel
south part of the cave. It consists of the following: exit can be clearly seen on the cavern’s south side but getting there means
• 6,459 cp. tempting the piercers to release their grip on the ceiling. The cave is not
quite silent, as water drips from numerous unseen sources.
• 1,432 sp. Safe Passage. The wererats know how to traverse this room safely.
• 239 gp. They walk single-file in a straight line to the southern tunnel. The path
worn in the stone can be noted with a successful DC 16 Wisdom (Survival)
• Marionette doll with emeralds for eyes worth 148 gp.
check. Any deviation from this path invites an attack from above. If the
• Lyre with strings made of spider silk worth 72 gp. characters take a similar approach, the piercers allow them to pass. Any
• Cracked porcelain serving plate with gold inlay worth 46 gp. other tactic or any other route provokes the piercers.
Treasure. Characters gazing around the rubble-strewn floor can attempt
• Bottle of rare Romarthian Port, 30 years old, worth 200 gp. a DC 15 Wisdom (Perception) check to notice a small glint of gold. A
• Astrolabe with fine details worth 255 gp. silver and malachite ring of protection is partially wedged under a rock
near one of the cave walls.
• Riding crop with decorative silver handle worth 53 gp.
• Maudra’s music boxGM
3D-7. The Wererat Trove
3D-5. The Gas Attack Anything the wererats consider to be treasure has been deposited here.
Great mounds of refuse and random objects fill the cave.
This hallway is 10 feet wide and approximately 40 feet long. Unlike A curtain conceals a small, secondary cave in the southeast corner.
most of the Gilded Demesne, the hallway is made of carefully hewn The curtain is made of long strings of colored metal discs, along with
stones, sealed together with an airtight mortar. The walls are painted knucklebones, buttons, and human teeth. Beyond the curtain is a lopsided
orange and adorned with unusual pieces of art: colored bones, wreaths altar dedicated to a wererat folk hero, a renegade who terrorized nearby
made of rotted leaves, and streamers of dried seaweed. The northwest wall villages a century ago. Like everything else in the Gilded Demesne, the
features a poorly rendered mural of a male and female wererat wearing altar is poorly built. It leans to one side and rattles if physically examined.
crowns. Four dim oil lamps rest in small niches along the length of the Within the altar’s only drawer is a religious tract titled The Moon and Its
walls, providing a faint glow. The ceiling is 10 feet high. Many Dark Devotions.
Revolving Door. The hallway’s most remarkable feature is the door at Treasure? Knick-knacks, twisted pipes, bundles of thatch, boots,
the southwest end. It is a revolving glass door (4 doors connected on edge flatware, saddles, buckles, tools, seashells, empty bottles — the inventory
to a central pivot pole) that spins to provide entrance and egress. When of mundane items is practically endless. Any object the wererats find that
the characters arrive, this revolving door is wedged in place with an iron is not of immediate use is tossed in here, creating junk piles the size of
spike that can be removed with a successful DC 14 Strength check after haystacks. At your option, every hour spent sifting through these hoarded
1d4 rounds of wiggling and prying. “treasures” reveals a minor magic item such as a potion or other single-
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Rappan Athuk
use item. Further, 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 swordGM.
233
Rappan Athuk
General Features
therein to prepare for the party.
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Rappan Athuk
• Sack #3 contains a small cask of fine brandy, a heavy crossbow, a
4-5. The Trap, Part 2 — steel breastplate of dwarf manufacture, a ceramic pot full of antitoxin
(6 doses; each dose grants advantage to a single saving throw versus a
The Trigger poison that has already been ingested or otherwise administered), 325
cp, and 120 sp.
The secret door in this area is a false door that springs the trap, opening • Sack #4 contains a 2-foot-square silver mirror, a silver and sapphire
outward to reveal a blank wall. It is relatively easy to find, requiring only ring worth 30 gp, a mummified human arm, a battered book written
a successful DC 10 Wisdom (Perception) check, and unlocked. One round in Halfling (titled The Wanderings of Helman Hairfoot) with a rose
after it is opened, the trap at Area 4-4 springs: the portcullis drops, and the pressed inside it, and a rusted crowbar.
pudding in Area 4-4 begins to slither toward towards its trapped dinner. The
pudding arrives in 5 rounds, oozing through the bars to attack the party. • Sack #5 contains an ivory scroll case worth 10 gp that contains a
treasure map (destination located outside Rappan Athuk, your choice
where), 44 gp, a silver helmet with a garnet set in the forehead altogeth-
4-6. Max’s Lair er worth 60 gp, 2 dead rats and 1 dead stirge.
• Sack #6 contains the body of a dead wizard wearing tattered robes
The air in this room smells terrible; slimy dung rots in piles, and rotten and a silver dagger, 4 large but worthless shiny rocks, a thoroughly
corpses are heaped everywhere. This is the lair of Max, a surprisingly destroyed spellbook with only 2 spells still usable for study (darkvision
intelligent otyugh. Any living creature that enters Max’s lair must succeed and dispel magic), 340 sp, and 100 gp.
on a DC 16 Constitution saving throw or be rendered incapacitated and
puking until removed from the area. Each attempt to subsequently reenter • Sack #7 contains 3 flasks of holy water, a case of 12 crossbow bolts,
the area requires a new saving throw. and 120 gp.
Tactics. Max hides and waits until the characters have fully explored • Sack #8 contains a mantle of hopeGM, 5 dead giant rats, a severed
the room and encountered no hazards. He lurks under 3 feet of offal near halfling head wearing an earring made of gold worth 10 gp, 6 large but
the tunnel to the east and grabs the last person in line, as the characters rusty iron spikes, and a small sack of 10 fresh oranges.
move into the tunnel, trying to create a bottleneck. Max negotiates with
the characters, speaking a broken version of Common. If you feel up to
some creative roleplaying, Max might befriend the characters if they in
turn bring him “gifts.” Max is not nearly tough enough to confront a party
4-8. The Priests’ Quarters
that has survived long enough to reach its lair. Therefore, he grabs one This room functions as the temple priests’ sleeping quarters. The room
character, grapples without causing damage, and begins speaking. Max contains 6 beds, evenly spaced apart, and 6 wooden chests, 1 situated at the
prefers to be “friends” with the characters, hoping they present him with foot of each bed. The beds and chests are of simple yet practical construction.
dead things. In return, he helps them by watching their backs while they Trapped Chests. The priests, most likely absent when the party arrives,
are near his lair and giving them “gifts” (though such gifts should be are preparing for combat on unholy ground (Area 4-9). They have left
spread out over several visits). Max, a coward at heart, does not fight behind several surprises for the party: the chests are trapped, as is the door
unless cornered, nor does his friendship extend to fighting for the party. leading to Area 4-9! The chests all contain non-magical robes, cloaks and
Treasure. Max possesses several items that the characters cannot find in daggers. The 3rd chest also contains 2 cursed items; a book of ineffable
the over-3-foot-deep piles of filth in which he lives. Max might give these foulnessGM and a ring of the weak mindGM.
items as gifts to the characters, depending on the players’ roleplaying or The traps are as follows:
the size and quantity of presents that the characters give him.
• Chest #1: Poison Gas Trap. When the chest is touched, it releases a
Max has the following items in his lair: 1 suit of plate armor, a brass
cloud of poison gas. All creatures in a 20-foot radius sphere must make
tiara worth 125 gp, a goblet carved from lapis lazuli worth 500 gp, and a
a successful DC 14 Constitution saving throw or take 22 (4d10) poison
+1 shield.
damage. The trap may be located with a successful DC 18 Intelligence
(Investigation) check. It cannot be disarmed without touching the chest.
4-7. The Monster The trap resets automatically in 3 rounds.
• Chest #2: Lightning Blast Trap. When the chest is touched, a light-
and Treasure Room ning bolt shoots towards the creature that touched it. Creatures within
a 100 feet line back from the creature that set off the trap must make a
These 8 ogres wandered up from Level 12A via Levels 6A and 9A successful DC 16 Dexterity saving throw. Those that fail take 31 (9d6)
and established their den in this cave. They have been quite happy here, lightning damage while those that succeed take half. The trap may be
sniping at the local fauna or the amusing adventurers who occasionally located with a successful DC 18 Intelligence (Investigation) check. It
cross their path. The ogres have an uneasy truce with the inhabitants of can be disarmed with dispel magic against a spell cast with a 4th level
both the evil temple and Level 5; they do not readily venture to either slot. The trap resets automatically in 3 rounds.
area, preferring a more circuitous route that avoids them since a member • Chest #3: Globe of Cold Trap. When the chest is touched, a globe of
of their party got himself killed on Level 5, and Banth cannibalized him freezing air is produced. Creatures within a 40 feet sphere of the chest must
for spare parts to create a flesh golem. make a successful DC 16 Dexterity saving throw. Those that fail take 31
Tactics. The ogres attack immediately but retreat to Level 6A if sorely (9d6) cold damage and are slowed for one round, while those that succeed
injured. If they surprise the party, the ogres throw spears and charge, trying take half. The trap may be located with a successful DC 18 Intelligence
to bottleneck the characters in the entrance tunnel. Though not too bright, (Investigation) check. It can be disarmed with dispel magic against a spell
the ogres are smart enough to attack “witchy-humans” (i.e., spellcasters), cast with a 4th level slot. The trap resets automatically in 3 rounds.
if they can get at them, and concentrate their attacks on specific opponents
instead of pairing off with individual combatants. • Chest #4: Scything Blade Trap. When the chest is touched, the scythe
Treasure. These ogres have accumulated quite a hoard. Each ogre has makes a melee weapon attack at +8 to hit at 1 creature within 5 feet
a large sack packed with several goodies, as follows: of it. On a hit it does 6 (1d8+2) slashing damage. The trap can be lo-
cated with a successful DC 14 Intelligence (Investigation) check and
• Sack #1 contains 3 dead giant rats, a large wheel of cheese, 140 gp, 3
disarmed with a successful DC 16 Dexterity check with thieves’ tools.
oil flasks and a large, pretty rock (uncut, unpolished alexandrite worth
Failing the Dexterity check by 5 or more sets off the trap. The trap re-
1,000 gp).
sets automatically after it attacks.
• Sack #2 contains half of a week-dead elf wearing elven chain mail, a
• Chest #5: Poison Needle Trap. A creature touching the lock must
longsword etched with silver with a golden pommel and quillions worth
make a successful DC 16 Dexterity saving throw or be hit by a poi-
200 gp, 6 silver arrows in a leather quiver, and 230 sp.
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Rappan Athuk
soned needle. The needle does 1 piercing damage and, on a failed DC NadrojB, a wraith (formerly a wizard/merchant favored by Orcus, and
14 Constitution saving throw, 33 (6d10) poison damage. The trap can thus allowed to retain his knowledge of spells) whose tomb is located on
be located with a successful DC 16 Intelligence (Investigation) check Level 6A. Several, if not all, characters may perish trying to destroy this
and disarmed with a successful DC 16 Dexterity check with thieves’ den of evil. Wise and well versed in combat, the priests never surrender
tools. Failing the Dexterity check by 5 or more sets off the trap. or parley. Anyone captured alive is either immediately killed or sacrificed
• Chest #6: Foggy Vision Trap. When the chest is touched, a blindness to Orcus after the battle. Combat like this is the stuff of which legends
spell is cast at up to 4 creatures within 30 feet of the chest. A success- are made. You should play these NPCs with all their guile and skill. If the
ful DC 17 Constitution save negates. The trap may be located with a characters finally defeat them, they have done well. A secret door leads
successful DC 18 Intelligence (Investigation) check. It can be disarmed to Area 4-10, and a normal door leads to Level 5. The secret door can be
with dispel magic against a spell cast with a 4th level slot. The trap located with a successful DC 16 Wisdom (Perception) check.
resets automatically in 3 rounds. Tactics. The priests use simple tactics: Zehn casts prayerPH and shield of
faith and then teleports characters into the lava using his ring. The acolytes
Door with Feeblemind Trap. When the door is touched, feeblemind cast bless and then wade into melee, relying on their god’s protection.
is cast on all creatures within a 20-foot radius. A successful DC 18 The priests’ actions parallel that of the acolytes. When the opportunity
Intelligence save negates. The trap may be located with a successful DC presents itself, each priest uses a hold person spell. As befits their evil
18 Intelligence (Investigation) check. It can be disarmed with dispel magic nature, the higher-level priests let the acolytes bear the brunt of combat
against a spell cast with a 4th level slot. The trap resets automatically in (e.g., melee with character fighters). The vrock immediately flies into
3 rounds. battle. If the vrock is slain, Zehn calls Nadroj from Area 4-10 and uses his
hold person spell. Nadroj arrives in 1d3 + 1 rounds and begins attacking
4-9. The Upper Temple held characters before using his own spells, beginning with confusion and
mirror image, or engaging mobile foes. None of Orcus’ minions retreat or
give quarter. Priests sacrifice surviving characters immediately following
Trapped Doors. This area begins at a huge double door, carved
combat, tossing their bodies into the lava pit. With great delight, Nadroj
from deep-black stone. The doors’ bas-relief carvings indicate that
turns any paladin characters into specters.
some great evil lies beyond. Lifelike details are carved into the skulls,
Shrines of Power. The unholy shrines in this dungeon, of which this
screaming faces, unholy symbols, and demons on the doors. The shrine
is the first, provide power to the demon prince, Orcus, and his avatar, the
doors themselves are trapped, but not locked. All non-evil characters that
“Master.” To cleanse the area of evil, characters must destroy and then cast
pass through the portal must make a successful DC 16 Wisdom saving
dispel evil and good upon each unholy shrine. Additionally, destroying the
throw or permanently lose 6 points of Wisdom. The Wisdom loss can be
unholy shrines weakens Orcus’ avatar, making it possible for a high-level
recovered with a greater restoration or wish spell. The glyphs causing
party to defeat him on Level 15.
this may be located and understood with a successful DC 17 Intelligence
Treasure. A pair of gigantic fire opals rest at the foot of Orcus’ statue,
(Investigation) check and disarmed for 3 rounds with a successful dispel
each worth 10,000 gp. The altar service of pure gold is worth 1,500 gp
magic spell cast against a level 5 spell slot.
if melted down and sold as bullion (the melting process eradicates the
The Shrine of Orcus. The room itself, shaped like a 6-pointed star,
bloodstains). Zehn has a ring of teleport otherGM, priestly vestments, a
features a fiery pit of smoky lava at its center. Over this pit, a series of 4
gold unholy symbol of Orcus worth 60 gp, and 2d4 gp. The priests possess
staircases ascend to a central platform, 30 feet above the lava. Immersion
an unholy symbol, prayer book, and a fine black robe emblazoned with
in the lava deals 55 (10d10) fire damage per round, no saving throw
the symbol of Orcus. Each acolyte has 3 vials of unholy water, an unholy
allowed. Contact with the liquid causes 21 (6d6) points of fire damage per
symbol, and 3d10 gp.
round, with a successful DC 15 Dexterity saving throw for half damage.
The room’s final noteworthy feature is an enormous statue of the demon
prince, Orcus, looming in the background. Good aligned creatures attack
at –2 to hit in this area! 4-10. Nadroj’s Lair
ZehnB, a high priest of Orcus, 5 of his underpriestsB; and 12 acolytesB The room contains 4 crypts, each featuring an intricately carved,
oversee this shrine. The demon prince has bequeathed Zehn a pair of knightly figure. A great uneasiness envelops any characters who enter.
assistants to aid in the temple’s defense: Nargarshapan, a vrock, and As soon as characters cross the threshold, 3 specters rise from the crypts.
Tactics. These horrors, the souls of paladins slain by Nadroj, attack
immediately. The specters attack as a group, draining one opponent entirely
before attacking another. They preferentially attack priests and paladins.
Treasure. The crypts contain the remains of the 3 dead paladins. Each
paladin wears some useful items, which the evil priests have left intact.
Each crypt contains a suit of gilded plate armor, a shield, a great helm, and
the following items:
• Crypt #1 contains a sword of lawGM (longsword).
• Crypt #2 contains a screaming swordGM (greatsword).
• Crypt #3 contains a sword of healthGM (longsword).
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Rappan Athuk
Level 4A:
The Upper Caverns
This level is full of wandering monsters. Most intelligent denizens of The River. The river leads to Level 9A after 1 mile of relatively easy
the dungeon avoid this level whenever possible because of the basilisks. swimming. The river is deep but not particularly fast moving and there is
The evil denizens have a loose alliance with each other, but no such an air space the entire length of the river.
agreement can be reached with the dangerous reptiles. There are a total Hallway. There is a worked stone hallway hidden by a cleft in the stone
of 11 basilisks and 6 rust monsters on this level. Any killed as wandering that is easily missed, requiring a successful DC 15 Wisdom (Perception)
monsters should be subtracted from these totals. The level is shown on check to locate. The hall leads to Area 5B-1.
The Basilisk Caverns map. Treasure. In the cave creeper’s lair are the corpses of 3 half-eaten
goblins. All of them are wearing chain mail and all their equipment is
gone, except for a +1 dagger in a sheath near one of the goblins’ necks.
Level 4A
Difficulty Level: Tier 2
Access: Stairs from Area 3A-9, corridor to Area 5B-1, rat tunnel to Area
4A–2. Basilisk Caverns
6A-2, river to Area 9A-5, rat tunnel to Area 7A-5. These caverns (A through D) have low ceilings, less than 20 feet high,
Wandering Monsters: Check once every 30 minutes on 1d20. and are filled with rubble making them difficult terrain. Full movement or
running requires a successful DC 14 Dexterity (Acrobatics) check or the
character falls and takes 1 (1d3) bludgeoning damage. In these areas, if a
d20 Encounter wandering monster is indicated, it has an immediate 50% chance of being
1 1d2 basilisks 1d3 basilisks. Otherwise use the result rolled.
2 1d3 cave leechesB
3 1d3 rust monsters A. Fungus Cave
Large quantities of fungus of all sorts grow in this cave. Giant
4 2d6 stirges
mushrooms fully 8 feet high tower above. Bright colors — red, yellow,
5 1d6 small piercersB and purple — shine in torchlight. Water drips from the ceiling, and the
6 4d6 giant rats humidity in the air seems to drown the torches as they burn. It is very
warm in here, maybe too warm. This cavern is filled with various non-
7 Undead oozeB harmful (20% edible) fungi covering the walls and floor.
8 BeetlorB (80%) or Shekahn the vampire (20%)
9–20 No encounter B. Statuary
This cavern is also fungus-filled. It is in all respects the same as A. The
General Features
only difference is that there is a statue of a dwarf, axe poised to throw,
facing the entrance from A.
Treasure. The dwarf’s equipment is still intact, though made of stone:
Atmosphere: Many of the natural cavern areas are wet and fungus- chain mail, ring of resistance (force), 3 throwing axes, a purse with 6 gp
filled, while a few are cleaner and dry. and 23 cp, and 2 days of iron rations in his backpack. Note that if his chain
Ceiling Height: Natural cavern ceilings vary from 8–40 feet high. mail is pried off while still stone, it breaks.
Doors: None except at 4A-4A.
Shields and Wards: The Area 4A-4 complex is shielded by a wish spell
and lead-lined and covered with a moonlight-and-stars illusion. C. Statues and a Hole in the Ground
Surfaces: Rough natural stone. This area contains less fungus than the others. Amidst the mold are
a series of beautifully sculpted stone statues. They all appear incredibly
lifelike, as if carved by one of the great dwarven artists of the last age.
4A–1. Entrance Cavern The detail is incredible! This area also contains a large sinkhole that goes
down 40 feet, opening to a tunnel at the bottom that leads to Level 7A.
This large cavern has a relatively low 20-foot ceiling. The floor is covered Sixteen stone statues stand in various positions around the room. There
with rocks and debris, and the going is tough; consider this difficult terrain. Full are 9 humans, 6 dwarves, and an elf. If revived, these adventurers offer to
movement or running requires a successful DC 14 Dexterity (Acrobatics) check serve their liberators. There are always 1d3 basilisks here.
or the character falls and takes 1 (1d3) bludgeoning damage. A monolithic Treasure. Human #6 has a large sack with 2,000 gp in it; #9 has 6 small
column rises to merge with the ceiling a few dozen feet ahead and moving water blocks of turquoise worth 25 gp each in his purse. The 3rd dwarf wears
can be heard off to the left. The stream is quite shallow in this area and can be +1 plate (NOT turned to stone). The elf has a scroll of hypnotic pattern
waded. Wandering monster checks in this room are made at –2. hidden in her staff (turned to stone).
Large rat tunnels dot the walls of this cavern. They are large enough for
Small creatures to travel normally and for Medium creatures to squeeze
in. Two of the rat tunnels (those leading to Areas 4A-2 and -3) are slightly D. The Lair of the Basilisks
enlarged and are traveled by creatures other than rats. This room is nearly devoid of fungus. There are 1d4+2 basilisks here,
The far northwest spur of the cavern is the lair of 3 cave creepersB. up to a maximum of 11 basilisks on this level. If some of the wandering
240
LEvel 4A: The Upper Caverns
241
Rappan Athuk
basilisks have been killed, the number encountered here may need to be Treasure. At the end of the northeast rat tunnel is the corpse of a giant
reduced so that no more than 11 are encountered on this level. A large rat with a human finger in its maw. On this finger is a golden signet ring
numbers of stone animals (bats, rats, etc.) fill the room, but no people ever worth 80 gp, bearing the arms of an important noble family.
made it this far. Several statues block a 3-foot-wide passageway leading
to Area 4A-4C. It requires a successful DC 15 Wisdom (Perception) check
to notice the passage. E. Deadly Fungus
Treasure. In the southwest spur of the cavern is a small vein of gold. A As the characters descend into the tunnel, they notice the downhill
miner could extract this given 4 weeks of mining and obtain 20,000 gp. It slope and that the water flow leads down the hill. The temperature
would take several treks to carry all the gold out of this cavern. seems to rise a few degrees, and fungus covers the floors and walls. At
the entrance to the grand cavern, gypsum flowers and calcite crystals
grow everywhere.
4A–3. Caverns Traps. Several traps have been placed in this room. The first is a
large patch of yellow moldB that has been placed directly in front of the
These caverns are uphill from the Area 2 caverns, somewhat drier and tunnel. It can only be noticed by the lead character with a successful DC
less full of fungus. The floors (except in D) are less cluttered with rubble, 20 Wisdom (Perception) check. If the mold is not detected it releases its
and movement is increased to three-quarters normal. Full movement or spores when the party gets to its location.
running requires a successful DC 14 Dexterity (Acrobatics) check or Also present in the room is a 20-foot x 20-foot pit that is 20 feet deep
the character falls and takes 1 (1d3) bludgeoning damage. Except for and filled with spiked sticks. The trap can be seen with a successful DC 18
Room A, add 1 to any wandering monster check. The basilisks do not Wisdom (Perception) check. Those failing to spot it fall in and must make
venture far into the other caves, which are populated primarily by rust a successful DC 17 Dexterity saving throw. Those that fail the saving
monsters that seem for some reason to be immune to the basilisk’s gaze. throw take 7 (2d6) bludgeoning damage and are attacked by 1d4 sticks.
All caverns, except for C, are fungi-filled and contain many stalactites Those that succeed take half the damage and are not attacked. Each stick
and stalagmites. makes a melee weapon attack at +10 to hit. On a hit it does 4 (1d4+2)
piercing damage.
There is a trip wire also across the tunnel leading to 3F which may
A. Sinkhole Room cause the front character to fall with a clang. The wire can be seen with a
The rubble in this cavern is less intensive than before. The cave seems successful DC 17 Wisdom (Perception) check. A character that does not
somewhat drier, though little trickles of water run through low spots in notice the wire must make a successful DC 16 Dexterity saving throw or
the floor and down into an abysmal sinkhole in the center of the cave that fall and be stunned for 1d3 rounds.
drops down 50 feet It is the home of an undead oozeB. It has no treasure. Alert. If the party is extremely noisy, numerous, or uses light, the
goblins at F are alerted and ready.
B. Specter Lair
Wind blows down this long, narrow cave — lots of it. One can barely F. Lost Goblins
hear the voices of one’s comrades with the noise. The stream can be There are 5 goblins trapped here who came up from Level 12A via
crossed easily at its shallowest point where it is 3 feet deep. Getting Level 7A and are afraid to go back due to the basilisks. They fight
within 20 feet of the river disrupts any spells that require material spell only if the party refuses to negotiate. If the party tries to parley,
components if they could be blown out of the caster’s hand, and a DC 12 the goblins are persuaded to leave in peace if they are assured that
Concentration check must be made each round that a caster is in the river the basilisks are gone. The lost goblinsB include GurranB, ZagrosB,
to maintain concentration on spells. The river is 20 feet wide at the point OstlerB, ZimB, and OrgB.
where it must be crossed to reach the lair of the specter. His gravesite is The Goblins. These goblins are wise and cunning and are only trapped
marked with an “X”, and his coffin lies buried under 4 feet of sand. The here because of a bad encounter with the basilisks. Gurran has one scroll
specter emerges from his casket through the sand in incorporeal form 3 with which to save a comrade but is currently in search of a safer way out.
rounds after the party sets foot on the northern shore. The goblins are very prepared for the party if any of the alarm traps were
Swimming Downstream. Anyone swimming down river must roll a triggered. Gurran is the leader and attempts to negotiate safe passage if
successful DC 16 Strength (Athletics) check or begin to drown. Characters the party makes the first move. He is far more concerned with escape than
in heavy armor have disadvantage on the check. Survivors and bodies are with fighting a well-armed group.
washed out into Level 9A in approximately 20 minutes. Tactics. Their basic battle tactics include artillery spells and sneak
Treasure. The specter’s coffin contains, under a pile of bones, a suit of attacks. Org acts as a bodyguard for Gurran, and none of the goblins seek
solid bronze plate studded with 12 sapphires worth 100 gp each (1,500 gp melee; Ostler sneaks in and uses his lions to attack from behind, saving
total value). his potion of invisibility for an escape. Zim is very dangerous and seeks to
eliminate character spellcasters first.
C. Hide the Fighters! Treasure. In the northeast corner of the room is a large box containing:
4 weeks of iron rations, an oftenfull waterskinGM, and a locked strong box
The walls of this cavern appear to be corroded as if by acid. The walls with 400 gp (the key is on Org or it can be opened with a successful DC
themselves appear to be made of alternating bands of red and silver stone. 13 Dexterity check with thieves’ tools or a DC 16 Strength check). Gurran
The silver portions have an outer coating of red flakes that look like rust. has a spellbook, and a sack with 11 gp. Zagros has boots of speed. Ostler
This room is situated within the eaten-out portion of a large vein of iron and has a small sack with 2 gp, and a potion of invisibility. Zin has a gold and
was formed by the rust monsters nibbling away at it. There are always 1d3 ruby necklace worth 400 gp. Org carries 22 gp, and a key to the large box.
rust monsters here. There are a total of 6 of these creatures in the caves.
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LEvel 4A: The Upper Caverns
her draining kiss ability. In fact, she attempts to show her “affection” to all
4A–4A. The Secret Door her male “saviors.” While she is doing so Shekahn flies behind the pillar
The secret door leading to the cave of the lovers is a small lead-lined and changes shape. He attempts to surprise the party with his attack. Once
metal door no more than 2 feet wide, set high up on the cave wall and the party realizes they are being attacked, Corinaria pleads to be saved
disguised with an illusion to appear as part of the surrounding cave from Shekahn, whom she claims has held her prisoner (she reinforces
wall. The illusion can be detected with a successful DC 18 Intelligence her pleadings with her charm ability). She cowers behind the characters,
(Investigation) check. The secret door can then be seen with a successful acting as if she needs their protection. Instead she uses her charm abilities
DC 18 Wisdom (Perception) check. This door is held by an arcane lock every round, suggesting such things as “use silver to slay the vampire,”
spell. It provides access to the lair of the evil lovers. The door opens by or “kiss me again, only love can defeat him.” She tells charmed persons
pulling out. Note that the lead lining of the room is apparent to any who to stay out of the fight or restrain their comrades (to prevent bloodshed,
look closely at the walls or door itself. In addition, the door has been which princesses cannot bear to see). If attacked, she teleports away or
enchanted to open at the mental command of either of the lovers. becomes ethereal to avoid combat. Shekahn’s first order is to calls for
rats. He then uses his charm ability to avoid combat until he is cornered.
Unlike most vampires, Shekahn wants to make spawn rather than kill the
4A–4B. The Courtyard of the Moon. characters outright. Anyone taken prisoner is drained and turned into a
Beyond the secret door lies a circular cavern about 60 feet in diameter. vampire spawn. If Shekahn is slain, he turns to gas and flees to Area C. If
The walls and ceiling of the cave glow with a strange light. The entire this happens, Corinaria turns ethereal and follows him, unless she is still
ceiling is decorated like a moonlit night. The moon is full, and the stars successfully fooling the party into believing she is one of the “good” guys,
twinkle and gleam as if outside at night. In the center of the cavern is a in which case she continues to charm characters. If she takes over 30 points
gurgling fountain, with a statue of a beautiful woman holding 2 pitchers of damage, she too flees (ethereally) to Area C. The pair remains inside
pouring forth water. Several small birds can be seen nesting in a solitary the bedroom until they are discovered. If allowed to fully recover, they
tree a few yards from the fountain. An inscription on the fountain reads, hunt the party in the dungeon, attacking when the characters are wounded,
“Princess of stone, Freed with a kiss, Curse can be broken, If love does sleeping or low on spells, summoning servitor creatures to “soften up” the
exist.” This room has been enchanted with a permanent illusion to depict characters before they attack. Their vengeance is frightening to behold.
the outside during a full moon. The illusion can be seen through with a DC
18 Intelligence (Investigation) check. The statue is, of course, Corinaria,
the succubus. The tree and the birds are bats clinging to an illusion 4A–4C. The Bedroom of Evil
covered stone pillar. One of the bats is Shekahn, the vampire. The small hole leads to another chamber. The room itself is 40 feet
The Kiss. The inscription is intended to trick characters into kissing square and is adorned with lavish tapestries and fine rugs. In the center of
the statue to free the “princess.” When this is done, Corinaria materializes the room is a large stone block. This room serves as the tomb of Shekahn
(as if turning from stone to flesh). Obviously, the person kissing the statue and the nuptial bed (crypt) of the lovers. The stone block, which is a coffin
is immediately (though unknowingly) subjected to Corinaria’s draining (requiring a successful DC 18 Strength check to open) is made of 2 parts
kiss. Once the party figures out that something is wrong, the pair attacks. — a lid and a base. The pair hides inside the block. There is a 3-foot-wide
Only after the pair is slain or driven off can the walls be searched. On the passage in the northwest corner leading back to Area 2D.
wall opposite the secret entrance is a small diameter hole (2 inches). It can Treasure. The rugs and tapestries are worth 3,000 gp if removed from
only be found with a successful DC 20 Wisdom (Perception) check by the dungeon. They weigh 1,100 pounds, so this may prove difficult. Inside
somebody feeling along the wall. This hole leads back 3 feet into another the crypt is the remaining treasure: 9,900 sp, 140 gp, a deck of gilded
chamber (C). Since neither the vampire (gaseous form) nor the succubus tarokka cards worth 30 gp, a golden bracelet etched with asphodels worth
(etherealness) needs a large entrance to get to their bedroom, the characters 150 gp, boots of levitation, a platinum nose ring worth 20 gp, a golden
will need to dig through 3 feet of stone to gain access to the final room. statue celebrating the evil duo’s love worth 400 gp if the party can find
Tactics. Corinaria pretends to be very enthusiastic about being someone into that kind of thing, and a suit of +2 leather armor. There is
released, kissing the person who freed her, again subjecting the person to also a substantial quantity of vampire dirt from Shekahn’s homeland.
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Level 4B:
The Gut
The “Gut,” as it is known, is a long underground tunnel (approximately
40–50 miles) that links the outlying Mouth of Doom levels to the central
dungeon regions of Rappan Athuk. The Gut is a high-ceilinged corridor,
20 feet wide, passing through 6 more detailed sub-areas (or possibly
Sub Areas
more, if you choose to add additional sub-areas). Because of its length,
Area Distance
the tunnel has an “overview” map to show the arrangement of the 6 major
points of interest, and smaller-scale maps to illustrate the details of these The distance between the Zombie
The Zombie
far-separated areas. Stables and The Last One Inn (B) is 11
Stables (A)
The Gut has always been used as a thoroughfare between the Mouth of miles.
Doom and the deeper levels of Rappan Athuk. In Rappan Athuk’s earliest Distance to the Zombie Stables (A)
days, zombie horses and messengers, along with goblin slaves and the The Last One is 11 miles; distance to the Weird
even stranger minions of the dark priests, carried the almost constant Inn (B) Plantation (C) is 15 miles; distance to
flow of supplies, slaves, messages, and agents required for such a vast the River-Drippings (D) is 18 miles.
centralization of evil power. Even though the Mouth of Doom is no longer
a major strategic outpost for the priests, the Gut is still well-traveled by a The Weird Distance to the Last One Inn (B) is
variety of unpleasant creatures. For the most part, travelers in the Gut are Plantation 15 miles; distance to The Gates of
not making the journey all the way from the deep levels of Rappan Athuk (C) Gloom (F) is 10 miles.
to the Mouth of Doom. The long corridor is pockmarked with numerous, Distance to the Last One Inn (B) is 18
extremely well-hidden secret doors that lead away to catacombs and The River- miles; distance to the Rune-Caverns
warrens in the miles and miles of underground rock between the Mouth Drippings (D) (E) is 10 miles; distance to the Gates
of Doom and the lowest regions of Rappan Athuk. Most of the creatures of Gloom (F) is 20 miles.
traveling the Gut are journeying between two such secret access points Distance to the River-Drippings (D) is
rather than within Rappan Athuk itself. The Gut is an ideal level of the The Rune-
10 miles; distance to Rappan Athuk is
dungeon to place any additional underground areas, as they can easily Caverns (E)
9 miles (leads to Area 4-7).
be placed anywhere along the Gut in one of the gaps between the level’s
sub-areas. Distance to the Weird Plantation (C)
The Gates of is 10 miles; distance to the Rappan
Gloom (F) Athuk lower levels is 14 miles (leads to
Level 4B Area 4-7).
Difficulty Level: Tier 1 The areas of the Gut are shown on The Wilderness Surrounding
Access Tunnel to Area 3C-28, tunnel to Area 2-10, and hallway to Area 4-7. Rappan Athuk map.
Wandering Monsters: Check once every 6 hours on 1d10.
Surfaces: Natural and carved stone.
d10 Encounter Other:
1 1d6 zombies on zombie warhorsesB • This “level” comprises several distinct areas that are some distance
apart. Passage between them is through carved stone tunnels with some
2 1d6+6 goblins
areas patched with stone masonry. The ground is level, designed for
3 1d6 ogres cart traffic. You may add rivers, bridges, or any other manner of under-
4–10 No encounter ground feature.
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death.” A third inscription is carved over the eastern door, in the common to burn with an illusionary fire. The illusion in the fireplace reveals itself
tongue. It reads simply, “The Gut.” as magical if a detect magic spell is employed in the room, but none of the
room’s other features are enchanted. The only apparently non-functional
decoration in the room is a painted wooden totem pole that fills the
4B-2. Stables northwest corner.
Totem Pole. From floor to ceiling, the heads depicted on the totem
There are 2 zombie warhorsesB in here. They can be ridden, but each pole are: human, goblin, eagle, dwarf, raven, and roach. The totem pole
day the horse must make a successful DC 15 Constitution saving throw or is a pipe that allows poison gas to be released from Urovok’s bedroom
it comes apart. If the horse is ridden faster than normal walking speed, the (4B-10) into this room. A mechanism slides the eyes of all the carvings
saving throw has a DC of 16. downward, allowing the poison to escape through the eye-holes.
Searching the totem pole carefully and succeeding on a DC 17 Intelligence
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LEvel 4B: The Gut
4B-13. Exit Tunnel
This tunnel is a continuation of the Gut. From this point onward, the
corridor begins an almost undetectable slope downward. Noticing this
requires succeeding on a DC 19 Wisdom (Survival) check.
The River-Drippings
4B-14. Statue Cavern
This natural limestone cavern has stalactites on the ceiling, stalagmites
on the floor, and several pools of water in the cavern floor — the largest
pools are marked on the map. The pools reach a depth of 40 feet. Drops
of water fall constantly from the ceiling of the cavern (which is located
directly under a river).
Statue. The cavern’s most remarkable feature is a 40-foot-tall statue
of a woman with fangs and a necklace of skulls, wearing a long, flowing
gown and carrying a water jug balanced on her head. If the players inquire,
the jug is 10 feet tall and has a neck that appears to be 3 feet wide — it is
NOT clear from the ground whether the jug is hollow or not. If a character
climbs up the body of the statue and the side of the jug to look inside,
the jug is revealed as hollow, and at the bottom there is a massive blue
sapphire the size of a head, surrounded by human bones.
Sapphire. Anyone looking at the gem must make a successful DC
16 Wisdom saving throw or become enthralled with the sight of the
stone, attempting to climb down into the water jug to sit beside it and
contemplate it for all time. The saving throw can be repeated every hour.
Treasure. The gem itself is worth 5,000 gp if it can be removed from
the statue, and there is a scroll of comprehend languages, fireball, and
ice storm in the bones and rubbish that encircle the gem. Disturbing an
enthralled person enrages them, and they attack ceaselessly until anyone
in sight is dead and then returns to contemplation of the gem until dying
from thirst and starvation. The gem loses its enthralling powers if it is
taken more than 100 feet from the statue.
cultivations are the property of the plantoids that reside in Area 4B-12. At
any given time, 1d2 plantoidsB and 1d4 plantoid servitorsB are found in
this room, tending the plants. If the adventurers appear to be headed into
4B-15. Hidden Chamber
the tunnel to 4B-12, if they walk in on the plants at all, or if they speak This chamber can only be reached by swimming under water to a
to the plantoids, the plantoids attack. A brisk walk down the ramp and depth of 20 feet to find the entrance tunnel. The tunnel rises above the
directly to the exit at 4B-13, ignoring everything in the room, allows the water level and the chamber itself is filled with air, although it is stale and
party to avoid a battle. thin. The cavern is the lair of a giant poisonous snake (the snake has 16
Treasure. The plants in the room are generally unremarkable, except for vestigial legs, but they have no effect on anything in game terms).
2 flowers that glow (these are the sources of blue light mentioned above). Treasure. Scattered about the cave are 2,240 sp, 312 gp, and a bronze
The glowing blue flowers are in the middle of other plants and cannot be figurine of a woman with fangs and a necklace of skulls worth 250 gp.
reached without walking into the plants — which does, of course, enrage
the plantoids. These flowers are of a tough mineral consistency and can be
sold as jewels for 1,000 gp each. 4B-16. The Drippings
This enormous cavern contains a large pool of water that feeds a
4B-12. Lair of the Plantoids stream. The stream winds its way down a wide tunnel to the southeast.
Like the cavern at 4B-14, the floor and ceiling are filled with stalagmites
This room rises to an egg-like dome in the ceiling, and it is filled and stalactites. Three piercersB (2 Small, 1 Medium) make their lair at the
with an eerie humming noise. A slimy moss (the source of the humming mouth of the stream’s tunnel, on the northern bank of the stream. If the
noise) covers the otherwise featureless walls and floor of the chamber. party is traveling down the stream’s southern bank, the piercers will not
Six glowing blue flowers seem to grow directly from the stone walls; 2 attack them.
of them are in easy reach, and the others are at heights of 20 feet (2), 30
feet, and 40 feet.
Gardeners. There are 4 plantoidsB in this room, minus the 1 or 2 that are
(or were) in 4B–11. There are 5 plantoid servitorsB here regardless of how
many were in 4B-11. Anyone entering the room is immediately attacked.
The Rune-Caverns
Treasure. The glowing blue flowers are the same type as those in Area
4B-11, but these are fully matured and are worth 2,000 gp each. 4B-17. Main Rune-Cavern
The walls of this vast natural cavern are totally covered with billions of
runic symbols carved into the rock. The entire cavern radiates magic with
such intensity that if a detect magic spell is cast in the area, everyone in
the cavern is blinded for 1d6 x 10 minutes and suffers 1 psychic damage.
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Remaining in the cavern for more than 10 minutes (other than moving the character must immediately make a successful DC 16 Charisma saving
straight through) causes mild disorientation and searching through the throw or become the new Spiker.
cavern for more than 20 minutes requires a successful DC 17 Intelligence Treasure. Under the Spiker’s bed, there is a small treasure trove. It
saving throw or the character becomes lost. If there is no one to lead a includes 12 usable pairs of boots (and a considerable quantity of footwear
lost adventurer out (for example, if the characters are all lost but stick that is so old as to be unusable), 2 pointed hats, 6 suits of chain mail, 1
together), the character(s) reach one of the exits in 1d10 x 10 minutes. suit of plate, 8 longswords, 7 helmets, 9 shields, 4 lanterns, 3 pints of holy
There are 6 possible exits from the cavern; roll randomly on 1d6. water, 13 backpacks, a small birdcage, a spare hammer, and 30 long iron
Treasure. If the characters risk the consequences and search the cavern, spikes. There is also a bag containing 614 gp and 1,358 sp, a turquoise
they have a chance of finding interesting things: there is a 1 in 6 chance ring worth 100 gp, and a plain gold necklace worth 50 gp. One of the
per 10 minutes of searching to discover one of the following (mark off helmets is a helmet of protectionGM.
when found):
the Shadow Crystal is a huge door in the middle of the bars, apparently carved from the same
stone as the walls. Upon the door there are 3 large runes, depicting a
demon, a circle, and a square. The runes shift on the surface of the door if
The south wall of this otherwise normal cave chamber is entirely made
they are touched (a 10-foot pole or other item works as the “touch”). The
of a reflective crystal that functions almost as well as a mirror. If anyone
door opens if the 3 runes are moved to superimpose each other, placing
looks at the mirror for more than a glance, shadowy figures are seen
the demon within the circle within the square (the circle is slightly smaller
moving forward from the depths of the mirror toward the adventurers. If
than the square, so this is the only way to arrange them on top of each
the characters (even one of them) meets the approaching figures eye to eye
other; it is not necessary for a player to state whether the circle is within
and stares them down, they retreat into the depths of the crystal. However,
the square or vice versa). When the 3 runes are superimposed, the door
if the party turns away from the mirror, the 4 shadows emerge and attack.
immediately opens. If the players cannot figure out how to open the door
using the runes, it is also possible to pick the lock with a successful DC
4B-20. Side Cavern 18 Dexterity check with thieves’ tools, use a knock spell, or bend the bars
with a successful DC 18 Strength check. Coming from the east to the west,
This small cavern is empty, except for some bats and a light covering the door can be opened by use of a recessed handle in the middle.
of bat guano on the floor.
4B-25. Chamber of
4B-21. Skeletal Remains the Blackbone Guard
This wide spot in the tunnel has a rather grisly decoration; 5 human
skeletons are spiked to the wall with long iron shafts that have been driven There are 2 black skeletonsB in the northern chamber and 2 more in
through the ribcages into the limestone rock. the southern chamber. To avoid combat, the party must run through this
chamber at top speed, in which case the skeletons do not attack. Moreover,
the skeletons do not move more than 50 feet from the chamber itself in
4B-22. Lair of the Spiker pursuit or in combat. If the adventurers are attacked and simply hold their
ground in the chamber, the skeletons fight to their destruction. The bones
This natural cave chamber contains a wooden bed and a table, but its re-form into black skeletons after 1 full week has passed.
most noticeable feature is the fact that 40 skeletons have been spiked to Treasure. One of the black skeletons wears a jeweled necklace worth
the wall in the same way as those in the chamber outside. Sitting on the 500 gp.
bed is an unnaturally thin human, holding a hammer and a long steel spike.
When he sees the adventurers, his eyes glow yellow, and anyone seeing
this must immediately make a successful DC 18 Wisdom saving throw
or walk over to the wall and stand there immobile. Characters standing
against the wall are unable to speak or move until the Spiker is slain.
The SpikerB fights anyone who succeeds at the saving throw, using the
hammer and spike simultaneously to make 2 attacks in a round. If at any
time there is only 1 character left alive, and the character kills the Spiker,
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Level 4C:
Last Stand
When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a fall into the spiked pit take 10 (3d6) bludgeoning damage from the fall
devout cleric of Orcus, swore his undying loyalty to the demon lord. To and another 10 (3d6) piercing damage from the spikes.
cement his pact, the priest joined the ranks of the undead as a vampire.
Although he abandoned his mortal life for a subterranean existence
forever cloaked in darkness, the haughty aristocrat could not forsake the
trappings of wealth. The vampire’s lair exudes style and sophistication
4C-1. Gated Community
unmatched anywhere else within the underground complex. Azraggad’s The corridor connecting Level 3 to this one ends in a sturdy iron
home resembles a grand estate, but his fealty to Orcus shines through with portcullis. Tiny creatures can squeeze through the bars with no effort, but
his macabre décor, diabolic servants, and ingenious methods of inflicting larger creatures cannot. To enter the main passageway, the characters must
death on trespassers. None are less welcome than the deranged servants of circumvent the portcullis. In addition to using magical means to bypass the
the Frog God, whom he despises more than the saintliest paladin or most barrier, such as dimension door, teleport, and similar spells, adventurers
righteous do-gooder. To this end, he maintains some periodic contact with may try to smash through the portcullis; it has an AC 19, 30 hit points,
the Upper Temple of Orcus on Level 4A, though he is very careful not and is immune to cold, necrotic, radiant, thunder, and piercing damage. It
to leave any trail in his wake, as his isolated abode remains beyond the has resistance to bludgeoning damage. Of course, the act of repetitively
prying eyes of Tsathogga’s servants. This area is shown on The Last Stand pounding against the bars creates tremendous noise, which automatically
maps 1 and 2 ends in an encounter with a wandering monster. Alternatively, a character
can resort to brute strength to either lift the portcullis or bends its bars
without attracting unwanted attention from roaming slithering trackersB.
Level 4C Accomplishing this feat requires a successful DC 25 Strength check.
The network of corridors beyond the portcullis is painted dark red.
Difficulty Level: Tier 2 Gilded images of leaves, and golden crown molding adorn the walls,
Access: Southern tunnel from Area 4-6. Corridor to Area 2-10. Tunnel ceiling, and floor. The faint yet audible tone of a harpsichord echoes
to Area 5C-14. through the passageway. The music emanates from behind the door of
Wandering Monsters: Check once per hour on 1d20. Area 4C-4.
d20 Encounter
1–6 1d3 slithering trackersB 4C-2. Them Bones
7–20 no encounter Although a sturdy, wooden door blocks passage into this cramped
chamber, a small piece of wood swings freely from a hinge built into the
bottom of the door. The cut out is identical to a modern dog or cat door in
General Features both size and appearance. On the other side of the door are 2 bone swarmsB.
Tactics. Comprised of tiny bits of bone culled from the remnants of
Atmosphere: Evil is detected from Areas 4C-9, -12, -17, and -17A. fallen undead monsters as well as Azraggad’s past victims, the surprisingly
Magic can be detected from Area 4C-15. There are no light sources in the intelligent creatures listen intently for any movement or disturbances
rooms and corridors unless otherwise specified in the area’s description. outside the portal. If they detect living creatures other than the slithering
Ceiling Height: Ceilings range from 8–12 feet high. trackers, the pair immediately moves through the swinging door and
Doors: Iron-reinforced wood. The doors in Area 4C-1 through -7 attacks the intruder. Characters who reach the door undetected and open
inclusive open with ease. The doors in the remainder of the complex are it discover an enormous pile of bones that spill into the adjacent corridor
stuck doors, requiring a successful DC 15 Strength check to open. where they coalesce into 2 distinct sheets of bone. The swirling masses of
• Locked Doors: Require a successful DC 20 Dexterity check with bone fight until destroyed. If they defeat the adventurers, the fallen heroes’
thieves’ tools or DC 20 Strength check to open. skeletal remains join their motley collective.
• Secret Doors: Stone. Require a successful DC 16 Wisdom (Percep-
tion) check to find, then automatic to open.
Shields and Wards: Inlaid lead shields Areas 4C-10, -11, and -12
4C-3. Picture This
against divination magic. Six portraits of a dashing, handsome man hang from the walls, while
Surfaces: The walls, floors, and ceilings are made from cut stone. a marble sculpture of the same man wearing ornate vestments stands in
Walls, columns, and other features are coated in slime from Area 4C-1 the center of the room. The portraits depict Azraggad at various stages
through -7, causing the areas to be treated as difficult terrain. The walls, in his mortal and immortal life. Recognizing the paintings and sculpture
columns, and other features in the remainder of this level are dry. as portrayals of the same person requires a successful DC 5 Intelligence
Other: (Investigation) check. A character who examines the paintings and
• Areas on the map noted by a boxed “X” contain a spiked pit trap. succeeds on a DC 20 Intelligence (Investigation) check notes the paintings
Requires a successful DC 15 Wisdom (Perception) check to detect, and depicting the subject as a young man are disproportionately much older
a DC 20 Intelligence (Investigation) check to locate the springs and than those showing an aging, yet still youthful man.
hinges. A successful DC 20 Dexterity check with thieves’ tools perma- Treasure. The 6 paintings are worth 200 gp each, while the statue has a
nently sabotages the trap. The spiked pit is 30 feet deep. Creatures who value of 250 gp, though it weighs almost 600 pounds.
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Rappan Athuk
hit if the attacker is within 5 feet of the cube. When the cube is reduced to
4C-4. Ebony and Ivory 0 hp, the crystal shatters and sprays an acidic goo onto all creatures and
objects within 30 feet. The viscous material deals 28 (8d6) acid damage
When the characters approach the door, the harpsichord’s melodic tune and restrains the creature for 1 minute. A successful DC 13 Dexterity
steadily grows louder. Inside the room, illuminated by a continual flame spell saving throw halves the acid damage and the creature is not restrained.
cast upon a candelabra atop the harpsichord, a skeleton wearing flashy robes Each round at the end of its turn, the target can use an action to make a DC
flamboyantly plays the musical instrument. The undead servant ignores any 13 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the
interruption and continues playing unless physically restrained from doing character is no longer restrained.
so. Arraggad composed the piece as a triumphant march combined with
a hymn to Orcus. The skeleton understands any conversations but cannot
speak and divulges nothing about its vampiric master.
Tactics. The undead monster attacks only when attacked. If the music
4C-7. Getting Ahead
ceases for any reason, the event triggers a magic mouth spell cast on the During his youth, Azraggad spent countless mornings hunting with his
mirror hanging from the opposite wall. father and older brothers, memories he fondly cherishes to this day. To
A booming voice declares, “Who dares stop the music?! Curse you commemorate these precious moments in time, he meticulously preserved
trespassers! Damn you to perpetual silence!” the severed heads of his quarry and mounted them onto the walls. These
Treasure. The silver mirror is worth 100 gp, while the golden prizes include grizzly bear, tiger, lion, rhinoceros, hippopotamus, buffalo,
candelabra is worth 200 gp. The harpsichord weighs 150 pounds and has moose, and a unicorn.
a value of 500 gp. Unicorn Alarm. When a living creature enters the room, the intrusion
triggers a magic mouth cast on the unicorn’s head. The decapitated head
emits a ghastly, unnerving death rattle for 20 seconds before falling
4C-5. Reading is Fundamental silent. Azraggad programmed the sickening sound to startle and unnerve
trespassers as well as alert the will-o’-wisps in Area 4C-8 and the bone
A continual flame spell cast within a fireplace illuminates an impressive swarms in -9 to the presence of intruders.
library. The bookshelves span the length of all 4 walls. Three comfortable
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 matters offer a glimpse into
4C-7A. Color Scheme
Azraggad’s warped mind, but not useful insight to the perils ahead of the The corridor connecting Area 4C-7 and -8 contains the clues for the
characters. The secret door here is better concealed behind the bookshelf cryptic puzzle found in Area 4C-10.
than those in the surrounding area. It takes a successful DC 20 Wisdom Crystal Clues. When the characters view the passageway, they see a
(Perception) check to detect it, and a successful DC 20 Intelligence strange assortment of colored glass crystals imbedded into the walls. One
(Investigation) to deduce how to open it. cluster includes 8 green crystals, while another has 4 blue crystals. A pair
Treasure: The 183 books are worth of 1d4 gp each or 525 gp for the of red crystals can be found near the door, while a lone yellow crystal
entire collection when sold as a set. occupies a niche on the opposite wall. The glass crystals have no monetary
value and can easily be removed with a successful DC 10 Dexterity check
made with thieves’ tools or cracking a stone prong keeping the crystal in
4C-6. Slither! place, requiring a successful DC 11 Strength check.
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Rappan Athuk
A creature completely submerged in quicksand cannot breathe and is towards the building is sandwiched between the man and the structure.
blinded. A creature can pull another creature within its reach to safety by Puzzle. The carved images and niches relate to the puzzle found in Area
using its action and succeeding on a Strength check, where the DC is 5 4C-7. Each color corresponds with a related homophone. Thus, there were
plus the number of feet the creature has sunk into the quicksand. Although 8 (ate) green crystals, 4 (fore) blue crystals, 2 (to) red crystals, and 1 (won)
the quicksand impedes the progress of most humanoids, the circumstances yellow crystal. The solution is to place the green crystal into the niche
offer an ideal hunting opportunity for the chamber’s previously invisible within the bestial mouth; the yellow crystal above the gladiator carving;
6 will-o’-wisps. the blue crystal adjacent to the ship carving; and the red crystal into the
Tactics. The monsters hover above the quicksand and pepper restrained hold beneath the carving of the man and the building. If the characters put
targets in the quicksand with their shock attacks. When a character falls to the crystals into the correct positions, the secret door slides open granting
0 hp or less, the undead monsters gleefully use their Consume Life bonus them access to Area 4C-12 for 1 minute. On the other hand, characters
action to feast on the dying creature’s ebbing life force. The tiny undead who place the crystals into the wrong openings cause the secret door
never retreat and fight until destroyed. to instead open into Area 4C-11 for 1 minute. Creatures who enter -11
Treasure. The corpses of a human, an elf, and a dwarf litter the bottom discover a one-way wall of force prevents them from leaving.
of the quicksand, but locating the submerged bodies proves extremely Secret Door. It takes a successful DC 25 Wisdom (Perception) check to
difficult. Only a tactile examination of the floor and a successful DC 25 locate the secret door. However, a successful DC 20 Intelligence (Arcana)
Wisdom (Perception) check can locate one of these bodies. The human check reveals that the door can only be opened by solving the puzzle.
wears +1 studded leather armor and carries a +1 dagger. The elf has Creatures who attempt to bash the door open only hit solid stone.
a brooch of shielding and a javelin of lightning. The dwarf wears plate
armor and carries a flawless emerald worth 2,500 gp.
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 corpses
After circumventing the preceding quicksand trap, the complex opens along with a successful DC 14 Intelligence (Investigation) check confirms
into a long hallway containing 28 stone pillars along the north and south the victims died from dehydration, malnutrition, and other natural causes
walls. The 2 pillars closest to the entrance (marked with an “S” on the instead of trauma. Many also suffered severe injuries on their hands
corresponding map) suddenly illuminate, while the others remain dark. and feet, presumably from trying to pound their way through the door.
Demonic carvings cover the surfaces of these basalt pillars. Azraggad stripped the corpses of their valuable possessions literally
Altar. The western branch of the hallway boasts a diabolic altar leaving just the clothes on their backs.
chiseled from black-red granite. Bone fragments, dried blood, and No Escape. A wall of force encapsulates the entire chamber. Creatures
mummified tissue rest upon the altar. When a good-aligned creature attempting to escape must bypass or destroy the wall of force to leave. The
approaches within 5 feet of the altar or any creature or object touches the wall can be disintegrated, or characters can teleport out of the room, but it
altar, each of the illuminated pillars releases a pile of bones that fall to cannot be dispelled, and the barrier also foils ethereal travel.
the floor and coalesce into 2 bone swarmsB. 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 4C-12. Decisions, Decisions, Decisions
other magic suppressing the illumination. The bone swarms do not pursue
or attack creatures who leave Area 4C-9. Furthermore, if the characters Characters who correctly solve the puzzle in Area 4C-10 enter this
shroud an illuminated pillar in darkness or physically destroy the pillar, diabolical chamber. Painted images of demons precariously balanced on
a bone swarm in existence at the time crumbles into a pile of inanimate scales cover the walls.
bones. Each pillar is AC 19, has 60 hit points, and is immune to cold, fire, Locked Door. Although visible, the locked, stone door bearing demonic
lightning, as well as piercing attacks from nonmagical weapons. It has images cannot be bypassed by any magical means as it is protected by an
resistance to acid, bludgeoning, and slashing damage from nonmagical antimagic field. Furthermore, a nondetection spell shields the key against all
weapons, and piercing damage from magical weapons. divination spells. The door has AC 19, 40 hit points, and is immune to cold,
Secret Door. The other feature is the secret door at the opposite end of fire, and lightning. It has resistance to acid, and all physical weapon attacks.
the chamber. This hidden portal is also tied to the altar and can only be Captive #1. A pentagram within a circle drawn onto the floor binds a
opened by placing a drop of willingly spilled human blood onto the altar restrained and shackled marilith demon.
along with a fragment of bone from the same creature (a tooth or finger Captive #2: A fidele angelB named Bayazid is chained to the far wall,
bone would suffice). When this is done, the wall of force securing the appearing to suffer a similar dilemma, yet unlike the gregarious marilith,
secret door is suppressed for 10 minutes. Locating the secret door proves the incapacitated being appears catatonic. His adamantine chains are
far easier than bypassing it as it only requires a successful DC 20 Wisdom immune to all damage types except for necrotic damage. The angel’s
(Perception) check to detect its outline. A successful DC 15 Intelligence incapacitation can be attributed to a feeblemind spell successfully cast
(Arcana) check identifies the presence of a wall of force securing the against it and the fact that the key to Area 4C-12A is imbedded inside the
portal. When the wall of force is removed, the door opens easily. The celestial’s heart. Reversing the feeblemind spell with a greater restoration,
passage beyond leads to Level 3A, Area 3A-2. heal, or wish spell allows the angel to telepathically communicate with the
characters. Although the angel is no longer incapacitated, it is paralyzed
in this state.
4C-10. Color Me Bad Developement. In addition to physically restraining her, the
adamantine shackles prevent the marilith from using her teleport ability.
Eerie, phosphorescent light emanates from 4 oval crystals (red, yellow, The demon tells the characters her shackles (AC 19, 10 hit points) are
blue, and green) placed within 4 vertical, recessed niches at the end of the immune to all damage types except for radiant damage. She can still
hallway. The palm-sized crystals appear to fit into the 4 niches on the east attack creatures within her reach though. Unable to escape her adamantine
wall at the eastern end of the corridor. shackles without the characters’ intervention, the wicked fiend offers the
adventurers a bargain. The characters must free her in exchange for the
<<insert Level 4C Map 2>> key to Area 4C-12A. Of course, she insists on gaining her freedom before
she turns over the key.
Niches. A bas-relief sculpture accompanies each niche. The top niche If the Characters Free the Demon. Naturally, when freed the devious
is inside of a gaping, bestial mouth. The second is found above a carving marilith gladly tells the characters where to find the key before she attacks them.
depicting a victorious gladiator standing over his fallen foe. The third Tactics. If she cannot kill the characters without endangering herself,
appears near the bow of a ship carved into the stone. The final niche lies she tries to escape, if possible. Otherwise she fights to the death.
beneath the carving of a man and a building. An arrow sign pointing Gaining the Key. The angel is aware the key lies within his heart.
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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 who succeeds on a DC
30 Wisdom (Medicine) check could run a catheter-like device through
an artery or vein and retrieve the key in that manner. Alternatively, the
adventurers could use a clairvoyance spell to see into the angel’s heart,
and a teleport spell to transport the key out. Devising a clever solution
grants the character advantage on the check, while concocting a poorly-
conceived plan causes the character to suffer disadvantage on the check.
In addition, a failed check deals 1d6 damage (piercing or slashing at your
discretion) for every point by which the check failed.
If the characters successfully remove the key without killing the fidele,
and free him from his shackles, Bayazid resumes acting normally and the
feeblemind spell ends. (The key, rather than the shackles, paralyzes him,
while removing the shackles without removing the key ends the feeblemind
spell.) Bayazid explains the vampire Azraggad imprisoned him centuries
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,
good characters who dealt damage to or attacked Bayazid are cursed. The
character takes 3 (1d6) radiant damage at the beginning of each of its turns
until the character succeeds on a DC 20 Charisma saving throw. The same
character cannot suffer the same curse again for 24 hours.
Story Award. If the characters recover the key without having to fight
or kill the marilith, they do not gain experience for defeating the marilith,
but are entitled to at least some XP reward for their efforts. At your
discretion, you could award up to 10,000 XP for an ingenious solution to
the dilemma or 5,000 XP for a passable yet lucky resolution. 4C-15. Thou Must Pass
In keeping with his upscale presentation, Azraggad has 3 table games
4C-12A. Stairway to Hell of chance awaiting his opponents. The first table is a blackjack table, the
second table is a craps table, and the third table is a roulette table. When
The doorway opens to stairs made from bony femurs, tibias, and radii the characters approach each table, the dealer, a herald of darknessB (3
harvested from numerous humanoids. Sticky, blood red paint coats the in all), gives them 3 bone coins, which the characters are free to distribute
walls and ceiling as red globules periodically drip from the ceiling onto amongst themselves as they see fit. (A different set of coins is given for
the floor. Despite the unsettling appearance and implications, the crimson each game.) The statuesque, beautiful fiend wearing attire glittering with
liquid is paint, not blood. The stairway descends to Area 4C-13. dark light and basking in an aura of pale green fire monitors the game and
arbitrates its rules.
Blackjack. When one or more characters place at least 1 coin onto the
4C-13. Misty Stairway Hop blackjack table, the dealer gives each active player 2 cards. Follow the
game’s standard rules, including the dealer stands on all 17s and higher,
Billowing mist fills the corridor beyond the stairs, leaving the entire doubling down, and splitting pairs, but players cannot buy insurance and
passageway heavily obscured. A solitary ghostwalk spiderB patrols the blackjack pays 2 to 1 instead of the standard 3 to 2 odds. Winning normally
hall hoping to encounter the rare intruder. pays even money (the character gets their coin back plus the same again).
Tactics. While in ghostwalk form, the large, pale white spider passes Craps. At the craps table, only the shooter can bet on the outcome of
through the door without opening it. The monster has blindsight, thus it is the game and that player can only bet on the pass line. The croupier gives
not blinded while immersed in the fog. The monster attacks intruders on the dice to the character when he or she places 1 or more coins on the pass
sight and fights until destroyed. line. The adventurer also cannot lay odds on the pass line bet. In craps, a
Although the characters normally try to avoid the pit traps scattered roll of 7 or 11 on the game’s opening or “come out” roll wins the pass line
throughout the complex, the pit appearing near the portcullis offers the bet. A roll of 2, 3, or 12 on the game’s opening roll loses. If the shooter
only means of reaching the section of corridor leading to Area 4C-15. rolls a 4, 5, 6, 8, 9, or 10, the shooter must roll that number again (referred
The portcullis and the passage beyond it can be found at the bottom of the to as the “point”) before rolling a 7 to win the pass line bet. Rolling a 7
preceding spiked pit. before rolling the point loses. The payout for a successful pass line bet is
even money (the characters get 2 coins).
Roulette. When 1 or more characters place at least 1 coin onto the
4C-14. The Doors roulette table, the croupier spins the wheel. (If you do not have a roulette
wheel, you may use an online program to simulate one or a standard
With no obvious, logical place to proceed further in Area 4C-13, the deck of playing cards. For the purposes of this game count out 38 cards
resident vampire designed this room to befuddle intruders and confound ensuring there are 18 black cards, 18 red cards, 18 even numbered cards
Tsathogga’s priests if they get this far. and 18 odd numbered cards as well as 2 jokers.) The adventurers may
False Doors and Trap. The room contains 9 false doors. The doors only bet on black or red, and odd or even, which pay even money (the
lead nowhere and are intended to frustrate explorers. Opening any of characters get 2 coins).
these doors triggers a glyph of warding trap. It takes a successful DC 18 Tactics. The characters cannot start a new game until they finish their
Intelligence (Arcana) check to detect and disarm the magical trap. If the current game, thus if the characters are in the middle of a blackjack game,
trap is triggered, the glyph deals 22 (5d8) acid, cold, fire, lightning, or the croupiers at the craps and roulette table refuse to give them their
thunder damage (roll randomly) to all creatures in a 20-foot radius sphere starting coins. Whenever the characters accumulate 5 bone coins in an
centered on the door. A creature who succeeds on a DC 18 Dexterity individual game, the characters win the challenge and that dealer/croupier
saving throw takes half as much damage. immediately vanishes into nothingness. If the characters lose all their
coins, that dealer/croupier and any remaining dealers/croupiers attack
them. When the characters win 2 games, destroy 2 dealers/croupiers, or
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any combination thereof, the secret door leading into Area 4C-16 opens. Main Player. In this gallows humor drama Bartholomew Ragusovitch,
When the adventurers win the final game, or destroy the last dealer/ the grim jesterB, serves as the vampire’s understudy.
croupier, the secret door to Area 4C-17 opens. The bone coins instantly Tactics. Attired in a motley fool’s costume, the skeletal abomination
crumble into dust when transported out of this room. ridicules the rigors of life with mocking one-liners. During combat he
Story Award. If the characters win any game of chance, award them makes off-color remarks including the following and some other ghoulish
XP equal to defeating a herald of darkness. remarks of your choice:
“Take my life…please.”
4C-16. Block and Tackle “I’m dying here.”
“This conflict is killing me, but you first.”
Because of Azraggad’s ability to assume gaseous form, his protective “I’m a soulless man.”
measures pose no danger to him, though treasure hunters prove less fortunate.
Block Trap. The sinister crushing block trap consists of four movable When he seriously wounds a character, he proclaims, “you need a
blocks of stone, which slide across the floor in a set interval. Block A grave man good sir (or madam). Wait, that’s me.” If he kills a character
moves west to east and vice versa from the far wall up to the entrance. the boastful Bartholomew shouts, “Alas, another one bites the dust. I’m
Block B moves from west to east until it collides with Block C at the deadlier than mercury.”
midway point, whence it then moves from east to west. Block C moves Bartholomew relies predominately on his innate spellcasting to bolster
along an east to west track until it strikes Block B and then moves from his defenses (mirror image) and attack his foes after discharging his
west to east, though it moves faster than Block B. Block D moves slowly killing joke. The grim jester fights until destroyed. As one of Orcus’ few
from west to east until it hits the east wall, which causes it to move from amusing creations, Bartholomew can only be permanently destroyed if
east to west though it always stops short of the treasure cache in the the characters slay him while he is prone (Orcus granted him his deathly
southwestern corner. Negotiating the correct path requires split second reward after accidently breaking his neck in a prat fall.) Otherwise Orcus
timing. The character must closely follow Block A while it retreats from restores him to undeath 1d20 days later in another section of this dungeon,
east to west. When the character reaches the small gap between B and such as Level 4A.
C, he or she must enter the void between the two. When the character Treasure. The marble coffin is worth 2,500 gp, though it weighs a
first enters the void, Block D is closer to the west wall, so a character staggering 1,000 pounds. The 4 bronze candle holders forged in the
who leaps in front of Block D faces its eastern side. A character in this likeness of an upright lion are worth 100 gp each.
predicament must make a successful DC 20 Dexterity (Acrobatics) check
or get squashed against the east wall by Block D or a retreating Block B.
On a failed save, the character takes 52 (15d6) bludgeoning damage and is
restrained until the beginning of its next turn when the block moves again.
4C-17A. Azraggad’s Lair
On a success, the character escapes and appears in front of Block A. Foul images of a 2-legged goat beast cover the corridor’s walls. A
Trap Solution. The correct solution is to wait for Block D to pass by successful DC 10 Intelligence (Religion) check identifies Orcus as the
the rapidly closing gap and slip in behind Block D on its west side as it frescoes’ subject.
moves past. However, accomplishing this feat demands precise timing. Secret Door. The secret door built into the south wall proves extremely
The character must make a successful DC 20 Dexterity (Acrobatics) challenging to locate. It takes a successful DC 25 Wisdom (Perception) check
check. On a failure, the character waited too long and gets crushed by to spot it because the only sign of its presence are 4 miniscule holes allowing
Blocks B and C taking 52 (15d6) bludgeoning damage and is restrained Azraggad to pass into and out of the corridor in gaseous form. Opening the
until the beginning of its next turn. The blocks then separate, and the door presents its own difficulties as it takes a successful DC 20 Strength
character is free to slip past Block D without harm. On a success, the check to force open the long-sealed portal or a successful DC 20 Intelligence
character reaches the treasure cache unharmed. A character can increase (Investigation) check to find and activate a rusting spring mechanism.
its chance of success by observing the pattern before leaping into the The Lair. The cultured vampire’s lair is an ostentatious display of
gap. There is no realistic chance of being harmed by Block A, so if the wealth and style. Moldy dirt surrounds a mahogany coffin with gold
character observes at least 1 cycle, the adventurer gains advantage on their inlays. Melodic notes emanate from 3 skeletons playing violins in the far
Dexterity checks. In addition to gaining advantage on Dexterity checks, corner. Dressed in a robe befitting a king, AzraggadB, the vampire, holds
a character who observes 3 or more cycles and succeeds on a DC 15 a quill pen while he stands behind a cherry wood desk. He appears deep in
Intelligence (Investigation) check also discerns the correct path to take to thought as he gazes down upon a new musical composition atop the desk
reach the treasure. — a decades-long attempt seeking to impress the Conductor on Level 5C.
Of course, the characters may deploy alternate means of bypassing this The piece, entitled “Lamentations of Eternity”, is a melodramatic dirge
trap. If the characters wedge an object between 1 or more blocks or a displaying remarkable depth and talent. An onyx sculpture of the same
wall, the blocks automatically hit the object and deal the same amount of goat-like being embedded into the frescoes in the antechamber outside his
bludgeoning damage they deal to characters. If the object withstands the lair faces the entrance. Once again, the characters can identify the figure as
damage, the ploy works, though the object is unlikely to endure a second Orcus with a successful DC 10 Intelligence (Religion) check.
collision with the blocks. Characters may also try to use brute force to Tactics. Azraggad summons swarms of rats to his aid. In addition to his
hold back one or more blocks. Unfortunately, the feat proves beyond the vampire abilities, he also wields an arsenal of cleric spells, which he uses
reach of all but the most Herculean of creatures. It takes a successful DC to strengthen himself and weaken his foes. The vampire shies away from
30 Strength check to impede the progress of a block each round. The block melee combat. He prefers charming his adversaries while keeping them at
resumes its normal cycle when the creature fails its Strength check. more than arm’s length from him. He also excels at planning. Although the
Treasure. An open gilded wooden box akin to a coffin in the coffin in his chamber bears the hallmarks of nobility, his true coffin lies in
southwestern corner of the room contains 552 pp, 3,012 gp, and 623 sp. Area 4C-18 beyond this room where his vampire spawn minions await in
There is also a potion of gaseous form, a potion of superior healing, a staff the Temple of Orcus. As in the case of the secret door leading to this room,
of frost, and horseshoes of speed. the fleeing undead monster seeps through the cracks beneath this door, the
secret door past this one, and the door beyond that one.
Treasure: The musical composition is worth 50 gp, and the 3 violins
4C-17. Defanged are worth 25 gp each. Although the 150-pound coffin, worth 500 gp, is not
Azraggad’s final resting place, he keeps 1,512 gp inside of it along with 6
The sly Azraggad built this false lair to dissuade vampire hunters and shards of obsidian worth 50 gp each and 2 chunks of onyx worth 50 gp each.
Tsathogga’s followers from searching beyond this chamber. An empty The onyx statue of Orcus demonstrates tremendous artistic quality. It weighs
white marble coffin occupies the center stage in this stately mausoleum. 800 pounds, but it is worth a staggering 5,000 gp. Likewise, the cherry wood
Four bronze candle holders imbued with continual flame spells illuminate desk weighs 100 pounds, yet it is worth 500 gp. In addition to these monetary
the chamber. treasures, Azraggad also stores wings of flying inside his coffin.
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LEvel 4C: Last Stand
4C-18. Temple of Orcus
An altar crafted from a massive dragon’s skull acts as the temple’s
desecrated ground. Hundreds of humanoid bones, including several
humanoid skulls sit atop its surface, where it rests upon an elevated dais
encircled within a pentagram mosaic embedded onto the black, tile floor.
If Azraggad retreated to the temple, he recovers inside the confines of the
skull, which doubles as his coffin. To ensure his safety, 3 vampire spawn,
2 human males and a half-elf female, take up defensive positions around
the altar.
Tactics. The vampire’s minions lack his offensive firepower and
versatility. Ideally, they concentrate their melee attacks on 1 individual
when the opportunity presents itself.
Altar. The altar benefits from a hallow spell, though the spell excludes
fiends and undead, thus celestials, elementals, and fey are the only
creatures affected by the first part of the spell. The second part of the spell
grants worshippers of Orcus resistance to fire. Furthermore, any creature
other than a fiend or undead who touches the altar takes 3 (1d6) necrotic
damage. Despite its potent magic, the altar offers little resistance against
physical damage, being AC 18 and having 25 hit points. Destroying the
altar in this manner does not dispel the hallow spell. However, creatures
no longer take necrotic damage from touching the altar and adventurers
gain easy access to the recovering Azraggad. In addition, the altar also
conceals a secret door beneath it. It takes a successful DC 25 Wisdom
(Perception) check to locate the hidden portal and a successful DC 20
Intelligence (Investigation) check to open it. The tunnel underneath the
altar leads to Area 5C-14. Azraggad uses the tunnel to confer with the
Conductor on musical matters.
Treasure: Naturally, Azraggad keeps his prized possessions safely
tucked within the confines of his dragon coffin. They include a golden
votive statue worth 1,500 gp, a scrimshaw talisman worth 1,000 gp, a
pouch containing 6 garnets with 100 gp each, and a fire opal worth 100 gp
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effectively and completely remove it. Additionally, this material has anti-
magical qualities. A dagger-sized piece provides magic resistance, giving
advantage on saving throws versus spells. A shortsword-sized weapon
produces a permanent antimagic field around it. This is the largest item
that might be fashioned from the living rock present here. A character can
forge this material into a weapon or armor with magical fire and a week’s
work by a trained armorer.
Area Use
A guardroom, populated by 12 zombies wearing
Area A plate armor that act as an early warning system
for the wizard.
Banth’s victim-storage area, containing cages
Area B
that house unfortunate creatures.
Area C A vivisection laboratory.
Area D Banth’s living quarters and private study.
The living quarters of Kupra, Banth’s not-so-loyal
Area E
apprentice.
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Level 5A:
The Prison of Time
A river of lava enters these tunnels from Level 1B above, running through Plane). The ability of this race to bind and control demons was considered
this level and then down through Level 8B, The Steam Jungle, eventually an extreme threat by the priests of Orcus when they discovered this area,
finding an outlet in Level 10, The Lava Pit. Unlike the supernatural, and entry from Level 1A, The Bastion was sealed off.
elemental quality of the Lava Pit, the magma flowing through this level is
natural molten rock stemming from the mild volcanic activity responsible
for shaping many of the caves and caverns of the Rappan Athuk dungeons.
The area is shown on the Prison of Time map.
5A-1. Entrance Tunnel
The passageway leading downward from Level 1B in Area 1B-7 is
roughly 20 feet wide at most points and is formed naturally from the rock.
Level 5A It descends steeply, and in some places, stairs have been hacked into the
stone where there would otherwise be a steep drop. As the party descends
Difficulty Level: Tier 2 the tunnel, the temperature continues to increase; by the time they arrive
Access: Passage upward to Level 1B, lava-river tunnel down to Level 8B. on this level, the heat has become mildly uncomfortable.
Wandering Monsters: Check once every hour on 1d10.
General Features
Treasure. When the caryatid
columns are slain, their stone shatters
but their swords remain. These stone
Atmosphere: The caverns of this level are all uncomfortably hot, but weapons are heavy and must be
not enough to cause damage or debilities. wielded two-handed, but they confer
Ceiling Height: The natural stone ceilings of the caves vary from 6–40 a bonus of +1 to hit in combat. They
feet high. do 1d8+1 slashing damage on a hit.
Doors: None. Unfortunately, on a natural “1” on
Shields and Wards: None. an attack roll, they shatter.
Surfaces: Naturally smooth stone.
Other: All the lava areas in this level of the dungeon contain strange
“firefish” that inhabit the magma. These look and act like normal (red)
fish. They are pretty, but poisonous. A creature who eats one must make a
5A-3.
successful DC 12 Constitution saving throw or be poisoned for one hour.
Empty Cavern
History
The ceiling in this area is spotted
with patches of an orange mold, but it is not
dangerous in any way.
In dimensions far removed from those known to humankind, an ancient
race known as the Thelaroi inhabited the Changing City of Ra’ath. These
beings resemble humans but are unrelated and alien to them, being sorcerers
of great power with influence over time, dimensions, and demons. In eons
past there was a fierce contention between 2 factions of the Thelaroi, the
Dark and the Grey. Both sides employed demons and terrible necromancy
in the battle for control of Ra’ath, and the Grey Thelaroi were ultimately
defeated. The Dark Thelaroi banished their surviving enemies to distant
dimensions, binding them into prisons where time was held immobile
in an endless stasis. This level is known as the Prison of Time because
it contains a magical dome that holds captive four of the Grey Thelaroi
exiled from Ra’ath in the distant past (as time is measured on the Material
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5A-4. Bridge Over Troubled Sands 5A-8. Lair of the Fire Giant
The fire giant Rjodrun fishes in the lava flow for the strange firefish
The floor of this cavern is covered with sand. A very high, that swim in it. If the party gets an opportunity to watch him unawares,
arched bridge rises over the sands, joining the north and they eventually have the chance to see him make his way to Area 5A-18
south entrances of the cave. The top of the bridge reaches to (taking a path through Areas -7, -9, and -10) where he lies down at the
within five feet of the cavern ceiling. edge of the lava and dips his hands into it, grabbing firefish directly from
the molten rock when they swim close enough to his long grasp. The giant
completely ignores the bugs in Area 9 and the time-echoes in Area 10.
Most of this cavern is filled with hot quicksand (see the Wilderness When Rjodrun goes fishing, he leaves his treasure chest behind but takes
Chapter for more information about quicksand), although there is a bridge his bag with him. If he returns to find that the chest has been tampered
leading over the pit. Sulfuric gases rise from the quicksand, filling the top with, of course, he begins searching the entire level to find out who has
of the cavern, and anyone crossing the bridge breathes these gases unless dared to invade his lair.
they are deliberately holding their breath. A character who breathes the Treasure Chest Trap. Rjodrun has an iron chest in which he stores
gas must attempt a DC 16 Constitution saving throw or the becomes dizzy treasure and other items, and a bag in which he carries oddments he
and fall into the quicksand. Each round of contact with the quicksand considers to be more useful. The iron chest is trapped with an amazingly
inflicts 3 (1d6) fire damage in addition to the normal dangers. obvious gadget: a 1-foot-long spring on the outside of the chest is held
back by a latch (connected to the latch that opens the chest). The spring
is connected to a 3-foot iron spike. It is obvious that unlatching the chest
5A-5. Strange Stalactites drives the iron spike forward into anyone standing directly in front of the
chest. Opening it subjects the character to a melee weapon attack at +12 to
This is an empty cavern, although a quantity of stalactites has formed hit for 33 (6d10) piercing damage. There is nothing subtle about this trap;
on the ceiling. They look extraordinarily blunt and short for stalactites, it is exactly what it appears to be and works exactly in the way it appears
although an experienced dungeoneer realizes that this is because they are to work. Opening the chest from the other side, so that the iron spike does
not caused by the normal process of dripping limestone leaving sediment not point directly at anyone, is completely safe.
behind, but by magma that must have dripped and cooled in this cavern at Treasure. The chest contains: 3 sets of giant-sized clothing, 4 giant-
some time in the past. sized teeth, a stick, 2,037 gp, 3,400 sp, a fake glass diamond worth 2 gp,
a real diamond worth 1,000 gp, and a human thighbone with large tooth-
5A-7. Cavern of
attack and damage rolls for the next 3d6 x 10 rounds. The bones are those
of firefish (Area 5A-14) eaten by Rjodran the fire giant (Area 5A-8).
Treasure. There is an exceedingly small quantity of treasure in this
the Madman’s Message room; even diligent and time-consuming searching only yields 10 gp, 30
sp, and an opal worth 25 gp.
The ceiling of this cavern undulates with the shape of the same strange
magma-stalactites as those found in Area 5. These are normal and are not
dangerous. A skeleton lies on the floor near the eastern wall of the cavern,
dressed in moldering rags and holding a broken dagger. An unfortunate
5A-10. Time-Echoes
soul used it to scratch a message on the wall before he finally died. These At first glance, the characters spot strange, intermittent movements in
skeletal remains are those of a prisoner named Otho, who escaped from this cavern. It appears that every few seconds a tall, human-like figure
the goblins after he was taken in a raid, making his way down to this level materializes and then disappears mid-motion. If the characters watch this
of the dungeon, but without food or water. He was driven mad by voices for a while, they find that it is not the same individual each time: at least
in his head (the telepathic communications of the Thelaroi in Area 5A-18) 10 different individuals appear to flash into being for a moment and then
and as he drew close to death he tried to record some of what the voices disappear. One seems to be holding an hourglass, one is holding a complex,
told him. glowing staff, and the others hold various items at different times. This
The Message. The message scratched into the wall reads as follows: is the cave chamber in which the various magical parts of the Prison of
And so the Thelaroi were divided between those of deep evil and those Time were constructed before they were finally assembled in Area 5A-18.
who remained aloof from the enticements of the demons they summoned The time-magic employed here has left behind several echoes, momentary
as servants. In the ever-changing city of Ra’ath a great battle was blips in the normal progression of time that reveal split-second views of
fought by magic, with each side employing their demon servitors in vast the activity which took place in the room in the distant past when the
battalions, and the Grey Thelaroi were vanquished by the Dark Thelaroi. prison was being built. No useful information is imparted by these images
The necromancers and demon-worshippers of Ra’ath banished and since they are very brief. However, if the characters experiment in the
imprisoned them in far and strange dimensions, held in durance vile by right way, they might be startled to learn that the “images” are not mere
chains of time itself. hallucinations; the echoes are actual flesh and blood reality that impinges
into the chamber through time itself.
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5A-12. Demon-Statues
This chamber contains several stone demon-statues, all facing
the southwest exit, and all showing expressions of horror upon
their faces. These are the remnants of demons summoned during
a short battle between the priests of Orcus and the guardians of
the Thelaroi time-prisoners (Area 5A–18). How the demons were
turned to stone cannot be determined, for it is beyond the scope
of normal magic in this plane of existence. The room is otherwise
empty.
intruders. If the characters are moving along the narrow walkway on the
5A-15. Fire-Crab Mating Cavern eastern bank of the river, the magmoid rolls up the side of the river behind
them and spit its blast of deadly magma down the entire length of their
This cavern is empty, although a multitude of fine, curling scratch- line. If they are approaching on the wider western bank, it simply waits
marks on the floor and lower walls of the cavern indicates that fire crabs for its best opportunity to attack them, secure in the knowledge that it is
often come here. There is a 1% chance that the characters coincidentally essentially invisible as part of the river’s magma flow.
happen to enter this cavern during mating-time, in which case there are Treasure. The magmoid itself does not keep treasure, but there are two
100 of the Small fire crabsB and 25 of the Medium fire crabsB present, all piles of ash on the western beach (once adventurers) each of which has
engaged in mating dances or copulation. They ignore the characters unless some unburned equipment scattered around. The first ash-pile has a +1
they are disturbed, but if the party attacks, they swarm into combat as an shield beside it that somehow survived the fiery blast, and the second ash-
inexorable (and probably lethal) tide of claws and carapaces. pile has a hat sitting on top of it (this is just one of those complete flukes
— the hat is normal).
and cannot be removed by any ordinary means. The only way to extinguish free the Thelaroi from their confinement, they hand over these items and
one of the torches is to turn its key in the keyhole, and since the keys are then disappear back to their own plane and time of existence.
not located in this plane of existence (or in this time channel), the only If one of the torches is extinguished by picking its lock, the Prison
way to work one of the keyholes is to pick the lock with a successful DC of Time opens. Before the characters reach the Prison of Time, they are
17 Dexterity check using thieves’ tools. A knock spell does not suffice to forced to deal with its guardians, 4 time elementalsB summoned in ages
extinguish the flame (since the key would be used to close, rather than to past by the Dark Thelaroi as a jailer for the exiles.
open), but casting the spell causes the keyhole to make a repeated clicking Treasure. The only treasure in the room are the magical items given by
sound for a full hour before it stops. the Thelaroi: the devilbane longswordGM, a +2 mace, a ring of resistance
Inside the Dome. Inside, 4 figures are faintly visible. They appear to (fire), and a bag of holding.
be human, although they are much taller and thinner than normal. Each
wear a flowing robe of some kind, and a tall headdress of glass, feathers,
and metal. These are the Grey Thelaroi, banished from the Changing City
of Ra’ath in eons past. When they perceive the adventurers nearby, they
5A-19. Exit to 8B
immediately begin communicating by telepathy, asking the characters to The lava river continues to meander its way down this tunnel, which
free them from the prison. They offer 4 magic items (one from each of descends steeply into the depths of Rappan Athuk’s lower levels. The
them) in exchange for their freedom. The offer is legitimate; if characters tunnel eventually enters Area 8B-1 in Level 8B, The Steam Jungle.
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Level 5B:
Alladin’s Lament
The entrance to these caverns is hidden by an illusion that can only be The Fountain Inscription. Inscribed around the base of the fountain is
found with a detect magic spell. The caves themselves connect to the lower the following riddle: “There are four brothers in this world that were all born
dungeon through a nearly impassable tunnel. The series of caves contains a together. The first runs and never wearies. The second eats and never is full.
short and deadly series of puzzles, traps and monsters put in place to guard The third drinks and is never thirsty. The fourth sings a song that is never
three objects: a cursed efreeti bottle (like a normal efreeti bottle but the good. His song is a royal tune, but the king’s wish must be fulfilled for the
summoned efreeti always attacks the summoner), a flask of cursesGM and a master to become the servant. One must master the elements to find the king.”
djinni bottle (as a ring of djinni summoning, except the bottle is a wondrous This references the royal color purple and is again hinted at in the paintings in
item). This area is shown on the Alladin’s Lament map. Area 5B-7. A clever party may solve the riddles and gain a major magic item.
Solving the riddle and gaining the djinni bottle is worth 800 XP.
The Fountain. The fountain remains empty unless the levers in Area
Level 5B 5B-11 are pulled. Once they are pulled, a bottle appears on the platform. If
the bottle is taken while the water is clear, it is just an empty bottle. If the
Difficulty Level: Tier 2 water is dyed using sand from Areas 5B-3, 5B-8 or 5B-10, the following
Access: Tunnel to Level 4A. effects take place:
Wandering Monsters: None.
Water Color Effect
General Features Black from the sand in
an earth elemental forms from the
ground in front of the fountain and
Atmosphere: Magic can be detected on the illusory wall at the entrance, Area 5B-3
attacks.
the pool in area 5B–2, and the fountain.
Ceiling Height: Ceiling height varies from area to area, can be up to 60 feet. a cursed efreeti bottle appears (if
Red from the sand in
Doors: Secret doors only. opened, the summoned efreeti
Area 5B-8
appears and attacks the opener).
• Secret Doors: Stone. Require a DC 16 Wisdom (Perception) check
to find. Also require a DC 16 Intelligence (Investigation) check or DC Blue from the sand in
a flask of cursesGM appears.
30 Strength check to open. Area 5B-10
Shields and Wards: None. a djinni bottle (exactly like an
Surfaces: The floors and ceilings are covered with stalagmites and Purple from efreeti bottle, but with a noble
stalactites. Walls, columns and other features on this level are dry. combining the sand djinni inside) appears and the
from Areas 5B-8 and noble djinni contained within
5B-10 grants 3 wishes or serves the owner
5B-1. The False Wall for a year and a day, but not both.
The tunnel from Level 4A ends in a blank wall. This wall is illusory Treasure. Depending on the actions of the party, they have 3 out of
and requires a successful DC 18 Intelligence (Investigation) check to 4 chances to have something bad happen to them or gain a djinni bottle.
disbelieve it. Even if touched or disbelieved, the illusion of the wall
remains. Anyone who witnesses another walking through it may reroll
their check with a +2 bonus. Anyone that fails the check may not pass
through the wall, even if their comrades do so. Dispel magic causes the
5B-3. The Man of Fire
wall to disappear for 4 rounds. This room is long and rectangular and appears to be a wide section of
tunnel with a black, sandy floor. The sand itself seems to have a soluble
dye on it. Anyone handling the sand has their hands temporarily stained
5B-2. The Fountain black. This sand can be used in Area 5B-2 to change the water color.
Wall Script. Carvings and writings on the wall depict images of fire
demons and elementals burning villages and humans. Careful examination
This cavern contains an ornate 20-foot diameter fountain, of the writings and a successful DC 14 Intelligence (Investigation) check
built of fine bricks with alabaster carvings of a djinni, a marid, reveal a pattern and use of a comprehend languages spell translates the
an efreeti, and a shaitan (the 4 elemental genies). The genies’ writings as follows: “The face of the demon leads one to eternal life,” and
mouths spout crystal clear water, and they all are gathered “The elements conflict, and the path of water devours the fires of hell.”
around a central platform facing west. Each has one hand Wire Webbs and Oil. Crossed “spider webs” (magnesium wires) cover
supporting the platform, which consists of a 2-foot square the last 60 feet of the room with thousands of thin strands. If any of these
flat, red stone. Water trickles off the platform, forming a strands is disturbed, it creates a chain reaction of sparks that cover the room,
2-foot-deep pool of water in the fountain basin. Engraved inflicting 3 (1d6) fire damage to all within the room with no saving throw. The
on the front edge of the platform are symbols of each of the real problem is the room itself. The entire floor of the room is a water-filled
elements: earth, air, fire and water. passage covered with highly flammable oil. The oil floats on the top of 4 feet
of water and is covered with a fine layer of sand. Placing a hand in the liquid
makes this obvious, as does a successful DC 20 Wisdom (perception) check.
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Anyone stepping on the sandy ground falls into the 6-foot-deep pit (2 Slice and Dice Hallway. Thirty feet into the room, the entire floor is
feet of oil, 4 feet of water) that makes up this hallway. If ignited, the one big pressure plate. It is nearly impossible to detect or disarm this
fire engulfs the entire room in 2 rounds, doing 35 (10d6) fire damage to plate, as it sits 4 feet under the rest of the floor. Detecting it requires a
all within, and 77 (20d6) to any standing in the oil each round, as well successful DC 25 Wisdom (Perception) check. If any weight over 40
as sucking away all the oxygen within the room and for 100 feet up the pounds is placed on it, the trap is set off and a chain reaction of scything
hallway. A character in this area must succeed on a DC 16 Constitution blades begins, completely filling the room with hundreds of slicing rusty
saving throw each round or fall unconscious and begin to suffocate. The blades. These blades inflict 11 (2d10) slashing damage to anyone caught
fire burns for 30 minutes. in them for each 10 feet section that they pass through (the hallway is 120
Tunnel Choices. The only safe way through the room is by swimming feet long). Avoiding them once they are triggered requires a successful
under the oil. At the far end of the pit are 3 underwater tunnels. Two are DC 17 Dexterity saving throw. Each round, on Initiative 20, a 40–foot
marked with demon faces, and lead on a winding path for 200 feet (likely section activates, starting at the entrance and proceeding to the full 120
drowning any that take these, hence “eternal life”) to dead ends. The 3rd is feet length (round 1, 0–40 feet, round 2, 40–80 feet, round 3 80–120 feet).
unmarked and leads 180 feet to a small cave entrance at Area 5B4. The only way to avoid being sliced to pieces is to RUN through the room,
Story Award. Successfully bypassing the room and making it to Area staying ahead of the active section of blades. Alternatively, the room could
5B-4 is worth 2,900 XP. be flown through or the walls could be climbed to bypass the pressure
plate. Disarming the blades is impractical (there are several hundred and
all would need to be disabled). Past this hall, the corridor opens into Area
5B-4. Blind Faith 5B–8.
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Level 5C:
Syanngg a Song
This level incorporates three-dimensional travel in a series of tubes and no light sources, so characters without adequate means of illumination
an extended maze. If characters can navigate the maze and find its hidden find themselves in utter, but natural, darkness.
secret, they may eventually stumble upon a great repository of musical
knowledge (and a lich, who are we kidding!) This area is on the Syanngg
a Song, Side View, and Labyrinth maps. 5C-2. Vacancy
This is an empty and unused chamber. The door on the south wall is false.
Level 5C
Difficulty Level: Tier 3 5C-3. The Up Chute
Access: Secret door from Area 5-4. Tunnel to Area 4C-18.
Wandering Monsters: Check once every hour on 1d20*: The doors at the north end of this 15-foot x 20-foot room are false,
meant only to lure travelers to the gravity trap marked by an X on the map.
The trap door on the ceiling can be seen by a character looking up with a
Roll Encounter successful DC 19 Wisdom (Perception) check.
1 1 animated object (your choice) Anti-Gravity. At the X point, a powerful reverse gravity spell causes the
characters to fall up through a trapdoor in the ceiling and plunge upward
2 1 syannggB through a chute. A DC 20 Dexterity (Acrobatics) check is required to grab
3 3d6 shadow ratsB the trapdoor or some other fixed object (Refer to the Side View Map). At
the 120-foot mark, the chute bends like a pipe, sending the character hurtling
4 1d3 wraiths
horizontally to the point marked B on the diagram where normal gravity
5–20 No encounter resumes, causing the helpless victim to fall 55 feet to the floor at C in Area
5C-5. Falling to the floor in Area 5C-5 inflicts 17 (5d6) bludgeoning damage.
*Once the characters are within the maze, 5C-6.
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at the 10-foot mark, gravity flips so that some of the characters can walk on options. Likewise, after several minutes of going left, right, northeast, or
the floor, while others are simultaneously walking on the ceiling. Anyone southwest, the characters might also grow weary of the tedious process.
who climbs up and crosses the plane immediately falls as the opposite At this point, you can present the players with a printed copy of the maze,
gravity takes over, sustaining 3 (1d6) bludgeoning damage. The round steel allowing them to “draw” their route through the winding corridors. Every
door is on the lower half or “floor” of the room, on the east wall. minute of time spent with the printed copy equals 1 hour of game time, as
Occupant. The entity who has devised this gravity trap is a syannggB the characters are assumed to be wandering the maze. Check once every
that calls itself Ixtakrys (ICKS-ta-criss). A floating mass of deadly hour on 1d8:
eyestalks, Ixtakrys has found this place to be a refuge where it can usually
avoid unwanted visitors. Whenever it isn’t exploring and hunting where
d8 Encounter
the Cyclopean Deeps intersect around Rappan Athuk, the syanngg returns
here to rest. 1 2d4 shadow ratsB
Tactics. Ixtakrys is chaotic and greedy but also highly intelligent. It 2 1 wraith
doesn’t attack without first assessing its opponent. This gives opportunistic
characters a chance to avoid conflict when Ixtakrys floats into the room 3 1d4 feral undead catsB
to confront them. 4 1d3 shadows
If the characters immediately attack, the syanngg responds in kind.
Ixtakrys understands the danger that adventurers represent and tries to 5 1 specter
avoid instant confrontation. Though powerful, the syanngg has a keen 6 1 will-o’-the-wisp
sense of self-preservation. Unable to speak in the common tongue,
Ixtakrys communicates by drawing words on the floor with its tentacles 7–8 No encounter
and ink. The characters can read these words and respond as they see fit;
the syanngg fully understands the characters but lacks the vocal apparatus The Illusory Wall. An unremarkable section of the maze wall is a powerful
to reproduce their sounds. illusion. Unless the characters state that they are specifically searching this
If forced to fight, the syanngg uses its paralysis ray at obvious exact wall, they have no chance of detecting the illusion and discovering
spellcasters while simultaneously bombarding others with its offensive Area 5C-7 and beyond. If they are looking for it, it can be discovered with a
powers. If pressed, it attempts to float upward, getting beyond the reach of successful DC 17 Intelligence (Investigation) check. If they successfully exit
anyone incapable of flight. Once out of immediate danger, it floats away the maze on the south side, they can pass through a portal to return Rappan
to contemplate revenge. Athuk at Area 5-4 without ever locating the library and its undead custodian.
Motivation. Ixtakrys wants gold and treasure. If it can convince the However, Ixtakrys the syanngg might elect to assist the characters and inform
characters to part with such things (the exact amount depends on the them of this hidden passage, as indicated above.
affluence of your campaign world), it divulges 1 piece of local lore they The Portal. A silvery membrane fills an archway on the southern side of
might find useful. For each such offering made, 1 more increment of the labyrinth. This is a magical teleportation device. Anything passing through
knowledge is gained: this gateway is immediately transported to Area 5-4 in Rappan Athuk.
• The only way to return to Rappan Athuk from here is to pass through
a maze.
5C-7. The Missing Tile
• The round door to the maze can be opened only if levers A and D
are activated. Beyond the illusory wall, a short flight of stairs leads down to a
nondescript hallway located beneath the labyrinth.
• Undead patrol the maze, which leads to a magical portal. Hallway. This short hall connects to a 4-way intersection. The hall
• The maze contains a false wall (see The Illusory Wall). is not illuminated, so the characters must bear their own light sources.
Embedded in the floor in the middle of the intersection is the outline of
• Treasure. The syanngg has secreted its treasure in a hidden gravity
a triangle, about 6 inches across. An impression in the stone indicates
well. A successful DC 18 Wisdom (Perception) check while searching
that something is supposed to fit there, perhaps a triangular-shaped tile.
along the gravity plane at the 10-foot mark reveals a circular outline, in
However, the tile is missing. There is nothing else here. The intersection
the center of which is a small notched groove. The syanngg uses one of
is empty, with no clues to be found.
the specialized mouth-held tools on a nearby rack to grab this groove
If the characters replace the various components and reconnect the tile,
and pull out a heavy stone plug that caps its treasure cache. Beyond this
refer to Area 5C-11.
cap is a weightless cavity, in which float the following:
• A sack of 3,284 gp.
• A box containing 8,302 sp 5C-8. Flesh and Stone
• A pouch holding 2d6 random gems, each worth 1d4 x 100 gp. The floor of this room is a sunken pit, 10 feet deep. A steel ladder leads
• One small blackened sphere. When thrown, it explodes in a 40-foot down into the pit.
diameter sphere for 31 (9d6) fire damage; DC 15 Dexterity saving Weakened Stone Golem. Waiting solemnly against one of the pit’s
throw for half. walls is a battered stone golem (lacks immunity to bludgeoning, piercing,
and slashing from nonmagical weapons), its huge fists permanently
• A scroll of magic circle. clenched, its thick granite body chipped from countless conflicts. In the
center of the golem’s forehead is 1 of the 3 fragments required to complete
the tile in Area 5C-7. The only means of removing the fragment is by
5C-6. The Labyrinth defeating the golem in physical combat.
Barrier to Entry. A force field over the pit prevents all non-living
The syanngg has created a maze in its own image. Instead of straight matter from entering; in addition to equipment, this also includes holy
corridors and predictable right angles, the labyrinth is designed to match symbols, magic items, and spells. A man clad in armor could walk across
its own alien shape and conform to its own movement patterns. Visitors the top of the pit, suspended by the invisible barrier. Should he remove his
unfamiliar with syanngg philosophy may find the maze daunting; indeed, armor, gear, and weapons, he would fall naked into the pit, in which case
it is meant to confound visitors. If the characters successfully pass through the golem immediately animates and attacks.
the maze, they exit on the south side and find themselves at The Portal. Golem Fight! Particularly stalwart characters might opt to face the
Defeating the Maze. Refer to the Maze Map. You may find it golem au natural, but there is another option: down in the pit, opposite the
challenging to adjudicate the characters’ actions in the maze given the stone golem, is a motionless flesh golem (lacks immunity to bludgeoning,
need for constant descriptions of various distances and directional piercing, and slashing from nonmagical weapons), a 7-foot automaton
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of stitched-together and mismatched body parts. The flesh golem wears
an iron band around its head. A matching iron band rests just inside the
room’s doorway.
Tactics. Anyone donning this control device immediately “sees”
through the golem’s eyes and controls its body. In effect, the wearer
becomes the flesh golem and may engage the stone golem to secure the
tile segment. A stone golem is naturally more powerful than its flesh-made
counterpart, so the wearer may have to be cunning in combat to assure
success. Optionally, the wearer may work in concert with other characters
who elect to disrobe and fight the stone golem as a team.
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or higher note other subtle changes: the scent of old stone is replaced with point where the cobbled road terminates at the base of a bare granite hill.
one of fresh vegetation; the atmosphere feels lighter, crisper; a faint charge In the face of the hill is a door made of stone. Behind the door is a broom
of static electricity excites the air. These sensations make it impossible to closet. The room is 3 feet by 3 feet, with wooden walls, floor, and ceiling,
determine the exact distance traveled on the stairs. A few steps later, the crammed from floor to ceiling with cleaning supplies, excess cookware,
characters emerge from the mist at the bottom of the steps in a forest. and hundreds of small household items. This tiny room is not an illusion,
Forest Glade. This glade is deep green and ancient, with boughs bent marking that point where the lich’s magic gives way to reality. When the
overhead and blocking all but a few golden arrows of sunlight. The forest door is opened, half a dozen objects tumble out, including wooden tankards,
floor is soft underfoot, covered in layer upon layer of composted soil. The metal serving trays, and 2 brooms. If the characters make it a point to clear
leaves of these massive trees are the size of shields. Small animals dart out this collection of goods, they find no other doors in the tiny room, only
up and down two worn paths that vanish to the north and south into the the word JORCA painted on the wall. Nothing else is here.
shadowy but not unpleasant forest. Defeating the Illusions: Unless the characters specifically state their
The characters may believe that they have traveled between worlds intention to use some sort of magic on their surroundings, the illusory
or moved to an extraplanar space. You should reinforce these beliefs landscapes remain perfectly intact and effective. Physical manipulation
without going so far as confirming them. In fact, the “forest” is a series of alone reveals nothing. The lich has applied various magic mouth spells —
powerful illusions placed here by the lich in Area 5C-14. The lich has had each commanded to never speak — thus causing certain portions of the false
centuries to construct this trap and infuse it with a semblance of life, using environments to glow if the characters use detect magic, so that the trees,
combinations of traditional spells (hallucinatory terrain, programmed fungi, or animals appear to be magical. This is intended to underscore the
illusion, etc.) as well as more exotic spells like tempus fugitPG and mirage idea that the characters have traveled to a different plane of existence, one
arcane PG. The lich intends for any unwelcome visitor to wander endlessly in which the very earth and sky might be magical — rather than the entire
and eventually give up, returning by the stairs from which they came. thing being a façade. Casting dispel magic causes the nearest magic mouth
In reality, this room and its 2 hallways are simple, unadorned stone. to fade. The only magical means of penetrating these layers of illusions is
The illusions can be unmasked with a successful DC 26 Intelligence with true seeing, which reveals a mundane hallway and a plain door leading
(Investigation) check. to either Area 5C-13 (south path) or Area 5C-14 (north path).
Traveling the North Path: Both paths lead far into the woods. The Unfinished Business. Each path, north and south, also contains one
game trail on the north winds lazily through the trees for miles, taking physical means of thwarting the illusions. Though the lich has spent
the characters on a tour of a peaceful and generations-old woodland. A several lifetimes perfecting his phantasmal environments, he overlooked
freshwater stream is home to small, silvery fish. Deer bolt away when 2 small places. In the hunting lodge, behind one of the tobacco boxes
anyone draws too close, and if they are killed and field-dressed, their on the lowest shelf is a patch of wall that is blank — a white void that
meat can be consumed to provide entirely false nourishment to those looks like clean paper. It’s like something that is unfinished; it cannot be
who eat it. Movement rates are reduced 25% in this thick environment. touched or manipulated, but it clearly indicates an anomaly and might
After traveling for what feels to be at least 5 miles, the characters discover be a clue that the lodge is not what it appears. If based on this clue,
humanoid footprints. Anyone tracking these prints with a successful DC characters believe there is an illusion, they should receive advantage on
14 Wisdom (Survival) check, finds a hunting lodge built into the side of a their Intelligence (Investigation) checks to clear the phantasms away. If
grass-covered hill. A pair of huge toadstools flank the wide wooden door. they are successful, the see the library of Area 5C-13. Likewise, in the
The toadstools — like everything else here — are not real, so you may broom closet, a successful DC 20 Wisdom (Perception) check reveals the
have them respond in any way if the characters probe them. Perhaps they outline of an exit obscured by the last of the lich’s misdirection magic.
expel spores that force a saving throw to avoid a powerful sleep effect, Beyond this door is the amphitheater of Area 5C-14.
or perhaps they simply remain motionless and nonthreatening. The door
is not locked. The hunting lodge contains 6 comfortable cots, cooking
implements, a handsome fireplace, and walls adorned with an artful
display of furs, pelts, and antlers. The lodge’s interior is utilitarian but
5C-13. The Library
charming. A trapdoor under a bearskin rug leads down to small tobacco This sizable library, 85 feet by 65 feet, features 3 levels of shelving that
cellar where 12 wooden boxes of fine tobacco are kept in a constant rise 30 feet to the ceiling. The upper levels are accessible via a pair of
cool and natural humidor. If the characters leave the lodge and continue rolling ladders. Aisles of books share space with half a dozen small desks
exploring, you should fabricate similar encounters: crystal caves, brooks and comfortable reading chairs. Blue-shaded lamps glow with muted
teeming with fish, and the campsites of long-gone soldiers. In theory, continual flame. Thousands upon thousands of volumes written in several
this could go on indefinitely. The characters will do one of 3 things: (1) different languages and featuring nearly every topic imaginable can be
backtrack and return to the stairs; (2) wander the illusory woods; (3) found here.
overcome the illusion (refer to Defeating the Illusions). You should The Inkwell. In the center of the room is a pedestal topped by an
subtly give the characters the impression that this forest might indeed be indestructible glass dome. Inside this protective display case is a floating,
limitless, as the planes are infinite in size; a traveler could literally walk slowly rotating glass inkwell, half full of radiant ink. The dome is fastened
forever and never reach the edge. permanently to the pedestal. It can be unlocked only via a tiny round
Traveling the South Path. After traveling a few hundred yards, the keyhole. It looks like the key must be some long, narrow, needle-like
path becomes a neatly cobbled lane, and the forest gives way to a dry object. The pedestal and its glass top are heavily fortified by magic and
plain of low, pale grass. A metal sign ahead is painted in precise lettering: cannot be manipulated in any way without the proper key, which happens
JORCA WAY 12. The plains extend in all directions for as far as the to be the baton held by the Conductor in Area 5C-14.
characters can see, even if one of them uses fly or similar means to gain a The library is attended by a ghost, the damned spirit of a scribe who
higher vantage point. Like the forest found along the northern path, this came here to steal but was slain by the lich in Area 5C-14.
landscape is endless; anyone who wanders off the cobbled street could Tactics. The ghost attempts to frighten trespassers by whispering
walk forever without finding anything but scrub plain, a few snakes, and strange words or ruffling book pages. If the characters begin to explore
field mice. The only way to progress is to follow the road. the shelves and remove books to peruse them, the ghost tries to possess
The characters must march 12 miles in order to find anything but one of them, then attacks the rest in its hijacked body. If that fails, it relies
grass and the occasional prairie dog. On foot and without magical aid, on its horrifying visage to terrify or age the characters.
this journey requires one full day. During this time, the sun barely moves Treasure. The ink is magical and can be used as the base material
across the sky. Travelers making camp after a day’s travel need to sleep for scribing scrolls, or any other uses you feel are appropriate to the
under a sunny, open sky. Clearly, something strange is afoot, but the campaign. The various magical texts here are scattered throughout the
powerful illusions will hold up to any scrutiny short of true seeing or a library, occupying random places on the many shelves. The only way to
truly extreme intelligence. locate them is by using detect magic while the character walks the aisles
The lich hopes to dissuade visitors simply by boring them to the point of and scans the spines. A complete tour of the library requires 1d4 x 10
turning back. If they persist, however, the characters eventually come to the minutes, which might exceed the duration of detect magic, thus requiring
several uses of the spell to reveal all the magic books:
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• Mathematics and Manipulations, a manual of golems (flesh). 8th level (1 slot): feeblemind, power word stun.
• “A Visionary’s Delight” and other Poems. The book is hollow and 9th level (1 slot): time stop.
contains a pair of steel-rimmed spectacles that grant comprehend lan-
guages 1/day. Unlike other ancient undead, whose decaying bodies are outward
symbols of their damned souls, the Conductor appears as a fit middle-
• The Picaresque Days of Montlin Geylvo. Embedded in this travel- aged elf with gray at his temples and a few wrinkles around his lively
ogue of purple prose and ill-conceived similes are the spells passwall eyes; these are illusions covering his horridly withered body. He is
and rope trick. dressed as a maestro, his black coat sporting tails, his ascot a cheerful red.
• Religious Dogma Through the Ages: A Complete Treatise, is 842 Though his knuckles are a bit inflamed from arthritis, he is otherwise in
pages long, and reading the entire tedious book increases a character’s proper form, his baton either pinched between his long fingers or tucked
Wisdom permanently by +1. Can be read only once, then disappears. under his arm. The Conductor was born more than 5000 years ago in a
land so distant that he can barely recall the scent of its golden shores, long
• A Volume of Vacuum. Opening this book creates a rift to the void of before men and orcs populated this region. He amassed enough magical
deep space; the opener must succeed on DC 17 Strength saving throw might that he was able to thwart death, and he has lived as a lich for
or be sucked into a weightless vacuum, several thousand miles from the millennia. After traveling the planes and beholding countless wonders and
nearest world; the book shuts automatically after a few seconds. nightmares, he finally quenched his thirst for magic and settled down in
these dark warrens to pursue his only two remaining passions: music and
knowledge. He has little interest in the characters’ affairs and views them
5C-14. The Amphitheater as inconsequential insects. He wants them to go away and leave him in
peace, but he will eradicate them as casually as he would swat a mosquito
The door opens onto the upper level of a breathtaking, open-air if they prove troublesome. If the Conductor is slain, all illusions in these
amphitheater — though this bright sky is yet another illusion. The areas disappear.
characters stand on the highest of 20 risers, each featuring stone benches Parley. If anyone uses detect evil and good or similar magic, the
that form a half-circle around an impressive stage. Though the seating Conductor radiates such blackness that the character is hit with a
could easily accommodate hundreds of spectators, the place is all but powerful mental feedback that causes an instant headache. Despite his
deserted. Three stairs connect one riser to the next, so the characters can obvious megalomania, the Conductor
descend to the stage at ground level. is open to conversation, as he has
Places! Moments after the characters arrive, the heavy steel gates few opportunities for discourse these
near the stage are drawn open by unseen capstans; chains can be heard days. He orders his musicians to return
grinding against the interior of the walls. As the gates part, musicians to their compound at Area 5C-15 while he
enter the amphitheater and make their way toward the stage. Nearly 50 of listens to whatever the characters say, which
them enter, each clad in worn dresses and social finery that is long out of might involve one or more of these topics:
fashion. Among them are humans, elves, halflings, as well as humanoids
• Setting the Prisoners Free. The musicians
from extraplanar realms and other worlds. They speak quietly among
are held here indefinitely, taken from their homes across
themselves, none meeting the gaze of the figure that awaits them on the
the multiverse. If the characters express concern about this
conductor’s pedestal. None seems particularly happy joining the orchestra.
situation, the Conductor simply shrugs. He cannot perceive
They take their seats with resignation, picking up their instruments and
why his actions would be considered wrong. In his mind, he is
warming up to play.
no guiltier for imprisoning 50 innocent people than he would be for
Command Performance. A few minutes later, with a rap of a
keeping a collection of ants in a box. He refuses all requests to release
baton, the musicians begin to play. Powerful music, at times both
the captives.
compelling and mournful, shakes the amphitheater and fills the
sky with sound. These musicians are truly masterful, guided • Obtaining the Baton. If the characters have visited Area 5C-13 and
by a relentless orchestral leader on the pedestal. But they determined that they need the baton to unlock the glass dome and ac-
are also clearly dispirited. Even while playing, they look cess the inkwell, they might try to persuade the Conductor to give it to
at the characters with pleading eyes. If the characters them. He denies their request, as he simply doesn’t wish to relinquish it.
take a seat in the vast theater, they can spend the • Other Business. Creative players may devise various reasons for
remainder of the day watching the remarkable their characters to converse with the Conductor. They might seek
performance. If they interrupt in any way, knowledge of Rappan Athuk or simply be curious about the magical
the baton clicks several times, and environment of this level of the dungeon. The Conductor is willing to
the musicians fall silent while the exchange spells with magic-users or even items from his personal trea-
interlopers are addressed. sury, if he is receiving something fitting in return. He doesn’t consider
The Conductor: The director the characters a threat. But if they make demands, he sighs and orders
of the symphony is a lich known them to leave. If they refuse, he disposes of them.
as the Conductor. The Conductor
Sealing the Deal. The characters can offer the Conductor only 2 things
is a lich, except:
to placate him: a book he hasn’t read or a song he hasn’t heard. If one of the
• He has a greater ring of protectionGM, making his AC 19, and grant- characters has acquired a book during her travels and has that book on hand,
ing +2 to all saving throws. it can be traded to the Conductor in exchange for the baton or for the release
• He has the following spells prepared: of the prisoners. Optionally, a musically inclined character can volunteer to
Cantrips (at will): mage hand, minor illusion, ray of frost. perform, in which case the Conductor gladly takes a seat to listen. After the
1st level (4 slots): comprehend languages, detect magic, magic missile, performance, he gives the characters what they ask. Only these trade items
silent image. suffice. Anything else is simply ignored. If the characters bring arms against
2nd level (3 slots): invisibility, mirror image, phantasmal force. him or attempt to free the prisoners, the Conductor acts swiftly.
3rd level (3 slots): dispel magic, fireball, fly, lightning bolt. Tactics. The Conductor’s first action is always to use teleport to a
4th level (3 slots): confusion, dimension door, greater invisibility, doorless, airless chamber below the stage, Area 5C-16. Once safely there,
hallucinatory terrain, wall of fire. he casts greater invisibility. He then leaves the room via dimension door
5th level (3 slots): advanced illusionGM, conjure elementals, distance and hunts the characters down, attempting to kill them without revealing
distortionGM, tempus fugitGM. himself. He also depends heavily on illusions to misdirect the characters’
6th level (1 slot): disintegrate, mirage arcaneGM, permanent illusionGM, attacks, especially project image. He hurls fireball and lightning bolt from
programmed illusion. far away to avoid immediate contact from melee attacks. If pressed, he
7th level (1 slot): plane shift, project image, teleport. uses time stop to prepare to destroy the party.
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Rappan Athuk
Guest Entrance. A hidden closet door hides an almost-unknown tunnel
leading to Level 4C, Area 4C-18. It can be found with a successful DC 17
Wisdom (Perception) check. Azraggad uses this narrow natural route to
5C-16. The Conductor’s Retreat
correspond with the Conductor on musical matters. A successful DC 18 Intelligence (Investigation) check reveals a hollow
sound emanating from the stage floor.
Doorless Retreat. No door exists. The Conductor simply teleports here
5C-15. Prisoner Enclave as needed. The only way to access this space other than by magic is to
pry up the stage floorboards and then dig through 6 inches of stone. The
This walled area encloses the community where the prisoners reside. chamber itself is a plain 20-foot x 20-foot cube of solid stone, in the center
Like the “open-air” amphitheater itself, the sunny sky here is an illusion. of which stands an elaborate throne made of twisted silver, with armrests of
Many of the musicians have been here for decades. Their living quarters hardened salt and a headrest made from the inflated lung of a slain demigod.
are comfortable, and all their needs are met and even exceeded. The The Conductor’s Throne. This mighty chair weighs 740 pounds and
large compound includes comfortable living areas, spacious recreational radiates powerful chaos. Any lawful-aligned character daring to take a seat
grounds, a library, a woodshop, a nondenominational shrine, and several must make an immediate DC 18 Charisma saving throw. Failure means the
species of free-roaming animals — most of which are not depicted on the character dies instantly as all the salt is removed from its body. Success
map. Artificial sunshine is provided by a magical light that automatically indicates the character gains mastery over the chair and may command its
dims and brightens on a 24-hour cycle. The illusory weather is always 2 primary functions: a potent scrying ability and astral projection. The
perfect — maddeningly so. scrying is per a crystal ball of true seeing. The astral projection spell may
Helpful Orchestra. The musicians are not trained combatants and be used 1/day. Unless the characters possess some extraordinary means of
stand no chance against the Conductor, so the characters will not be able taking the throne with them, the chair cannot be moved from this place.
to persuade them to revolt. However, they are quite keen on the idea of Treasure. Stacked neatly around the throne are a few oddities the
escaping back to their homes, so they aid the characters as much as they Conductor has acquired during his long tenure as a lich:
can without catching the eye of their captor. • 4,923 gp.
• 17 gold alloy bars weighing 10 pounds and worth 25 0gp each.
• A metal-bound manual of golems (iron).
• A potion of undead healing (restores an undead to full hit points but
has no effect on others).
• The Conductor’s SpellbookGM
284
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Level 6:
The Maze
This infamous level, the subject of cautionary tales spoken of in hushed Shields and Wards: None.
tones by adventurers, proved fatal to a powerful, monster-stomping party Surfaces: The ground, in all areas except Area 6-3, is level and offers
that got lost and starved to death. Few monsters (other than random good footing. Walls, columns and so on — unless otherwise noted — have
wanderers) populate this level. The chief difficulty is its numerous, numerous handholds and holes and can be climbed with a successful DC
insidious, shifting, sliding, and teleporting maze sections. This maze foils 8 Strength (Athletics) check.
even magical attempts to discern the proper route as a passage — correct Other:
a moment ago — shifts, diverting the party into a random, new direction. • The river channel beyond Area 6-14 is moderately hard to swim. Any
Level 6 contains only two difficult encounters: the will-o’-wisps and the creature attempting to swim to Level 10A must have a swim speed or
undead storm giant, Kor, in the Hall of Ereg Tal. But even these trials are succeed on a DC 15 Strength (Athletics) check. Failed checks require
avoidable. The maze is not. a successful DC 14 Constitution saving throw; creatures failing this
This is a very critical level. Area 6-15 offers the only means to reach saving throw drown and are dead on arrival at Level 10A. Swimming
Level 7, which in turn accesses Levels 13 and 15. To completely eradicate upstream is impossible and leads nowhere in any case.
the evil of this dungeon, stalwart adventurers must eventually visit these
deeper levels; therefore, they must navigate this level. Also, several Level • Fungus encrusts most surfaces in the natural cavern areas on this
6 features were described in the rumors section of the Introduction — level; 20% of the fungus is edible, while 10% is poisonous. Determin-
including the infamous “white corridor,” the “mushroom of youth” and ing which is which requires a successful DC 14 Intelligence (Nature)
of course the entrance to “Hell.” The area is shown on The Maze map, as check. Mazes and cut corridors are free of fungus. Poisonous fungus is
well as four Sample Maze map sheets. fatal in 1d3 rounds.
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Rappan Athuk
accessed by passing through what they deemed a natural barrier (the white
6-4. The Cliff corridor). Orcus’ priests placed a curse on Kor’s remains (they were afraid
to tamper with the titan’s body), turning his corpse into a slave of evil.
An 80-foot-high cliff, dotted by numerous rat holes, looms before the The writings on the statues — the legend of Ereg Tal and Kor — are
party. Normal rats infest the cliff. The rats attack anyone climbing the written in an archaic form of Celestial. A character who speaks Celestial
cliff; they also gnaw at ropes. can decipher them with a DC 13 Intelligence check. To unravel the details
Tactics. As characters scale the cliff by hand or rope, 2d6 normal rats of this story, characters must use the legend lore spell. Success means that
attack each character. Since the characters are dangling on a rope, no the characters learn that these figures represent a good-aligned titan and a
Dexterity or shield bonuses to AC may be used while climbing. Attacking storm giant. Da-jin, the god of death himself killed the titan during a great
rats have a 20% chance per round of chewing through a rope. It takes 6 battle among the gods. Characters also learn that Kor gave Ereg Tal a
rounds to descend the cliff on a rope, but 18 rounds to ascend it. Wandering golden torc, symbolizing his fealty to the titan. When Kor was near death,
monsters are either at the top or base of the cliff (i.e., a 50% chance). A he brought his titan friend to this very place and buried him. These events
fireball or other large, spectacular magical effect causes the rats to scatter transpired thousands of years before the dungeon existed. The golden torc
and flee for 1d6 rounds. detail proves invaluable should the characters open Area 6-8.
Story Award. If the party acquires all the information, give them a
story award of 200 XP.
6-5. The White Corridor
This corridor, seemingly constructed of seamless white stone despite its
cavernous shape, stretches 180 feet and leads to Area 6-6.
6-7. The Tomb of Ereg Tal
Poison. A few feet inside the corridor, the skeletal remains of rats and This beautifully sculpted cavern houses a huge sarcophagus, sculpted
bats clutter the floor. An additional few feet beyond them, the remains of like the taller statue in the hall outside. The walls and ceiling of the cavern
a large humanoid creature lie in twisted repose. A magical effect renders are painted like a sky at night, with stars and a full moon glowing with
the floor, walls, and ceiling of the corridor poisonous. Any character that magical light. This room holds little else of interest, unless the characters
touches these surfaces must succeed on a DC 16 Constitution saving throw somehow open the crypt.
each round they remain in contact; a failure means the character loses Treasure. The crypt lid weighs 3,000 pounds. Within, characters find
1d3 points of Strength. Characters can drag their unconscious comrades the bones of a titan. A large golden torc worth 5,000 gp encircles the titan’s
free before they slowly starve to death. You must record the number of cervical vertebrae. The torc was fashioned in the likeness of an eagle — its
rounds a character is inside the corridor or in contact with it. Characters claws curving around in front and its wings folded along the sides. If taken
must make an additional saving throw for each round they were in the to a large city where its unique origin might be recognized and prized, this
corridor the round after leaving. One point of Strength damage can be rare and historical piece would easily fetch 10 times its gold value from a
healed with a lesser restoration spell, or they heal naturally at one point discriminating collector. This torc also has the power to give peace to the
per long rest. A wish spell can heal all lost points, for all characters. The undead form of Kor in Area 6-8. The torc is not otherwise magical.
poison is magically transmitted through any material in contact with an
individual’s skin, including boots and gloves. Double-layering clothing or
layering stones or other items to walk across does not prevent contact with
the magical poison, as the poison is “conducted” to any living being in
the corridor. Passing through the corridor successfully requires making no
Celestial Script of Kor
physical contact with it. Characters might use magical flight or levitation Stone by stone and crafted by my hands
to successfully negotiate the poisoned passage. Any magical transport The tomb of Ereg Tal here stands
activated within this corridor (dimension door, teleport, etc.) immediately ‘Til the end of time may be
teleports a character to an extraplanar location known as The Sorcerer’s Shall his goodness shine on thee.
Citadel (see The Sorcerer’s Citadel in Quests of Doom Volume 1 from Chiseled by the hands of Kor the Storm
Frog God Games). This citadel has a similarly constructed area. Some Liegeman of Ereg Tal in peace and war
scholars correctly assert that Crane the sorcerer safeguarded this corridor For to entomb his master’s bones
for Ereg Tal — a fact that can be confirmed by the Oracle on Level 3 of And thus to build eternal home.
this dungeon. Know ye who stand before the portal
Ereg was Titan, but not immortal
The Lord of Death did strike the blow
6-6. The Hall of Ereg Tal That laid my Mighty Master low.
Mortally wounded was Ereg Tal
This is a grand hall made of polished marble and decorated with The King I loved the most of all
beautiful mosaics. To the south, a set of granite stairs descends into a And so I bore him to this cave
cavern. To the north, a set of 20-foot-high double doors, made of pure And from the stone carved our two graves.
bronze and carved with bas-relief of animals and men, dominates the About his blessed neck I placed
wall. The bronze doors require a combined strength of 24 or a successful The Golden Torc, in life given free,
DC 25 Strength check to pull open. Between the staircase and doorways As Symbol of my fealty
are 2 huge statues. The first is a 20-foot-tall man, his bearing serene and So I sealed it in the sepulcher with he.
noble and his face possessing the most perfect features ever seen. The To the end stand I the honor guard
second is a rough carving suggesting a bearded man, at once beautiful but ‘Til life empties from my mortal gourd
terrible and less perfect than its companion piece. The latter statue holds Know all that Ereg Tal was the beloved Master to Kor
a lightning bolt above its head. Ancient Celestial script adorns the base of Faithful Servant to His Lord.
each statue. This hall comprises the gateway to the final resting place of
the fallen titan, Ereg Tal, and his lifelong friend Kor, a storm giant. The
statues are just statues, and there is no danger here unless the characters
disturb Area 6-8.
History. Ereg Tal died over 5,000 years ago and was entombed here,
far beneath the earth. Centuries passed, then the evil priests and wizards
who built Rappan Athuk stumbled upon the subterranean gravesite.
Leaving Ereg Tal’s tomb undisturbed (out of fear), the priests and wizards
instead built a secret entrance to their infernal levels that could only be
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LEvel 6: The maze
to the pit’s bottom, taking 14 (4d6) bludgeoning damage. The wisps then
6-8. The Tomb of only attack those who try to escape, preferring that their victims slowly
starve to death.
Kor the Storm Giant Treasure. There is a 40-foot-deep sinkhole in the room’s center. This
pit contains the wisp’s treasure, namely the remains of 2 adventurers. One
This beautifully sculpted cavern houses a huge sarcophagus, carved in the still wears plate armor and a helm of comprehending languages; he also
form of the shorter statue in the hall outside. The walls and ceiling of the has a rotted sack containing 115 gp. The other still has a pair of +1 kamas
cavern are painted to resemble a clear, daytime sky, with a blazing sun and (as handaxes) and wears boots of striding and springing.
few clouds. Those in the room can almost feel a faint and refreshing breeze.
Entering this room invokes the ghost of Kor the storm giant. If the party
bravely presents the golden torc found in Area 6-7, the ghost leaves in peace, 6-13. The Wishing Rock
never to return. If it does not, the party is in trouble! Kor retains all his abilities
and has gained several new ones, making him a formidable opponent. A large, red boulder divides the corridor in two. There is a 2-inch-
Tactics. KorB uses his horrifying visage attack first, and then attacks with diameter hole on one side of it. Surrounded by walls of slate-gray stone,
the mattock of the titans followed by his withering touch to try and drive the red color is unusual for these caves. For some bizarre reason, someone
characters off the cliff into the pool at Area 6-10. After this, Kor uses his used a teleport spell to transport this boulder to this locale. The 2-inch
possession ability on a fighter character and attacks spellcasters using the hole extends 6 feet into the rock. Carefully wedged at the end of the hole is
fighter’s body. He fights until slain but does not pursue the characters into a ring of three wishes. The ring cannot be seen without directed light, and
Areas 6-5 or -10. You needn’t be creative when using Kor to destroy their a character trying to extract it must succeed on a DC 16 Dexterity check
parties. Characters should either retreat (fast!) or use the torc to banish his and have proper tools available. Proficiency with thieves’ tools applies,
ghost. Those characters who fight Kor should be ruthlessly punished. assuming usable tools are available. Mage hand cannot dislodge the ring,
Treasure. The crypt is only slightly less massive than the one found in but telekinesis might, with your approval.
Area 6-7. It contains a storm giant’s bones and several items of interest. He
still possesses +1 chain mail (storm giant-sized). The crypt also contains a
mattock of the titansGM and a horn of Valhalla (iron). 6-14. The Bridge over
Troubled Water
6-9. The Cavern Crossing A huge, carved bridge runs over a stretch of river. Skulls and screaming
A wide chasm, 100 feet deep, splits this cavern in half. Torchlight faces adorn every surface of the bridge — a grim warning to those who
reflects off water at the bottom of the chasm. On the far side of the chasm, would cross. Forty feet below, characters can see some shallow rapids
4 tunnel openings lead out of the cavern. The chasm’s width ranges rushing between 2 narrow banks. Strange fungi grow on the banks of the
between 20 and 80 feet. The chasm’s sides require a successful DC 16 river, some of which glow faintly in the dark below. The bridge itself
Strength (Athletics) check to climb. The far tunnel opens onto stairs that is harmless, though it does lead to Area 6-15. The area of real interest,
lead to Level 8, while the other 3 tunnels are dead ends. however, is the southern bank of the river, which is choked by 6 kinds
of magical fungi. A character who is proficient in Nature can identify the
mushrooms, except for fungus 6.
6-10. The Pool
Cold and clear water pools at the chasm’s base. The pool’s bottom
cannot be seen. The water is calm but requires protection lest swimmers
6-15. The Passage to
suffer 1 point of cold damage per round from exposure. the “Gates of Hell”
This cavern ends abruptly. A small pool ripples gently at its center.
6-11. The Ambush Six feet below the water’s surface, characters can see a 5-foot-diameter
opening. This opening leads to a 30-foot tunnel, which constitutes the one-
Under these circumstances, this encounter bodes ill — a will-o’-wisp and-only entrance to Level 7 (“Hell”).
attacks characters in the water. The characters must either retreat to Area
6-9 or swim on to near Area 6-12. The will-o’-wisp gives pursuit until the
characters leave the water. The entrance to Area 6-12 is 25 feet above the
water’s surface, requiring a successful DC 17 Wisdom (Perception) check
6-16. The Lost Goblins, Part 2
to notice, and a successful DC 18 Strength (Athletics) check to climb. A party of goblins — 14 goblin scoutsB, 4 goblin leadersB, and UbarB
Climbers are attacked by more will-o’-wisps once they reach Area 6-12 the goblin witch doctor — became lost in this level’s mazes and have been
(see below). Characters that can fly may fare better. unable to escape; they hide out here. They attack anything that enters the
Tactics. The will-o’-wisp consumes the life of any just-drowned room and are particularly afraid of the will-o’-wisps and mustard jellies
opponents. It avoids combat, and unless affected by magic, it shocks that have already eaten several of their comrades. Led by a goblin witch
everyone in the water every round for 9 (2d8) lightning damage (30-foot docter, this party defends its lair well. The witch doctor, using his set of
range in water). pipes of the sewers, summons hordes of rats to both distract attacking
monsters and supplement the goblins’ diet.
Tactics. After Area 6–17’s trap is sprung, Ubar summons rats using his
6-12. The Wisp Lair pipes. He uses his scroll of stone shape to collapse the entryway into the
cavern. The witch doctor casts invisibility on one of the goblin leaders.
Strange, eerie lights fade in and out within this cavern. A deep pit in the The goblins attack with their missile weapons but flee if attacked with
cave’s center seems to be the source of the light. This area is the lair of the melee weapons. All goblins have three-quarters cover until approached
will-o’-wisps that inhabit this level. They generally attack at Area 6-11, within 10 feet. They are spread out (more than 20 feet apart) to avoid area-
but 1 or more may be here when the characters reach this area. This room effect spells and grenade-like missiles.
may also be accessed from Area 6-16 through the stream and from Area Treasure. Goblin leader #1 has a potion of invisibility, #2 has a potion
6-14 — both avenues that avoid the dangers of Area 6-11. of healing, #3 has a potion of diminution, and #4 has a potion of animal
Tactics. The will-o’-wisps attempt to draw characters to the pit’s edge, friendship. Ubar has a dagger, pipes of the sewers, a scroll of stone shape,
where they become invisible and then “bump” the characters in. Anyone spellbook, robes, 19 gp. Each goblin has weapons and armor, mining
bumped must succeed on a DC 16 Dexterity saving throw or fall 40 feet tools, 2d4 sp, and 2d4 cp
289
Rappan Athuk
Magical Mushrooms
Doses
d6 Description Effect Grow Time
Collectable
Green with orange spots, 1 year per
1 this mushroom radiates It is highly poisonous (lethal) 5 dose from
necromantic magic spores
Purple and glows in the
2 years per
dark (20 feet radius), this It acts as a dose of potion of healing if taken
2 6 dose from
mushroom also radiates internally
spores
faint necromantic magic
200 days per
This mushroom is brown
3 It counts as a full week’s rations if ingested 36 1 dose from
and smells terrible
spores
It acts as a bane to undead; a cleric or paladin
who eats the mushroom adds twice their
proficiency bonus when calculating the DC for
their channel divinity ability for 3d6 rounds. Non-
Blue with white spots, this 1 year per
clerics who eat these mushrooms gain the Turn
4 mushroom radiates a faint 3 dose from
Undead feat and can turn undead for 3d6 rounds.
aura of necromancy spores.
They use their Wisdom and proficiency bonus to
calculate the DC. (They do not get the ability to
perform a healing burst or any other feature of the
channel divinity class ability, however)
Orange with violet spots, If eaten, it provides complete immunity to mental 5 years per
5 this mushroom radiates a control, psychic damage, and mind-affecting 6 dose from
faint aura of abjuration spells for 30 minutes spores.
This is the famous mushroom of youth described
in the legends of Rappan Athuk. Its reputation
is somewhat misleading. The fungus’ real effect
changes the age of anyone who ingests it from –80
to +20 years. Roll 1d100-80 and add that sum to the
ingesting character’s age. If the result is negative,
the person grows younger by the negative amount. Growth time
The sole, living sample of
If the result is positive, the character ages by is 100 years
6 this mushroom is red with 1
that amount and suffers any aging effects. Any per dose from
yellow spots
character brought to zero years or less immediately spores
disappears; no saving throw. The character may
not be restored in any fashion short of a wish, which
brings the character back to the point in time just
before they ate the mushroom. If the mushroom
ages a character, excess years can be removed by
a restoration spell
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Rappan Athuk
Level 6A
thieves’ tools or DC 20 Strength check to open.
• Secret Doors: Stone. Require a successful DC 16 Wisdom (Percep-
Difficulty Level: Tier 2 tion) check to find. Also require a successful DC 16 Intelligence (Inves-
Access: River tunnel from Area 3A-7, rat tunnels from Area 4-7 and tigation) check or DC 25 Strength check to open.
4A-3D, stairs to Area 8-13, river channel to Area 10A-3. Shields and Wards: The shielding around Area 6A-6 allows only astral
Wandering Monsters: Encounters in caves 6A-1 through -5 are limited or ethereal entry.
to spiders or wererats. When in those areas, check once every 15 minutes Surfaces The floor in these caves is sandy and offers good footing. Walls,
on 1d20: columns, and so on — unless otherwise noted — have numerous handholds
and holes and can be climbed with a successful DC 8 Strength (Athletics)
check, unless they are wet and slippery, in which case the DC is 18.
d20 Encounter
Other:
1–3 2d6 giant spiders • The river channel beyond Area 6A-10 is moderately hard to swim.
4–6 2d4 wererats Any creature attempting to swim to Level 10A must have a swim speed
or succeed on a DC 15 Strength (Athletics) check. Failed checks require a
7–20 No encounter successful DC 14 Constitution saving throw; creatures failing this saving
throw drown and are dead on arrival at Level 10A. Swimming further
In all other areas of Level 6A, check on the table below once per hour upstream than Level 10A is impossible and leads nowhere in any case.
on 1d20:
• Fungus encrusts most surfaces in the natural cavern areas on this
level; 20% of the fungus is edible, while 10% is poisonous. Determin-
d20 Encounter ing which is which requires a successful DC 14 Intelligence (Nature)
1 3d6 normal rats check. Mazes and cut corridors are free of fungus. Poisonous fungus is
fatal in 1d3 rounds.
2 1d6 giant spiders
3 2d6 giant rats
4 1d3 trolls 6A-1. The Spider’s Nest
5 2d4 goblins accompanied by 1d4 goblin leadersB This cavern serves as a huge nesting area for the monstrous spiders that
6 1d4 wererats live on this level. Thus, 2d6 giant spiders attack the party 3 rounds after it
emerges from the small tunnel. As usual, the spiders try to ambush the party
7 2d6 giant spiders (check for surprise; the spiders receive a +2 bonus to their Stealth check).
8 2d6 stirges Every 3 rounds, 1d3 additional spiders join the attack until all spiders are
slain (50 total). The spiders are spread out over the cavern’s entire length,
9 1d3 large piercersB
so weapons of mass destruction (e.g., cloudkill, fireball, etc. won’t kill more
10–20 No encounter than 1d6 of them, unless such a spell is cast in dangerous proximity to the
party. Various nests and hundreds of eggs festoon the cavern. One character
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LEvel 6A: Caves and Caverns - The Lair of the Spider Queen
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Rappan Athuk
working for 2 hours might clean it out; if the cavern is not cleared of eggs, opponents are subdued.
the spider population recovers at a rate of 15 per month. The Bridge. The bridge itself has AC 13, 30 hp, has been treated with
Development. Clearing out the cavern draws the denizens of Areas fire-resistant oil, and owes its damage resistance (immune to bludgeoning,
6A-3 through 6A-5 to the cavern. The remaining spiders and the retriever piercing, and slashing damage from non-magical weapons) to the
(from Area 6A-5) attack the characters while they are burning the nests. retriever’s masterful spinning.
The Spider Queen remains in her lair above but supports her attacking
spider pets with spells. These spiders have no treasure.
Story Bonus. If the nests are cleared, add a story award of 500 XP to 6A–4. The Lair of the Queen
the encounter experience.
This area marks the entrance to the lair of the Spider Queen, AldethB.
She does not bargain with intruders, especially those who have slain her
6A-2. Empty Caves spiders, whom she considers her children. Aldeth, a human wizard, has long
served the goddess. The Spider-Goddess blessed her with several mutations,
The occasional piece of junk or debris litters those areas marked 6A- including chitinous skin and a poisonous bite. The Spider Queen employs
2. Roll a wandering monster check each time characters enter areas wererats as spies; they are very loyal to her. She despises all worshipers of
designated “6A-2.” Hecate and preferentially targets any character devoted to that deity. (Hecate
cursed and destroyed Aldeth’s sister, Akbeth.) Aldeth developed an affinity
with spiders and can communicate with them. All spiders that can hear her
6A–3. The Spider Bridge voice immediately obey her every command. She is currently tended by
12 giant spiders. If Boris the retrieverB has not yet been encountered, it
This bridge, made of woven spider silk, connects Area 6A-4 with 6A-5 enters through the west cave entrance 2 rounds after the characters land on
and is suspended 80 feet above the cavern floor. Dead stirges and bats the bridge. Aldeth hides as the characters approach, casting spells from her
decorate the web bridge’s sticky exterior. The bridge is defended by 12 giant hiding place. Her other servants, 8 wererats (in rat form), sneak along the
spiders. These spiders hide on and above the bridge until the characters ground until they are in the party’s midst, change into hybrid form and attack.
arrive. Any character flying or levitating near them is webbed and reeled in. Tactics. Aldeth prepares for combat by casting her defensive spells on
Tactics. Any creature of less than Huge size can be partially webbed herself. She casts haste on her servitors and remains hidden while the
and pulled to the bridge. Each spider can make a ranged attack at +2, wererats and spiders attack. The wererats mutate and attack unarmored
using its spinner to snare a creature with a strand of silk. Each silk strand foes, while the spiders attack the closest characters. Aldeth and Boris
has 6 hp and is resistant to fire damage. Multiple spiders can attack the focus on fighters, she with her spells, he with his eye rays, as described in
same opponent; to avoid being drawn to the bridge area and attacked, a Area 6A-5. During the first combat round, Aldeth casts slow, followed by
victim must make a successful DC 15 Strength check against the attached confusion. She then uses enchantment spells to confuse and bewilder the
spiders. If there are multiple spiders, the target has disadvantage. Anyone characters. If discovered and attacked directly, Aldeth runs to Area 6A-4,
drawn onto the bridge must make a successful DC 15 Strength save to protecting herself with a wall of stone. The wererats and spiders fight to
avoid being stuck to the bridge. A stuck character can attempt a DC 15 the death. Boris acts as described in his tactics at 6A-5.
Strength check as an action on subsequent rounds to attempt to get free. Treasure. Aldeth’s lavish quarters are appointed with silks and tapestries
Once in combat, the spiders shoot webs, bite webbed opponents until they of extraordinary craftsmanship, altogether worth over 15,000 gp in the
fall, and wrap them in webs. Any webbed opponents are left alone until all market of any large city. Much of it spider silk, it is very soft but strong. A
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set of stone shelves along Area 6A–4’s back wall house stacks of Aldeth’s Opening the stone sarcophagus requires a successful DC 18 Strength
spellbooks. These books contain all the spells that she has listed, as well as check or a combined strength of 25. A wealthy and exceedingly evil
4 extra spells of each level from 1 through 5, and 2 of level 6. Aldeth carries merchant-prince paid a high price to be entombed here. His soul lingers
her +2 dagger, cloak of arachnidaGM, and spider silk robes worth 250 gp. elsewhere. He is otherwise known as NadrojB the wraith and lives on
Each of the wererats have 2 agates worth 15 gp, 2d6 sp, and 3d12 cp. Level 4 of this dungeon. Other than the difficult-to-find entrance, there
are no traps or monsters in this crypt. This should terrify the party. Note:
If this tomb is robbed by the party, Nadroj is permanently destroyed if he
6A–5. Demon Spider Nest is subsequently slain on Level 4. Conversely, if Nadroj was previously
“slain” by the characters, he is here at full strength.
The Spider Queen’s pet retriever, a demon named Boris, lives here. Treasure. Hidden in a secret compartment in the crypt is a scroll
Tactics. It attacks all non-spider, non-wererat, non-Queen beings it of 3 spells (control weather, dimension door, and prismatic wall). The
sees. It fights until slain or until Aldeth tells it otherwise. Aldeth uses the secret compartment can be found with a successful DC 18 Intelligence
retriever to keep this area clear of those things that would prey on her pet (Investigation) check. The crypt also contains a gold and sapphire
spiders, and most monsters in the adjacent few levels know this and are necklace, a ring, and brooch worth 850 gp in total.
afraid. The retriever cannot leave this area, as it is too large to successfully
negotiate any of the exit tunnels.
6A–8. The Cathedral Cave
6A–6. The Wizard’s Crypt This cave has a very high ceiling, arching higher than torchlight can
illuminate. The cavern is immense, containing a large lake where a river
and Psychic Surprise slows to flow around a central island. From the island, 2 huge, natural
stone columns, each fully 30 feet in diameter at the base, ascend into the
A 20-foot-high pyramid of black stone constitutes the southern portion darkness above. This island (Area 6A–9) is home to 3 trolls. The river runs
of this cavern. Runes and writings cover the pyramid’s entire surface. The from Level 3 above, down to Level 10A.
ominous script, written in Draconic, reads as follows:
Level 7:
The Gates of Hell
This extraordinarily difficult level houses a clan of encephalon gorgers
and its kennel of hell hounds. The level also provides the only entrance to
the Portal of Darkness on Level 13, which itself leads to the central power
7-1. Entrance Chamber
source for the entire dungeon, The Den of the Master on Level 15. As Swimming through the pool of water on Level 6, characters eventually
such, Level 7 functions as a testing ground for characters; no party should emerge here. This cave’s atmosphere is surprisingly warm and dry; a stiff
proceed deeper into the dungeon if it cannot first survive the Gates of Hell. gust of hot air blows from Area 7-3.
The encephalon gorgers use this level’s teleportals to quickly traverse
the area’s twisting passages and tunnels. Due to the encephalon gorgers’
solitary and secretive nature and because the other dungeon denizens fear 7-2. Empty Rooms
these treacherous creatures, many rooms remain empty. The area is shown
on The Gates of Hell map. The occasional piece of junk clutters the otherwise empty areas marked 7-2.
Crawlspaces. Area 7-2a differs from the areas marked 7-2 by having 3
crawlspaces that diverge from it — each crawlspace no more than 3 feet
Level 7 high and 2 feet wide. Small creatures can traverse the narrow passages
by crouching or crawling; Medium creatures must succeed on a DC 12
Difficulty Level: Tier 2 Dexterity saving throw to negotiate the twisting tunnels without getting
Access: Water tunnel from Area 6-15, secret staircase to Area 13-1, stuck. A stuck creature has its movement reduced to zero, automatically
river tunnel to Area 11A-1, chute to Area 12-1, stairs to Area 12-1. fails Dexterity saving throws, and is effectively prone. Once stuck, the
Wandering Monsters: Check once every hour on 1d20. character may attempt another saving throw to become unstuck. Whenever
a character gets stuck, 1d4 giant rats arrive and begin feeding on the
helpless character. Large creatures cannot pass through the crawlspaces.
d20 Encounter
1 Gelatinous cube
2–3 2d6 giant rats 7-3. The Warm Room
4 1d2 encephalon gorgers and 1d4 hell hounds
B
This room radiates a strange, magical heat, creating the warm breeze
5–20 No encounter felt in Area 7-1. A red glow emanates from Area 7-4.
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they cross the room’s threshold. Stretching an arm or a leg into the room drowning while being carried along by the current. The current moves at
does not activate the teleportal, but if half a character’s body crosses 40 feet per round.
the threshold (e.g., while flying) or if their foot touches the floor, they
are instantly teleported. Only the character stepping into the room is
teleported; therefore, characters linked together by a rope do not teleport
simultaneously. Once teleported, a character may leave the new teleportal
7-7. The Encephalon Gorger Shrine
area by any available exit without reactivating the teleport. Re-entering Black and red veins streak the polished stone that constitutes this large
the room, however, activates the teleportal. The following list provides temple’s floors and walls. Twelve pillars of the same veined stone display
each teleportal’s destination area, based on the direction entered: grotesque and abstract carvings. Against the west wall, 3 wide marble
• 7-5A west leads to 7-5C steps lead to a dais that supports a stone pedestal with 3 gold panels (see
Magic Panel Trap). This shrine, sacred to the encephalon gorgers, is their
• 7-5A east leads to 7-5E unholy place of dark worship. The shrine’s iron door is locked and bolted
• 7-5B north leads to 7-5D from the inside. It can be broken open with a successful DC 25 Strength
check, or the bolt can be opened with a successful DC 25 Dexterity check
• 7-5B south leads to 7-5A using thieves’ tools. Currently, 6 encephalon gorgersB, led by their priest,
• 7-5C north leads to 7-5E GilthB, are performing a Ritual of Melding, whereby they commune
psychically to enhance their power. Any disturbance outside the door
• 7-5C south leads to 7-5B
disrupts this unholy ritual, thoroughly enraging the encephalon gorgers
• 7-5D south leads to 7-5F who immediately prepare for battle.
• 7-5E northwest leads to 7-5B Tactics. As soon as the encephalon gorgers detect intruders trying to
enter the temple, they position themselves 40 feet from the door. Then,
• 7-5E southeast leads to 7-5C depending on how long it takes the characters to break through the door,
• 7-5F southeast leads to 7-5A the encephalon gorgers take the following actions:
• Round 1: Encephalon gorgers take up position; Gilth casts prayerPG.
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• Each of the encephalon gorgers moves to attack a foe entering the anyone who sets foot in the northernmost chamber. The final, southernmost
room, working in pairs. chamber is the lair of the den mother — a large, hell hound that only joins
• Gilth casts inflict wounds. combat should it progress beyond the first room.
Den Mother. The largest of the creatures is a normal hell hound,
• For the remainder of combat, the encephalon gorgers keep attacking except:
with their claws and grapples. Encephalon gorgers who continued to • Hit Points 52 (8d8+16)
use mindsense in the 1st round jump into the fray in the 2nd round,
hoping to get some yummy brain juice; Gilth uses his wand and magic
for as long as possible.
If the characters penetrate the door without alerting the encephalon
7-11. Entrance to the Slave Pits
gorgers, they immediately act as listed above starting with round 4’s This room is empty. A half-hexagon shape extends from floor to ceiling
tactics, but Gilth first casts shield of faith. Encephalon gorgers target along the middle of the north, east, and west walls. While there is nothing
fighters and clerics before more lightly armored foes; they consider Joe interesting or special about the north or east walls, the west wall’s trapped
Platemail III more dangerous than his magic-using friends (due to their secret door leads to a series of small, hexagonal-shaped rooms, each with
spell resistance). its own trapped secret door.
Treasure. Each encephalon gorger carries 1d3 opals worth 100 to 200 Secret Door. The secret doors can be found with a successful DC 14
gp each; Gilth wears a gold torque worth 1,000 gp and carries his greater Wisdom (Perception) check.
ring of protectionGM and a wand of lightning bolts. Hidden within the • When Area 7-11A’s door is opened, a poisoned crossbow bolt is fired
pedestal is a ring of spell turning. from Area 7-11A’s eastern wall, making a ranged attack at +10 to hit
Accessing the ring. To access the ring of spell turning, characters must against the first character in its path. On a hit it does 6 (1d8+2) piercing
press the 3 gold panels in the correct order (from left [A] to right [C]): B, damage and, on a failed DC 14 Constitution saving throw, 33 (6d10)
A, C, B. Deviating from this order — for instance, pressing panel A first poison damage. The trap can be detected with a successful DC 18 In-
or pressing B then C — triggers a blast of red light from the pedestal. telligence (Investigation) check and disarmed with a successful DC 15
Any character within 30 feet of the pedestal must succeed on a DC 15 Dexterity check using thieves’ tools. Accidently activating it prior to
Constitution saving throw or fall unconscious for 1d4 hours and lose 1 opening the door simply launches the bolt into the door.
point of Intelligence permanently. This magical trap cannot be disabled
or dispelled. The correct order can be determined through trial and error • Area 7-11B’s door has the same trap as Area 7-11A’s door.
or a successful DC 25 Intelligence (Investigation) check. Failing by 5 or • While Area 7-11C’s door is not trapped, there is a pressure plate
more triggers the trap. Should the characters press the panels in the correct on the floor directly beyond the threshold. When the plate registers 20
order, the top of the pedestal slides aside revealing a small depression pounds of pressure, a poisoned crossbow bolt is fired from the northern
within which the ring is set. wall of Area 7-11C, acting as the one in Area 7-11A. The pressure plate
can be detected with a successful DC 17 Wisdom (Perception) check
7-8. Secret Staircase and avoided easily. Disarming it requires a successful DC 22 Dexterity
check with thieves’ tools.
Seemingly a simple, empty room, even the secret door to the west • When Area 7-11D’s door is opened, a deadly, poisonous gas is re-
appears ordinary. Once discovered with a successful DC 15 Wisdom leased. All creatures within 20 feet of the door must make a successful
(Perception) check, however, it becomes clear that this is no “ordinary” DC 14 Constitution saving throw or take 44 (8d10) poison damage.
secret door. Upon finding the door, the characters discover a secret keyhole, The trap can be detected with a successful DC 17 Intelligence (Investi-
but there is absolutely no way to get this door open without the key from gation) check. The trigger can be deactivated with a successful DC 20
Area 7-12. No magic can destroy or bypass this door, and the lock cannot Dexterity check with thieves’ tools but is activated if the check fails by
be picked. Once opened, the door reveals a staircase stretching down into five or more. Area 7-11D contains an 8-foot-diameter circular chute that
the darkness, leading eventually to Level 12, Area 12-1. descends 40 feet at a 70-degree angle to Area 12-38.
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Steps. Each step is a test. Only a cleric, druid, or paladin of at least 10th
7-13. Doors and Exits level can attempt the test. Characters of different classes or of insufficient
levels suffer enough temporary Strength damage to reduce them to 1
Each of the 4, equidistant alcoves in this empty, circular chamber in that attribute upon touching the stone steps — no saving throw. The
contains a heavy, unlocked iron door, cool to the touch. Listening at the loss is recovered in 2d4 minutes. Likewise, all magical attempts to reach
doors, characters hear a strange, moaning wind. Opening the doors reveals the tome (e.g., dimension door, flying, etc.) fail. No magic, except that
a curtain of silvery mist. Characters can see nothing beyond the mist. A protecting the tome, functions on or above the steps.
character extending a hand or other body part through the ephemeral • Step One: When an appropriate character climbs onto the step, they
curtain feels only cool, dry air. hear a voice in their head. (Note: Only the player controlling the tested
These doorways, one-way teleportals that function like those in Area character should be allowed to hear the voice; that is the only one who
7-5, lead to separate locations, as follows: can answer the question. If the player attempts to ask for help from
• North: To the island lair of the dragon, Aragnak, as described in the other players, the character is thrown from the steps [see Wrong An-
wilderness section. swers].) The voice asks, “Where is the seat of faith: the mind, the soul,
• West: Forty miles into the eastern desert, near the “Pit of Despair” or the sword?” The correct answer is “the soul.” Speaking the answer
adventure detailed in Quests of Doom Volume 2 by Frog God Games. aloud permits the character to scale the next step.
• South: To Area 3A-10. • Step Two: Upon reaching this step, the character again hears a voice.
“From whence is the faithful protected: resistance, forgiveness, or ac-
• East: To the basement of the Fortune’s Fool casino in Bard’s Gate, ceptance?” The correct answer is “acceptance.” (This step operates ex-
detailed in Bard’s Gate by Frog God Games. actly as step 1.)
• Step Three: The final test! This time the character hears no voice. In-
7-14 The Hall of the Overmind stead, 1 round after the character’s arrival at the light-enshrouded pedes-
tal and tome, a skeletal figure wearing chain mail and wielding a black
greatsword rises out of the darkness and steps toward the character. The
Characters can reach the Hall of the Overmind by 1 of 2 steep stone
character has 2 chances for success: disbelieving the creature with a
stairwells that ascend through the floor of this enormous, arena-like
successful DC 16 Intelligence (Investigation) check or doing nothing. If
chamber. The stairwells, 5 feet wide and 20 feet long, end at a landing
the character successfully makes their check, the image disappears. The
that is flush with the floor of the hall itself. The ceiling arches 30 feet
shimmering light around the pedestal also vanishes, allowing the charac-
above the polished, stone floor, and 2 enormous braziers, both 10 feet in
ter to take the tome. If the character does nothing, the blade passes harm-
diameter, burn brightly at the north end of the great hall. In the center of
lessly through their body, the skeleton vanishes, and the tome is available.
the chamber, surrounded by 15-foot-high stone pillars, is the pool of the
Treat any other response — drawing a sword or casting a spell — as a
OvermindB, the bodiless, sentient “soul” of the encephalon gorgers.
wrong answer. There is one exception: clerics or paladins may attempt to
Presently, 10 encephalon gorgersB and 8 morlockB slaves attend to the
turn the skeletal figure, as this action requires faith.
Overmind’s needs. Only encephalon gorgers or their slaves may enter this
sacred place. The Overmind automatically recognizes the identity (that is, Characters attempting to “grab the tome and run” discover that the
encephalon gorger or otherwise) and intent of anyone setting foot on the shimmering yellow light is a protective field. No physical body can pass
stairs and immediately warns its minions telepathically of approaching through it, and no magic (e.g., telekinesis) affects the tome inside.
danger. Once alerted, the encephalon gorgers spring into action. Wrong Answers. The moment a character delivers a wrong answer,
Tactics. First, the morlocks position themselves, 4 to a stairwell, to a powerful telekinetic force hurls the character from the step to the floor
block the chamber’s entrances. Meanwhile, the encephalon gorgers, below. The character takes 3 (1d6) bludgeoning damage per step ascended.
divided evenly, position themselves 30 feet behind the morlocks. A character attempting the Ziggurat of Faith after giving a wrong answer
While waiting for the intruders, the Overmind scans the minds of the is treated as having the wrong class or level when touching the steps.
characters and relates their strength and numbers to the encephalon Treasure. The book is a tome of understanding.
gorgers. Once the characters reveal themselves, the morlocks attack
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General Features normal movement, but monsters move normally, having adjusted to the
area’s condition. A character engaging in full movement or running must
succeed on a DC 13 Dexterity (Acrobatics) check or fall and suffer 1
Atmosphere: Confusion gas suffuses all maze sections and is
(1d3) bludgeoning damage. The ceiling is visible 30 feet overhead and
unavoidably inhaled by every breathing creature, except in the (better-
characters can navigate the rubble without clearing away any material by
ventilated) exit areas. This gas causes a loss of sense of direction. No save
following the route highlighted on the map (the dotted line). Finding this
is allowed. Minotaurs are immune to its effects. You should randomly
route requires a successful DC 16 Wisdom (Survival) check. The fallen
reverse the characters’ directions every few turns within a maze.
rubble creates a maze-like effect within the cave. KazlethB the Phase
Ceiling Height: Caverns are up to 30 feet tall, with mazes and halls 15
Minotaur King and 12 phase minotaurB servitors make this cave their
feet typical.
den. The minotaurs attack immediately — neither asking for nor giving
Doors: None (secret door in ceiling of 7A-4)
any quarter. Kazleth appears two rounds after battle is joined.
• Secret Doors: Stone. Require a successful DC 18 Wisdom (Percep- Tactics. These vicious minotaurs fight to the death. Their primary tactic
tion) check to find. Also require a successful DC 16 Intelligence (Inves- is to use ethereal jaunt to phase out then reappear a few yards away from
tigation) check with thieves’ tools’ or DC 25 Strength check to open. their adversary to use their powerful charge attack. They fight normally
Shields and Wards: None. for 1 round, and then repeat the process. They attempt to get advantage
Surfaces: Cut and natural stone. The cavern is filled with stalactites through use of their reckless ability, surprise, flanking, or any other means
and stalagmites. The ground, level in all areas, offers good footing. Walls, available. Kazleth attacks with his huge axe until he has lost 75% of his
columns and other features, are pockmarked with numerous handholds and hit points, at which time he withdraws to let his servitors bear the brunt
holes, can be climbed with a successful DC 8 Strength (Athletics) check. of the fighting, stepping in only when he can best avoid counterattacks.
Other: Kazleth also fights until slain — though with more cunning and tactical
• Fungus encrusts most surfaces in the natural cavern areas on this ability than that of his servitors.
level; 20% of the fungus is edible, while 10% is poisonous. Determin- Treasure. The minotaurs have situated several bed-down areas
ing which is which requires a successful DC 14 Intelligence (Nature) throughout the cavern. Kazleth sleeps near a large throne’s base.
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7A-5. The Entrance from Level 4A 7A-8. Passage to the Hydra’s Lair
This 3-foot-diameter tunnel leads from Area 4A-2C on Level 4A. The This passage, extending 50 feet into eerie darkness, ends at rough-
climb to Level 4A is steep, but not difficult. carved stairs that lead down to Level 9A.
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7A-9 The Secret Tombs
The party can reach this area only by way of the river channel in Area
7A-3. Characters wishing to travel upstream, against the channel’s strong
current, must employ some means other than swimming (i.e., water
walking or flying).
The Tombs. This room contains 3 sunken crypts, and its floor lies
beneath 2 feet of water. The crypts’ lids rise 3 inches above the water
line. The crypts, made of common stone, require that a character succeed
on a DC 16 Strength check to pry open. They contain the remains of an
evil sorcerer and his 2 apprentices (refugees from Tsar). Deviating from
standard Rappan Athuk protocol, the arcanists are actually dead; they
neither reanimate nor attack characters.
This is not to say that the crypt is unguarded. A crimson deathB makes
this area its home. This very hungry creature has not eaten in some time,
enduring only by force of will and supernatural strength. Ravenous, it
attacks immediately. In addition to a waterlogged, lifeless corpse, each of
the 3 submerged tombs contains a water weirdB.
Tactics. The crimson death waits in silence until the characters open the
crypts. It attacks from the rear, avoiding armored individuals if possible. It
attempts to kill 1 or 2 people before retreating into the river. If wounded for
over half its hit points, it continues its attack only if it has not yet claimed
a victim; otherwise it retreats. The creature is only sated after devouring
24 points of Constitution. After feeding, it moves further upstream and
hides underwater.
The water weirds act as if they are water until all of the crypts are
opened. They attack in unison and fight until slain. Note that, due to the
ground’s saturated state, they fight as though they were in water.
Treasure. Most of the sorcerers’ treasures have rotted. A successful DC
16 Intelligence (Investigation) check reveals, under several inches of silt,
bracers of defense, 215 gp, and 3 pearls worth 100 gp each.
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cavern itself is nearly 400 feet in diameter, with an 80-foot ceiling. Bats southern end of the area, creating individual nests for the tribe of headless
and small insects flit about in the darkness, although no random encounters that reside here. A total of 9 nest areas exist on this wall. Due to the idol in
occur in this room, as other denizens of this level have learned to avoid it, all headless horrors within 40 feet of Nest 9 regenerate 1 hit point at the
coming here. The cavern floor is highly uneven and is difficult terrain. beginning of their turn if they don’t start their turn with 0 hit points and
Running or moving in combat requires a successful DC 14 Dexterity gain +2 on all attacks and damage and +4 on all saves.
(Acrobatics) check each round to avoid tripping, falling prone and taking • Nest 1. This nest consists of a 20-foot-diameter cave and contains 1
1 slashing damage from the sharp rocks. The biggest problem here is of male and 1 female headless, and 2 small cubs (non-combatant; 0 XP).
course the 3 bulettes that are the cause of the uneven floor.
Tunnels. Below this cavern, the bulette tunnels lead to Area 7B-6. • Nest 2. This nest consists of a 10-foot-diameter cave and contains 1
Digging through the tunnels requires clearing away 20 feet of rubble, male headless.
and results in a fall of 20 feet and 7 (2d6) bludgeoning damage as the • Nest 3. This nest consists of a 40-foot-diameter cave and contains 1
tunnel clears into that area. The damage is avoided with a successful DC male and 2 female headless. They have 6 cubs (non-combatant; 0 XP).
14 Dexterity saving throw. One of the cubs wears a strangely carved necklace of bones and rock
Tactics. Being able to sense movement on the ground, these landsharks chips that acts as an amulet of greater protection.
attack 2d6 rounds after the cavern is entered. The bulettes have grown
• Nest 4. This nest consists of a 40-foot-diameter cave and contains 3
fairly lazy, and do not pursue anyone fleeing out of this area unless the
male headless.
party includes halflings (they have a special taste for the short folk). The
bulettes’ first attack comes from underground. Each surprise a victim • Nest 5. This nest consists of a 60-foot-diameter cave and contains 1
if possible in the first round of combat as it burrows up from below. A male chieftain headless named KelzurnB, his mate FwandB, and 3 cubs
silence spell prevents a character from being attacked in this way, although (non-combatant; 0 XP).
invisibility or other visual obfuscation has no effect. Likewise, anyone not • Nest 6. This nest consists of a 30-foot-diameter cave and contains 3
touching the ground is safe. Once they are on the surface, the bulettes female headless, and 1 rather sickly cub.
attack randomly, choosing a victim from all targets within range, although
they always preferentially attack a halfling, and attack dwarves only if • Nest 7. This nest consists of a 20-foot-diameter cave and contains 1
they are the only target (dwarves taste yucky). A bulette reduced to 25% male and 1 female headless. They have a small vein of mithral in the
of its original hit points retreats underground. back of their cave (500 pounds of ore, generates 10 pounds of mithral if
mined and refined, worth 16,000gp).
a Vorpal Weapon? • Nest 9. This nest consists of a 60-foot-diameter cave and is the home
of SeraficerB, a male warlock headless. This witchdoctor wields a staff
This is the den of a small tribe of 31 headless horrorsB. The cavern of withering and has a suit of armor made from bulette hide. A strangely
itself is 300 feet in diameter and has an 80-foot ceiling, sloping down shaped statue of some weird forgotten god stands at the back of the
to 50 feet in the southern end. Numerous small ledges and caves dot the cave. It appears as a headless man with 6 arms and a maw in its chest.
This is Uhm, the god of the headless. This statue grants boons to any
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LEvel 7B: Caves and Caverns of the Ancient Gods
headless within 40 feet (regenerate 1 hp/round, +2 on all attacks and dom saving throw or immediately dive into the black pool closest to
damage and +4 on all saves; not included in stats). the character.
Tactics. The headless horrors swarm to defend their lair. If they • The image causes fear. Any creature that can see it must make a
are not surprised, 1 female in each nest moves any cubs present to the successful DC 16 Wisdom saving throw or refuse to move to within 60
witchdoctor’s nest. Three females remain with the cubs, while the rest of feet of the image. If a creature fails the saving throw, it can try again
the tribe join in and attack any intruders. The headless are not stupid, and in 24 hours.
gather and mass attack rather than slowly join in. Note that they are highly
proficient climbers and that they know all the easy ways up and down • The statue has advantage on all saving throws against magical ef-
into their nests. They can reach the cavern floor in 1 round per 20 feet of fects.
descent or ascent. Any headless except the chieftain that is wounded over • If the statue is damaged, 3 hezrou demons — Kth’luh, Ruhioa and
50% retreats to the witchdoctor’s cave and make a final stand there. Tolith — bound to the statue as servants are released. Their names are
prominently inscribed on the statue in a demonic language (requires
comprehend languages or equivalent to decipher). If their names are
7B-6. Under-Cavern of the Bulettes spoken, they are summoned as well, attacking any that are present un-
less a priest of Tsathogga is present, in which case they obey the com-
This cavern is the nest of the bulettes in Area 7B-4. It contains mands of the priest.
large castings of creatures they have previously devoured, as well as a
fairly obvious large quartz vein streaking through the north side wall. • The image grants a boon to the formless ones (black puddings) with-
Examination of this quartz vein reveals that in addition to the milky in 100 feet, giving them maximum hit points and advantage on saving
quartz, there are flecks of gold and silver. A dwarf or any character with throws against magical effects.
mining experience immediately realizes that this is a motherlode vein. • The statue reforms any black puddings slain within 1 day.
Treasure. There is a total of 112,000 gp of gold ore and 950,000 sp of
• The statue can be permanently destroyed only by physical damage
silver ore present in the vein. It takes 8 hours to mine 1% of the ore (which
from holy or blessed weapons, and its powers destroyed only by then
weighs 1 ton until refined). A truly committed group of players could make
grinding the metal from those weapons and mixing the powdered metal
quite a large amount of money here, although the logistics of removal are
into the rubble. Otherwise, the image reforms in 2d6 months.
difficult. Additionally, there are 4 bulette eggs present in the nest, as well as
any wounded bulettes from Area 7B–4 that may have retreated. The Black Pools. Each of these pools is 7 feet deep and contains a large
black pudding. Due to the presence of the demon statue, these puddings
have maximum hit points and advantage on saving throws against magical
7B-7. The River of Filth effects. They attack anyone in the chamber after 2d6 rounds, or if anyone
gets within 5 feet of the pools, surprising if possible. If burned for over
This cavern is 70 feet wide and has a 40-foot ceiling. Running down 50% of their hit points, the puddings retreat into their pool or the river to
its center is a 20-foot-wide, slow-moving river leading from Area 7B-8 put out the fire if possible.
to the lake in 7B-9. The river oozes and bubbles with slime and filth,
flowing forth from the rock formation in Area 7B-8. It has a stench of
sulfur and rotting slime. The water itself contains billions of harmful 7B-9. The Dark Lake
bacteria. Contact with the water is harmless, although exposure to any
cuts or ingestion of the water itself forces a DC 14 Constitution saving This 600-foot x 400-foot cavern contains a large subterranean lake.
throw to avoid contracting a fatal disease (death in 2d6 days). The river from Area 7B-8 flows into the lake area, dissipating its disease-
Spawn. Swimming in the river are 24 frog spawn of TsathoggaB. causing waters into it (the water still contains disease, but all saves are
They attack any that approach within 30 feet of the riverbank. They attack made with advantage due to dilution). All around the shoreline are bones
mindlessly and have no treasure. Frogs do not enter Area 7B–8. of cavemen and frogs. Most appear to be gnawed on and cracked. Once per
10 minutes, any within the cavern draw the attention of 2d6 frog spawn of
TsathoggaB. They attack mindlessly. There are literally hundreds of these
7B-8. Tsathogga and the Black Pool foul creatures here, so they continue to attack until 500 have been slain.
Path to the Platform. Careful inspection of the lake itself reveals
A river flows from the western edge of this cavern, flowing out of a shallow steps set into the water on the northern side of the cavern, leading
naturally formed image of the frog god Tsathogga. The stone formation to a center platform in the middle of the lake. The frogs avoid this area and
truly resembles the demon-frog himself and has been blessed (or cursed) any in combat retreat as soon as they get within 30 feet of the platform.
by that vile one as an unholy altar. Merely passing within 60 feet of the Central Platform. The platform itself is constructed of pure black stone
rock image requires a successful DC 16 Wisdom saving throw to overcome (obsidian, worth 200,000 gp if somehow removed). Beneath the platform
the fear caused by this blessing. The cavern itself is 100 feet in diameter, is the blob Masika, a monstrous black pudding. It attacks intelligently,
with walls of polished and smoothed rock. Flanking the stone formation waiting for characters to become complacent and catch their breath from
on either side are two carved stone pools. frog attacks. This monster is an ancient creature and is the undisputed
The Statue of the Frog God. This image was naturally formed apex predator on this level.
from cave deposits over thousands of years, until it was discovered by Masika is a normal black pudding, except:
worshippers of Tsathogga. The evil priests placed 2 huge gems — 100,000 • It is Huge.
gp uncut sapphires — into its eyes. These evil ones consecrated the image
• Hit Points 190 (20d12+60).
as an altar of the frog god, and as a blessing the god rewarded their efforts
by creating the following effects (treat the statue as a religious relic): • Str 20 (+5)
• The stone is immune to bludgeoning, piercing, and slashing damage • Challenge 5 (1,800 XP)
from nonmagical weapons and resistant to that from magical weapons.
The wielder of any magical weapon that strikes it must make a success- • Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
ful DC 12 Strength saving throw or the weapon shatters. Hit: 9 (1d8+5) bludgeoning damage plus 27 (6d8) acid damage.
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Rappan Athuk
310
LEvel 7B: Caves and Caverns of the Ancient Gods
20-foot rubble-filled passage is a small cave, 20 feet in diameter. In the
center of the cave is a black stone pylon.
Pylon out of Space and Time. The pylon itself is made of an
7B-12. The Topiary
indestructible material and is etched with mathematical symbols. If This huge cavern is different than most of the others on this level in
touched, a random effect takes place (no save is allowed against any of that it is filled wall-to-wall with various types of fungus and subterranean
these effects): plants. Water drips from the 200-foot ceiling and a slight breeze indicates
that there must be a passage somewhere “up there” to the surface. Bats flit
about along the ceiling, and a few small birds can be observed by anyone
d20 Effect
flying near the roof of the cavern. Following these birds and bats reveals
1 Random attribute is raised by 1. a 2-foot-diameter tunnel leading out to the surface, just to the south of the
2 Random attribute is lowered by 1. troll lair (Wilderness Area 4). Most of the plants and fungus are harmless;
however, a few areas contain dangerous bits, as well as one area that is the
3 The character gains 1 level. home of a topiary beastB.
4 The character loses 1 level. The cavern itself is approximately 500 feet in diameter, with its floor
pocked with stalagmites and columns, as well as dozens of small pools of
5 The character gains a natural +1 AC bonus. water. The whole cavern is damp and earthy smelling. Dangerous areas
The character loses 1d4 points from their maximum are noted below.
6
hit points permanently. • Area A. This area contains a large patch of yellow moldB, spread
The character levitates 1 inch off the ground for 3d6 over a 30-foot area.
7
hours. • Area B. This area contains a patch of 8 violet fungi. The fungi attack
8 The character moves at half speed for 3d6 hours. any creature passing within 10 feet. The remains of 4 adventurers who
came in from the ceiling (and unfortunately landed in this area) are
The character gains a +2 bonus on all saves for 24 mixed in with the ground fungus and detritus. Most of the gear is rotted
9
hours. away and useless; however, amid the rusty metal and moldy cloth can
The character incurs a –2 penalty on all saves for 24 be found 122 gp, a silver holy symbol, 2 potions of flying, a ring of
10 resistance (fire) and a medallion of thoughts.
hours.
11 Random attribute is raised by 1d3. • Area C. This area contains a large patch of 22 shriekers and is the
nesting area of the topiary beastB. The topiary beast appears to be a
12 Random attribute is lowered by 1d3. large shrieker at first, only revealing itself if the party is engaged by
The character gains a permanent +1 bonus to another creature or appears to be slaughtering the shriekers. There is
13 a 90% chance that the shambling mounds from Area D are drawn to
unarmed attacks.
combat by the shriekers.
The character gains a permanent –1 penalty to all
14 • Area D. This area is the nest of 4 shambling mounds. The mounds
melee weapon attacks.
attack anyone that comes near their lair.
The character grows 6 inches (gains +1 Strength).
15
Equipment does not grow.
16
The character shrinks 6 inches (incurs –1 Strength).
Equipment does not shrink.
7B-13. Dem Bones
This dry cave contains literally thousands and thousands of bones. It
17 The character gains a permanent immunity to cold.
was once used as a midden for the cavemen that lived here. The cave
18 The character gains a permanent vulnerability to cold. itself is 120 feet in diameter, and there are over 400,000 bones here. None
19 The character gains a permanent immunity to fire. animate, attack, or are magical in any way. Of interest, however, is 1 large
skull of a triceratops, worth 5,000 gp to the right buyer. It weighs about
20 The character gains a permanent vulnerability to fire. 800 pounds.
The pylon can affect each character only twice. Touching the pylon
a third time results in an electric shock for 10 (3d6) lightning damage.
A successful DC 15 Dexterity saving throw reduces the damage by half.
7B-14. Lothar Wolf
This cavern area differs from the rest of the level because it has been
carved to create flat walls and floors. The ceiling has been smoothed, and
7B-11. Night Terror crude signs of stoneworking are present everywhere. The cavern itself is
60 feet long and 40 feet wide, and the ceiling rises to a height of 30 feet.
The tunnel leading down to this cavern slopes steeply and contains At the far end of the cavern is a carved throne-like structure, flanked by 2
loose rubble and sand. Characters must make a successful DC 14 Dexterity large statues of wolves. The throne is composed of a reddish-pink stone
(Acrobatics) check each round until they reach the bottom, 80 feet below, and is inlaid with various uncut gems and stones. One minor problem,
or lose their footing and slide 1d6 x 5 feet. however: The 2 stone wolves are in fact carytid columnsB, and the long-
The cave itself creates a feeling of darkness and foreboding, an aura of dead wraith of the last caveman king, Lothar, hides his incorporeal self
spine-tingling fear that pervades all the way to its edge. The cave itself within the stone block.
is 50 feet in diameter, with large chunks of rubble filling the floor. The Tactics. The carytid columns attack any within the room. While wolf
back of the room seems darker than the rest, and light does not penetrate shaped, they fight as any others of their kind. Lothar meanwhile, waits
as far (light distances halved) in the back 20 feet, almost as if a curtain until the players are engaged in combat, and then reaches up through the
of darkness is dampening the light. As the area is approached, a large pile floor to attack, focusing on spellcasters first. Unless turned, he returns
of gold and silver ore (total value 20,000 gp, weighs 400 pounds) can be underground and repeats his attacks, avoiding combat with characters.
seen mounded in a pile. Treasure. If removed or pried loose, the gems themselves are worth
Bump in the Night. As one would expect, guarding this pile of treasure 5,000 gp. Intact, the stone throne is worth 30,000 gp.
is an incorporeal creature known as a night terrorB.
Tactics. The night terror attacks as soon as anyone touches the treasure.
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8-1. Entrance
Area 10A-9.
Wandering Monsters: There are only 5 manticores and 1 eye of the
deep on this level, but effectively endless quantities of the other monsters.
If the party slays Gundar and the manticores, treat the results for these The stairs from Level 6 descend into a small cavern. Dozens of rat
monsters on the following table as “No Encounter.” Check once every tunnels dot the walls, running as high as the ceiling. Stalactites and
hour on 1d20. stalagmites grow toward one another from the roof and floor of the cavern
in vast numbers. If the characters are using light, check immediately for a
wandering monster. Characters hear running water nearby — time to learn
d20 Encounter how to deal with the river!
1 1d2 manticores
2 Gundar, eye of the deepB 8-2. Empty Caves
3 2d6 giant rats
The occasional piece of junk or debris litters those caves marked
4 1d3 river trollsB 8-2. Roll a wandering monster check each time characters enter a cave
5 2d4 goblin minersB with 1d4 goblin leadersB labeled “8-2.” In one of the caves (your choice), a successful DC 17
Wisdom (Perception) check uncovers a verse composed by the famous
6 1d6 giant scorpions bard, Gaylon Swordsinger, scratched onto the cavern’s wall. The poem,
7 1d2 swarms of rats translated from Elvish, reads as follows:
8 2d6 stirges
Be wary, Travelers, of the scorpions’ nest, And manticores—doth dearly
9–20 No encounter test;
In this cave did Gaylon rest.
313
Rappan Athuk
The cliff face — a descent of 40 feet — leads to Area 8-8. As all the local
8-3. The Scorpion Nest denizens know what lives in Area 8-8, few monsters willingly wander here.
The white sand of this broad, clean beach reflects torchlight. 8-8. The Eye’s Lair
Numerous cave openings pockmark the east wall of the cliff
that towers above the beach. Small footprints, like scratches GundarB lurks here. The aberration belongs to a group of subterranean
in the sand, cover the area. As soon as you set foot on the creatures related to the aquatic race known as eyes of the deep. Because
beach, dozens of giant scorpions stream out of the caves. King Goov does not get out much, Gundar is by far the most powerful
monster on this level. This level’s other monsters give Gundar a wide berth.
Development. Gundar sometimes bargains and trades with the goblin
miners in Area 8-13 and remains neutrally disposed toward them — if they
This beach area, surrounded by caves, forms the nest of 48 giant
stay away from his lair! He feeds on scorpions, rats, and the occasional,
scorpions. These blind, albino vermin, drawn here by Area 8-15’s
amusing adventurer who crosses his path. Wise in the ways of the world,
resident, protect his bride’s resting place (Area 8-9). Fine swimmers (see Gundar usually attacks characters on sight (and he sees very well). If
below), the scorpions can traverse the water except in Area 8-12. characters instead pursue a more diplomatic course of action, Gundar may
Tactics. The scorpions attack until slain and pursue swimmers. After 3d6 parlay. If successful, he allows only 1 character to approach within 50 feet
scorpions immediately launch the attack, 1d6 more scorpions join the fray Any proposition must be to his benefit. This encounter offers you a good
every 10 rounds until all are slain. The scorpions add dead characters to their roleplaying opportunity beyond a more typical monster slugfest. Specifically,
larder, devouring them in 1 day. The scorpions swarm the nearest opponent Gundar wants the characters to slay the lesser gibbering orb on Level 10A.
until no more scorpions fit; the remainder move on to the next-closest This orb (Villix by name) drove Gundar out of his own lair on that level, and
victim. They concentrate their frenzied attacks due to hunger, not intellect. Gundar wants very much to return to it. If this deed can be proven, he rewards
The Nest. The scorpions have secreted their egg nest in a cave behind the characters with a pair of wings of flying from his treasure hoard.
the beach. These eggs are hard-shelled, oval objects about 1 foot in Tactics. Gundar typically attacks half of the party when it is descending
diameter. There are hundreds of them. If this nest is destroyed, scorpion the cliff, which allows him to use all his eye rays during each round of
losses are permanent. If characters leave the nest intact, scorpions action. Gundar uses his paralytic and enfeeblement eye rays on heavily-
repopulate the area at a rate of 1d6 per week, until reaching a maximum armored types but concentrates his stun cone on any obvious spellcasters.
of 48. Several goblin bodies clutter the nest, as do the corpses of a long- Treasure. Gundar’s treasure lies hidden under a 500-pound rock in
dead party of adventurers. the cave’s north wall. Finding it requires a successful DC 18 Intelligence
Treasure. Carefully searching the remains reveals intact mundane (Investigation) check. Moving the rock reveals the following items: a
equipment for a party of 5: 2 fighters in plate, a priest of Ra in chain mail, human skeleton wearing a set of druid’s vestmentsGM, a chime of opening
a rogue in leather armor, and a wizard in robes. All wood, paper, and other folded up in a blue silk cloth worth 250 gp, a small coffer holding potions
soft material are destroyed. The wizard’s neck still bears a medallion of of resistance (fire) and flying, a pair of gloves of swimming and climbing,
thoughts. a pair of wings of flying, and an ivory scroll case worth 50 gp, containing a
Story Award. If the characters destroy the egg nest, award them an scroll of 3 arcane spells (mind blank, passwall, and wall of ice).
additional 500 XP.
8-9. Yokim’s Tomb
8-4. The Rope Bridge Beyond the brick wall, a corridor leads down to a small crypt: Yokim’s
tomb. The acolytes of Orcus entombed Yokim, the unwilling elven
Suspended 10 feet above the beach areas that bracket the swift channel,
concubine of King Goov during life, alive — her crypt sealed and walled
3 ropes, tied through iron pitons driven into the cliffs, comprise a makeshift up so that she could not leave Goov after his undeath. As she starved to
bridge. Goblin miners, intending to cross over to Area 8-3, established this death, sealed in her coffin, Yokim transformed into a bansheeB.
crossing but abandoned it when the scorpions killed several workers. The The Curse. Bound by her curse to Goov, she nonetheless hates him
ropes and fixing points — all fully intact — remain quite sturdy. Best of and speaks with the characters unless they immediately attack her. She
all, being on the bridge puts characters beyond the scorpions’ reach. pleads with them, asking them to free her spirit by destroying Goov, and
gives them a key to his underwater door. Though bound to help him when
8-14. Down, Down, Down You Go • Pile #1 contains the following: 14,000 gp of fine-grade gold ore weigh-
ing 28,000 pounds; 6 gems — a fire opal worth 500 gp, a piece jet worth
A roughly carved staircase descends for over 100 feet. At its terminus, 50 gp, a red spinel worth 50 gp, a piece of amber worth 50 gp, a bloodstone
a landing guides characters to another set of stairs running switchback worth 25 gp, and a moss agate worth 5 gp; and a +1 battleaxe, with garnet
and descending another 100 feet. Goblin miners carved these stairs to studs and gold wire set in the pommel worth 1,000 gp extra.
reach the gold mine on Level 10A. On the switchback, a successful DC 16 • Pile #2 contains the following: 8,000 gp worth of ore weighing 16,000
Wisdom (Perception) check reveals a gold nugget worth 22 gp. pounds; a jade jewelry box decorated with carved serpents worth 250 gp,
containing a pearl necklace worth 1,000 gp, and an uncut star sapphire
worth 2,500 gp; a suit of plate armor (ornate, fit for a prince, worth 4,500
8-15. King Goov’s Tomb gp); and a set of cursed boots of dancingGM.
Forty feet below the pool’s surface, a manmade structure, a stone box • Pile #3 contains the following: 4,400 gp worth of ore weighing 8,800
10 feet square, seems curiously out of place. From above the surface of the pounds, a scroll of 3 druid spells (lesser restoration, dispel magic, and con-
water this structure is barely noticeable. A person underwater has a better jure animals), a scroll of 5 wizard spells (geas, phantasmal force, water
chance of finding it; the box can be seen underwater with a successful DC breathing, web, and invisibility) cast with 4th level spell slots, and a locked,
14 Wisdom (Perception) check. From above the surface of the pool, give trapped box containing a manual of gainful exercise. The poison needle
disadvantage on the check. An intricate lock and what is obviously a door trap can be detected with a successful DC 16 Intelligence (Investigation)
together adorn one of its faces. The lock can be opened with a successful check and disarmed with a successful DC 16 Dexterity check using thieves’
DC 17 Dexterity check with thieves’ tools or a DC 25 Strength check. tools. Failing the Dexterity check by 5 or more triggers the trap. The lock
The King. The door opens into an upward-sloping corridor that terminates can be picked with a successful DC 18 Dexterity check with thieves’ tools.
in the lair of the greater mummy, King GoovB. Egotistical, thoroughly evil If the trap is triggered, it makes a ranged weapon attack at +6 to hit, 5/10
but incredibly stupid, King Goov ruled ineffectually. Lacking charisma — feet range. On a hit, it does 6 (1d12) poison damage. If the target succeeds
on a DC 13 Constitution saving throw, it only takes half this damage.
315
Rappan Athuk
Level 8A:
The Tomb of the Beacon
This level is a large, primarily vertical cavern, with a few smaller
adjoining cavern and tunnel complexes. At its narrowest point it is about
375 feet in diameter; this increases to over 500 feet in diameter near the
Level 8A
top of the cavern, and about 1,000 feet in diameter on the cavern floor. Difficulty Level: Tier 2
From the center of the ceiling to the lake at the bottom, there is a 1,500- Access: Passage to maze sections in Area 6-2, underwater passage to
foot drop. This cavern is in an out-of-the way part of Rappan Athuk and Area 13A-13, tunnel to ceiling of Level 10A, shaft to Under Realms.
contains the crypt of a powerful spellcaster. The side view of this level Wandering Monsters: Check once every 2 hours on 1d20.
is shown on the Tomb of the Beacon map. Detail maps of the upper and
lower reaches are depicted on the Tomb of the Beacon Upper and Lower d20 Encounter
reaches map, and several key detail sections are shown on the Tomb of the
Beacon detail map. 1–3 1d4+2 flumphsB, with 30% chance for 1 additional
hunterB or protectorB (50% chance for each)
History
4–5 1d3 blood orchidsB
6 Xulux, the gibbering abominationB
7 1d4 cave fishersB
Three centuries ago, when Zelkor led his army of light to Rappan Athuk
in pursuit of the followers of Orcus, he had a powerful lieutenant at his 8 1d4 albino cave spidersB
side, the Praetor Auris Veng. Not only was this cleric/wizard a formidable 9–20 No Encounter
spellcaster in his own right, but he controlled an artifact created through a
combination of his efforts and divine assistance, called the Auren Beacon.
This device was of great service in the fight against undead, for it could
project sunlight into dark crypts and dungeons, severely weakening or
General Features
destroying them. Atmosphere: The tomb is dark, humid, and cool, like being trapped in
The priests of Orcus decided to set a trap for him. They prepared a a dank well.
shielded crypt in an obscure area of Rappan Athuk, lured him there with Ceiling Height: Varies, some tunnel areas are a mere 15 feet tall, while
the rumor of a powerful undead nemesis, and sealed it off with magic the central cavern is roughly 1,500 feet tall.
and a curse that prevented his escape — passing the barrier would dispel Doors: None.
an enchantment laid upon him that was keeping him from dying. He Shields and Wards: Areas 8A-3 and -4 are shielded with an antimagic
was presumed dead by his allies, and the followers of Orcus, having field which blocks magical transport (teleport, misty step, etc.), scrying,
successfully contained him, left him to die alone. conjuration of creatures, and communications spells (commune, crystal
Some years after being imprisoned, a group of unlikely creatures ball use, etc.). While Areas 8A-3 and -4 cannot be scried, detection spells
resembling airborne jellyfish known as flumphs paid Veng a visit. Over work within these areas. Praying for divine spells still works normally.
time he developed a means of nonverbal communication with them. He Due to the antimagic field, spells cast to destroy, alter, or bypass the stone
also taught their leader the rudiments of tapping into sorcerous power. and runes also fail.
Though Veng has long since passed away, the flumphs continue to use his Surfaces: Natural cavern. Climbing requires a successful DC 17
tomb as their home. Strength (Athletics) check to advance each round. Failing by 10 or more
Five years ago, a gibbering abomination named Xulux took up indicates falling.
residence here. At first, Xulux regarded the flumphs as no threat, and Other: The slopes (Area 1) — The map of the upper cavern shows
boldly tried to seize their lair for his own. After being rendered magically contour lines where the ground reaches a certain angle.
impotent by the antimagic field, stunned by a deluge of flumph sprays, and
• In the area with a 30-degree inclination, running and charging char-
then swarmed, spiked, and injected with acid, he learned to hate and fear
acters must make a successful DC 14 Dexterity saving throw to avoid
them. He tried snacking on them when they left their protected lair, but
slipping and falling.
repeated sniping with a wand of magic missiles taught him to leave them
well enough alone. • The 45-degree slopes are much more dangerous. Simply moving at
About a year ago, a small group of blood orchids moved into some normal speeds or performing vigorous activities like melee combat on
caves behind the waterfall. These strange creatures kept to themselves at these provokes a DC 16 Dexterity saving throw to avoid falling.
first, but as they grew in numbers they became increasingly aggressive, • The 60-degree slopes are too steep to walk on and require a success-
until now they pose a major threat to the flumphs, as they are faster, and ful DC 16 Strength (Athletics) check to move around. People falling
have many damaging tentacle attacks the antimagic field cannot block. or sliding on these slopes are allowed a final DC 18 Dexterity saving
Xulux would normally have scoured these from the cavern, but he hopes throw to catch themselves; otherwise, they go over the edge and into
that if they destroy the flumphs, he can annihilate the blood orchids and the abyss.
finally gain access to the tomb.
• Anyone who goes over the edge plummets down to the bottom of
the cavern 200 feet below and suffers 70 (20d6) bludgeoning dam-
age. This applies even if they fall into the lake, as it is too shallow to
cushion a fall.
316
LEvel 8A: The Tomb of the Beacon
• Fungus: The cavern floor areas sport a large variety of mold, mush-
rooms, and other fungi. Fully 30% of these are edible and 10% are
poisonous. Determining which is which requires a successful DC 14
Rats
Intelligence (Nature) check. Poisonous fungus is fatal in 1d3 days. Numerous regular and giant rats can be found throughout the cavern;
they are not included on the wandering monster table because they are
so easily found. They leave characters alone unless cornered or attacked,
The Inhabitants and so aren’t worth any experience points on their own. They feast on
the fungus and insects and are a major source of food for the cavern’s
intelligent species.
of the Cavern
The cavern is the home of several groups of beings:
Albino Cave Spiders
These small but nasty spiders lurk among the toadstools and dine
chiefly on rats, but they attack anything living that comes within their
Flumphs reach. The other cave inhabitants are wary of them, and always keep a
lookout for them.
These creatures are the dominant species in the cavern; they nest in the
tomb at the top of the cavern (Area 4). They are greatly concerned about the
blood orchids and have an uneasy détente with Xulux. The flumph community
numbers 36 standard flumphsB, 6 flumph huntersB, 5 flumph protectorsB,
Cave Fishers
a master hunterB, and the leaderB. Any flumphs killed should be subtracted These nest in the many crevices and fissures located in the main cavern
from those totals; common flumphs are replaced at the rate of one per week; it walls below the waterfall. They attack anything that comes within range.
takes 6 months per hit die to train replacements in the leadership cadre.
Roleplaying the Flumphs. At some point, the party may try
communicating with the flumphs. Although they do not speak Common,
they do understand it to some degree, as well as a smattering of Goblin
8A-1. Great Shaft Upper Reaches
and Undercommon. They can gesture and move in response to queries Access to the great shaft is difficult to find. The primary means of entry
to indicate their understanding (e.g., bobbing up and down for yes, to the cave is through one of several passages exiting from the mazes
and moving side-to-side for no). You are encouraged to act out this located on Level 6. The passageway from the mazes leads downward a
communication with the players. The protectors and leader can also half mile, until it comes out onto a rock shelf in the upper third of the
communicate by scribing words into sand or a soft surface with their chasm. About 30 feet from the entry, the cavern floor starts sloping
tentacles, but they are unlikely to expose themselves to possible harm down into the pit. During the day, light filters from a hole in the ceiling,
unless they feel it necessary, and the characters have established their illuminating the great cavern. Creatures that look something like airborne
good intentions. To warn characters away from the antimagic field, they jellyfish or floating pies with dangling tendrils drift through the air in the
may try physically blocking travelers, pantomiming falling, etc., working distance. Opposite the entry, on the far wall of the cavern several hundred
in tandem to build their messages. Have fun with this. feet away, water gushes from the stone wall, cascades down a steep slope,
Speaking with the Leader. If the characters do manage to establish and then spills over in a waterfall that plummets into unknown depths.
communication with the flumphs, a representative may be brought before Great stalactites, some taller than a house, hang overhead, though none
the flumph leader. This person must weigh less than 200 pounds; 10 loom near the recessed area from which the light shines. On the ledge
flumphs then grab a hold of the emissary and carry him or her up through before the entry, many varieties of fungus grow up to 3 feet tall in large
the antimagic field and into Area 8A-4, to “speak” with the flumph leader. patches, with stalagmites rising from their midst like monoliths.
Further information on negotiating with the flumph leader is given in the
Development section of Area 8A-4D.
8A-1A. Roped Pillar
At location 1A stands a 12-foot-tall stalagmite, with a rope and grapnel
Blood Orchids securely wrapped around it. The rope, rotting and frayed but still intact,
stretches down the slope from the pillar and over the edge of the pit. This
A nest of blood orchids has recently appeared in the cavern and is stalagmite is Aamazd the roper. It devoured the people who set the rope
steadily gaining in power relative to the flumphs. They nest in Area 8A- but decided to leave it as a lure for future adventurers. Besides the rare cave
5, behind the waterfall. The blood orchid nest houses a total of 15 blood explorer, Aamazd also enjoys dining on the occasional foolhardy flumph
orchidsB, plus 2 savantsB and a grand savantB. All blood orchids killed that drifts close enough for its sticky tendrils to reach. When looking for a
come from these totals; they are replaced at 1 orchid per month, 1 savant meal, he very carefully sets himself to look like an innocuous stalagmite.
at 3 months per caster level, and if the grand savant is killed, a savant Identifying Aamazd as being other than a rock pillar thus requires a very
evolves into a new leader as soon as possible. If the grand savant and all careful search and a successful DC 20 Wisdom (Perception) check!
lesser savants are killed, any surviving blood orchids flee back into the Tactics. Aamazd waits until someone comes close to investigate the
Under Realms. rope and hook, and then he attacks that person. When their Strength
has been drained, he releases them and attacks another target. Aamazd
understands some Common and eavesdrops on any conversations he can
Aamazd the Roper to adjust his tactics accordingly. If badly injured, he attempts to negotiate.
He can offer the characters information on the aerial inhabitants of the
This cunning roper lives in the upper part of the cavern (Area 1), and level but knows little about the cavern floor.
feeds off vermin, incautious flumphs, and any adventurers who wander Development. If the characters manage to kill the roper, the flumphs
into the cavern. drifting about the cavern are intrigued, and a few move over to have a
closer look at the characters. See Area 3 for further details regarding
interacting with the flumphs.
Xulux Treasure. If Aamazd’s corpse is cut open, a pair of diamonds can be
found lodged in his gullet. One of these is a beautiful specimen worth
This paranoid gibbering abominationB nests in an area off the main 2,500 gp, and the other is flawed but still valuable at 1,500 gp.
cave (Area 6A). He is quick to attack and difficult to negotiate with but
flees if he takes much damage.
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8A-1B. Sheltered Alcove 8A-4. The Hidden Tomb
This area is one of the few flat locations on the upper portion of the
cavern complex. It is empty of all but a few toadstools and a charred fire This area, above the doubly-warded “roof” of the cavern, is where
ring near the back, the spoor of a past adventuring group. Roll a wandering Praetor Auris Veng was trapped. It is now the home of the flumph colony
monster check when the characters arrive here. in the cavern. The entire area is strongly warded. Spells and effects from
the divination or conjuration school do not work here.
To reach the bottom of the pit without falling or flying, this is the only • ray of enfeeblement — on anyone who poses a physical threat;
feasible means of travel, other than simply attempting to climb the walls. • fear — used against the most threatening enemies or ranged
This path starts by plunging through solid rock, into a long, winding passage attackers;
that descends the side of the great cavern. About 3/4 of this route is through
• freezing ray — used on arcane spellcasters or those who look badly
tunnels, which occasionally have pits opening to one side or in the center
damaged, to finish them off;
of the passageway (40% of these open back up into the main cavern area).
Ledges. However, 1/4 of the winding path follows ledges on the sides • telekinesis — used to yank foes off ledges and hold back melee fight-
of the cavern walls. These ledges are usually about 10 feet wide, but ers.
because the cliff face overhangs the path, travel along these sections can He uses his disruptive cacophony against clusters of spellcasters. When
be hazardous for larger creatures. Small creatures can move normally, but hunting, Xulux likes to use his telekinesis to seize prey on ledges and
Medium creatures must move at half speed or make a successful DC 12 throw them off. Xulux finds that the plummet to the bottom of the cavern
Dexterity (Acrobatics) check to avoid falling. Large creatures must crawl nicely “tenderizes” his meals for him. If he does achieve such a kill, he
at 1/4 speed, and Huge and larger creatures cannot fit on the ledge. These ignores the rest of the group and descends to feast. When in the open,
ledges are often inhabited by normal and giant rats, which generally flee he targets flying enemies before land-bound ones assuming they are of
any non-rats that approach; they are also frequently scoured by hungry roughly equivalent threat. Xulux flees if his hit points are reduced to 50%
blood orchids, cave fishers, and Xulux the gibbering abomination as well; or less. As he goes, he collects his treasure chest and the key.
a wandering monster check should be made each time the party progresses Half-buried among the debris of Xulux’s nest is an 18-inch x 9-inch x
along a series of ledges. 9-inch chest made of teak with gold fittings and bearing a fine lock that
is trapped with a poison needle. The chest itself radiates magic if such is
8A-6A. Entry and Upper Caves detected for. The key for the chest is concealed in a rock crevice 15 feet
upslope behind the nest. Note that breaking the chest open destroys its
On the south side of the upper part of the great cavern, a recess in the magic and all items inside.
wall opens into a pair of passages. One goes into a series of small caves Trap. The trap can be detected with a successful DC 14 Intelligence
which are uninhabited and used by the flumphs for mating. There is a (Investigation) check and disarmed with a DC 14 Dexterity check with
50% chance that a pair of flumphs can be found here at any time, and thieves’ tools. Unlocking the chest requires a successful DC 15 Dexterity
they are likely to regard any intrusions unfavorably (probably resulting in check with thieves’ tools. If the trap is triggered it makes a ranged weapon
a barrage of nauseating sprays, and their fleeing). The other opening is the attack against a target within 5 feet in front of the chest at +5 to hit. On a
start of the winding path itself; it levels off, then quickly starts to descend. hit it does 1 piercing damage and on a failed DC 15 Constitution saving
throw, 18 (4d8) poison damage.
8A-6B. Xulux’s Lair Treasure. The chest itself is a variant of a bag of holding. Its main
compartment can hold up to 80 pounds or 8 cubic feet of material, and
The paranoid gibbering abomination, Xulux, has set up a lair about 2/3 the inside of the lid has 2 secret compartments, each of which can hold
of the way down the switchbacking trail, in a series of shafts with 2 points 2 cubic feet or 20 pounds of weight. Remember that dire consequences
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result if it is placed inside another extradimensional space. The overall
weight of the chest is 10 pounds, empty or full. 8A-6C. Exit to Cavern Floor
Currently the chest’s main compartment holds 502 gp, 24 sp, and an The bottom 1/4 of the winding passage moves away from the main cavern
onyx statuette of a dog worth 500 gp. One of the secret compartments and slopes down more steeply to an exit point on the eastern side of Area
holds a pair of small rubies worth 250 gp each, and a water opal worth 500 7. Traversing this sloping passage requires a successful DC 12 Dexterity
gp, and the other compartment holds a 6-inch x 3-inch x 1-inch wooden (Acrobatics) check or the character falls for 3 (1d6) bludgeoning damage.
box closed with a simple latch. The box holds 6 lozenges in its padded
interior. When placed in one’s mouth, each of these magic pills produces a
different potion effect. There are 3 white lozenges (cure wounds), a black
lozenge (feather fall), a gray lozenge (lesser restoration), and a translucent
8A-7. The Cavern Floor
aqua lozenge (water breathing). Xulux got these from a drow he charmed The base of the cavern is home to a teeming population of rats, spiders,
and later ate some time ago in the Under Realms. They are water soluble, and fungi, with a lake at the center.
so immersing them in water ruins them.
8A-6B3. Shrieker
8A-7A. Lake
This large lake is quite shallow, ranging from 1–4 feet deep almost
Up the slope behind the gibbering abomination’s nest, nestled on a
everywhere. Wading through it is very difficult because the lake bed
flat ledge, is a shrieker that Xulux brought in with telekinesis from the
is composed of a series of convoluted ridges, spines, holes, and loose
Under Realms, to serve as a warning system in case flying creatures try to
mounds of rubble. Those wading move at 1/4 speed, and still must make
approach from the escape shaft. It sounds off as soon as any movement or
a successful DC 14 Dexterity saving throw every round to avoid slipping
light comes within ten feet of it.
and falling. Where the waterfall meets the lake it is about 12 feet deep,
though there is a pile of rubble beneath the falling water itself. The lake
8A-6B4. Escape Shaft is the home of some small fish and crayfish, but no large or dangerous
On the other side of the shrieker, the sloping passage meets another species. At the bottom of the lake near its center, an underwater shaft
vertical shaft. This shaft descends 60 feet before opening out into the main drains the lake. This shaft eventually feeds into the river flowing through
cavern. Xulux uses this as his “front door” when he goes off to hunt, and Level 13A, Area 13A-13.
as a means of escape from intruders approaching from Area 8A-6B1.
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formed, their ceiling height ranges from 5 to 15 feet, and width from 5
8A-7B. Fungus Forest to 10 feet.
A profusion of toadstools up to 8 feet tall covers much of the cavern Unlike the rats elsewhere in the cavern, normal and giant rats within the
floor. Where toadstools aren’t present, the ground is carpeted in a variety rat tunnels attack anyone who invades their home, and experience should
of molds, intercut with game trails left by the many giant rats who feast be rewarded for them normally. When characters explore these areas, roll
on the fungus and insects that live here. Albino cave spidersB are a for a rat encounter every 5 rounds on a d20:
particularly nasty threat amid the toadstools and jump out when prey
comes within reach. They have advantage on stealth rolls to surprise other d20 Encounter
creatures. On random encounter checks rolled here, treat rolls of 10–11 as
spider encounters. Remember that the normal and giant rats normally flee. 1–6 1 pack of 10 normal rats
7–9 1 swarm of rats
8A-7C. Shaft to the Under Realms 10–15 2d4 giant rats
Partially obscured by the fungus at this location is an open pit, 12 feet 16–20 No Encounter.
in diameter It descends vertically hundreds of feet before winding its way
into the Under Realms. It is through this shaft that the blood orchids,
gibbering abomination, and flumphs all originally immigrated, and all 3
groups know of its existence.
8A-8. Lower Entry
At the eastern end of the cavern floor, not far from where the winding
8A-7D. Rat Warren passage is located, a 10-foot-wide passage is nestled among a series of rat
tunnels. This passage slopes downward, and eventually comes out in the
To the north and south, the cavern wall has split in numerous places ceiling of Level 10A, The Great Cavern, 80 feet over the southern portion
along natural fault lines, and rats have taken advantages of the many of the central lake.
passages now riddling these areas. Because the warrens are naturally
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Level 8B:
The Steam Jungles
This is the middle level of the most volcanic area in the dungeon, the in snakes. The statue is that of a peaceful-looking woman, very fat, with a
levels from the Prison of Time down to the Lava Pit. The lava river that mysterious smile. The inside of the statue is hollowed out, and the space
originates in the Prison of Time runs through this level, which is an area within is the lair of 3 small, green mice. Other than the strange coloration,
where subterranean water sources interact with molten rock to create a huge they are normal rodents.
quantity of steam and condensation in a hot area, which in turn gives rise to
some very unusual underground life forms. In many respects, this area is a
small subterranean jungle. The area is seldom traveled by the other denizens
of the dungeon since it has been sealed at the top by the priests of Orcus and
8B-3. Welcome to the Jungle
can only be accessed at the bottom by risking the lava and salamanders in The eastern half of this cavern is filled with fleshy, tropical-looking
Level 10. The area is shown on The Steam Jungle map. trees. They resemble short, squat palm trees about 10–15 feet in height,
with spongy pink bark and feathery fronds. Hair-like strands of bluish
moss hang down from the fronds, making it impossible to see very far into
Level 8B this bizarre subterranean jungle. Condensed water drips constantly from
the ceiling, and wisps of steam constantly form and then disappear in the
Difficulty Level: Tier 1 air. Lurking in the jungle about 20 feet from the edge are 3 giant leechesB.
Access: Lava river down from Area 5A-19, river continues downward
to Area 10-7.
Wandering Monsters: Check once every 30 minutes on 1d20. 8B-4. Jungle Cavern
This cavern is entirely filled with the strange subterranean trees found
d20 Encounter
in this level, but other than the trees the cave is empty.
1–6 2d6 giant carnivorous apesB
7
8
3d6 giant centipedes
Ochre Jelly
8B-5. Monkey-Carvings
This cavern is empty, but pictures and lines have been scratched all over
9–20 No Encounter
the rock floor. The only recognizable symbols are a crescent shape with
some sort of stem at one end, and various crude images of the palm-type
General Features trees that the characters have seen on this level of the dungeon. The rest of
the scratching is made up of long curving lines, spirals, and a few circles.
Atmosphere: This area is filled with steam which lightly obscures all This was a sacred cavern for the semi-intelligent monkeys that once
areas. In areas shown with trees, all vision is limited to 10 feet. swarmed in this jungle, but these became extinct over a century ago when
Ceiling Height: Natural cavern roof varies from 20-50 feet. the palm trees were affected by a disease that kept them from producing
Doors: None. bananas (the pictures of crescents with a stem). The only monkeys to
Shields and Wards: None. survive were those that ate the others, and eventually grew into an entirely
Surfaces: Wet and slippery, natural cavern. different ape-like species — the carnivorous apes in Areas 8B-10 and -11.
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8B-7. Arbor of Hallucinations d100 Found in niches
2d10 sp, a rusted and unidentifiable piece of iron,
Some of the trees in this cavern give off a subtle (undetectable) smell 21–25 3 feathers tied together with a piece of string, and
that is hallucinatory after prolonged exposure. Anyone who remains in a piece of mummified monkey dung*
this cavern longer than 10 minutes falls subject to the hallucination of 1d10 cp, a dried piece of palm-leaf wrapping a
being covered with biting bugs. No saving throw is permitted, and the 26–30
piece of semi-precious stone worth 1d20 gp
hallucinatory bugs cause 1 hp of damage per round. Leaving the room
dispels the hallucinations. A fish skeleton and 1d3 pieces of mummified
31–35
monkey dung*
8B-8. Cavern of Niches A bone needle, a chipped flint knife, and a piece
36–40 of palm-leaf wrapped around a shiny but worthless
rock
When the characters emerge from the trees that fill the passageway
into this room, they find a clear area in the cavern chamber. The walls 2d6 gp, 1d20 sp, 1d100 cp, a chipped piece
of the cavern are of natural stone, but several small, shallow niches have 41–45 of flint, and 1d10 mummified pieces of monkey
been hacked into the walls. These appear to have been used as shelves or dung*
storage, for small items of various kinds have been placed into many of 1d4 gp, 1d6 sp, a nest of normal spiders, and 1
the niches. These are remnants from the time when the (now extinct) semi- 46–50
piece of mummified monkey dung*
intelligent monkeys inhabited this level. For the most part, the carnivorous
apes have ignored the collection of trinkets, considering them to be of 51–55 1d4 scraps of tree bark
little interest. 1d4 coconuts — rotted and dried out, a fish
Oddities. Other than the possibility of wandering monsters, there is no 56–60 skeleton, a string of wooden beads, and a bone
hazard in this room, and the characters can search through the contents scraper
of the niches. There are a vast number of these niches, and it takes a long
time to search all of them. Each character searching for a full 10 minutes 1 jasper worth 2d6 x5 gp, 1d10 sp, and a piece of
can assemble an array of items, most of which are worthless. Roll once on tree bark with indecipherable symbols scratched
the following table per character per 10 minutes spent searching niches. 61–65 on it (comprehend languages would indicate that
After 2 hours of searching, the niches are empty. it says, “Banana, banana, flint knife, climbing is
happiness, Thongo has lice.”)
1d8 gp, 2d10 sp, 1d6 semi-precious stones worth
8B-9. Face of the Fire Monkey God 66–70 1d6 gp each, 1 piece of mummified monkey
dung*, 1d6 desiccated beetles
At the location marked “A” in this chamber there is a huge monkey-
face carved into the wall, about 10 feet in height. The carving’s mouth is a 71–75 1d6 cp, a tuft of fur, and 1 turtle shell
deep hole into the wall rather than one of the shallow indentations defining 76–80 1d4 gp, a monkey skull, and a leather rattle
the rest of the face. If anyone approaches within 30 feet of the face, it
breathes fire on them for 7 (2d6) fire damage and continues doing so once 1d20 sp, 1d4 monkey teeth, and 1d3 pieces of
81–85
per round unless they leave the 30-foot radius. dried monkey dung*
1d6 semi-precious stones worth 1 gp each, some
86–90 blue dust wrapped in a dried banana peel, and 1
8B-10. Trees of the Carnivorous Apes piece of dried monkey dung*
This jungle-filled cavern is the abode of a large tribe of 50 giant 91–95 1d10 gp and 1d20 worthless (but pretty) rocks
carnivorous apesB (their numbers reduced by any that have previously 1d20 cp, a dried scarab beetle, and an empty
been killed in wandering monster encounters). First contact with the 96–00
banana of holdingB (found only once).
apes is likely with only 2d6 of them, but another 1d6 emerge from the
trees in each subsequent round of combat until the entire tribe is engaged *There is a reason why the (now extinct) semi-intelligent monkeys who
in the battle. lived on this level stored their dung in these niches. Over time, the sulfur
and mineral content in the dung becomes mildly explosive. The dung-
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