TEXT: By Bill Webb
  Necromancer 
  Games
  Frog God 
  Games
  
  Frog  
  God 
  Games
  tough  
  adventures 
  for tough 
  players
  ©2013 Bill Webb, Frog God Games. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. Frog God Games and the Frog God Games 
  logo and Rappan Athuk: Level 1D are trademarks of Frog God Games. All rights reserved. All 
  characters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc. 
  The mention of or reference to any company or product in these pages is not a challenge to the 
  trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publish-
  ing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Credits
  2
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  V. P. of Marketing & Sales
  Rachel Ventura
  Art Director
  Charles A. Wright
  The Maestro
  Skeeter Green
  FrOg gOD gAMES iS
  Author
  Bill Webb
  Developer
  Bill Webb
  Producers
  Bill Webb and Charles A. Wright
  Editor
  Aaron Zirkelbach
  Layout and Book Design
  Charles A. Wright
  Pathinder rules Conversion
  Skeeter Green
  interior Art
  Chris McFann
  Cartography
  Rick Sardinha
  
  Table of Contents
  3
  rappan Athuk Level 1D  ........................................................................................p. 4
  Appendix A: New Classes  .......................................................................................p. 21
  Legal Appendix  ...................................................................................................p. 23
  
  4
  By Bill Webb
  — Level 1D —
  introduction
  Congratulations of subscribing to the ongoing adventures in my home-
  brew mega dungeon, Rappan Athuk. This is the first in a (hopefully) long 
  series of additional material that will be added over the next several years 
  to what may be, or certainly will become, the world’s largest mega dun-
  geon. These adventures will be produced at a rate of 6 per year, and will 
  be released in .pdf format bi-monthly installments, with a fancy hardcover 
  book compiled and released at the end of each year. That means, gentle 
  reader, that you will have a hardbound book to place on the shelf (and 
  hopefully the game table) that looks just like the main Rappan Athuk 
  book. I apologize in advance for the 3 month delay in the first installment; 
  however I wanted to ensure that the new levels meshed well with the 
  whole, and that continuity was not compromised.
  The annual volume will feature a revised level cross section map to 
  ensure that you as a GM can connect and locate each new level in turn. 
  Likewise, it will contain a revised wilderness map, to detail placement of 
  any new wilderness features and surface areas of interest.
  What these new levels represent is the additional material I have 
  thought up over the year, and most probably, will feature the actual new 
  areas that I have abused my home players with in many cases. New areas 
  I am currently planning to build over the next few months (and perhaps 
  2 years) include 1) The ancient cave complex that predates even the oc-
  cupation of the dungeon by the thugs and priests of Orcus, 2) Expansion 
  of the areas being invaded by the priests of the frog god, Tsathogga, in 
  their attempt to wrest control of this evil place away from the minions 
  of Orcus, 3) New upper level areas (by popular demand), to allow use of 
  lower level player characters. These may in cases connect to the Mouths 
  of Madness, the main dungeon itself, or may be “standalone” in that they 
  do not connect to the main dungeon until they get to deeper levels, and 
  4) Lost Deep levels do exist both in my cranium as well as in my game at 
  home. These areas will add additional challenges for mid and high level 
  player characters and promise to be every bit as deadly as what the main 
  dungeon has prepared you for.
  For a flavor of what is to come in the first two years, the following is what 
  I have planned (and outlined). For 2013, I have written a new low level area 
  known locally as “The Tunnels of Terror”. This work represents several 
  early levels that I wrote in 1977–1978 that just never quite got finished (un-
  til now). In the past few years, my home game has revolved around lower 
  level play, and the old “Tunnels” have been reborn for that purpose. 
  This new entrance to the dungeon is designed for character levels 1–3, and 
  consists of 5 new levels (levels 1–3 are planned for year 1, the balance to fol-
  low). This module represents the first level of the complex (which of course 
  will tie into the main dungeon). Also planned for year 1 is a lost deep level, 
  known as “Caves and Caverns of the Elder Gods”, found only once in the his-
  tory of the dungeon, which expands on the cryptic references found in Zom-
  bieland (Level 13B) that a far older and more terrible evil than the minions of 
  Orcus once lived here. This level may explain why the evil demon-worship-
  pers were drawn here in the first place. This first volume will also contain a 
  new mini-dungeon and wilderness area—a hilltop lair of a tribe of gnolls that 
  worship a horrible winged deity. This level also contains more cryptic refer-
  ences to the deep levels (the Cyclopean Deeps) far below the main dungeon, 
  and even a passage there. The final piece of the 2013 volume will consist of 
  a lair of druids—though those who think druids are soft, squishy nature wor-
  shipping hippies should think again. This area can either serve as a base of 
  operations (if the characters can befriend the druids) or as a deadly encounter 
  area. I can tell you I think I know which way this will go.
  Each installment will contain a new set of added rumors, as well as a 
  location of such (Zelkor’s Ferry or main town).
  Legends have reached the townsfolk of Zelkor’s Ferry that a group of 
  adventurers has recently excavated a new entrance into the dungeon near an 
  old, ruined keep near the edge of the Troll Fens. The Keep itself is hundreds 
  of years old, and was destroyed during the great battles that shook the area 
  when Zelkor’s army attacked the minions of Orcus near the dungeon.
  New rumors to be added to the table of available rumors for this install-
  ment include:
  • “The adventurers who uncovered this place are in fact brigand tomb 
  robbers!” (true)
  • “I heard that when they opened up the new entrance, a balor came out 
  and devoured them all!” (false)
  • “It’s said that some great evil lurks below the southern towers. Only a 
  fool would go wake it up.” (possible)
  • “A great dwarven warrior is buried near that keep. I bet he took a 
  bunch of treasure to his grave, and I heard he had an axe that actually 
  talked to him! After all, you know how dwarves are.” (true)
  • “Those priests who wear those green robes were asking a lot of ques-
  tions about the towers. They sure seem nice, but I am confused why they 
  would care about a stinky old ruin.” (true)
  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 watchtowers lay in ruins 
  along with the rest of the stonework. From a 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 lay in heaps the size of houses 
  where the keep once stood.
  Close inspection of the structure reveals that in the southwest and north-
  west towers, the rock and wood debris has been cleared, and that the base 
  levels of each tower are in fact intact. The southwest tower has a trapdoor 
  cleared in the floor (unlocked, although see below). The northwest tower 
  has a similar trap door, but it is barred from the inside (requires a DC 30 
  Disable Device check to open). Map 0E-1 details the keep ruins.
   One problem with the characters exploration of the ruins is the 8 Ban-
  dits tasked with guarding them. The bandits are fairly alert (being terrified 
  of the occasional wandering troll coming up from the swamp), and are 
  hunkered down without a fire in the cold. The locations of the bandits hid-
  ing places are shown on the map (Areas A–D) with each location hiding 
  two bandits. Each has a whistle to warn the others. Bandits have normal 
  chances to surprise, but due to their current state of alert, they are highly 
  alert, and actively looking for trouble (Perception check +6). Obviously it 
  pays for players to be “sneaky” and have rogues, elves or halflings scout 
  the ruins before just barging in.
  BANDITS (8) 
   
   
  CR 2
  XP 600
  Male or female human rogue (thug) 3 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide “Thug”)
  NE Medium humanoid (human)
  Init +1; Perception +6
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge, 
  
  5
  +1 shield)
  hp 16 (3d8 plus 3) 
  Defensive Abilities evasion
  Fort +1, Ref +4, Will +1 
   
  Speed 30 ft.
  Melee rapier +3 (1d6/18–20) or dagger +3 (1d4/19–20)
  Ranged shortbow +3 (1d6/x3)
  Special Attacks brutal beating, frightening, rogue talent 
  (slow reactions), sneak attack +2d6
   
  Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8
  Base Atk +2; CMB +2; CMD 14 
  Feats Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +6, Appraise +6, Bluff +5, Climb +4, Disable 
  Device +4, Escape Artist +5, Intimidate +5, Knowledge 
  (local) +4, Perception +6, Sleight of Hand +6, Stealth +6 
  Languages Common
  Gear studded leather armor, buckler, rapier, dagger, 
  shortbow, 40 arrows, 1d4 sp, 2d4 cp.
  Tactics: As soon as a bandit pair notices something is awry, one imme-
  diately runs to the trapdoor at Area 1. The other bandit waits 2 rounds and 
  then blows his whistle, alerting the other 6 bandits who engage intruders 
  with missile fire. They avoid direct hand to hand combat for as long as 
  possible, only engaging if cornered. Note that due to the heavy rubble, 
  anyone (bandit or player) moving at half speed or less can garner a +4 AC 
  bonus due to cover if they wish (do not tell players this, but allow them 
  to seek cover if they ask). The bandits are reinforced from below with 8 
  additional bandits and a bandit leader four rounds after the initial bandit 
  reaches the trap door. The remaining bandits in Area 1D–1 are “prepared” 
  for combat (see below for details).
  Treasure: In addition to their equipment, each bandit carries 2d10 gp of 
  mundane items (food, mirrors, holy symbols etc.), and 2d20 sp.
  Level 1D: The Tunnels of 
  Terror Entrance Level
  This dungeon area was recently excavated by a large group of bandits. 
  The bandits, really tomb robbers, found more than what they expected. 
  While the area is proving to be a fantastic base of operations, there are 
  now significantly less bandits than there used to be. The group is led by 
  Frir Barriston, an evil fighter of some repute. The bandits have barricaded 
  themselves in from below, and the blockage is warded with many holy 
  symbols and large rocks and timbers. Anyone approaching the barricaded 
  area can definitely tell that it was designed to keep something in, not out. 
  BANDITS  
   
  CR 2
  XP 600
  hp 16 (see Above)
  ACOLYTE OF TSATHOGGA 
   
   CR 2
  XP 600
  Male human cleric of Tsathogga 3
  CE Medium humanoid (human)
  Init–1; Perception +4
   
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 22 (3d8+3 plus 6)
  Fort +6, Ref +0, Will +5 
   
  Speed 30 ft.
  Melee sickle +3 (1d6+1) 
  Special Attacks channel negative energy (2/day, 2d6, DC 10)
  Domain Spell-Like Abilities (CL 3rd; melee touch +3):
  5/day—icicle (1d6+1), touch of evil
  Spells Prepared (CL 3rd; melee touch +3, ranged touch +1):
  2nd—fog cloudB, hold person (DC 14), spiritual weapon
  1st—command (DC 13), bless, curse water, protection from 
  goodB
  0—detect magic, detect poison, create water, read magic
  D Domain spell Domains Evil, Water
   
  Str 12, Dex 8, Con 12, Int 8, Wis 14, Cha 8
  Base Atk +2; CMB +3; CMD 12 
  Feats Combat Casting, Great Fortitude, Toughness
  Skills Knowledge (religion) +2, Perception +4, Spellcraft +1 
  Languages Common
  Combat Gear potion of gaseous form, 3 doses of unholy 
  Level 1D
  Difficulty Level: party level 1 to 3+ 
  Entrances: Ruined keep from surface to staircases in 
  Areas 1 and 23.
  Exits: Pit trap to Level 3D from Area 9, tunnel to Level 
  2C from Area 18 and trap door to Level 3D from 
  Area 19. Stream (downstream) from Area 1D–7 to the 
  swamp near Wilderness Area 4. Stream (upstream) to 
  Level 1, Area 1–11.
  Wandering Monsters: Check once per hour on 1d20:  
   1 
  1d6 Bandits (no encounter if all slain)
   2 
  1d3 Evil Acolytes, and 1 Evil Priest (75%  
   
   
  chance for Tsathogga, 25% chance for Orcus)
   3 
  3d6 dire rats
   4 
  1d2 Wererats (from Level 2)
   5 
  1d2 Ghouls
   6 
  1 Grey Ooze
   7 
  1d6 Bandits and 1 Bandit Leader 
   
   
  (no encounter if all slain)
   8 
  1d6 Stirges
   9 
  1d3 Fire beetles
   10–20 No encounter  
  Detections: Strong evil emanates from Areas 6, 33 and 34. 
  Shielding: None.
  Standard Features: All non-cave areas have standard 
  dungeon walls and ceilings (cut stone), as well as 
  stone floors. Pit traps are typically 10 feet deep (1d6 
  damage) unless otherwise noted. Unless otherwise 
  noted, all doors on this level are made of locked, iron-
  reinforced wood (2 in. thick; hardness 5; hp 20; Break 
  DC 18, Disable Device DC 20) and all secret doors are 
  made of stone (1 in. thick; hardness 8; hp 20; Break 
  DC 22, Disable Device DC 20, Perception DC 20). The 
  floors and ceilings of cave areas are covered with 
  stalagmites and stalactites. Walls, columns and other 
  features on this level are dry. Climbing all features 
  requires a DC 15 Climb check unless otherwise noted. 
  Light sources used by PCs result in automatic surprise 
  for most monsters outside of Map 1, Areas 1–5 and 
  Map 3, Areas 23–31 (as these areas are typically 
  lit). The exception is the Area 7 cave (fire beetles). 
  Cave areas are fungus-filled. 20% of the fungus is 
  edible while 10% is poisonous. A DC 20 Knowledge 
  (dungeoneering or nature) or Survival check allows 
  PCs to determine which are edible. (Gnomes and 
  other underground creatures gain a +2 bonus to their 
  checks.)  
  Poisonous Fungus
  Type poison, ingested; Save Fortitude DC 16
  Onset 10 minutes; Frequency 1/minute for 6 minutes
  Effect 1d3 Con damage; Cure 2 consecutive saves
  Rappan Athuk: Level 1d
  
  6
  Rappan Athuk: Level 1d
  
  7
  Rappan Athuk: Level 1d
  
  8
  water; Other Gear sickle, dark green felt robes with face-
  covering cowls, symbol of Tsathogga
  PRIEST OF TSATHOGGA 
  CR 5
  XP 1,600
  Male human cleric 5
  CE Medium humanoid (human)
  Init +0; Perception +5
   
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 43 (5d8+5 plus 10)
  Fort +5, Ref +1, Will +10
   
  Speed 30 ft.
  Melee +1 sickle +5 (1d6+2)
  Special Attacks channel negative energy (4/day, 3d6, DC 15)
  Domain Spell-Like Abilities (CL 5th; melee touch +4, ranged 
  touch +3):
  7/day—icicle (1d6+2), touch of evil
  Spells Prepared (CL 5th; melee touch +4, ranged touch +3):
  3rd—contagion (DC 17), magic circle against good, water 
  breathingD
  2nd—align weaponD, bear’s endurance, darkness, death 
  knell (DC 16)
  1st—bane (DC 15), doom (DC 15), obscuring mist, 
  protection from goodD, summon monster I
  0 (at will)—virtue, bleed (DC 14), light, detect magic
  D Domain spell Domains Evil, Water
   
  Str 12, Dex 10, Con 12, Int 10, Wis 19, Cha 12
  Base Atk +3; CMB +4; CMD 14
  Feats Improved Channel, Iron Will, Self-Sufficient, Toughness 
  Skills Diplomacy +5, Heal +10, Intimidate +2, Knowledge 
  (religion) +7, Perception +5, Sense Motive +8, Spellcraft +5, 
  Survival +7, Swim +4
  Languages Common
  Combat Gear oil of keen edge, potion of barkskin +3, potion 
  of darkvision, potion of water breathing, 2 tanglefoot bags; 
  Other Gear +1 studded leather armor, +1 sickle, dark green 
  felt robes with face-covering cowl, silver unholy symbol of 
  Tsathogga
  ACOLYTE OF ORCUS 
   
   
  CR 2
  XP 600
  Male human disciple of Orcus 3 
  CE Medium humanoid (human)
  Init –1; Senses darkvision 60 ft.; Perception +2
   
  AC 16, touch 9, flat-footed 16 (+6 armor, –1 Dex, +1 shield)
  hp 17 (3d8 plus 3)
  Fort +3, Ref +0, Will +7
  Defensive Abilities death’s embrace
   
  Speed 20 ft.
  Melee heavy mace +4 (1d8+1)
  Special Attacks channel negative energy (3/day, DC 11, 
  2d6), death’s kiss (5/day, 1 round)
  Spells Prepared (CL 3rd; melee touch +3, ranged touch +1):
  2nd—bull’s strength (DC 14), death knellD (DC 14), hold 
  person (DC 14)
  1st—bane (DC 13), doom (DC 13), hide from undead (DC 
  13), protection from goodD (DC 15)
  At will—bleed (DC 12), create water, guidance, resistance
  D Domain spell Domain Undead*
   
  Str 12, Dex 8, Con 11, Int 9, Wis 15, Cha 10
  Base Atk +2; CMB +3; CMD 12
  Feats Blind-Fight, Command UndeadB, Iron Will, Toughness, 
  Weapon Focus (heavy mace)
  Skills Heal +7, Knowledge (history) +3, Knowledge (religion) 
  +5, Linguistics+3, Spellcraft +7
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler
  Combat Gear 3 vials unholy water, 3 flasks of oil; Other Gear 
  chainmail, light steel shield, heavy mace, flint and steel, iron 
  unholy symbol of Orcus
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  PRIEST OF ORCUS 
   
   
  CR 5
  XP 1,600
  Male human disciple of Orcus 5/zealot of Orcus 1# 
  CE Medium humanoid (human)
  Init –1; Senses darkvision 60 ft.; Perception +4
   
  AC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
  hp 33 (6d8+6)
  Fort +6, Ref +0, Will +11
   
  Speed 20 ft.
  Melee +1 unholy heavy mace +8 (1d8+3)
  Special Attacks channel negative energy (3/day, DC 14, 
  3d6), death’s kiss (7/day, 3 rounds)
  Spells Prepared (CL 5th; melee touch +5, ranged touch +2)
  3rd—animate deadD, bestow curse (DC 18), dispel magic
  2nd—bull’s strength (DC 16), dread bolt* (DC 17), ghoul 
  touchD (DC 17), silence (DC 16)
  1st—bane (DC 16), bless, cause fearD (DC 16), doom (DC 
  16), hide from undead (DC 16), 
  At will—bleed (DC 15), create water, guidance, resistance
  D Domain spell Domain Undead**
   
  Str 14, Dex 8, Con 13, Int 10, Wis 18, Cha 12
  Base Atk +3; CMB +5; CMD 14
  Feats Command UndeadB, Iron Will, Power Attack, Spell 
  Focus (necromancy), Weapon Focus (heavy mace)
  Skills Heal +12, Knowledge (arcana) +4, Knowledge (history) 
  +6, Knowledge (planes) +5, Knowledge (religion) +9, 
  Linguistics +4, Spellcraft +7
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler 
  Gear masterwork chainmail, heavy steel shield, +1 unholy 
  heavy mace, iron unholy symbol of Orcus
  * Pathfinder Roleplaying Game Ultimate Magic
  ** Pathfinder Roleplaying Game Advanced Player’s Guide
  # See the Appendix
  DIRE RATS  
   
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)
  WERERATS 
   
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  GHOUL  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  STIRGES  
  CR 1/2
  XP 200 
  hp 5 (Pathfinder Roleplaying Games Bestiary, “Stirge”)
  FIRE BEETLES 
   
   
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Beetle, Fire”)
  Rappan Athuk: Level 1d
  
  9
  1D–1. Bandit Lair  
  (Cr varies, up to 12)
  The stairs from the trap door on the surface are 20 feet wide and lead 
  down into 45 foot by 20 foot room that is the main living quarters of the 
  bandits inhabiting this level. 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 
  and 4 bandit leaders in addition to the guards outside, and 3d4 of them, 
  as well as 1d3 of their leaders are present in this room if caught unawares. 
  If the alarm was raised from above, all of them are in this area, and will set 
  up furniture and use cover to the best of their ability to defend the staircase 
  coming down. Bandits cornered here will typically fight to the death, for 
  they know that if captured, they face a noose, and fear what lies behind the 
  barricade in area 2 more than death.
  In the center of the room is a strange set of support columns that look 
  rather like a fireplace with no flue. These have been converted to weapon 
  racks by the bandits, and contain 6 spears and 4 quivers of 20 arrows. Lo-
  cation A is a stone table, usually pushed underneath the shelving at area C. 
  Area B is a well (30 feet deep and containing 10 feet of water).  The shelv-
  ing (area C) contains several large books (8 books worth 2d10 gp each) on 
  various topics, that were stolen from a traveling merchant. Assorted other 
  poor quality wood furniture is present in the room as well. 
  The bandits treasure is hidden behind the locked, secret door immedi-
  ately adjacent to the staircase (DC 20 Disable Device to open). The trea-
  sure consists of a small box containing 336 gp, two sacks of silver and 
  copper coins (2,200 sp, 1,234 cp), a bronze jewel-encrusted flagon (40 
  gp), a gold-filigreed silver mirror (60 gp), and a pouch containing 6 gems 
  (garnets, worth 20–50 gp each).
  Also present in the room are 4 lanterns, a small keg of oil (30 flasks), 
  22 large candles, 2 large candelabra (brass) worth 3 gp each, 3 boxes of 
  40 torches, a crate of iron spikes (20) with a large mallet, a sack of iron 
  nails, a bucket, various foodstuffs (total of 82 man days standard rations), 
  4 coils of hemp rope, a large iron pot, a crowbar, and various hand tools 
  (carpenter, worth 10 gp). 
  BANDITS (20) 
   
   
  CR 2
  XP 600
  hp 16 (see Introduction, Above)
  BANDIT LEADERS (3) 
   
   
   
  CR 4
  XP 1,200
  Male or female human rogue (thug) 5 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide, “Thug”)
  NE Medium humanoid (human)
  Init +6; Perception +8
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 dodge, 
  +1 shield)
  hp 35 (5d8+5 plus 5) 
  Defensive Abilities evasion
  Fort +2, Ref +6, Will +1 
   
  Speed 30 ft.
  Melee rapier +3 (1d6/18–20) or dagger +3 (1d4/19–20)
  Ranged shortbow +3 (1d6/x3)
  Special Attacks brutal beating, frightening, rogue talent 
  (bleeding attack), rogue talent (slow reactions), sneak 
  attack +3d6
   
  Str 10, Dex 14, Con 12, Int 11, Wis 11, Cha 10
  Base Atk +3; CMB +3; CMD 16 
  Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
  Skills Acrobatics +10, Appraise +8, Bluff +8, Climb +5, 
  Diplomacy +4, Disable Device +6, Escape Artist +9, 
  Intimidate +8, Knowledge (local) +5, Linguistics +4, 
  Perception +8, Sleight of Hand +7, Stealth +9,Swim +4
  Languages Common, Goblin
  Combat Gear potion of cure moderate wounds; Other Gear 
  masterwork studded leather armor, buckler, rapier, dagger, 
  shortbow, 10 +1 arrows, 40 arrows, 1d4 gp, 2d4 sp.
  CHUM, BANDIT SORCERER 
   
   
  CR 4
  XP 4,800
  Male human sorcerer 5
  NE Medium humanoid (human)
  Init +6; Perception +6
   
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 37 (5d6+10 plus 5) 
  Fort +5, Ref +3, Will +8; +2 bonus on saves against poison and 
  sleep effects*
   
  Speed 30 ft.
  Melee quarterstaff +3 (1d6+1) or dagger +3 (1d4+1/19–20)
  Ranged shortbow +4 (1d6/x3) 
  Bloodline Spell-Like Abilities (CL 5th)
  6/day—tanglevine* (+8 CMB)
  Spells Known (CL 5th; ranged touch +6) 
  2nd (7/day)—barkskinB, blindness/deafness (DC 15), mirror 
  image
  1st (7/day)—color spray (DC 14), entangleB (DC 14), 
  expeditious retreat, mage armor, sleep (DC 14)
  0 (at will)—detect magic, dancing lights, ghost sound, mage 
  hand, ray of frost, read magic
  Bloodline Verdant*
   
  Str 13, Dex 15, Con 15, Int 13, Wis 14, Cha 16
  Base Atk +2; CMB +3; CMD 15 
  Feats Combat Casting, Eschew MaterialsB, Extend SpellB, 
  Great Fortitude, Improved Initiative, Iron Will
  Skills Bluff +7, Intimidate +8, Knowledge (arcana) +6, 
  Knowledge (nature) +6, Linguistics +2, Perception +6, 
  Spellcraft +7, Stealth +3, Use Magic Device +10 
  Languages Common, Draconic, Goblin
  SQ bloodline arcana, photosynthesis*
  Combat Gear potion of cure serious wounds, potion of 
  eagle’s splendor, scroll of web (CL 5th), wand of cure light 
  wounds (10+1d20 charges); Other Gear robes, dagger, light 
  crossbow, 20 bolts, 4d10 pp, 5d10 gp, 3d10 sp.
  *See Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  Tactics: The bandits attempt to defend the staircase and separate any 
  attackers. They use flaming oil on the stairs after 3 or more intruders have 
  descended. If present, Chum uses his sleep spell centered up the staircase, 
  and if the players use a sleep spell, he shouts out orders to “wake them 
  up”. If the bandits are surprised, at least 2 of them run to Areas 3–4 to 
  get reinforcements, and one gets others from Area 2. Chum will web the 
  staircase as a last resort.
  In all cases, the bandits use cover for bowmen, sending their armored 
  members to the front. As discussed, the bandits will not surrender. That 
  being said, they will take prisoners if the players surrender. Typically one 
  player is released to bring a ransom of 100 gp per prisoner for release. The 
  players have 2 weeks to be ransomed, else one of the leaders tires of the 
  prisoners and kills them.
  1D–2. Bandits and Barricades  
  (Cr varies, 6 to 12)
  The bandits found the staircase down to Level 2D, and quickly decided 
  they had no interest in heading down, losing 6 of their number to the hor-
  rors that inhabit that area (wererats and undead). As noted above, one of 
  their number was bitten (Monte) and has become a wererat (they do not 
  know this). 
  This room is virtually identical in size to Area 1. The pit trap is 10 feet 
  Rappan Athuk: Level 1d
  
  10
  deep and causes 1d6 damage to any that fall in. The bandits of course 
  know where it is and how to avoid it. The entrance to the staircase is 
  boarded up with nailed boards, had large timber crossbars placed in an 
  “X” shape over it, and is adorned with over 20 holy symbols of various 
  ethos, shapes and sizes (value is 1d6–1 x 5 gp each). The secret door to the 
  south is similarly barricaded.
  PIT TRAP (10 FT. DEEP) 
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  The ceiling supports (shelves) in the center of the room contain a cask 
  of oil (30 flasks), 10 oil flasks with rags stuffed in them, and a large mal-
  let. Area A contains a free standing 18-inch diameter bronze gong that a 
  sentry could strike in the event of a wall breach. Area B is a (constantly) 
  burning torch stand, and 2 crates of 40 torches lie next to it. Area C is 
  a wooden wall, 4 feet high and 10 feet long (to fight behind). Six long 
  spears are braced against this wall, which can be swung around to block 
  the corridor to area 1. 
  Normally, 4 bandits and 0–1 (d4–3) bandit leaders are on watch here. 
  The room is extremely well lit (6 lanterns). Nothing has attempted to 
  come through the boarded up wall in several weeks (One of the bandits 
  has been providing information to the creatures below), and the bandits 
  are beginning to get a bit lazy about the watch here. 
  Each day, there is a 5% chance that something will attempt to break 
  down the door and get to the lair. Typically this will be 2d4 ghouls led 
  by a ghast, but could also be 2d6 wererats should they get the report that 
  the time was right. Busting down the barricade takes 2 successful DC 22 
  Strength checks. 
  BANDITS (4) 
   
   
  CR 2
  XP 600
  hp 16 (see Introduction, Above)
  BANDIT LEADER (1) 
   
   
   
  CR 4
  XP 1,200
  hp 35 (see Area 1D–1)
  GHOUL  
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  GHAST  
   
  CR 2
  XP 600
  hp 17 (Pathfinder Roleplaying Games Bestiary, “Ghoul”, with 
  the following changes; add +2 on all rolls [including damage 
  rolls] and special ability DCs; AC 18, touch 14, flat-footed 14 
  (+4 Dex, +4 natural), CMD 18
  WERERATS 
   
   
  CR 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary, “Lycanthrope, 
  Wererat”)
  1D–3. Bandit Quarters
  The bandits typically hot bunk these bed areas, with up to 7 sleeping at 
  once. Any bandits found here will be 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 have not discovered the secret doors in the hall 
  way to the south and east of this room (that lead to Areas 10–11).
  1D–4. Bandit Leader Quarters
  This is the bed down area for the bandit leaders. Unlike the bandits, 
  these guys trust one another. A small footlocker contains various wiz-
  ardly items and alchemical materials with 300 gp. The door to the south 
  is barred from inside the room, and a similar bar is present (though not 
  in place unless the leaders are cornered) on the north door. The bedding 
  material consists of clean straw and fine cloth (200 gp worth of cloth). 
  1D–5. Dusty room
  This room has been uninhabited for many years. The door is completely 
  swollen shut (DC 20 Break). Once opened, a thick layer of dust can be 
  seen swirling around the floor. Within the dust are dozens of small mouse 
  skeletons. Severe exposure to the dust has a chance of causing a fatal dis-
  ease (hanta virus) to any exposed.
  HANTA VIRUS
  Type disease, injury or inhaled; Save Fortitude DC 17
  Onset 1 day; Frequency 1/day
  Effect 1d3 Con damage and target is fatigued; Cure 2 
  consecutive saves
  1D–6. Crypts (Cr varies, 5 or 6)
  It wouldn’t be Rappan Athuk without crypts. Painted on the entrance 
  door (by the bandits) in red paint are the words “Go Away! Walking 
  Dead!”. The door itself opens normally. Inside is a large room with 4 
  sealed double 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 in-
  habit the large chamber are dealt with.
  GHOULS (6) 
   
   
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  A. This crypt contains a large sarcophagus bearing the shape of a lovely 
  woman figure. The coffin is trapped to cause the lid to fall on anyone 
  opening it. Opening the crypt requires 2 successful DC 15 Disable Device 
  checks, failure indicating that someone has had the lid fall on them. Inside 
  the crypt are the skeletal remains of a female knight, complete with rusty 
  armor and sword. Nothing of value remains here.
  SLAMMING LID TRAP 
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 15
   
  Trigger location; Reset repair
  Effect Atk +10 melee (1d6)
  B. This crypt contains a large sarcophagus bearing the shape of a noble 
  knight figure, with a full face visor. The coffin is trapped to cause the 
  lid to fall on anyone opening it. Opening the crypt requires 2 successful  
  DC 15 Disable Device checks, failure indicating that someone has had 
  the lid fall on them. Inside the crypt are the skeletal remains of the knight, 
  complete with rusty armor and sword. Nothing of value remains here.
  SLAMMING LID TRAP 
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 15
   
  Trigger location; Reset repair
  Effect Atk +10 melee (1d6) plus pinned (as grappled). DC 20 
  Strength check to lift lid.
  C. This crypt contains a large sarcophagus bearing the shape of a wizardly 
  figure with crossed arms bearing two swords. The coffin is trapped to cause 
  Rappan Athuk: Level 1d
  
  11
  the swords to behead on anyone opening it. 2 successful DC 15 Disable De-
  vice checks, failure indicating that everyone within 5 feet of the swords being 
  attacked by the trap.  Inside the crypt are the skeletal remains of a wizard, 
  complete rotten clothes and moldy papers. Nothing of value remains here.
  BEHEADING LID TRAP 
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 25
   
  Trigger touch; Reset automatic (after 1 day)
  Effect Atk +5 melee (ld8+4/x3); multiple targets (one random 
  target within 10 ft. per round)
  D. This crypt contains a large sarcophagus bearing the shape of an ar-
  mored priest. The coffin is not trapped. Inside the crypt is a coffer corpse 
  that attacks immediately. The monster was buried with three orbs—one of 
  gold, one of silver, and one of bronze. Each orb weighs the equivalent of 
  100 coins, however, they are much more useful in Area 11.
  COFFER CORPSE 
  CR 3
  XP 800 
  hp 16 (Frog God Games, The Tome of Horrors Complete 117, 
  “Coffer Corpse”)
  1D–7. glowing Bugs (Cr 6)
  This large cavern contains a small stream (2 feet deep), a pool of wa-
  ter (8 feet deep), and seems to move with a red glowing shapes that can 
  be seen from the northern intersection. The stream leads downstream for 
  1,000 feet to the swamp near Wilderness Area 4. Going upstream Stream 
  leads 900 feet to Level 1, Area 1–11. The hallway coming from the north 
  slopes down at a 15 degree angle before flattening out 50 feet before the 
  main cave entrance. Inside the cave are 24 Giant Fire Beetles.
  FIRE BEETLES (24)  
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Beetle, Fire”)
  The beetles are mindless, although almost always hungry. They are all 
  over the walls, floor and ceiling. The beetles attack any who enter the 
  chamber at a rate of 1d6 per round joining in (they are unintelligent and do 
  not attack until they notice “food” is nearby). They have no tactics, they 
  attack the nearest opponent. Beetles are easily distracted by food thrown 
  near them, and will allow players to pass if they are busy eating (2 days of 
  food per beetle distracts it for 2d6 rounds).
  1D–8. Passage to Section 2
  This tunnel exits the large cavern (check to see if beetles are interested 
  in following the group of course!), and leads 140 feet to the door to Area 
  1D–12.
  1D–9. Pit Trap Down (Cr 3)
  This pit trap is an exception to the rule for this level. First of all, 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 3D, Area 3D–6. 
  Damage is half normal since the slide at the end somewhat cushions the 
  fall.  
  PIT TRAP (CHUTE) 
  CR 3
  XP 800 
  Type mechanical; Perception DC 25; Disable Device DC 20
   
  Trigger location; Reset automatic
  Effect 40-ft.-deep pit (4d6 falling damage); chute that drops 
  victims 200 ft. to Level 3D; DC 20 Reflex avoids.
  1D–10. The Maze of Doors
  This room and door series is unique in that all of the doors are arcane 
  locked as long as one of them is open (DC 30 Disable Device to bypass). 
  This essentially means that each door must be closed in order to open the 
  next. Closing each in turn removes the magic, and allows for the next (or 
  the previous) door to be opened. As soon as one is opened, the rest lock 
  tight. Inside Room 1D–10 itself is an intricately painted room with scenes 
  of wizards and demons. Careful inspection reveals three depressions about 
  the size of a tennis ball (or an orb from the crypt in Area 1D–6D), one on 
  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 three are placed, raises the door to Room 1D–11 (which is otherwise a 
  blank wall). When the orbs are placed, a faint grinding sound followed by 
  a “thunk” can be heard to the north as the wall locks in place. If the orbs 
  are removed, the door to Room 11 sinks back into the floor.
  1D–11. Demon Treasure (Cr 11)
  The hallway leading to this area changes depending on what has hap-
  pened (or not) in Area 1D–10. If the orbs have been properly placed with-
  in their places in that room, there are three doors at the end of the hallway. 
  Otherwise, the corridor is just a dead end leading to the north. The east-
  ern 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 black lacquered wood, 
  with silver inlay making up the runes. The northern and southern doors are 
  normal dungeon doors.
  If the door is opened, the area near it and for 40 feet to the south is imme-
  diately struck with a fear spell (CL 12th; DC 15 Will save avoids). Anyone 
  failing to save cannot willingly approach the area for one week. Inside the 
  room is a large creature (a hezrou Demon!) within a magically inscribed 
  (permanent) protective circle. While inside the circle, the creature cannot 
  attack nor use any magical spells. Clustered around its feet inside the circle 
  are piles of gold and gems. All these treasures it “offers” to anyone who 
  would break the circle. It promises magical items, 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. They are fools if they do. The 
  treasure is real of course, although the demon lies, and attacks any that free 
  it. Neither the treasure nor the demon can be accessed without breaking the 
  circle (easily done with an iron implement of any kind).
  HEZROU 
  CR 11
  XP 12,800 
  hp 145 (Pathfinder Roleplaying Game Bestiary, “Demon, 
  Hezrou”)
  Treasure: 14,000 gp, eight pieces of jewelry worth 3d6 x 100 gp each, 
  a ring of shooting stars, an amulet of proof against detection and location, 
  and 24 gems (value 10–1,000 gp each). 
    
  1D-12. The Dead that Serve (Cr 1)
  Three piles of bones lie neatly stacked in this room at locations A, B 
  and C. Examination reveals they bones are obviously mismatched sets of 
  humanoid remains, all of which are inanimate. The piles could be sorted 
  to put the correct pieces together if the characters take the time to do so. 
  If the secret door to Area 1D–13 is opened and the bones are not sorted, 
  the three piles spring up as skeletons and attack the party. If the bones 
  have been sorted, the bone piles also 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 three skeletons that serve him or her 
  until destroyed. 
  SKELETONS (3)  
  CR 1/3
  XP 135
  hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)
  Rappan Athuk: Level 1d
  
  Rappan Athuk: Level 1d
  12
  
  Rappan Athuk: Level 1d
  13
  
  14
  1D–13. Dwarven glory (Cr)
  This room contains the dead body of a dwarf, wounded by the gray 
  ooze in Area 1D–14, who crawled off here to die. The body wears rusted 
  and corroded full plate armor, and a light steel shield and warhammer 
  lie nearly. The creature’s backpack lies a few feet away, covered with a 
  growth of golden mushrooms. Gold coins lie near the fungus (22 gp). 
  Treasure: In the small pile of golden colored fungus is a gelderfunga. 
  1D–14. The Soft Floor (Cr 4)
  At first glance this room appears to be empty. Observant players will 
  note that the room appears too clean, as no debris, dust or other standard 
  dungeon detritus is present anywhere in the room. This is due to the gray 
  ooze (located at A) that has grown very patient in waiting for victims. The 
  ooze knows it is slower than most prey, and thus has learned to lie in wait, 
  pretending to be part of the floor. If it can move unobserved, it repositions 
  itself near the corridor to Area 1D–15 if a group goes that way instead of 
  heading north, and then lie in wait for their return journey.
  GRAY OOZE 
  CR 4
  XP 1,200
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gray Ooze”)
  1D–15. goblins
  This 40 foot by 30 foot room was used as a camping spot by a group 
  of goblins from Greznek trying to find their way home after running 
  away from the frog priests on this level. They group eventually headed 
  out through the tunnel to Area 1D–17 and were eaten by piercers. Two 
  makeshift barricades (really pillboxes) 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 
  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 
  entrance to the dungeon (about a mile) in a small clearing in the woods (at 
  Wilderness Area 12). A concealed trap door in the northeastern corner 
  of the room leads to a small tunnel down to the cave at 1D–17 (DC 17 
  Perception check to notice). 
  GELDERFUNGA 
  CR –
  XP–
  Gelderfunga, or “shiners”, as they are known in the 
  Common tongue, are tiny creatures that typically feed 
  on fungus and lichens in underground environments. 
  They are quite helpful in disposing of funguses, being 
  able to eat even the most toxic mushrooms without 
  effect. The shiners look just like a little (3 inch tall) 
  mushroom themselves, and are almost impossible to 
  spot unless they want to be seen (Stealth +20). 
  These creatures have an affinity for dwarves, but 
  dislike elves. If approached by a dwarf, the creature 
  reveals itself, softly purring and squeaking. It remains in 
  disguise if a non-dwarf approaches or touches it, and 
  will actually bite an elf that touches it. If a halfling picks 
  it up, it morphs into what appears to be a small rock. 
  Shiners make great pets for a dwarf. They produce a 
  small gold nugget (worth 1 gp) each day, as long as 
  they are fed adequately. Otherwise, they simply make 
  a cute pet that likes to nest in the dwarf’s beard.
  Each gelderfunga has AC 9, touch 9, flat-footed 9, and 
  hp 1.
  Rappan Athuk: Level 1d
  
  15
  1D–16. Teleporter
  This room appears empty and is has also been scrubbed clean by the 
  grey ooze in Area 1D–14. The one feature of interest is the secret door 
  on the north wall. This secret door is strangely easy to detect (DC 15 
  Perception to notice). If entered from the south, characters are teleported 
  to Area 1D–22A. If entered from the north, the teleportal has no effect.
  1D–17. Piercer Cavern 1 (Cr 4)
  This cavern contains a number of piercers, and is generally avoided 
  by local monsters that fear them. A total of 13 piercers dot the ceilings 
  (locations shown). Other than the piercers, a sundry of small rats, bats and 
  beetles fly and crawl throughout the room. The cavern itself is damp and 
  earthy smelling, and bits of harmless fungus grow all around. 
  PIERCERS (10, 2–4 ft.; 4, 5-6 ft.)   
   
   
  CR 1/4
  XP 100
  Piercers resemble 1-foot long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 1d6 
  points of piercing damage. If the save succeeds, the piercer 
  misses its target and may not attack again until it climbs 
  back into position. (Piercers move 5 feet per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 feet. Those of 2 to 4 feet 
  in length are CR 1 and deal 2d6 points of damage if they hit 
  a foe. Their acid deals 1d6 points of acid damage. Those of 5 
  to 6 feet in length are CR 2 and deal 3d6 points of damage if 
  they hit. Their acid deals 1d6 points of acid damage. The DC 
  to avoid a piercer’s attack is 15, regardless of its size.
  1D–18. The Pool room
  This cave contains the usual bats and rats and fungus inherent to this 
  entire complex. The roughly 50-foot diameter cave also has a deep pool 
  in its center. Water current flows through cracks in the walls of the pool, 
  creating a slight movement from west to east within the pool. About 20 
  feet down is a side passage, leading to a tunnel that daylights after about 
  30 feet in a small, wet corridor leading to Level 2C.
  1D–19. Empty room
  Self-explanatory, although this is a good time to roll for wandering 
  monsters. The GM should also fill these areas with whatever dungeon 
  dressing he feels is appropriate, perhaps hacked apart critter bits, or the 
  presence of evil-looking green pools of water (all harmless of course). 
  1D–20. Empty room
  Self explanatory, although this is a good time to roll for wandering 
  monsters. The GM should also fill these areas with whatever dungeon 
  dressing he feels is appropriate, perhaps hacked apart critter bits, or the 
  presence of evil-looking green pools of water (all harmless of course). 
  1D–21. The Blob (Cr 6)
  Wandering around the maze area are several hazards. First and foremost is 
  the gelatinous cube that wanders about (encounter chance 1 in 6 per round 
  spent in this area). The second hazard is the large pit traps (including one 
  that contains a secret door leading to Level 3D, Area 3D–8. A portcullis 
  trap is triggered by a pressure plate at the dead end in the southern maze 
  section (the cube can ooze right through it, of course), and finally, the far 
  northeastern maze nub contains a spear trap, also triggered by a pressure 
  plate (at the end of the corridor) that shoots six spears out of the wall. 
  GELATINOUS CUBE 
   
   
  CR 3
  XP 800
  hp 50 (Pathfinder Roleplaying Game Bestiary, “Gelatinous Cube”)
  PIT TRAP (10 FT. DEEP) 
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); DC 20 Reflex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  PORTCULLIS TRAP 
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect Atk +20 touch (2d6+6); multiple targets (all targets in 5 
  ft. x 10 ft. section)
  WALL SPEAR TRAP 
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect Atk 6 spears +10 ranged (1d8+1); multiple targets (all 
  targets in 10 ft. x 10 ft. section)
  1D–22. An End to Die in (Cr 4)
  This is the receiving room for the teleport trap in Area 1D–16. This 
  dead end corridor complex hides a two part trap. The southern end of the 
  corridor contains a pressure plate that when triggered, does two things: 
  first, it drops a portcullis blocking the passageway to the north; second, it 
  triggers a spear trap that shoots 12 spears from hidden holes on the south 
  wall. The portcullis must be raised or bent to escape.
  BOX CANYON OF DEATH TRAP 
  CR 4
  XP 1,200
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger location; Reset repair
  Effect Atk 12 spears +12 ranged (1d8+1); multiple targets (all 
  targets in 10 ft. x 10 ft. section); blocking portcullis (DC 22 
  Strength check to lift, DC 25 Strength check to bend bars to 
  release a Small creature)
  The secret door to Area A can only be accessed after the trap is 
  triggered. Inside this small room is a large iron chest. The chest contains 
  5,000 cp, and is trapped with a poison needle trap.
  POISONED NEEDLE TRAP 
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
   
  Trigger touch; Reset none
  Effect Atk +10 touch (poison needle; 1 plus greenblood oil)
  Rappan Athuk: Level 1d
  
  16
  1D–23. Tsathogga’s Temple  
  North (Cr 9)
  This area is accessed from the ground level through one of the ruined 
  tower trapdoors. The trapdoor is barred from the inside, and is only opened 
  when the priests need to leave the dungeon. The room is lit by a series of 
  torches set in torch sconces every 20 feet. Entry into this area, or to Area 
  1D–26 for that matter, immediately reveals that this 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). A large statue of Tsathogga 
  is partially carved in the western portion of the room. Stonecutter tools lie 
  around the partially completed statue (tools worth 100 gp). Also in this room 
  (unless already encountered) are 6 Acolytes and the Evil Priest, Sigma.
  SIGMA, EVIL PRIEST 
  CR 6
  XP 2,400
  Male human cleric of Tsathogga 7
  CE Medium humanoid (human)
  Init +4; Perception +4
   
  AC 17, touch 10, flat-footed 17 (+7 armor)
  hp 59 (7d8+7 plus 7)
  Fort +6, Ref +2, Will +9
  Resist cold 10
   
  Speed 20 ft.
  Melee +1 mighty cleaving sickle +8 (1d6+3)
  Special Attacks channel negative energy (4d6, 7/day, DC 17)
  Domain Spell-Like Abilities (CL 7th; melee touch +7, ranged 
  touch +5):
  7/day—icicle (1d6+2), touch of evil
  Spells Prepared (CL 7th; melee touch +7, ranged touch +5):
  4th—control water, spell immunity, unholy blight (DC 18)D
  3rd—bestow curse (DC 17), dispel magic, summon monster 
  III, water breathing D 
  2nd—bull’s strength, enthrall (DC 16), fog cloudD, hold 
  person (DC 16), silence (DC 16) 
  1st—bless, command (DC 15), divine favor, protection from 
  goodD, sanctuary (DC 15)
  0 (at will)—bleed (DC 14), create water, resistance, virtue 
  D Domain spell Domains Evil, Water
   
  Str 14, Dex 10, Con 13, Int 10, Wis 19, Cha 15
  Base Atk +5; CMB +7; CMD 17
  Feats Extra Channel, Improved Channel, Improved Initiative, 
  Selective Channeling, Toughness +7
  Skills Diplomacy +6, Knowledge (arcana) +5, Knowledge 
  (planes) +6, Knowledge (religion) +10, Sense Motive +8, 
  Spellcraft +6, Stealth –3, Swim +3
  Languages Common
  Combat Gear oil of keen edge, potion of cure moderate 
  wounds, potion of heroism; Other Gear +1 light fortification  
  breastplate, +1 mighty cleaving sickle, rod of the viper, ring 
  of swimming, 2 belt pouches, unholy symbol of Tsathogga
  ACOLYTE OF TSATHOGGA (6) 
   
   CR 2
  XP 600
  Male human cleric of Tsathogga 3
  CE Medium humanoid (human)
  Init–1; Perception +4
   
  AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex)
  hp 22 (3d8+3 plus 6)
  Fort +6, Ref +0, Will +5 (+9 vs. mind-affecting effects)
  Defensive Abilities fanatical
   
  Speed 30 ft.
  Melee sickle +3 (1d6+1) 
  Special Attacks channel negative energy (2/day, 2d6, DC 10)
  Domain Spell-Like Abilities (CL 3rd; melee touch +3):
  5/day—icicle (1d6+1), touch of evil
  Spells Prepared (CL 3rd; melee touch +3, ranged touch +1):
  2nd—fog cloudB, hold person (DC 14), spiritual weapon
  1st—command (DC 13), bless, curse water, protection from 
  goodB
  0—detect magic, detect poison, create water, read magic
  D Domain spell Domains Evil, Water
   
  Str 12, Dex 8, Con 12, Int 8, Wis 14, Cha 8
  Base Atk +2; CMB +3; CMD 12 
  Feats Combat Casting, Great Fortitude, Toughness
  Skills Knowledge (religion) +2, Perception +4, Spellcraft +1 
  Languages Common
  Combat Gear 2 doses of unholy water; Other Gear chain 
  mail, sickle, dark green felt robes with face-covering cowls, 
  symbol of Tsathogga
  HORN OF VALLHALLA BERSERKER 
  CR 1
  XP 400
  Male human barbarian 2
  CN Medium humanoid (human)
  Init +1; Perception +5
   
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 19 (2d12+4)
  Fort +5, Ref +1, Will +0
  Defensive Abilities uncanny dodge
   
  Speed 40 ft.
  Melee battleaxe +5 (1d8+3/x3) or greataxe +5 (1d12+4/x3)
  Ranged throwing axe +5 (1d6+3)
  Special Attacks rage (8 rounds/day), rage powers 
  (superstition +2)
   
  Str 17, Dex 12, Con 14, Int 8, Wis 10, Cha 13
  Base Atk +2; CMB +5; CMD 16
  Feats Athletic, Power Attack 
  Skills Acrobatics –1 (+3 jump), Climb +7, Handle Animal +5, 
  Intimidate +6, Perception +5, Stealth –1, Survival +5, Swim +8
  Languages Common
  SQ fast movement +10
  Gear chain shirt, battleaxe, greataxe, throwing axe (4), 
  heavy cloak
  Tactics: The frog priests will not retreat, although they may negotiate. 
  Their mission is not to slay adventurers, but to find out information about 
  the minions of Orcus and destroy them. Therefore, tactics can include:
  • Straight up fight. Sigma blows his horn and begins casting spells, 
  leading with a bless spell (affecting Sigma, the acolytes and the 
  barbarians), followed by summon monster III and bull’s strength. The 
  acolytes and berserkers engage in combat, and Sigma engages once he 
  has completed his castings. Anyone killed or captured becomes frog food 
  (see Area 1D–27). In any case, the priests try to move towards the large 
  doors at 1D–27 to unleash the frogs into the combat as well. One acolyte 
  runs to get the tsathar in Area 1D–30.
  •Negotiation. Sigma still blows his horn, however, if the player 
  characters are not immediately hostile; he proposes a deal. Should they 
  map levels of the main dungeon, he offers 100 gp per level mapped and 
  brought to him. He sends an acolyte with the group to ensure they are 
  honest in their dealings, and clearly explains he will not pay if the acolyte 
  is killed and cannot verify their efforts. He adds to that 500 gp for locating 
  a temple, and 2,000 gp for bringing him the head of a high priest. He 
  further adds a 50 gp bounty to any lower level priest’s head. He will not 
  allow the characters to stay here under any circumstances. It should be 
  noted that lawful priests and paladins really could not accept these terms, 
  which would require them to travel with an evil priest as a companion.
  Sigma is as evil as he is chaotic. Someday, even if the characters have 
  Rappan Athuk: Level 1d
  
  17
  proven useful in the war with Orcus’ minions, he will seek to kill them and 
  feed them to his master’s pets.
    
  1D–24. Acolyte’s Quarters
  This chamber is the bed down area for the temple’s 6 acolytes. Each 
  bed contains a bedroll and a small chest containing various papers (prayer 
  lessons and rituals) of evil rites. Nothing of value is here. The room is lit 
  by a single stone in the ceiling with a continual flame spell cast upon it. A 
  black cloth can be tacked over the stone to cover the light. The small room 
  to the south is a privy.
  1D–25. Priest’s Quarters 
  Sigma, the priest of Tsathogga calls this room home. The side chambers 
  are filled with evil clay statues and notes, as well as Sigma’s journal. 
  The bedding is composed of what once was fine green silk, but now is 
  somewhat slimy, tattered old rags. The unholy items present in the room 
  are worth 500 gp if sold, however any Good player should destroy them 
  (750 XP story award to any party that destroys them). Most importantly, 
  if the papers and notes are examined, it becomes clear that Sigma was 
  sent here to look for ways to access the lower portions of the dungeon, 
  as well as to locate the temple strongpoints of the minions of Orcus. The 
  journal indicates that one can “weaken and destroy” the minions of Orcus 
  by destruction of his temples within the dungeon. It is also clear that these 
  priests serve a master; and the papers are signed “AG” (Abbott Grosso 
  from Level 0B).
  Treasure: A locked chest under the bed contains 2,000 sp, 400 gp and 
  two potions of water breathing.
  1D–26. Tsathogga’s Temple  
  South (Cr 2)
  Please see Area 23 if the temple is entered from the south instead of the 
  north. This section of the evil temple is still under construction as well. 
  The room is lit by a series of torches set in sconces every 20 feet. The 
  wall and ceiling paintings are largely unfinished, and paints and brushes 
  of various shapes, sizes and colors lie scattered about. Location A is a 
  trap door, barred from the top that leads to an 8 foot deep 5 ft. x 5 ft. 
  cell. Currently in the cell is a bound and gagged Acolyte of Orcus named 
  Garus, the last of 4 captured, and destined to be frog food soon. The evil 
  priest will tell any lie to “rescuers” that he believes will allow him to get 
  free. Once outside the dungeon, the priest runs away and heads back to 
  the Level 4 temple to report what he discovered. The priest can be pretty 
  persuasive, and will take to direct action against the group (claiming to 
  be a farmer or other tradesman). His job is to warn his superiors about 
  the invasion of the Frog God’s minions. That being said, a simple detect 
  evil spell (which will peg out on this guy) reveals his true nature. Sigma 
  and his acolytes will also “out” Garus if the opportunity presents itself—
  pushing the frog’s minions as “mankind’s saviors” against “the evil god of 
  the undead” as a theme.
  GARUS  
   
  CR 2
  XP 600
  Male human disciple of Orcus 3 
  CE Medium humanoid (human)
  Init –1; Senses darkvision 60 ft.; Perception +2
   
  AC 16, touch 9, flat-footed 16 (+6 armor, –1 Dex, +1 shield)
  hp 16 (3d8 plus 3)
  Fort +3, Ref +0, Will +7
  Defensive Abilities death’s embrace
   
  Speed 20 ft.
  Melee unarmed strike +3 (1d3+1)
  Special Attacks channel negative energy (3/day, DC 11, 
  2d6), death’s kiss (5/day, 1 round)
  Spells Prepared (CL 3rd; melee touch +3, ranged touch +1):
  2nd—bear’s endurance, death knellD (DC 14), hold person 
  (DC 14)
  1st—bane (DC 13) x2, hide from undead (DC 13), protection 
  from goodD (DC 15)
  At will—bleed (DC 12), create water, guidance, resistance
  D Domain spell Domain Undead*
   
  Str 13, Dex 10, Con 10, Int 9, Wis 14, Cha 11
  Base Atk +2; CMB +3; CMD 12
  Feats Blind-Fight, Command UndeadB, Iron Will, Toughness, 
  Weapon Focus (heavy mace)
  Skills Heal +7, Knowledge (history) +3, Knowledge (religion) 
  +5, Linguistics+3, Spellcraft +7
  Languages Abyssal, Common
  SQ undead lord’s proxy, variant channeler
  Gear none currently
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  1D–27. Frog Pond (Cr 7)
  Against the southern wall of this chamber is a large carved statue of a 
  frog demon (Tsathogga). The demon carving is of whitish-green stone, and 
  depicts a horrifically fanged, bipedal frog. The stone is marred with slime 
  and blood stains. A pool of slimy, green water resides in the center of the 
  chamber. A two foot high brickwork rim surrounds the pool. Hopping and 
  croaking within the pool and perched on this lip are 12 Killer Frogs. The 
  frogs act like begging puppies should anyone enter the room unbound. 
  They are used to being fed by the priests to the north, and believe that 
  humans traveling through this chamber are here to feed them. If not fed 
  within 6 rounds, the frogs attack.
  KILLER FROGS (12) 
   
   
  CR 1
  XP 400
  hp 15 (Pathfinder Roleplaying Game Bestiary, “Frog, Giant”)
  The door to the northern rooms is made of the same stone as the frog 
  demon statue. It requires A DC 22 Strength check to open due to its size 
  and weight.
  1D–28. Priestly Storage
  This room contains food and sundries for the priests of Tsathogga. A 
  total of 100 days of trail rations, 11 casks of water and 4 of ale (30 gallon) 
  are arranged neatly in the room. 
  1D–29. Priestly Storage Part 2
  This room contains lamp oil (6 x 30 gallon casks), paint, rope, spikes, 
  stone blocks, tools, boxes of mortar, and lumber used for building the 
  temple complex. There are 500 gp in miscellaneous construction supplies 
  here.
  1D–30. Froggie Friends (Cr 5)
  This room houses 3 Tsathar, allies of the evil priests and sent by the 
  Abbot to assist them in their investigations. The tsathar obey the priests, 
  and fight to the death to defend them. When the high priest is resting, these 
  creatures take up watch near Area 24. They have no treasure.
  TSATHAR (3) 
  CR 2
  XP 600 
  hp 13 (Frog God Games, The Tome of Horrors Complete 616, 
  “Tsathar”) 
  Rappan Athuk: Level 1d
  
  18
  1D–31. The Cold room (Cr 2)
  The corridor to this room is coated with ice and is unnaturally cold. 
  Growing on the north wall of the room is a brown, moldy substance, 
  covering the icy remains of two men. This material is brown mold. The 
  mold grows considerably if burnt, potentially filling the entire room. If the 
  mold is killed, the bodies can be accessed. They two men were priests of 
  Orcus, and both wear full plate and carry heavy maces. One has a pair of 
  boots of elvenkind frozen in blocks on his icy feet.
  BROWN MOLD 
   
   
  CR 2
  XP 600 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  Brown mold feeds on warmth, drawing heat from anything 
  around it. It normally comes in patches 5 ft. in diameter, 
  and the temperature is always cold in a 30 ft. radius around 
  it. Living creatures within 5 feet of it take 3d6 points of 
  nonlethal cold damage. Fire brought within 5 ft. of brown 
  mold causes the mold to instantly double in size. Cold 
  damage, such as from a cone of cold, instantly destroys it.
  1D–32. Piercer Cavern No. 2 (Cr 4)
  This cavern contains a number of piercers, and is generally avoided 
  by local monsters that fear them. A total of 14 piercers dot the ceilings 
  (locations shown). Other than the piercers, a sundry of small rats, bats and 
  beetles fly and crawl throughout the room. The cavern itself is damp and 
  earthy smelling, and bits of harmless fungus grow all around. 
  PIERCERS (10, 2–4 ft.; 4, 5-6 ft.)   
   
   
  CR 1/4
  XP 100
  Piercers resemble 1-foot long stalactites and are found 
  underground in caves and caverns hanging from the ceiling 
  waiting for living creatures to pass underneath.
  Those viewing a piercer must make a DC 20 Perception 
  check to discern its true nature; else it is overlooked and 
  mistaken for a normal stalactite. Piercers gather in clusters of 
  up to 20 creatures.
  When a living creature stands in a square directly below 
  a piercer, it drops and attempts to impale the unsuspecting 
  foe. The creature can make a DC 15 Reflex save to avoid 
  the piercer’s attack. If the save fails, the target sustains 1d6 
  points of piercing damage. If the save succeeds, the piercer 
  misses its target and may not attack again until it climbs 
  back into position. (Piercers move 5 feet per round). A 
  piercer on the ground is easily dispatched, though touching 
  or attacking it unarmed or with natural weapons causes it 
  to secrete an acid that deals 1d4 points of acid damage to 
  the opponent each time one of its attacks hits.
  Piercers can grow to a length of 6 feet. Those of 2 to 4 feet 
  in length are CR 1 and deal 2d6 points of damage if they hit 
  a foe. Their acid deals 1d6 points of acid damage. Those of 5 
  to 6 feet in length are CR 2 and deal 3d6 points of damage if 
  they hit. Their acid deals 1d6 points of acid damage. The DC 
  to avoid a piercer’s attack is 15, regardless of its size.
  1D–33. Stoney’s Palace (Cr 6)
  Feeding on bats and rats, as well as the occasional piercer that moves too 
  close to his lair, Stoney the Stone Roper is anxious for new meat. Anyone 
  who has the guts to enter a dead end cave in Rappan Athuk should know 
  that something nasty awaits them. The walls and ceiling of this small cave 
  are composed of crystalline formations of gypsum, halite and calcite, and 
  large specimens could be harvested for profit (3d10 x 1d100 gp worth of 
  semiprecious gems).
  Tactics: Stoney tries his best to charm as many opponents as possible, 
  before weakening and eating them. He usually waits to attack until least 
  3 characters have entered the room, preferably with at least one or two 
  between himself and the entrance (he is slow, and hates it when prey run 
  away). If seriously wounded, Stoney knocks over a large stone 20 feet up 
  the stone column in the room and backs off, hoping for mercy by giving 
  up his treasure.
  Treasure: In addition to the semiprecious stones found in the room, 
  Stoney has accumulated a small hoard of gold and items that he hides 
  behind a large stone 20 feet up on the south side of the stone column in the 
  center of the room. If the stone is moved, 1,200 sp, 300 gp and two suits 
  of full plate free and down from the cubby. Anyone below may be hit by 
  the armor (Atk +5; 1d6 points of damage). Interestingly, one of the suits 
  of plate is magical (+1 full plate). 
  STONE ROPER 
  CR 6
  XP 2,400 
  hp 39 (Frog God Games, The Tome of Horrors Complete 517, 
  “Hazards”)
  1D–34. More Crypts (Cr)
  As usual, the ghouls that inhabit the dungeon are drawn to crypt areas. 
  Four ghouls have made this place their home, and reside in the outer area 
  outside the crypts. One of the ghouls has a distinctly goblin look about 
  him. Scattered about the entryway are small bits of gnawed bone and 
  debris, including ruined leather armor of goblin-make, three short swords 
  (also goblin), and a few bits of silver (22 sp). The doors to crypts A and 
  B area breached, and hang loose by their hinges. The door to crypt C is 
  unharmed, and a desiccated corpse (a dead ghoul) lies charred in front of 
  it. Intelligent players will ask themselves “Why is this body not eaten?”
  The answer is that the ghouls are afraid to touch the corpse, or the door 
  that destroyed it. The door itself is trapped with a glyph of warding.
  GLYPH OF WARDING TRAP 
  CR 4
  XP 1,200
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset automatic
  Effect spell effect (glyph of warding; CL 6th; electrical blast 
  [3d8 points of electrical damage], DC 13 Reflex save for 
  half)
  If the trap is triggered, it resets itself in one day’s time. If erased or 
  dispelled, it is destroyed. The trap (and door) detects as magical. Once the 
  trap is dealt with, the crypt can be opened. Inside is a stone sarcophagus 
  carved in the shape of a wise-looking man in robes. If the crypt is opened 
  (DC 18 Strength check to open the crypt) and searched, the remains of 
  a human can be found. All that was buried with the man are long rotted, 
  except a small glowing dagger. This is a +2 evil outsider bane dagger that 
  radiates light (blue) within a 15 foot radius. If an evil outsider is present 
  within 30 feet, the light changes to red. 
  1D–35. Empty room
  Self-explanatory, although this is a good time to roll for wandering 
  monsters. The GM should also fill these areas with whatever dungeon 
  dressing he feels is appropriate, perhaps hacked apart critter bits, or the 
  presence of evil-looking green pools of water (all harmless of course).
  1D–36. i’ve Been Slimed (Cr 4)
  This room appears to be empty unless the ceiling near western door 
  is examined. Covering the last 10 foot section near the western door is a 
  patch of green slime. The slime falls on anyone entering this section of 
  the room 1d2 rounds after it is entered. It always falls if the door is opened 
  (and may be avoided if opened from the west in the event it falls the first 
  round).
  Rappan Athuk: Level 1d
  
  19
  GREEN SLIME 
   
  CR 4
  XP 1,200 (Pathfinder Roleplaying Game Bestiary, “Hazards”)
  This dungeon peril is a dangerous variety of normal slime. 
  Green slime devours flesh and organic materials on contact 
  and is even capable of dissolving metal. Bright green, wet, 
  and sticky, it clings to walls, floors, and ceilings in patches, 
  reproducing as it consumes organic matter. It drops from 
  walls and ceilings when it detects movement (and possible 
  food) below.
  A single 5 ft. square of green slime deals 1d6 points of 
  Constitution damage per round while it devours flesh. On 
  the first round of contact, the slime can be scraped off a 
  creature (destroying the scraping device), but after that it 
  must be frozen, burned, or cut away (dealing damage to 
  the victim as well). Anything that deals cold or fire damage, 
  sunlight, or a remove disease spell destroys a patch of green 
  slime. Against wood or metal, green slime deals 2d6 points 
  of damage per round, ignoring metal’s hardness but not 
  that of wood. It does not harm stone.
  1D–37. Orcus’ Spies (Cr 3)
  The secret doors leading to the room complex of 1D-37 and 39–40 are 
  all arcane locked (DC 30 Disable Device). The doors can only be opened 
  by using a unholy symbol of Orcus as a key (or by use of a knock spell). 
  These rooms contain a contingent of Orcus’ priests and others who are 
  here spying on/raiding the currently in construction temple of Tsathogga 
  in Area 1D–23–30. The denizens here know that one of their number was 
  captured (see Area 1D–26), however he has no idea that they are so close.
  This room has only one entrance that readily accessible without over-
  coming the arcane locks described above. That door (the south one) is 
  barred from the inside of this room. Present in this room are 2 Acolytes 
  of Orcus, as well as four large boxes of dungeon rations (80 man days 
  worth) and two large casks of water. They raise the alarm should anyone 
  start messing with the southern door, making this a likely area for a battle.
  ACOLYTES OF ORCUS 
   (2) 
   
  CR 2
  XP 600
  hp 17 (see Wandering Monsters, above)
  1D–38. Empty room
   Self-explanatory, although this is a good time to roll for wandering 
  monsters. The GM should also fill these areas with whatever dungeon 
  dressing he feels is appropriate, perhaps hacked apart critter bits, or the 
  presence of evil-looking green pools of water (all harmless of course).
  1D–39. Minions of Orcus  
  Part 1 (Cr 3)
  This room contains the Priest of Orcus sent from the deeper levels to 
  lead the spying foray. Moog the evil priest was sent by Zehn (see Level 4 
  of Rappan Athuk) to investigate the presence of the frog priests, destroy 
  them if possible, and report back if not possible. He is currently puzzling 
  over the idea of a raid into the frog area but is not sure if his minions 
  would win or lose. He fears returning to Level 4 and being branded a 
  coward (really a sacrifice, as failure is not tolerated by Zehn), but he also 
  is reasonably certain he lacks the power to defeat his enemies. The room 
  contains only Moog’s bedroll and possessions.
  Tactics: Moog will try initially to negotiate with any invaders, offering 
  a peace pact to deal with the “evil minions of the frog demon”. He offers 
  500 gp to any that bring the head of the leader of the frog cult, as well 
  as the heads of the tsathar “demons” to him. If this does not appear to 
  immediately work—Moog leads with a hold person spell and his minions 
  attack. If it looks like a lost cause, he quaffs his potion of gaseous form and 
  leaves his allies to their fate. The ogres simply attack, as do the acolytes. 
  The goblin scouts work to get back stab opportunities. 
  Treasure: Moog has a box with 500 gp in in, as well as a potion of 
  gaseous form. Otherwise he has only his gear. 
  MOOG, PRIEST OF ORCUS 
  CR 5
  XP 1600
  Male human Disciple of Orcus 5/ Zealot of Orcus 1#
  CE Medium humanoid (human)
  Init –1; Senses darkvision 90 ft.; Perception +3
   
  AC 17, touch 9, flat-footed 17 (+6 armor, +2 shield, -1 Dex)
  hp 33 (6d8+6)
  Fort +6, Ref +0, Will +11
   
  Speed 20 ft.
  Melee +1 unholy heavy mace +8 (1d8+3 plus 2d6 vs. Good)
  Special Attacks channel negative energy (3d6, 4/day, DC 14)
  Spells Prepared (CL 5th; melee touch +5, ranged touch +2)
  3rd—animate deadD, bestow curse (DC 18), dispel magic
  2nd—bull’s strength (DC 16), dread bolt* (DC 17), ghoul 
  touchD (DC 17), silence (DC 16)
  1st—bane (DC 16), bless, cause fearD (DC 16), doom (DC 
  16), hide from undead (DC 16), 
  At will—bleed (DC 15), create water, guidance, resistance
  D Domain spell Domain Undead**
   
  Str 14, Dex 8, Con 13, Int 10, Wis 17, Cha 12
  Base Atk +3; CMB +5; CMD 14
  Feats Command UndeadB, Iron Will, Power Attack, Spell 
  Focus (Necromancy), Weapon Focus (Heavy mace)
  Skills Heal +12, Knowledge (arcana) +4, Knowledge (history) 
  +6, Knowledge (planes) +5, Knowledge (religion) +9, 
  Linguistics +4, Spellcraft +7, Stealth –8
  Languages Abyssal, Common
  SQ rite of Orcus (darkvision), see in darkness, undead lord’s 
  proxy, variant channeling (undeath variant channeling)
  Gear Chainmail, heavy steel shield, +1 unholy heavy mace
  * Pathfinder Roleplaying Game Ultimate Magic
  ** Pathfinder Roleplaying Game Advanced Player’s Guide
  # See the Appendix
  1D–40. Minions of Orcus  
  Part 2 (Cr 8)
  This room houses 2 ogres and 2 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” 
  of the frog demon worshippers. They have no treasure.
  OGRES (4) 
   
   
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Ogre”)
  GOBLIN SCOUT (2) 
   
  CR 3 
  XP 800 
  Male or female goblin rogue 4 (Pathfinder Roleplaying 
  Games Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception +9
   
  AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
  hp 29 each (4d8+8) 
  Fort +2; Ref +9; Will +1 
  Defensive Abilities evasion, trap sense +1, uncanny dodge
   
  Speed 30 ft.
  Rappan Athuk: Level 1d
  
  20
  Melee mwk dagger +10 (1d3+1/19–20)
  Ranged mwk shortbow +10 (1d4/x3)
  Special Attacks sneak attack +2d6
   
  Str 12, Dex 20, Con 13, Int 8, Wis 10, Cha 10 
  Base Atk +3; CMB +7; CMD 18 
  Feats Agile Maneuvers, Alertness, Weapon FinesseB
  Skills Acrobatics +12, Bluff +7, Climb +6, Disable Device +12, 
  Escape Artist +10, Perception +9, Ride +9, Sense Motive +9, 
  Stealth +20; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ rogue talents (fast stealth, finesse rogue), trapfinding +2
  Combat Gear potion of cure light wounds, potion of 
  invisibility; Other Gear masterwork studded leather, 
  masterwork dagger, masterwork shortbow, 40 arrows, 1d4 
  sp, 2d4 cp
  Rappan Athuk: Level 1d
  
  21
  DiSCiPLE OF OrCUS 
  (Archetype)
  The Disciple of Orcus has dedicated their life from their first pious 
  moments to serving the Demon Lord of the Undead. They instruct the 
  secret cabals in the teachings of Orcus and also work to raise the undead 
  army that will someday rise up to destroy the world. The disciples of 
  Rappan Athuk differ theologically from the disciples of Tsar, and will 
  attack the later more often than not.
  Death Domain: The disciple of Orcus must choose the Death domain 
  (or the Undead subdomain from the Advanced Player’s Guide, if available 
  in the campaign). They gain no second domain or domain powers. In all 
  other respects, this works like and replaces the standard cleric’s domain 
  ability.
  Variant Channeler: When the Disciple of Orcus channels energy it is 
  modified by the undeath variant from Ultimate Magic.
  See in Darkness (Ex): The holiest of rites to Orcus are performed in 
  total darkness. At 1st level the Disciple of Orcus gains darkvision 60 ft. 
  The range increases to 90 ft. at 6th level. At 8th level the Disciple of 
  Orcus can also see in magical darkness. If the Disciple of Orcus already 
  possesses darkvision its range increases by +30 ft. at 1st and 6th levels.
  Bonus Feat (Ex): At 1st level the Disciple of Orcus gains Command 
  Undead as a bonus feat.
  Undead Lord’s Proxy (Su): Undead recognize the Disciple of Orcus 
  as a conduit to the Demon Lord. At 3rd level Disciples add +2 to the DC 
  to resist channeled energy when used to command undead.
  Touch of Darkness (Su): At 9th level, once per day per level, the 
  Disciple may make a melee touch attack to deal 1d4+1 points of Strength 
  damage to a target (Fortitude save for half damage). If the target is reduced 
  to 0 Strength or less, they die, and rise as a shadow under the control of the 
  Disciple one round later. The Disciple may have one controlled shadow 
  per two Disciple levels. This is equivalent to a 5th level spell. The save 
  DC is Wisdom-based.
  Undead Creation Mastery (Su): At 11th level when the Disciple of 
  Orcus creates undead (either through the spell or other means) they gain a 
  +4 bonus to their caster level when determining what type of undead they 
  can create. Undead the Disciple of Orcus creates are immediately under 
  their control as per control undead.
  ZEALOT OF OrCUS 
  (Prestige Class)
  The Zealot of Orcus is an individual whose veneration of death magic 
  and necromancy has led him or her to pledge obedience and servitude 
  to Orcus, the Demon Lord of Undeath. Only the most powerful of 
  necromancers, death priests and undead sorcerers are allowed into this 
  circle, as Orcus prefers such beings give themselves willingly to him.
  In exchange they receive power over the undead, the ability to assume 
  aspects of undead creatures, and raise armies of undead for the war Orcus 
  wages on all living things. 
  Most often clerics and necromancers become Zealots of Orcus, 
  but sorcerers and antipaladins can make good Zealots. After binding 
  themselves to Orcus, they are expected to lead other faithful in obscene 
  rights and work to swell the ranks of undead that one day Orcus plans to 
  employ in his final battle against the living and rival demon lord
  Role: With their potent spellcasting ability and undead minions, the 
  Zealots of Orcus are best suited for the typical role of the evil cleric or 
  wizard who blasts foes from behind a wall of dedicated followers. If 
  melee combat is inevitable a Zealot can utilize their undead resistances 
  and ability to cast necromantic spells through their weapon to make 
  opponents think twice about confronting them directly.
  Alignment: All Zealots of Orcus are evil.
  Hit Die: d8.
  requirements
  To qualify to become a Zealot of Orcus, a character must fulfill all the 
  following criteria.
  Alignment: Any evil.
  Skills: Knowledge (religion) 5 ranks.
  Spells: Ability to cast at least 5 necromancy spells, and one spell 
  must be of 3rd or higher level. A wizard may not have necromancy as an 
  opposition school.
  Feats: Spell Focus (necromancy).
  Other: Must be a worshipper of Orcus. The ability to control undead 
  in some manner. This can be from any source, excluding magic items less 
  than artifact status.
  Class Skills
  The bound to Orcus class skills (and key ability for each skill) are Bluff 
  (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) 
  (Int), Knowledge (religion) (Int), Perception (Wis), Spellcraft (Int), and 
  Stealth (Dex).
  Skill Ranks at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the Zealot of Orcus prestige 
  class.
  Weapon and Armor Proficiency: Zealots of Orcus gain no proficiency 
  with any weapon or armor.
  Spells per Day: At 2nd, 3rd, 4th, 6th, 7th, 9th, and 10th level, the 
  character gains new spells per day as if they had also gained a level in any 
  one arcane or divine spellcasting class they belonged to before they added 
  the prestige class. They do not, however, gain other benefits a character 
  of that class would have gained. This essentially means that they add the 
  level of Zealot to the level of whatever other arcane spellcasting class or 
  divine spellcasting class the character has, then determines spells per day, 
  spells known, and caster level accordingly. If a character had more than one 
  arcane spellcasting class or more than one divine spellcasting class before 
  they became a Zealot, they must decide to which class they add each level 
  of Zealot of Orcus for the purpose of determining spells per day.
  Channel Negative Energy (Su): All Zealot of Orcus levels stack with 
  cleric levels when determining channel energy effects.
  Bonus Feat: At 4th, 6th and 8th level the Zealot of Orcus may 
  select a bonus feat from the following list: Channel Smite, Command 
  Undead, Extra Channel, Greater Spell Focus (necromancy), Improved 
  Channel, Skeleton Summoner, and Undead Master. They must meet the 
  prerequisites for these feats.
  Undead Leadership (Ex): The Zealot of Orcus receives the Leadership 
  feat. Their followers and cohort must be undead creatures.
  Rite of Orcus: At 1st, 3rd, 5th 7th and 9th levels the Zealot of Orcus can 
  perform a rite to Orcus to gain special benefits from the demon lord. Each 
  rite takes 24 hours to complete and once performed cannot be changed. 
  The rite must be performed in total darkness and include the sacrifice of 
  Appendix A: New Classes
  
  22
   Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day
   1 
  +0 
  +1 
  +0 
  +1 
  Rite of Orcus 
   
   
   2 
  +1 
  +1 
  +1 
  +1 
  Undead Leadership 
  +1 level of spellcasting class
   3 
  +2 
  +2 
  +1 
  +2 
  Rite of Orcus 
  +1 level of spellcasting class
   4 
  +3 
  +2 
  +1 
  +2 
  Bonus Feat 
  +1 level of spellcasting class
   5 
  +3 
  +3 
  +2 
  +3 
  Rite of Orcus 
   
   6 
  +4 
  +3 
  +2 
  +3 
  Indomitable Casting 
  +1 level of spellcasting class
   7 
  +5 
  +4 
  +2 
  +4 
  Rite of Orcus 
  +1 level of spellcasting class
   8 
  +6 
  +4 
  +3 
  +4 
  Bonus Feat 
   
   
   9 
  +6 
  +5 
  +3 
  +5 
  Rite of Orcus 
  +1 level of spellcasting class
   10 
  +7 
  +5 
  +3 
  +5 
  Slay Living 
  +1 level of spellcasting class 
  Zealot of Orcus Advancement Table
  one sentient being of a number of HD equal to 1/2 the character level or 
  Hit Dice, whichever is greater, of the Zealot of Orcus. Once completed the 
  Zealot may choose one of the following abilities:
  Darkvision (Ex): The Zealot of Orcus gains darkvision of 60 ft. If they 
  already possess darkvision the range increases +30 ft. This rite may be 
  selected more than once. Each time after the first increase the range of 
  darkvision 30 ft.
  Death Aura (Su): The Zealot of Orcus radiates a death aura of 10 ft. 
  Within this aura creatures take a –4 penalty to stabilization checks and all 
  bleed effects within the aura persist until ended with a source of magical 
  healing. This rite may be chosen once.
  Necromantic Strike (Su): As a swift action, the Zealot of Orcus may 
  cast a necromancy spell with a duration of 1 standard action or less and 
  then make a melee attack, all as a standard action. On a successful hit, the 
  target of the melee attack also suffers the effect of the necromancy spell. 
  If the attack misses the spell is discharged without effect. This rite may 
  be chosen once.
  Powerful Necromancy (Sp): Once per day the Zealot may apply 
  Empower Spell or Heighten Spell to one necromancy spell they cast 
  without increasing the spell’s casting time. Casting Empower Spell does 
  not increase the spell’s level. This rite may be chosen more than once to 
  increase the number of uses per day.
  Channel Energy Focus (Su): The Zealot of Orcus is considered 2 levels 
  higher when channeling negative energy. They must have the channel 
  energy class ability to select this rite. This rite may be chosen more than 
  once. Its effects stack.
  Undead Body (Ex): The Zealot of Orcus gains a 25% chance to ignore 
  critical hits and sneak attacks. This rite may be chosen once. 
  Undead Fortitude (Ex): The Zealot of Orcus can use their Charisma 
  modifier instead of theirs Constitution modifier when determining how 
  many bonus hit points they receive per Hit Die, as well as Fortitude saves 
  and other checks that rely on Constitution. This rite may be chosen once.
  Undead Mind (Ex): The Zealot of Orcus becomes immune to fear. This 
  rite may be chosen once.
  Universal Necromancy (Ex): The Zealot of Orcus may add one 
  necromancy spell not on their spell list. For example, a cleric may choose 
  to add eyebite to their spell list. The Zealot must be of a high enough level 
  to cast the spell they add to their spell list. This rite may be chosen more 
  than once. Its effects stack.
  Wand of Orcus (Sp): The Zealot of Orcus may cast spiritual weapon 
  once per day as a spell-like ability (caster level equals caster’s hit dice). 
  The weapon deals 1d10 points of damage + 1 point for every two Zealot 
  levels. On a successful critical hit with the weapon the target gains 1 
  negative level in addition to any damage taken. This rite can be chosen 
  more than once. Each additional rite increases the uses per day.
  Wounding Touch (Sp): The Zealot of Orcus may cast inflict light wounds 
  3/day as a spell-like ability with a caster level equal to the Zealot’s hit 
  dice. The Zealot may select this rite more than once. Each additional time 
  the Zealot selects this rite the spell-like ability increases by one step. For 
  example, from inflict light wounds to inflict moderate wounds, and so on.
  Indomitable Casting (Ex): The Zealot of Orcus becomes unshakeable 
  when casting death spells. They do not need to make concentration checks 
  to cast necromancy spells. 
  Slay Living (Sp): Once per day the Zealot may use slay living as a 
  melee touch attack (caster level equal to caster’s hit dice). The DC against 
  the spell-like ability is 15 + the creature’s Charisma modifier. A creature 
  slain with this ability rises 1 round later as an undead creature created with 
  greater create undead under the control of the Zealot.
  Appendix A: New Classes
  
  23
  legal appendix
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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  male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
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  Original Spell Name Compendium, Copyright 2002 Clark Peterson; based on 
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  Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
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  Greene and Patrick Lawinger.
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