TEXT: By Alex Clatworthy
  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: Area 29, Castle Calaelen 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 chal-
  lenge 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 
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
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  ing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://
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  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
  “Yeah, I can Fly”
  Skeeter Green
  FROG GOD GAMES IS
  Author
  Alex Clatworthy
  Developers
  Skeeter Green, Bill Webb
  Editors
  Bill Webb, Skeeter Green
  Art Direction
  Alex Clatworthy and Mel Baron
  Layout and Book Design
  Charles A. Wright
  Interior Art
  Mel Baron
  Cartography
  Alex Clatworthy
  Special Thanks
  To the brilliant Georgie for making this  
  possible, to Fiach for helping make it better  
  and to Mel for being awesome.
  
  Table of Contents
  3
  Rappan Athuk: Area 29, Castle Calaelen  ....................................................................p. 4
  Introduction .......................................................................................................p. 5
  Level 1 ...............................................................................................................p. 6
  Level 2 ...............................................................................................................p. 10
  Basement ............................................................................................................p. 12
  Appendix ............................................................................................................p. 13
  Legal Appendix  ...................................................................................................p. 16
  
  4
  By Alex Clatworthy
  — Area 29: Castle Calaelen —
  Forward
  This work represents the second installment of the Rappan Athuk sub-
  scription service, and is a joint collaboration between myself and Alex. 
  Over the next few years, you can expect to see more of this. I even resur-
  rected my old writing buddy Casey Christofferson, and he, along with a 
  few other dedicated players and friends who have worked with me on this 
  campaign over the years will be lending their memories and stories from 
  dark delves into the dungeon to keep it “living”. Certainly I am adding 
  new material even they have not yet seen, but the best way to grow this 
  work is to use the pieces we have actually played over the years. 
  One of the main requests I have received is for additional low level 
  material, training grounds if you will for the “main event” that is the huge 
  complex itself. To this end, I have asked Alex and Casey to help me pull 
  together a series of many low level delves and side tracks, with a goal of 
  fleshing out the surrounding environs and wilderness area. We may even 
  add a few waypoints and villages to provide respite between expeditions 
  into the dungeon. 
  Evil is drawn to evil, and to truly have any chance at cleansing it, one 
  must first clear the above ground areas to prevent the whole area from 
  dropping into a Mordor-like state, full of creatures of darkness and provid-
  ing a too-hostile environment for adventurers to reach their destination. 
  Conveniently, this also provides opportunities for the lower level parties 
  of adventurers to make their way, gather information and gain the requi-
  site experience to take on The Well.
  Bill Webb
  March 2013
  Co-Author’s Forward
  I wrote Castle Calaelen both to serve as a base of operations, and also 
  as a plot hook. The idea that rests at its core is the foolishness of the whole 
  thing. Rappan Athuk does well to be a dangerous, creepy and foreboding 
  place, but the Castle was designed to mock the idea that people would 
  choose to seek their fortune here. In my home campaign, one player was 
  given the deed, which also stated they were “Lord of The Forest of Hope 
  and its surrounds”, a lofty sounding title but functionally useless. The 
  players (having no idea what they were getting into) planned to loot the 
  dungeon, and use their wealth to start a kingdom of their own. The goblins 
  pretending to be ‘nobles’ and the generally crummy nature of the castle 
  let them know just how far away that dream was, and also a subtle dig at 
  Maybeth’s foolishness.
  As for mechanics, the castle should be easily adjustable. The lovely 
  thing about goblins is how versatile they are. While this is designed for a 
  party at level 1, adding extra goblins and even class levels could suit a par-
  ty up to level 8 without much trouble. Afrit could easily use any other base 
  creature, although the twisted, tough crow made for an imposing figure 
  that the party had to learn to live with (and placate) for quite some time.
  Thank you for taking the time to read my work. I enjoy writing addi-
  tional content for established works, and Rappan Athuk has been the most 
  fun to play around with.
  —Alexander Clatworthy
   
  
  5
  Castle Calaelen (Cah-lay-lan) sits in ruin, built into the side of a small 
  hill, west of Zelkor’s Ferry and north of the Mouth of Doom. Its construc-
  tion was ordered by an Elven noble with more coin than sense. It pre-dates 
  the fall of Tsar and the Sunken Graveyard, although time has not been 
  kind to it. More a fort or manor than a proper castle, it has been home to 
  anyone who wanted a roof over their heads—even if the roof looked like 
  it was ready to fall in at any moment. The pale stone bricks of the walls 
  have begun to crumble or roll down the hill, and the main building does 
  not look to be in good shape; the entire structure leans to the east in a wor-
  rying way. Recently it has become home to a tribe of goblins who have 
  decided to stay, however a few discarded objects from previous owners 
  have given these goblins an edge over anyone who would dispossess them 
  of their estate.
  Currently, the castle is inhabited by a small tribe of 9 goblins, who have 
  found that the castle makes a good base of operations. They’re lead by 
  Jedra, a clever goblin who found a book of Orcus’ rites and rituals (left 
  over from a previous occupant) and has set about learning to create and 
  enslave undead in the hope of bolstering her raiding parties. 
  The goblins are making a nuisance of themselves, raiding nearby farms 
  and particularly undefended caravans once or twice a fortnight, and have 
  done well enough to hire five gnolls lead by Gorl to defend the castle 
  while they’re away. Their general pattern is to have three goblins scout a 
  farm or caravan traffic along the road, and when they’ve found a good tar-
  get they send for the rest of their number. They’re also having some luck 
  fishing at a river to the north and have amassed nearly a week’s worth of 
  food, and are generally in high spirits.
  The goblins are having the time of their life in Calaelen. They’re spend-
  ing their time pretending to be ‘society’, holding ‘banquets’ in the dining 
  hall, satirical religious services in the chapel and generally making fun of 
  their dim idea of human high-society. On occasion they can be seen wear-
  ing clothes looted from the old master bedroom (although they don’t fit), 
  and some of the goblins encountered should be found wearing oversized 
  shirts, or using socks as hats.
  Mechanically, Castle Calaelen provides a starting point or plot hook 
  for an adventuring party looking to begin the campaign at first level. That 
  is not to say that the castle is safe—this is Rappan Athuk after all—but 
  it serves as a good first adventure and possibly a base of operations for 
  a company of adventurers foolish enough to think they can make their 
  fortunes plundering the Dungeon of Graves.
  PCs could hear about the castle in Zelkor’s Ferry, or perhaps one PC 
  could inherit the deed to the place and try and reclaim what is rightfully 
  theirs.
  Legends have reached the townsfolk of Zelkor’s Ferry that travelers 
  have been increasingly assaulted by marauding humanoids. It seems that 
  a new brigand group has taken up residence in a small castle to the west 
  of town, one that only a few years ago housed elves. The elves either died 
  or fled the area, leaving the place abandoned and in a state of disrepair. 
  Recently, a group of travelers noticed that the broken bridge across the 
  moat had been messily repaired, and investigated. They were greeted by 
  a flight of arrows, and being wise rather than brave, retreated, leaving one 
  of their number dead, and two others grievously wounded. 
  New rumors to be added to the table of available rumors for this install-
  ment include:
  • “We lost six friends when we went near that old elven castle! Full of 
  giants throwing rocks it was!” (False)
  • “I heard that old elf lord went crazy, something about swords and 
  princes!” (True)
  • “Those green priests told me that the death head priests were moving 
  into the castle to the west. Don’t know about you, but I think it’s time to 
  leave this place.” (Possible)
  • “I heard a giant black dragon was seen in the hills to the west. They 
  say it serves a demon!” (False in a sense, but see the next installment!)
  • “The elves have returned to the castle to the west, but I hear they shoot 
  first and ask questions later. I always hated elves.” (False)
  Multiple ways of introducing the castle to the campaign exist. Castle 
  Calaelen was built some time before the fall of Tsar and the Righteous 
  March by an elven noble named Orlinde Calaelen who was rich but not 
  terribly clever. Maybeth, a descendant of hers, decided to make use of the 
  castle and set up an adventuring group named The Great Downwards En-
  gineering Company. The purpose of this group was to systemically purge 
  Rappan Athuk of evil, and in doing so profit from the process. After a first, 
  highly successful expedition, Maybeth became obsessed with “finding the 
  missing prince and princess” (due to her finding the Sword of Kings and 
  Queens, and falling under the influence of its geas). She sold everything 
  she owned, including the deed to the castle and set off on a second journey 
  (meeting her fate in Rappan Athuk, 12C-9).
  One way to get players interested in the castle is through ownership. 
  The deed has passed through many hands, gradually losing all it’s worth. 
  At the start of the story, one character could inherit or purchase the deed 
  to the castle, and the rights to run an adventuring company (free from 
  any taxes. Clearing the castle should allow the party to find Maybeth’s 
  journal in Area 21. From there it should direct the party to the Mouth of 
  Doom and beyond, driven by a combination of righteousness, greed and 
  curiosity.
  A second way to have the players find this place would be random 
  chance. The characters, either after fleeing Rappan Athuk for their lives, 
  or exploring the countryside before making their first foray into the 
  mega-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 exact type of structure, but from the size it must be at least a fortified 
  manor of some kind. Perhaps the owners would be willing to offer shelter?
  It could even be something more simple. The party stumbles upon a 
  dilapidated keep while travelling. With the threat of rain (or worse) on the 
  horizon, it sure would be nice to find somewhere dry to stay the night. If 
  no one owns this place, why not stay a while and regroup?
  Rappan Athuk: Area 29, Castle Calaelen
  Introduction
  
  6
  Rappan Athuk: Area 29, Castle Calaelen
  Level 1
  Difficulty level: 1
  Wandering Monsters: None
  Standard Features: Unless otherwise noted, all doors in Castle 
  Calaelen are made of rotting, iron-reinforced wood (2 in. 
  thick; hardness 5; hp 20; Break DC 21). If a door is described 
  as “locked” add DC 18 Disable Device. All windows are 
  boarded up with planks of wood (1 in. thick; hardness 5; hp 
  10; Break DC 18) unless otherwise noted.
  Castle Approach  
  (CR 2 or 4, see below)
  On the edge of the Forest of Hope sits a large, angular hill, rising above 
  the surrounding trees. The hill is too steep to walk up except on the south 
  face where it rises steeply for 50 ft., then flattens out before rising again to 
  its peak. The flat area provides a good view of the surrounds, and someone 
  has tried to squeeze a structure onto the small plateau which stands 25 ft. 
  tall, partially in the shadow of the rest of the hill.
  The castle is in a terrible state of disrepair, its outer walls crumbling 
  into a dry moat now nothing more than a muddy pit. Rotting planks nailed 
  together bridge the pit, and two gnolls stand guard in the shadow of the 
  gatehouse at A. Occasionally a goblin can be seen wandering the court-
  yard behind them.
  The northern face of the hill is in fact a cliff. It’s quite possible to tra-
  verse (DC 15 Climb check) unaided, and pitons and ropes would make it 
  quite simple, although it would be hard to do so without making enough 
  noise to alert the castle occupants. Once up, the party can make a ten foot 
  drop onto the roof of the castle and climb down into Area 18 or Area 19.
  GNOLLS (2) 
  CR 1
  XP 400
  CE Medium humanoid (gnoll) (Pathfinder Roleplaying Game 
  Bestiary, “Gnoll”)
  Init +0; Senses darkvision 60 ft.; Perception +2
   
  AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural)
  hp 11 (2d8+2)
  Fort +4, Ref +0, Will +0
   
  Speed 30 ft.
  Melee battleaxe +3 (1d8+2/x3) 
  Ranged net +3 (entanglement)
   
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
  Base Atk +1; CMB +3; CMD 13
  Feats Exotic Weapon Proficiency (net)
  Skills Perception +2
  Languages Gnoll
  Gear leather armor, heavy wooden shield, battleaxe, net, 
  3d4 sp
  Tactics: The gnolls have been hired as guards, although they have no love 
  of being outnumbered. If they’re attacked they bark an alarm, summoning 
  two more gnolls from Area 8 who arrive one round later, and giving the 
  goblins in Area 14, 16 and 18 time to prepare. The gnolls attempt to net any 
  PCs trying to cross the bridge, or bull-rush them into the pit below. If they 
  find themselves unable to hold the bridge they retreat to Area 8 to barricade 
  the door and lick their wounds, looking for an opportunity to slip away.
  If the PCs hide and observe the gnolls for any length of time a loud 
  “caw” will come from inside the castle, causing the gnolls to perk up and 
  look at the sky warily. The reason for this is the resident of Area 6, which 
  still spooks the gnolls somewhat, and is the main reason for their nets.
  
  7
  Rappan Athuk: Area 29, Castle Calaelen
  Area 1: Courtyard
  The courtyard is a small expanse of mud and overgrown grass. The 
  ground gets muddier in the north-eastern end where the runoff from the 
  bathhouse at Area 5 soaks the ground.
  The goblins don’t like spending time in the courtyard much, but the 
  sentries in room Area 18 keep an eye on it, and fire at intruders in the 
  courtyard if they notice them until the intruders flee.
  Area 2: The Smithy (CR 1/2)
  The odd shape of this room and slightly neater construction suggests 
  it was built after the main castle. A large forge sits just inside the room 
  against the north 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 ar-
  mor (clearly goblin sized) hang on makeshift hooks and racks around the 
  room. One goblin smith works the forge, not caring if the alarm has been 
  sounded so engrossed is he in his craft. If approached he takes a mostly-
  finished hammer from the fire and threatens the intruders. The smith is 
  unusually disinterested in fighting, and tells the PCs (in Goblin) whatever 
  he thinks will get them to leave him in peace (such as the number of gob-
  lins in the castle, or the presence of Afrit in Area 6).
  Gorbaz has no loyalty to Jedra, he is just elated at being able to work 
  at a ‘proper’ forge for the first time in his life. Gorbaz has already melted 
  down everything in the castle he could find and Jedra has forbidden him 
  from melting down anything else. If the party can convince him that they 
  will allow him to continue to work or supply him with more metal (DC 
  14 Diplomacy check) then he allows them to heat their weapons or am-
  munition in the forge. A simple gift of a medium sized metal weapon will 
  also suffice.
  If attacked by more than two opponents he is likely to beat a hasty re-
  treat to Area 18, scaling the outer wall as he goes (he knows about the trap 
  at Area 9, and will therefore avoid the door if the alarm has been raised).
  GORBAZ 
  CR 1/2
  XP 200
  Male goblin expert 1, warrior 1 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”)
  CE Small humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception –1
   
  AC 17, touch 13, float-footed 15 (+2 armor, +2 Dex, +2 shield, 
  +1 size)
  hp 12 (1d8+1d10+2)
  Fort +3, Ref+2, Will +1
  Speed 30 ft.
  Melee warhammer +2 (1d6 plus 2 points fire damage [see 
  below]/x3) 
  Ranged shortbow +4 (1d4/x3)
  Str 11, Dex 14, Con 12, Int 11, Wis 8, Cha 7
  Base Atk +1; CMB +0; CMD 12
  Feats Weapon Focus (warhammer)
  Skills Climb +2, Craft (armor) +5, Craft (blacksmith) +5, Craft 
  (weapons) +5, Intimidate +2, Ride +8, Stealth +8
  Languages Common, Goblin
  Gear leather armor, heavy steel shield, warhammer, 
  shortbow, 20 arrows, 3d4 cp.
  Special: The hammer, hot from the smithy’s fire, inflicts an extra 2 
  points of fire damage for the next 2 minutes and has the fragile condition. 
  Players may also heat their weapons in a similar manner; heating takes 1 
  minute of exposure to the flames of the forge. Weapons heated in this way 
  also gain the fragile condition. 
  Area 3: Stable stores
  Opening the door startles a few rats, nibbling on the contents of this 
  room. A small pile of hay and two bags of oats are the room’s only other 
  occupants.
  Area 4: The Stable 
  The stable has been totally gutted, most of the iron rings on the walls 
  have been worked free, and the wood of the stalls has long since been 
  broken down for firewood.
  Three ponies are tied to the wall here. They are not the property of the 
  goblins but have been stolen from a particularly poorly guarded caravan 
  that passed through Zelkor’s Ferry a month ago. The goblins are using 
  them as pack beasts to help them carry the spoils of their raids back to 
  the castle, although the ponies dislike the work and the goblins. If freed 
  a DC10 Handle Animal check convinces them to make a quick and noisy 
  run for the main gate, providing a useful distraction if one is required. 
  PONIES (3) 
  CR 2
  XP 600
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Pony”)
  Area 5: The Bathhouse
  A natural spring flows down the cliff and through a duct to make a small 
  natural reservoir of clean water inside this small out-building. The goblins 
  have not been attempting to keep it clean however and the entire building 
  stinks of waste. Should a PC decide to paw through the water a DC10 Per-
  ception check turns up a small gem worth 20 gp, although if they do not 
  take adequate steps to avoid contact with the water any PC sifting through 
  the bath is exposed to filth-fever.
  FILTH FEVER
  Type disease, contact; Save DC 12 Fortitude
   
  Onset 1d3 days; Frequency 1/day
  Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 
  consecutive saves
  Area 6: The Occupied Tower (CR 4)
  This tower looks in passable repair from the ground, although if viewed 
  from above it’s clear that the roof of the tower and its second floor have 
  been broken in, leaving the tower hollow. The tower’s ground floor door 
  has been boarded up from the outside, and chalk graffiti written in rough 
  Goblin reads “No go. We let has”.
  The boards can be pried loose with a DC 12 Strength check, allowing 
  the door to be opened freely. Inside the tower is in ruins with the remains 
  of the second floor, stairs and roof lying in a heap of rubble on the ground; 
  this rubble does not prevent movement but does count as difficult terrain. 
  Nesting in the middle of the mess is Afrit, a large, half-fiendish dire ra-
  ven; in Afrit’s nest are two large dark-grey eggs.
  Afrit is no ally to the goblins, but made her home in the tower before 
  they arrived. Afrit and the goblins maintain an uneasy peace: the goblins 
  offer Afrit meat taken from their victims and in return the goblins hope 
  Afrit will act as a kind of guard dog, a duty Afrit has no interest in under-
  taking. Afrit is smart enough to know that the goblins pose little threat to 
  her and is happy with the goblins’ occasional gifts. Afrit will occasionally 
  fly off to hunt, and a roll of a 1 on a 1d4 means that on this particular day 
  Afrit is many miles from the castle. 
  Tactics: Afrit fights to the death to defend her nest, but will not actively 
  bother the PCs unless they enter her tower. If the PCs try to open the door 
  to her tower Afrit screams in an attempt to scare them off. If all else fails 
  (or she hears someone plotting outside) she casts darkness in her tower, 
  
  8
  then grabs a block of stone in each talon and takes to the air to drop bits 
  of stone on anyone in the courtyard. She fights to the death to defend her 
  eggs.
  AFRIT 
  CR 2
  XP 600
  Half-fiend giant eagle (Pathfinder Roleplaying Game 
  Bestiary, “Eagle”, “Half-Fiend”)
  CE Large outsider (animal, native)
  Init +2; Senses darkvision 60 ft., low-light vision;  
  Perception +15
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 10 (1d8+6)
  Fort +8, Ref +4, Will +3
  DR 5/magic; Immune poison; Resist acid 10, cold 10, 
  electricity 10, fire 10; SR 13
  Speed 10 ft., fly 80 feet (good)
  Melee bite +6 (1d8+7/x2) and 2 talons +6 (1d8+7/x2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks smite good (1/day)
  Spell-Like Abilities (CL 1st)
  3/day—darkness
  Str 24, Dex 15, Con 22, Int 6, Wis 17, Cha 9
  Base Atk +0; CMB +8; CMD 20
  Feats Weapon Finesse
  Skills Acrobatics +2 (–6 jump), Fly +8, Intimidate +0, 
  Perception +15, Sense Motive +4, Stealth –2
  Languages Infernal
  Notes:  This is a CR 2 creature, but if the players defeat Afrit they 
  should be rewarded as if they’d overcome a CR 4 encounter. 
  Treasure: On top the debris is Afrit’s cache of shiny gems (5 large but 
  rather common gems worth 50 gp each). The true treasure is actually part 
  of the rubble, a +1 tower shield that was inside when the tower collapsed 
  (a DC 15 Perception check notices it). It would take 10 minutes of noisy 
  digging to free it, however. 
  Area 7: Gnolls’ Tower
  This tower has mostly collapsed in on itself. If the party engages the 
  gnolls from Area 8 in this tower the rubble counts as difficult terrain. A 
  DC 15 Knowledge (Engineering) check reveals that the room is close to 
  falling down anyway; with care the tower’s remaining supports could be 
  collapsed, taking out rooms Area 8 and 2 along with them. If anyone is in 
  rooms Area 8 or 2 when the roofs collapse they take 4d6 points of damage 
  from falling masonry and materials; any creature standing near an exit can 
  attempt a DC 20 Reflex save for half damage.
  The second story has mostly rotted away, and it is not possible to reach 
  the roof without scaling the dilapidated walls with a DC 15 Climb check. 
  Anyone on the roof trying to get down can attempt to carefully jump down 
  along the broken support beams with a DC 16 Acrobatics check to land on 
  some of the remaining structure; failure to land on the beams (or to grab 
  hold of them) results in a 20 ft. fall to the rubble below.
  Area 8: Gnolls’ Bedroom (CR 2)
  There are five gnolls employed by the goblins to defend the castle.  Two 
  are on duty at all times, and a third will be down in Area 23.  Unless the 
  alarm was sounded at the front gate the remaining two can be found here.  
  When the PCs arrive the gnolls are equally likely to be engaged in one of 
  their three favorite pastimes: sleeping (on a roll of 1–2 on a d6), eating (on 
  a roll of 3–4) or mock-fighting (on a roll of 5–6).  Determine the gnoll’s 
  current activity before resolving their Perception checks to notice the PCs’ 
  arrival; mock-fighting is raucous and so raises the DC of the gnoll’s Per-
  ception checks by 5 but they are already armed and are not flat-footed 
  even if they do not hear the PCs approach.
  If the room is searched, a DC 20 Perception check unearths the gnoll’s 
  cache, hidden under a floorboard in the back. Inside is a scroll of hold 
  monster. The gnolls know what it is; although they cannot use it them-
  selves they plan on selling it to the goblins if Afrit starts to threaten them. 
  The cache also contains their pay from the goblins, 560 sp.
  GNOLLS (2) 
  CR 1
  XP 400
  hp 11 (Pathfinder Roleplaying Game Bestiary, “Gnoll”)
  Area 9: Main Entrance (CR 2)
  The great doors to Castle Calaelen have survived, although they do not 
  open smoothly. If the goblins have heard the alarm the door is locked and 
  they will have armed a pair of arrow traps, set to fire whenever the doors 
  are pushed open.
  Note: The stairs up at A have been blocked; it takes an hour’s work for 
  a group of four strong Medium creatures to clear them. The stairs down 
  at B are unobstructed.
  DOUBLE ARROW TRAP 
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 16
  Trigger touch; Reset manual
  Effect Atk +10 ranged x2 (1d6/x3), arrow, range 60 ft.
  Area 10: Guard Tower
  This tower is in good repair, with a ladder leading up to Area 19. The 
  room is otherwise unoccupied. A door in the western wall is secured with 
  a chain and a lock which looks imposing, but is rather simple to open (DC 
  15 Disable Device). Due to the way in which it has been attached it would 
  be difficult to open the door without making a lot of noise removing the 
  heavy chain (DC 20 Sleight of Hand or Stealth check).
  Rappan Athuk: Area 29, Castle Calaelen
  
  9
  Area 11: The Armory
  The armory has clearly seen better days. There are enough racks, stands 
  and cases to hold gear sufficient to equip a battalion, although they are near-
  ly all empty and what little is left is either in disrepair or made for goblins. 
  In the racks are 4 small longspears, 4 small short swords, 4 small wooden 
  shields and a hundred small arrows. These are the supplies the goblins use 
  for raids, as the longspears are less suited for indoor use. There are also 2 
  medium heavy wooden shields hung for decoration. A box of parts is ac-
  tually a disassembled masterwork heavy crossbow that the goblins have 
  overlooked (a DC 12 Craft [weaponsmithing] check will allow the party to 
  recognize the parts for what they are). Four hours careful work will see it 
  fully functional again, although there are no bolts among the parts.
  Area 12: Guest Rooms
  These rooms have been stripped of whatever furnishings they once con-
  tained. Some of the goblins are using these as sleeping areas or bathrooms 
  but are currently deserted.
  Area 13: The Rotting Tower
  While the whole castle is showing signs of decay, this tower is seeing the 
  worst of it. The spongy wooden floor gives a little when stepped on. There 
  is a ladder against the far wall that is still traversable by a Small creature, 
  but it cannot bear the weight of a creature of Medium size or larger; should 
  a Medium creature attempt to cross the ladder there is a one in three chance 
  it will crumble in their grasp, and a Large creature would certainly break it; 
  even so anyone climbing the ladder can tell it’s rotted through. 
  The ladder leads to Area 18. Since this is the goblins only easy route to 
  the second floor they have been careful with the ladder; if it’s broken they 
  will need to spend a day clearing the stones at A.
  Area 14: Goblin Tea Party 
  (CR 1 or 2)
  Three goblins make this room their own if the alarm has not been 
  raised. What was once a tea room is now is 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 
  through a hole in the ceiling. This is the remains of a dumbwaiter, climb-
  able with a DC 10 Climb check by Small or Medium creatures, though for 
  Medium creatures movement will count as squeezing.  The gap leads into 
  room Area 18.
  If the alarm has been sounded the goblins have gone to room Area 15 
  to stage a defense. Before they leave however they will arm an explosive 
  trap and cover it in crockery shards, all the better to deal with intruders. 
  The trap is set to go off if anyone touches the pile of shards.
  Treasure: The crockery is of good quality, and if it could be reassem-
  bled (with the aid of a mending spell) it could be sold for 35gp as a set, 
  assuming the trap is not set off.
  GOBLIN (3) 
  CR 1
  XP 400
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  EXPLODING TEA PARTY TRAP 
  CR 2
  XP 600
  Type mechanical; Perception DC 22; Disable Device DC 16
  Trigger touch; Reset none
  Effect 3d4 piercing damage (DC11 reflex save for half 
  damage); multiple targets (all targets in a 10 ft. square)
  Area 15: The Library (CR 2)
  The door to this room is unusual; it is entirely neatly worked iron and 
  is locked and trapped. The trap on the door has prevented even the most 
  curious from ever plundering the room. The goblins, after learning that the 
  trap resets itself, have steered clear of it. Attempting to pick the lock also 
  triggers the trap. The key has long since been lost, and the room is intact.
  Inside the room the extra support beams and thick walls hint that this 
  may once have been a safe room of some kind, however it was last used 
  as a library, with wooden shelves and scroll-racks still supporting many 
  tomes that have escaped the ravages of moisture elsewhere.
  The books are yellowing, relics of the original inhabitants of the castle. 
  Many are dry historical books with a focus on the history of noble families 
  and the local aristocracy. Anyone studying these topics and using these 
  books for reference receives a +2 circumstance bonus to their Knowledge 
  (history) or Knowledge (nobility) rolls.
  The remaining books are notes and diaries from the original owners, 
  and of little use. The scroll cases likewise contain nothing useful, but one 
  hides a scroll of lesser restoration mixed in with other notes. Another case 
  contains a scroll of bless and shield of faith. They can be found on a thor-
  ough search of the library with a DC 10 Perception check.
  SHOCKING TRAP  
  CR 2
  XP 600
  Type magical; Perception DC 25; Disable Device DC 20
  Trigger touch; Reset 1 minute
  Effect shocking touch (2d6 electricity damage, DC 20 Reflex 
  save for half damage)
  Area 16: The Dining Room (CR 2)
  Three tables and crude chairs give enough space for a dozen goblins to 
  all eat at the same time. Jibjack and two goblins spend their time in this 
  room when not otherwise occupied.
  The tables have been laid out by someone who has heard of formal 
  dining, but clearly didn’t understand it. Knives are the only cutlery, one 
  on each side of each plate. In the centre of each table a candle has been 
  placed in a gravy-boat. The goblins make a great show of sitting in chairs 
  and calling each other “good sir”, a ritual that delights them.
  If the alarm has been sounded, the goblins in room Area 14 and Area 
  17 will join Jibjack in defending this room, hoping that Afrit and the 
  gnolls will deal with any intruders before they reach them.
  Tactics: The goblins use the tables as barricades to jam the east door 
  and provide themselves with cover, and Jibjack orders shortbow volleys 
  at anyone coming through the east door.
  Jibjack uses his nets before wading into 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 around their necks 
  as napkins when the fighting starts.
  JIBJACK 
  CR 1
  XP 400
  Goblin warrior 3 (Pathfinder Roleplaying Game Bestiary, 
  “Goblin”)
  CE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +1
  AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 natural, 
  +1 size)
  hp 23 (3d10+3)
  Fort +4, Ref +4, Will +1
  Speed 30 ft.
  Melee net +7 (entanglement) and short sword +7 (1d4–2/19–20)
  Rappan Athuk: Area 29, Castle Calaelen
  
  10
  Ranged shortbow +7 (1d4–2/x3)
  Str 7, Dex 17, Con 12, Int 8, Wis 10, Cha 9
  Base Atk +3; CMB +0; CMD 13
  Feats Exotic Weapon Proficiency (net), Weapon Finesse
  Skills Fly +5, Intimidate +3, Perception +1, Ride +7, Stealth +15
  Languages Goblin
  Gear leather armor, 2 nets, short sword, shortbow, 20 arrows, 
  amulet of natural armor +1
  GOBLIN (2) 
  CR 1/2
  XP 270
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  Area 17: The Kitchen and Pantry 
  (CR 1/3)
  The kitchen has been totally wrecked. Goblins, not known for their love 
  of fine dining, have taken away all the pots and utensils to be melted down 
  in the smithy. The pantry is now home to some half-dried fish. Interest-
  ingly the spices have been left untouched, although it looks like a few 
  goblins have at least gnawed at everything to see if it was tasty. A trained 
  alchemist could salvage 10 gp worth of untouched minor ingredients. A 
  goblin wearing a crude apron is happily cutting the half-dried fish into 
  small chunks with a cleaver, clearly enjoying himself.
  GOBLIN 
  CR 1/3
  XP 135
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
  Second Floor
  Note: Both the outer towers (Areas 6 and 7) no longer have intact sec-
  ond floors.
  Area 18: The Lookout (CR 2)
  Three goblins spend much of their time here. The rope from Area 14 comes 
  up through a small gap in the floor here; the other end is tied to a spike in the 
  wall. A thick wooden cabinet in a corner contains a few chess sets and similar 
  games, which the goblins alternatively hoard, trade or chew on. On a table a 
  chess set is covered in pieces, and goblins take turns putting on a broken pair 
  of reading glasses and attempting to throw other pieces at it, and counting how 
  many they were able to knock down. They can see the courtyard below, and 
  if the alarm is sounded they try to snipe at any intruders in the courtyard with 
  their shortbows. If they lose sight of their targets they wait (relatively) patiently, 
  either for a chance to shoot at them some more, or ambush anyone who tries 
  to enter the room. If the party tries to climb up from room Area 14 the goblins 
  attempt to remain silent, hiding behind tables and the cabinet before leaping 
  out to surprise the first person to have pulled themselves into the room and 
  then dropping alchemist’s fire into the room below. If they hear intruders on 
  the second floor two goblins hide and one goblin climbs down the rope and 
  makes a disturbance. If a creature looks down the hole to investigate the noise, 
  the remaining goblins push the heavy cabinet down on top of them (dealing 2d4 
  bludgeoning damage and hopefully surprising them).
  A few children’s books with what must have been expensive illustra-
  tions are piled up on the floor here, and all the drawings have been torn out 
  and put in a small pile. Some come from a book about castle life and have 
  simple drawings of a banquet, a cook, and two aristocratic figures playing 
  chess. Others have pictures of children playing japes and seem to have de-
  lighted the goblins, probably inspiring the use of the cabinet as a weapon.
  Rappan Athuk: Area 29, Castle Calaelen
  
  11
  GOBLINS (3) 
  CR 1
  XP 400
  hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”, with 
  the following changes: add Ranged alchemist’s fire +3 [1d6 
  plus splash])
  Note: Each goblin also has a single bottle of alchemist’s fire.
  Area 19: The Storage Loft (CR 1)
  A few crates and bundles of cloth are roughly stacked in here. The crates 
  were once filled with spare fittings and supplies, leftovers from the castle’s 
  construction, but anything of value has long since been pilfered. The center-
  piece of the room is a long, four-man canoe suspended by ropes from the ceil-
  ing and running the length of the room. It’s unclear how the boat got in here 
  or what its purpose was, the river being a considerable distance from here.
  A giant spider has made this loft its home, perhaps explaining why the 
  boat hasn’t been smashed up for firewood. Any PC climbing up to have a 
  look inside the boat is in for a nasty surprise!
  GIANT SPIDER 
  CR 1
  XP 400
  hp 16 (Pathfinder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  Area 20: The Chapel (CR 3)
  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 
  of rotting flesh and dried blood is thick and the air is stale and smokey. At 
  the far end of the room a statue of a bloated demon with a ram’s head and 
  bat’s wings has been crudely constructed from stones and wood.
  The ‘priest’ of this foul place is the goblin Jedra, who found a book 
  about Orcus left here by a previous inhabitant. Jedra rather liked the idea 
  of Orcus and built this chapel to honor him. Orcus was amused by this 
  and granted Jedra some limited power which she is using to learn to raise 
  undead. She hopes one day to replace her raiding parties with teams of 
  undead lead by goblins, to supply them with all the food they could want.
  At any time Jedra will be in the chapel, praising Orcus or experimenting 
  on any bodies on which she can get her hands. She has so far carefully 
  managed to raise a pair of skeletons, and is working on a corpse, this time 
  attempting to make a zombie. The skeletons are under the effect of her 
  ability to Command Undead.
  Tactics: Jedra uses her skeletons to fight for her, relying on her Channel 
  Energy to heal the skeletons if they need it, or use it to harm the intrud-
  ers otherwise. She opens with bless before attempting to channel every 
  round. If she exhausts her uses of Channel Energy she opens up with her 
  crossbow and fights to the death, cursing her attackers in Orcus’s name.
  JEDRA 
   CR 1
  XP 400
  Female goblin disciple of Orcus 2 (Pathfinder Roleplaying 
  Game Bestiary, “Goblin”, see the Appendix)
  CE Small humanoid (goblinoid)
  Init +2; Senses darkvision; Perception +2
  AC 21, touch 13, flat-footed 19 (+6 armor, +2 Dex, +2 shield, 
  +1 size)
  hp 17 (2d8+2)
  Fort +4, Ref +2, Will +5
  Speed 20 ft.
  Melee heavy mace +1 (1d6–1)
  Ranged light crossbow +4 (1d6/19–20)
  Special Attacks channel negative energy (1d6, 6/day, DC 12)
  Domain Spell-Like Ability (CL 2nd; melee touch +1)
  5/day—bleeding touch
  Spells Prepared (CL 2nd; melee touch +1; ranged touch +4):
  1st—bless, cause fearD (DC 13), cure light wounds, shield of faith
  0 (at will)—create water, detect magic, purify food and 
  drink, read magic
  D Domain Spell Domain Death
  Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 12
  Base Atk +1; CMB –1; CMD 11
  Feats Command UndeadB, Extra Channel
  Skills Heal +6, Knowledge (religion) +4, Linguistics +4, 
  Spellcraft +4, Stealth +4
  Languages Common, Goblin
  SQ aura, variant channeling (undeath variant channeling)*
  Gear breastplate, heavy wooden shield, heavy mace, light 
  crossbow, 20 arrows, holy symbol of Orcus
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  SKELETONS (2) 
  CR 1
  XP 400
  hp 8 (Pathfinder Roleplaying Game Bestiary, “Skeleton, 
  Medium”)
  Special: These skeletons have been prepared with great 
  care, and as such have 8 hp instead of the usual 4.
  Treasure: None of Jedra’s wealth is stored here; she instead keeps it 
  in room Area 20. She does however carry the key to that room on a loop 
  of string around her neck. On the altar is a very well bound and detailed 
  tome, praising Orcus and including prayers to him and some basic necro-
  mantic rites of which Jedra has been making use. The book itself is prob-
  ably worth up to 200 gp to a budding necromancer or collector, although 
  any good creature would seriously consider burning it.
  Area 21: The Bedroom of Skulls
  Jedra has an understandable concern that her new-found faith in Orcus may 
  raise an eyebrow within her tribe, and so limits her new taste in interior deco-
  rating to just this room and the Chapel. This was once two rooms, perhaps 
  a drawing room and master bedroom, but the adjoining wall has collapsed, 
  leaving a large room that Jedra has claimed as her own. She has taken to 
  filling the room with all the skulls she can find—rat, human and other. They 
  decorate every available flat surface. A few crude chalk drawings of Orcus 
  adorn the walls, along with some rather fanciful portraits of Jedra herself.
  Besides the bed and some spartan furniture, there is an iron chest in one 
  corner that Jedra uses to store her personal possessions. Inside, among 
  spare clothes and cloth scraps, is 35 gp in a small leather pouch, along 
  with a pretty silver necklace worth another 120 gp for its workmanship. 
  There is also a book of exceptional quality, written in Elven (which Jedra 
  cannot read). It is the journal of Maybeth Calaelen, the castle’s last legal own-
  er, and documents her early explorations of the Mouth of Doom and Rappan 
  Athuk. Roll four times on the Rappan Athuk rumor table to determine its con-
  tents. In addition, the book notes the Mouth of Doom and its relative safety 
  compared to the Sunken Graveyard and the main entrance to Rappan Athuk. 
  The book also mentions the “wealth of the healers” deep within the Mouth of 
  Doom. Finally, on the last page is written in shaky handwriting:
  “Having recovered from our tragic loss, it is my stern opinion that no 
  quest nor threat will convince me to descend into the well.”
  The true prize is the chest itself; a careful study of the chest (DC 20 
  Perception check) reveals that the base of the chest contains a hidden com-
  partment containing 2 gold bars (worth 200 gp each) that have escaped 
  Jedra’s attention. Anyone attempting to move the chest may also notice 
  how surprisingly heavy it is, even when emptied.
  Area 22: Servants’ Quarters
  This room was perhaps once divided up into four small spaces, but bro-
  ken timber struts are all that remain. The goblins use this as a communal 
  sleeping room or party room, as the mood takes them.
  Rappan Athuk: Area 29, Castle Calaelen
  
  Rappan Athuk: Area 29, Castle Calaelen
  12
  Basement
  Area 23: Guard Room (CR 1/2)
  This room has been emptied except for a desk, a chair and a pile of 
  skins made up into a crude bed. The only occupant of this room is Gorl 
  the 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 al-
  lows him to take as many naps as he chooses. Gorl is a very capable fight-
  er, but at any time there is a 40% chance he is asleep on the pile of skins, 
  unless the alarm has been raised in which case he is hiding in the first cell 
  (C), ready to burst out and surprise 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 keys to the cells.
  Treasure: On the table is a small collection of things Gorl has taken 
  from previous prisoners. These include a scythe, a compass, a wooden 
  holy symbol to Dwerfater, an empty scrollcase and a few other personal 
  items that are worthless except for sentimental value, including a snapped 
  composite longbow (+1 Strength modifier) that Gorl accidentally broke 
  while playing with it.
  GORL  
  CR 1/2
  XP 200
  Gnoll warrior 1 (Pathfinder Roleplaying Game Bestiary, 
  “Gnoll”)
  CE Medium humanoid (gnoll) 
  Init +0; Senses darkvision; Perception +0
   
  AC 14, touch 10, flat-footed 14 (+3 armor, +1 natural)
  hp 21 (1d10+2d8+6)
  Fort +7, Ref +0, Will +0
   
  Speed 30 ft.
  Melee greataxe +7 (1d12+6/x3)
   
  Str 18, Dex 10, Con 14, Int 8, Wis 10, Cha 12
  Base Atk +2; CMB +6; CMD 16
  Feats Power Attack, Weapon Focus (greataxe)
  Skills Climb +3, Diplomacy +2, Intimidate +5, Stealth –1, 
  Survival +4, Swim +3
  Languages Gnoll
  Gear studded leather armor, greataxe, 2d6 gp.
  Area 24: Empty Cells
  The goblins keep victims (alive and dead) from their raids here. Cur-
  rently all bar one of the cells are unoccupied, as the bodies from the last 
  raid are currently receiving Jedra’s attentions.
  Area 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 half-orc gentleman named Mortimer. Mort 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 with a DC 11 Diplomacy check. 
  During his captivity he has carved himself a small holy symbol of Telo-
  phus out of stone, which he places on the ground reverently when he is 
  once again a free man.
  The scythe in X-23 is his, and he can wield it proficiently.
  MORTIMER 
  CR 1/2
  XP 200
  Male Half-orc commoner 2
  N Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +1
   
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 13 (2d6+4)
  Fort +2, Ref +1, Will +1
  Defensive Abilities orc ferocity 
   
  Speed 30 ft.
  Melee unarmed strike +2 (1d3+1) 
  Melee (if armed with scythe) +2 (2d4+1/x4)
   
  Str 13, Dex 12, Con 14, Int 8, Wis 12, Cha 8
  Base Atk +1; CMB +2; CMD 13
  Feats Martial Martial Weapon Proficiency (scythe), Simple 
  Weapon Proficiency (sickle)
  Skills Handle Animal +3, Intimidate +1, Profession (farmer) +5
  Languages Common, Orc
  
  13
  Archetypes
  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.
  Originally printed in Rappan Athuk by Frog God Games. Please see 
  that book for more details.
  Castle Contents tracker:
  ○	
  9 Goblins
  ○	
  1 Gorbaz
  ○	
  1 Jibjack
  ○	
  1 Jedra
  ○	
  6 Standard
  ○	
  5 Gnolls
  ○	
  1 Gorl
  ○	
  4 Standard
  ○	
  2 Skeletons
  ○	
  1 Afrit (See Area 6)
  ○	
  1 Giant Spider
  ○	
  3 Ponies
  ○	
  3 Traps
  Plot Hooks
  The Great Downward  
  Engineering Company
  This is a plot hook used to start an adventure in and around Rappan 
  Athuk. Castle Calaelen was built some time before the fall of Tsar and the 
  Righteous March by an elven noble named Orlinde Calaelen who was rich 
  but not terribly clever. Maybeth, a descendant of hers, decided to make 
  use of the castle and set up an adventuring group named The Great Down-
  wards Engineering Company. The purpose of this group was to systemi-
  cally purge Rappan Athuk of evil, and in doing so profit from the process. 
  After a first, highly successful expedition, Maybeth became obsessed with 
  “finding the missing prince and princess” (due to her finding the Sword of 
  Kings and Queens, and falling under the influence of its geas). She sold 
  everything she owned, including the deed to the castle and set off on a 
  second journey (meeting her fate in Rappan Athuk, 12C-9).
  The deed has passed through many hands, gradually losing all it’s worth. 
  At the start of the story, one PC inherits the deed to the castle, and the rights 
  to run an adventuring company (free from any taxes, if the region has any). 
  Clearing the castle should allow the party to find Maybeth’s journal in Area 
  21. From there it should direct the party to the Mouth of Doom and beyond, 
  driven by a combination of righteousness, greed and curiosity.
  What’s that doing Here?
  The PCs, either after fleeing Rappan Athuk for their lives, or exploring 
  the countryside before making their first foray into the mega-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 exact type 
  of structure, but from the size it must be at least a fortified manor of some 
  kind. Perhaps the owners would be willing to offer shelter?
  Finders, Keepers
  The party stumbles upon a dilapidated keep while travelling. With the threat 
  of rain (or worse) on the horizon, it sure would be nice to find somewhere dry 
  to stay the night. If no one owns this place, why not stay a while and regroup?
  Appendix
  
  14
  Rappan Athuk: Area 29, Castle Calaelen
  Castle Calaelen as a  
  base of operations
  Rebuilding the castle can provide an interesting sub-plot alongside 
  Rappan Athuk. At first it provides somewhere free to stay, but with coin 
  (or the help of a lyre of building) it could become a place to defend once 
  the players inevitably kick the hornet’s nest that is the martial might of 
  Orcus’ army.
  There is a week’s worth of work in cleaning the castle and washing 
  away the mess left by its previous occupants, but the party should be free 
  to hire labor (skilled and otherwise) from any nearby towns (such as Zel-
  kor’s Ferry, or one of the GMs devising).
  • 400 gp worth of repairs and a stableboy would see the stables opera-
  tional again, taking care of the PC’s horses while they’re off adventuring.
  • A cleric could re-sanctify the temple, and be available to tend to sick 
  or injured characters, perhaps later picking up the ability to cast useful 
  spells such as lesser restoration.
  • 1,200 gp would see the gatehouse and drawbridge repaired, making 
  the castle far more defensible against attack. 
  • The party could begin to hire guards, soldiers, cooks, cleaners or 
  other staff and play more of the ‘castle life’ angle. The Leadership feat 
  would play an important part in any party attempting to staff the castle 
  with a large contingent of martial NPCs.
  • A trophy room could contain keepsakes of victories or the toughest 
  monsters the party has slain.
  There is much more the castle could do without shifting the game’s 
  focus from dungeon-diving to town planning, and provides an interest-
  ing way for the party to spend their money, and perhaps lend itself to the 
  beginning of a greater arc, to keep give characters an ongoing reason to 
  venture into Rappan Athuk.
  
  15
  Legal Appendix
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, 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 graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
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  owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by 
  a Contributor to identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of 
  this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
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  10. Copy of this License: You MUST include a copy of this License with every copy of 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
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  13. Termination: This License will terminate automatically if You fail to comply with 
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
  male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR.
  Original Spell Name Compendium, Copyright 2002 Clark Peterson; based on 
  NPC-named spells from the Player’s Handbook that were renamed in the System 
  Reference Document. The Compendium can be found on the legal page of www.
  necromancergames.com.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Rappan Athuk: Area 29, Castle Calaelen, Copyright 2013, Frog God Games; Author 
  Bill Webb.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Rappan Athuk/PFRPG - FGG - Rappan Athuk - Area 29 Castle Calaelen.pdf